i need to know how to make the words go on top of the boxes and anything unique u think i should include in this game while work is in progress.
heres what i have so far:
randomize
var infile, outfile : int
var word: string
var box,boxy:int
var answer:string
var num:int
var count:int:=0
box:=50
boxy:=350
drawfill (10, 10, 26, 26) % makes background grey
drawfillbox (500, 100, 510, 280, 4) % post
drawfillbox (450, 90, 550, 100, 4) % base
drawfillbox (500, 280, 430, 270, 4) % top
drawline (430, 270, 430, 240, 4) % rope
% opens the list of words
open : infile, "carlist.dat", get
assert infile > 0
randint(num,1,39)
loop
count:=count+1
% reads in words from data file
get : infile, skip % skips any white spaces
exit when count=num
get : infile, word
end loop
for a:1..length(word)
drawfillbox(box,boxy,box+30,boxy+10,4)
box:=box+50
end for
% for a:1..length(word)
% if answer=word(aa)
% case of aa
Archived topic from Iceteks, old topic ID:4570, old post ID:36403
Ergent NEed HELP ON HANGMAN GAME !!!!!!!
Ergent NEed HELP ON HANGMAN GAME !!!!!!!
In order to get the word to appear on top of the boxes, you need to extract each letter from the word. For example, if the word is "DOG" you need to break it apart into D, O, G (Best to do this in a loop that executes for each letter, so 3 times). You need to check each letter of the word to what your user inputs (So for the first letter, check to see if your user entered D. If they didn't, check the next letter for a match, then the third....and so on). When you have found a match, you need to display the letter above the box. This can be a little tricky and you will need to use trial and error. If memory serves me correctly, you can combine graphics and text together in turing, but if you want to locate the text properly, you need to use the locatexy(x,y) command where X is the location in pixels on the X axis and Y is the location on the Y axis. Using this command, you can then output the letter at whatever locatexy() position is above your squares. I would personally suggest using a fixed Y value (Cause it probably won't change, you want your letters to all be at the exact same level). Use the X value to space in between your letters, so for the first letter, have it start at a certain x value, then display your next letter maybe 60 pixels afterwards (x + 60 in your locatexy command). Hope this helps you out a bit.C_daley98 wrote: i need to know how to make the words go on top of the boxes and anything unique u think i should include in this game while work is in progress.
heres what i have so far:
randomize
var infile, outfile : int
var word: string
var box,boxy:int
var answer:string
var num:int
var count:int:=0
box:=50
boxy:=350
drawfill (10, 10, 26, 26) % makes background grey
drawfillbox (500, 100, 510, 280, 4) % post
drawfillbox (450, 90, 550, 100, 4) % base
drawfillbox (500, 280, 430, 270, 4) % top
drawline (430, 270, 430, 240, 4) % rope
% opens the list of words
open : infile, "carlist.dat", get
assert infile > 0
randint(num,1,39)
loop
count:=count+1
% reads in words from data file
get : infile, skip % skips any white spaces
exit when count=num
get : infile, word
end loop
for a:1..length(word)
drawfillbox(box,boxy,box+30,boxy+10,4)
box:=box+50
end for
% for a:1..length(word)
% if answer=word(aa)
% case of aa
Archived topic from Iceteks, old topic ID:4570, old post ID:36404
Ergent NEed HELP ON HANGMAN GAME !!!!!!!
i'm not quite understanding your explanation could u fill in a bit of code for me?
Archived topic from Iceteks, old topic ID:4570, old post ID:36448
Archived topic from Iceteks, old topic ID:4570, old post ID:36448
Ergent NEed HELP ON HANGMAN GAME !!!!!!!
heres what i got so far i still need to get if the word isn't right then draw body parts.
randomize
var infile, outfile : int
var word : string
var line, liney : int
var answer : string
var num : int
var count : int := 0
var xspace : int
var incorect : int := 0
line := 50
liney := 350
drawfill (10, 10, 26, 26) % makes background grey
drawfillbox (500, 100, 510, 280, 4) % post
drawfillbox (450, 90, 550, 100, 4) % base
drawfillbox (500, 280, 430, 270, 4) % top
drawline (430, 270, 430, 240, 4) % rope
% opens the list of words
open : infile, "carlist.dat", get
assert infile > 0
randint (num, 1, 39)
loop
count := count + 1
% reads in words from data file
get : infile, skip % skips any white spaces
exit when count = num
get : infile, word
end loop
for a : 1 .. length (word)
drawline (line, liney, line + 30, liney + 0, 4)
line := line + 50
end for
put word
xspace := 21
loop
locate (2, 1)
color (26)
colorback (26)
get answer
for a : 1 .. length (word)
if answer = word (a) then
% 45 space
locatexy (xspace + 48 * a, 360)
color (0)
colorback (26)
put word (a) ..
end if
end for
end loop
Archived topic from Iceteks, old topic ID:4570, old post ID:36467
randomize
var infile, outfile : int
var word : string
var line, liney : int
var answer : string
var num : int
var count : int := 0
var xspace : int
var incorect : int := 0
line := 50
liney := 350
drawfill (10, 10, 26, 26) % makes background grey
drawfillbox (500, 100, 510, 280, 4) % post
drawfillbox (450, 90, 550, 100, 4) % base
drawfillbox (500, 280, 430, 270, 4) % top
drawline (430, 270, 430, 240, 4) % rope
% opens the list of words
open : infile, "carlist.dat", get
assert infile > 0
randint (num, 1, 39)
loop
count := count + 1
% reads in words from data file
get : infile, skip % skips any white spaces
exit when count = num
get : infile, word
end loop
for a : 1 .. length (word)
drawline (line, liney, line + 30, liney + 0, 4)
line := line + 50
end for
put word
xspace := 21
loop
locate (2, 1)
color (26)
colorback (26)
get answer
for a : 1 .. length (word)
if answer = word (a) then
% 45 space
locatexy (xspace + 48 * a, 360)
color (0)
colorback (26)
put word (a) ..
end if
end for
end loop
Archived topic from Iceteks, old topic ID:4570, old post ID:36467