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Found 7 results

  1. What's new section: Snowman_Sky is game using MapIt engine. MapIt will evolve here for a little bit. Download: [ http://songersoft.com/programming/Snowman_Sky.zip ] Video demonstrating new sprite_sheet class and weather effect. Working on the Class section of the Character Sheet. Which is what makes multiclassing possible. Changing the value of Class will load the stored value for XP. Lvl will be updated to the XP tier. Hit points are then rolled for each level of all learned classes. Hit dice are specific to each class and a Constitution modifier is added to each roll of hit die.
  2. NOTE: TOPIC HAS BEEN MERGED TO HERE: MapIt Quest I am currently developing NPCs they cannot yet be added. Items only exist in database. Enemies only in sprite. This project has been on the shelf a couple years. I decided to learn DLLStruct at the beginning of this project. I'm not sure if using them was a good idea or not. I'm open to converting them to pure array and Enum. Developing multiplayer system UDP clients / server. I'm looking for some advice on how to setup the packets. I was thinking the best way was to convert packets to Hex and convert back at the destination. That's probably the way I have it setup. Anyhow they all talk to each other, clients and server. Where the avatars appear on screens doesn't work. My Enums are used for data members of arrays. I exclude the 'g' even though they are all Global. I put the array names they describe in the Enum: ePlayer_x. In some cases I abbreviate the array name; aWorld_info probably has: aWorld_info[eWi_layers] Most gaming things are done better with a nice engine: GameMaker, Unity, Unreal. My buddy made a time machine in BASIC. I know you can make a better time machine in other languages, but there is something to be said for doing it in BASIC. Many things are ugly with this, just broken, or extraneous blocks of code I threw together for some one-off task. I put this here to see if it generates interest. I'm happy to change this thing around. I do many things in favor of speed, but I know some of it's crap. Package contains a Server and a Map Editor. The Map Editor is meant to be able to add and edit: World Files, worlds have 2 layers. 0.txt background 1.txt forground. The files are formatted with a header: width, height, and the largest tile number. The largest tile number is used to pad the world files. So that the world files could be edited by hand. WorldN Tile X_Y.txt (a subset cord of tile to specify frame): World Tile X_Y is stored in a separate file per layer so that the world layer files remain pretty. World Directory Structure: Example: World_1_Overworld. In folder above we can notice only layer 1 has a Tile_X_Y file. This is because atm only trees use the system and trees are foreground. Areas: areas are to subdivide worlds in effort to section the worlds and divide lists for: hotspots, NPCs, Items, and area properties such as: Out-of-Bounds: Destination and Repeat Tile, enemy encounters, etc.. Areas have: Global Enum $eArea_x, $eArea_y, $eArea_w, $eArea_h, _ ; Area World Bound Rect $eArea_ob_tile, $eArea_ob_world, $eArea_ob_x, $eArea_ob_y, _ ; Out of Bounds Repeat Tile and World Destination if Out of Bounds $eArea_hotspots, $eArea_items, $eArea_NPCs ; Total Hotspots per Area, Items and People Hotspots: hotspots are locations on the board that relocate the player Global Enum $eHotspot_x, $eHotspot_y, _; the spot in world that moves player $eHotspot_dest_world, $eHotspot_dest_x, $eHotspot_dest_y; the destination world and position Board: A rectangle of world tiles is pre-drawn on aBoard[layer_max] centered on player, you can change the size to consume less RAM but requires drawing world to board more often. Animated Background: Before anything is drawn a moving BG image is drawn. Creating beautiful water AI. So if no tiles are drawn from world, BG water animation is shown. Map Editor should be able to test all of the systems of the game: Player, Worlds, Areas, Hotspots, NPCs, Items, Shops, Battles, Netplay, etc.. (Not all systems exist yet) Download site: http://songersoft.com/programming/dw3_remake/dw3_remake_about.phtml It's going to say that the files might be malicious. Probably b/c of the DLLs and I hosted an unmoderated forum from the site years ago were people posted malicious links. Let me know if it's malicious! PS: I tried posting the source but I keep getting errors. I think the source might be too large to post. 6308 lines. Idk.
  3. NOTE: TOPIC HAS BEEN MERGED TO HERE: MapIt Quest Special thanks: AdmiralAlkex, Melba23, MrCrearoR, Dragon Warrior 3, SDL MapIt is a tile world editor. MapIt was built around the concept of reversing Dragon Warrior map images. MapIt can take image input and produce a tile and world array. Changing and replacing tile / world data is easy. B/c tile world editor. CTRL+R in image above to signal replace tile action and I use "G" to Get the tile under mouse. A full list of hotkeys can be assigned in the: Help Menu\Hotkeys MapParser is a C++ project that scans images for unique tiles. MapIt can be downloaded without MapParser. MapParser can be toggled off in the Scan_Image dialog. Without MapParser, MapIt will use the Scan_Tiles() function written in AutoIt ; which is 100 * slower Idk. If MapParser.exe will not run for you: Installing Visual C++ Redistributable for Visual Studio 2015 should fix it: https://www.microsoft.com/en-us/download/details.aspx?id=48145 You can start with example world and tiles. Example world was made following these steps: Started with a tile map image of DragonWarrior3 town of: Reeve From MapIt World Menu \ New \ Scan_Image dialog, I set the area to exclude the key legend to the far right of image. After scanning the map image to world and tile array. I removed a few of the map artifacts. More work could be done on this world; removing unwanted tiles, but it is fine for now. I saved my world to disk. This creates folder: Worldname: Containing folder of Tiles and a Worldname.txt. Using The Gimp, I edited some tiles to have a transparent color: Stairs, Trees, Desk Tables, Chest-of-drawers, Chairs, Signs, Doors, Beds. I changed the world layers to 2: World Menu \ Properties. F9 Finds all selected tile on current layer and changes to a new selected tile on new layer. I used F9 to change all Trees on layer: 0 to Trees on layer: 1. Then I used F9 to change all Trees on layer: 0 to Grass on layer: 0 In this video you can see how I used the Tile Menu \ Replace From Disk option to remap tile images to my custom tiles. Conveniently my tiles already have a transparent pixel. See video for how that was done: To use the example world: First unzip the world save file: http://songersoft.com/programming/mapit/worlds/Reeve_Swapped.zip From the World Menu: choose \Load Navigate to the Reeve_Swapped.txt located in the extracted zip. Or you can scan any image. The map images I used are here: http://www.realmofdarkness.net/dq/games/nes/dw3/maps/world For download, videos, and example of created world file data; please visit the MapIt webpage: http://songersoft.com/programming/mapit/mapit_about.phtml
  4. I have a bunch of SDL_Surfaces loaded into memory. I want to list them in a ComboBox. Using this code, I can load images to the combobox from file but not from existing SDL_Surface memory CODE ISN"T MEANT TO RUN ; Create combobox pic list example $aControl[$iControl_id][$eControl_data] = _GUICtrlComboBoxEx_Create($gui, $data_value, $data_x, $data_y, $data_w, $data_h, $CBS_DROPDOWNLIST) ; Image List for ComboboxEx Local $hImage = _GUIImageList_Create($gTile_w, $gTile_h, 6) ; Fill hImage with SDL_Surfaces stored in memory: aNPC_surf[scale][type][way][frame] For $i = 0 To 1 ; This works but only from file: ;_GUIImageList_AddBitmap($hImage, $gFolder_graphics & $gaWorld_info[$player.iWorld_cur][$eWi_filename] & "Tiles\" & $i & ".bmp") ; I've broken up a sprite sheet and want to insert into combobox from memory ;_GUIImageList_Add($hImage, $aNPC_surf[1][1][1][$i]) _GUIImageList_Add($hImage, _GDIPlus_BitmapCreateFromMemory($aNPC_surf[1][1][1][$i]), True) ;_GDIPlus_BitmapCreateFromMemory($aNPC_surf[1][1][1][$i]) ; Add the index number to combobox item _GUICtrlComboBoxEx_AddString($aControl[$eNPC_iPic_type][$eControl_data], $i, $i, $i) Next ; Set hImage list to combobox control _GUICtrlComboBoxEx_SetImageList($aControl[$eNPC_iPic_type][$eControl_data], $hImage) Anyone know if I can convert from SDL_Surface to hBitmap? Maybe I'm doing something else wrong. I've seen hBitmap converted to SDL_Surface but I don't really understand it yet: My full script can be found here:
  5. A little try with SDL 2 Library and SDL 2 GFX. SDL2_Let It Snow.au3 Press "Esc" for quit. Edit : SDL2.dll and SDL2-Gfx.dll are now located in the tempdir and not called in memory.
  6. Waxworks Code Wheel. Written in AutoIt with SDL. Source
  7. I always knew I'd have to write a configure joystick routine to record and return desired user input to be used for player controls. This example UDF is mainly to help people just getting started, who have never written a configure joystick routine. but it's also a dialog that will setup and load custom controls for as many players as you like. Just try -12 players for example. Example using Configure Controls to setup controls for Tanks that ride on the desktop. Damn I broke the jump shadow before the video, ha. I fixed it before the source upload. http://www.youtube.com/watch?v=I94yrKrDq-E Having seen plenty of configure joystick functions from a user stand point, I had some criteria. 1. All players controls should be accessible from a single call to the configure function. Navigating back a dialog just to assign the next player is bullshit. 2. Can handle analog and digital controls, and not become broken b/c the joystick is special. Testing please let me know! 3. GUI but only Nes joystick GUI at this point. Todo: 1. I should be able to detect when the GUIHotkey changes and focus the next field. A joystick does this already. 2. After seeing better written UDFs I am still considering better variable names. 3. When you can assign all types of input devices to a single player controls, you allow for multiplayer single player. B/c of the re-write using both GUIHotkey controls and input fields, I have decided to wait and add this feature latter. The data is setup to handle it, but the configurecontrols dialog creates all the fields based on the first control type. Meaning at this point only one input type per player. Note: These scripts require an SDL folder environment! See download at end of post. Configure Controls UDF.au3 #include-once ; #INDEX# ======================================================================================================================= ; Title .........: Configure Controls ; AutoIt Version : 3.3.10.2 works older versions of AutoIt, unsure how far back ; Description ...: Methods to record user input to a customizable control array ; Author(s) .....: Xandy ; Dll ...........: SDL.dll, SDL_Image.dll ; Functions......: ; _configurecontrols($hgui, $screen, $players, $aControlLabelNames= Default) - - - returns $a_control[$controlmax][$g_cc_controldatamax] ; _cc_savecontrols($control, $filename, $controlinput) ; _cc_loadcontrols($filename, $controlmax, $g_cc_controldatamax) ; _cc_updatecontrolinput($control, byref $controlinput) ; _cc_nesgui_selectiondefine(byref $nespadbuttonselectsurf, byref $nespadrect) ; _cc_surfget($surf, byref $width, byref $height) - - - get the width and height of a SDL_Surface ; _cc_controlchanged($control, $player, $g_cc_controldatamax, $controlinput) ; _cc_openjoystick(byref $joystick, $joystickid, byref $joystickbuttons, byref $joystickaxes, byref $joystickhats) ; _cc_mouseoverrect($mousex, $mousey, $rect, $rect_y= default, $rect_w= default, $rect_h= default) ; _cc_deletecontrolinput(byref $controlinput, byref $control) ; _cc_createcontrolinput(byref $controlinput, $control, $hgui, $guirect) ; _cc_getkeycode($keycode) ; _cc_clearcontrols(byref $control) ; =============================================================================================================================== ; AutoIt source script file #include <Misc.au3> #include <WindowsConstants.au3> #include <EditConstants.au3> #include <GUIConstantsEx.au3> #include <GuiComboBoxEx.au3> #include "Include Lib\SDL v14\SDL.au3";created by AdmiralAlkex #include "Include Lib\SDL v14\SDL_Image.au3";created by AdmiralAlkex #include "Include Lib\GUIHotkey\GUIHotkey.au3";created by Mat global $g_cc_controlsavepath= @scriptdir&"\Player Config\" global $g_cc_controlsavefilename= "Player_" global $g_cc_controldatamax= 3 global $analog_threshold= 20000 global $buttontypemax= 3 global $buttontype[$buttontypemax][2];min[type][0] and max[type][1] range global enum $e_button= 0, $e_axis= 1, $e_hat= 2 $buttontype[$e_button][0]= 10 $buttontype[$e_button][1]= 10 $buttontype[$e_axis][0]= 20 $buttontype[$e_axis][1]= 9999 $buttontype[$e_hat][0]= 10000 $buttontype[$e_hat][1]= 19999 ; #FUNCTION# ;=============================================================================== ; ; Name...........: _configurecontrols ; Description ...: Saves player control files for keyboard or joystick ; Saves one file per player, but only if the data changes without 'cancel' ; Syntax.........: _configurecontrols($hgui, $screen, $players, $controlmax) ; Parameters ....: $hgui - GUI handle, probably should be the one with $screen attached ; $screen - SDL_Video Surface attached to $hgui ; $players - How many possiable player config files to create or modify ; $aControlNames - An array that has the names of player controls. If Default 8 Nespad controls will be used. func _configurecontrols(byref $hgui, byref $screen, $players, $aControlNames= default) local $controlmax= 8 if $aControlNames= default then local $controllabel[$controlmax]= ["Up", "Down", "Left", "Right", "Select", "Start", "B", "A"] else $controlmax= ubound($aControlNames) local $controllabel[$controlmax] for $i= 0 to $controlmax-1 $controllabel[$i]= $aControlNames[$i] next endif local $a_winrect= wingetpos($hgui) local $joysticks= _SDL_NumJoysticks() local $player= 0 local $joystickbuttons= -1, $joystickaxes= -1, $joystickhats= -1 local $disableaxes= 0 local $guirect= _SDL_Rect_Create(0, 40, $a_winrect[2]-1, 129); local $joystick= 0 local $colorblack= 0 local $control= _cc_loadcontrols($g_cc_controlsavepath&$g_cc_controlsavefilename&$player&".txt", $controlmax, $g_cc_controldatamax) local $joystickid= $control[0][0] local $confirm= 0 ;Prepare screen surface _SDL_FillRect($screen, 0, _SDL_MapRGB($screen, 152, 152, 152));whole screen grey $drect= _SDL_Rect_Create(0, $guirect.y+$guirect.h, $a_winrect[2]-200, $a_winrect-$guirect.h);rect to fill with black _SDL_FillRect($screen, $drect, $colorblack);fill black area _SDL_Flip($screen) ;All GUI controls local $controlinput[$controlmax][2] local $filemenu= guictrlcreatemenu("File") local $filesaveconfig= guictrlcreatemenuitem("Save a backup copy", $filemenu) local $fileloadconfig= guictrlcreatemenuitem("Load a backup config", $filemenu) local $fileexit= guictrlcreatemenuitem("Exit", $filemenu) ;populate input controls and labels for $i= 0 to $controlmax-1;create gui button controls for nespad $controlinput[$i][0]= guictrlcreatelabel($controllabel[$i], $a_winrect[2]-200, $guirect.h+1+($i*25), 75, 25);controlinput guictrlsetfont(-1, 12, 1200) next _cc_createcontrolinput($controlinput, $control, $hgui, $guirect) ;Setup Cancel and Ok button $buttoncancel= guictrlcreatebutton("Cancel", $a_winrect[2]-170, $guirect.h+($controlmax*25)+20, 75, 20) guictrlsetfont($buttoncancel, 14, 400) $buttonok= guictrlcreatebutton("Ok", $a_winrect[2]-80, $guirect.h+($controlmax*25)+20, 55, 20) guictrlsetfont($buttonok, 14, 400) ;Player Number: label and combobox $playerlabel= guictrlcreatelabel("Player Number:", 45, 17, 175, 22) guictrlsetfont($playerlabel, 18, 400) $playercombo= guictrlcreatecombo("1", 45, 40, 55, 30) guictrlsetfont($playercombo, 16, 400) for $i= 1 to $players guictrlsetdata($playercombo, $i) next ;Setup Joystick Name: label and combobox $joysticklabel= guictrlcreatelabel(" Joystick Name: ", 45, 80, 175, 22) guictrlsetfont($joysticklabel, 18, 400) $joysticknamecombo= guictrlcreatecombo("Keyboard", 45, 103, 550, 20, $CBS_DROPDOWNLIST) guictrlsetfont($joysticknamecombo, 14, 400) for $i= 0 to $joysticks-1 guictrlsetdata($joysticknamecombo, _SDL_JoystickName($i)&"|") next _guictrlcombobox_setcursel($joysticknamecombo, $control[0][0]) ;Disable Axes checkbox $disableaxescheckbox= guictrlcreatecheckbox("Disable Axes", 245, 80, 95) guictrlsetfont($disableaxescheckbox, 9, 400) ;Setup Max Axes: label and input $axesmaxlabel= guictrlcreatelabel("Max Axes:", 370, 58, 85) guictrlsetfont($axesmaxlabel, 14, 400) guictrlsettip($axesmaxlabel, "Use when a joystick reports axises incorrectly, but still needs some axis") $axesmaxinput= guictrlcreateinput("", 370, 80, 45, 21, $ES_NUMBER) ;Setup Threshold: label and input $analog_thresholdlabel= guictrlcreatelabel("Threshold:", 485, 58, 90) guictrlsetfont($analog_thresholdlabel, 14, 400) $analog_thresholdinput= guictrlcreateinput($analog_threshold, 485, 80, 55, 21, $ES_NUMBER) _cc_updatecontrolinput($control, $controlinput) guisetstate() local $w= 0, $h= 0 local $nespadsurf= _IMG_Load(@scriptdir&"\..\Graphics\Nespad\nes-pad.png") _cc_surfget($nespadsurf, $w, $h) local $nespadrect= _SDL_Rect_Create(10, $guirect.y+$guirect.h+1-10, $w, $h) local $highlightbutton= -1 local $nespadbuttonselectsurf[$controlmax][4];[$control][0]surf, [1]rect, [2]possiable surf, [3]possiable rect local $mousex= 0, $mousey= 0;to detect graphic control under mouse ; Define GUI button selection graphic placement _cc_nesgui_selectiondefine($nespadbuttonselectsurf, $nespadrect);defines area to blit controls to gui local $rx= 0, $ry= 0, $rw= 0, $rh= 0 local $rect_a= 0 local $redraw= 1 local $newbutton= "do nothing" local $oldhighlightbutton= -1 ;local $msg= $joysticknamecombo local $msg= 0 if $joystickid> 0 then;joystick $joystick= _cc_openjoystick($joystick, $joystickid, $joystickbuttons, $joystickaxes, $joystickhats) endif;joystickid> 0 guictrlsetdata($axesmaxinput, $joystickaxes) $drect= _SDL_Rect_Create($nespadrect.x, $nespadrect.y, $nespadrect.w, $nespadrect.h);nes pad rect do if winactive($hgui) then switch $msg case $joysticknamecombo;joystick selection _cc_deletecontrolinput($controlinput, $control) _cc_clearcontrols($control) $joystickid= _guictrlcombobox_getcursel($joysticknamecombo) $control[0][0]= $joystickid $joystick= _cc_openjoystick($joystick, $joystickid, $joystickbuttons, $joystickaxes, $joystickhats) _cc_createcontrolinput($controlinput, $control, $hgui, $guirect) _cc_updatecontrolinput($control, $controlinput) guictrlsetdata($axesmaxinput, $joystickaxes) case $playercombo if _cc_controlchanged($control, $player, $g_cc_controldatamax, $controlinput) then _cc_savecontrols($control, $g_cc_controlsavepath&$g_cc_controlsavefilename&$player&".txt", $controlinput) _cc_deletecontrolinput($controlinput, $control) $player= _guictrlcombobox_getcursel($playercombo) $control= _cc_loadcontrols($g_cc_controlsavepath&$g_cc_controlsavefilename&$player&".txt", $controlmax, $g_cc_controldatamax) _guictrlcombobox_setcursel($joysticknamecombo, $control[0][0]);use the first control type as combo selection $joystickid= $control[0][0] $joystick= _cc_openjoystick($joystick, $joystickid, $joystickbuttons, $joystickaxes, $joystickhats) _cc_createcontrolinput($controlinput, $control, $hgui, $guirect) _cc_updatecontrolinput($control, $controlinput) guictrlsetdata($axesmaxinput, $joystickaxes) case $disableaxescheckbox $disableaxes= guictrlread($disableaxescheckbox) case $analog_thresholdinput $analog_threshold= int(guictrlread($analog_thresholdinput)) case $buttoncancel exitloop case $fileexit exitloop case $buttonok $confirm= 1 exitloop case $fileloadconfig $loadpath= fileopendialog("Load Control File", $g_cc_controlsavepath, "txt(*.txt)") if @error= 0 then $control= _cc_loadcontrols($loadpath, $controlmax, $g_cc_controldatamax) $joystickid= $control[0][0];use the first control type as combo selection _guictrlcombobox_setcursel($joysticknamecombo, $joystickid) _cc_deletecontrolinput($controlinput, $control) _cc_createcontrolinput($controlinput, $control, $hgui, $guirect) $joystick= _cc_openjoystick($joystick, $joystickid, $joystickbuttons, $joystickaxes, $joystickhats) _cc_updatecontrolinput($control, $controlinput) endif case $filesaveconfig $savepath= filesavedialog("Save Config File", $g_cc_controlsavepath, "txt(*.txt)") if @error= 0 then $temp= stringmid($savepath, stringlen($savepath)-3);test file name extention if $temp<> ".txt" then $savepath= $savepath&".txt";if no .txt ext add one _cc_savecontrols($control, $savepath, $controlinput) endif case $axesmaxinput $joystickaxes= int(guictrlread($axesmaxinput)) endswitch;msg $msg= guigetmsg() ;Enables image click for control selection if _ispressed(1) then;left mouse button down _SDL_GetMouseState($mousex, $mousey) for $i= 0 to 7;$controlmax-1 ; this example only has 8 nespad rects $rect_a= $nespadbuttonselectsurf[$i][1] if _cc_mouseoverrect($mousex, $mousey, $nespadbuttonselectsurf[$i][1].x-9, $nespadbuttonselectsurf[$i][1].y-9, $nespadbuttonselectsurf[$i][1].w+9, $nespadbuttonselectsurf[$i][1].h+9) then $oldhighlightbutton= $highlightbutton $highlightbutton= $i guictrlsetstate($controlinput[$highlightbutton][1], $gui_focus) exitloop endif if $nespadbuttonselectsurf[$i][2]<> 0 then $rect_a= $nespadbuttonselectsurf[$i][3] if _cc_mouseoverrect($mousex, $mousey, $nespadbuttonselectsurf[$i][3]) then $oldhighlightbutton= $highlightbutton $highlightbutton= $i guictrlsetstate($controlinput[$highlightbutton][1], $gui_focus) exitloop endif endif next endif;_ispressed(1) image clicking if $highlightbutton> -1 then;capture user input if int($joystickid)> 0 then;detect joystick _SDL_JoystickUpdate($joystick) ;joystick buttons for $i= 0 to $joystickbuttons;check all the joystick buttons to find button pressed if _SDL_JoystickGetButton($joystick, $i) > 0 then $control[$highlightbutton][0]= $joystickid;keyboard or joystickid $control[$highlightbutton][1]= 10;type: 10button $newbutton= $i $control[$highlightbutton][2]= $newbutton;button or state endif next;button ;joystick axes if $disableaxes<> 1 then;if axes not disabled for $i= 0 to $joystickaxes-1;check the axi $axisintensity= _SDL_JoystickGetAxis($joystick, $i) if $axisintensity < -$analog_threshold then $control[$highlightbutton][1]= $buttontype[$e_axis][0]+$i;type: > 19 to 9999 axis $newbutton= "axis "&$i&" "&$axisintensity $control[$highlightbutton][2]= $axisintensity+1 else if $axisintensity > $analog_threshold then $control[$highlightbutton][1]= $buttontype[$e_axis][0]+$i;type: > 19 to 9999 axis $newbutton= "axis "&$i&" "&$axisintensity $control[$highlightbutton][2]= $axisintensity-1;button or state endif endif next;axis endif;disableaxis ;joystick hats for $i= 0 to $joystickhats $hat= _SDL_JoystickGetHat($joystick, $i) if $hat<> 0 then $control[$highlightbutton][1]= $buttontype[$e_hat][0]+$i $control[$highlightbutton][2]= $hat;button or state $newbutton= "hat "&$i&" "&$hat endif next;hat endif;joystickid> 0 if $newbutton== "do nothing" then ;do nothing else;update the control input fields with user input $control[$highlightbutton][0]= $joystickid;keyboard or joystickid guictrlsetdata($controlinput[$highlightbutton][1], "J"&$joystickid&" "&$newbutton) if $highlightbutton+1> $controlmax-1 then $highlightbutton= -1 guictrlsetstate($buttonok, $gui_focus);last control set, select buttonok else;select next input button to set guictrlsetstate($controlinput[$highlightbutton+1][1], $gui_focus) endif;select next control sleep(400);easy way to prevent spam assignment $newbutton= "do nothing" endif;newbutton else if _ispressed("1B") then exitloop;when no control is highlighted, ESC cancels out of configurejoystick() endif;highlightbutton> -1 if $oldhighlightbutton<> $highlightbutton then $redraw= 1 if $redraw= 1 then $redraw= 0 _SDL_BlitSurface($nespadsurf, 0, $screen, $drect);draw nes pad ;draw button highlight if $highlightbutton> -1 and $highlightbutton< $controlmax then _SDL_BlitSurface($nespadbuttonselectsurf[$highlightbutton][0], 0, $screen, $nespadbuttonselectsurf[$highlightbutton][1]);draw button selected rect1 if $nespadbuttonselectsurf[$highlightbutton][2]<> 0 then _SDL_BlitSurface($nespadbuttonselectsurf[$highlightbutton][2], 0, $screen, $nespadbuttonselectsurf[$highlightbutton][3]);draw button selected rect2 endif endif;highlightbutton control range _SDL_UpdateRect($screen, $nespadrect.x, $nespadrect.y, $nespadrect.w, $nespadrect.h) endif;redraw ;find target button focus if any if $control[0][0]= 0 then $focus_s= controlgetfocus($hgui) for $i= 0 to $controlmax-1 if $focus_s= "msctls_hotkey32"&$i+1 then $oldhighlightbutton= $highlightbutton $highlightbutton= $i exitloop endif next else $focush= ControlGetHandle ($hgui, "", ControlGetFocus($hgui));find the windows control focus $focusid= _WinAPI_GetDlgCtrlID ($focush);find the focus controlid for $i= 0 to $controlmax-1 if $focusid= $controlinput[$i][1] then $oldhighlightbutton= $highlightbutton $highlightbutton= $i endif;a= buttoninput[i][1] next endif endif;winactive(hgui) until $msg= $gui_event_close if $confirm= 1 then _cc_savecontrols($control, $g_cc_controlsavepath&$g_cc_controlsavefilename&$player&".txt", $controlinput) for $i= 0 to $controlmax-1 _SDL_FreeSurface($nespadbuttonselectsurf[$i][0]) next guictrldelete($filemenu) guictrldelete($playerlabel) guictrldelete($playercombo) guictrldelete($joysticknamecombo) guictrldelete($joysticklabel) guictrldelete($disableaxescheckbox) guictrldelete($axesmaxlabel) guictrldelete($axesmaxinput) guictrldelete($analog_thresholdlabel) guictrldelete($analog_thresholdinput) guictrldelete($buttoncancel) guictrldelete($buttonok) for $i= 0 to $controlmax-1 guictrldelete($controlinput[$i][0]);delete label if $control[0][0]= 0 then _GUICtrlHotkey_Delete($controlinput[$i][1]);delete hotkey control else guictrldelete($controlinput[$i][1]);delete gui input control endif next _SDL_FreeSurface($nespadsurf) _SDL_FillRect($screen, 0, $colorblack) _SDL_Flip($screen) sleep(100) return $confirm EndFunc;_configurecontrols($players, $controlmax) ; Save controls to disk func _cc_savecontrols($control, $filename, $controlinput) dircreate($g_cc_controlsavepath) $file= fileopen($filename, 2) if $file<> -1 then for $i= 0 to ubound($control)-1 if $control[0][0]= 0 then $control[$i][0]= 0 $control[$i][1]= 10 $control[$i][2]= _GUICtrlhotkey_GetHotkeyCode($controlinput[$i][1]) endif for $ii= 0 to $g_cc_controldatamax-1 filewriteline($file, $control[$i][$ii]) next next else msgbox(0, "Save Error", "Player controls could NOT be Saved to:"&@CRLF&$filename) endif fileclose($file) EndFunc;_cc_savecontrols($control, $filename, $controlinput) ; Load controls from disk, return control[controlmax][controldatamax] func _cc_loadcontrols($filename, $controlmax, $g_cc_controldatamax) local $control[$controlmax][$g_cc_controldatamax] $file= fileopen($filename) if $file<> -1 then for $i= 0 to $controlmax-1 for $ii= 0 to $g_cc_controldatamax-1 $control[$i][$ii]= int(filereadline($file)) next next fileclose($file) else msgbox(0, "Load Error", "Player controls could NOT be Loaded", 2000) endif;file<> -1 return $control EndFunc;_cc_loadcontrols($filename, $controlmax, $g_cc_controldatamax)() ; updates the control input fields func _cc_updatecontrolinput($control, byref $controlinput) local $newbutton= "" for $i= 0 to ubound($control)-1 if $control[0][0]= 0 then _GUICtrlHotkey_SetHotkeyCode($controlinput[$i][1], $control[$i][2]) else switch $control[$i][1] case $buttontype[$e_button][0] to $buttontype[$e_button][1] $newbutton= $control[$i][2] case $buttontype[$e_axis][0] to $buttontype[$e_axis][1];axis $newbutton= "axis "&$control[$i][1]-20&" "&$control[$i][2] case $buttontype[$e_hat][0] to $buttontype[$e_hat][1];hat $newbutton= "hat "&$control[$i][1]-10000&" "&$control[$i][2] case else;to prevent a J1, J0..controlmax spam on blank controls $newbutton= Null endswitch if $newbutton<> Null then $newbutton= "J"&$control[$i][0]&" "&$newbutton guictrlsetdata($controlinput[$i][1], $newbutton) endif next EndFunc;_cc_updatecontrolinput($control, byref $controlinput) ; Sets the positions and images of selected buttons on the nespad gui func _cc_nesgui_selectiondefine(byref $nespadbuttonselectsurf, byref $nespadrect) local $graphicpath= @scriptdir&"\..\Graphics\Nespad" $nespadbuttonselectsurf[0][0]= _IMG_Load($graphicpath&"\nes-select-up 95 105 28 26.png");up $nespadbuttonselectsurf[0][1]= _SDL_Rect_Create($nespadrect.x+95, $nespadrect.y+105, 28, 26) $nespadbuttonselectsurf[1][0]= _IMG_Load($graphicpath&"\nes-select-down 95 177 28 26.png");down $nespadbuttonselectsurf[1][1]= _SDL_Rect_Create($nespadrect.x+95, $nespadrect.y+177, 28, 26) $nespadbuttonselectsurf[2][0]= _IMG_Load($graphicpath&"\nes-select-left 58 140 25 29.png");left $nespadbuttonselectsurf[2][1]= _SDL_Rect_Create($nespadrect.x+58, $nespadrect.y+140, 25, 29) $nespadbuttonselectsurf[3][0]= _IMG_Load($graphicpath&"\nes-select-right 133 141 26 26.png");right $nespadbuttonselectsurf[3][1]= _SDL_Rect_Create($nespadrect.x+133, $nespadrect.y+141, 26, 26) $nespadbuttonselectsurf[4][0]= _IMG_Load($graphicpath&"\nes-select-select 228 178 30 12.png");select button highlight $nespadbuttonselectsurf[4][1]= _SDL_Rect_Create($nespadrect.x+228, $nespadrect.y+178, 30, 12) $nespadbuttonselectsurf[4][2]= _IMG_Load($graphicpath&"\nes-select-label 205 125 73 13.png");select text label $nespadbuttonselectsurf[4][3]= _SDL_Rect_Create($nespadrect.x+205, $nespadrect.y+125, 73, 13) $nespadbuttonselectsurf[5][0]= _IMG_Load($graphicpath&"\nes-select-select 228 178 30 12.png");start button highlight $nespadbuttonselectsurf[5][1]= _SDL_Rect_Create($nespadrect.x+306, $nespadrect.y+178, 30, 12) $nespadbuttonselectsurf[5][2]= _IMG_Load($graphicpath&"\nes-select-start-label 295 125 61 13.png");start text label $nespadbuttonselectsurf[5][3]= _SDL_Rect_Create($nespadrect.x+289, $nespadrect.y+125, 61, 13) $nespadbuttonselectsurf[6][0]= _IMG_Load($graphicpath&"\nes-select-B.png");button B $nespadbuttonselectsurf[6][1]= _SDL_Rect_Create($nespadrect.x+413, $nespadrect.y+170, 25, 24) $nespadbuttonselectsurf[6][2]= _IMG_Load($graphicpath&"\nes-select-B-label 447 224 15 14.png");B text label $nespadbuttonselectsurf[6][3]= _SDL_Rect_Create($nespadrect.x+447, $nespadrect.y+223, 15, 14) $nespadbuttonselectsurf[7][0]= _IMG_Load($graphicpath&"\nes-select-B.png");A button highlight $nespadbuttonselectsurf[7][1]= _SDL_Rect_Create($nespadrect.x+491, $nespadrect.y+170, 25, 24) $nespadbuttonselectsurf[7][2]= _IMG_Load($graphicpath&"\nes-select-A-label 524 223 15 15.png");A text label $nespadbuttonselectsurf[7][3]= _SDL_Rect_Create($nespadrect.x+524, $nespadrect.y+223, 15, 15) EndFunc;_cc_nesgui_selectiondefine(byref $nespadbuttonselectsurf, byref $nespadrect)( ; Get width and Height from a SDL Surface func _cc_surfget($surf, byref $w, byref $h) $struct= DllStructCreate($tagSDL_SURFACE, $surf) $w= DllStructGetData($struct, "w") $h= DllStructGetData($struct, "h") $struct= 0 EndFunc;_cc_surfget($surf, byref $w, byref $h) ; _cc_controlchanged() compairs the current controls to the user control file on disk func _cc_controlchanged($control, $player, $g_cc_controldatamax, $controlinput) local $controlmax= ubound($control) local $control_temp= _cc_loadcontrols($g_cc_controlsavepath&$g_cc_controlsavefilename&$player&".txt", $controlmax, $g_cc_controldatamax) for $i= 0 to $controlmax-1 for $ii= 0 to $g_cc_controldatamax-1 if $control[$i][0]= 0 then if _GUICtrlHotkey_GetHotkeyCode($controlinput[$i][1])<> $control_temp[$i][$ii] then return 1 else if $control[$i][$ii]<> $control_temp[$i][$ii] then return 1 endif next;$ii next;$i return 0 EndFunc;_cc_controlchanged($control, $player, $g_cc_controldatamax) ; returns a joystick object func _cc_openjoystick(byref $joystick, $joystickid, byref $joystickbuttons, byref $joystickaxes, byref $joystickhats) _SDL_JoystickClose($joystick) $joystick= 0 $joystickbuttons= -1 $joystickaxes= -1 $joystickhats= -1 if $joystickid> 0 then;joystick $joystick= _SDL_JoystickOpen($joystickid-1);b/c joystickid is 1 greater to allow for keyboard in the combobox $joystickbuttons= _SDL_JoystickNumButtons($joystick) $joystickaxes= _SDL_JoystickNumAxes($joystick) $joystickhats= _SDL_JoystickNumHats($joystick) endif return $joystick EndFunc;_cc_openjoystick($joystickid, byref $joystickbuttons, byref $joystickaxes, byref $joystickhats) ; $rect is for a SDL_Rect, however if $rect_y<> default then $rect is treated as $rect_x func _cc_mouseoverrect($mousex, $mousey, $rect, $rect_y= default, $rect_w= default, $rect_h= default) if $rect_y= default then if $mousex> $rect.x-1 and $mousex< $rect.x+$rect.w+1 then if $mousey> $rect.y-1 and $mousey< $rect.y+$rect.h+1 then return 1 endif endif else if $mousex> $rect-1 and $mousex< $rect+$rect_w+1 then if $mousey> $rect_y-1 and $mousey< $rect_y+$rect_h+1 then return 1 endif endif endif return 0 EndFunc;_cc_mouseoverrect($x, $y, $w, $h) func _cc_deletecontrolinput(byref $controlinput, byref $control) ;if $control[0][0]= 0 then for $i= 0 to ubound($control)-1 _GUICtrlHotkey_Delete($controlinput[$i][1]) next ;endif EndFunc;_cc_deletecontrolinput(byref $controlinput, byref $control) ; uses the first control type to determine guihotkey controls or input fields func _cc_createcontrolinput(byref $controlinput, $control, $hgui, $guirect) if $control[0][0]= 0 then;hotkey controls for $i= 0 to ubound($controlinput)-1 guictrldelete($controlinput[$i][1]) $controlinput[$i][1]= _GUICtrlHotkey_Create($hgui, $guirect.w-124, $guirect.h+($i*25), 121, 25) next else;input fields for joystick controls for $i= 0 to ubound($controlinput)-1 guictrldelete($controlinput[$i][1]);delete input field $controlinput[$i][1]= guictrlcreateinput("", $guirect.w-124, $guirect.h+($i*25), 121, 25) guictrlsendmsg(-1, $EM_SETREADONLY, 1, 0);read-only next endif EndFunc;_cc_createcontrolinput(byref $controlinput, $control, $hgui, $guirect) ; First time I've done this so I might be explaining wrong! ; Adapted from Mat's GUIHotkey.au3 to produce a _ispressed() hex keycode ; $keycode : keycode > 255 will have it's key modifier attributes removed ; returns a single _ispressed() keycode func _cc_getkeycode($keycode) Local $iLoByte= $keycode if $keycode> 255 then Local $iHiByte = BitShift($keycode, 8) $iLoByte = BitAND($keycode, 0xFF) endif return hex($iLoByte) EndFunc;_cc_getkeycode($keycode) ; clear the control object func _cc_clearcontrols(byref $control) for $i= 0 to ubound($control)-1 for $ii= 0 to $g_cc_controldatamax-1 $control[$i][$ii]= 0 next next EndFunc;_cc_clearcontrols(byref $control)Simple Example #include "configure controls udf.au3" global $debug= 0 test_main() func test_main() local $players= 3 local $controlmax= 8, $controldatamax= 3 local $player[$players][3];control, x, y ;AutoIt options opt("GUICloseOnESC", 0);disable escape closing AutoIt dialog opt("GUIResizeMode", $GUI_DOCKALL);force consistent control spacing of gui controls ;Windows GUI with SDL $hgui= guicreate(@scriptname, 850, 600, default, default, bitor($WS_MAXIMIZEBOX, $WS_MINIMIZEBOX));$WS_SIZEBOX if $debug= 0 then EnvSet("SDL_WINDOWID", $hgui);remark this to create AutoIt window and recieve error messages from AutoIt guisetstate();show screen hgui, screen window ;init SDL _SDL_Init_image() _SDL_Init($_SDL_INIT_EVERYTHING) ;SDL Video Surface $screen $screen= _SDL_SetVideoMode(850, 600, 0, $_SDL_SWSURFACE);bitor($_SDL_SWSURFACE, $_SDL_RESIZABLE) local $joysticks= _SDL_NumJoysticks(); local $joystickobj[$joysticks] if _configurecontrols($hgui, $screen, $players)= 1 then for $i= 0 to $players-1 $player[$i][0]= _cc_loadcontrols($g_cc_controlsavepath&$g_cc_controlsavefilename&$i&".txt", $controlmax, $controldatamax) $control= $player[0][0] if $control[0][0]> 0 then $joystickobj[$control[0][0]-1]= _SDL_JoystickOpen($control[0][0]-1) else;keyboard convert saved keypresses to _ispressed hex codes for $ii= 0 to $controlmax-1 $control[$ii][2]= _cc_getkeycode($control[$ii][2]) next $player[0][0]= $control endif next local $label= guictrlcreatelabel("Press the control assigned to 'Up', to exit", 15, 15) do if $control[0][0]= 0 then if _ispressed($control[0][2]) then exitloop else _SDL_JoystickUpdate($joystickobj[$control[0][0]-1]);update the joystick in question switch $control[0][1] case $buttontype[$e_button][0] to $buttontype[$e_button][1] if _SDL_JoystickGetButton($joystickobj[$control[0][0]-1], $control[0][2])> 0 then exitloop case $buttontype[$e_axis][0] to $buttontype[$e_axis][1];axis $axis= _SDL_JoystickGetAxis($joystickobj[$control[0][0]-1], $control[0][1]-$buttontype[$e_axis][0]) if $control[0][2]< 0 then if $axis< $control[0][2] - 1 then exitloop else if $axis> $control[0][2] - 1 then exitloop endif case $buttontype[$e_hat][0] to $buttontype[$e_hat][1];hat $hat= _SDL_JoystickGetHat($joystickobj[$control[0]-1], $control[0][1]-$buttontype[$e_hat][0]) if $hat= $control[0][2] then exitloop endswitch endif until guigetmsg()= $gui_event_close endif ;close systems If $__SDL_DLL <> -1 Then _SDL_Quit();"Once upon a time... You saw me ;)" If $__SDL_DLL_image <> -1 Then _SDL_Shutdown_image() EndFunc;main()Tank Player Example:Tank.au3 #include <Array.au3>;_arraydisplay() #include "configure controls udf.au3" #include "tank.h.au3" global $debug= 0 ; AutoIt options opt("GUICloseOnESC", 0);disable escape closing AutoIt dialog main() func main() makeconsole(); create a console gui ;then make transpartent gui main dialog local $hgui = GUICreate("Tank", @DesktopWidth, @DesktopHeight, 0, 0, $WS_POPUP, $WS_EX_LAYERED) _WinAPI_SetLayeredWindowAttributes($hgui, 0x000000, 255);transparency of main screen $hgui, black, 100%transparent if $debug= 0 then EnvSet("SDL_WINDOWID", $hgui);Attaches the next call to _SDL_SetVideoMode() surface to $hgui, idk really ; $debug turns off the attachment to the SDL Video Surface, and then gives us 2 windows 1 for the $hgui and 1 for the SDL Video Surface (I think). This will allow SciTE or whatever to pin point the errors and return them rather then just hang the script. ; Now $debug is a useful variable b/c if you ever need to detect window active in say a nested function environment then you can also check against $debug to toggle the check of active b/c in debug mode you'll have 2 ; windows, $hgui might not be the window you need it to be, when debuging whatever problem you are debuging. $debug can be used to easily avoid this problem. if(winactive($hgui) or $debug= 1) _SDL_Startup_sge() _SDL_Init_image() _SDL_Init($_SDL_INIT_EVERYTHING) local $screen = _SDL_SetVideoMode(@DesktopWidth, @DesktopHeight, 32, $_SDL_HWSURFACE);$screen is now the SDL Video Surface _AutoItObject_Startup(0) for $i= 0 to $players-1 $otank[$i]= tankobject() next local $tank_controlnames[]= ["Forward", "Reverse", "Left", "Right", "Nitro", "Jump", "Drill", "a"] loadplayercontrols() maketrig() loadpics() $redraw= 1 guisetstate();main screen turn on while 1 switch guigetmsg() case $gui_event_close exitloop case $fileexit exitloop case $fileconfigurecontrols winsetstate($hguiconsole, "", @sw_hide);the console doesn't work in the next dialog _WinAPI_SetLayeredWindowAttributes($hgui, 0x000001, 255);transparency to color not in configure controls dialog _configurecontrols($hgui, $screen, $players, $tank_controlnames);dialog for players to setup controls loadplayercontrols();reload the player control files _WinAPI_SetLayeredWindowAttributes($hgui, 0x000000, 255);transparency back to colorblack winsetstate($hguiconsole, "", @sw_show); endswitch _SDL_FillRect($screen, 0, $colorblack);clear the screen surface for $i= 0 to $players-1 $control= $a_tankcontrol[$i] tankcontrols($otank[$i], $i) $otank[$i].loopactions() $otank[$i].draw($screen, $i) next _SDL_Flip($screen);update the screen surface wend;main loop _SDL_Quit() _SDL_Shutdown_image() _SDL_Shutdown_sge() EndFunc;main() func loadplayercontrols() for $i= 0 to $players-1 $control= _cc_loadcontrols($g_cc_controlsavepath & $g_cc_controlsavefilename & $i & ".txt", $controlmax, $controldatamax) for $ii= 0 to $controlmax-1 if $control[$ii][0]> 0 then $joystickobj[$i]= _SDL_JoystickOpen($control[$ii][0]-1) consolewrite("Joystick "&$control[$i][0]-1& "opened") exitloop else;convert keystrokes $control[$ii][2]= _cc_getkeycode($control[$ii][2]) endif next $a_tankcontrol[$i]= $control next EndFunc;loadplayercontrols() func makeconsole($startup_output= "Hello world.") $hguiconsole= guicreate("Tank", $consolew, $consoleh) $filemenu= guictrlcreatemenu("File") $fileexit= guictrlcreatemenuitem("Exit", $filemenu) $g_consoleedit= guictrlcreateedit($startup_output, 10, 20, 300, 80) $fileconfigurecontrols= guictrlcreatemenuitem("Configure Controls", $filemenu) guictrlsendmsg($g_consoleedit, $EM_SETREADONLY, 1, 0);read-only guisetstate() EndFunc;makeconsole()Tank.h.au3 #include-once #include "tank.global.au3" #include "configure controls udf.au3" func consoleout($output) ; insert new line at end of edit control $iEnd = StringLen(GUICtrlRead($g_consoleedit));Melba23 ref: http://www.autoitscript.com/forum/topic/110948-add-text-to-edit-box-and-scroll-it-down/#entry778671 _GUICtrlEdit_SetSel($g_consoleedit, $iEnd, $iEnd) _GUICtrlEdit_Scroll($g_consoleedit, $SB_SCROLLCARET) guictrlsetdata($g_consoleedit, @crlf & $output, 1) EndFunc;consoleout($output) func loadpics() $path= @scriptdir & "\..\graphics\" consoleout("Load graphics from: " & $path&@crlf) local $w= 0, $h= 0 for $a= 0 to 180-1 for $i= 0 to $tank_tredframemax-1 $tank_tredl[$a][$i]= _SDL_LoadBMP($path & "lefttred\"&$a&"_"&$i&".bmp") _SDL_SetColorKey($tank_tredl[$a][$i], $_SDL_SRCCOLORKEY, _SDL_MapRGB($tank_tredl[$a][$i], 0x00, 0x00, 0x00)) $tank_tredr[$a][$i]= _SDL_LoadBMP($path & "righttred\"&$a&"_"&$i&".bmp") _SDL_SetColorKey($tank_tredr[$a][$i], $_SDL_SRCCOLORKEY, _SDL_MapRGB($tank_tredl[$a][$i], 0x00, 0x00, 0x00)) next;tred frame $tank_body[$a]= _SDL_LoadBMP($path & "body\"&$a&".bmp") _SDL_SetColorKey($tank_body[$a], $_SDL_SRCCOLORKEY, _SDL_MapRGB($tank_body[$a], 0x00, 0x00, 0x00)) for $i= 0 to $tank_drillframemax-1 $tank_drill[$a][$i]= _SDL_LoadBMP($path & "drill\"&$a&"_"&$i&".bmp") _SDL_SetColorKey($tank_drill[$a][$i], $_SDL_SRCCOLORKEY, _SDL_MapRGB($tank_drill[$a][$i], 0x00, 0x00, 0x00)) next;drill frame next;angle for $i= 0 to $tank_personmax-1 $tank_person[0][$i]= _SDL_LoadBMP($path & "person\"&$i&".bmp") _SDL_SetColorKey($tank_person[0][$i], $_SDL_SRCCOLORKEY, _SDL_MapRGB($tank_person[0][$i], 0x00, 0x00, 0x00)) next _cc_surfget($tank_person[0][0], $w, $h) if $players> 1 then for $i= 1 to $players-1 $colormask= $i*25 if $colormask> 255 then while $colormask> 255 $colormask-= 255 wend endif for $ii= 0 to $tank_personmax-1 $tank_person[$i][$ii]= _SDL_CreateRGBSurface($_SDL_HWSURFACE, $w, $h, 32, $colormask, $colormask, $colormask, 255) _SDL_BlitSurface($tank_person[0][$ii], 0, $tank_person[$i][$ii], 0) next next endif consoleout("Graphics Loaded") EndFunc;end loadpics() func fixa($a) if $a>= 359.9 then $a-= 360; if $a< 0 then $a+= 359.9; return $a EndFunc;end fixa($a) func maketrig() for $a= 0 to 359 $mycos[$a]= cos($a*3.1416/180) $mysin[$a]= sin($a*3.1416/180) next EndFunc;end maketrig() func tankcontrols(byref $tankobj, $player) local $action= -1 local $control= $a_tankcontrol[$player] _SDL_JoystickUpdate($joystickobj[$player]) for $i= 0 to $controlmax-1 $action= -1 if $control[$i][0]> 0 then;joystick ;_SDL_JoystickUpdate($joystickobj[$player]) ;joystick axis switch $control[$i][1];button type case $buttontype[$e_button][0] to $buttontype[$e_button][1];gamepad button if _SDL_JoystickGetButton($joystickobj[$player], $control[$i][2])> 0 then $action= $i endif case $buttontype[$e_axis][0] to $buttontype[$e_axis][1];axis $axis= _SDL_JoystickGetAxis($joystickobj[$player], $control[$i][1]-$buttontype[$e_axis][0]) if $control[$i][2]< 0 then if $axis< $control[$i][2] - 1 then $action= $i else if $axis> $control[$i][2] - 1 then $action= $i endif case $buttontype[$e_hat][0] to $buttontype[$e_hat][1];hat $hat= _SDL_JoystickGetHat($joystickobj[$player], $control[$i][1]-$buttontype[$e_hat][0]) if $hat= $control[$i][2] then $action= $i endswitch else;keyboard if _ispressed($control[$i][2], $hdll) then $action= $i endif endif;joystick or keyboard if $action> -1 then if $action= $e_tankctrl_forward then $tankobj.control_forward= 1 endif if $action= $e_tankctrl_backward then $tankobj.control_backward= 1 endif if $action= $e_tankctrl_left then $tankobj.control_left= 1 endif if $action= $e_tankctrl_right then $tankobj.control_right= 1 endif if $action= $e_tankctrl_nitro then $tankobj.control_nitro= 1 endif if $action= $e_tankctrl_jump then $tankobj.control_jump= 1 endif if $action= $e_tankctrl_drill then $tankobj.control_drill= 1 endif endif next;control EndFunc;end tankobjectcontrols()Tankclass.au3 #include-once #include "tank.global.au3" #include "configure controls udf.au3" func tankobject($iStartup = False) local $oObj = _AutoItObject_Create() _AutoItObject_AddMethod($oObj, "draw", "tankobjectdraw") _AutoItObject_AddMethod($oObj, "loopactions", "tankobjectloopactions") _AutoItObject_AddProperty($oObj, "x", $ELSCOPE_Public, random(32, @DesktopWidth-32, @DesktopHeight-32)) _AutoItObject_AddProperty($oObj, "y", $ELSCOPE_Public, random(32, 359)) _AutoItObject_AddProperty($oObj, "drillframe", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "angle", $ELSCOPE_Public, random(0, 359)) _AutoItObject_AddProperty($oObj, "acc", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "v", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "anglev", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "surf", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "tredframel", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "tredframer", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "distancetraveled", $ELSCOPE_Public, 100000) _AutoItObject_AddProperty($oObj, "distancetraveledl", $ELSCOPE_Public, 100000) _AutoItObject_AddProperty($oObj, "distancetraveledr", $ELSCOPE_Public, 100000) _AutoItObject_AddProperty($oObj, "nitroup", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "jumpy", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "jumpa", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "jumpv", $ELSCOPE_Public, 0) _AutoItObject_AddProperty($oObj, "updown", $ELSCOPE_Public, 0) ;controls local $a_control[$controlmax][$controldatamax] _AutoItObject_AddProperty($oObj, "a_control", $ELSCOPE_Public, $a_control) _AutoItObject_AddProperty($oObj, "control_forward") _AutoItObject_AddProperty($oObj, "control_backward") _AutoItObject_AddProperty($oObj, "control_left") _AutoItObject_AddProperty($oObj, "control_right") _AutoItObject_AddProperty($oObj, "control_drill") _AutoItObject_AddProperty($oObj, "control_jump") _AutoItObject_AddProperty($oObj, "control_nitro") $path= @scriptdir & "\..\graphics\" $oObj.surf= _SDL_LoadBMP($path & "drill\"&0&"_"&0&".bmp");create a tank surface to construct the tank on _SDL_SetColorKey($oObj.surf, $_SDL_SRCCOLORKEY, _SDL_MapRGB($oObj.surf, 0x00, 0x00, 0x00)) if $iStartup then $oObj.Startup return $oObj EndFunc;end tankobject func tankobjectdraw($oself, $screen, $player) _SDL_FillRect($oself.surf, 0, $colorblack);clear the tank surface $angleint= int($oself.angle/2) _SDL_BlitSurface($tank_tredl[$angleint][$oself.tredframel], 0, $oself.surf, 0);left tred _SDL_BlitSurface($tank_tredr[$angleint][$oself.tredframer], 0, $oself.surf, 0);right tred _SDL_BlitSurface($tank_body[$angleint], 0, $oself.surf, 0) _SDL_BlitSurface($tank_drill[$angleint][$oself.drillframe], 0, $oself.surf, 0) $personframe= int($oself.angle/360*$tank_personmax) _SDL_BlitSurface($tank_person[$player][$personframe], 0, $oself.surf, 0);draw person rider if $oself.jumpy< 0 then;surf,x,y,r,c,al _sge_FilledCircleAlpha($screen, $oself.x+32, $oself.y+48, 10+($oself.jumpy/6), _SDL_MapRGB($screen, 10, 10, 10), 100-($oself.jumpy)); _SDL_BlitSurface($oself.surf, 0, $screen, _SDL_Rect_Create($oself.x, $oself.y+$oself.jumpy, 64, 64));draw the tank surface else _SDL_BlitSurface($oself.surf, 0, $screen, _SDL_Rect_Create($oself.x, $oself.y, 64, 64));draw the tank surface endif;endif jumpy< 0 EndFunc;end draw() func tankobjectloopactions($oself) $oself.distancetraveledl= $oself.distancetraveledl+$oself.v+(17*$oself.anglev*3.1416/180) $oself.distancetraveledr= $oself.distancetraveledr+$oself.v+(-17*$oself.anglev*3.1416/180) $oself.distancetraveled= $oself.distancetraveled+$oself.v if $oself.jumpy> -1 then if $oself.control_forward= 1 then;26 up arrow $oself.acc= $oself.acc+.0009 $oself.v= $oself.v+$oself.acc else $oself.v= $oself.v*.9 if $oself.acc> 0 then $oself.acc= $oself.acc*.0005 endif if $oself.control_backward= 1 then;28 down arrow ;$oself.x-= $mysin[$tank_angle] $oself.x= $oself.x- $mysin[$oself.angle] $oself.y= $oself.y+ $mycos[$oself.angle] $oself.distancetraveledl= $oself.distancetraveledl-1 $oself.distancetraveledr= $oself.distancetraveledr-1 endif if $oself.control_left= 1 then;25 left arrow if $oself.anglev> 0 then $oself.anglev= 0 $oself.anglev= $oself.anglev-.1 $oself.angle= $oself.angle+$oself.anglev endif if $oself.control_right= 1 then;27 right arrow if $oself.anglev< 0 then $oself.anglev= 0 $oself.anglev= $oself.anglev+.1 $oself.angle= $oself.angle+$oself.anglev endif if $oself.control_drill= 1 then;44 'd' $oself.drillframe= $oself.drillframe+1 if $oself.drillframe> $tank_drillframemax-1 then $oself.drillframe= $oself.drillframe-$tank_drillframemax endif if $oself.control_nitro= 1 then;0x4E 'n' if $oself.nitroup= 0 then $oself.nitroup= 5 endif endif if $oself.control_jump= 1 then $oself.control_jump= 0 if $oself.jumpy> -1 and $oself.updown= 0 then $oself.jumpy= -45 endif endif else $oself.jumpy= $oself.jumpy+2 endif;jumpy= 0 if $oself.nitroup> 0 then $oself.control_nitro= 0 $oself.v= $oself.v*1.2 $oself.nitroup= $oself.nitroup-1 endif;endif $nitroup> 50 if $oself.x< -31 then $oself.x= $oself.x+@DesktopWidth if $oself.x> @DesktopWidth then $oself.x= $oself.x-@DesktopWidth if $oself.y< -31 then $oself.y= $oself.y+@DesktopHeight if $oself.y> @DesktopHeight+31 then $oself.y= $oself.y-@DesktopHeight if $oself.distancetraveled< 0 then $oself.distancetraveled= $oself.distancetraveled+100000 if $oself.distancetraveledl< 0 then $oself.distancetraveledl= $oself.distancetraveledl+100000 if $oself.distancetraveledr< 0 then $oself.distancetraveledr= $oself.distancetraveledr+100000 $oself.tredframel= $tank_tredframemax-1-mod(int($oself.distancetraveledl/$tank_tredframemax), $tank_tredframemax) $oself.tredframer= $tank_tredframemax-1-mod(int($oself.distancetraveledr/$tank_tredframemax), $tank_tredframemax) if $oself.control_left= 0 and $oself.control_right= 0 then $oself.anglev= 0 $oself.control_forward= 0 $oself.control_backward= 0 $oself.control_left= 0 $oself.control_right= 0 $oself.control_drill= 0 $oself.control_jump= 0 while $oself.angle>= 359.9 $oself.angle= $oself.angle-360; wend while $oself.angle< 0 $oself.angle= $oself.angle+359.9; wend if $oself.acc> 0 then;friction $oself.acc= $oself.acc-.01 else $oself.acc= 0 endif;end friction $oself.x= $oself.x- ($mysin[int($oself.angle)])*($oself.v) $oself.y= $oself.y+ ($mycos[int($oself.angle)])*($oself.v) EndFunc;end tankloopactions()Tank.global.au3 #include-once #Include "Include Lib\SDL v14\SDL.au3" #include "Include Lib\AutoItObject\AutoitObject.au3" #Include "Include Lib\SDL v14\SDL_sge.au3" #include <GUIConstantsEx.au3> #Include <WinAPI.au3> #include <WindowsConstants.au3> #Include <Color.au3> #Include <misc.au3> #include <GUIConstantsEx.au3> #include <EditConstants.au3> #Include <GUIEdit.au3> #Include <ScrollBarConstants.au3> global $hgui= 0 global $players= 3 global $otank[$players] global $a_tankcontrol[$players] global $joystickobj[$players] global $controlmax= 8, $controldatamax= 3 global $colorblack= 0 global $tank_tredframemax= 8, $tank_drillframemax= 3 global $tank_tredl[180][8], $tank_tredr[180][8], $tank_body[180], $tank_drill[180][3] global $tank_personmax= 32 global $tank_person[$players][$tank_personmax] global enum $e_tankctrl_forward= 0, $e_tankctrl_backward= 1, $e_tankctrl_left= 2, $e_tankctrl_right= 3, $e_tankctrl_nitro= 4, $e_tankctrl_jump= 5, $e_tankctrl_drill= 6 global $mycos[361], $mysin[361] global $tank_control_forward= 0 global $tank_control_backward= 0 global $tank_control_left= 0 global $tank_control_right= 0 global $tank_control_drill= 0 global $tank_control_jump= 0 global $hdll= dllopen("user32.dll") ;console window for tank global $consolew= 320, $consoleh= 200 global $hguiconsole= 0 global $filemenu= 0 global $fileexit= 0 global $g_consoleedit= 0 global $fileconfigurecontrols= 0 #include "tankclass.au3"Both tank and configure controls have a graphics pack. It's best to just download the Source Folder.If you like this idea, I encourage you to say something. It's a good way to keep me working on this. I think I dropped this tank project for at least a year.
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