Here's an example of the idea that I mentioned yesterday.
I generate a small maze, 8x8 rooms, but let each room expand to 5x5 elements in the array used for generating the wolf3d map. When there's an opening between two rooms I either create a doorway or remove the entire (5 units long) wall, which results in an interesting looking maze.
I generate a small maze, 8x8 rooms, but let each room expand to 5x5 elements in the array used for generating the wolf3d map. When there's an opening between two rooms I either create a doorway or remove the entire (5 units long) wall, which results in an interesting looking maze.
Code:
include "wolf3d.n7"
constant RES = 480
' Wolf3D instance.
visible w3d = Wolf3D()
' Images.
visible vWallImage, vFloorImage, vCeilingImage
set window "maze", RES*screenw()/screenh(), RES, true
set redraw off
' Generate some images.
CreateAssets()
randomize time()
' Generate and display maze.
maze = GenerateMaze(8, 8)
side = 16
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 width(primary)/2, height(primary) - fheight()*3
center "A random maze"
center "Click to continue ..."
redraw
while not mousebutton(0, true) fwait 60
' Convert it to an 2d map array where each element is either empty or a wall. Let each room in the
' maze array be represented by 5x5 elements in the map array - a 5x5 units large room.
map = fill(true, sizeof(maze)*6 + 1, sizeof(maze[0])*6 + 1)
removedWallsLeft = 0
removedWallsUp = 0
for x = 0 to sizeof(maze) - 1 for y = 0 to sizeof(maze[0]) - 1
' Clear the 5x5 room.
for xx = x*6 + 1 to x*6 + 5 for yy = y*6 + 1 to y*6 + 5 map[xx][yy] = false
' A way left?
if maze[x][y].l
' Either remove the entire wall or create a doorway.
if rnd(2 + removedWallsLeft) = 0
removedWallsLeft = removedWallsLeft + 1
for yy = y*6 + 1 to y*6 + 5 map[x*6][yy] = false
else
map[x*6][y*6 + 1 + rnd(5)] = false
removedWallsLeft = 0
endif
else
removedWallsLeft = 0
endif
' A way up?
if maze[x][y].u
' Either remove the entire wall or create a doorway.
if rnd(2 + removedWallsUp) = 0
removedWallsUp = removedWallsUp + 1
for xx = x*6 + 1 to x*6 + 5 map[xx][y*6] = false
else
removedWallsUp = 0
map[x*6 + 1 + rnd(5)][y*6] = false
endif
else
removedWallsUp = 0
endif
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 width(primary)/2, height(primary) - fheight()*3
center "Same maze but way more interesting"
center "Click to continue ..."
redraw
while not mousebutton(0, true) fwait 60
' Create a wolf3d map and a map image.
mapImage = createimage(sizeof(map)*3, sizeof(map[0])*3)
set image mapImage
w3d.InitMap(sizeof(map), sizeof(map[0]))
w3d.SetFloorTexture(vFloorImage)
w3d.SetCeilingTexture(vCeilingImage)
set color 255, 255, 255
for x = 0 to sizeof(map) - 1 for z = 0 to sizeof(map[0]) - 1
if map[x][z]
w3d.SetWall(x, z, vWallImage)
draw rect x*3, z*3, 3, 3, true
endif
next
set image primary
w3d.SetFog(1.5, 6, 48, 48, 56)
' Init view.
w3d.SetView(0, 0, width(primary), height(primary), rad(60*width(primary)/height(primary)))
' 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"
set color 0, 192, 0, 64
x = 4
y = height(primary) - height(mapImage) - 4
draw image mapImage, x, y
set color 255, 255, 0, 128
draw ellipse x + playerX*3, y + playerZ*3, 2, 2, true
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) + y/2, 16 + rnd(32)
set pixel x, y
next
set image vWallImage
for y = 0 to 64/16 for x = 0 to 64/32+ y%2 Draw3DBorder(x*32 - y%2*16, y*16, 32, 16, 5, 192, 32, true)
BoxBlur(vWallImage, 2, 2)
set image vWallImage
for y = 0 to 64/16 for x = 0 to 64/32+ y%2 Draw3DBorder(x*32 - y%2*16 + 1, y*16 + 1, 30, 14, 4, 64 - y*16, 64 + y*16, 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 16 + rnd(24), 48 + rnd(32), 16 + rnd(24)
else set color i/2, i/2, i/2
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 = 24 + rnd(24)
set color i*1.5 + rnd(24), 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