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manage objects automatically
#1
I'm going to start from scratch with the last question I asked in the other forum and the answer was not very clear to me.

The code that I am going to show is made in blitzmax 1.50

Code:
Type Tpadre
    Field x:Int,y:Int;
    Global lista:TList = CreateList();
    
    'final es para que el metodo o funcion que lo lleva
    'no se pueda sobreescribir desde otra parte
    Method New() Final
        Self.lista.AddLast(Self);
    End Method
    'abstract es para que este metodo sea obligatorio
    'en todas las clases que hereden de esta
    Method pintar() Abstract;
    
    Function pintar_todo() Final
        For Local padre:Tpadre = EachIn lista
            padre.pintar();
        Next
    End Function
    
    Method eliminar() Final
        lista.Remove(Self);    
    End Method
    
    Method eliminar_todo() Final
        lista.Clear();
    End Method
    
    Method avanzar(distancia:Float,angulo:Float) Final
        Self.x:+ distancia * Cos(angulo);
        Self.y:+ distancia * Sin(angulo);
    End Method
    
    Method obtener_distancia:Float(x1:Float,y1:Float,x2:Float,y2:Float) Final
        Return Sqr((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));    
    End Method
    
    Method obtener_angulo:Float(x1:Float,x2:Float,y1:Float,y2:Float) Final    
        Return ATan2(y2-y1,x2-x1);
    End Method
         
End Type

Here it shows the parent class that has a global list, in the "new" method the objects that inherit from this class will be added automatically to the list, the "paint" method is to be used in the other classes, the "paint all" method will loop through the list and display the paint method of all objects, the "delete" method will delete an object from the list and the "delete all" method will delete all objects from the list.

The other methods are mathematical methods for different uses.

Code:
Strict;
AutoMidHandle(True);
Include "clasePadre.bmx";

                 
'jugador-----------------------------------------
Type Tjugador Extends Tpadre
    Field velocidad:Int,contador:Int;
    Field imagen:TImage = LoadImage("jugador.png");
    
    Function Create:Tjugador()
        Local jugador:Tjugador = New Tjugador;
        jugador.x = 320;
        jugador.y = 410;
        jugador.velocidad = 5;
        Return jugador;
    End Function
    
    Method pintar()
        SetRotation(0);
        Self.mover();
        Self.colision();
        Self.disparar();
        DrawImage(Self.imagen,Self.x,Self.y);
    End Method
    
    Method mover()
        If(KeyDown(KEY_LEFT) And Self.x > 32)
            Self.avanzar(Self.velocidad,180);
        ElseIf(KeyDown(KEY_RIGHT) And Self.x < 608)
            Self.avanzar(Self.velocidad,0);
        End If
        
        If(KeyDown(KEY_UP) And Self.y > 32)
            Self.avanzar(Self.velocidad,270);
        ElseIf(KeyDown(KEY_DOWN) And Self.y < 448)
            Self.avanzar(Self.velocidad,90);
        End If     
    End Method
    
    Method colision()
        If(Self.obtener_distancia(Self.x,Self.y,enemigo.x,enemigo.y) < 64)
            SetColor(255,255,0);
        Else
            SetColor(255,255,255);
        End If 
    End Method
    
    Method disparar()
        Self.contador:+1;
        If(KeyDown(KEY_Z) And Self.contador > 10)
            Tdisparo.Create(Self.x,Self.y);
            Self.contador = 0;
        End If
    End Method
    
End Type

'enemigo----------------------------------------
Type Tenemigo Extends Tpadre
    Field contador:Int;
    Field angulo:Float;
    Field imagen:TImage = LoadImage("enemigo.png");
    
    Function Create:Tenemigo()
        Local enemigo:Tenemigo = New Tenemigo;
        enemigo.x = 320;
        enemigo.y = 64;
        Return enemigo;
    End Function
    
    Method pintar()
        SetRotation(self.angulo);
        Self.angulo = Self.obtener_angulo(Self.x,jugador.x,Self.y,jugador.y);
        Self.disparar();
        DrawImage(Self.imagen,Self.x,Self.y);
    End Method
    
    Method disparar()
        Self.contador:+ 1;
        If(Self.contador > 60)
            Tdisparo2.Create(Self.x,Self.y);
            Self.contador = 0;
        End If
    End Method
    
End Type

'disparo-----------------------------------------
Type Tdisparo Extends Tpadre
    Field velocidad:Int = 5;
    Field imagen:TImage = LoadImage("disparo.png");
    
    Function Create:Tdisparo(x1:Int,y1:Int)
        Local disparo:Tdisparo = New Tdisparo;
        disparo.x = x1;
        disparo.y = y1;
        Return disparo;
    End Function
    
    Method pintar()
        SetRotation(0);
        Self.mover_eliminar();
        Self.colision();
        DrawImage(Self.imagen,Self.x,Self.y);
    End Method
    
    Method mover_eliminar()
        Self.y:- Self.velocidad;
        If(Self.y < 64)
            Self.eliminar();
        End If
    End Method
    
    Method colision()
        If(Self.obtener_distancia(Self.x,Self.y,enemigo.x,enemigo.y) < 64)
            Self.eliminar();
        End If 
    End Method
    
End Type

'disparo-----------------------------------------
Type Tdisparo2 Extends Tpadre
    Field velocidad:Int = 5;
    Field angulo:Float;
    Field imagen:TImage = LoadImage("disparo2.png");
    
    Function Create:Tdisparo2(x1:Int,y1:Int)
        Local disparo2:Tdisparo2 = New Tdisparo2;
        disparo2.x = x1;
        disparo2.y = y1;
        disparo2.angulo = disparo2.obtener_angulo(disparo2.x,jugador.x,disparo2.y,jugador.y);
        Return disparo2;
    End Function
    
    Method pintar()
        SetRotation(0);
        Self.mover_eliminar();
        Self.colision();
        DrawImage(Self.imagen,Self.x,Self.y);
    End Method
    
    Method mover_eliminar()
        Self.avanzar(Self.velocidad,Self.angulo);
        If(Self.y > 416 Or Self.x > 576 Or Self.x < 64)
            Self.eliminar();
        End If
    End Method
    
    Method colision()
        If(Self.obtener_distancia(Self.x,Self.y,jugador.x,jugador.y) < 64)
            Self.eliminar();
        End If 
    End Method
    
End Type

'------------------------------------------------
'------------------------------------------------
Graphics(640,480);

Global jugador:Tjugador = Tjugador.Create();
Global enemigo:Tenemigo =  Tenemigo.Create();


While Not KeyHit(KEY_ESCAPE)    
    'actualiza todos los objetos
    Tpadre.pintar_todo();    
    
    Flip();
    Cls();
Wend

This is the main file where I have the class player, enemy, player shot and enemy shot and they are inheriting from the parent class to use its methods.

Outside the loop we call the player and enemy objects and in the main loop we call the paint all method of the parent class that will be in charge of updating all the paint methods of the objects.

What I would like to know is how this could be done in Naalaa, I am not looking for it to be the same or similar. What I am looking for is for it to be something similar with similar results within the possibilities that Naalaa offers and for it to be as simple as possible to do.

I don't care that lists or object-oriented programming are not used, I'm just looking for something similar and if it's only with functions then perfect. I'm just looking to learn different ways to do this. If you want the code I'll upload it to try in blitzmax 1.50 which you can download here.

https://nitrologic.itch.io/blitzmax
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Messages In This Thread
manage objects automatically - by aliensoldier - 11-11-2023, 07:01 PM
RE: manage objects automatically - by Marcus - 11-11-2023, 09:46 PM
RE: manage objects automatically - by Marcus - 11-12-2023, 09:10 AM
RE: manage objects automatically - by Marcus - 11-13-2023, 02:57 PM
RE: manage objects automatically - by Marcus - 11-14-2023, 04:30 PM
RE: manage objects automatically - by Marcus - 11-16-2023, 04:13 PM
RE: manage objects automatically - by Marcus - 11-14-2023, 07:47 PM
RE: manage objects automatically - by Marcus - 12-09-2023, 09:28 PM
RE: manage objects automatically - by Marcus - 12-18-2023, 04:08 PM
RE: manage objects automatically - by Marcus - 12-18-2023, 05:11 PM
RE: manage objects automatically - by Marcus - 01-18-2024, 04:49 PM

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