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返信[25]
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Oscar PwnageBlock
Something really important that I forgot to mention... SmileBASIC, unlike Java, is NOT an object-oriented programming language. It is a procedural, structured programming language. This means that there is no such thing as a class, an object, or even a struct. There are workarounds, but you should try to get used to not having them.
0そうだね
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返信[21]
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Oscar PwnageBlock
These are technically not proper loops, but it appears most people use them as such. -@LABELS and GOTO: You can define a label by writing anything preceded by a @. You can then use GOTO @LABEL to skip the program to where the label is... @LOOP 'DO STUFF GOTO @LOOP
1そうだね
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返信[20]
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Oscar PwnageBlock
-FOR...TO...STEP...NEXT Loops: These are your standard For loops. Their syntax differs a bit from Java, but it follows the same idea. I'll translate an example from Java for this one... Java: for(int i=0; i<10; i+=2){ //Do Stuff } SmileBASIC: FOR I=0 TO 9 STEP 2 'DO STUFF NEXT
0そうだね
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Oscar PwnageBlock
-REPEAT...UNTIL Loops: These are also present in Java, and follow almost the same syntax. Unlike WHILE loops, these execute at least once and stop when the expression is true. The syntax is... REPEAT 'DO STUFF UNTIL <Expression>
0そうだね
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返信[18]
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Oscar PwnageBlock
There are 3 (technically 4) kinds of loops in SmileBASIC: - WHILE...WEND Loops: These are your standard Do-While loops. They take the following syntax... WHILE <Expression> 'DO STUFF WHILE EXPRESSION IS TRUE WEND
0そうだね
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返信[17]
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Oscar PwnageBlock
You can create a char array by typing the array identifier as a string. Like this... DIM ARR$[10] Assigning values to an array in SB must be done element by element. A bit inconvenient, but not too much. The Boolean values TRUE and FALSE and constants #TRUE and #FALSE in SmileBASIC are actually just the numbers 1 and 0, although using their Boolean names is a good programming practice.
0そうだね
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返信[5]
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Oscar PwnageBlock
It's literally highlighted in the screenshot...
0そうだね
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返信[10]
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Oscar PwnageBlock
This means that you should do something like XSCREEN 3,256,0 so that the bottom screen can use all 4 BG layers.
0そうだね
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返信[9]
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Oscar PwnageBlock
You need to specify the amount of sprites and BG layers that each screen will have in the XSCREEN command. Both screens share 4 BG layers, as well as 512 sprites. Make sure to distribute them accordingly. The XSCREEN command takes this format... XSCREEN <Mode>,<Top Screen Sprites Assignment>,<Top Screen BG Layer Assignment>
0そうだね
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返信[60]
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Oscar PwnageBlock
Si necesitas ayuda, solo ocupas preguntar. Aquí trataremos de reponderte lo mejor que podamos.
0そうだね
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Oscar PwnageBlock
Exactly! Be aware that the width for the touch screen is different from the top screen, so you'll have a bit less space to work with.
0そうだね
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返信[58]
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Oscar PwnageBlock
C++ es uno de los lenguajes de programación más versatiles que hay. No se recomienda aprenderlo como primer lenguaje, pero si lo aprendes todos los demás lenguajes se te van a hacer más fáciles de aprender.
1そうだね
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返信[2]
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Oscar PwnageBlock
Use the SPPAGE command. By doing SPPAGE 0 you can use GRP0 for sprites. However, it's recommended to use GRP4 for sprites, since it's the default sprite page and doesn't require the usage of SPPAGE.
0そうだね
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返信[2]
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Oscar PwnageBlock
You first have to set a screen mode with the XSCREEN command. It takes a parameter, which is the number of the screen mode. Consult the help entry for more detailed info. You'll probably want to use XSCREEN 3. To change the current display to the touch screen simply do DISPLAY 1. Change back to the top screen with DISLAY 0. The simplest way to overlap sprites is using the Z coordinate with SPOFS.
0そうだね
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返信[13]
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Oscar PwnageBlock
If you need help with anything, just ask!
0そうだね
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返信[12]
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Oscar PwnageBlock
To make an input without the question mark use a comma instead of a semicolon. To print an array, simply make a loop that goes through the array and print each element one by one. You should start using SB with the console. You can clear the console with the CLS command, change the cursor position with LOCATE, change foreground/background color of text with COLOR and some constants, etc.
0そうだね
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返信[9]
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Oscar PwnageBlock
Show me your code. Maybe I can help.
0そうだね
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返信[9]
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Oscar PwnageBlock
You shouldn't upload copyrighted music...
0そうだね
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返信[7]
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Oscar PwnageBlock
You can change the colors of everything in the Options menu. All I did was change the comment color to be gray. As of 3.3.0 changing colors is bugged and simply doesn't work, however. The comment contains a function simply because I wanted to write it for reference. (AKA easy to read documentation.)
0そうだね
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返信[6]
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Oscar PwnageBlock
Also: Easiest*, not most easiest. controls*, not controlls.
0そうだね
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