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Flashing "Press Enter" system Displaying 1-9 of 9 total.
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| jedi_knight_krazy 
  
 | I spent quite a while figuring this one out. 
Here's how it works:
 //Load an integer
 int isPressEnter = 1;
 //Load the images, you'll need one main title screen, and one "Press Enter" graphic.
 int TitleScreen = LoadImage("title.pcx");
 int pressEnter = LoadImage("pressEnter.pcx");
 //Start a loop until the user presses Enter.
 while(!b1)
 {
 //Blank screen
 Render();
 //display your title screen
 Blit(0,0,TitleScreen,screen);
 //If this is between your first and 60th run of the loop...
 if(isPressEnter > 0 && isPressEnter < 60)
 {
 //Display the Press Enter graphic. NOTE: These coordinates are specific to my game.
 Blit(113, 226, pressEnter, screen);
 //Increase the counter.
 isPressEnter = isPressEnter + 1;
 }
 //or if it's above your 120th run of the loop...
 else if (isPressEnter > 120)
 {
 //Reset the counter
 isPressEnter = 1;
 }
 //or if it's between the 60th and 120th...
 else
 {
 //continue the counter
 isPressEnter = isPressEnter + 1;
 }
 //Show the screen
 ShowPage();
 //Repeat
 }
 
 
I'm sorry, I spent a lot of time trying to tab this, and it just doesn't show up on the forums. Hope this helps!
 
++Krazy++
Edit:  I put pre-tags around your code.  Nice work, though!  -grue
		
		
				
		Posted on 2006-10-23 20:12:13			(last edited on 2006-10-23 20:20:14)
			
	 
	 |  | mcgrue 
  
 | Just so you know how to in the future: 
< pre>
 This is pre-formatted text.
 It cares about whitespace.
 And also is in a monospaced font
 just like you get in a text editor
 So everything lines up!
 
 
</ pre>
 
It's a useful little bit of html to know :3
		
		
				
		Posted on 2006-10-23 20:23:43			(last edited on 2006-10-23 20:24:04)
			
	 
	 |  | jedi_knight_krazy 
  
 | Ah, thanks a lot! Hope this helps someone! 
		
		
				
		Posted on 2006-10-23 21:12:32			
	 
	 |  | Interference22 
  
 | Here's something useful: my function that makes your computer wait a set number of cycles. Very useful for code that is reliant on timing: // Wait in hundredths of a second. Pauses VC until wait is over.
 void Wait(int delay)
 {
 int t;
 t = timer+delay;
 
 while(t > timer)
 {
 UpdateControls();
 }
 }
 
 // -----------------------------------------------------------------------
 
 // Wait in hundredths of a second and update the map too.
 void WaitUpdate(int delay)
 {
 int t;
 t = timer+delay;
 
 while(t > timer)
 {
 Render();
 ShowPage();
 }
 }
 // -----------------------------------------------------------------------
 
 // Wait in hundredths of a second. Skippable by holding ESC, the
 // left mouse button or Enter.
 void SkipWait(int delay)
 {
 if (!b1 && !b3 && !mouse.l) { Wait(delay); }
 }
 
		
		
				
		Posted on 2006-10-24 17:56:50			
	 
	 |  | Overkill 
  
 | // Load the images, you'll need one main title screen,
 // and one "Press Enter" graphic.
 int TitleScreen = LoadImage("title.pcx");
 int pressEnter = LoadImage("pressEnter.pcx");
 // Loop until the user presses Enter.
 while(!b1)
 {
 // Overkill: Draws the map to the screen.
 Render();
 // Overkill: Ensures the screen is ACTUALLY blank.
 RectFill(0, 0, ImageWidth(screen), ImageHeight(screen), 0, screen);
 // Display your title screen
 Blit(0, 0, TitleScreen, screen);
 // Overkill: Smooth, throbbing, fade-in/out effect.
 // Let the sine of systemtime mess with lucency.
 SetLucent(sin(systemtime * 3) * 50 >> 16 + 50);
 // Display the Press Enter graphic.
 // NOTE: These coordinates are specific to my game.
 Blit(113, 226, pressEnter, screen);
 // Overkill: Return to normal lucency for drawing routines.
 SetLucent(0);
 // Show the screen
 ShowPage();
 }
 // Overkill: Don't forget to free your images!
 FreeImage(TitleScreen);
 FreeImage(pressEnter);
 
		
		
				
		Posted on 2006-10-24 18:42:31			(last edited on 2006-10-24 18:45:59)
			
	 
	 |  | zonker6666 
  
 | And one more example of the same ... Overkill:int pressenter=NewImage(TextWidth("PRESS ENTER",0),FontHeight(0);
 RectFill(0,0,ImageWidth(pressenter),ImageHeight(pressenter),RGB(255,0,255),pressenter);
 PrintString(0,0,pressenter,0,"PRESS ENTER");
 while(!key[SCAN_ENTER])
 {
 RectFill(0,0,ImageWidth(screen),ImageHeight(screen),0,screen);
 Silhouette(100,100,RGB(Random(0,255),Random(0,255),Random(0,255)),pressenter,screen);
 ShowPage();
 }
 
 
 // on with the show
 
  You forgot ShowPage(); in your while loop. That'll cause unpleasant  results. >_<
		
		
				
		Posted on 2006-10-25 05:57:28			(last edited on 2006-10-25 11:38:53)
			
	 
	 |  | zonker6666 
  
 | And one more example of the same ...
 int pressenter=NewImage(TextWidth("PRESS ENTER",0),FontHeight(0);
 RectFill(0,0,ImageWidth(pressenter),ImageHeight(pressenter),RGB(255,0,255),pressenter);
 
 while(!key[SCAN_ENTER])
 {
 RectFill(0,0,ImageWidth(screen),ImageHeight(screen),0,screen);
 Silhouette(100,100,RGB(Random(0,255),Random(0,255),Random(0,255)),pressenter,screen);
 }
 
 
 // on with the show
 
		
		
				
		Posted on 2006-10-25 05:59:07			
	 
	 |  | resident 
  
 | I've always been partial to something like  int toggle = 1;
 
 {
 toggle = toggle * -1;
 if toggle = TRUE then text( x, y, "PRESS START");
 }
 
 
 
Every cycle, the toggle is multiplied by -1. which basically means it flips continuously between -1 and 1 every pass through the loop.
		
		
				
		Posted on 2006-10-26 11:14:17			(last edited on 2006-10-26 11:14:38)
			
	 
	 |  | jedi_knight_krazy 
  
 | Hey, good idea, I never thought of that. That and that Wait()function would make a perfect effect! 
		
		
				
		Posted on 2006-10-26 15:52:18			(last edited on 2006-10-26 15:53:28)
			
	 
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 Displaying 1-9 of 9 total.
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