From: ChrHenz Message-ID: <75962f0d.35103ad7@aol.com> Date: Wed, 18 Mar 1998 16:21:21 EST To: djgpp AT delorie DOT com Mime-Version: 1.0 Subject: Re: Q:Implement of enemy's moves Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7bit Precedence: bulk In einer eMail vom 17.03.98 20:02:03 MEZ, schreiben Sie: >> Hi, >hello... > >> I'm writing a shooting game using DJGPP & Allegro. > >where can i go to see it??? > >> Can someone tell me how to implement the enemy's movement ? >> Just like enemies in "Nemesis", having their own path. >> I've got a demo source code but the enemies only move one >> direction (only move down or left). > >i dont understand very well your question... like the enemys moves up or >left you can do it in every directions...!!! just program that! > I guess the question is how to implement certain movement-patterns... Just an idea... (i haven't tried it and don't know if it is a reasonable way to do it) Perhaps you could create an array of 'modifiers' for the coordinates of your alien spaceships (or whatever). (Each array would then define a certain movement-pattern) int PosModifiers[2][MAX_LENGHT]; Here you could then store values that you would like to add to your X/Y- Coordinates... In your loop to update the enemy positions you could then have something like this: EnemyShip.X+=PosModifiers[0][EnemyShip.ModifierIndex]; EnemyShip.Y+=PosModifiers[1][EnemyShip.ModifierIndex]; For example, if your ship should move straight down, the array would look like: 0/1 0/1 0/1 etc... or straight up: 0/-1 0/-1 0/-1 etc... Using a method like this you could easily alternate moving speed (still straight down). 0/1 0/2 0/3 etc for an acceleration... Any comments ? Christian.