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  1. #1
    adnaan99's Avatar
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    Am I good at c+p

    I think i'm after this c+p program
    #include <iostream>
    using namespace std;

    int main() {
    int a;
    int b;

    cout << "Please enter a interger: " << endl;
    cin >> a;

    cout << "Please enter another interger: " << endl;
    cin >> b;

    cout << "The total of both numbers is: " << a + b << endl;
    return 0;
    }

  2. #2
    Silent's Avatar
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    Your English doesn't make any sense.

    Quote Originally Posted by adnaan99 View Post
    I think i'm after this c+p program
    Click Here to visit the official MPGH wiki! Keep up with the latest news and information on games and MPGH! To check out pages dedicated to games, see the links below!











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  4. #3
    殺す必要がある唯一のものは殺されるために準備され人 々である。
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    Yep, you're pretty much as good as Eithan.

    Quote Originally Posted by Rob's Baby View Post
    I iz C&P masta!

  5. #4
    Silent's Avatar
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    Quote Originally Posted by Hitokiri~ View Post
    Yep, you're pretty much as good as Eithan.

    yah, shur
    Click Here to visit the official MPGH wiki! Keep up with the latest news and information on games and MPGH! To check out pages dedicated to games, see the links below!











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    Battlefield minion - 30/05/2017 - 05/11/2019
    Other Semi-Popular First Person Shooter Hacks minion - 21/09/2017 - 17/09/2019
    Publicist - 07/11/2017 - 02/08/2018
    Cock Sucker - 01/12/2017 - Unknown
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    Fortnite minion - 08/05/2018 - 05/11/2019
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  7. #5
    V3n0mCZE's Avatar
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    Well the code you wrote is really simple lmao..
    Here you have code of random number game I created 3 years ago!

    Code:



    #include <iostream>
    #include <cmath>
    #include <string>
    #include <windows.h>
    #include <ctime>

    using namespace std;

    int main()
    {
    int num, randnum;
    char yn;
    string name;
    srand(time(NULL));

    cout << "Welcome to random number game! Please enter your name! :"; cin >> name;
    cout << "Hello " << name << " so do you really want to play? If yes than enter 'y', and if no then enter 'n'!: "; cin >> yn;

    if (yn == 'n' || yn == 'N')
    {
    cout << "Well bye then! Come later please!" << endl;
    }

    while (true)
    {
    cout << "Ok so you want to play.. The computer will imagine random number and you have to guess what number it is!" << endl;
    cin >> num;
    randnum = rand() % 10;

    if (randnum == num)

    cout << "Well done! You won the game!";

    else

    cout << "Well you lost the game! Try again! The number computer imagined was: " << randnum << endl;
    }
    system("pause");
    return 0;
    }
    Last edited by V3n0mCZE; 05-11-2017 at 11:23 AM.

  8. #6
    #%TGGEgw4tw4et4yggr\'s Avatar
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    Quote Originally Posted by V3n0mCZE View Post
    Well the code you wrote is really simple lmao..
    Here you have code of random number game I created 3 years ago!

    Code:



    #include <iostream>
    #include <cmath>
    #include <string>
    #include <windows.h>
    #include <ctime>

    using namespace std;

    int main()
    {
    int num, randnum;
    char yn;
    string name;
    srand(time(NULL));

    cout << "Welcome to random number game! Please enter your name! :"; cin >> name;
    cout << "Hello " << name << " so do you really want to play? If yes than enter 'y', and if no then enter 'n'!: "; cin >> yn;

    if (yn == 'n' || yn == 'N')
    {
    cout << "Well bye then! Come later please!" << endl;
    }

    while (true)
    {
    cout << "Ok so you want to play.. The computer will imagine random number and you have to guess what number it is!" << endl;
    cin >> num;
    randnum = rand() % 10;

    if (randnum == num)

    cout << "Well done! You won the game!";

    else

    cout << "Well you lost the game! Try again! The number computer imagined was: " << randnum << endl;
    }
    system("pause");
    return 0;
    }
    This is simple too.

    A little more complex, but simple.

    Here is a simple game I made with a friend for class(use the numpad to control the character):


    // Library
    #include <ctime>
    #include <iostream>

    // Platform
    #include <conio.h>
    #include <Windows.h>

    using std::cout;
    using std::endl;

    typedef unsigned int uint;
    typedef int Health;
    typedef int Coord;
    typedef int Tile;
    typedef char Sprite;


    #define FORALL(m) for(int ndx=0;ndx < int(m);ndx++)

    // ----------------------------------------------
    // Random numbers

    void randomInit()
    {

    srand(static_cast<uint>(time(NULL)));
    }

    int randomTo(int n)
    {
    return rand() % n;
    }

    int randomBetween(int begin, int end)
    {
    int diff = (end - begin) + 1;

    return begin + (rand() % diff);
    }

    // ----------------------------------------------
    // Console Graphics

    #define kRed FOREGROUND_RED|FOREGROUND_INTENSITY
    #define kBlue FOREGROUND_BLUE|FOREGROUND_INTENSITY
    #define kGreen FOREGROUND_GREEN|FOREGROUND_INTENSITY
    #define kYellow FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_INTENSI TY
    #define kWhite FOREGROUND_RED|FOREGROUND_GREEN|FOREGROUND_BLUE|FO REGROUND_INTENSITY

    void Console_clear()
    {
    // system("CLS");
    HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
    CONSOLE_SCREEN_BUFFER_INFO info;
    GetConsoleScreenBufferInfo(instance, &info);


    COORD pos = { 0, 0};
    uint size = info.dwSize.X * info.dwSize.Y;
    DWORD written;
    FillConsoleOutputCharacter(instance, ' ', size, pos, &written);
    }

    void Console_printAt(int x, int y, int color, char c)
    {
    COORD coord = {x,y};
    HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
    SetConsoleCursorPosition(instance, coord);
    SetConsoleTextAttribute(instance, color);
    cout << c;
    }


    int main()
    {
    // Setup/Init - Install -----------------------

    randomInit();

    // Playspace
    const Tile kEdge_left = 0,
    kEdge_top = 0,
    kEdge_right = 79,
    kEdge_bottom = 23;

    // NPCs - the horde of enemies
    const Sprite kEnemySprite = '$';

    const Health kFullyAlive = 100,
    kWounded = 50,
    kMortallyWounded = 0,
    kDead = -1;

    const Tile kMoveMin = 1,
    kMoveMax = 3,
    kMoveOpposite = -1;

    const uint kEnemyCount = 15;

    int enemiesAlive = kEnemyCount;


    Health enemyLife[kEnemyCount];
    Coord enemyX[kEnemyCount], enemyY[kEnemyCount]; // coords
    int enemyVelX[kEnemyCount], enemyVelY[kEnemyCount]; // velocity


    for (int ndx = 0; ndx < kEnemyCount; ndx++) {
    enemyLife[ndx] = kFullyAlive;
    enemyX[ndx] = randomBetween(kEdge_left, kEdge_right);
    enemyY[ndx] = randomBetween(kEdge_top, kEdge_bottom);
    enemyVelX[ndx] = randomBetween(kMoveMin, kMoveMax);
    enemyVelY[ndx] = randomBetween(kMoveMin, kMoveMax);
    }

    // Boss - enemy boss
    const Sprite kBossSprite = 'M';
    const Health kBossFullyAlive = 150,
    kBossWounded1 = 100,
    kBossWounded2 = 50;

    Health bossLife = kBossFullyAlive;
    Coord bossX = randomBetween(kEdge_left, kEdge_right),
    bossY = randomBetween(kEdge_top, kEdge_bottom);

    // Player - our hero!
    const Sprite kPlayerSprite = '0';
    const Health kPlayerFullyAlive = 50;
    Health playerLife = kPlayerFullyAlive;
    Coord playerX = (kEdge_right - kEdge_left)/2, // center player
    playerY = (kEdge_bottom - kEdge_top)/2;

    // Game Loop -----------------------
    bool playing = true;
    do {
    // one frame of the game

    // Inputs
    if (_kbhit() > 0) {

    char key = tolower(_getch());
    if (key == 'q') playing = false;

    //Key Handler
    int dist = 1;
    int dx = 0;
    int dy = 0;

    if (key == '8') dy = -dist; //up
    else if (key == '2') dy += dist; //down
    else if (key == '4') dx -= dist; //left
    else if (key == '6') dx += dist; //right
    else if (key == '1') dx -= dist, dy += dist; //down-left
    else if (key == '3') dx += dist, dy += dist; //down-right
    else if (key == '7') dx -= dist, dy -= dist; //up-left
    else if (key == '9') dx += dist, dy -= dist; //up-right
    playerX += dx;
    playerY += dy;
    }
    //Border Control
    // check borders and teleport to opposite side
    if (playerY > kEdge_bottom) playerY = kEdge_top;
    if (playerY < kEdge_top) playerY = kEdge_bottom;
    if (playerX > kEdge_right) playerX = kEdge_left;
    if (playerX < kEdge_left) playerX = kEdge_right;

    // NPC Tasks - characters
    FORALL(kEnemyCount){
    if (enemyLife[ndx] == kDead) continue;

    enemyX[ndx] += enemyVelX[ndx];
    enemyY[ndx] += enemyVelY[ndx];

    if (enemyX[ndx] < kEdge_left){
    enemyX[ndx] = kEdge_left;
    enemyVelX[ndx] *= kMoveOpposite;
    }
    if (enemyX[ndx] > kEdge_right){
    enemyX[ndx] = kEdge_right;
    enemyVelX[ndx] *= kMoveOpposite;
    }
    if (enemyY[ndx] < kEdge_top){
    enemyY[ndx] = kEdge_top;
    enemyVelY[ndx] *= kMoveOpposite;
    }
    if (enemyY[ndx] > kEdge_bottom){
    enemyY[ndx] = kEdge_bottom;
    enemyVelY[ndx] *= kMoveOpposite;
    }
    }

    FORALL(randomBetween(5,15)){

    if (bossX < kEdge_left){
    bossX = kEdge_left;
    }
    if (bossX > kEdge_right){
    bossX = kEdge_right;
    }
    if (bossY < kEdge_top){
    bossY = kEdge_top;
    }
    if (bossY > kEdge_bottom){
    bossY = kEdge_bottom;
    }
    int distB = 1;
    int dXB = 0,
    dYB = 0;
    dXB = randomBetween(-1,1);
    dYB = randomBetween(-1,1);
    bossX += dXB; bossY += dYB;
    }


    // Collision testing


    // Rendering
    Console_clear();
    Console_printAt(playerX, playerY, kWhite, kPlayerSprite );
    Console_printAt(bossX, bossY, kRed, kBossSprite);
    // Add for-loop to render list of enemies
    FORALL(kEnemyCount) {
    Console_printAt(enemyX[ndx], enemyY[ndx], kGreen, kEnemySprite);
    }
    Sleep(100);
    } while (playing);

    // Clean-up/De-install -----------------------


    return EXIT_SUCCESS;

    }

  9. #7
    殺す必要がある唯一のものは殺されるために準備され人 々である。
    Premium Member
    Hitokiri~'s Avatar
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    Do you people not remember there is a code tag?

    Code:
    #include <ctime>
    #include <iostream>
    
    // Platform
    #include <conio.h>
    #include <Windows.h>
    
    using std::cout;
    using std::endl;
    
    typedef unsigned int uint;
    typedef int Health;
    typedef int Coord;
    typedef int Tile;
    typedef char Sprite;
    
    #define FORALL(m) for (int ndx = 0; ndx < int(m); ndx++)
    
    // ----------------------------------------------
    // Random numbers
    
    void randomInit()
    {
    
        srand(static_cast<uint>(time(NULL)));
    }
    
    int randomTo(int n)
    {
        return rand() % n;
    }
    
    int randomBetween(int begin, int end)
    {
        int diff = (end - begin) + 1;
    
        return begin + (rand() % diff);
    }
    
    // ----------------------------------------------
    // Console Graphics
    
    #define kRed FOREGROUND_RED | FOREGROUND_INTENSITY
    #define kBlue FOREGROUND_BLUE | FOREGROUND_INTENSITY
    #define kGreen FOREGROUND_GREEN | FOREGROUND_INTENSITY
    #define kYellow FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSI TY
    #define kWhite FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FO REGROUND_INTENSITY
    
    void Console_clear()
    {
        // system("CLS");
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        CONSOLE_SCREEN_BUFFER_INFO info;
        GetConsoleScreenBufferInfo(instance, &info);
    
        COORD pos = { 0, 0 };
        uint size = info.dwSize.X * info.dwSize.Y;
        DWORD written;
        FillConsoleOutputCharacter(instance, ' ', size, pos, &written);
    }
    
    void Console_printAt(int x, int y, int color, char c)
    {
        COORD coord = { x, y };
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        SetConsoleCursorPosition(instance, coord);
        SetConsoleTextAttribute(instance, color);
        cout << c;
    }
    
    int main()
    {
        // Setup/Init - Install -----------------------
    
        randomInit();
    
        // Playspace
        const Tile kEdge_left = 0,
                   kEdge_top = 0,
                   kEdge_right = 79,
                   kEdge_bottom = 23;
    
        // NPCs - the horde of enemies
        const Sprite kEnemySprite = '$';
    
        const Health kFullyAlive = 100,
                     kWounded = 50,
                     kMortallyWounded = 0,
                     kDead = -1;
    
        const Tile kMoveMin = 1,
                   kMoveMax = 3,
                   kMoveOpposite = -1;
    
        const uint kEnemyCount = 15;
    
        int enemiesAlive = kEnemyCount;
    
        Health enemyLife[kEnemyCount];
        Coord enemyX[kEnemyCount], enemyY[kEnemyCount]; // coords
        int enemyVelX[kEnemyCount], enemyVelY[kEnemyCount]; // velocity
    
        for (int ndx = 0; ndx < kEnemyCount; ndx++) {
            enemyLife[ndx] = kFullyAlive;
            enemyX[ndx] = randomBetween(kEdge_left, kEdge_right);
            enemyY[ndx] = randomBetween(kEdge_top, kEdge_bottom);
            enemyVelX[ndx] = randomBetween(kMoveMin, kMoveMax);
            enemyVelY[ndx] = randomBetween(kMoveMin, kMoveMax);
        }
    
        // Boss - enemy boss
        const Sprite kBossSprite = 'M';
        const Health kBossFullyAlive = 150,
                     kBossWounded1 = 100,
                     kBossWounded2 = 50;
    
        Health bossLife = kBossFullyAlive;
        Coord bossX = randomBetween(kEdge_left, kEdge_right),
              bossY = randomBetween(kEdge_top, kEdge_bottom);
    
        // Player - our hero!
        const Sprite kPlayerSprite = '0';
        const Health kPlayerFullyAlive = 50;
        Health playerLife = kPlayerFullyAlive;
        Coord playerX = (kEdge_right - kEdge_left) / 2, // center player
            playerY = (kEdge_bottom - kEdge_top) / 2;
    
        // Game Loop -----------------------
        bool playing = true;
        do {
            // one frame of the game
    
            // Inputs
            if (_kbhit() > 0) {
    
                char key = tolower(_getch());
                if (key == 'q')
                    playing = false;
    
                //Key Handler
                int dist = 1;
                int dx = 0;
                int dy = 0;
    
                if (key == '8')
                    dy = -dist; //up
                else if (key == '2')
                    dy += dist; //down
                else if (key == '4')
                    dx -= dist; //left
                else if (key == '6')
                    dx += dist; //right
                else if (key == '1')
                    dx -= dist, dy += dist; //down-left
                else if (key == '3')
                    dx += dist, dy += dist; //down-right
                else if (key == '7')
                    dx -= dist, dy -= dist; //up-left
                else if (key == '9')
                    dx += dist, dy -= dist; //up-right
                playerX += dx;
                playerY += dy;
            }
            //Border Control
            // check borders and teleport to opposite side
            if (playerY > kEdge_bottom)
                playerY = kEdge_top;
            if (playerY < kEdge_top)
                playerY = kEdge_bottom;
            if (playerX > kEdge_right)
                playerX = kEdge_left;
            if (playerX < kEdge_left)
                playerX = kEdge_right;
    
            // NPC Tasks - characters
            FORALL(kEnemyCount)
            {
                if (enemyLife[ndx] == kDead)
                    continue;
    
                enemyX[ndx] += enemyVelX[ndx];
                enemyY[ndx] += enemyVelY[ndx];
    
                if (enemyX[ndx] < kEdge_left) {
                    enemyX[ndx] = kEdge_left;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyX[ndx] > kEdge_right) {
                    enemyX[ndx] = kEdge_right;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] < kEdge_top) {
                    enemyY[ndx] = kEdge_top;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] > kEdge_bottom) {
                    enemyY[ndx] = kEdge_bottom;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
            }
    
            FORALL(randomBetween(5, 15))
            {
    
                if (bossX < kEdge_left) {
                    bossX = kEdge_left;
                }
                if (bossX > kEdge_right) {
                    bossX = kEdge_right;
                }
                if (bossY < kEdge_top) {
                    bossY = kEdge_top;
                }
                if (bossY > kEdge_bottom) {
                    bossY = kEdge_bottom;
                }
                int distB = 1;
                int dXB = 0,
                    dYB = 0;
                dXB = randomBetween(-1, 1);
                dYB = randomBetween(-1, 1);
                bossX += dXB;
                bossY += dYB;
            }
    
            // Collision testing
    
            // Rendering
            Console_clear();
            Console_printAt(playerX, playerY, kWhite, kPlayerSprite);
            Console_printAt(bossX, bossY, kRed, kBossSprite);
            // Add for-loop to render list of enemies
            FORALL(kEnemyCount)
            {
                Console_printAt(enemyX[ndx], enemyY[ndx], kGreen, kEnemySprite);
            }
            Sleep(100);
        } while (playing);
    
        // Clean-up/De-install -----------------------
    
        return EXIT_SUCCESS;
    }

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  11. #8
    adnaan99's Avatar
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    Quote Originally Posted by Hitokiri~ View Post
    Do you people not remember there is a code tag?

    Code:
    #include <ctime>
    #include <iostream>
    
    // Platform
    #include <conio.h>
    #include <Windows.h>
    
    using std::cout;
    using std::endl;
    
    typedef unsigned int uint;
    typedef int Health;
    typedef int Coord;
    typedef int Tile;
    typedef char Sprite;
    
    #define FORALL(m) for (int ndx = 0; ndx < int(m); ndx++)
    
    // ----------------------------------------------
    // Random numbers
    
    void randomInit()
    {
    
        srand(static_cast<uint>(time(NULL)));
    }
    
    int randomTo(int n)
    {
        return rand() % n;
    }
    
    int randomBetween(int begin, int end)
    {
        int diff = (end - begin) + 1;
    
        return begin + (rand() % diff);
    }
    
    // ----------------------------------------------
    // Console Graphics
    
    #define kRed FOREGROUND_RED | FOREGROUND_INTENSITY
    #define kBlue FOREGROUND_BLUE | FOREGROUND_INTENSITY
    #define kGreen FOREGROUND_GREEN | FOREGROUND_INTENSITY
    #define kYellow FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSI TY
    #define kWhite FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FO REGROUND_INTENSITY
    
    void Console_clear()
    {
        // system("CLS");
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        CONSOLE_SCREEN_BUFFER_INFO info;
        GetConsoleScreenBufferInfo(instance, &info);
    
        COORD pos = { 0, 0 };
        uint size = info.dwSize.X * info.dwSize.Y;
        DWORD written;
        FillConsoleOutputCharacter(instance, ' ', size, pos, &written);
    }
    
    void Console_printAt(int x, int y, int color, char c)
    {
        COORD coord = { x, y };
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        SetConsoleCursorPosition(instance, coord);
        SetConsoleTextAttribute(instance, color);
        cout << c;
    }
    
    int main()
    {
        // Setup/Init - Install -----------------------
    
        randomInit();
    
        // Playspace
        const Tile kEdge_left = 0,
                   kEdge_top = 0,
                   kEdge_right = 79,
                   kEdge_bottom = 23;
    
        // NPCs - the horde of enemies
        const Sprite kEnemySprite = '$';
    
        const Health kFullyAlive = 100,
                     kWounded = 50,
                     kMortallyWounded = 0,
                     kDead = -1;
    
        const Tile kMoveMin = 1,
                   kMoveMax = 3,
                   kMoveOpposite = -1;
    
        const uint kEnemyCount = 15;
    
        int enemiesAlive = kEnemyCount;
    
        Health enemyLife[kEnemyCount];
        Coord enemyX[kEnemyCount], enemyY[kEnemyCount]; // coords
        int enemyVelX[kEnemyCount], enemyVelY[kEnemyCount]; // velocity
    
        for (int ndx = 0; ndx < kEnemyCount; ndx++) {
            enemyLife[ndx] = kFullyAlive;
            enemyX[ndx] = randomBetween(kEdge_left, kEdge_right);
            enemyY[ndx] = randomBetween(kEdge_top, kEdge_bottom);
            enemyVelX[ndx] = randomBetween(kMoveMin, kMoveMax);
            enemyVelY[ndx] = randomBetween(kMoveMin, kMoveMax);
        }
    
        // Boss - enemy boss
        const Sprite kBossSprite = 'M';
        const Health kBossFullyAlive = 150,
                     kBossWounded1 = 100,
                     kBossWounded2 = 50;
    
        Health bossLife = kBossFullyAlive;
        Coord bossX = randomBetween(kEdge_left, kEdge_right),
              bossY = randomBetween(kEdge_top, kEdge_bottom);
    
        // Player - our hero!
        const Sprite kPlayerSprite = '0';
        const Health kPlayerFullyAlive = 50;
        Health playerLife = kPlayerFullyAlive;
        Coord playerX = (kEdge_right - kEdge_left) / 2, // center player
            playerY = (kEdge_bottom - kEdge_top) / 2;
    
        // Game Loop -----------------------
        bool playing = true;
        do {
            // one frame of the game
    
            // Inputs
            if (_kbhit() > 0) {
    
                char key = tolower(_getch());
                if (key == 'q')
                    playing = false;
    
                //Key Handler
                int dist = 1;
                int dx = 0;
                int dy = 0;
    
                if (key == '8')
                    dy = -dist; //up
                else if (key == '2')
                    dy += dist; //down
                else if (key == '4')
                    dx -= dist; //left
                else if (key == '6')
                    dx += dist; //right
                else if (key == '1')
                    dx -= dist, dy += dist; //down-left
                else if (key == '3')
                    dx += dist, dy += dist; //down-right
                else if (key == '7')
                    dx -= dist, dy -= dist; //up-left
                else if (key == '9')
                    dx += dist, dy -= dist; //up-right
                playerX += dx;
                playerY += dy;
            }
            //Border Control
            // check borders and teleport to opposite side
            if (playerY > kEdge_bottom)
                playerY = kEdge_top;
            if (playerY < kEdge_top)
                playerY = kEdge_bottom;
            if (playerX > kEdge_right)
                playerX = kEdge_left;
            if (playerX < kEdge_left)
                playerX = kEdge_right;
    
            // NPC Tasks - characters
            FORALL(kEnemyCount)
            {
                if (enemyLife[ndx] == kDead)
                    continue;
    
                enemyX[ndx] += enemyVelX[ndx];
                enemyY[ndx] += enemyVelY[ndx];
    
                if (enemyX[ndx] < kEdge_left) {
                    enemyX[ndx] = kEdge_left;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyX[ndx] > kEdge_right) {
                    enemyX[ndx] = kEdge_right;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] < kEdge_top) {
                    enemyY[ndx] = kEdge_top;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] > kEdge_bottom) {
                    enemyY[ndx] = kEdge_bottom;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
            }
    
            FORALL(randomBetween(5, 15))
            {
    
                if (bossX < kEdge_left) {
                    bossX = kEdge_left;
                }
                if (bossX > kEdge_right) {
                    bossX = kEdge_right;
                }
                if (bossY < kEdge_top) {
                    bossY = kEdge_top;
                }
                if (bossY > kEdge_bottom) {
                    bossY = kEdge_bottom;
                }
                int distB = 1;
                int dXB = 0,
                    dYB = 0;
                dXB = randomBetween(-1, 1);
                dYB = randomBetween(-1, 1);
                bossX += dXB;
                bossY += dYB;
            }
    
            // Collision testing
    
            // Rendering
            Console_clear();
            Console_printAt(playerX, playerY, kWhite, kPlayerSprite);
            Console_printAt(bossX, bossY, kRed, kBossSprite);
            // Add for-loop to render list of enemies
            FORALL(kEnemyCount)
            {
                Console_printAt(enemyX[ndx], enemyY[ndx], kGreen, kEnemySprite);
            }
            Sleep(100);
        } while (playing);
    
        // Clean-up/De-install -----------------------
    
        return EXIT_SUCCESS;
    }
    no we dont xD

  12. #9
    Silent's Avatar
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    Quote Originally Posted by Hitokiri~ View Post
    Do you people not remember there is a code tag?

    Code:
    #include <ctime>
    #include <iostream>
    
    // Platform
    #include <conio.h>
    #include <Windows.h>
    
    using std::cout;
    using std::endl;
    
    typedef unsigned int uint;
    typedef int Health;
    typedef int Coord;
    typedef int Tile;
    typedef char Sprite;
    
    #define FORALL(m) for (int ndx = 0; ndx < int(m); ndx++)
    
    // ----------------------------------------------
    // Random numbers
    
    void randomInit()
    {
    
        srand(static_cast<uint>(time(NULL)));
    }
    
    int randomTo(int n)
    {
        return rand() % n;
    }
    
    int randomBetween(int begin, int end)
    {
        int diff = (end - begin) + 1;
    
        return begin + (rand() % diff);
    }
    
    // ----------------------------------------------
    // Console Graphics
    
    #define kRed FOREGROUND_RED | FOREGROUND_INTENSITY
    #define kBlue FOREGROUND_BLUE | FOREGROUND_INTENSITY
    #define kGreen FOREGROUND_GREEN | FOREGROUND_INTENSITY
    #define kYellow FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSI TY
    #define kWhite FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FO REGROUND_INTENSITY
    
    void Console_clear()
    {
        // system("CLS");
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        CONSOLE_SCREEN_BUFFER_INFO info;
        GetConsoleScreenBufferInfo(instance, &info);
    
        COORD pos = { 0, 0 };
        uint size = info.dwSize.X * info.dwSize.Y;
        DWORD written;
        FillConsoleOutputCharacter(instance, ' ', size, pos, &written);
    }
    
    void Console_printAt(int x, int y, int color, char c)
    {
        COORD coord = { x, y };
        HANDLE instance = GetStdHandle(STD_OUTPUT_HANDLE);
        SetConsoleCursorPosition(instance, coord);
        SetConsoleTextAttribute(instance, color);
        cout << c;
    }
    
    int main()
    {
        // Setup/Init - Install -----------------------
    
        randomInit();
    
        // Playspace
        const Tile kEdge_left = 0,
                   kEdge_top = 0,
                   kEdge_right = 79,
                   kEdge_bottom = 23;
    
        // NPCs - the horde of enemies
        const Sprite kEnemySprite = '$';
    
        const Health kFullyAlive = 100,
                     kWounded = 50,
                     kMortallyWounded = 0,
                     kDead = -1;
    
        const Tile kMoveMin = 1,
                   kMoveMax = 3,
                   kMoveOpposite = -1;
    
        const uint kEnemyCount = 15;
    
        int enemiesAlive = kEnemyCount;
    
        Health enemyLife[kEnemyCount];
        Coord enemyX[kEnemyCount], enemyY[kEnemyCount]; // coords
        int enemyVelX[kEnemyCount], enemyVelY[kEnemyCount]; // velocity
    
        for (int ndx = 0; ndx < kEnemyCount; ndx++) {
            enemyLife[ndx] = kFullyAlive;
            enemyX[ndx] = randomBetween(kEdge_left, kEdge_right);
            enemyY[ndx] = randomBetween(kEdge_top, kEdge_bottom);
            enemyVelX[ndx] = randomBetween(kMoveMin, kMoveMax);
            enemyVelY[ndx] = randomBetween(kMoveMin, kMoveMax);
        }
    
        // Boss - enemy boss
        const Sprite kBossSprite = 'M';
        const Health kBossFullyAlive = 150,
                     kBossWounded1 = 100,
                     kBossWounded2 = 50;
    
        Health bossLife = kBossFullyAlive;
        Coord bossX = randomBetween(kEdge_left, kEdge_right),
              bossY = randomBetween(kEdge_top, kEdge_bottom);
    
        // Player - our hero!
        const Sprite kPlayerSprite = '0';
        const Health kPlayerFullyAlive = 50;
        Health playerLife = kPlayerFullyAlive;
        Coord playerX = (kEdge_right - kEdge_left) / 2, // center player
            playerY = (kEdge_bottom - kEdge_top) / 2;
    
        // Game Loop -----------------------
        bool playing = true;
        do {
            // one frame of the game
    
            // Inputs
            if (_kbhit() > 0) {
    
                char key = tolower(_getch());
                if (key == 'q')
                    playing = false;
    
                //Key Handler
                int dist = 1;
                int dx = 0;
                int dy = 0;
    
                if (key == '8')
                    dy = -dist; //up
                else if (key == '2')
                    dy += dist; //down
                else if (key == '4')
                    dx -= dist; //left
                else if (key == '6')
                    dx += dist; //right
                else if (key == '1')
                    dx -= dist, dy += dist; //down-left
                else if (key == '3')
                    dx += dist, dy += dist; //down-right
                else if (key == '7')
                    dx -= dist, dy -= dist; //up-left
                else if (key == '9')
                    dx += dist, dy -= dist; //up-right
                playerX += dx;
                playerY += dy;
            }
            //Border Control
            // check borders and teleport to opposite side
            if (playerY > kEdge_bottom)
                playerY = kEdge_top;
            if (playerY < kEdge_top)
                playerY = kEdge_bottom;
            if (playerX > kEdge_right)
                playerX = kEdge_left;
            if (playerX < kEdge_left)
                playerX = kEdge_right;
    
            // NPC Tasks - characters
            FORALL(kEnemyCount)
            {
                if (enemyLife[ndx] == kDead)
                    continue;
    
                enemyX[ndx] += enemyVelX[ndx];
                enemyY[ndx] += enemyVelY[ndx];
    
                if (enemyX[ndx] < kEdge_left) {
                    enemyX[ndx] = kEdge_left;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyX[ndx] > kEdge_right) {
                    enemyX[ndx] = kEdge_right;
                    enemyVelX[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] < kEdge_top) {
                    enemyY[ndx] = kEdge_top;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
                if (enemyY[ndx] > kEdge_bottom) {
                    enemyY[ndx] = kEdge_bottom;
                    enemyVelY[ndx] *= kMoveOpposite;
                }
            }
    
            FORALL(randomBetween(5, 15))
            {
    
                if (bossX < kEdge_left) {
                    bossX = kEdge_left;
                }
                if (bossX > kEdge_right) {
                    bossX = kEdge_right;
                }
                if (bossY < kEdge_top) {
                    bossY = kEdge_top;
                }
                if (bossY > kEdge_bottom) {
                    bossY = kEdge_bottom;
                }
                int distB = 1;
                int dXB = 0,
                    dYB = 0;
                dXB = randomBetween(-1, 1);
                dYB = randomBetween(-1, 1);
                bossX += dXB;
                bossY += dYB;
            }
    
            // Collision testing
    
            // Rendering
            Console_clear();
            Console_printAt(playerX, playerY, kWhite, kPlayerSprite);
            Console_printAt(bossX, bossY, kRed, kBossSprite);
            // Add for-loop to render list of enemies
            FORALL(kEnemyCount)
            {
                Console_printAt(enemyX[ndx], enemyY[ndx], kGreen, kEnemySprite);
            }
            Sleep(100);
        } while (playing);
    
        // Clean-up/De-install -----------------------
    
        return EXIT_SUCCESS;
    }
    nobody cares.
    Click Here to visit the official MPGH wiki! Keep up with the latest news and information on games and MPGH! To check out pages dedicated to games, see the links below!











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  13. #10
    Nerki's Avatar
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    You're a Pro!

  14. #11
    Vendetta's Avatar
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    You're the best programmers I ever saw, but some tips. You can use 'int a, b; ' and not use an useless space. Also, you should try some array problems.

  15. #12
    Vertax99's Avatar
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    Quote Originally Posted by V3n0mCZE View Post
    Well the code you wrote is really simple lmao..
    Here you have code of random number game I created 3 years ago!

    Code:



    #include <iostream>
    #include <cmath>
    #include <string>
    #include <windows.h>
    #include <ctime>

    using namespace std;

    int main()
    {
    int num, randnum;
    char yn;
    string name;
    srand(time(NULL));

    cout << "Welcome to random number game! Please enter your name! :"; cin >> name;
    cout << "Hello " << name << " so do you really want to play? If yes than enter 'y', and if no then enter 'n'!: "; cin >> yn;

    if (yn == 'n' || yn == 'N')
    {
    cout << "Well bye then! Come later please!" << endl;
    }

    while (true)
    {
    cout << "Ok so you want to play.. The computer will imagine random number and you have to guess what number it is!" << endl;
    cin >> num;
    randnum = rand() % 10;

    if (randnum == num)

    cout << "Well done! You won the game!";

    else

    cout << "Well you lost the game! Try again! The number computer imagined was: " << randnum << endl;
    }
    system("pause");
    return 0;
    }
    There's a bug in your code. The 'while (true)' will still run even if the user chooses not to play. If you want to terminate the program when the user says "No" then you should add "return 0;" under the if statement, so you need it to be like this:
    if (yn == 'n' || yn == 'N')
    {
    cout << "Well bye then! Come later please!" << endl;
    return 0; // I added this
    }

  16. #13
    vidsac's Avatar
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    I like my code:

    Code:
    using namespace std;
    
    void main() {
    }

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