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Maze generation
#3
Here's an example where the wolf3d library is used to let the player walk through the maze. But even with enemies and treasures, such a game would be extremely boring and difficult. Say, wouldn't it be better to generate a smaller maze but let each "room" in the maze array be represented by something larger in the game?

Most of the code here is for generating the textures, so don't be alarmed.

Code:
include "wolf3d.n7"

' Wolf3D instance.
visible w3d = Wolf3D()
' Images.
visible vWallImage, vFloorImage, vCeilingImage

set window "maze", 320, 240, false, 2
set redraw off

' Generate some images.
CreateAssets()

randomize time()

' Generate and display maze.
maze = GenerateMaze(24, 24)
side = 8
set color 0, 0, 0
cls
set color 255, 255, 255
for x = 0 to sizeof(maze) - 1  for y = 0 to sizeof(maze[0]) - 1
    dx = x*side
    dy = y*side
    if not maze[x][y].l  draw line dx, dy, dx, dy + side - 1
    if not maze[x][y].r  draw line dx + side - 1, dy, dx + side - 1, dy + side - 1
    if not maze[x][y].u  draw line dx, dy, dx + side - 1, dy
    if not maze[x][y].d  draw line dx, dy + side - 1, dx + side - 1, dy + side - 1
next
set caret 160, 208
center "A random maze"
center "Click to continue ..."
redraw
while not mousebutton(0, true)  fwait 60

' Convert it to an 2d array where each element is either empty or a wall.
map = fill(true, sizeof(maze)*2 + 1, sizeof(maze[0])*2 + 1)
for x = 0 to sizeof(maze) - 1  for y = 0 to sizeof(maze[0]) - 1
    map[x*2 + 1][y*2 + 1] = false
    if maze[x][y].l = true  map[x*2][y*2 + 1] = false
    if maze[x][y].u = true  map[x*2 + 1][y*2] = false
next
' Display it.
set color 0, 0, 0
cls
set color 255, 255, 255
side = 4
for x = 0 to sizeof(map) - 1  for y = 0 to sizeof(map[0]) - 1
    dx = x*side; dy = y*side
    if map[x][y]  draw rect x*side, y*side, side, side, true
next
set caret 160, 208
center "A random maze in a better format"
center "Click to continue ..."
redraw
while not mousebutton(0, true)  fwait 60

' Create a wolf3d map.
w3d.InitMap(sizeof(map), sizeof(map[0]))
w3d.SetFloorTexture(vFloorImage)
w3d.SetCeilingTexture(vCeilingImage)
for x = 0 to sizeof(map) - 1  for z = 0 to sizeof(map[0]) - 1
    if map[x][z]  w3d.SetWall(x, z, vWallImage)
next
w3d.SetFog(1.5, 6, 16, 32, 24)
' Init view.
w3d.SetView(0, 0, width(primary), height(primary), rad(86))
' Player position and angle.
playerX = 1.5; playerZ = 1.5
playerAngle = 0
' Game loop.
while not keydown(KEY_ESCAPE)
    dx = 0
    dz = 0
    if keydown(KEY_CONTROL)
        if keydown(KEY_LEFT)
            dx = dx + cos(rad(playerAngle - 90))
            dz = dz + sin(rad(playerAngle - 90))
        endif
        if keydown(KEY_RIGHT)
            dx = dx + cos(rad(playerAngle + 90))
            dz = dz + sin(rad(playerAngle + 90))
        endif
    else
        if keydown(KEY_LEFT)  playerAngle = (playerAngle - 2)%360
        if keydown(KEY_RIGHT) playerAngle = (playerAngle + 2)%360
    endif
    if keydown(KEY_UP)
        dx = dx + cos(rad(playerAngle))
        dz = dz + sin(rad(playerAngle))
    endif
    if keydown(KEY_DOWN)
        dx = dx - cos(rad(playerAngle))
        dz = dz - sin(rad(playerAngle))
    endif
    d = sqr(dx*dx + dz*dz)
    if d > 0
        dx = dx/d
        dz = dz/d
        dx = dx*0.05
        dz = dz*0.05
        result = w3d.Move(playerX, playerZ, dx, dz, 0.25)
        playerX = result.x
        playerZ = result.z
    endif
    w3d.Render(playerX, playerZ, rad(playerAngle))
    set color 255, 255, 255
    set caret width(primary)/2, 4
    center "Move and turn with the arrow keys"
    center "Hold Ctrl to strafe instead of turning"
    center "Press Esc to quit"
    redraw
    fwait 60
wend

' GenerateMaze
' ------------
' Return an array of the size w*h, where every element has four fields, l, r, u and d, telling if
' there's a way left, right, up and down.
function GenerateMaze(w, h)
    maze = fill([vis: false, l: false, r: false, u: false, d: false], w, h)
    GenerateMazeRec(maze, rnd(sizeof(maze)), rnd(sizeof(maze[0])), 0)
    return maze
 
    function GenerateMazeRec(maze, x, y, dir)
        if x < 0 or x >= sizeof(maze) or y < 0 or y >= sizeof(maze[0])  return false
        if maze[x][y].vis  return false
        maze[x][y].vis = true
        maze[x][y].wall = false
        if dir = 1
            maze[x][y].r = true
            maze[x + 1][y].l = true
        elseif dir = 2
            maze[x][y].l = true
            maze[x - 1][y].r = true
        elseif dir = 3
            maze[x][y].d = true
            maze[x][y + 1].u = true
        elseif dir = 4
            maze[x][y].u = true
            maze[x][y - 1].d = true
        endif
        visit = [1, 2, 3, 4]
        while sizeof(visit)
            index = rnd(sizeof(visit))
            if visit[index] = 1  GenerateMazeRec(maze, x - 1, y, 1)
            elseif visit[index] = 2  GenerateMazeRec(maze, x + 1, y, 2)
            elseif visit[index] = 3  GenerateMazeRec(maze, x, y - 1, 3)
            else  GenerateMazeRec(maze, x, y + 1, 4)
            free key visit, index
        wend
        return true
    endfunc
endfunc

' CreateAssets
' ------------
function CreateAssets()
    ' Wall image.
    vWallImage = createimage(64, 64)
    set image vWallImage
    for y = 0 to 63  for x = 0 to 63
        if rnd(4) = 0  set color 96 - y, 96 - y/2, 64 + rnd(64)
        else  set color 144 - rnd(64) - y, 64 + rnd(64) - 32, 16 + rnd(32)
        set pixel x, y
    next
    BoxBlur(vWallImage, 2, 1)
    set image vWallImage
    for y = 0 to 64/8 for x = 0 to 64/16 + y%2  Draw3DBorder(x*16 - y%2*8, y*8, 16, 8, 3, 64 - y*8, 64 + y*8, false)
 
    ' Floor image.
    vFloorImage = createimage(64, 64)
    set image vFloorImage
    for y = 0 to 63  for x = 0 to 63
        i = 32 + rnd(32)
        if rnd(4) = 0  set color 20 + rnd(32), 48 + rnd(24), 20 + rnd(32)
        else  set color i, i, i
        set pixel x, y
    next
    set image vFloorImage
    Draw3DBorder(0, 0, 64, 64, 16, 80, 32, true)
    BoxBlur(vFloorImage, 2, 2)
    set image vFloorImage
    Draw3DBorder(4, 4, 56, 56, 3, 32, 64, false)
 
    ' Ceiling image.
    vCeilingImage = createimage(64, 64)
    set image vCeilingImage
    for y = 0 to 63  for x = 0 to 63
        i = 32 + rnd(24)
        set color i + rnd(16), i + rnd(8), i
        set pixel x, y
    next
    BoxBlur(vCeilingImage, 1, 4)
    set image vCeilingImage
    set color 0, 0, 0, 64
    draw rect 32, 0, 32, 32, true
    draw rect 0, 32, 32, 32, true
    Draw3DBorder(0, 0, 32, 32, 2, 24, 64, false)
    Draw3DBorder(32, 0, 32, 32, 2, 64, 24, true)
    Draw3DBorder(0, 32, 32, 32, 2, 64, 24, true)
    Draw3DBorder(32, 32, 32, 32, 2, 24, 64, false)
 
    set image primary
endfunc

' BoxBlur
' -------
function BoxBlur(img, rx, ry)
    rx = max(int(rx), 0); ry = max(int(ry), 0)
    set image img
    w = width(img); h = height(img)
    data = dim(w, h)
 
    ' Blur vertically
    for y = 0 to h - 1  for x = 0 to w - 1  data[x][y] = pixeli(img, x, y)
    count = ry*2 + 1
    for x = 0 to w - 1
        sr = 0; sg = 0; sb = 0; sa = 0
        for y = -ry to ry
            p = data[x][y%h];
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
        for y = 0 to h - 1
            set color sr/count, sg/count, sb/count, sa/count
            set pixel x, y
            p = data[x][(y - ry)%h]
            sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
            p = data[x][(y + ry + 1)%h]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
    next
    ' Blur horizontally.
    for y = 0 to h - 1  for x = 0 to w - 1  data[x][y] = pixeli(img, x, y)
    count = rx*2 + 1
    for y = 0 to h - 1
        sr = 0; sg = 0; sb = 0; sa = 0
        for x = -rx to rx
            p = data[x%w][y]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
        for x = 0 to w - 1
            set color sr/count, sg/count, sb/count, sa/count
            set pixel x, y
            p = data[(x - rx)%w][y]
            sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
            p = data[(x + rx + 1)%w][y]
            sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
        next
    next
    set image primary
 
    ' Pixeli helpers.
    function Alpha(c); return int(c/16777216); endfunc
    function Red(c); return int((c/65536))%256; endfunc
    function Green(c); return int((c/256))%256; endfunc
    function Blue(c); return c%256; endfunc
endfunc

' Draw3DBorder
' ------------
function Draw3DBorder(x, y, w, h, thickness, lightAlpha, darkAlpha, invert)
    if thickness <= 0  return
    if invert
        light = 0
        dark = 255
    else
        light = 255
        dark = 0
    endif
    dal = lightAlpha/thickness
    dad = darkAlpha/thickness
    for i = 0 to thickness - 1
        set color light, light, light, lightAlpha
        draw line x + i, y + i, x + w - i - 1, y + i
        draw line x + i, y + i + 1, x + i, y + h - i - 1
        set color dark, dark, dark, darkAlpha
        draw line x + w - i - 1, y + i, x + w - i - 1, y + h - i - 1
        draw line x + w - i - 2, y + h - i - 1, x + i, y + h - i - 1
        lightAlpha = lightAlpha - dal
        darkAlpha = darkAlpha - dad
    next
endfunc


Attached Files
.n7   maze_wolf3d_1.n7 (Size: 9.01 KB / Downloads: 5)
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Messages In This Thread
Maze generation - by Marcus - 10-17-2024, 05:20 AM
RE: Maze generation - by johnno56 - 10-17-2024, 06:51 AM
RE: Maze generation - by Marcus - 10-17-2024, 03:54 PM
RE: Maze generation - by Marcus - 10-17-2024, 03:33 PM
RE: Maze generation - by johnno56 - 10-17-2024, 07:50 PM
RE: Maze generation - by Marcus - 10-18-2024, 04:54 PM
RE: Maze generation - by Marcus - 10-18-2024, 04:11 PM
RE: Maze generation - by 1micha.elok - 10-20-2024, 11:31 AM
RE: Maze generation - by kevin - 10-20-2024, 11:26 AM
RE: Maze generation - by johnno56 - 10-21-2024, 11:37 AM
RE: Maze generation - by kevin - 10-21-2024, 11:48 AM
RE: Maze generation - by johnno56 - 10-21-2024, 06:36 PM
RE: Maze generation - by Marcus - 10-21-2024, 06:33 PM
RE: Maze generation - by kevin - 10-21-2024, 07:00 PM
RE: Maze generation - by johnno56 - 10-21-2024, 07:37 PM
RE: Maze generation - by Marcus - 10-23-2024, 04:57 AM
RE: Maze generation - by kevin - 10-23-2024, 07:29 AM
RE: Maze generation - by johnno56 - 10-23-2024, 09:05 AM

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