universal mapeditor beispiel

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Quäiny

Betreff: universal mapeditor beispiel

BeitragSo, Jul 06, 2008 13:34
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ich hab mir den mapeditor mal gewonloaded und das RPG Beispiel runtergeladen, so hier ist es, aber es klappt nicht, mapengine hab ich schon in den jeweiligen Ordner kopiert. Er zeigt einen Fehler mit dem "layer.layer" an, aber was ist daran falsch?Danke schon im vorraus Very Happy

Code: [AUSKLAPPEN]

;---------------------------------------------------------------------ANIMBANK
;offset byte description
;---------------------------------------------------------------------
;00     2    animation frames
;02     2    animation start
;04     1    animation mode (1=paused, 2=forward, 3=backward)
;05     1    default tile value
;06     4    last millisecs time
;10     2    current frame number
;12...  2    animation image
;14...  2    animation time
;---------------------------------------------------------------------

Type tile
  Field anims  ;animation count
  Field banka  ;animations handle bank
  Field bankd  ;default tile value
  Field count  ;frame count
  Field factor ;y-factor
  Field file$  ;filename
  Field image  ;image handle
  Field mask   ;mask color
  Field sizex  ;tile size x
  Field sizey  ;tile sizey
End Type

Const tile_default=20
Const tile_minsize=08





;---------------------------------------------------------------------
Function tile_animate()
  Local bank
  Local frame
  Local frames
  Local i
  Local layer.layer
  Local mode
  Local tile.tile
  Local time1
  Local timediff
  Local timemax

  time2=MilliSecs()

  For tile=Each tile
    For i=1 To tile\anims

      bank    =PeekInt  (tile\banka,i*4-4)
      frames  =PeekShort(bank,0)
      mode    =PeekByte (bank,4)
      time1   =PeekInt  (bank,6)
      frame   =PeekShort(bank,10)
      timediff=time2-time1

      Repeat
        timemax=PeekShort(bank,frame*4+10)

        If mode=1 Or mode<0 Or mode>3 Or timemax=0 Then ;PAUSE
          PokeInt bank,6,time2
          Exit
        EndIf

        If timediff<=timemax Then
          PokeInt   bank,6 ,time2-timediff
          PokeShort bank,10,frame
          Exit
        EndIf

        timediff=timediff-timemax

        If mode=2 Then frame=frame+1 ;FORWARD
        If mode=3 Then frame=frame-1 ;BACKWARD

        If frame<1 Then frame=frames
        If frame>frames Then frame=1
      Forever

    Next
  Next


  For layer=Each layer
    If (layer\code=layer_image Or layer\code=layer_block) And layer\tile<>Null Then
      If layer\frame=>1 And layer\frame<=layer\tile\anims And layer\mode>0 Then

        bank    =PeekInt  (layer\tile\banka,layer\frame*4-4)
        frames  =PeekShort(bank,0)
        mode    =layer\mode
        time1   =layer\time
        frame   =layer\tmp
        timediff=time2-time1

        Repeat
          timemax=PeekShort(bank,frame*4+10)

          If mode=1 Or mode<0 Or mode>3 Or timemax=0 Then ;PAUSE
            layer\time=time2
            Exit
          EndIf

          If timediff<=timemax Then
            layer\time=time2-timediff
            layer\tmp=frame
            Exit
          EndIf

          timediff=timediff-timemax

          If mode=2 Then frame=frame+1 ;FORWARD
          If mode=3 Then frame=frame-1 ;BACKWARD

          If frame<1 Then frame=frames
          If frame>frames Then frame=1
        Forever

      EndIf
    EndIf
  Next
End Function





;---------------------------------------------------------------------
Function tile_animreset()
  Local bank
  Local i
  Local layer.layer
  Local start
  Local tile.tile

  time=MilliSecs()

  For tile=Each tile
    For i=1 To tile\anims
      bank=PeekInt(tile\banka,i*4-4)
      start=PeekShort(bank,2)
      PokeInt bank,6,time
      PokeShort bank,10,start
    Next
  Next

  For layer=Each layer
    If layer\code=layer_image Or layer\code=layer_block Then
      layer\time=time
      layer\tmp=layer\start
      If layer\tmp<0 Then layer\tmp=1
    EndIf
  Next
End Function





;---------------------------------------------------------------------
;file:   find this tileset file name
;RETURN: tileset type handle (null=not found)
;---------------------------------------------------------------------
Function tile_find.tile(file$)
  Local tile.tile

  For tile=Each tile
    If tile\file$=file$ Then Return tile
  Next
End Function





;---------------------------------------------------------------------
;tile:   tileset handle
;anim:   anim number (1...)
;RETURN: anim value (0-255)
;---------------------------------------------------------------------
Function tile_getanimval(tile.tile,anim)
  Local bank

  If tile=Null Then Return
  If tile\banka<>0 And anim=>1 And anim<=tile\anims Then
    bank=PeekInt(tile\banka,anim*4-4) ;animbank
    Return PeekByte(bank,5) ;default value
  EndIf
End Function





;---------------------------------------------------------------------
;tile:   tileset handle
;frame:  frame number (1...)
;RETURN: frame value (0-255)
;---------------------------------------------------------------------
Function tile_getframeval(tile.tile,frame)
  If tile=Null Then Return
  If tile\bankd<>0 And frame=>1 And frame<=tile\count Then
    Return PeekByte(tile\bankd,frame-1)
  EndIf
End Function





;---------------------------------------------------------------------
;RETURN: number of images with loading errors
;---------------------------------------------------------------------
Function tile_load()
  Local b
  Local error
  Local g
  Local r
  Local tile.tile

  For tile=Each tile
    If tile\image<>0 Then
      FreeImage tile\image
      tile\image=0
    EndIf

    If tile\file$<>"" Then
      tile\image=LoadAnimImage(map_path+tile\file$,tile\sizex,tile\sizey,0,tile\count) ;<<<remove 2 for BB2D/BB3D
      If tile\image=0 Then error=error+1
    EndIf

    If tile\image<>0 Then
      r=(tile\mask And $FF0000)/$10000
      g=(tile\mask And $FF00)/$100
      b=(tile\mask And $FF)
      MaskImage tile\image,r,g,b
    EndIf
  Next

  If map_image<>0 Then
    FreeImage map_image
    map_image=0
  EndIf

  If map_backgr$<>"" Then
    map_image=LoadImage(map_path$+map_backgr$) ;<<<remove 2 for BB2D/BB3D
    If map_image=0 Then error=error+1
  EndIf

  Return error
End Function





;---------------------------------------------------------------------
Function tile_reset()
  Local tile.tile

  For tile=Each tile
    If tile\banka<>0 Then FreeBank  tile\banka
    If tile\bankd<>0 Then FreeImage tile\bankd
    If tile\image<>0 Then FreeImage tile\image
    Delete tile
  Next
End Function





;---------------------------------------------------------------------
;tile: tileset handle
;anim: anim number (1...)
;frame: current anim frame (1...)
;---------------------------------------------------------------------
Function tile_setanimframe(tile.tile,anim,frame)
  Local bank
  Local frames

  If tile=Null Then Return
  If tile\banka<>0 And anim=>1 And anim<=tile\anims Then
    bank=PeekInt(tile\banka,anim*4-4) ;anim bank
    frames=PeekShort(bank,0)          ;anim frames

    If frame<1 Then frame=1
    If frame>frames Then frame=frames
    PokeInt bank,6,MilliSecs()        ;anim time
    PokeShort bank,10,frame           ;anim frame
  EndIf
End Function





;---------------------------------------------------------------------
;tile: tileset handle
;anim: anim number (1...)
;mode: anim mode (1=paused, 2=forward, 3=backward)
;---------------------------------------------------------------------
Function tile_setanimmode(tile.tile,anim,mode)
  Local bank

  If tile=Null Then Return
  If tile\banka<>0 And anim=>1 And anim<=tile\anims Then
    bank=PeekInt(tile\banka,anim*4-4) ;anim bank
    PokeByte bank,4,mode              ;anim mode
  EndIf
End Function





;---------------------------------------------------------------------
;tile:  tileset handle
;anim:  anim number (1...)
;value: default tile value (0-255)
;---------------------------------------------------------------------
Function tile_setanimval(tile.tile,anim,value)
  Local bank

  If tile=Null Then Return
  If tile\banka<>0 And anim=>1 And anim<=tile\anims Then
    bank=PeekInt(tile\banka,anim*4-4) ;animbank
    PokeByte bank,5,value             ;default value
  EndIf
End Function





;---------------------------------------------------------------------
;tile:  tileset handle
;frame: frame number (1...)
;value: default tile value (0-255)
;---------------------------------------------------------------------
Function tile_setframeval(tile.tile,frame,value)
  If tile=Null Then Return
  If tile\bankd<>0 And frame=>1 And frame<=tile\count Then
    PokeByte tile\bankd,frame-1,value
  EndIf
end function

Eingeproggt

BeitragSo, Jul 06, 2008 13:40
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Du hast den Type "layer" nicht deklariert. Also kannst du auch keine Variable mit diesem Typ haben.

mfG, Christoph.
Gewinner des BCC 18, 33 und 65 sowie MiniBCC 9
 

Quäiny

BeitragSo, Jul 06, 2008 13:45
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und wie soll ich das machen, ich hab keinen plan, das ist ja ein beispiel und da ist das nicht angegeben

Eingeproggt

BeitragSo, Jul 06, 2008 13:48
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Ich kann mir schwer vorstellen, dass das das Original-Beispiel ist. So ein Fehler ist doch recht grob. Dir fehlt einfach sowas:
Code: [AUSKLAPPEN]
Type layer
  Field waswessich
End Type


Kann es sein, dass du da eine Include-Datei zum Laufen bringen willst? Also dass der eigentliche Mapeditor in ner anderen BB-Datei drin steckt? Nur eine Vermutung. Hab mich noch nie mit Mapeditoren ausn inet gespielt. Schreib sie mir immer selber Smile

mfG, Christoph.
Gewinner des BCC 18, 33 und 65 sowie MiniBCC 9
 

Quäiny

Betreff: ok noch mal von neu

BeitragSo, Jul 06, 2008 13:52
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sry, das ist der eigentliche code, da sagt er bei dem fenster, das die function sort fehlerhaft ist

Code: [AUSKLAPPEN]

;//////////////////////////////////////////////////////////////
;// PLEASE COPY MAPENGINE-FOLDER INSIDE THIS EXAMPLE-FOLDER  //
;// BITTE KOPIERE MAPENGINE-ORDNER IN DIESEN BEISPIEL-ORDNER //
;//////////////////////////////////////////////////////////////




;----------------------------------------------
;-     Beispiel für den Mapeditor von TS      -
;-RPG Grafiken mit Kollisionen und Pfadfindung-
;-             und levelwechsel               -
;-              von Jan Kuhnert               -
;----------------------------------------------

;----------------------------------------------
;-     Example vor the Mapeditor from TS      -
;-RPG Graphics with Collisions And Pathfinging-
;-             and levelswitch                -
;-              by Jan Kuhnert                -
;----------------------------------------------

;----------------------------------------------
;-Check out:                                  -
;-          -www.Mapeditor.de.vu              -
;-          -www.Blitzbase.de                 -
;-          -www.FX-Visions.de                -
;-          -www.Eastern-sphere.de            -
;----------------------------------------------

;----------------------------------------------
;-      Programmed in Blitz Basic Plus        -
;----------------------------------------------

;----------------------------------------------
;-                 Graphics:                  -
;-  www.RPG2000.de from the famous RPG Maker  -
;----------------------------------------------

;----------------------------------------------
;-                Pathfinding:                -
;-         www.Blitzbase.de from TS           -
;----------------------------------------------

;----------------------------------------------
;-  Question please in the Blitz Basic Forum  -
;-         German: www.Blitzforum.de          -
;-     International: www.Blitzbasic.com      -
;-     Or a Mail to cruiser@bossmail.de       -
;----------------------------------------------

;----------------------------------------------
;- Buy this                                   -
;-         Editor: www.Mapeditor.de.vu        -
;-                                            -
;-         Book: Spieleprogrammieren          -
;-               lernen in Blitzbasic         -
;-                                            -
;-               by Renè Meyer                -
;-                                            -
;-         3D Editor: www.Scream3d.de         -
;-                                            -
;-         Partikelengine:                    -
;-           www.X-pressive.com\PartikelCandy -
;-                                            -
;-    and every thing from Jan Kuhnert  =)    -
;----------------------------------------------


;Include the Mapengine
;Lädt die Zeichen routine, die beim Editor dabei ist.
Include "mapengine\mapengine.bb"

;Map, to load
;Karte die Zu laden ist


Global startx,goneX,posx,starty,goneY,posy,animframe,endx,endy,gox,goy

Type lvl_wechsel
   Field x
   Field y
   Field ziel$
End Type

Dim nodemap(0,0)
Dim map(0,0)



;some thing for the pathfinding
;paar was für die Pfadfindung
Global mapwidth
Global mapheight

Dim dirx(7)
Dim diry(7)
Dim dirz(7)

Data 0,-1,0, -1,0,0, 1,0,0, 0,1,0, -1,-1,1, 1,-1,1, -1,1,1, 1,1,1

For i=0 To 7
   Read dirx(i)
   Read diry(i)
   Read dirz(i)
Next


; Create a window in the center of the Desktop
; Erstellt ein Fenster in der Mitte des Desktop
Fenster=CreateWindow ("Jans RPG Example", ClientWidth(Desktop())/2-200, ClientHeight(Desktop())/2-212, 401,450,0,11)

;Canvas
;erstellt das Sichfenster
Canvas=CreateCanvas (1,5, 390, 390, Fenster )
SetGadgetLayout Canvas,1,1,1,1


;timer for the fps
;Uhr, für die Frames pro Sekunde
Timer=CreateTimer (500)
;Without timer modern PC's have 200 and more FPS!
;ohne Timer Haben Moderne Rechner 200 und mehr Bilder pro sekunde!

loadlevel("Data\Jan1.map")


;Load the picture from the Hero
;lädt das Bild, des Helden
Global Held_Pic = LoadAnimImage("Data\Held_jan.bmp",24,32,0,12)
MaskImage Held_pic,255,0,255

;Canvas sizes
;Zeichenfläsche größen
Const width=390
Const height=390



;fill a string for the Statustext
;ein String für den Statustext
Werbung$ = "visit www.Mapeditor.de.vu  and  www.fx-visions.de   ESC to Close"

;init. the Backbuffer
;lädt den Backbuffer
SetBuffer CanvasBuffer (Canvas)

;Main part
;Hauptschleife
While Not KeyHit(1)

   ;Wait for Windows events
   ;Wartet auf Windows Erreignisse
   Repeat
   Event = WaitEvent ()
   If event = $803 Then End
   Until event = $4001

   ;Make some comercial for the Statustext
   ;so nun mal ein wenig Werbung :-)
   g$=""
   For m = 0 To i/5
      g$ = g$ + " "
   Next
   SetStatusText (Fenster, g$+Werbung$)
   i = i + h
   If i = 250 Then
      h = -1
   ElseIf i =0 Then
      h = 1
   ElseIf h = 0 Then
      h=1
   EndIf

   ;center the player in the Canvas
   ;hällt den Spieler mittig
   map_scrollx= (StartX * 16) - (width /2 - 8)+posx+goneX
   map_scrolly= (Starty * 16) - (height /2 - 8)+posy+goneY

   ;Mapeditor routins
   ;Mapeditor routinen
   tile_animate()
   draw_map2()

   ;calculate some things for the Mouse Position
   ;errechnet die Mausposition
   realmouseX =  MouseX()-(GadgetX (fenster)+GadgetX (canvas))
   realmouseY =  MouseY()-(GadgetY (fenster)+GadgetY (canvas))
   FaktorX# = Float(width)/Float(GadgetWidth (canvas))
   Faktory# = Float(height)/Float(GadgetHeight (canvas))

   ;find the path and move at Mousehit
   ;lässt die Figur beim Tastendruck laufen
   If MouseDown(1) Then
      endx = ((realmouseX*FaktorX#)-posx+map_scrollx+8)/16-1
      endy =  ((realmouseY*FaktorY#)-posy+map_scrolly)/16-2
      If endx > 0 And endy > 0 And endx < mapwidth And endy < mapheight Then
         If map(endx,endy) = 0 Then pathfinding0(endx,endy,startx,starty)
      EndIf
   EndIf
   If goX*16 < (startX*16)+GoneX Then goRealX# = goRealX#-(1.0/FPS*40.0): Animfloat# = Animfloat# + (z#/FPS): Animframe = 9 + (Animfloat#/4)
   If goX*16 > (startX*16)+GoneX Then goRealX# = goRealX#+(1.0/FPS*40.0): Animfloat# = Animfloat# + (z#/FPS): Animframe = 3 + (Animfloat#/4)
   If goY*16 < (startY*16)+GoneY Then goRealY# = goRealY#-(1.0/FPS*40.0): Animfloat# = Animfloat# + (z#/FPS): Animframe = 0 + (Animfloat#/4)
   If goY*16 > (startY*16)+GoneY Then goRealY# = goRealY#+(1.0/FPS*40.0): Animfloat# = Animfloat# + (z#/FPS): Animframe = 6 + (Animfloat#/4)
   goneX = goRealX#
   goneY = goRealY#
   If goneX >=16 Then StartX = StartX+1:goRealX# = 0:gonex=0
   If goneY >=16 Then StartY = StartY+1:goRealY# = 0:goney=0
   If goneX <=-16 Then StartX = StartX-1:goRealX# = 0:gonex=0
   If goneY <=-16 Then StartY = StartY-1:goRealY# = 0:goney=0
   If Int(Animfloat#) >= 9 Then
      z# = -40
   ElseIf Int(Animfloat#) = 0 Then
      z# = 40
   ElseIf Int(Animfloat#) <= 2 Then
      z# = 40
   EndIf


   
   
   ;find the path
   ;Pfadfinde Ergenisse auswerten
   If goneX = 0 And goneY = 0 Then
      For node.node=Each node
         If node\parent<>Null Then
            If node\X=  startx And node\Y =  starty Then
               gox = node\parent\x
               goy = node\parent\y
            EndIf   
         EndIf
      Next
   EndIf

   ;Check if the player Collide with the Levelout
   ;testet, ob der Spieler mit dem Levelausgang kollidiert
   For lvl.lvl_wechsel = Each lvl_wechsel
      If startx = lvl\x And starty = lvl\y Then
         NewLvl$ = "Data\"+lvl\ziel$+".map"
         DebugLog lvl\ziel$+".map"
         loadlevel(NewLvl$)
      EndIf
   Next

   ;Show the FPS
   ;Zeigt die Bilder pro Sekunde
   t3 = t3+1:If t3 = 4 Then t3=0:t2=t1:t1 = MilliSecs():Fps = 5000.0/(t1-t2)
   Text 0,0,"FPS: " + FPS
   
   ;Flip Buffers
   ;Zeichnet flimmerfreies Bild
   FlipCanvas Canvas,1
Wend
End

; The function from TS, but with Player drawing
; Die function aus der Mapengine, nur mit Spieler zeichenen
Function draw_map2()
  Local b
  Local g
  Local layer.layer
  Local px
  Local py
  Local r

  Viewport map_x, map_y, map_width, map_height
  Origin map_x, map_y

  If map_visible=1 Then
   If map_mode=2 And map_image<>0 Then
      px=map_getscreen(map_posx,map_parax,map_scrollx)
      py=map_getscreen(map_posy,map_paray,map_scrolly)
      TileBlock map_image,px,py
    ElseIf map_mode=3 And map_image<>0 Then
      px=map_getscreen(map_posx,map_parax,map_scrollx)
      py=map_getscreen(map_posy,map_paray,map_scrolly)
      TileImage map_image,px,py
    EndIf
  EndIf

  For layer=Each layer
    If layer\visible=1 Then
      Select layer\code
        Case layer_map
          layer_map_draw(layer)
        Case layer_clone
          layer_clone_draw(layer)
        Case layer_image
          layer_image_draw(layer)
        Case layer_block
          layer_block_draw(layer)
      End Select

    EndIf
   ;Draw the Player
   ;zeichnen des Spielers!
   If layer\name$ = "Player" Then
      Color 0,0,255
      Oval (endx*16)+posx-map_scrollx,(endy*16)+posy-map_scrolly,16,16,0
      Rect (endx*16)+posx-map_scrollx+7,(endy*16)+posy-map_scrolly,2,16,0
      Rect (endx*16)+posx-map_scrollx,(endy*16)+posy-map_scrolly+7,16,2,0          
      Color 255,0,0
      Oval (startx*16)+goneX+posx-map_scrollx,(starty*16)+goneY+posy-map_scrolly,16,16,0
      DrawImage Held_Pic,(startx*16)+goneX+posx-map_scrollx-4,(starty*16)+goneY+posy-map_scrolly-16,Int(Animframe )
   EndIf
  Next
End Function

Function loadlevel(Levelname$)
;Load the Map
;Lädt die Karte
error=map_load(Levelname$,"")

;Check for errors
;Verarbeitet die Fehler
Select error
   Case 1
      Notify "File not found"
   Case 2
      Notify "File size corrupted"
   Case 3
      Notify "No read access"
   Case 4
      Notify "Not valid file"
   Case 5
      Notify "Checksum problem"
   Case 6
      Notify "Password problem"
   Case 7
      Notify "Load image problem"
End Select
If error>0 Then End

;read some data from the mapengine
;liest Daten aus dem Types von TS's Mapengine
For node.node=Each node
   Delete node
Next 
For lvl.lvl_wechsel =Each lvl_wechsel
   Delete lvl
Next

For layer.layer = Each layer
   ;Data for the Collisions
   ;Daten für die Kollisionen
   If layer\name$  = "Player" Then
      mapwidth =layer\sizeX
      mapheight =layer\sizeY
      Dim nodemap(mapwidth,mapheight)
      PosX = layer\Posx
      PosY = layer\posy
      Dim map(layer\sizeX,layer\sizeY)
         For x = 0 To layer\sizeX
            For y = 0 To layer\sizeY
               map(X,Y)= layer_getvalue(layer,x,y)
            Next
         Next
   EndIf

   ;Read the start position from the player
   ;liest die Player Position
   If layer\name$ = "Start" Then
      startx = (layer\posx)/16-posx/16
      StartY = (layer\posy)/16-posy/16
      Endx = startx
      endy = StartY
      gox = startX
      Goy = StartY
   EndIf
   
   ;find the exit of the map
   ;findet die Stellen, wo ein Levelwechsel Statfinden soll.
   If Left(layer\name$,3) = "lvl" Then
      lvl.lvl_wechsel = New lvl_wechsel
      lvl\x = (layer\posx)/16-(posx/16)
      lvl\Y = (layer\posy)/16-(posy/16)
      lvl\ziel$ = Right(layer\name$,Len(layer\name$)-3)
   EndIf
Next
End Function

;the Pathfinding routine
;die Pfadfinde Routine
Type node
   Field parent.node
   Field cost
   Field x
   Field y
End Type

Type open
   Field node.node
End Type

Type path
   Field node.node
End Type

;you can change it with the 8 way routine, easyly
;man can diese durch die 8 wege Routine einfach austauschen.
Function pathfinding0(startx,starty,endx,endy)
  Delete Each node
  Delete Each open
  Delete Each path
  Dim nodemap(mapwidth,mapheight)
  If startx=endx And starty=endy Then Return

  node.node=New node
  node\x=startx
  node\y=starty
  open.open=New open
  open\node=node
  nodemap(startx,starty)=1

  .again0
  node=Null
  cost=2147483647
  For open=Each open
    delta=Abs(open\node\x-endx)+Abs(open\node\y-endy)
    If open\node\cost+delta<cost Then
      cost=open\node\cost+delta
      node=open\node
      tempopen.open=open
    EndIf
  Next
  If node=Null Then Return
  Delete tempopen

  For i=0 To 3
    x=node\x+dirx(i)
    y=node\y+diry(i)
    If x=>0 And y=>0 And x<=mapwidth And y<=mapheight Then
      If map(x,y)=0 And nodemap(x,y)=0 Then
        tempnode.node=New node
        tempnode\parent=node
        tempnode\cost=node\cost+1
        tempnode\x=x
        tempnode\y=y
        open.open=New open
        open\node=tempnode
        nodemap(x,y)=1
        If x=endx And y=endy Then finish=1:Exit
      EndIf
    EndIf
  Next
  If finish=0 Then Goto again0

  While tempnode\parent<>Null
    path.path=New path
    path\node=tempnode
    tempnode=tempnode\parent
  Wend
  path.path=New path
  path\node=tempnode
End Function

Entenfels

BeitragSo, Jul 06, 2008 14:14
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Hallo Quäiny,
ich habe auch erst vor ein paar Monaten mit BB angefangen und wollte mich ebenfalls an einem RPG-Editor üben. Die RPG-Tutorials haben mich nicht weitergebracht, doch mein Tipp wäre das Tyle-Editor-Tutorial. Damit konnte zumindest ich viel mehr anfangen. Und hat man erst mal das kapiert, versteht man auch das andere besser.

Hoffe, es hilft dir
Grüße
Entenfels
Die Details sind zu 94 Prozent zutreffend, bei sechs Prozent unvermeidbarer Extrapolation.
-Artemis Fowl von Eoin Colfer

maximilian

BeitragSo, Jul 06, 2008 16:23
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Ich glaube du compilierst ganz einfach die falsche Datei, nämlich eine der Includes.

Klick mal in der IDE auf die Date in der das wirkliche Beispiel drin ist...
Variety is the spice of life. One day ignore people, next day annoy them.

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