(04-09-2024, 11:15 AM)johnno56 Wrote: Intriguing... I do like a mystery thriller... Code on, sir. Code on.
Code:
'maze generated from json file
map = JSON_FromFile("myassets/maze.json")
w3d.InitMap(sizeof(map), sizeof(map[0]))
To be continued....adding more mystery codes to the MAZE....lol....
oh no....my dateline clock to finish this game is ticking now.....
I can't stop it now....
04-12-2024, 06:59 AM (This post was last modified: 04-12-2024, 07:11 AM by 1micha.elok.)
THE MAZE
Made with N7_20240407
click each image to zoom in
Controls :
- Movement LEFT, RIGHT, UP, DOWN
- Strafe Left/Right CTRL+LEFT, CTRL+RIGHT
- Exit/continue ESC
- Shoot/open door SPACE BAR
Hints :
- Turn ON your speaker to experience the thriller background music
- flash blue = a zombie is killed
a zombie is killed when you shoot it closed enough but not too closed
- flash red = you are killed when you are too closed to a zombie
- flash yellow = you collect a coin
- flash purple ... it's very rare, it is reserved for the winner only
Weakness of this game that I haven't known yet how to do it... sorry
- A zombie should run after you if it see you
A zombie stop chasing you when you hide inside a room and close the door
- Animated walking zombies, spinning coins
- Limited amount of bullets, but you may reload them
- Some puzzles to solve :
1. You have to find a key to open a door
2. You have to find an amunition box to reload your bullets
3. You have to find a paper map so that a little guided map is displayed on the screen
4. Some parts of the maze is totally dark, and you have to find a torch to light up the path
- Utilize the right side panel as a dynamic information box :
1. Display collectible items (key,amunition box, paper map, torch etc.)
2. Display infos and clues for you in each different situation
- Generate different mazes (maze generator in n7) every time you start a new game
- It's still buggy (you may find some bugs in the codes)
Acknowledgements :
- Libraries by Marcus
1. json.n7
2. wolf3d.n7 , examples folder
Code:
'=================================================
' MAZE
' Made with N7_20240407
'
' Controls :
' - Movement LEFT, RIGHT, UP, DOWN
' - Strafe Left/Right CTRL+LEFT, CTRL+RIGHT
' - Exit/continue ESC
' - Shoot/open door SPACE BAR
'
' Hints :
' - Turn ON your speaker to experience the thriller background music
' - flash blue = a zombie is killed
' a zombie is killed when you shoot it closed enough but not too closed
' - flash red = you are killed when you are too closed to a zombie
' - flash yellow = you collect a coin
' - flash purple ... it's very rare, it is reserved for the winner only
'
' Weakness of this game that I haven't known yet how to do it... sorry :)
' - A zombie should run after you if it see you
' A zombie stop chasing you when you hide inside a room and close the door
' - Animated walking zombies, spinning coins
' - Limited amount of bullets, but you may reload them
' - Some puzzles to solve :
' 1. You have to find a key to open a door
' 2. You have to find an amunition box to reload your bullets
' 3. You have to find a paper map so that a little guided map is displayed on the screen
' 4. Some parts of the maze is totally dark, and you have to find a torch to light up the path
' - Utilize the right side panel as a dynamic information box :
' 1. Display collectible items (key,amunition box, paper map, torch etc.)
' 2. Display infos and clues for you in each different situation
' - Generate different mazes (maze generator in n7) every time you start a new game
' - It's still buggy (you may find some bugs in the codes)
'
' Acknowledgements :
' - Libraries by Marcus
' 1. json.n7
' 2. wolf3d.n7 , examples folder
' - Maze Generator https://wgsantos97.github.io/content/1-projects/1-Maze-Generator-I.html
' - Title Images and Animations
' Shadow https://images.app.goo.gl/RHRduqftTpoeqHpB8
' Gate https://images.app.goo.gl/SNMKgtxpvcuzBYoq9
' Maze logo https://images.app.goo.gl/uikJN2iKj2c27VA5A
' - Sound Effects
' Thunder https://pixabay.com/sound-effects/search/thunder/
' Evil Cue by SamuelFrancisJohnson https://pixabay.com/id/sound-effects/evil-cue-111895/
' Monster growl https://tuna.voicemod.net/sound/a05aabc9-4234-4f7e-a311-51c0b1e79a66
' - Tiles
' Stone wall https://u7.uidownload.com/vector/896/839/vector-stone-wall-texture-eps-thumbnail.jpg
' Ceiling https://www.deviantart.com/bcmartini77/art/Seamless-Stone-Tile-Texture-524353179
' Door https://images.app.goo.gl/aUv6hdWhpw3fhU1P7
' - Sprite
' Zombie https://images.app.goo.gl/AN8RbAvfA8bqAki69
' Holy Grail https://images.app.goo.gl/pGd2nh4ZieNwfxWz6
'==================================================
'----------------
' INITIALIZATION
'----------------
'#win32
include "json.n7"
include "wolf3d.n7"; w3d = Wolf3D()
set window "maze", 400, 200, false, 3
set redraw off
'color definition
white = [255,255,255]
white_ = [255,255,255,100]
black = [0,0,0]
lightgray = [100,100,100]
gray = [50,50,50]
red = [255,0,0]
red_ = [255,0,0,100]
pink = [255,0,255]
green = [0,200,0]
darkgreen = [0,64,0]
yellow = [255,255,0]
yellow_ = [255,255,0,100]
brown = [110,96,87]
blue_ = [0,0,255,100]
purple_ = [128,0,128,100]
' player
player = []
player.x = 0
player.z = 0
player.angle = 90 '90=south
player.lifes = 3
player.coins = 0 'count the number of collected coins
player.shootTimer = 0 'limit how often to shoot a new bullet.
player.killzombies = 0 'count the number of killed zombies
player.shoot = false
'set floor,ceiling,wall,door, coins on the maze
w3d.SetFloorTexture(tile.floor_)
w3d.SetCeilingTexture(tile.ceiling)
for z = 0 to sizeof(map)-1
for x = 0 to sizeof(map[0])-1
select map[z][x]
case 1
w3d.SetWall(x, z, tile.wall)
case 2
w3d.SetDoor(x, z, tile.door, W3D_X_AXIS)
case 5
holy_grail[0] = w3d.AddFloorSprite(x+0.5, z+0.5, acc.holy_grail, 0.5)
case 6
zombies[sizeof(zombies)] = w3d.AddFloorSprite(x+0.5, z+0.5, acc.zombie, 1)
case 8
coins[sizeof(coins)] = w3d.AddFloorSprite(x + 0.5, z + 0.5,acc.coin, 0.5)
case 9
player.x = x + 0.5
player.z = z + 0.5
endsel
next
next
' SetView(x, y, w, h, field of view)
w3d.SetView(3,3, width(primary)-100, height(primary)-6, rad(90))
' SetFog(min_d, max_d, r, g, b), a fog effect
w3d.SetFog(4, 8, black[0],black[1],black[2])
' Generate little guide map.
map = []
map.img = 0
map.scale = 2
create image map.img, w3d.mw*map.scale, w3d.mh*map.scale
set image map.img
set color pink; cls; set image colorkey map.img, pink[0],pink[1],pink[2]
for z = 0 to w3d.mh - 1
for x = 0 to w3d.mw - 1
if w3d.Wall(x, z) > 0 then
set color green
draw rect x*map.scale, z*map.scale, map.scale, map.scale, true
endif
next
next
set image primary
'--------------
' INTRODUCTION
'--------------
' Caution
set color white
set caret width(primary)/2,5
center "CAUTION"
center
center "Please beware if you have suffered"
center "any side effects when playing this game"
center "or are concerned that"
center "you might be in danger in doing so."
center "Please stop playing and take a rest"
center
center
center
center
center "Press ESC to continue.."
redraw
do;wait 1;until keydown(KEY_ESCAPE,true)
' Title Screen
gate = loadimage("myassets/title_gate.png")
thunder = loadsound("myassets/title_thunder.wav")
title = loadimage("myassets/title.png")
for i = 1 to 5
set color white_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
set color black; cls; set color white
play sound thunder
draw image gate,0,0; redraw; wait 500
next
set color white_
draw image title, (width(primary)-width(title))/2,5
set color white; set caret width(primary)/2,185; center "Press ESC to continue"
redraw
do; wait 1;until keydown(KEY_ESCAPE,true)
free image gate
free sound thunder
free image title
' Introduction
play music info.music_,true
darkness = loadimage("myassets/title_darkness.png",10,3)
for e = 5 to 1
for i = 0 to 20
set color black;cls;set color white
draw image darkness,5,0,i
set caret 30+width(darkness),10
wln "Choose your best paths."
wln "Reach the exit door."
wln "Even though ..."
wln "you walk through the maze"
wln "of the shadow of death"
wln "you won't be afraid"
wln "You'll find strength"
wln "in every step..."
wln
wln "Are you ready ?"
set color red; write e
redraw
wait 60
next
wait 10
next
free image darkness
'-----------
' MAIN LOOP
'-----------
while not keydown(KEY_ESCAPE)
'monster growl sound effect
timer.Duration = (clock() - timer.Start)/1000
if round(timer.Duration)%8 = 0 then
play sound timer.sound_,0.2
endif
set color black;cls;set color white
' info box layout
set color lightgray
draw rect info.x,info.y,info.w,info.h 'outer box
set color brown
draw image acc.logo,-10+info.x+25,info.y+15
draw rect -15+info.x+25,info.y+25*4,70,85
set caret -13+info.x+25,10+info.y+25*4
wln "Goto"
wln "Red Exit"
wln "and be"
wln "careful"
' Player's Movement
dx = 0; dz = 0
if keydown(KEY_CONTROL)
' Strafe with the arrow left and right keys.
if keydown(KEY_LEFT)
dx = dx + cos(rad(player.angle - 90))
dz = dz + sin(rad(player.angle - 90))
endif
if keydown(KEY_RIGHT)
dx = dx + cos(rad(player.angle + 90))
dz = dz + sin(rad(player.angle + 90))
endif
else
' Rotate view, use %360 to keep player.angle in the range [0..360]
if keydown(KEY_LEFT) player.angle = (player.angle - 2)%360
if keydown(KEY_RIGHT) player.angle = (player.angle + 2)%360
endif
' Move forward with the arrow up key.
if keydown(KEY_UP)
dx = dx + cos(rad(player.angle))
dz = dz + sin(rad(player.angle))
endif
if keydown(KEY_DOWN)
dx = dx - cos(rad(player.angle))
dz = dz - sin(rad(player.angle))
endif
'Player's movement
d = sqr(pow(dx,2) + pow(dz,2))
if d > 0
dx = dx/d ; dx = dx*0.05
dz = dz/d ; dz = dz*0.05
result = w3d.Move(player.x, player.z, dx, dz, 0.25)
player.x = result.x
player.z = result.z
endif
w3d.Render(player.x, player.z, rad(player.angle))
' collision player vs coins.
i = 0
while i < sizeof(coins)
c = coins[i]
' d = the square distance between the player and the coin
' if less than 0.25, the coin is picked up
d = (c.x - player.x)^2 + (c.z - player.z)^2
if d < 0.25
w3d.RemoveSprite(c)
free val coins, c
player.coins = player.coins + 1
'flash yellow
for i = 1 to 3
set color yellow_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
next
else
i = i + 1
endif
wend
' collision player vs holy_grail
hg = holy_grail[0]
dhg = (hg.x - player.x)^2 + (hg.z - player.z)^2
if dhg < 0.25
w3d.RemoveSprite(hg)
free val holy_grail, hg
'flash purple
for q = 1 to 3
set color purple_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
next
'The End
set color white
set caret 10,20
wln "You have not only reached"
wln "the exit door of the maze,"
wln "but also you have seen"
wln "The Holy Grail."
wln "You have embraced it"
wln "forever and ever."
wln
wln "Congratulations"
wln "You finished it in "+int(clock()/1000)+" seconds"
wln "You collected "+player.coins+" coins"
wln "You killed "+player.killzombies+" zombies"
redraw
do;wait 1; until keydown(KEY_ESCAPE,true)
end
endif
' collision player vs zombies
i = 0
while i < sizeof(zombies)
c = zombies[i]
' the square distance between the player and the zombies
' if less than 0.25, the coin is picked up
d = (c.x - player.x)^2 + (c.z - player.z)^2
if d < 0.25
w3d.RemoveSprite(c)
free val zombies, c
player.lifes = player.lifes-1
'flash red
for i = 1 to 3
set color red_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
next
'The End
if player.lifes < 0 then
set color white
set caret 10,40
wln "Now,you are one of them"
wln "As a zombie"
wln "You are trapped in the maze"
wln "Forever..."
wln
wln "The End"
redraw
do;wait 1; until keydown(KEY_ESCAPE,true)
end
endif
else
i = i + 1
endif
wend
' Shoot a bullet or open a door
player.shootTimer = max(player.shootTimer - 1, 0)
if keydown(KEY_SPACE)
' Facing(x, z, angle) returns true if the closest thing is a door.
res = w3d.Facing(player.x, player.z, rad(player.angle))
if res.door and res.distance < 1.0 and w3d.OpenDoor(res.mapx, res.mapz)
' so that the player doesn't shoot every time it opens a door
dummy = keydown(KEY_SPACE, true)
elseif player.shootTimer = 0
' AddSprite(center_x, center_y, center_z, texture, width, height)
bullet = w3d.AddSprite(player.x, 0.2, player.z, acc.bullet, 0.29, 0.29)
bullet.dx = 0.2*cos(rad(player.angle))
bullet.dz = 0.2*sin(rad(player.angle))
bullets[sizeof(bullets)] = bullet
player.shootTimer = 5
endif
endif
' Update bullets
i = 0
while i < sizeof(bullets)
b = bullets[i]
if w3d.MoveSprite(b, b.dx, b.dz, 0.1)
w3d.RemoveSprite(b)
free val bullets, b
else
i = i + 1
endif
'zombie is killed when the player is closed enough but not too closed
k = 0
while k < sizeof(zombies)
c = zombies[k]
db = (c.x - player.x)^2 + (c.z - player.z)^2
if db < 5
w3d.RemoveSprite(c)
free val zombies, c
player.killzombies = player.killzombies + 1
player.shoot = true
else
k = k + 1
endif
if player.shoot then
'flash blue
for m = 1 to 3
set color blue_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
next
player.shoot = false
endif
wend
wend
'Display green map, white player and red destination
x = 220
y = height(primary) - height(map.img) -5
set color white
draw image map.img, x, y
draw rect x + int(player.x*map.scale) - 1, y + int(player.z*map.scale) - 1, map.scale, map.scale, true
set color red
draw ellipse x + width(map.img)-2, y+height(map.img)-4, map.scale*1.5, map.scale*1.5, true
'Display Lifes, Timer, Coins, Zombies
set color white
set caret 10,5
wln "Lifes :"+player.lifes
wln "Coins :"+player.coins
wln "Zombies:"+player.killzombies
set caret 210,5
wln "Timer :"+int(clock()/1000)
' Update the window.
redraw
fwait 60
wend
'---------------
' Gone Too Soon
'---------------
'flash red
for i = 1 to 3
set color red_
draw rect 0,0,width(primary),height(primary),1
redraw; wait 100
next
set color white
set caret 10,40
wln "Gone too soon"
wln "Why now ?"
wln "You are still trapped in the maze"
wln "Forever..."
wln
wln "The End"
redraw
do;wait 1; until keydown(KEY_ESCAPE,true)
end
When I saw your first screen shot I thought, "Oh no! It's timed!". Thankfully it was not a "count down"... Phew!
Navigation was smooth. Having the mini-map is a huge help... The sound track is well chosen! Knowing that the wolf3d library was used, for me anyway, made it better experience. Huge fan of Wolf3D type games...
Great game! Well done!
Are you planning on a sequel or perhaps modifications to the current game? Whichever you choose, I will eagerly wait for it...!!
04-12-2024, 12:54 PM (This post was last modified: 04-12-2024, 12:57 PM by 1micha.elok.)
(04-12-2024, 11:23 AM)johnno56 Wrote: ... Huge fan of Wolf3D type games...
Are you planning on a sequel or perhaps modifications to the current game? Whichever you choose, I will eagerly wait for it...!!
Thank you for being a huge fan of Wolf3D type games !
There are some points that I have not found yet on how to code them, such as :
1. You play hide-and-seek with a zombie when you don't have bullets anymore ... lol ....
A zombie should run after you if it see you like in Pac-Man
A zombie stop chasing you when you hide inside a room and close the door
2. Animated walking zombies, spinning coins
3. Limited amount of bullets, but you may reload them
4. Some puzzles to solve :
a. You have to find a key to open a door
b. You have to find an amunition box to reload your bullets
c. You have to find a paper map so that a little guided map is displayed on the screen
d. Some parts of the maze is totally dark, and you have to find a torch to light up the path
5. Utilize the right side panel as a dynamic information box :
a. Display collectible items (key,amunition box, paper map, torch etc.)
b. Display infos and clues for you in each different situation
6. Generate different mazes (maze generator in n7) every time you start a new game
I wish, someone has the answers to the points above, so that THE MAZE - II will be on production
Raycasting games are just like top down 2d games. Maybe you can look at how I coded the enemies in farmer man (in7/examples/other)? I believe they chase the player when they see him. There should also be a function in wolf3d to check if a point (x, z) is visible from another point.
(04-12-2024, 06:08 PM)Marcus Wrote: Raycasting games are just like top down 2d games. Maybe you can look at how I coded the enemies in farmer man (in7/examples/other)? I believe they chase the player when they see him. There should also be a function in wolf3d to check if a point (x, z) is visible from another point.
The Farmer Man click to zoom in
Thanks, Marcus... I'll take a look at the Farmer Man....I saw your Avatar in that game, too
Wolf3D function to check point visibility
...and also learn how to use wolf3d to check point visibility
I found a MazeGen program, written in QB64, and figured that you could probably adapt if for your purposes.
It produces a 40x40 maze (walls only - sorry...) and outputs to the screen for a few seconds then ends.
It should not be too difficult to modify the output to a file...
I know... It's rough... but, until an Editor magically pops up, it's all I could throw together. I hope it helps...
ps: I made a very-crude Editor, in another language that shall remain nameless, and could possibly be converted to N7... but do not get your hopes up... At the moment it has more bugs than a carcass...
Code:
' Open a window and enable double buffering.
set window "MazeGen", 680, 680, false
set redraw off
randomize clock()
mWidth = 41
mHeight = 41
' Create array and fill
maze = dim(mWidth, mHeight)
for x = 0 to mWidth - 1
for y = 0 to mHeight - 1
maze[x][y] = "#"
next
next
' Values must be odd
if currentX % 2 = 0 currentX = currentX + 1
if currentY % 2 = 0 currentY = currentY + 1
maze[currentX][currentY] = " "
' Generate Maze
done = false
do
for i = 0 to 99
oldX = currentX
oldY = currentY
' Move in random directions
select case rnd(0, 3)
case 0
if currentX + 2 < mWidth currentX = currentX + 2
case 1
if currentY + 2 < mHeight currentY = currentY + 2
case 2
if currentX - 2 > 0 currentX = currentX - 2
case 3
if currentY - 2 > 0 currentY = currentY - 2
endsel
' If cell is unvisited then connect it
if maze[currentX][currentY] = "#"
maze[currentX][currentY] = " "
maze[int((currentX + oldX) / 2)][(currentY + oldY) / 2] = " "
endif
next
' Check if all cells are visited
done = true
for x = 1 to mWidth - 1 step 2
for y = 1 to mHeight - 1 step 2
if maze[x][y] = "#" done = false
next
next
until done = true
' Draw Maze
set color 255, 255, 255
for y = 0 to mHeight - 1
for x = 0 to mWidth - 1
set caret x * 16, y * 16
wln maze[x][y]
next
wln
next
redraw
wait 3000; end
I know... It is not very efficient, but it gets the job done... lol
(04-13-2024, 07:53 AM)johnno56 Wrote: I found a MazeGen program, written in QB64, and figured that you could probably adapt if for your purposes.
...
Thank you, Johnno
This is one of the game element that I am looking for.
The maze generator in N7. GREAT.
I'll learn your code and see how far I can adapt it to THE MAZE - II ( Yes, it is in production now ... .... at least the Maze location will be inside an ancient Egyptian Pyramid, no more zombies, but some guardian mummies will happily meet you there... lol ....)