The Dink Network

does dink support....

March 8th 2004, 09:25 AM
pillbug.gif
and,or,nor commands. Like would the dink engine pick up this line

If (&story > 3) and (&drake = 1)

or do I have to find some other way around that
March 8th 2004, 09:40 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Nope, doesn't support it.

if (&story > 3)
{
if (&drake == 1)
{
//blah
}
}

is the way around this one.
March 8th 2004, 09:58 AM
pillbug.gif
wow that is ugly
March 8th 2004, 11:12 AM
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Paul
Peasant He/Him United States
 
Well you could format it better:
(using . for space in example)
if (&story > 3)
{
..if (&drake == 1)
..{
....//blah
..}
}

Or if /blah is one line:

if (&story > 3)
{
..if (&drake == 1)
....//blah
}

Stupid HTML.
March 8th 2004, 11:14 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Lol, because HTML converts 2 adjacent spaces to one, your code looks exactly the same as mine

It would be better if TDN would support <pre> Pre-tags </pre> for these things.

Edit: those dots look neat
March 8th 2004, 02:07 PM
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merlin
Peasant He/Him
 
Windemere does.
March 8th 2004, 02:12 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
<irony>Whoa, that comes as a surprise!!</irony>

No but seriously, I do agree with you (wow!!), the and and or operators should've been in the original.
March 8th 2004, 02:21 PM
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SimonK
Peasant He/Him Australia
 
Does Windemere support "case" syntax/code?
As in:

case: sp_script(&blah, -1)
"en-pill"
"en-slay"
"en-bonc"

so you could have different things happen for each type of enemy... not that you can't code for this right now with if statements and sp_script... but you know... as a more elegant option.
March 8th 2004, 04:10 PM
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merlin
Peasant He/Him
 
Not to mention faster. It does not, my friend, but I'll make sure to have it added, 'kay (Great Idea)?
March 8th 2004, 04:17 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Meh... case statements are dumb
March 8th 2004, 05:30 PM
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Paul
Peasant He/Him United States
 
How about ...elseif... that serves about the same purpose. Of course if you're fallowing C syntac closer, maybe you don't need a special elseif command, huh?
March 8th 2004, 06:08 PM
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merlin
Peasant He/Him
 
First of all, I don't like C.
Second of all, there is no need for a special elseif statement when else if does the same thing. Less work on my part.
March 8th 2004, 06:11 PM
custom_king.png
redink1
King He/Him United States bloop
A mother ducking wizard 
Second of all, there is no need for a special elseif statement when else if does the same thing.

But some programming languages will not support this:

if (something)
{
//Do something
}
else if (somethingelse)
{
//Do something else
}
else
{
//Do else
}

So do you support this? else and elseif aren't the same thing.
March 8th 2004, 06:31 PM
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merlin
Peasant He/Him
 
Yes. The language is C-style and thus supports that.
March 9th 2004, 01:19 AM
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Kyle
Peasant He/Him Belgium
 
What's wrong with case statements?

Merlin, functions are suipported, right?
So, can we do this :

if (trapdoor)
//stuff

where trapdoor is a function that returns a boolean?
March 9th 2004, 04:30 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Don't you mean:

if (trapdoor())
//Do stuff
March 9th 2004, 04:55 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
While reading all this, and attempting not to fall asleep, I realize one thing:

I LOVE QBASIC!!

Seriously, it has it all
March 9th 2004, 11:13 AM
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merlin
Peasant He/Him
 
DinkC++ has functions and even includes. Jeez guys, calm down.
March 10th 2004, 02:11 AM
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Kyle
Peasant He/Him Belgium
 
And and and and and and Classes??

Oh and I just discovered a needed function :
Sprite getSpriteInRegion(tl, tr, bl, br);

Where the arguments are the corner coordinates of a rectangle. Or maybe you could add circle equations

It takes a long time to simulate this in the original DinkC.
March 10th 2004, 03:05 PM
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merlin
Peasant He/Him
 
Classes will not be supported.

That function would be very easy to add. What would it return? The ID of the sprite?

Circle equations? Like what? I can add trig functions.
March 10th 2004, 03:28 PM
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Ric
Peasant They/Them Canada
 
Cool.
This is going to be realy awsome.
I even like a closer resemblance to c. It might be an old language, but it is a standard that is good to learn. My only beef with Dinkc was that it wasn't always stable and consistant.
March 10th 2004, 03:51 PM
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merlin
Peasant He/Him
 
That's because DinkC was dictated by a 4000 line if loop.
March 10th 2004, 04:00 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
Nothin' wrong with that
March 10th 2004, 05:24 PM
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merlin
Peasant He/Him
 
Eh? Apparently there was if it didn't work right.

I have to time that loop. It probably takes about 450 ms. Lol.
March 10th 2004, 05:29 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
If it took that long, then wait(100); would really be wait(450), and you can easily tell the difference.
March 10th 2004, 11:57 PM
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Kyle
Peasant He/Him Belgium
 
Do make sure the wait times are not related to your CPU like in the original Dink. That will make timing cutscenes much easier. I have another request for a function by the way.
When you're creating a cutscene or a walking guard it's often hard to time the wait commands in between move() commands in different scripts. So, I would suggest adding some kind of wait_for_action() function. That way it will be possible to correctly time interscript animations.

And I meant adding equations that allow you to define a circular region, not only rectangular like in the original Dink.
March 11th 2004, 05:00 AM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Sprite_in_circle(&middle_x, &middle_y, &radius);

Yeah, that'd be cool.
March 11th 2004, 03:07 PM
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merlin
Peasant He/Him
 
Kyle: This isn't shootty dink.

However, due to platform issues, the time between platforms varies (a very small granularity). Count on it being about 10 ms off (at least), so, if you request a 16 ms timer, count on it running after about 20 ms on an unloaded system.

Note also because the sizing limitations on 32-bit platforms, you cannot run Windemere for more than 49 days continuously.
March 11th 2004, 04:16 PM
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Ric
Peasant They/Them Canada
 
You may have just redefined "dinkaholic: a person whos system crashes due to playing Dink Smallwood after 49 days....
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