XNA :: Create A Prize Wheel Game?
May 28, 2014I am trying to create a prize wheel game in XNA. I am trying to create something like the Squeal of Fortune in the Runescape game.
View 1 RepliesI am trying to create a prize wheel game in XNA. I am trying to create something like the Squeal of Fortune in the Runescape game.
View 1 Repliesso i have a loop that will run x number of times and each time it will produce a prize which is a certain sum of money. I need to a way to sum all the money earned. I am thinking there should be a way to extract the prize one for each time the loop runs but i am not sure how to do that.
#include <iostream>
#include <string>
#include <cstdlib>
#include <cmath>
using namespace std;
int main() {
cout <<"Option A: Drop one chip into one slot" << endl;
[Code] .....
I want to create a Hangman game with timer.. If the user cannot guess the word with in 1:30 min the game will stop and the word will be printed.
View 5 Replies View RelatedWhat i'm trying to do is create a 3d game engine with opengl and i want to be multi platform. I'm trying to use code-blocks for this reason but i'm having trouble setting up opengl for code-blocks
View 1 Replies View RelatedI want to create a top trumps game using pseudo code with variables, loops, If statements and inputs, how would I write it?
View 3 Replies View RelatedI want to create a text-based game with C++, running on the console. I have made some other text-based console games.
Which is the most interesting text-based game to learn how to program for beginners?
I am creating a reaction game using a series of lasers and LRDs and need to make a function which waits for a specific pin in portb to be triggered high before it can move onto waiting for the next pin to be triggered. The time lasped before the "game loses" needs to get exponentially faster as the game goes on.
I am using statements such as if(input(PIN_B0)==1 generate_tone(G_note[2], 1000); but unsure how to write in c "wait x amount of time, if trigger move onto next random pin or no trigger go to lose function.
I'm trying to make a selection process using roulette wheel selection. To do this I created two matrix, one random probabilities and one increasing probabilities. The idea is to choose a number according to the random probabilities. Here is the code I've written.
#include <iostream>
#include <conio.h>
#include <cstdlib>
using namespace std;
int main (){
float select [5], prob [10], mat [5];
int c, r, z;
cout.precision (2);
cout << "Random Number:" << endl;
[Code]...
The result I got is as follows:
Random Number:
0.0013 0.56 0.19 0.81 0.59
Increasing Probabilities:
0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1
Selected Column:
0
5
6
8
9
The evaluation doesnt seem to start from c=0 again. The selected column should be 0, 5, 1, 8, 5.
How do you create a save file for a game, that is not a separate file? Specifically I am using code::blocks and sfml 2.1 to make a game and it saves to a text file at the moment. My problem is that it is very easy to modify the text file, and it is annoying to have to copy and paste several files if you want to use a copy of the game. I have a feeling that it may be to do with resource files, but I'm not exactly sure how to get these to work or whether you can modify them dynamically.
View 6 Replies View RelatedI'm working on my first video game. So far I have a few classes in the game starting with the Game class which includes a list of GameObjects (another class). There are several classes that inherit from GameObjects used to implement things like bullets, explosions, various enemy types, etc.
The game essentially iterates through the list of GameObjects to update/render them. I would like to provide access to the Game's list of GameObjects inside another class (like the Bullet class) so I can put new objects on the list. For example, when a bullet hits, I want to add an explosion to the Game's GameObject list it can be updated/rendered.
How this should be setup? I was considering adding a pointer to the Game or GameObject list to the GameObject class (and methods to access it), but I was wondering if there is a better way to set this up?
I would like to make a program for calculating the total price of a game station, and a game. I made a program like this for just the price of a game in class, but I want to make one that does the game system as well.
View 7 Replies View RelatedI have a struct called Array and I'm to create a function to create a dynamic array that's fill with randomly generated integers from 0 to 50 (inclusive) and a function to destroy the array for freeing its memory. Below the code that I have written so far.
Code:
* Struct */
typedef struct {int *pArray; //the dynamic array
int length; //the size of the dynamic array}Array;
/* Function to create a dynamic array */
Array *initializeArray (int length) {int i;
}
[code]....
I need to create a project that create a automated backup of a file.
i will get the file from C:/Folder/file.exe and move for a other created folder, but.. in every time that user make this backup, a folder will be created with year, month and date, like: C/Folder2/2014/April/16:42/file.exe.
For my data-structures class, I am attempting to create a binary search tree template to be used to create an AVL tree. I've written a Generic_Tree template for the BST to inherit from, and before I jump into implementing the AVL tree I'm testing the BST member functions. Everything was compiling fine until I added the BST insert() function. Now, I'm getting the following error message from my linker:
undefined reference to 'BST<void>::insert(int, void*)'
Stemming from the call in main line 16.
my makefile compiles with:
g++ -Wall -g Generic_Tree.cpp BST.cpp barfing.cpp main.cpp
Generic_Tree:
template < typename NODE_DATA, unsigned MAX_KIDS >
class Tree {
protected:
struct NODE {
NODE_DATA* contents;
Tree* child[MAX_KIDS];
Tree* parent;
[Code] ....
I'm use to c and havn't used classes or templates before (except for declaring instances of them). The whole syntax is mystifying to me,.
Here's my game, what do I need to learn to make a basic GUI? (Easiest way possible for now).
--NOTE, the code was a bit too long for me to post. I can add it if it is necessary. Basically all I want are 4 buttons on the main screen, one that says "Arena," "Store," "Stats," and "Exit."
There will of course be sub menus to each option, but we will get to that later.
How i can set if health 0 game end?
#include <Windows.h>
#include <iostream>
#include <BluetoothAPIs.h>
#include <ws2bth.h>
bool Move(int xadj, int yadj);
void LoadMap();
void DrawScreen();
[Code] ....
I'm having some problems figuring out 3 and 4 player games in an Uno game I'm working on. I'm not sure what specifically the problem is, however. I've tried everything I can think of; I'm at a loss for what to do next. Two player games work perfectly, which makes the nonfunctional 3 and 4 player games seem odd to me. Here is the code:
public void MoveOpponents() {
if (nextPlayer == 0) {
if (Main.dir == Direction.Clockwise) nextPlayer = 1;
else nextPlayer = numPlayers - 1;
[Code] .....
The code for the human player is in Update(), but I won't show that because it's actually quite similar to the above code.
Right now what it's doing is jumping all over the place, making opponent 2 play before opponent 1, then I play, then opponent 1 plays. Then I play again. It's really messed up.
Problems :
1) Is there any way so that i can use "X" and "O" char instead of 9 and 0 int.?? I also tried to use enum but was only able to print out -1 for 'X' and 0 for 'O'...
2) if player - 1 choose field 2 . and player - 2 chooses field 2 .. how can i show error and ask for another input ?
3) is there any short coding trick for int check_result(); ?
Code:
#include <iostream>
#include <string>
#include <cstdlib>
using namespace std;
[Code] ....
I've made an effort for three days to write this code. But, my brain has stopped now. I wrote code to find the status of the game (win, loss or tie). However, I can't determine the tie status of the game. Tie status is the problem
View 5 Replies View RelatedI am trying to put my Save and Load function in my game, this is what i have:
Code:
/* Save game */
void GuardarJuego() {
FILE *fsave;
char turno;
fsave=fopen("SAVE.txt", "w");
fputs(*****, fsave);
[Code] .....
My game code is this: [C] GameCode - Pastebin.com
I am just now in my first programming class for learning C language and I am stuck on one of my homework assignments. I am not asking you to write the code for me or anything because I want to learn by doing it myself but all I am asking for is some pointers to where I am messing up. My program is already finished for what she asked for but I am trying to do an extra credit where she wants us to have the user decide how big the gameboard is and how many mines to hide in it. Really I know that I need to use srand() and rand() but I am not sure how to use them to randomly place mines and without placing mines on top of others.
Code:
//Program 3 "Minesweeper" by Casey Samuelson
//10-17-2013
//This program will imitate the game Minesweeper.
//Agorithum
[Code]....
Okay so I thought I had this assignment completed properly last week. Last night I found a bug while playing the game.why won't the game end when the player guesses the correct number? The game allows you to finish using the max number of guesses even though you already guessed the correct number.
Code:
#define _CRT_SECURE_NO_DEPRECATE
#include <stdio.h>
#include <time.h>
#include <stdlib.h>
#define MAXGUESSES 6
#define MAXGAMES 20
#define MAXNUMBER 100
}
[code]....
I am in comp. Sci 1 at my school and I have to write a program that deals with gamer scores and the trophy they get according to expert level. For example Tom is a beginner and gets a gold medal if >=10000 a silver >= 7500 bronze if >= 5000 and no trophy if he score <5000 ! I have do this scoring for Beginner, Immediate and Expert.
Should I set up the beginning like this:
case'b':
case 'B':
if (score >= 10000 )
trophy= gold
if (score >= 7500)
trophy = silver
if (score >= 5000)
trophy= bronze
else = none
Not really sure how to go about solving this problem
I am making a text based rpg for school and im having troubles with it. Ineed to add an inventory into my game and im not to sure as to where or how.. this is what i got for player
#ifndef PLAYER_H
#define PLAYER_H
//console Util.h includes <iostream> , <string> and <window.h> and defines
//the NOMINMAX macro. As a result of including ConsoleUtil.h, PLayer will
// also knaow about thoes objects.
#include "ConsoleUtil.h"
[Code] ...
I'm making a simple single-player game. Now, assume I've made the game, how would I go about making it available to play on LAN? (I'm not really bothered about making it playable across the world with people not on the same wi-fi)
So, any way that I could get started or any libraries/APIs ....
I'm using Windows 8.1 and I'd like my game to be playable on other Windows OSs (7 and Vista if possible)
is is possible to put a video in your c++ game using allegro 5?before starting the game................
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