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Full Discussion: Some questions for mini game
Top Forums Programming Some questions for mini game Post 302474707 by bashuser2 on Thursday 25th of November 2010 05:24:39 AM
Old 11-25-2010
first of all thank you very much for your interest and your answer.

you are right,using iostream for text file IS very painful,especially for someone like me who doesnt have any previous experience.The only reason to do this is that I want to oblige myself study many aspects of C++ language(from iostream to inheritance and templates...).
But as soon as I study some things,I will choose and use the easier option like you said...
btw the small program you wrote rocks,it is exactly what i wanted.
Just a question in that though: Is there any C++(or even C) way of not calling this function all the time? (as the game will have many dialogues)Is there any way to tell the program that for everything printed in the program,you will use this function? A little bit difficult I think...

A last question if you have any tips :

I want to create a countdown timer in order to obligr the character answer questions in a specific amount of time(seconds).Okay,countdown is easy.But what I cant find till now,is how the seconds will change in the same spot.See below:

NOT what i want:

Time to answer:
10
9
8
....
1

What I want:


Time to answer : 10-->9-->....-->1

but numbers 10,9,8... will replace each other(and will not be presented as a sequence).

I hope you understand what i am asking...

Thanks again for your interest,you have already helped me a lot!

Last edited by bashuser2; 11-25-2010 at 06:48 AM..
 

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get_config_text(3alleg4)					  Allegro manual					  get_config_text(3alleg4)

NAME
get_config_text - Returns a string translated to the current language. Allegro game programming library. SYNOPSIS
#include <allegro.h> const char *get_config_text(const char *msg); DESCRIPTION
This function is primarily intended for use by internal library code, but it may perhaps be helpful to application programmers as well. It uses the `language.dat' or `XXtext.cfg' files (where XX is a language code) to look up a translated version of the parameter in the cur- rently selected language. This is basically the same thing as calling get_config_string() with `[language]' as the section, `msg' as the variable name, and `msg' as the default value, but it contains some special code to handle Unicode format conversions. The `msg' parameter is always given in ASCII format, but the returned string will be converted into the current text encoding, with memory being allocated as required, so you can assume that this pointer will persist without having to manually allocate storage space for each string. Note that if you are planning on distributing your game on the Unix platform there is a special issue with how to deal with the `lan- guage.dat' file. Read section "Files shared by Allegro" of the chapter "Unix specifics" to learn more about this. RETURN VALUE
Returns a suitable translation if one can be found or a copy of the parameter if nothing else is available. SEE ALSO
get_config_string(3alleg4), reload_config_texts(3alleg4) Allegro version 4.4.2 get_config_text(3alleg4)
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