Sehr komische Fehlermeldung
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FirstdeathmakerBetreff: Sehr komische Fehlermeldung |
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Ich hab ein mini-Programm geschrieben, und als ich so gerade schön nach einem Testlauf die Debugkonsole anschaue, steht da:
Zitat: Building Steering Compiling:Steering.bmx flat assembler version 1.64 4 passes, 27764 bytes. Linking:Steering.debug.exe Executing:Steering.debug.exe jpeg error_exit shit jpeg error_exit shit Process complete Was zum Geier heißt denn bitteschön: "jpeg error_exit shit" ? Ich hab das nicht von meinem Program in die Konsole schreiben lassen. Ich benutze sogar noch nicht einmal jpeg´s! Sind alles nur png sowie bmp´s. Aber sonst läuft alles richtig, es gibt auch keinen sonstigen Fehler im Program. Hier mal der Code (ist ja noch sehr kurz): Code: [AUSKLAPPEN] Strict Const GFX_X:Int = 1280 Const GFX_Y:Int = 1024 Global Time_mod:Float Global Time_LastUpdate:Int Global Time_Now:Int Global Time_MS:Int Global GAME_FLIGHTSPEED:Float Global GAME_OVER:Byte Graphics GFX_X,GFX_Y Type TRocket Field Image:TImage Field X:Float Field Y:Float Field Rotation:Float Field Speed:Float Field Acceleration:Float Method New() Self.Image = LoadImage("Rocket.PNG") MidHandleImage Self.Image Self.Acceleration = 10 Self.X = GFX_X/2 Self.Y = GFX_Y/2 Self.Speed = GAME_FLIGHTSPEED End Method Method Draw() SetRotation Self.Rotation DrawImage Self.Image,Self.X,Self.Y SetRotation 0 End Method Method Steering() If KeyDown(KEY_LEFT) Self.Rotation:- 50.0 * Time_mod If KeyDown(KEY_Right) Self.Rotation:+ 50.0 * Time_mod If KeyDown(KEY_UP) Self.Speed:+Self.Acceleration * Time_mod If KeyDown(KEY_DOWN) Self.Speed:-Self.Acceleration * Time_mod Self.X:+ Sin(Self.Rotation)*Self.Speed Self.Y:- Cos(Self.Rotation)*Self.Speed - GAME_FLIGHTSPEED 'Kollisionen mit dem Rand If Self.X > GFX_X-48 Or Self.X < 48 Self.Rotation = 360-Self.Rotation EndIf If Self.Y < 0 Self.Speed = 2*GAME_FLIGHTSPEED - Self.Speed ElseIf Self.Y > GFX_Y GAME_OVER = 1 EndIf End Method End Type Type TBackground Field Image:TImage Field X:Float Field Y:Float Field Xspeed:Float Field Yspeed:Float Method Init(Imagepath:String,Xspeed:Float=0,Yspeed:Float=0) Self.Image = LoadImage(Imagepath) Self.Xspeed = Xspeed Self.Yspeed = Yspeed End Method Method SetSpeed(Xspeed:Float,Yspeed:Float) Self.Xspeed = Xspeed Self.Yspeed = Yspeed End Method Method Draw() SetBlend(ALPHABLEND) SetScale 1,1 SetColor 255,255,255 SetRotation 0 Self.X:+ Self.Xspeed * Time_mod Self.Y:+ Self.Yspeed * Time_mod TileImage Self.Image,Self.X,Self.Y End Method End Type Type TStar Global StarList:TList Global StarImages:TImage[3] Global StarSpeed:Float Global StarNumber:Int Field Art:Byte Field R:Byte,G:Byte,B:Byte Field Size:Float Field X:Float,Y:Float Field Speed:Float Field Rotation:Float Field _link:TLink Function Init() StarSpeed = 5 StarNumber = 30 For Local i=1 To StarNumber Local S:TStar = TStar.Create() S.Y = Rand(0,GFX_Y) Next End Function Function Update() If CountList(StarList)<StarNumber TStar.Create() EndIf TStar.Draw End Function Function Create:TStar() If StarList:TList = Null StarList:TList = New TList AutoMidHandle 1 StarImages[0] = LoadImage("Star1.png") StarImages[1] = LoadImage("Star2.png") StarImages[2] = LoadImage("Star3.png") AutoMidHandle 0 EndIf Local S:TStar = New TStar S.Art = Rand(0,2) S.R = Rand(150,255) S.G = Rand(150,255) S.B = Rand(150,255) S.Size = Rnd(0.5,1.5) S.X = Rand (0,GFX_X) S.Speed = Rnd(20,50) S.Rotation = Rnd(0,360) S._link = StarList.Addlast(S) Return S End Function Function Draw() SetBlend (LIGHTBLEND) For Local S:TStar = EachIn StarList S.Y:+S.Speed * TIME_mod * StarSpeed If S.Y > GFX_Y+50 S.Kill() SetColor S.R,S.G,S.B SetRotation S.Rotation SetScale S.Size,S.Size DrawImage StarImages[S.Art],S.X,S.Y Next SetBlend(ALPHABLEND) SetScale 1,1 SetColor 255,255,255 SetRotation 0 End Function Method Kill() RemoveLink(Self._link) End Method End Type GAME_FLIGHTSPEED = 10 Global Player:TRocket = New TRocket Global Background:TBackground = New TBackground Background.Init("BG1.png",0,10) TStar.Init() Global RandR:TImage = LoadImage("RRand.bmp") Global RandL:TImage = LoadImage("LRand.bmp") Global RandY:Float = 0 Time_LastUpdate = MilliSecs() Repeat Cls Time_Now = MilliSecs() Time_MS = Time_Now - Time_LastUpdate Time_mod = Time_MS / 1000.0 Time_LastUpdate = Time_Now Background.Draw() TStar.Update() RandY = (RandY + GAME_FLIGHTSPEED * TIME_mod * 10) Mod 86 For Local i= -1 To 12 DrawImage RandL,0,i * 86 + RandY DrawImage RandR,GFX_X-48,i * 86 + RandY Next Player.Steering() Player.Draw() DrawText Time_mod,10,10 Flip Until KeyHit(KEY_ESCAPE) Or GAME_OVER If GAME_OVER Cls SetColor 255,255,255 DrawText "GAME OVER",GFX_X,GFX_Y Flip WaitKey() EndIf End |
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www.illusion-games.de
Space War 3 | Space Race | Galaxy on Fire | Razoon Gewinner des BCC #57 User posted image |
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Freeman |
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das Problem wurde hier https://www.blitzforum.de/foru...hp?t=17759 auch schon angesprochen, müsste aber schon behoben sein ![]() also hau mal syncmods rein Fr3eMaN |
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Firstdeathmaker |
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Ah, vielen Dank. | ||
www.illusion-games.de
Space War 3 | Space Race | Galaxy on Fire | Razoon Gewinner des BCC #57 User posted image |
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