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Original Russian Logic Game
Cards game with dice
  
  

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    The procedure to save colour attributes of all bottom row cells before placing the marker:
    
    Private Sub Save_Color()
    savecolor(0) = Label7.BackColor   'Save bgcolor Label7
    savecolor(1) = Label8.BackColor   'Save bgcolor Label8
    savecolor(2) = Label9.BackColor   'Save bgcolor Label9
    savecolor(3) = Label10.BackColor   'Save bgcolor Label10
    savecolor(4) = Label11.BackColor   'Save bgcolor Label11
    savecolor(5) = Label12.BackColor   'Save bgcolor Label12
    savecolor(6) = Label13.BackColor   'Save bgcolor Label13
    savecolor(7) = Label14.BackColor   'Save bgcolor Label14
    End Sub
    
    Create a trigger firstset = 0
    Trigger=0, if a marker has not been placed in the bottom row yet.
    
    General code fragment that handles marker placing in the bottom row -
see code.
    
    Pointer - marker
    
    Save_Color() procedure is used to restore cell colour when moving the marker horizontally (along the bottom row of the playing area).
    Create a markersave variable to memorize an array ELEMENT NUMBER savecolor(j), the variable corresponding to the marker cell (i.e. the cell, in which the marker has been placed).
    

Board game
  
  Game dice

    The possibility of placing a marker on one cell only can be checked. Now it is necessary to provide a marker being saved (in terms of cell turning blue) when shifting cells top – down.
    The procedure of marker colour restoring after playing area cells shifting top-down:
    
    Private Sub Marker_Reset()
    If markersave = 0 Then Label7.BackColor = &HFF0000
    If markersave = 1 Then Label8.BackColor = &HFF0000
    If markersave = 2 Then Label9.BackColor = &HFF0000
    If markersave = 3 Then Label10.BackColor = &HFF0000
    If markersave = 4 Then Label11.BackColor = &HFF0000
    If markersave = 5 Then Label12.BackColor = &HFF0000
    If markersave = 6 Then Label13.BackColor = &HFF0000
    If markersave = 7 Then Label14.BackColor = &HFF0000
    End Sub
    
    Now activate Marker_Reset() procedure to operate in a top-down shift procedure. In the bottom of Frame1_Click() procedure insert the following code (marked as underline):
    
    Private Sub Frame1_Click()
    Num_Move  'Shift the values of all rows one row down
    Up_Str_App  'Fill in the top row with new nomimals
    Marker_Reset  'Marker redraw
    End Sub
    
    A complete Visual Basic project of this game development stage is in the file
vbg5.zip
    
    Write a score count procedure when placing a marker in the beginning of the game -
see code.
    
    

    Now attach a score count procedure in each of click procedures for bottom row cells:
    
    Private Sub Label7_Click()
    If firstset = 0 Then Save_Color  'Save bgcolor
    If firstset = 0 Then Label7.BackColor = &HFF0000  'Set new bgcolor (blue)
    If firstset = 0 Then firstset = 1  'No use again
    markersave = 0
    Set_Marker_Count ‘Rewrite counter
    End Sub
    For other bottom row cells the procedure is exactly the same.
    
    Now write a score counting procedure at cells’ shifting top-down. Procedure looks like extremely simple:
    
    Private Sub Dn_Count()
    
    n = 0 ‘Temporarily to resolve work of procedure Set_Marker_Count
    Set_Marker_Count  ‘Procedure of calculation of glasses after installation of a marker
    End Sub
    
    
    To demonstrate the procedure operation, insert the procedure call in a top-down cell row shifting procedure Frame1_Click():
    
    
    Private Sub Frame1_Click()
    Num_Move  'To move values of all cells from above - downwards
    Up_Str_App  'To fill in the top line of a game field new values
    Marker_Reset  'Rewrite marker
    Dn_Count  'To count up glasses at moving lines from above - downwards
    End Sub
    
    
    A complete Visual Basic project of this game development stage is in the file
vbg6.zip
    
    
    Create a procedure of linear colour indicator operation. Add Timer1 to the form and enable it at once.
see code.
    
    
    You can see how the indicator works.
    
    
    Now you should disable the timer and enable it after the market has been placed in a playing area bottom row. Insert timer enabling in a marker placing procedure in a playing area bottom row (to be more exact – in a score counting procedure after marker placing Set_Marker_Count(), since the procedure is common for all cells of a lower level). At the end of the procedure Set_Marker_Count() there is a line:
    
    Timer1.Enabled = True  'The timer is ON since the marker is put
    
    
    A complete Visual Basic project of this game development stage is in the file
vbg7.zip
    
    
    When a linear colour indicator disappears completely, it is necessary to shift down all rows with playing area cells (Frame1_Click() procedure) to the marker, count scores and fill in a playing area top row with new nominal values.
    Timer1 operation procedure looks like the following way:
    
    
    Private Sub Timer1_Timer()
    IndLent = IndLent + 1
    If IndLent = 9 Then
      IndLent = 0
      Timer1.Interval = 500
      Frame1_Click 'To move levels
    End If
    Print_Ind  'Draw indicator
    End Sub
    
    
    Keyboard  Now it is necessary to write handling of pressing down the key and marker’s moving to the [right] / [left] along the bottom row of playing area cells.
    Place another timer (Timer2) at Form1. Set a time interval Timer2 = 50 and place a key status test code in a printer operation procedure. Declare procedure operation functions:
    
    
Private Declare Function GetAsyncKeyState Lib "user32" (ByVal vKey As Long) As Integer
    
    
    And a handling code as such -
see code.
    
    
    Inscriptions in Left and Right form header are presented only for debugging purposes. Markersave variable shows a unique playing area bottom row cell that contains a marker. Write a procedure of marker moving to the left / right along the bottom row -
see code.
    
    
    Now it is necessary to create only one procedure – a procedure of shifting the numbering of current gaming level |Level|:
    
    
    Private Sub Level_Count()
    Label6.Caption = Label6.Caption + 1
    Label5.Caption = Label6.Caption + 1
    Label4.Caption = Label5.Caption + 1
    Label3.Caption = Label4.Caption + 1
    Label2.Caption = Label3.Caption + 1
    End Sub
    
    
    Attach a shifting procedure to the operations, for example:
    
    
    Private Sub Dn_Count()
    n = 0
    Set_Marker_Count
    Level_Count 'Move Level
    End Sub
    
    
    A complete Visual Basic project of this game development stage is in the file
vbg8.zip
    
    Now, this is a demonstrative moment: all software-realization procedures of the game Oflameron are ready. In other words, you have created a completely operable logical gaming program in Visual Basic. It is still early to introduce it as a commercial product as it still contains many faults. For example, when clicking the Frame object the game starts without placing the marker. Removing such faults and configuring the game as a commercial product are dealt in the 2nd & 3d parts of the guidelines.
    
    One of the 2nd parts variants (with system of bonuses , variants of complication of game , connect to Internet) - in file
vbg15.zip
    
    

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    Copyright (c) by Valery V Shmeleff http://www.oflameron.ru   Game authors mail.
    

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