I made some edits because the to-do list said it needed them. Do you like them? I'm just wondering.
FANTASTIC!
I just made some minor changes in the "GetCalc(" section, but they were minor.
Now, I must ask, what more could we do to make this article a Featured Article? Does it fit the criteria yet? Or could we add a couple of screenshots?
Cheers ~ James Kanjo
I've changed my mind now. Whilst linking calculators is technically getting input, I don't think that that section belongs on this page. I'm going combine the information you put on it with the information on the multiplayer page, because it makes more sense to put it there.
Cheers ~ James Kanjo
Kanjo, getcalc is not a complete mess. I have made working games with getcalc that use multiple calculators and do not pause. The only thing we need to tell people reading that page is that people need to move one at a time. As long as the calculator that data is being taken from is not actually calculating something, getcalc will return a correct answer. If it doesn't return the correct answer, the loop will correct itself on the next iteration. Also, if you really need it, you can check 3 times at the end of a loop to make sure that both calcs have the same data.
I completely agree with you — just see my instant-messenger and Bunny Gotchi programs, which use GetCalc( with great results. I think that moving RandomProductions' information on linking calculators to the multiplayer page may have been a bad idea afterall.
In fact, at this moment I am reconstructing your multiplayer page, so don't worry! It'll be a great page afterwards!
Cheers ~ James Kanjo
thanks a lot for the multiplayer thing. I'm not very good with tutorials, I just copied what I did with my BATTLE! RPG multiplayer into a more informative layout.
The page says that if a key isn't pressed exactly as getkey is executed, it returns 0. But this would make almost every TI-BASIC game that uses getkey in the main game loop impossible. In reality it works like this: whenever the user runs a program from the homescreen, the value of getKey is set to 0. Whenever a user presses a key, getKey then takes the value of the key, until getKey is run, which resets the value to 0. getKey basically returns the value of the last key pressed since the last time you ran getKey. You can test this by running this program, and pressing any key before it ends.
:rand(100
:Disp getkey
:getkey
I'm gonna make the edits. Feel free to challenge my grammar or reasoning.