![]() ![]() Up until reaching 0 at which point it will despawn. Time can be set to negative, and will continue to tick If still falling it will drop as an item (if possible). If Time is set to 1, it will increase until it reaches 600 (30 seconds) or until it lands. ![]() Measured in ticks this is how long the falling block will be in the world for. Falling blocks have similar properties as setblock, but areĮntities that can have motion, but also they have a life time limit. Make it hover as a ghost block, or give the falling block motion to launch it across the map. Make a command for summoning a falling block entity. new VC7 project, with files to make it easier for those having difficulties setting directories for SDK files.Reddit Summon falling blocks and ghost blocks Make games and share your knowledge :) History FALLING BLOCKS 2 CODELook at the code and everything should be self-explanatory. This way you // can added new shapes to the array and active // it by changing this value. Sets the maximum number of shapes that // will be used from the array. bool SetMaxNoOfShapesAllowed( short nMac) Converts the internal SBlock to contain the actual // coordinates so that it can be added to the floored list. void Display() // Displays the shape void ConvertToSpaceCoord() bool Rotate() // Rotates based on the shape. bool MoveLeft() īool MoveDown() // Moves the shape down. bool MoveRight() // Moves the shape right. This function creates the blocks and gives it the color bool MoveTo(x1,y1) // Moves the shape to the given coordinates. Creates a shape from the build in shapes at random. M_pStockShapes array holds the shape definitions. FALLING BLOCKS 2 UPDATEAll you have to do is add the shape to the array and update the array information. It is easy to add your own shapes in this game. If you set the game to crazy mode, you will get weird shapes. Under the level menu, you can select the game speed. ![]() Game is over when a shape hits the bottom and some of the blocks are above the grey line. When a shape hits the bottom, it is added to the Floored Block list and a new Next shape is created.įor each line of blocks removed, 10* NumberOfLinesRemoved* NumberOfLinesRemoved * GameSpeed points are given. ![]() One is the shape currently falling and the other is the next shape. The game creates two shapes when the game starts. You will have to adjust the project setting to reflect your DirectX SDK paths. To run the game, DirectX 7 is all that is required. It should work fine with DirectX 7 but I have not tried it. I developed this game using DirectX 8 SDK. The classes CDisplay and CSurface are created by Microsoft and are shipped along with the DirectX SDK. The project consists of the following classes: I have sprinkled comments all over the code so it should help you with understanding the code. This code should help you create small games using DirectX.
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