ec1 VARIBLES
Currently Used (w/ definition)
K - getKey Val, can also be used as temp storage inbetween getKey's E - Event Reciver, tells other routienes what is being accessed (PDA, inventory, ect) I - ID of map Enemy C - The tile collided with's ID.
{PSEUDOCODE} I will break down all pseudo code into chuncks in this post and hereby reserve it for this purpose:
none? ------------------ <> c1-->CODE | ec1Title screen Opening Menu Get Saved Data or Create New Game Data Open Map and set temp Vars Run Main Enginec2 |
ec2
<> c1 -->CODE | ec1 Passed vars list, M, [A], listS4ME c2 |
ec2
c1 -->CODE | ec1 Draw Map Get Key Check for move, and if so then check tile to move into If walk-able, move If checked tile is an event, run Event Manager If K=2nd: run item from Character Actions and pass 1 into E If K=Alpha: run PDA from Character Actions, pass 2 into E If K=Math: run Inventory from Character Actions, pass 3 into E Run Enemy AI program If passed a battle event (E=4), open Battle Engine If passed a map event (E=5), run Map Manager End [code]
Character Actions Vars Passed Into: +E which event to do
[code] If passed item, see if item will affect anything, if so, do it If passed inventory, open inventory menu and alow item use and equiping If passed PDA, open mini-Map/Emails/Enemy Data Files/Alow Level Ups "this program will be unstructured do to its variability in what features we add/need" c2 |
ec2
Map Manager c1 -->CODE | ec1 Run PreBuilt Program (undocumented as of yet) c2 |
ec2
Map Enemy AI/Manager Vars Passed Into: X,Y,S,T c1 -->CODE | ec1
Check if enemy(ies) dead Check if any enemies left to spawn if enemies exist, run through enemy elements list and execute enemiesc2 |
ec2
Event Manager Vars Passed Into: C, the tile collided with to trigger the event c1 -->CODE | ec1 Run through action list and change update things accordingly "this program will be unstructured do to its variability" c2 |
ec2
<>
Vars Passed Into: I, ID of map Enemy C, variable of map tile on or colided into (to generate background) c1 -->CODE | ec1 Draw Back Gound Get Key Check for move, and if so then check tile to move into If walk-able, move If 2nd: run main weapon's data If Alpha: run melee If Math: run secondary If Clear: Open Inventory/Options Menu Run Enemy AI program If Died, delete all non-save data, pass death variable, return If Win, increase money and expirence, check for found item, return End c2 |
ec2
Enemy AI c1 -->CODE | ec1run through enemy elements list and execute enemies from their data branches "this program will be unstructured do to its variability"c2 |
ec2
Weapon Data c1 -->CODE | ec1 run weapon from progam "this program will be unstructured do to its variability"c2 |
ec2
{FINISHED CODE} I will hereby resserve this post for all finished code segments, and will stored and show them in this post
|