Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


[C#] Pong

 
Post new topic   This topic is locked: you cannot edit posts or make replies.    Cheat Engine Forum Index -> General programming
View previous topic :: View next topic  
Author Message
samuri25404
Grandmaster Cheater
Reputation: 7

Joined: 04 May 2007
Posts: 955
Location: Why do you care?

PostPosted: Sat Aug 18, 2007 6:49 pm    Post subject: [C#] Pong Reply with quote

This is a project that my dad and I completed a while ago, and it just kind of occured to me to post it on here.

Yes, it is in C#, so I'm sorry for people that don't do C#.

Anyways, here's the code:

AI Class:

Code:

using System;
using System.Drawing;
using System.Collections.Generic;
using System.Text;

namespace Pong
{

    public class AI : GameObject   
       
    {
        private GameState _gameState;
        private Paddle _paddle;
        public override void Update(double gameTime, double elapsedTime)
        {
            Ball ClosestBall = null;
            foreach (GameObject gameObject in _gameState.GameObjects)
            {
                if (gameObject is Ball)
                {
                    if (ClosestBall == null)
                    {
                        ClosestBall = ((Ball)gameObject);
                    }
                    else
                    {
                        if (ClosestBall.Location.X > ((Ball)gameObject).Location.X)
                        {
                           
                        }
                        else
                        {
                            ClosestBall = ((Ball)gameObject);
                        }
                    }
                }
               
            }
            float Direction=0;
            float Distance = _paddle.Location.Y - ClosestBall.Location.Y;
            if (Distance > _gameState._speedPaddle)
                Distance = _gameState._speedPaddle;
            if (Distance > 0)
            {
                Direction = -1;
            }
            else
            {
                Direction = 1;
                Distance = Distance * -1;
            }
            float _mult = 0;

            if (Difficulty._noob == true)
            {
                _mult = 5;
            }
            else if (Difficulty._average == true)
            {
                _mult = 7;
            }
            else if (Difficulty._skilled == true)
            {
                _mult = 10;
            }
            else if (Difficulty._veryHard == true)
            {
                _mult = 15;
            }
            else
            {
                _mult = 7;
            }

            _paddle.Velocity.Y = (Direction * Distance * _mult) - ((_paddle.Size.Height / 2) * _mult);
            //_paddle.Location.Y = ClosestBall.Location.Y - (_paddle.Size.Height / 2);

        }

        public override void Draw(Graphics graphics)
        {
           
        }
        public AI(GameState gameState, Paddle paddle)
        {
            _gameState = gameState;
            _paddle = paddle;
        }
    }

}


Ball Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;

namespace Pong
{
    public class Ball: Sprite
       
    {
        public Ball(GameState gameState, float x, float y)
            : base(gameState, x, y, "Images/ball.bmp")


        {

        }
    }
}


Difficulty Class:

Code:


using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;

namespace Pong
{
    public partial class Difficulty : Form
    {
        public static bool _noob = false;
        public static bool _average = false;
        public static bool _skilled = false;
        public static bool _veryHard = false;
        public Difficulty()
        {
            InitializeComponent();
        }

        public void Noob_CheckedChanged(object sender, EventArgs e)
        {
            //Noob.Checked = true;
            _noob = true;
            return;
        }

        public void Average_CheckedChanged(object sender, EventArgs e)
        {
            //Average.Checked = true;
            _average = true;
            return;
        }

        public void Skilled_CheckedChanged(object sender, EventArgs e)
        {
            //Skilled.Checked = true;
            _skilled = true;
            return;
        }

        private void Veryhard_CheckedChanged(object sender, EventArgs e)
        {
            //Veryhard.Checked = true;
            _veryHard = true;
            return;
        }
        public void Difficulty_Load(object sender, EventArgs e)
        {

        }
    }
}


GameObject Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;


namespace Pong
{
    public abstract class GameObject
    {
        public abstract void Update(double gameTime, double elapsedTime);
        public abstract void Draw(Graphics graphics);
    }
}


GameState Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;
using System.Windows.Forms;
using System.Runtime.InteropServices;
using System.Media;

namespace Pong
{
    public class GameState
    {
        public int LeftScore;
        public int RightScore;
        public int _speedPaddle = 1000;
        public SizeF GameArea;
        public Ball ball;
        public Ball ball2;
        public Ball ball3;
        public Ball ball4;
        public List<GameObject> GameObjects = new List<GameObject>();
        public Paddle PaddleLeft;
        public Paddle PaddleRight;
        public States State = States.Starting;
        private Font _font = new Font("OCR A Extended", 18);
        private Brush _brush = new SolidBrush(Color.White);
        private static Random _random = new Random();
        public int ScoreToWin = Setup.ScoreToWin;

        // PlaySound()
        [DllImport("winmm.dll", SetLastError = true,
                                CallingConvention = CallingConvention.Winapi)]
        static extern bool PlaySound(
            string pszSound,
            IntPtr hMod,
            SoundFlags sf);

        // Flags for playing sounds.  For this example, we are reading
        // the sound from a filename, so we need only specify
        // SND_FILENAME | SND_ASYNC
        [Flags]
        public enum SoundFlags : int
        {
            SND_SYNC = 0x0000,  // play synchronously (default)
            SND_ASYNC = 0x0001,  // play asynchronously
            SND_NODEFAULT = 0x0002,  // silence (!default) if sound not found
            SND_MEMORY = 0x0004,  // pszSound points to a memory file
            SND_LOOP = 0x0008,  // loop the sound until next sndPlaySound
            SND_NOSTOP = 0x0010,  // don't stop any currently playing sound
            SND_NOWAIT = 0x00002000, // don't wait if the driver is busy
            SND_ALIAS = 0x00010000, // name is a registry alias
            SND_ALIAS_ID = 0x00110000, // alias is a predefined ID
            SND_FILENAME = 0x00020000, // name is file name
            SND_RESOURCE = 0x00040004  // name is resource name or atom
        }

        public GameState(SizeF gameArea)
        {
            GameArea = gameArea;

            //Reload the sound effects

        }

        public void Draw(Graphics graphics)
        {
            //and draw the game objects
            foreach (GameObject gameObject in GameObjects)
            {
                gameObject.Draw(graphics);
            }

            //Draw the scores and any text
            if (State != States.Playing)
            {
                graphics.DrawString("Press any key to play", _font, _brush, 135, 300);
            }

            if (State == States.RightWin)
            {

                graphics.DrawString("Right Player Wins! Press F1 to return to the main menu.", _font, _brush, 135, 200);



            }
            if (State == States.LeftWin)
            {
                graphics.DrawString("Left Player Wins! Press F1 to return to the main menu.", _font, _brush, 135, 200);
               
            }
            //Score goes on the right hand side of the screen so calculate the correct position by measuring the string
            graphics.DrawString(LeftScore.ToString(), _font, _brush, GameArea.Width / 3 - graphics.MeasureString(LeftScore.ToString(), _font).Width, 0);
            graphics.DrawString(RightScore.ToString(), _font, _brush, GameArea.Width / 2 - graphics.MeasureString(RightScore.ToString(), _font).Width, 0);

            }

        public void Update(double gameTime, double elapsedTime)
        {

            //Updates all the game objects
            if (State == States.Playing)
            {

            //Set the velocity of the sprite based on which keys are pressed
                PaddleLeft.Velocity.Y = 0;
                PaddleRight.Velocity.Y = 0;
            if (Keyboard.LeftUp)
            {
                PaddleLeft.Velocity.Y = -_speedPaddle;
            }
            if (Keyboard.LeftDown)
            {
                PaddleLeft.Velocity.Y = _speedPaddle;
            }
            if (Keyboard.RightUp)
            {
                PaddleRight.Velocity.Y = -_speedPaddle;
            }
            if (Keyboard.RightDown)
            {
                PaddleRight.Velocity.Y = _speedPaddle;
            }
           

            //Limit the animation to the screen
            if (PaddleRight.Location.Y < 0)
                PaddleRight.Location.Y = 0;
            if (PaddleLeft.Location.Y < 0)
                PaddleLeft.Location.Y = 0;
            if (PaddleRight.Location.Y > GameArea.Height - PaddleRight.Size.Height)
                PaddleRight.Location.Y = GameArea.Height - PaddleRight.Size.Height;
            if (PaddleLeft.Location.Y > GameArea.Height - PaddleRight.Size.Height)
                PaddleLeft.Location.Y = GameArea.Height - PaddleRight.Size.Height;

                foreach (GameObject gameObject in GameObjects)
                {
                    gameObject.Update(gameTime, elapsedTime);
                }


                //Check for any collisions
                CheckBallCollision(ball);
                CheckBallCollision(ball2);
                CheckBallCollision(ball3);
                CheckBallCollision(ball4);


            }

        }
        public void CheckBallCollision(Ball ball)
        {
            if (ball == null)
                return;
           
          bool bounce=false;
          if (Sprite.Collision(ball, (Sprite)PaddleLeft))
              bounce = true;

          if (Sprite.Collision(ball, (Sprite)PaddleRight))
              bounce = true;


          if (bounce)
          {
              if (Setup.Volume)
                  PlaySound(@"music\click.wav", IntPtr.Zero,
                        SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
              ball.Velocity.Y = ball.Velocity.Y * -1;
              int mult = 1;
              if (ball.Velocity.X > 0)
                  mult = -1;

              ball.Velocity.X = (_random.Next(200, 400) + 0) * mult;
              ball.Velocity.Y = (_random.Next(200, 400) + 0);

          }
          else
          {
              if (ball.Location.Y < 0)
              {
                  ball.Location.Y = 0;
                  ball.Velocity.Y = ball.Velocity.Y * -1;
                  if (Setup.Volume)
                      PlaySound(@"music\click.wav", IntPtr.Zero,
                        SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
              }
              if (ball.Location.Y + ball.Size.Height > GameArea.Height)
              {
                  ball.Location.Y = GameArea.Height - ball.Size.Height;
                  ball.Velocity.Y = ball.Velocity.Y * -1;
                  if (Setup.Volume)
                      PlaySound(@"music\click.wav", IntPtr.Zero,
                        SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
              }
              if (ball.Location.X < 0)
              {
                  if (Setup.Volume)
                  {
                      PlaySound(@"music\hold.wav", IntPtr.Zero,
                              SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
                  }
                  spawnBall(ball);
                  RightScore += 1;
                  CheckWin();
              }
              if (ball.Location.X > GameArea.Width)
              {
                  if (Setup.Volume)
                  {
                      PlaySound(@"music\hold.wav", IntPtr.Zero,
                              SoundFlags.SND_FILENAME | SoundFlags.SND_ASYNC);
                  }
                  spawnBall(ball);
                  LeftScore += 1;
                  CheckWin();
              }
          }
         

           
         
        }
        private void CheckWin()
        {
            if (RightScore == ScoreToWin)
            {

                this.State = States.RightWin;
            }
            if (LeftScore == ScoreToWin)
                this.State = States.LeftWin;
        }
        public void spawnBall(Ball ball)
        {
            //System.Threading.Thread.Sleep(500);
            ball.Location.X = GameArea.Width / 2;
            ball.Location.Y = GameArea.Height / 2;
            int mult = 1;
            if (ball.Velocity.Y > 0)
                mult = -1;

            ball.Velocity.X = 300 * mult;
            ball.Velocity.Y = (_random.Next(400) + 200);

        }
        public void Initialize()
        {
            //Create all the main gameobjects
            GameObjects.Clear();



            ball = new Ball(this, GameArea.Width / 2, GameArea.Height/2);
            GameObjects.Add(ball);
            if (Setup.Balls == 2)
            {
                ball2 = new Ball(this, GameArea.Width / 2, GameArea.Height / 2);
                GameObjects.Add(ball2);
            }
            if (Setup.Balls == 4)
            {
                ball2 = new Ball(this, GameArea.Width / 2, GameArea.Height / 2);
                GameObjects.Add(ball2);
                ball3 = new Ball(this, GameArea.Width / 2, GameArea.Height / 2);
                GameObjects.Add(ball3);
                ball4 = new Ball(this, GameArea.Width / 2, GameArea.Height / 2);
                GameObjects.Add(ball4);
            }

                        PaddleLeft = new Paddle(this, 20, GameArea.Height / 2);
            PaddleRight = new Paddle(this,562, GameArea.Height / 2);

            if (Setup.VsComputer == true)
            {
                AI ai = new AI(this, PaddleRight);
                GameObjects.Add(ai);
            }
            GameObjects.Add(PaddleLeft);
            GameObjects.Add(PaddleRight);

            //Reset the game state
            LeftScore = 0;
            RightScore = 0;

            ball.Velocity.X = 200;
            ball.Velocity.Y = 1;

            if (ball2 != null)
            {
                ball2.Velocity.X =- 200;
                ball2.Velocity.Y = -1;
            }
            if (ball3 != null)
            {
                ball3.Velocity.X = 200;
                ball3.Velocity.Y = 1;
            }
            if (ball4 != null)
            {
                ball4.Velocity.X = -200;
                ball4.Velocity.Y = -1;
            }

        }

    }
    public enum States
    {
        Starting,
        Playing,
        RightWin,
        LeftWin
    }
}


Keyboard Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;
using System.Windows.Forms;

namespace Pong
{
    public static class Keyboard
    {
        //public static bool Left = false;
        public static bool LeftUp = false;
        public static bool LeftDown = false;
        public static bool RightUp = false;
        public static bool RightDown = false;


        public static void KeyDown(Keys keys)
        {
            if (keys == Keys.Escape)
                System.Environment.Exit(0);
            if (keys == Keys.F1)
                Settings.returnToMenu();

            //if (keys == Keys.Left) Left = true;
            if (keys == Keys.Z) LeftDown = true;
            if (keys == Keys.A) LeftUp = true;
            if (keys == Keys.L) RightDown = true;
            if (keys == Keys.P) RightUp = true;

        }

        public static void KeyUp(System.Windows.Forms.Keys keys)
        {
            //if (keys == Keys.Left) Left = false;
            if (keys == Keys.Z) LeftDown = false;
            if (keys == Keys.A) LeftUp = false;
            if (keys == Keys.L) RightDown = false;
            if (keys == Keys.P) RightUp = false;

        }
    }
}


Paddle Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;

namespace Pong
{
    public class Paddle : Sprite   

    {
        public Paddle(GameState gameState, float x, float y)
            : base(gameState, x, y, "Images/paddle.bmp")
        {
           
        }

    }
}


Pong Class:

Code:

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;

namespace Pong
{
    public partial class Pong : Form
    {
        private Stopwatch _timer = new Stopwatch();
        private double _lastTime;
        private long _frameCounter;
        private GameState _gameState;

        public Pong()
        {
            //Setup the form
            InitializeComponent();
            SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer, true);

            //Startup the game state
            _gameState = new GameState(ClientSize);

            initialize();
        }

        private void initialize()
        {
            _gameState.Initialize();

            //Initialise and start the timer
            _lastTime = 0.0;
            _timer.Reset();
            _timer.Start();

        }

        private void Pong_Paint(object sender, PaintEventArgs e)
        {
            //Work out how long since we were last here in seconds

            double gameTime = _timer.ElapsedMilliseconds / 1000.0;
            double elapsedTime = gameTime - _lastTime;
            _lastTime = gameTime;
            _frameCounter++;


            //Perform any animation and updates
            _gameState.Update(gameTime, elapsedTime);


            //Draw everything
            _gameState.Draw(e.Graphics);


            //Force the next Paint()
            this.Invalidate();
        }

        private void Pong_KeyUp(object sender, KeyEventArgs e)
        {
            Keyboard.KeyUp(e.KeyCode);
        }

        private void Pong_KeyDown(object sender, KeyEventArgs e)
        {
            //If we are not playing then a keypress starts the game
            if (_gameState.State != States.Playing)
            {
                //If we are currently at gameover then need to reset everything
                if (_gameState.State == States.LeftWin || _gameState.State == States.RightWin )
                {
                    initialize();
                }

                _gameState.State = States.Playing;
            }

            Keyboard.KeyDown(e.KeyCode);
        }

        private void Pong_Load(object sender, EventArgs e)
        {
            this.Top = 50;
        }

    }
}


Program Class:

Code:

using System;
using System.Collections.Generic;
using System.Windows.Forms;

namespace Pong
{
    static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        [STAThread]
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);
            Application.Run(new Settings());
        }
    }
}


Settings Class:

Code:

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;

namespace Pong
{
    public partial class Settings : Form
    {
        public static Pong frm;
        public static Difficulty difficulty;
        public static Settings settings;
        public static void returnToMenu()
        {
            frm.Hide();
            settings.Show();
            frm = null;
        }
        public Settings()
        {
            InitializeComponent();
            this.KeyDown += new KeyEventHandler(Settings_KeyDown);
        }

        private void Settings_Load(object sender, EventArgs e)
        {

        }

        private void ScoreToWin_TextChanged(object sender, EventArgs e)
        {
            Setup.ScoreToWin = int.Parse(ScoreToWin.Text);
        }

        private void Volume_CheckedChanged(object sender, EventArgs e)
        {
            Setup.Volume = Volume.Checked;
        }

        private void VsPlayer_Click(object sender, EventArgs e)
        {
            Setup.VSPlayer = true;
            settings = this;
             frm = new Pong();
            frm.Show();
            this.Hide();
        }

        private void Settings_KeyDown(object sender, KeyEventArgs e)
        {
            Keyboard.KeyDown(e.KeyCode);
        }

        private void DoubleBall_CheckedChanged_1(object sender, EventArgs e)
        {
            Setup.Balls = 2;
        }

        private void SingleBall_CheckedChanged(object sender, EventArgs e)
        {
            Setup.Balls = 1;
        }

        private void QuadBall_CheckedChanged(object sender, EventArgs e)
        {
            Setup.Balls = 4;
        }

        private void VsComp_Click(object sender, EventArgs e)
        {
            {
                Setup.VsComputer = true;
                settings = this;
                frm = new Pong();
                frm.Show();
                this.Hide();
            }
        }

        private void button1_Click(object sender, EventArgs e)
        {
            difficulty = new Difficulty();
            difficulty.Show();
        }


    }
}


Setup Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;

namespace Pong
{
    public static class Setup
    {
        public static bool Volume = true;
        public static int Balls = 1;
        public static int ScoreToWin = 10;
        private static bool _vsComputer;
        public static bool VsComputer
        {

           get {
           
                return _vsComputer;

            }
            set {
           
                _vsComputer = value;
                if (_vsComputer == true)
                    _vsPlayer = false;
                else
                    _vsPlayer = true;
            }
        }

        private static bool _vsPlayer;
        public static bool VSPlayer
        {
       
        get{
              return _vsPlayer;

        }
        set{
              _vsPlayer = value;
            if (_vsPlayer == true)
                _vsComputer = false;
            else
                _vsComputer = true;
        }
        }

    }
}


Sprite Class:

Code:

using System;
using System.Collections.Generic;
using System.Text;
using System.Drawing;


namespace Pong
{
    public class Sprite : GameObject
    {

        public PointF Velocity;
        public PointF Location;
        public SizeF Size;
        public int CurrentFrame;

        protected List<Bitmap> _frames = new List<Bitmap>();
        protected GameState _gameState;

        public Sprite(GameState gameState, float x, float y, string filename)
        {
            //Load the bitmap
            string path = System.Environment.CurrentDirectory;
            filename = System.IO.Path.Combine(path, filename);
            _frames.Add(new Bitmap(filename));

            //Set the location and use the hieght and width from the 1st frame
            initialize(gameState, x, y, _frames[0].Width, _frames[0].Height);
        }

        public Sprite(GameState gameState, float x, float y, string filename1, string filename2)
        {
            //Load the 2 animation frames
            _frames.Add(new Bitmap(filename1));
            _frames.Add(new Bitmap(filename2));

            //Set the location and use the hieght and width from the 1st frame
            initialize(gameState, x, y, _frames[0].Width, _frames[0].Height);
        }

        private void initialize(GameState gameState, float x, float y, float width, float height)
        {
            _gameState = gameState;
            Location.X = x;
            Location.Y = y;
            Size.Width = width;
            Size.Height = height;
            CurrentFrame = 0;
        }

        public override void Update(double gameTime, double elapsedTime)
        {
            //Move the sprite
            Location.X += Velocity.X * (float)elapsedTime;
            Location.Y += Velocity.Y * (float)elapsedTime;

        }

        public override void Draw(Graphics graphics)
        {
            //Draw the correct frame at the current point
            graphics.DrawImage(_frames[CurrentFrame], Location.X, Location.Y, Size.Width, Size.Height);
        }
        public static bool isInRectangle(PointF point, Sprite sprite)
            {
                float px = point.X;
                float py = point.Y;
                float leftx = sprite.Location.X ;
                float rightx = sprite.Location.X + sprite.Size.Width ;
                float topy = sprite.Location.Y ;
                float bottomy = sprite.Location.Y + sprite.Size.Height;
               

              if( px >= leftx && px <= rightx && py >= topy && py <= bottomy)
                  return true;

              return false;
            }

        public static bool Collision(Sprite sprite1, Sprite sprite2)
        {

            //See if the sprite rectangles overlap
            return !(sprite1.Location.X >= sprite2.Location.X + sprite2.Size.Width
                    || sprite1.Location.X + sprite1.Size.Width <= sprite2.Location.X
                    || sprite1.Location.Y >= sprite2.Location.Y + sprite2.Size.Height
                    || sprite1.Location.Y + sprite1.Size.Height <= sprite2.Location.Y);




        }

    }
}


Edit:

Sorry, forgot to post to compiled version. =P

http://rapidshare.com/files/41285667/Pong.zip

Compiled Version ^


Last edited by samuri25404 on Sun Aug 19, 2007 9:07 am; edited 1 time in total
Back to top
View user's profile Send private message
gmaster1440
Master Cheater
Reputation: 0

Joined: 26 Jun 2006
Posts: 365
Location: a,b,c++

PostPosted: Sat Aug 18, 2007 7:55 pm    Post subject: Reply with quote

i congratulate you on making a very fine code. I like it...
_________________
c++ pointers...
Back to top
View user's profile Send private message
lurc
Grandmaster Cheater Supreme
Reputation: 2

Joined: 13 Nov 2006
Posts: 1900

PostPosted: Sat Aug 18, 2007 8:19 pm    Post subject: Reply with quote

nice job. but y woudnt u just release the project file instead of posting all the source code?
_________________
Back to top
View user's profile Send private message
oib111
I post too much
Reputation: 0

Joined: 02 Apr 2007
Posts: 2947
Location: you wanna know why?

PostPosted: Sat Aug 18, 2007 8:29 pm    Post subject: Reply with quote

Yea. Please post the .exe file. I really want to see the finished thing =)
_________________


8D wrote:

cigs dont make people high, which weed does, which causes them to do bad stuff. like killing
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
FullyAwesome
I post too much
Reputation: 0

Joined: 05 Apr 2007
Posts: 4438
Location: Land Down Under

PostPosted: Sat Aug 18, 2007 8:30 pm    Post subject: Reply with quote

very nice job you and your dad did =D
_________________
Back to top
View user's profile Send private message MSN Messenger
mikeymike
Grandmaster Cheater
Reputation: 0

Joined: 16 Nov 2006
Posts: 575
Location: Russia

PostPosted: Sat Aug 18, 2007 9:04 pm    Post subject: Reply with quote

Compile it for us please, and post the source, and not the code of it!
_________________
Back to top
View user's profile Send private message
kaikashu
Master Cheater
Reputation: 0

Joined: 04 Apr 2007
Posts: 251
Location: Wait Let me check...

PostPosted: Sat Aug 18, 2007 9:44 pm    Post subject: Reply with quote

NOO SAM!!!

Lol He sent me the program so Its lookin good.

_________________
Back to top
View user's profile Send private message Yahoo Messenger
Lyfa
The Lonely Man
Reputation: 12

Joined: 02 Nov 2008
Posts: 743

PostPosted: Sun Dec 21, 2008 6:01 pm    Post subject: Reply with quote

Could you please update the download link? Theres an error or whatever
_________________
Back to top
View user's profile Send private message
FullyAwesome
I post too much
Reputation: 0

Joined: 05 Apr 2007
Posts: 4438
Location: Land Down Under

PostPosted: Sun Dec 21, 2008 7:05 pm    Post subject: Reply with quote

you know you could of pmed him instead of bumping a 4 month old thread.
_________________
Back to top
View user's profile Send private message MSN Messenger
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies.    Cheat Engine Forum Index -> General programming All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites