School stuffs

  • Thread starter Thread starter Catnarok
  • Ngày gửi Ngày gửi

Catnarok

Cat of high place
Tham gia ngày
27/10/08
Bài viết
5,701
Reaction score
3,321
First of all, I'd like to say **** you Maxwell for your stupid electromagnetic optics study




I mean, what the **** is this shit? Seriously...
Alright this is not the first time I studied this. I read about it last year, and the year before too. But why is it so fking difficult and why couldnt it stay in my brain for a lil bit longer than 1 fking day after I learned it? The whole shit looks completely new to me again. I fking hate electromagnetism.

Oh, and its actually fun to study about a case where the state attorney general tries her best to bring down your school :)

 
Chỉnh sửa cuối:
I got dizzy at once....
this thread looks like a place for students to curse mean teachers huh =))
 
Yeah , i've made the right choice not messing around with Maths and Physics.
Btw , why the fukc is Cauchy even here ? Wasn't that dude only a mathmaniac ?
 
Actually when you look into it, mathematician and physicists have some really deep bonds.
But anyway, WHO THE **** would use the ' and '' symbols to describe the real and imaginary part of a complex number? Thats the symbol for first and second time derivative of a function ffs
Omfg I hate this ******* photonic book.
 
what else do you propose? rX and iX ?

I wonder when people will run out of things to mean one mathematical notion... maybe resort to the assyrian alphabet next?

and yes, I know that is not an X.

also, post that (law) document's id number or something so people can google it for fun and profit /o/
 
then should i introduce a new and exciting way to represent number using things we all know and love?
how should i start? maybe like this

images

natural numbers? we got this shit yo doing induction and stuff

54236e.jpg

integers? now we have negative and all kind of funky crap but wait? wtf is my cardinality the same with that fucker above?

monkeyhead.gif

rational? sons of bitches i'm leet now with all the quotients and shit, characteristic zero goddammit better wrap your head around equivalence classes

Monkey_Head_James_Cadigan.jpg

as real as it's ever gonna get \m/ i'm also ******* complete, can't count me bitches
also, meet my better half so-called transcendental, gaze into my face

MonkeyHead.jpg

imaginary my ass, i ate your mom last night
 
It's not your first time getting fuss over school stuffs, eh, onionarok?
114.gif


Is it some kind similiar to menstrual period?
120.gif
 
its in student textbook, if you find its difficult, then the reason is most likely because ur IQ is lower than the standard requirement for that Major
 
what else do you propose? rX and iX ?

I wonder when people will run out of things to mean one mathematical notion... maybe resort to the assyrian alphabet next?

and yes, I know that is not an X.

also, post that (law) document's id number or something so people can google it for fun and profit /o/

Its Re(X) and Im(X), Sherlock. At least thats what Ive been using
And fyi:
http://www.nytimes.com/2009/12/22/education/22stevens.html?_r=1

I've been throwing bowling balls non stop for the last 1 hour in PE class so my wrist is kinda dead right now. I doubt I can even fap tonight
And **** you all.
 
blah blah blah wateva
oi btw build me a laser gun, bate
 
How about a laser lighter?

[video]5erjj6aS5Ws[/video]

Not sure if you can find all the material, but i can, right here, in my optics labs
Muhahahaha

Laser lighter of the Awesomeness
Binds when equipped
One-Hand
Lighter
150 - 280 Damage
Speed 3.00
(143.3 damage per second)
+80 Style
+97 Awesomeness
Durability 100 / 100
Requires Level 19
Item Level 200
Equip: People chanting "oooohhh" when you use it in front of them.
Equip: Girls cant take their eyes of your pocket.
Use: Blind your enemies for an infinite amount of time (no internal cooldown)
 
Chỉnh sửa cuối:
Hey Thủ wtf


//-----------------------------------------------------------------------------
// Hai An Ho's Game for FdSd Course
// This is the game where you and your ship flying around the universe and get
// owned by VY Canis Majoris.
//-----------------------------------------------------------------------------

#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#define rnd() (((FLOAT)rand())/RAND_MAX)
//-----------------------------------------------------------------------------
// Include files
//-----------------------------------------------------------------------------
#pragma comment(lib, "winmm.lib")

#include <windows.h>
#include <ddraw.h>
#include <stdio.h>
#include <stdarg.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"

//-----------------------------------------------------------------------------
// Local definitions
//-----------------------------------------------------------------------------
#define NAME "DDExample4"
#define TITLE "Direct Draw Example 4"
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)


//-----------------------------------------------------------------------------
// Global data
//-----------------------------------------------------------------------------
LPDIRECTDRAW4 g_pDD = NULL; // DirectDraw object
LPDIRECTDRAWSURFACE4 g_pDDSPrimary = NULL;// DirectDraw primary surface
LPDIRECTDRAWSURFACE4 g_pDDSBack = NULL; // DirectDraw back surface
LPDIRECTDRAWSURFACE4 g_pDDSOne = NULL; // Offscreen surface 1
LPDIRECTDRAWSURFACE4 g_pDDSTwo = NULL; // Airplane
LPDIRECTDRAWSURFACE4 g_pDDSThree = NULL; // Bullets of the airplane
LPDIRECTDRAWSURFACE4 g_pDDSFour = NULL; // DirectDraw back surface
LPDIRECTDRAWSURFACE4 g_pDDSFive = NULL; // Offscreen surface 1
LPDIRECTDRAWSURFACE4 g_pDDSSix = NULL; // Airplane
LPDIRECTDRAWSURFACE4 g_pDDSSeven = NULL; // Bullets of the airplane
//LPDIRECTDRAWSURFACE4 g_pDDSEight = NULL; // DirectDraw back surface
LPDIRECTDRAWPALETTE g_pDDPal = NULL; // The primary surface palette
BOOL g_bActive = FALSE; // Is application active?

void collide(void);

//Bullets
int bull,bposx,bposy;
//Others
int boom = 0;
int backx = 0; //background position
int sSpeed = 2; //background scrolling speed
int aposx = 30, aposy = 230; //airplane position
//Planets' positions
int bplanetposx, bplanetposy, mplanetposx, mplanetposy, splanetposx[5], splanetposy[5];
int en=0,enm[7]={0,0,0,0,0,0,0};
//Collision
int col=0;
int i;
//Explosion
int exposx, exposy;
int expcurrentFrame=0;
DWORD expdelay;
DWORD explastTickCount;
//
//-----------------------------------------------------------------------------
// Local data
//-----------------------------------------------------------------------------
// Name of our bitmap resource.
static char szBitmap[] = "BACKGROUND";
static char szBitmap1[] = "AIRPLANE";
static char szBitmap2[] = "AIRBULLETS";
static char szBitmap3[] = "STAR1";
static char szBitmap4[] = "METEOR";
static char szBitmap5[] = "EXP";
static char szBitmap6[] = "STAR2";
static char szBitmap7[] = "STAR3";

long framecounter=0;
DWORD dwFrameTime;
float dwFrames;
DWORD dwFrameCount;
float dwFramesLast;

void DisplayFrameRate( void ) //every second
{
HDC hdc;
char buf[256];
DWORD time,time2;

framecounter++;
dwFrameCount++;
time=GetTickCount();
time2=time-dwFrameTime;
if(time2>1000)
{
dwFrames=(float)(dwFrameCount*1000)/time2;
dwFrameTime=time;
dwFrameCount=0;
}
if(dwFrames==0) return;
if(dwFrames!=dwFramesLast) dwFramesLast=dwFrames;
if(g_pDDSBack->GetDC(&hdc)==DD_OK)//print stuff on screen
{
SetBkColor (hdc,RGB(0,0,0));
SetTextColor(hdc,RGB(0,255,0));
sprintf_s (buf,"F=%5d FPS=%.1f ",framecounter,dwFrames);
TextOut (hdc,0,0,buf,strlen(buf));
sprintf_s (buf,"bull=%1d bposx=%3d bposy=%3d ",bull,bposx,bposy);
TextOut (hdc,0,16,buf,strlen(buf));
sprintf_s (buf,"en=%1d mplanetposx=%3d mplanetposy=%3d ",en,mplanetposx,mplanetposy);
TextOut (hdc,0,32,buf,strlen(buf));
sprintf_s (buf,"Collide=%1d ",col);
TextOut (hdc,0,48,buf,strlen(buf));

g_pDDSBack->ReleaseDC(hdc);
}
}


//-----------------------------------------------------------------------------
// Name: ReleaseAllObjects()
// Desc: Finished with all objects we use; release them
//-----------------------------------------------------------------------------
static void
ReleaseAllObjects(void)
{
if (g_pDD != NULL)
{
if (g_pDDSPrimary != NULL)
{
g_pDDSPrimary->Release();
g_pDDSPrimary = NULL;
}
if (g_pDDSOne != NULL)
{
g_pDDSOne->Release();
g_pDDSOne = NULL;
}
if (g_pDDSTwo!= NULL)
{
g_pDDSTwo->Release();
g_pDDSTwo = NULL;
}
if (g_pDDSThree!= NULL)
{
g_pDDSThree->Release();
g_pDDSThree = NULL;
}
if (g_pDDSFour!= NULL)
{
g_pDDSFour->Release();
g_pDDSFour = NULL;
}
if (g_pDDSFive!= NULL)
{
g_pDDSFive->Release();
g_pDDSFive = NULL;
}
if (g_pDDSSix!= NULL)
{
g_pDDSSix->Release();
g_pDDSSix = NULL;
}
if (g_pDDSSeven!= NULL)
{
g_pDDSSeven->Release();
g_pDDSSeven = NULL;
}
/*if (g_pDDSEight!= NULL)
{
g_pDDSEight->Release();
g_pDDSEight = NULL;
}*/
if (g_pDDPal != NULL)
{
g_pDDPal->Release();
g_pDDPal = NULL;
}
}
}

//-----------------------------------------------------------------------------
// Name: InitFail()
// Desc: This function is called if an initialization function fails
//-----------------------------------------------------------------------------
HRESULT
InitFail(HWND hWnd, HRESULT hRet, LPCTSTR szError,...)
{
char szBuff[128];
va_list vl;

va_start(vl, szError);
vsprintf(szBuff, szError, vl);
ReleaseAllObjects();
MessageBox(hWnd, szBuff, TITLE, MB_OK);
DestroyWindow(hWnd);
va_end(vl);
return hRet;
}

//-----------------------------------------------------------------------------
// Name: RestoreAll()
// Desc: Restore all lost objects
//-----------------------------------------------------------------------------
HRESULT
RestoreAll(void)
{
HRESULT hRet;

hRet = g_pDDSPrimary->Restore();
if (hRet == DD_OK)
{
hRet = g_pDDSOne->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSOne, szBitmap);
}
hRet = g_pDDSTwo->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSTwo, szBitmap);
}
hRet = g_pDDSThree->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSThree, szBitmap);
}
hRet = g_pDDSFour->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSFour, szBitmap);
}
hRet = g_pDDSFive->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSFive, szBitmap);
}
hRet = g_pDDSSix->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSSix, szBitmap);
}
hRet = g_pDDSSeven->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSSeven, szBitmap);
}
/* hRet = g_pDDSEight->Restore();
if (hRet == DD_OK)
{
DDReLoadBitmap(g_pDDSEight, szBitmap);
}*/
}
return hRet;
}


//-----------------------------------------------------------------------------
//Collision
//-----------------------------------------------------------------------------
void collide(void)
{
boom = 1;
exposx = aposx-40;
exposy = aposy-50;
}
//-----------------------------------------------------------------------------
// Name: UpdateFrame()
// Desc: Decide what needs to be blitted next, wait for flip to complete,
// then flip the buffers.
//-----------------------------------------------------------------------------
void UpdateFrame(void)//Decide what needs to be blitted next, wait for flip to complete then flip
{
static DWORD lastTickCount[3] = {0, 0, 0};
static int currentFrame[3] = {0, 0, 0};
DWORD delay[3] = {25, 78, 13};
int xpos[3] = {288, 190, 416};
int ypos[3] = {128, 300, 256};
DWORD thisTickCount;
RECT rcRect;
HRESULT hRet;

// Decide which frame will be blitted next
thisTickCount = GetTickCount();
for (i=0;i<3;i++)
{
if ((thisTickCount-lastTickCount)>delay)
{
//Move to next frame;
lastTickCount=thisTickCount;
currentFrame++;
if (currentFrame>59) currentFrame = 0;
}
}

//moving screen
backx+= sSpeed;
if(backx > (1280 - sSpeed)) backx = 0;


//Starting point + moving
if (KEY_DOWN('Z'))
{
if (KEY_DOWN(VK_UP)) aposy-=2;
if (KEY_DOWN(VK_DOWN)) aposy+=2;
if (KEY_DOWN(VK_LEFT)) aposx-=2;
if (KEY_DOWN(VK_RIGHT))aposx+=2;
}
else if (KEY_DOWN('X'))
{
if (KEY_DOWN(VK_UP)) aposy-=6;
if (KEY_DOWN(VK_DOWN)) aposy+=6;
if (KEY_DOWN(VK_LEFT)) aposx-=6;
if (KEY_DOWN(VK_RIGHT))aposx+=6;
}
else
{
if (KEY_DOWN(VK_UP)) aposy-=3;
if (KEY_DOWN(VK_DOWN)) aposy+=3;
if (KEY_DOWN(VK_LEFT)) aposx-=3;
if (KEY_DOWN(VK_RIGHT))aposx+=3;
}

//Check airplane doesn't go off-screen
if (aposx > 600) aposx = 600;
if (aposy > 460) aposy = 460;
if (aposx < 10) aposx = 10;
if (aposy < 10) aposy = 10;

//Planet encouter
if (framecounter == 500)
{
en=1;
mplanetposx=640-225;
mplanetposy=rnd()*(480-231);
}

//Saturn encounter
if (framecounter == 1200)
{
en=2;
bplanetposx=640-583;
bplanetposy=0;
}

//Meteors running in

if (framecounter == 100)
{
enm[0]=2;
splanetposx[0]=640-37;
splanetposy[0]=rnd()*(480-37);
}
if (framecounter == 110)
{
enm[1]=2;
splanetposx[1]=640-37;
splanetposy[1]=rnd()*(480-37);
}
if (framecounter == 210)
{
enm[2]=2;
splanetposx[2]=640-37;
splanetposy[2]=rnd()*(480-37);
}
if (framecounter == 180)
{
enm[3]=2;
splanetposx[3]=640-37;
splanetposy[3]=rnd()*(480-37);
}
if (framecounter == 140)
{
enm[4]=2;
splanetposx[4]=640-37;
splanetposy[4]=rnd()*(480-37);
}
if (framecounter == 250)
{
enm[5]=2;
splanetposx[5]=640-37;
splanetposy[5]=430;
}
if (framecounter == 280)
{
enm[6]=2;
splanetposx[5]=640-37;
splanetposy[5]=rnd()*(480-37);
}
if (framecounter == 320)
{
enm[7]=2;
splanetposx[5]=640-37;
splanetposy[5]=rnd()*(480-37);
}

//Collision detection planet
if (en==1 && aposx > mplanetposx && aposx+36 < mplanetposx+225 && aposy > mplanetposy && aposy+18 < mplanetposy+231)
{
col = 1;
collide();
}
else { col=0;}

if (en==2 && aposx > bplanetposx && aposx+36 < bplanetposx+583 && aposy > bplanetposy && aposy+18 < bplanetposy+455)
{
col = 1;
collide();
}
else { col=0;}
//Collision detection meteors
for (i=0;i<5;i++)
{
if (enm==2 && aposx > splanetposx && aposx+10 < splanetposx+44 && aposy > splanetposy && aposy+18 < splanetposy+36)
{
col = 2;
collide();
}
else{ col=0;}
}



//Draws stuffs##############################################################
// Blit the stuff for the next frame
//Draws background
rcRect.left = backx;
rcRect.top = 0;
rcRect.right = backx + 640;
rcRect.bottom = 480;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(0,0,g_pDDSOne,&rcRect,DDBLTFAST_NOCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}
if (hRet != DD_OK) return;

//Draws the planet Ganymede
if (en == 1)
{
mplanetposx-=2;
if (mplanetposx < 0) {en=0; }
else
{
rcRect.left = 0;
rcRect.top = 0;
rcRect.right = 225;
rcRect.bottom = 231;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(mplanetposx,mplanetposy,g_pDDSFour,&rcRect,DDBLTFAST_SRCCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}
}
}

//Draws the planet Saturn
if (en == 2)
{
bplanetposx-=1;
if (bplanetposx < 0) {en=0; }
else
{
rcRect.left = 0;
rcRect.top = 0;
rcRect.right = 583;
rcRect.bottom = 455;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(bplanetposx,bplanetposy,g_pDDSSeven,&rcRect,DDBLTFAST_SRCCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}
}
}

//Draws the meteors
for (i=0;i<5;i++)
{
if (enm == 2)
{
splanetposx-=4;
if (splanetposx < 0)
{
//enm=0;
splanetposx=640-37;
//splanetposy[0]=100;
}
else
{
rcRect.left = 0;
rcRect.top = 0;
rcRect.right = 37;
rcRect.bottom = 36;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(splanetposx,splanetposy,g_pDDSFive,&rcRect,DDBLTFAST_SRCCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}
}
}
}//end of i loop


//Draws the airplane
rcRect.left = 0;
rcRect.top = 0;
rcRect.right = 36;
rcRect.bottom = 18;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(aposx,aposy,g_pDDSTwo,&rcRect,DDBLTFAST_SRCCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}

//EXPLOSION####################################
/* expdelay = 100;
thisTickCount = GetTickCount();
if ((thisTickCount-explastTickCount)> expdelay && boom ==1)
{
//Move to next frame;
expcurrentFrame=thisTickCount;
expcurrentFrame++;
if (expcurrentFrame>9)
{
boom = 0;
expcurrentFrame = 0;
}
}

//Draws the explosion
rcRect.left = expcurrentFrame%9*120;
rcRect.top = 0;
rcRect.right = expcurrentFrame%9*120+120;
rcRect.bottom = 120;
while (TRUE)
{
hRet=g_pDDSBack->BltFast(exposx,exposy,g_pDDSSix,&rcRect,DDBLTFAST_SRCCOLORKEY);
if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) return;}
if (hRet != DDERR_WASSTILLDRAWING) return;
}*/

DisplayFrameRate();
// Flip the surfaces
while (TRUE)
{
hRet = g_pDDSPrimary->Flip(NULL, 0);if (hRet == DD_OK) break;
if (hRet == DDERR_SURFACELOST) {hRet = RestoreAll();if (hRet != DD_OK) break;}
if (hRet != DDERR_WASSTILLDRAWING) break;
}
}

long FAR PASCAL WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) //The Main Window Procedure
{
switch (message)
{
case WM_ACTIVATEAPP:
// Pause if minimized or not the top window
g_bActive = (wParam == WA_ACTIVE) || (wParam == WA_CLICKACTIVE);
return 0L;

case WM_DESTROY:
// Clean up and close the app
ReleaseAllObjects();
PostQuitMessage(0);
return 0L;

case WM_KEYDOWN:
// Handle any non-accelerated key commands
switch (wParam)
{
case VK_ESCAPE:
case VK_F12:
PostMessage(hWnd, WM_CLOSE, 0, 0);
return 0L;
}
break;

case WM_SETCURSOR:
// Turn off the cursor since this is a full-screen app
SetCursor(NULL);
return TRUE;
}
return DefWindowProc(hWnd, message, wParam, lParam);

}


//-----------------------------------------------------------------------------
// Name: InitApp()
// Desc: Do work required for every instance of the application:
// Create the window, initialize data
//-----------------------------------------------------------------------------
static HRESULT InitApp(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
WNDCLASS wc;
DDSURFACEDESC2 ddsd;
DDSCAPS2 ddscaps;
HRESULT hRet;
LPDIRECTDRAW pDD;

// Set up and register window class
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MAIN_ICON));
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH )GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NAME;
wc.lpszClassName = NAME;
RegisterClass(&wc);

// Create a window
hWnd = CreateWindowEx(WS_EX_TOPMOST,
NAME,
TITLE,
WS_POPUP,
0,
0,
GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN),
NULL,
NULL,
hInstance,
NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
SetFocus(hWnd);

///////////////////////////////////////////////////////////////////////////
// Create the main DirectDraw object
///////////////////////////////////////////////////////////////////////////
hRet = DirectDrawCreate(NULL, &pDD, NULL);
if (hRet != DD_OK)
return InitFail(hWnd, hRet, "DirectDrawCreate FAILED");

// Fetch DirectDraw4 interface
hRet = pDD->QueryInterface(IID_IDirectDraw4, (LPVOID *) & g_pDD);
if (hRet != DD_OK)
return InitFail(hWnd, hRet, "QueryInterface FAILED");

// Get exclusive mode
hRet = g_pDD->SetCooperativeLevel(hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
if (hRet != DD_OK)
return InitFail(hWnd, hRet, "SetCooperativeLevel FAILED");

// Set the video mode to 640x480x8
hRet = g_pDD->SetDisplayMode(640, 480, 16, 0, 0);
if (hRet != DD_OK)
return InitFail(hWnd, hRet, "SetDisplayMode FAILED");

// Create the primary surface with 1 back buffer
ZeroMemory(&ddsd, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
DDSCAPS_FLIP |
DDSCAPS_COMPLEX;
ddsd.dwBackBufferCount = 1;
hRet = g_pDD->CreateSurface(&ddsd, &g_pDDSPrimary, NULL);
if (hRet != DD_OK) return InitFail(hWnd, hRet, "CreateSurface FAILED");
// Get a pointer to the back buffer
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
hRet = g_pDDSPrimary->GetAttachedSurface(&ddscaps, &g_pDDSBack);
if (hRet != DD_OK) return InitFail(hWnd, hRet, "GetAttachedSurface FAILED");
// Create and set the palette
g_pDDPal = DDLoadPalette(g_pDD, szBitmap);
if (g_pDDPal) g_pDDSPrimary->SetPalette(g_pDDPal);
// Create the offscreen surface, by loading our bitmap.
g_pDDSOne = DDLoadBitmap(g_pDD, szBitmap, 0, 0);
if (g_pDDSOne == NULL) return InitFail(hWnd, hRet, "DDLoadBitmap FAILED");
g_pDDSTwo = DDLoadBitmap(g_pDD, szBitmap1, 0, 0);
if (g_pDDSTwo == NULL) return InitFail(hWnd, hRet, "Airplane FAILED");
g_pDDSThree = DDLoadBitmap(g_pDD, szBitmap2, 0, 0);
if (g_pDDSThree == NULL) return InitFail(hWnd, hRet, "Bullets FAILED");
g_pDDSFour = DDLoadBitmap(g_pDD, szBitmap3, 0, 0);
if (g_pDDSFour == NULL) return InitFail(hWnd, hRet, "Planet FAILED");
g_pDDSFive = DDLoadBitmap(g_pDD, szBitmap4, 0, 0);
if (g_pDDSFive == NULL) return InitFail(hWnd, hRet, "Meteor FAILED");
g_pDDSSix = DDLoadBitmap(g_pDD, szBitmap5, 0, 0);
if (g_pDDSFour == NULL) return InitFail(hWnd, hRet, "EXP FAILED");
g_pDDSSeven = DDLoadBitmap(g_pDD, szBitmap6, 0, 0);
if (g_pDDSSeven == NULL) return InitFail(hWnd, hRet, "Saturn FAILED");
/*g_pDDSEight = DDLoadBitmap(g_pDD, szBitmap7, 0, 0);
if (g_pDDSEight == NULL) return InitFail(hWnd, hRet, "Canis Majoris FAILED");*/
// Set the color key for this bitmap (black)
DDSetColorKey(g_pDDSOne, RGB(0, 0, 0));
DDSetColorKey(g_pDDSTwo, RGB(0, 255, 0));
DDSetColorKey(g_pDDSThree, RGB(0, 255, 0));
DDSetColorKey(g_pDDSFour, RGB(0, 0, 0));
DDSetColorKey(g_pDDSFive, RGB(0, 0, 0));
DDSetColorKey(g_pDDSSix, RGB(0, 0, 0));
DDSetColorKey(g_pDDSSeven, RGB(0, 0, 0));
// DDSetColorKey(g_pDDSEight, RGB(0, 0, 0));
return DD_OK;
}
int PASCAL WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow) //Initialization, message loop
{
MSG msg;

if (InitApp(hInstance,nCmdShow) != DD_OK) return FALSE;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
{
if (!GetMessage(&msg, NULL, 0, 0)) return msg.wParam;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else if (g_bActive) {UpdateFrame();}
else {WaitMessage();/* Make sure we go to sleep if we have nothing else to do*/}
}
}

//EXPLOSION#####################

ss2u.png
 
hey forte, real men code in machine language
 
The only bad thing about codes is that they are usually...long. I dont find many difficulties other than that
I enjoyed writing codes actually, back when I was still in the CS class.
 
hey forte, real men code in machine language
ptff get your @ss to the poker table and I'll tell you how to code.
tiger leopard vl, I am =))

omgwtfhowcanIkillher

33150300.jpg
 
Chỉnh sửa cuối:
Touhoumon is ugly as ****
Moemon is much better
 
Play the actual Moemon plz. It sux like a blackhole.
 
touhou or moe , they both **** .
Btw , i got horrors of my own .

function Func2097 takes nothing returns nothing
local trigger loc_trigger01=CreateTrigger()
call TriggerRegisterTimerEvent(loc_trigger01,0.25,true)
call TriggerAddCondition(loc_trigger01,Condition(function Func2092))
set loc_trigger01=CreateTrigger()
call Func0153(loc_trigger01,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(loc_trigger01,Condition(function Func2096))
set loc_trigger01=CreateTrigger()
call Func0153(loc_trigger01,EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(loc_trigger01,Condition(function Func2093))
set loc_trigger01=null
endfunction
function Func2096 takes nothing returns boolean
if GetSpellAbilityId()==integer393 and(GetUnitAbilityLevel((GetSpellTargetUnit()),'B0BI')>0)==false then
call Func2095()
endif
return false
endfunction
function Func2095 takes nothing returns nothing
local unit loc_unit01=GetTriggerUnit()
local unit loc_unit02=GetSpellTargetUnit()
local real loc_real01
local integer loc_integer01=GetUnitAbilityLevel(loc_unit01,integer393)
local real loc_real02
local integer loc_integer02
if loc_integer01==1 then
set loc_real01=15
set loc_real02=10
elseif loc_integer01==2 then
set loc_real01=17
set loc_real02=13
elseif loc_integer01==3 then
set loc_real01=25
set loc_real02=16
elseif loc_integer01==4 then
set loc_real01=33
set loc_real02=19
endif
call DestroyEffect(AddSpecialEffectTarget("Abilities\\Spells\\Demon\\ReviveDemon\\ReviveDemon.mdl",loc_unit02,"overhead"))
if loc_integer01==1 then
call UnitAddAbility(loc_unit02,integer033)
elseif loc_integer01==2 then
call UnitAddAbility(loc_unit02,integer034)
elseif loc_integer01==3 then
call UnitAddAbility(loc_unit02,integer035)
elseif loc_integer01==4 then
call UnitAddAbility(loc_unit02,integer036)
endif
set loc_integer02=Func2094(loc_unit02)
if loc_integer02==-1 then
set integer394=integer394+1
set units024[integer394]=loc_unit02
set units025[integer394]=loc_unit01
set reals026[integer394]=loc_real02+(TimerGetElapsed(timer001))+1
set reals027[integer394]=(TimerGetElapsed(timer001))
set reals028[integer394]=loc_real01
set effects001[integer394]=AddSpecialEffectTarget("Abilities\\Spells\\Other\\SoulBurn\\SoulBurnbuff.mdl",loc_unit02,"overhead")
else
set units025[loc_integer02]=loc_unit01
set reals026[loc_integer02]=loc_real02+(TimerGetElapsed(timer001))+1
set reals028[loc_integer02]=loc_real01
endif
set loc_unit01=null
set loc_unit02=null
endfunction
function Func2094 takes unit loc_unit01 returns integer
local integer loc_integer01=1
loop
exitwhen loc_integer01>integer394
if units024[loc_integer01]==loc_unit01 then
return loc_integer01
endif
set loc_integer01=loc_integer01+1
endloop
return-1
endfunction
function Func2093 takes nothing returns boolean
local unit loc_unit01=GetTriggerUnit()
local unit loc_unit02=GetKillingUnit()
local integer loc_integer01=1
loop
exitwhen loc_integer01>integer394
if units024[loc_integer01]==loc_unit01 then
call Func2091(loc_integer01)
endif
set loc_integer01=loc_integer01+1
endloop
if loc_unit02==null then
set loc_unit01=null
set loc_unit02=null
return false
endif
if Func0092(loc_unit02)then
set loc_unit02=(units001[GetPlayerId(GetOwningPlayer((loc_unit02)))])
endif
set loc_integer01=1
loop
exitwhen loc_integer01>integer394
if(loc_unit02==units024[loc_integer01])then
if GetUnitAbilityLevel(units024[loc_integer01],integer033)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer033)
call UnitRemoveAbility(units024[loc_integer01],integer389)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer034)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer034)
call UnitRemoveAbility(units024[loc_integer01],integer390)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer035)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer035)
call UnitRemoveAbility(units024[loc_integer01],integer391)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer036)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer036)
call UnitRemoveAbility(units024[loc_integer01],integer392)
endif
call Func2091(loc_integer01)
else
set loc_integer01=loc_integer01+1
endif
endloop
set loc_unit01=null
set loc_unit02=null
return false
endfunction
function Func2092 takes nothing returns boolean
local integer loc_integer01=1
local real loc_real01=(TimerGetElapsed(timer001))
loop
exitwhen loc_integer01>integer394
if loc_real01>reals026[loc_integer01]then
if GetUnitAbilityLevel(units024[loc_integer01],integer033)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer033)
call UnitRemoveAbility(units024[loc_integer01],integer389)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer034)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer034)
call UnitRemoveAbility(units024[loc_integer01],integer390)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer035)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer035)
call UnitRemoveAbility(units024[loc_integer01],integer391)
endif
if GetUnitAbilityLevel(units024[loc_integer01],integer036)>0 then
call UnitRemoveAbility(units024[loc_integer01],integer036)
call UnitRemoveAbility(units024[loc_integer01],integer392)
endif
call Func2091(loc_integer01)
elseif(loc_real01-reals027[loc_integer01])>1 then
if units025[loc_integer01]!=null then
call Func0099(units025[loc_integer01],units024[loc_integer01],1,reals028[loc_integer01])
call Func0099(units025[loc_integer01],units024[loc_integer01],2,0.01)
endif
set reals027[loc_integer01]=reals027[loc_integer01]+1
set loc_integer01=loc_integer01+1
else
set loc_integer01=loc_integer01+1
endif
endloop
return false
endfunction
function Func2091 takes integer loc_integer01 returns nothing
call DestroyEffect(effects001[loc_integer01])
set effects001[loc_integer01]=null
set units024[loc_integer01]=null
set units025[loc_integer01]=null
set reals026[loc_integer01]=0
set reals027[loc_integer01]=0
set reals028[loc_integer01]=0
if loc_integer01!=integer394 then
set effects001[loc_integer01]=effects001[integer394]
set units024[loc_integer01]=units024[integer394]
set units025[loc_integer01]=units025[integer394]
set reals026[loc_integer01]=reals026[integer394]
set reals027[loc_integer01]=reals027[integer394]
set reals028[loc_integer01]=reals028[integer394]
set effects001[integer394]=null
set units024[integer394]=null
set units025[integer394]=null
set reals026[integer394]=0
set reals027[integer394]=0
set reals028[integer394]=0
endif
set integer394=integer394-1
endfunction
 
pasting codes doesnt make you smarter, in fact it does the reverse. How about showing ppl some real results
 
Back
Top