Btw, itoa is not standard so it's best to steer away from it.
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Btw, itoa is not standard so it's best to steer away from it.
Hehe. :D That includes us does it not Bob? I have more of what I would call really fancy tech demos. I get so caught up on new algorithms or wanting to try this or that I totally lose the whole 'finished game' concept. Oh and I'm a 'professional' programmer now but I'm still an 'amateur' game/tech demo programmer. :DQuote:
...you'll have what the vast majority of amateur programmers don't: an actual playable game.
@ the OP:
I say this GUI is a great start to a very doable (if that's a word) and playable game. Keep up the work and let us know how it's progressing. And kudos to you for realizing what is really important in a game. If you learn the underlying fundamental concepts the sky is the limit.
I was thinking of something more like this:
It doesn't matter too much, though.Code:static int last_x_pos = 0, last_y_pos = 0;
void SetPosition(int x, int y)
{
COORD Position;
Position.X = x;
Position.Y = y;
SetConsoleCursorPosition(m_Screen, Position);
last_x_pos = x;
last_y_pos = y;
}
void SetXPosition(int x) {
SetPosition(x, last_y_pos);
}
void SetYPosition(int y) {
SetPosition(last_x_pos, y);
}
Though you'd probably use a class instead of global variables in C++ . . . .
dude thats badass
I'd love to see some of your code, I'm really interested in what you are doing. I have an IO system here I'm trying to make capable of outputting LOTS of data onto the screen. We should talk, pm me :).