m_pell_98037 1 Posted December 26, 2020 Compiles, but program has bugs. I'm sure it's the if's. Perhaps I should use subs. HLP Please. procedure TDialogs3Form.Image52Click(Sender: TObject); var B: TBitmap; i: Integer; begin i := 0; Current_Card := Image52.Tag; // Tag number provides index number into btn array below to get card name. Tries := StrToInt(Clicks.Text) + 1; // Keep score Clicks.Text := IntToStr(tries); B := TBitMap.Create; Imagelist1.GetBitmap(Current_Card, B); Image52.Picture.Bitmap.Assign(B); B.Free; inc(Card_Selected); if (Card_Selected = 1) then First_Card_Tag := Current_Card; First_Card_Image := TImage(Components); Card1_Selected_Name := Btn[Current_Card].Text ; Edit4.Text := Card1_Selected_Name; Label53.Caption := 'Pick Another Card'; if Card_Selected = 2 then Card2_Selected_Name := Btn[Current_Card].Text ; Edit4.Text := Card1_Selected_Name; Edit1.Text := Card2_Selected_Name; Sleep( 5000 ); Card_Selected := 0; if Card1_Selected_Name = Card2_Selected_Name then Edit4.Text := ''; Edit1.Text := ''; Label53.Caption := ' Match'; Image52.Visible := False; // Make 2nd Card invisble First_Card_Image.Visible := False; // Make 1st Card invisble if Card1_Selected_Name <> Card2_Selected_Name then Edit4.Text := ''; Edit1.Text := ''; Label53.Caption := 'Select 1st Card'; B := TBitMap.Create; Imagelist1.GetBitmap(0, B); // Card back Image52.Picture.Bitmap.Assign(B); B := TBitMap.Create; Imagelist1.GetBitmap(0, B); // Card back First_Card_Image.Picture.Bitmap.Assign(B); B.Free; end; Share this post Link to post
Guest Posted December 27, 2020 your code is "crazy"!!! but it is yours! my bet is that all rest is very confuse, too! ALWAYS USE SEPARATE IT in little pieces or use "// comment" to determine parts for help you var // for test your code Image52 : TImage; Current_Card : integer; Tries : integer; Clicks : TEdit; ImageList1 : TImageList; Card_Selected : integer; First_Card_Tag : integer; First_Card_Image : TImage; Card1_Selected_Name: string; Btn : array [0 .. 1] of TEdit; ComponentsXXXX : TComponent; Edit4 : TEdit; Label53 : TLabel; Card2_Selected_Name: string; Edit1 : TEdit; procedure TForm1.Button1Click(Sender: TObject); var B: TBitmap; i: integer; begin i := 0; Current_Card := Image52.Tag; // Tag number provides index number into btn array below to get card name. Tries := StrToInt(Clicks.Text) + 1; // Keep score Clicks.Text := IntToStr(Tries); // B := TBitmap.Create; // if any "exception" ... how do it stay? try // B := nil; ImageList1.GetBitmap(Current_Card, B); Image52.Picture.Bitmap.Assign(B); // inc(Card_Selected); // if (Card_Selected = 1) then First_Card_Tag := Current_Card; // First_Card_Image := TImage(ComponentsXXXX); Card1_Selected_Name := Btn[Current_Card].Text; Edit4.Text := Card1_Selected_Name; Label53.Caption := 'Pick Another Card'; // if Card_Selected = 2 then Card2_Selected_Name := Btn[Current_Card].Text; // Edit4.Text := Card1_Selected_Name; Edit1.Text := Card2_Selected_Name; // Sleep(5000); // Card_Selected := 0; // if Card1_Selected_Name = Card2_Selected_Name then Edit4.Text := ''; // Edit1.Text := ''; Label53.Caption := ' Match'; Image52.Visible := False; // Make 2nd Card invisble First_Card_Image.Visible := False; // Make 1st Card invisble // if Card1_Selected_Name <> Card2_Selected_Name then Edit4.Text := ''; // Edit1.Text := ''; Label53.Caption := 'Select 1st Card'; // B := nil; // ImageList1.GetBitmap(0, B); // Card back Image52.Picture.Bitmap.Assign(B); // B := nil; // ImageList1.GetBitmap(0, B); // Card back First_Card_Image.Picture.Bitmap.Assign(B); finally B.Free; end; end; hug Share this post Link to post
FPiette 383 Posted December 27, 2020 6 hours ago, m_pell_98037 said: Compiles, but program has bugs. We don't even know what it is supposed to do. First of all layout your code correctly so that the structure is apparent. Share this post Link to post
Guest Posted December 27, 2020 @m_pell_98037 Have you forget to use begin..end for block code (multiline) ? is that what did you mean with subs ? if firststatement then begin // multi line of code, that will be executed only when firststatement is true end else if secondstatement then begin end else if thirdstatement then begin end else begin end; Share this post Link to post
Pat Foley 51 Posted December 27, 2020 17 hours ago, m_pell_98037 said: Perhaps I should use subs. If subroutines mean procedures and functions also lists arrays and what not. Marco Cantu has some free books out there. Delphi has help built in plus source. For now take a Tshape and drop it in the design window. Use the F11 key to change the Brush and Pen Properties this makes a nice card back. In code window find Shape1: TShape; Hold down the control<key>to underline TShape then cllick on it. This coding allows the Tshape to be made. Study how the paint works with pen and brush. Calendar1: TCalendar; Is another one that shows how change properties and a grid as well. You not needing to make a control now just examine the plumbing. Share this post Link to post
m_pell_98037 1 Posted December 28, 2020 It is going to be Solitaire Concentration game. The Try Finally compiled as did K's end else if then begin, suggestion. I'm ready to start stepping into program. Drat! I usually start out the long hard way to get something running and then refine. Sometimes I get bit when chunks are to big. Still knocking out cobb webs since Delphi 2. I sure appreciate the help. At least now things compile. I thought there was a way to bundle a whole project for export. Did that go away. Might be easier if you see whole ball of wax. Thanks Michael Pell Share this post Link to post
Pat Foley 51 Posted December 28, 2020 Quote I thought there was a way to bundle a whole project for export. Did that go away. Might be easier if you see whole ball of wax. No need for that. Its your program and by doing it yourself will allow you to get higher up the hill. promote isplaying, isgameover,isplayer2turn booleans to enumeration of Tsolcon = (scPlaying, scGameover, scNewGameQ, scDeal) gamestatus:Tsolcon; global set gamestatus := scNewGameQ In a timer event place a case statement Case gameStatus of ... scNewGameQ: begin gamestatus := scDeal; // next timer event the code in scDeal will be called end; scDeal: //calls procedure dealCards end; Other events Buttonclick simply change gamestatus the timer's event acts on the status change Share this post Link to post
m_pell_98037 1 Posted December 29, 2020 I concur. Just thought I'd throw it out there. Sounds like you've tried this, so I saved your post (as well as others) in project folder. I'll glean something from it later, if you don't mind and its there so i did. Thanks again Michael Pell -> Knowledge is to be shared. imho Share this post Link to post
Pat Foley 51 Posted December 29, 2020 (edited) Quote Sounds like you've tried this, Actually in VB I made video poker game. The enumerations allow say washing machine to be emulated when combined with a case statement. Each enum needs to be in order in the case statement. As you add more features you just insert additional enum. Also consider the scPlaying Its' ordinal value is zero so its first in case statement. More importantly it helps laying out the program. Until you get around to making the play routine routine it just passes through waiting for change in game status. I'll fab up a working example in week in week or two. A key or button click would change status then call procedure with case statement. Pascal with Excellence quotes Alexander Pope--A little learning is a dangerous thing, drink deep, or taste not. // I try to share knowledge so people need not read the documentation or hit a barn when learning to fly. Edited December 29, 2020 by Pat Foley Add emu Share this post Link to post
m_pell_98037 1 Posted December 30, 2020 Help from the community was indispensable. I didn't just read posts, I tried them. Which got me down the path. You know I just have to replace broken code with something that works perfectly. procedure TDialogs3Form.Image52Click(Sender: TObject); var B: TBitmap; i: Integer; begin i := 0; Current_Card := Image52.Tag; // Tag number provides index number into btn array below to get card name. Tries := StrToInt(Clicks.Text) + 1; // Keep score Clicks.Text := IntToStr(tries); B := TBitMap.Create; Imagelist1.GetBitmap(Current_Card, B); Image52.Picture.Bitmap.Assign(B); B.Free; inc(Card_Selected); if (Card_Selected = 1) then begin First_Card_Tag := Current_Card; Card1_Selected_Name := Btn[Current_Card].Text ; nr := (Sender as TImage).Name; // nr : string; First_Card_Image := (Dialogs3Form.Findcomponent(nr) as TImage); // Saving the 1st of two Image clicks. Label53.Caption := 'Pick Another Card'; end else if Card_Selected = 2 then begin Card2_Selected_Name := Btn[Current_Card].Text ; Label53.Caption := '2nd Card'; ShowTime; //=ShowMessage // Call this Dialog procedure to break out of Image10Click procedure, so card face displays. end; //(otherwise 2nd card face won't display at all), and you can look at the pair of cards as long Message dialog is up. if Card_Selected = 2 then if Card1_Selected_Name = Card2_Selected_Name then begin Label53.Caption := ' Match'; // Msg to player Image52.Visible := False; // Make 2nd Card invisble First_Card_Image.Visible := False; // Make 1st Card invisble Card_Selected := 0; end; if Card_Selected = 2 then if Card1_Selected_Name <> Card2_Selected_Name then begin Label53.Caption := 'Select 1st Card'; // Msg to player B := TBitMap.Create; Imagelist1.GetBitmap(0, B); // Display card backside Image52.Picture.Bitmap.Assign(B); Imagelist1.GetBitmap(0, B); // Display card backside First_Card_Image.Picture.Bitmap.Assign(B); B.Free; Card_Selected := 0; end; end; Thanks again for the community help Share this post Link to post