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Chess Game: I'm really new to Lingo...

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Rice

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Sep 9, 2003, 10:43:08 AM9/9/03
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I know we all love to hear: "I'm new to lingo", but we all gotta start
somewhere.

Here's my problem. I wanted to create a chess game. Now I used some of the
built in behaviors: Draggable and snap to grid. With these I can move my
pieces and they drop at the right spot. That was the easy part. Now here are
the other problems I face and I really don't know where to start.

-How do I set constraints for the movement of the pieces? (Knight moves in
an L, Pawn moves 1 at a time...)
-How can I have a sprite move off the board when another sprite lands on it
so that I don't have to manually move it off.
-I have a layer for every piece, is this the best way to do it?

I know some of these are complicated, but I would just need the basics to
start. Should I even use the behaviors? I hope someone out there has the
time to help me out a little. Oh and I'm using Director MX.

Just out of curiosity: I've created the white pawns. I'm using a chess font.
Now if I duplicate the white ones and change the color to black, all of them
change to black obviously because they're associated to the same cast
member. Is there a way around this? or do I have to duplicate the cast
member and redo everything from scratch every time?

Thanks!


Richard

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Aug 15, 2006, 4:45:37 PM8/15/06
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You really need to code your own lingo to do something as complex as chess
(with it's complex move rules and multidimensional array logic). I don't see
how a full chess game could be created with the crude built in behaviors.

Try a book like Advanced Lingo for games...
http://www.amazon.co.uk/gp/product/078972331X/026-6777905-4584458?v=glance&n=266239&s=books&v=glance

As for the text members, try one member for white, one member for black
maybe?

Good luck!

Richard
www.funpods.com


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