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The Maze
#11
In Melbourne, we have a running joke, if you don't like the weather just wait 10 minutes... We have 180 days of overcast weather per year. Winters are quite mild. Rarely gets below 0C but summers can get up to mid to high 40'sC (mid 30'sC is normal)

Herein ends today's weather report... Moo Ha Ha Ha....

Mummies you say? Cool...
Logic is the beginning of wisdom.
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#12
(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.
...

RANDOM GENERATED MAZE
           
click each image to zoom - in

Image :
1.  The red creature can't see the white mouse
2.  The red creature can   see the white mouse
3.  At the exit door, press ENTER and a new random generated maze is created

The purpose of this short game :
- to be used for further maze game development

Acknowledgement :
- Farmer Man, The second game written in N7 by Marcus
- MazeGen, converted from QB64 to N7 by Johnno

Code:
'=======================================================
' Cat and Mouse
' The purpose of this short game is as an example :
' - random maze generator
' - the red creature is smile when he see and chase you
' - to be used for further maze game development
'
' Acknowledgement :
' - Farmer Man, The second game written in N7 by Marcus
' - MazeGen, converted from QB64 to N7 by Johnno
'=======================================================


'----------------
' INITIALIZATION
'----------------
include "assets/mazegen.n7"

set window "Cat and Mouse", 240, 222, false, 3
set redraw off

' Directions.
constant NONE = 0, LEFT = 1, RIGHT = 2, UP = 3, DOWN = 4

'color definition
visible white = [255,255,255]
visible black = [0,0,0]

visible player, opponent, map

InitialValue()

'-------------
' GAME LOOP
'-------------
do
    set color black;cls;set color white

    ' Update
    player.Update()
    opponent.Update()

    ' Draw
    map.Draw()
    opponent.Draw()
    player.Draw()
    player.Win()

    redraw
    fwait 60
until keydown(KEY_ESCAPE,true)

'-----------
' FUNCTONS
'-----------
function InitialValue()
    ' Load map
    generate_maze()
    map = LoadMap("assets/map.txt")
    map.img = loadimage("assets/tiles.png", 4, 1)

    ' Add player and enemies.
    player = Player(map, 1, 0)
    opponent = Enemy(map,14,11,loadimage("assets/red.png",4,2))
    opponent.SetPlayer(player)
    player.pacManMode = true
endfunc

function Map()
    map = []

    map.Obstacle = function(x, y)
        c = this.map[x%this.w][y%this.h]
        return c = 1
    endfunc

    map.CanMove = function(x, y, dir)
        select dir
            case LEFT  return not this.Obstacle(x - 1, y)
            case RIGHT  return not this.Obstacle(x + 1, y)
            case UP  return not this.Obstacle(x, y - 1)
            case DOWN  return not this.Obstacle(x, y + 1)
            default  return true
        endsel
    endfunc

    map.PickUp = function(x, y)
        x = x%this.w
        y = y%this.h
        c = this.map[x][y]
        return c
    endfunc

    map.DrawSprite = function(s)
        x = s.x + this.offsetX
        y = s.y
        f = s.baseFrame + s.frame
        draw image s.img, x, y, f
    endfunc

    map.Draw = function()
        for y = 0 to this.h - 1 
            for x = 0 to this.w - 1
                if this.map[x][y]
                    draw image this.img, this.offsetX + x*16, y*16, this.map[x][y]
                endif
            next
        next
    endfunc

    map.w = 0
    map.h = 0
    map.map = unset
    map.img = unset
    map.offsetX = 0

    return map
endfunc

function LoadMap(filename)
    f = openfile(filename)
        map = Map()
        map.w = 15
        map.h = 13
        map.pw = map.w*16
        map.ph = map.h*16
        map.map = fill(0, map.w, map.h)
        map.flags = []
        for y = 0 to map.h - 1 
            for x = 0 to map.w - 1
                c = fread(f)
                map.map[x][y] = c
            next
        next
        free file f
        return map
endfunc

function Sprite(map, x, y, img)
    s = []

    s.StartMove = function(dir)
        if this.moving or dir = NONE  return false
        ix = int(this.x/16)
        iy = int(this.y/16)
        if this.map.CanMove(ix, iy, dir)
            this.dir = dir
            select dir
                case LEFT
                    this.dx = -1
                    this.dy = 0
                    this.dstX = int(this.x) - 16
                    this.dstY = int(this.y)
                case RIGHT
                    this.dx = 1
                    this.dy = 0
                    this.dstX = int(this.x + 16)
                    this.dstY = int(this.y)
                case UP
                    this.dx = 0
                    this.dy = -1
                    this.dstX = int(this.x)
                    this.dstY = int(this.y - 16)
                case DOWN
                    this.dx = 0
                    this.dy = 1
                    this.dstX = int(this.x)
                    this.dstY = int(this.y + 16)
            endsel
            this.moving = true
        endif
        return this.moving
    endfunc

    s.Move = function()
        if this.moving
            this.x = this.x + this.dx*this.spd
            this.y = this.y + this.dy*this.spd
            if int(this.x) = this.dstX and int(this.y) = this.dstY
                this.moving = false
                this.x = (int(this.x/16)%this.map.w)*16
                this.y = (int(this.y/16)%this.map.h)*16
            endif
        endif
        return this.moving
    endfunc

    s.Draw = function()
        set color white
        this.map.DrawSprite(this)
    endfunc   

    s.map = map
    s.dir = NONE
    s.moving = false
    s.spd = 1
    s.x = x*16
    s.y = y*16
    s.dx = 0
    s.dy = 0
    s.img = img
    s.baseFrame = 0
    s.frame = 0

    return s
endfunc

function Player(map, x, y)
    p = Sprite(map, x, y, loadimage("assets/player1.png"))

    p.Update = function()
        this.hitTimer = max(this.hitTimer - 1, 0)

        item = this.map.PickUp(int((this.x + 8)/16), int((this.y + 8)/16))

        this.Move()
        if not this.moving
            if keydown(KEY_LEFT)  this.StartMove(LEFT)
            if keydown(KEY_RIGHT)  this.StartMove(RIGHT)
            if keydown(KEY_UP)  this.StartMove(UP)
            if keydown(KEY_DOWN)  this.StartMove(DOWN)
            if this.pacManMode and not this.moving  this.StartMove(this.dir)
        endif
        this.frame = 0
    endfunc   

    p.Draw = function()
        if this.hitTimer%4 < 2  this.map.DrawSprite(this)
    endfunc
   
    p.Win = function()
        if this.x = 14*16 then
            set color black;draw rect 20,height(primary)-12,width(primary),12,1
            set color white; set caret 20,height(primary)-12
            wln "At the Exit Door..ENTER"   
            redraw
            temp = rln()
            InitialValue()
        endif
    endfunc

    p.pacManMode = false
    p.hitTimer = 0

    return p
endfunc

function Enemy(map, x, y, img)
    e = Sprite(map, x, y, img)

    e.SetPlayer = function(player)
        this.player = player
    endfunc

    e.PossibleDirections = function()
        dirs = []
        x = int(this.x/16)
        y = int(this.y/16)
        if not this.map.Obstacle(x - 1, y)  dirs[sizeof(dirs)] = LEFT
        if not this.map.Obstacle(x + 1, y)  dirs[sizeof(dirs)] = RIGHT
        if not this.map.Obstacle(x, y - 1)  dirs[sizeof(dirs)] = UP
        if not this.map.Obstacle(x, y + 1)  dirs[sizeof(dirs)] = DOWN
        return dirs
    endfunc

    e.CanSeePlayer = function(dirs)
        if this.player
            dx = this.player.x - this.x
            dy = this.player.y - this.y
            ix = int(this.x/16)
            iy = int(this.y/16)
            px = int(this.player.x/16)
            py = int(this.player.y/16)
            foreach dir in dirs
                select dir
                    case LEFT
                        if dx < 0 and |dy| < 16
                            for x = ix to px  if this.map.Obstacle(x, iy)  break
                            if x < px  return LEFT
                        endif
                    case RIGHT
                        if dx > 0 and |dy| < 16
                            for x = ix to px  if this.map.Obstacle(x, iy)  break
                            if x > px  return RIGHT
                        endif
                    case UP
                        if dy < 0 and |dx| < 16
                            for y = iy to py  if this.map.Obstacle(ix, y)  break
                            if y < py  return UP
                        endif
                    case DOWN
                        if dy > 0 and |dx| < 16
                            for y = iy to py  if this.map.Obstacle(ix, y)  break
                            if y > py  return DOWN
                        endif
                endsel
            next
        endif
        return NONE
    endfunc

    e.AtWall = function(dirs)
        for i = 0 to sizeof(dirs) - 1
            if dirs[i] = this.dir  return false
        next
        return true
    endfunc

    e.AtCrossing = function(dirs)
        if this.dir = LEFT or this.dir = RIGHT
            for i = 0 to sizeof(dirs) - 1
                if dirs[i] = UP or dirs[i] = DOWN  return true
            next
        else
            for i = 0 to sizeof(dirs) - 1
                if dirs[i] = LEFT or dirs[i] = RIGHT  return true
            next
        endif
        return false
    endfunc

    e.Update = function()
        if this.pause > 0
            this.pause = this.pause - 1
            this.frame = 0
        else
            if not this.Move() this.AtNewPosition(this.PossibleDirections())
            if this.sawPlayer  then
                this.baseFrame = 4
                set color white; set caret 20,height(primary)-12
                wln "The Red : I can see you"
            else 
                this.baseFrame = 0
                set color white; set caret 20,height(primary)-12
                wln "The Red : Where are you ?"
            endif
            this.frame = (this.frame + 0.2*this.spd)%4
        endif
    endfunc

    e.AtNewPosition = function(dirs)
        if this.AtWall(dirs)
            dir = this.CanSeePlayer(dirs)
            if dir
                this.spd = 0.8
                this.sawPlayer = true
            else
                this.spd = 0.4
                if this.sawPlayer  this.pause = 60
                dir = dirs[rnd(sizeof(dirs))]
                this.sawPlayer = false
            endif
            this.StartMove(dir)
        else
            if not this.sawPlayer and this.CanSeePlayer(this.dir)
                this.spd = 0.8
                this.sawPlayer = true               
            endif
            this.StartMove(this.dir)
        endif
    endfunc

    e.spd = 0.4
    e.player = unset
    e.sawPlayer = false
    e.pause = 60 + rnd(3)*60
    dirs = e.PossibleDirections()
    e.StartMove(dirs[rnd(sizeof(dirs))])
   
    return e
endfunc


Attached Files
.zip   cat_mouse_mod.zip (Size: 5.55 KB / Downloads: 6)
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#13
Very nicely done!! The trick is not to be seen... lol

The red character looks somewhat familiar... lol

Great job!
Logic is the beginning of wisdom.
Reply
#14
THE MAZE 2 
Theme : ancient egyptian mummies

           
click each image to zoom - in

When an infamous cursed sand desert is full of mummies....what happens next ?

This game uses new library of s3d, it is really injected new fresh energy into the classic horror theme in the game with its contemporary and somewhat more experimental approach to the monster in 3D world.

THE MAZE II
Stage 1. Sand Desert
Stage 2. Maze

Hints :
1. You must close enough to cast a spell to kill a mummy
but don't too close.
2. Red screen = you are killed
3. Yellow screen = you kill a mummy
4. Find 5 mummies and kill them all.

Control :
SPACE = move forward
Mouse = see around
ESC = continue, exit
S = cast a spell to kill a mummy

coming soon ... don't miss it 

Big Grin Big Grin Big Grin
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#15
THE MAZE 2
Stage 2 ( work in progress )
Each maze is generated with random maze algorithm, so everytime you restart the game, it won't be the same maze.

           
click each image to zoom in

coming soon... don't miss it !

Big Grin Big Grin Big Grin
Reply
#16
Looking forward to it Smile

I should add a section to the naalaa homepage where visitors can download (finished) games created with n7 (and maybe n6).
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