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Main Mind Blur GAME STRUCTURES: The board is a 11x11 matrix of BlockType Objects Type BlockType Field iXPos ;x position on board Field iYPos ;y position on board Field Unit.UnitType ;the unit that can stand on each block Field UnitHighlightingTheBlock.UnitType Field Model ;the block model Field modelState$ ;NORMAL,SELECTED,HOVER,MOVE,ATTACK,TEAM Field walkPath.WalkPathType End Type The walkPath is a doubly-linked list that is used to move the UnitHighlightingTheBlock to this block. Each block can have a UnitType object standing on it Type UnitType Field sUnitName$ Field iMyCurrentLife ; This will change when the unit is attacked/healed Field iTimer Field iMaxTimer Field iMyCurrentRecoveryTime ; This is how many turns the unit needs to wait untill becoming active Field iBoardPosition.xyPositionType ; This will keep track of the units x,y position on the board Field sDirection$ ; This is the direction the unit is facing (String) Directions: 'N','S','W','E' Field myAnimations.AnimationFilesType Field barrierWard.BarrierType Field caster.UnitType Field target.UnitType Field myWait Field myStatistics.StatType ; this element keeps track of all of the const statistics of this unit Field myAnimHelp.AnimationHelperType ; this element keeps track of all of the differences in unit animations Field mySounds.SoundType ; this element keeps track of all of the sounds emited by the unit Field iTeam End Type All of the particles in the game such as the fire used at least 2 objects. One represented a release area and the other would be the one released and can actually be seen by the user. Here are the structures needed to create the fire effects: Type FireType ;The area where the fire will come from Field x# Field y# Field z# Field wait Field currentWait Field light End Type Type FlameType ;The actuall flame that the user can see Field sprite Field pivot Field x#,y#,z# Field maxLife Field currentLife Field scaleX# Field scaleY# End Type Type SmokeType ;This is the smoke object that can also be seen by the user Field sprite Field pivot Field maxLife Field currentLife Field scaleX# Field scaleY# End Type A update function was called to take care of any dinamic animations and effects. Here is the main update function that calls many individual functions: Function UpdateAnimationWorld() updateBlood() updateDeadUnits() updateFires() updateFlames() updateSmoke() updateHealArea() updateHealParticle() updateFireArea() updateInfoText() updateAirAttackArea() updateAirAttackParticle() updateLightningParticle() updateIce() End Function |
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