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Hangman
Dec 14, 2018 8:54:36 GMT -6
Post by tbird on Dec 14, 2018 8:54:36 GMT -6
Yes, I noticed you mentioned that. You already knew your issue and the reasons behind it....if only we all had that on a daily basis lol. My example I was showing an easier way to go through your letters and the positions using them as images, the first suggestion I have for you is to ditch all the nested do loops and in place use images instead for the letters then have a for loop to go through after each key press or mouse click, send that off to a function to process whether its correct or not. Use switches instead of "exit do" try and keep everything in one rendering loop. By switches I mean like I how show the image in the middle of the screen in my example, if you use switches then you can keep everything nice and tidy, also in one main loop. I am probably horrible at explaining what I mean lol. If you aren't following me, just let me know, I wouldn't blame you
Till next time.
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Hangman
Dec 14, 2018 16:00:35 GMT -6
Post by johnno56 on Dec 14, 2018 16:00:35 GMT -6
My mistake for not mentioning your more efficient "loop". I like the idea of "one" loop. Particularly in regards to games of this small size. I still use 'one' loop, on bigger programs, except I break it down to modules (sub routines). I like neat. My game is NOT neat. I will try to reorganize it to be more efficient. But I'm not good with efficient... lol Your ability to 'explain' is not 'horrible'. I have seen and delivered much worse... lol My ability to understand or misunderstand could quite probably have a major roll in our communications... Anyway, your "method" for selection has provided me with some much needed ideas. Thank you. Time for some pencil and paper 'brainstorming' and hopefully a more structured game... Structure, organization, ideas and efficiency are NOT included in my "bag of strengths"... I would suggest that you do not hold your breath whilst waiting... lol
Again, thank you.
J
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