I have one special Combo-box [with BitOR($CBS_DROPDOWNLIST, $GUI_SS_DEFAULT_COMBO, $CBS_SIMPLE) ] and if I press one button I want to change the Combo-box's background color, and after I press Button B I want to change it to the basic settings and it not works.
I wanna do this with one combo-box.
I have already tried several methods and I tried GUICtrlComboSetColors that I have found on this forum.
(But this methods works perfectly with Cobo boxes that don't have BitOR($CBS_DROPDOWNLIST, $GUI_SS_DEFAULT_COMBO, $CBS_SIMPLE).
Here is the example code
#include <ButtonConstants.au3> #include <ComboConstants.au3> #include <GUIConstantsEx.au3> #include <WindowsConstants.au3> #Region ### START Koda GUI section ### Form= ;$CBS_DROPDOWNLIST ;$GUI_SS_DEFAULT_COMBO $Form1 = GUICreate("Form1", 504, 249, 252, 227) $Combo1 = GUICtrlCreateCombo("", 136, 24, 193, 25,BitOR($CBS_DROPDOWNLIST, $GUI_SS_DEFAULT_COMBO, $CBS_SIMPLE)) ; I want to change this special combo's background color if I press button 1 $Button1 = GUICtrlCreateButton("Button1", 112, 96, 75, 25) $Button2 = GUICtrlCreateButton("Button2", 264, 96, 75, 25) GUISetState(@SW_SHOW) #EndRegion ### END Koda GUI section ### GUICtrlSetData($Combo1," " & "|" & "apple" & "|" & "banana" & "|" & "cherry" ," ") While 1 $nMsg = GUIGetMsg() Switch $nMsg Case $GUI_EVENT_CLOSE Exit Case $Button1 GUICtrlSetBkColor($Combo1,0x0078D7) Case $Button2 ;Makes the original bc color GUICtrlSetBkColor($Combo1,0xFFFFFF) EndSwitch WEnd
Thanks you in advance your help
Heres a function for searching for a bitmap within another bitmap. The heart of it is written assembly (source included) and working pretty quick I feel. I have included an example which is pretty basic and should be easily enough for anyone to get the concept.
You will be given a small blue window that will take a screencapture of that size:
It will then take a full screenshot and highlight all locations that it found
Please let me know if you have any issues or questions. Thanks!
Rewrote for fasmg. Added full source with everything needed to modify
GAMERS - Asking for help with ANY kind of game automation is against the forum rules. DON'T DO IT.
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.
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
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.