ID:191650
 
Unreal, i never knew you could go about code like this
else{usr<<"<font size=1><font size = 1>You got nothing.";sleep(10);usr.paralyze=0;usr.mining=0;del d}


Cool =)

Alatar
reallly?
wow you jsut started coding like that? thats old news for me, but......Good for you!
You can, but only if you deliberately want to make your code harder to read.

Of course, when you've got really nasty formulas that are hard to read anyways and you're hoping you can get them done in one go and not have to touch them ever again, it can be helpful.
In response to Leftley
Leftley wrote:
You can, but only if you deliberately want to make your code harder to read.

Of course, when you've got really nasty formulas that are hard to read anyways and you're hoping you can get them done in one go and not have to touch them ever again, it can be helpful.

I find condensing things particularly convenient if I'm working with two or three almost identical lines, like this one:
qx1=conic.h+yp1*sinp1;qy1=conic.k+yp1*cosp1
qx2=C.h+yp2*sinp2;qy2=C.k+yp2*cosp2

In that case I've condensed four lines to two. And yes, that's actual code from my project (albeit typed from memory).

Lummox JR
In response to Leftley
I find that if your going to make a complicated code, its best to segregate it from the rest of the code and label it under its own folder.

For example.

My boss fights in Tragedy each have a folder since they have an actual AI. they each respond to different attacks differently and will attempt to dodge missile attacks.

And some move accordingly with the other mob to do special attacks.

But at this time my game isnt even ready for testing.