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Brick Game for PB/DLL 6.0

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  • Borje Hagsten
    replied
    pb rules states that discussions are not allowed in source code forum,
    so we better keep it that way. <img src="http://www.powerbasic.com/support/forums/smile.gif" alt="smile">

    discussion at http://www.powerbasic.com/support/pb...ead.php?t=8519


    ------------------
    http://www.tolkenxp.com/pb
    download: inclean, pbcodec, custom controls and code, etc.
    borje hagsten - [email protected]

    Leave a comment:


  • Patrick Maxfield
    replied
    YIKES <IMG SRC="http://www.powerbasic.com/support/forums/eek.gif" ALT="eek">
    New at this
    Use a colon and left bracket where the frown appears in both
    of the above.


    ------------------

    Leave a comment:


  • Patrick Maxfield
    replied
    Replace the frown in the last message with <IMG SRC="http://www.powerbasic.com/support/forums/frown.gif" ALT="frown">

    patrick

    ------------------

    Leave a comment:


  • Patrick Maxfield
    replied
    Neat game. Also nice programming.
    I offer a a faster randomizer (see below) based on the fact
    that placement of the bricks have two parities, that is, if
    bricks are establisheded at random then there is only a 1/2
    probability that a solution to the puzzle can be obtained.
    Also, if you know that a given arrangement offers a solution
    then it is easy to show that interchanging two bricks will
    change the parity so that no solution can be obtained.
    But, if you know that a given arrangement offers a solution
    then it is also easy to show that interchanging any three
    different bricks will not change the parity, thus allowing for
    a solution. Knowing this, I changed the mixing routine in
    "ReMix" as follows:

    DELETE THe following FROM YOUR PROGRAM:
    '-------------------------
    ePos = n

    RANDOMIZE ' Seed the random number generator
    FOR aa = 1 TO n * 100 'experiment if you like - think this is enough to mix them properly..
    DO
    bb = RND(1, n) - 1 ' Generate number, then see if it can be moved

    IF (bPos(bb).z + 1 = ePos AND (bPos(bb).z + 1) MOD brc <> 0) OR _ 'test right of pos 1-3
    (bPos(bb).z - 1 = ePos AND (ePos + 1) MOD brc <> 0) OR _ 'test left of position 2-4
    bPos(bb).z + brc = ePos OR bPos(bb).z - brc = ePos THEN 'test above/under

    tmp = bPos(bb).z
    bPos(bb).z = ePos
    ePos = tmp
    EXIT DO
    END IF' LOOP
    IF aa > n * 50 AND ePos = n THEN EXIT FOR 'enough many draws and empty pos in down/right corner - use it!
    NEXT
    EmptyPos = ePos


    REPLACE WITH THIS <IMG SRC="http://www.powerbasic.com/support/forums/frown.gif" ALT="frown">Add cc as Local integer)
    '---------------------------------------------
    RANDOMIZE
    FOR aa=0 TO n-1
    bb=RND(0,n-1) : cc=RND(0,n-1)
    WHILE aa=bb : bb=RND(0,n-1) : WEND
    WHILE (cc=aa) OR (cc=bb): cc=RND(0,n-1) : WEND
    tmp=bPos(aa).z
    bPos(aa).z=bPos(bb).z
    bPos(bb).z=bPos(cc).z
    bPos(cc).z=tmp
    NEXT aa
    '---------------------------------------------

    Actually, the "for loop" would also work just fine
    with aa=0 to [n-1]/2 or thereabouts because at that
    point most of the boxes have been replaced anyway.

    Patrick <IMG SRC="http://www.powerbasic.com/support/forums/tongue.gif" ALT="stick tongue out">

    ------------------

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  • Borje Hagsten
    replied
    Code updated with better shuffling - now always possible to solve,
    olus added keyboard handling (can now also use arrow keys to play).


    ------------------
    http://www.tolkenxp.com/pb
    Download: incLean, PBcodec, custom controls and code, etc.
    Borje Hagsten - [email protected]

    Leave a comment:


  • Patrick Logan
    Guest replied
    Borje,
    Thank you for this code. Again, a game provides so much
    insight into programing. Keep up the excellent work [play?].
    Thanks, P.

    Leave a comment:


  • Borje Hagsten
    replied
    Hi Semen,

    Yes, I guess one can get stuck there. For a computer game like this one, the
    best solution would be to imitate a "real life" mix, by generating the random
    numbers one step at the time and only consider each possible move - sort of
    like like running the game randomly backwards.

    Then again, one could also add a "cheat code" procedure, like if you press
    the Alt-key and click on a brick, you can switch two brick places..

    I whish I had more time to dive into game programming, because it's really
    fascinating. Even the simpliest of games often turns out to be a real
    challange when it comes to the mathematics behind it. Hm, wonder if this
    sample could serves as the base for a nice little chess game..

    Leave a comment:


  • Semen Matusovski
    replied
    Borje --
    COOL !!!

    But there is one problem in game. In "15 tiles" game not all combinations are valid.
    On final step (when three rows are ready) could be
    1) 13-14-15 2) 14-15-13 3) 15-13-14
    4) 15-14-13 5) 14-13-15 6) 13-15-14
    Var1. Game is over.
    Var2-3. It's possible to convert to var.1
    Var4-6. Have no solution.
    I remember a book for children about mathematic, where described that in 19th century one popular american newspaper even offered one million dollars for person, who will be able to transform 15-14-13 to 13-14-15 and during some monthes many people tried to solve a task - clear, without success

    I suggest the following algorithm to create valid combination.
    You begin from
    1 2 3 4
    5 6 7 8
    9 10 11 12
    13 14 15 -
    Then 1000-2000 times select "random" direction (left, right, up. down) to move empty place.


    [This message has been edited by Semen Matusovski (edited January 26, 2000).]

    Leave a comment:


  • Borje Hagsten
    replied
    I'm aware there is a slight redraw problem, but I couldn't find any good
    solutions to it. Maybe a DIALOG DOEVENTS after a tile's been moved could
    improve the performance enough to match even your wife's speed, Dave..

    One could quite easily split a picture via StretchBlt into each brick
    (label) and make a "real" puzzle game out of it. Add that to the list of
    possible enhancements..

    WOPS! There was a fault in the way it checked the tiles vs empty space, so
    some tiles could be moved "around" the edge. I guess this could have caused
    some tiles to suddenly disappear. The code above has been fixed, now using
    the following to check if a tile can be moved:

    Code:
        ' Check to see if the Brick has an empty space next to it
        IF (bPos(bc).z  + 1 = EmptyPos AND (bPos(bc).z + 1) MOD brc <> 0) OR _
           (bPos(bc).z  - 1 = EmptyPos AND (EmptyPos + 1) MOD brc <> 0) OR _
            bPos(bc).z  + brc = EmptyPos OR bPos(bc).z  - brc = EmptyPos THEN
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Made more changes to the code tonight and optimized it some by adding a
    member to the TYPE to keep track of each brick's (tile's?) textcolor, so
    a fast check for currently used color can determine if it needs another
    color or not. Seems to have improved the speed a bit.

    Also added the possibility for a user to cancel the closing procedure while
    exiting the game/program. Thank you Lance, for the help with that one..




    [This message has been edited by Borje Hagsten (edited January 24, 2000).]

    Leave a comment:


  • Dave Navarro
    replied
    Cool.

    My wife plays something similar all the time where each time is a piece of a picture and you have to line them all up to see the picture.

    I compiled this and gave it to her. She clicks so fast that several tiles disappear and the game starts beeping like crazy.

    --Dave


    -------------
    PowerBASIC Support
    mailto:[email protected][email protected]</A>

    Leave a comment:


  • KevinVoell
    Guest replied
    Hey Neat game. I won the first time I played (in under 2 minutes) and thought "gee this game is easy." Then I played again after lunch and it took me over 10 minutes to win so I guess it is not that easy.


    Kevin

    -------------
    mailto:[email protected][email protected]</A>


    Leave a comment:


  • Borje Hagsten
    started a topic Brick Game for PB/DLL 6.0

    Brick Game for PB/DLL 6.0

    Code:
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ' Game15 v2, a simple "15 tiles" brick game, written in PB/DLL 6.0
    ' January 2000 by Borje Hagsten. Released as Public Domain.
    ' Updated June 2003 with better mix code - now shuffles bricks instead,
    ' plus added keyboard handling - can be played using the arrow keys.
    ' Free to enhance, learn from, or simply to enjoy and play.
    '
    ' The "rules" are simple. Click on the tiles next to the open
    ' space in order to move them and try to line them up, 1 to 15.
    ' A beep and red caption on a brick indicates a correct position.
    ' It's not as easy as it may look like from the beginning and some
    ' people may even become addicted to playing it. A complete 32-bit
    ' game for Windows with a file size of just 20 KB - PB rules!
    '
    ' - Some ideas, in case you want to do something more of it:
    ' Use a split bitmap instead of numbers on the labels
    ' Create and add resource file with version info and program icon
    ' Create routines to save and show results (maybe even store/recall a running game?)
    ' Add a "About" dialog, menu, sound support, help and some game info
    ' Set a price and sell a million copies (but please remember me, if you succeed..  <IMG SRC="http://www.powerbasic.com/support/forums/smile.gif" ALT="smile">
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    #COMPILE EXE
    #INCLUDE "WIN32API.INC"
     
    %ID_MIX    = 11
    %ID_LABEL1 = 20
    %ID_LABEL2 = 21
    %ID_LABEL3 = 22
    %ID_TIMER  = 40
     
    TYPE bx
      x AS LONG ' x pos
      y AS LONG ' y pos
      z AS LONG ' reference number
      p AS LONG ' actual position
      c AS LONG ' color value
    END TYPE
     
    GLOBAL hDlg     AS LONG
    GLOBAL gTime    AS LONG
    GLOBAL brc      AS LONG
    GLOBAL n        AS LONG
    GLOBAL EmptyPos AS LONG
    GLOBAL hTimer   AS LONG
    GLOBAL bPos()   AS bx
     
    DECLARE CALLBACK FUNCTION DlgCallback()
    DECLARE FUNCTION CheckDone AS LONG
    DECLARE FUNCTION EndProcedure AS LONG
    DECLARE SUB NewGame
    DECLARE SUB ReMix
     
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ' PBMAIN, where all controls and the dialog is created
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    FUNCTION PBMAIN
      LOCAL x AS LONG, y AS LONG, z AS LONG, w AS LONG, h AS LONG, b AS LONG
      LOCAL a AS LONG
      brc = 4        'number of columns/rows - use at least 3, classic is 4 (15-tile game)
    ' Note: The brc value is all you have to change. The dialog and all
    ' controls will resize themselves accordingly. Try with 5 or 6 to
    ' create a game with 25 or 36 bricks, but do have in mind that the
    ' time it takes to solve the puzzle relates to this number..  :-)
     
      w = 26          'width
      h = 24          'height
      a = 10          'distance from dialog edge
      n = brc^2 - 1   'number of bricks (tiles, whatever..)
      b = brc - 1     'zero based number of columns and rows
      EmptyPos = n    'initial empty space, down in the corner
      REDIM bPos (n)  'array for storing brick info
     
      DIALOG NEW 0, FORMAT$(n) & " tiles",,, brc * w + 22, brc * h + 90, _
                                 %WS_CAPTION OR %WS_MINIMIZEBOX OR %WS_SYSMENU, 0 TO hDlg
     
      CONTROL ADD LABEL,  hDlg, %ID_LABEL2, "",       9, 9, _
                          brc * w + 2, brc * h + 2, %SS_SUNKEN OR %WS_TABSTOP
      CONTROL ADD LABEL,  hDlg, %ID_LABEL1, "",       a, brc * h + 18, _
                          brc * w + 2, 12, %SS_CENTER  OR %SS_SUNKEN
      CONTROL ADD LABEL,  hDlg, %ID_LABEL3, "",       a, brc * h + 30, _
                          brc * w + 2, 12, %SS_CENTER  OR %SS_SUNKEN
      CONTROL ADD BUTTON, hDlg, %ID_MIX,   "&New game", a, brc * h + 50, brc * w + 2, 14
      CONTROL ADD BUTTON, hDlg, %IDCANCEL, "E&xit",     a, brc * h + 68, brc * w + 2, 14
     
      'A zero based index would be better here, but some low values are already
      'used by the DDT dialog (like IDCANCEL, etc), so we better use another
      'approach and increase it to a "100 based" line of controls instead
      z = 100
      FOR y = 0 TO b
        FOR x = 0 TO b
          bPos(z - 100).x = a + x * w
          bPos(z - 100).y = a + y * h
          CONTROL ADD LABEL, hDlg, z, FORMAT$(z - 99), a + x * w, a + y * h, w, h, _
                             %SS_NOTIFY OR %SS_CENTER, %WS_EX_DLGMODALFRAME
          INCR z
          IF z > 99 + n THEN EXIT FOR
        NEXT
      NEXT
      bPos(n).x = a + b * w  'x and y for the inital empty space
      bPos(n).y = a + b * h
     
      DIALOG SHOW MODELESS hDlg, CALL DlgCallback
     
      'DDT dialog, so use own message loop to trap WM_KEYDOWN..
      LOCAL msg AS TAGMSG
     
      WHILE GetMessage(Msg, %NULL, 0, 0)
         IF IsDialogMessage(hDlg, Msg) THEN
            SELECT CASE msg.message
               CASE %WM_CREATE
               CASE %WM_CHAR : MessageBeep &HFFFFFFFF
               CASE %WM_KEYDOWN
                  IF GetDlgCtrlID(msg.hWnd) <> %ID_LABEL2 THEN EXIT SELECT
                  SELECT CASE msg.wParam
                     CASE %VK_LEFT
                        IF (EmptyPos + 1) MOD brc <> 0 THEN
                           FOR x = 0 TO n - 1
                              IF bPos(bPos(x).p).z = EmptyPos + 1 THEN
                                 x = 100 + bPos(x).p
                                 SendMessage hDlg, %WM_COMMAND, MAKLNG(x, %BN_CLICKED), GetDlgItem(hDlg, x)
                                 EXIT FOR
                              END IF
                           NEXT
                        END IF
     
                     CASE %VK_RIGHT
                        IF EmptyPos MOD brc <> 0 THEN
                           FOR x = 0 TO n - 1
                              IF bPos(bPos(x).p).z = EmptyPos - 1 THEN
                                 x = 100 + bPos(x).p
                                 SendMessage hDlg, %WM_COMMAND, MAKLNG(x, %BN_CLICKED), GetDlgItem(hDlg, x)
                                 EXIT FOR
                              END IF
                           NEXT
                        END IF
     
                     CASE %VK_UP
                        IF EmptyPos + brc <= n THEN
                           FOR x = 0 TO n - 1
                              IF bPos(bPos(x).p).z = EmptyPos + brc THEN
                                 x = 100 + bPos(x).p
                                 SendMessage hDlg, %WM_COMMAND, MAKLNG(x, %BN_CLICKED), GetDlgItem(hDlg, x)
                                 EXIT FOR
                              END IF
                           NEXT
                        END IF
     
                     CASE %VK_DOWN
                        IF EmptyPos - brc >= 0 THEN
                           FOR x = 0 TO n - 1
                              IF bPos(bPos(x).p).z = EmptyPos - brc THEN
                                 x = 100 + bPos(x).p
                                 SendMessage hDlg, %WM_COMMAND, MAKLNG(x, %BN_CLICKED), GetDlgItem(hDlg, x)
                                 EXIT FOR
                              END IF
                           NEXT
                        END IF
                  END SELECT
            END SELECT
         Else
            TranslateMessage Msg
            DispatchMessage  Msg
         End If
      Wend
     
    END FUNCTION
     
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ' One dialog Callback function takes care of almost everything
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    CALLBACK FUNCTION DlgCallback()
      LOCAL  rStr         AS STRING
      STATIC hBrushDialog AS LONG
     
      SELECT CASE CBMSG
         CASE %WM_INITDIALOG
            hBrushDialog = CreateSolidBrush(RGB(255,223,161))   'dialog color
            CALL ReMix                                        'mix and set up new game
            CheckDone
     
         CASE %WM_DESTROY                          'at exit
            IF hTimer THEN KillTimer hDlg, hTimer  'Kill the timer
            DeleteObject hBrushDialog              'Delete the brush
            PostQuitMessage 0
     
         CASE %WM_COMMAND
            SELECT CASE CBCTL
               CASE %ID_MIX                             'Start a new game..
                  rStr = "Break current game and start a new?"
                  IF hTimer = 0 OR MessageBox(hDlg, BYVAL STRPTR(rStr), _ 
                                             FORMAT$(n) & " Tiles" & CHR$(0), _
                                             %MB_YESNO OR %MB_ICONQUESTION) = %IDYES THEN
                     CALL NewGame
                  END IF
     
               CASE %IDCANCEL
                  IF hTimer = 0 OR EndProcedure THEN DIALOG END CBHNDL      'exit program
     
               CASE 100 TO 100 + n 'The bricks - label controls
                  LOCAL bc AS LONG, tmp AS LONG : bc = CBCTL - 100
     
                  'check to see if the brick has an empty space next to it
                  IF (bPos(bc).z  + 1 = EmptyPos AND (bPos(bc).z + 1) MOD brc <> 0) OR _
                     (bPos(bc).z  - 1 = EmptyPos AND (EmptyPos + 1) MOD brc <> 0) OR _
                      bPos(bc).z  + brc = EmptyPos OR bPos(bc).z  - brc = EmptyPos THEN
     
                     IF hTimer = 0 THEN
                        hTimer = SetTimer(hDlg, %ID_TIMER, 1000, BYVAL %NULL) '1000 mSec = 1 sec
                     END IF
     
                     'okay, so move the Brick into the empty space
                     CONTROL SET LOC hDlg, CBCTL, bPos(EmptyPos).x, bPos(EmptyPos).y
     
                     IF EmptyPos = bc  THEN       'Was it a "good" position?
                        bPos(bc).c = %RED : BEEP  'Could play something else here too..
                     ELSE
                        bPos(bc).c = %BLACK
                     END IF
     
                     tmp = EmptyPos               'store new empty space
                     EmptyPos = bPos(bc).z
                     bPos(bc).z = tmp
                     bPos(bc).p = bc
     
                    'following triggers %WM_CTLCOLORSTATIC (redraws brick)
                    InvalidateRect CBLPARAM, BYVAL %NULL, 0 : UpdateWindow CBLPARAM
     
                    bc = CheckDone
                    IF bc >= n THEN           'All is done, build and show a message
                       rStr = "Done in "
                       rStr = rStr & FORMAT$(gTime \ 60, "0") & " min. " _
                                   & FORMAT$(gTime MOD 60, "0") & " sec."
                       rStr = rStr & CHR$(10, 10)
                       rStr = rStr & "Play again?" & CHR$(0)
     
                       IF MessageBox(hDlg, BYVAL STRPTR(rStr), FORMAT$(n) & " Tiles" & CHR$(0), _
                                           %MB_YESNO OR %MB_ICONWARNING) = %IDYES THEN
                          CALL NewGame
                      ELSE
                         DIALOG END CBHNDL     'exit game
                      END IF
                   END IF
                END IF
            END SELECT
     
         CASE %WM_CTLCOLORSTATIC                  'color tiles and set their textcolor
            IF GetDlgCtrlID(CBLPARAM) > 99 THEN
               SetTextColor CBWPARAM, bPos(GetDlgCtrlID(CBLPARAM) - 100).c
               FUNCTION = GetSysColorBrush(%COLOR_INFOBK)
            END IF
     
         CASE %WM_CTLCOLORDLG : FUNCTION = hBrushDialog 'paint the dialog's background
     
         CASE %WM_SYSCOMMAND
            IF CBWPARAM = %SC_CLOSE THEN
               IF EndProcedure = 0 THEN
                  FUNCTION = 1: EXIT FUNCTION
               END IF
            END IF
     
         CASE %WM_TIMER
            INCR gTime
            CONTROL SET TEXT hDlg, %ID_LABEL3, _
                        FORMAT$(gTime \ 60, "0") & " min. " & _
                        FORMAT$(gTime MOD 60, "0") & " sec."
     
      END SELECT
    END FUNCTION
     
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ' NewGame generates a new game.
    '~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    SUB NewGame    'We get smother action with redraw turned off
      IF hTimer THEN KillTimer hDlg, hTimer  'Kill eventual timer
      hTimer = 0
     
      CALL SendMessage(hDlg, %WM_SETREDRAW, %FALSE, 0)
      CALL ReMix   'Set new random order
      CALL SendMessage(hDlg, %WM_SETREDRAW, %TRUE, 0)
      InvalidateRect hDlg, BYVAL %NULL, 0 : UpdateWindow hDlg
      CALL CheckDone
    END SUB
     
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    ' ReMix generates random numbers and moves the bricks to their new positions.
    ' This is only (?) sure way to mix the bricks - mimics real life mix by moving
    ' bricks around randomly, using real empty space as target space. Cannot simply
    ' use a bunch of random numbers, since some combinations are impossible to solve..
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    SUB ReMix
      LOCAL aa AS LONG, bb AS LONG, tmp AS LONG, ePos AS LONG
     
      FOR aa = 0 TO n - 1       ' Make sure all numbers are unique
         bPos(aa).z = aa
         bPos(aa).c = %BLACK
      NEXT
      ePos = n
     
      RANDOMIZE                 ' Seed the random number generator
      FOR aa = 1 TO n * 100     'experiment if you like - think this is enough to mix them properly..
         DO
            bb = RND(1, n) - 1 ' Generate number, then see if it can be moved
     
            IF (bPos(bb).z  + 1 = ePos AND (bPos(bb).z + 1) MOD brc <> 0) OR _  'test right of pos 1-3
               (bPos(bb).z  - 1 = ePos AND (ePos + 1) MOD brc <> 0) OR _        'test left of position 2-4
                bPos(bb).z  + brc = ePos OR bPos(bb).z - brc = ePos THEN        'test above/under
     
                tmp = bPos(bb).z
                bPos(bb).z = ePos
                ePos = tmp
                EXIT DO
            END IF
         LOOP
         IF aa > n * 50 AND ePos = n THEN EXIT FOR 'enough many draws and empty pos in down/right corner - use it!
      NEXT
      EmptyPos = ePos
     
      FOR aa = 0 TO n - 1 ' Re-position the bricks
         IF aa = bPos(aa).z THEN bPos(aa).c = %RED
         CONTROL SET LOC hDlg, 100 + aa, bPos(bPos(aa).z).x, bPos(bPos(aa).z).y
         bPos(aa).p = aa
      NEXT aa
     
      gTime = 0                                     ' Reset the timing of the game
      CONTROL SET TEXT hDlg, %ID_LABEL3, "0 min. 0 sec."
      SetFocus hDlg
    END SUB
     
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    ' CheckDone loops through all bricks to see which ones are
    ' placed correctly and then shows the result in %ID_LABEL1
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    FUNCTION CheckDone AS LONG
      LOCAL aa AS LONG, isDone AS LONG
     
      FOR aa = 0 TO n - 1
         IF aa = bPos(aa).z THEN
            bPos(aa).c = %RED    'in correct place, use red text color
            INCR isDone          'count correct ones
         ELSE
            bPos(aa).c = %BLACK  'not in correct place, use black text
         END IF
      NEXT aa
     
      IF isDone = 1 THEN
         CONTROL SET TEXT hDlg, %ID_LABEL1, FORMAT$(isDone) & " tile done"
      ELSE
         CONTROL SET TEXT hDlg, %ID_LABEL1, FORMAT$(isDone) & " tiles done"
      END IF
      FUNCTION = isDone          'return number of tiles in correct place
    END FUNCTION
     
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    ' message before end..
    '¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
    FUNCTION EndProcedure AS LONG
      IF MessageBox(hDlg, "Exit game?", FORMAT$(n) & " Tiles" & CHR$(0), _
                    %MB_YESNO OR %MB_ICONQUESTION) = %IDYES THEN
         FUNCTION = 1 : EXIT FUNCTION
      END IF
    END FUNCTION



    [This message has been edited by Borje Hagsten (edited June 08, 2003).]
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