Hi, all
With this tutorial i would like to share my experiences with programming in GLBasic.
It's a framework for a horizontal shooter game and contains routines like intro, startmenu, 2-layer scrolling, collision or sound.
My english is not very well. But nevertheless i hope you will understand it.
If you have any questions or suggestions then please do not post them in this thread but here:http://www.glbasic.com/forum/index.php?topic=2949.0 (http://www.glbasic.com/forum/index.php?topic=2949.0) Thanks.
I will split this tutorial into different parts. So you will have time to learn step by step.
A short example of how it looks at the end is avalable for download here:
Windows version:http://www.zshare.net/download/5735249659b47d37/ (http://www.zshare.net/download/5735249659b47d37/)
GP2X version:http://www.zshare.net/download/57352743c3fbf5c9/ (http://www.zshare.net/download/57352743c3fbf5c9/)
EDIT 27.07.2009: added a simple tilemap editor with sourcecode in attachement
control->GP2X:
startmenu: pad up/down = menucursor up and down
B-button = select menuentry
game: pad = move
B-button = shoot
START-button = return to startmenu
control->WIN:
startmenu: cursorkey up/down = menucursor up and down
"x"-key = select menuentry
game: cursorkey up/down = move
"x"-key = shoot
ENTER-key = return to startmenu
In the first part we start with the program body:
//=============================================================================
// T Y P E S
//=============================================================================
//=============================================================================
// C O N S T A N T S
//=============================================================================
// application states
GLOBAL AS_INTRO% = 1
GLOBAL AS_MENU% = 2
GLOBAL AS_LEVEL00% = 10
GLOBAL AS_EXIT% = 255
// button map
GLOBAL BUTTON_RIGHT% = 205
GLOBAL BUTTON_LEFT% = 203
GLOBAL BUTTON_DOWN% = 208
GLOBAL BUTTON_UP% = 200
GLOBAL BUTTON_A% = 44
GLOBAL BUTTON_B% = 45
GLOBAL BUTTON_R% = 54
GLOBAL BUTTON_START% = 28
GLOBAL BUTTON_VOLI% = 201
GLOBAL BUTTON_VOLD% = 209
//=============================================================================
// V A R I A B L E S
//=============================================================================
// application
GLOBAL AppState% = AS_INTRO
LOCAL done = FALSE
//-----------------------------------------------------------------------------
// I N I T
//-----------------------------------------------------------------------------
DRAWRECT 0,0,320,240,0
SHOWSCREEN
DRAWRECT 0,0,320,240,0
SHOWSCREEN
//-----------------------------------------------------------------------------
// M A I N L O O P
//-----------------------------------------------------------------------------
WHILE done=FALSE
SELECT AppState
CASE AS_INTRO ; AppState=RunIntro()
CASE AS_MENU ; AppState=RunMenu()
CASE AS_LEVEL00 ; AppState=RunLevel00()
CASE AS_EXIT ; done=TRUE
DEFAULT ; done=TRUE
ENDSELECT
WEND
//-----------------------------------------------------------------------------
// D E I N I T
//-----------------------------------------------------------------------------
DRAWRECT 0,0,320,240,0
SHOWSCREEN
DRAWRECT 0,0,320,240,0
SHOWSCREEN
First we reserve place for type definitions which we will add later.
Thereafter follows the constants which we will write always BIG in our program. With AS_INTRO etc. we describe the current state of the program (AS = Application State). Then follows some constants for assignment of keys.
Now we define the variables, whereby we write GLOBALS with a big and LOCALS with a small initial letter. We initialise the global variable AppState with AS_INTRO because we start our program with a little intro.
Then we clear the framebuffer.
Now the mainloop of the program:
If inside the loop
WHILE done=FALSE
...
WEND
the value of variable done is set to TRUE, we clear the framebuffer again and the program ends.
SELECT AppState
CASE AS_INTRO ; AppState=RunIntro()
CASE AS_MENU ; AppState=RunMenu()
CASE AS_LEVEL00 ; AppState=RunLevel00()
CASE AS_EXIT ; done=TRUE
DEFAULT ; done=TRUE
ENDSELECT
Here we check the program module to be performed. As we have setted the value of AppState to AS_INTRO it calls the module RunIntro().
The different modules are FUNCTIONS which will return a value. This value will be stored again in variable AppState. On next pass of loop, it will be checked again.
So. That's for first. In the second part we will deal with the intro.
[attachment deleted by admin]
In the second part of our tutorial we build executable code. In the attachement you will find the associated GLBasic project.
After unpacking the ZIP-file there should be the following files:
[isdo] -> this folder contains the datas from our program
[gfx] -> here are required graphic datas located
intro.png -> graphic for intro
menu.png -> graphic for startmenu
2D Shooter Tutorial Part 2.gbap -> our GLBasic project file
isdo.gbas -> program module with program loop
intro.gbas -> program module with code for visual program start
menu.gbas -> program module with code for a small startmenu
First we comment out following line in the mainloop (isdo.gbas). At the moment we don't need it.
//CASE AS_LEVEL00 ; AppState=RunLevel00()
After this let's have a closer look to the file intro.gbas.
//-----------------------------------------------------------------------------
// I N I T I N T R O
//-----------------------------------------------------------------------------
LOADBMP "./isdo/gfx/intro.png"
Here we load the graphic for our small intro in the backbuffer, so afterwards we can "grab out" then different sprites. That looks like this:
GRABSPRITE 1,0,0,306,52
GRABSPRITE 2,0,52,75,21
GRABSPRITE 3,75,52,18,17
GRABSPRITE 4,112,52,193,32
If you change the graphics on top of intro.png, you will be able to appear your own logo.
Now we let fade in the singel graphic parts.
// mountainsoft
FOR i=-0.01 TO -1 STEP -0.02
ALPHAMODE 0
DRAWRECT 0,0,320,240,RGB(255,255,255)
ALPHAMODE i
DRAWSPRITE 1,7,94
SHOWSCREEN
NEXT
In the FOR..NEXT loop we define in variable i how much the graphic would be fade in. DRAWRECT is necessary that the grapchic will not overlay itself. Right after this; let's have a break
SLEEP 3000
Then we fade out the graphic.
FOR i=-1 TO 0 STEP 0.02
ALPHAMODE 0
DRAWRECT 0,0,320,240,RGB(255,255,255)
ALPHAMODE i
DRAWSPRITE 1,7,94
SHOWSCREEN
NEXT
At the end we clear the backbuffer again.
ALPHAMODE 0
BLACKSCREEN
With
RETURN AS_MENU
we pass the control to the mainloop in isdo.gbas again. What would happen if we return the constant AS_INTRO instead of AS_MENU?
Now the startmenu. This code is written in file menu.gbas. Here we need first som local constants and variables.
// constants
LOCAL MS_STARTGAME% = 0
LOCAL MS_OPTIONS% = 1
LOCAL MS_PASSWORD% = 2
LOCAL MS_EXIT% = 3
// variables
LOCAL menuState% = 0
LOCAL buttonUp% = FALSE
LOCAL buttonDown% = FALSE
LOCAL done% = FALSE
MS_ stands for MenuState and describes the appropriate menupoint. buttonUp and buttonDown are used for button states, especially with GP2X.
//-----------------------------------------------------------------------------
// I N I T M E N U
//-----------------------------------------------------------------------------
LOADBMP "./isdo/gfx/menu.png"
GRABSPRITE 0,0,0 ,128,14
GRABSPRITE 1,0,22,128,14
GRABSPRITE 2,0,44,128,14
GRABSPRITE 3,0,66,128,14
GRABSPRITE 4,0,80,128,80
Like in the intro, first we load the menugraphic and then "grab" the single sprites out of it.
In the loop
WHILE done=FALSE
....
....
WEND
RETURN AS_EXIT
we check the value of done. If it is set to TRUE the program ends. If we look closer we can see that this query is not absolute necessary. But this way we have the possibility to break the program with done=TRUE for test purposes.
Now the first input check. For this we check B-button (GP2X) or "x"-key and look if it is pressed.
IF KEY(BUTTON_B)
....
....
ENDIF
According to this we jump to the particular menupoint. For the moment it's only EXIT.
SELECT menuState
CASE MS_EXIT
RETURN AS_EXIT
ENDSELECT
And here again: What would happen if we return the constant AS_INTRO instead of AS_EXIT?
When we check the cursorkeys or pad for up and down movement, we have to pay attention, that we jump olny to the next menupoint if we have released the cursorkeys or pad. Otherwise the menucursor is running like a wild horse.
IF KEY(BUTTON_DOWN)
IF menuState<MS_EXIT
IF buttonDown=FALSE
INC menuState,1
buttonDown=TRUE
ENDIF
ENDIF
ELSE
buttonDown=FALSE
ENDIF
With
DRAWRECT 0,0,320,240,0x0
DRAWSPRITE 4,96,128
DRAWSPRITE menuState,96,menuState*22+128
SHOWSCREEN
we visualise the whole thing.
That's it for the second part. Doesn't hurt, right?
In case you have questions to this tutorial or do not understand something, please ask. If i can help, i will try.
[attachment deleted by admin]
In the third part we handle the levelloop and add the scrolling.
Because some things will seem to be more complex, i can give you following tips:
- make a printout from the code. For me code on paper is more readable than on screen.
- mark the code you already understand respectively what you don't understand.
- try to change a value just to see what happens.
In the attachement you will find again the sample code. New added are the two files level00.gbas which contains the levelloop and library.gbas which contains our generally functions and subroutines. Then, isdo/gfx/level00.png contains back- and foregroundgraphics and also isdo/level00.dat where the indexlists for the tilemaps (see later) are stored.
Ok. In isdo.gbas we free our out commented line again.
CASE AS_LEVEL00 ; AppState=RunLevel00()
Then we change following line from AS_INTRO to AS_MENU so we can skip the intro.
GLOBAL AppState% = AS_MENU
We will draw our graphics after each visual display in this order:
1. Backgroundgrapchic (LayerBG)
2. Foregroundgraphic (LayerFG)
3. Statusdisplay on top (at the moment only a black filled rectangle)
For this we have to define some new types.
TYPE TLayerFG
Map%[4096]
ENDTYPE
is an indexlist which contain the tilenumbers of the foregroundgraphic.
TYPE TLayerBG
Map%[2048]
ENDTYPE
is an indexlist which contain the tilenumbers of the backgroundgraphic.
The tilegraphic is stored in isdo/gfx/level00.png and consists on 16x16 tiles and every single one of them has a size of 16x16 pixels.
Our tilemap is build as follows:
foreground background
[00][16][..][4080] [00][16][..][2032]
[01][17][..][4081] [01][17][..][2033]
[02][18][..][4082] [02][18][..][2034]
[03][19][..][4083] [03][19][..][2035]
[..][..][..][ .. ] [..][..][..][ .. ]
[..][..][..][ .. ] [..][..][..][ .. ]
[15][31][..][4095] [15][31][..][2047]
For example:
LayerFG[0]=255
with this we put the bottommost right tile at the uppermost position in or tilemap (foreground).
If you still have any questions according the tilemaps, then please ask again.
TYPE TEvent
Map%[4096]
ENDTYPE
This index-list contain special tileattributes. We need them later. Bute since they are icluded in the file level00.dat we have to define them now.
Now we must define this 3 lists as global variables.
//=============================================================================
// V A R I A B L E S
//=============================================================================
GLOBAL LayerFG AS TLayerFG
GLOBAL LayerBG AS TLayerBG
GLOBAL Event AS TEvent
New added is also the global variable AppTimer. This is a counter wich will be icreased by 1 on every screen refresh.
GLOBAL AppTimer% = 0
Then we have the two global variables ScrollX and ScrollY. We need them for scrolling.
GLOBAL ScrollX = 0
GLOBAL ScrollY = 0
The global constant COL_TRANSPARENT defines our transparent color value. In or program this means RGB(248,0,248).
GLOBAL COL_TRANSPARENT = 0xF800F8
... ok, let's take a deep breath... and go on...
We look now in the file level00.gbas.
First we create some local auxiliary variables.
LOCAL done% = FALSE
LOCAL x%,y%
LOCAL ix%,id%,p%
LOCAL val%
Then we set the scrollposition to startpoint.
ScrollX=0
ScrollY=0
With the following lines we load our leveldatas in our 3 indexlists.
// load layers
OPENFILE(1,"./isdo/level00.dat",TRUE)
FOR p=0 TO 4095
READUWORD 1,val
LayerFG.Map[p]=val
NEXT
FOR p=0 TO 2047
READUWORD 1,val
LayerBG.Map[p]=val
NEXT
FOR p=0 TO 4095
READUWORD 1,val
Event.Map[p]=val
NEXT
CLOSEFILE 1
To create leveldatas ether you can make your own leveleditor or you can create them in worst case by a HEX-editor.
Now we set the general transparencycolor to our predefined value.
SETTRANSPARENCY COL_TRANSPARENT
With
LOADBMP ""
we ensure the backgroundbuffer is empty. Otherwise it is possible that the new graphic will overlay an other.
Now we load our tilegraphic and assing to each of the 16x16 pixel size tiles an own spriteID. We start with the number 256 in case we have to expand if we need more tiles later.
LOADSPRITE "./isdo/gfx/level00.png",0
id=256
FOR y=0 TO 15
FOR x=0 TO 15
DRAWRECT 0,0,16,16,COL_TRANSPARENT
DRAWSPRITE 0,-x*16,-y*16
GRABSPRITE id,0,0,16,16
INC id,1
NEXT
NEXT
Then we clear the temporary sprite again.
LOADSPRITE "",0
From now on we are in the mainloop. That means, 60x per second we draw the whole screen in the backbuffer, and draw it just after that on the visual display.
//-----------------------------------------------------------------------------
// M A I N L O O P
//-----------------------------------------------------------------------------
WHILE done=FALSE
IF KEY(BUTTON_START) THEN RETURN AS_MENU
INC AppTimer,1
INC ScrollX,0.5
GOSUB KeyHANDLER
GOSUB LayerBGDRAW
GOSUB LayerFGDRAW
GOSUB StatusDRAW
SHOWSCREEN
WEND
We go on step bei step.
First we program an emergency exit. So we don't always have to turn on and off our device. Through pressing START-button (GP2X) or ENTER-key (WIN) we can return to the startmenu.
IF KEY(BUTTON_START) THEN RETURN AS_MENU
With every screen refresh we increase a general counter by 1.
INC AppTimer,1
Then we determine on how many pixels we will scroll each time (foregrund layer). If you like you can try to change this value.
INC ScrollX,0.5
Afterwards let's do the KeyHANDLER in library.gbas his work. His task is to handle all user inputs.
//=============================================================================
SUB KeyHANDLER:
//=============================================================================
// debug options
IF KEY(2) THEN LIMITFPS 2
IF KEY(3) THEN LIMITFPS 30
IF KEY(4) THEN LIMITFPS 60
IF KEY(5) THEN LIMITFPS 80
ENDSUB // KeyHANDLER
These 4 lines are only for test pruposes. Through pressing the keys "1"-"4" we can change the display refresh manually. This has the benefit to slow down everything, so we can see for example, if the collisions occours as accurate as possible.
With
GOSUB LayerBGDRAW
GOSUB LayerFGDRAW
we call 2 subroutines in library.gbas. These are drawing our two layers.
We calculate the position in LayerBG.Map from where we draw the first tile on top left.
// draw background layer
p=INTEGER(ScrollX / 16 /2)*16
Then we calculate the exact startposition in pixels, where we draw the first column of tiles.
dx=0-(bAND(ScrollX,31) /2)
In opposite to the foreground we have to divide by 2 on the background, so we reach a 2-layer effect.
Now we defin how many columns have to be drawn.
FOR x=0 TO 20
Since our screen resolution is 320x240 pixels this value results in: 320/16=20. But depending on scrollposition drawing starts outside the visible area on the left side. In this cases on the right side you can see the image-buildup. That's not very aesthetic. So we have to draw one more column.
dy=32
This is the exact startposition in pixels where we draw the first line of tiles (remember status display is 32 pixel heigh).
We draw 13 lines ((240-32)/16=13.
FOR y=0 TO 12
Here we don't have to add a line because we are not scrolling up or down.
Now we draw the calculated tile to its position (in pixel) on screen.
DRAWSPRITE LayerBG.Map[p],dx,dy
From now on we go line for line downwards until we reach the buttom border of screen.
INC dy,16
INC p,1
NEXT
Then we take the next column.
INC dx,16
INC p,3
NEXT
Since our layermap consit a dimension of 16 lines but we draw only 13 of them, we have to overjump 3 listpositions.
Still remains the statusdisplay.
GOSUB StatusDRAW
At the moment we take it easy and draw only a black filled rectangle with a subroutine in our library.
Library auf.
DRAWRECT 0,0,320,32,RGB(0,0,0)
I hopei have everything explained fairly understandable. If not just go into it.
Next time we take control of our "Hero".
[attachment deleted by admin]
In the forth part we breathe life into our hero and teach him how to shoot.
In the attached samplecode there is a new graphicfile for playersprites and shots isdo/gfx/player.png.
In isdo.gbas first we define again some new types, constants and variables:
TYPE TPlayer
PosX = 64
PosY = 64
Timer% = 0
Dir% = 0
Speed = 1.0
ENDTYPE
PosX und PosY is the position of our playersprite. Timer is a counter we increase every screenrefresh by 1. Dir is the move-direction and Speed defines the move-speed.
TYPE TShot
State%[8]
PosX[8]
PosY[8]
Dir%[8]
Count% = 8
ENDTYPE
Here we define a type for 8 shots. This means we will bable to show max. 8 shots at the same time.
State describes the current shot-state, PosX and PosY the shot-position and Dir the shot-direction. Count is the maximum of shots we can display at the same time.
// sprites
GLOBAL SPR_PLAYER% = 3
GLOBAL SPR_SHOT% = 18
In order that we don't have to memorize the appropriate spritenumber, we describe them with a clear constant.
// directions
GLOBAL DIR_UP% = 16
GLOBAL DIR_RIGHTUP% = 18
GLOBAL DIR_RIGTH% = 2
GLOBAL DIR_RIGHTDOWN% = 6
GLOBAL DIR_DOWN% = 4
GLOBAL DIR_LEFTDOWN% = 12
GLOBAL DIR_LEFT% = 8
GLOBAL DIR_LEFTUP% = 24
GLOBAL DIR_NONE% = 0
These are direction values wich we use for playersprite and shots.
Then we must define the variables:
GLOBAL Player AS TPlayer
GLOBAL Shot AS TShot
and then
GLOBAL ButtonB = TRUE
this provide us the state of button B or "x"-key.
In level00.gbas we initialise some of the new variables.
Player.PosX=8
Player.PosY=64
SPR_SHOT=18
// make player sprites
LOADSPRITE "./isdo/gfx/player.png",0
id=1
FOR x=0 TO 3
DRAWRECT 0,0,16,32,COL_TRANSPARENT
DRAWSPRITE 0,-x*16,0
GRABSPRITE id,0,0,16,32
INC id,1
NEXT
here we load graphicdatas for our hero. Nr.1+2 are animation-steps if the player flies straightforward. Nr.3+4 if he moves upright. You can expand this for the rest of directions, if you like.
// make shots
DRAWRECT 0,0,128,32,COL_TRANSPARENT
DRAWSPRITE 0,0,-64
GRABSPRITE 16,0,0,8,8
GRABSPRITE 17,8,0,8,8
GRABSPRITE 18,16,0,8,8
GRABSPRITE 19,24,0,8,8
GRABSPRITE 20,32,0,8,8
GRABSPRITE 24,16,16,16,16
With these lines we build sprites for the shots.
In the levelloop we must first set the state of button-B to TRUE.
ButtonB=TRUE
This is important, otherwise the following happens.
First we are in the startmenu. With button-B we confirm our choice. If the level starts and our button-B is still pressed, we shoot instantly.
Through setting on TRUE the program will wait until the release of button.
We increase the counter for spriteanimation.
INC Player.Timer,1
GOSUB ShotHANDLER
GOSUB PlayerHANDLER
With these two subprograms we manage the shots and the display of hero.
Now let's change to our library in library.gbas.
First we look in the code of PlayerHANDLER.
//=============================================================================
SUB PlayerHANDLER:
//=============================================================================
DRAWSPRITE SPR_PLAYER+(INTEGER((bAND(Player.Timer,3)/2))),Player.PosX,Player.PosY
ENDSUB // PlayerHANDLER
This is responsible for display the playersprite at the current position.
INTEGER((bAND(Player.Timer,3)/2))
gives back according to Player.Timer 0 or 1, wich corresponds to each animation-step. In our program we have only 2.
In the KeyHANDLER there are also a few changes.
First we must define some local variables
LOCAL kr%,kl%,kd%,ku%
They store if the corresponding direction is pressed or not. For this, first initialize.
kr=0;kl=0;kd=0;ku=0
Now we check if directions are pressed or not. If yes, we write the value in the local variable. Simultaneously we change the position of player-sprite.
IF KEY(BUTTON_RIGHT)
kr=2
INC Player.PosX,Player.Speed
ENDIF
IF KEY(BUTTON_LEFT)
kl=8
DEC Player.PosX,Player.Speed
ENDIF
IF KEY(BUTTON_DOWN)
kd=4
INC Player.PosY,Player.Speed
ENDIF
IF KEY(BUTTON_UP)
ku=16
DEC Player.PosY,Player.Speed
ENDIF
Afterwards we add the single variables to a bitmask. This means we have a binary string of "00000". If we press right-button the bitmask looks like "00010", if we press right-button+up-button "10010". That way it's possible to request multiple buttonstates. This mask we save in Player.Dir.
Player.Dir=kr+kl+kd+ku
Now to something unusual. SPR_PLAYER is per definition a constant spriteID. But here we use it as a variable, so by a change of direction we can change the basissprite for animation with just one command. As an example i've done it here for upright.
SPR_PLAYER=1
SELECT Player.Dir
CASE DIR_RIGHTUP
SPR_PLAYER=3
ENDSELECT
Now we teach our hero to shoot.
// player shoot
IF KEY(BUTTON_B)
IF ButtonB=FALSE
ButtonB=TRUE
GOSUB ShotADD
ENDIF
ELSE
ButtonB=FALSE
ENDIF
By pressing button-B we jump to routine ShootADD which adds a shot to our scene.
In this routine we first define a local counte variable and init with 0.
LOCAL ix%
ix=0
Then we run 8 times through a loop wich checks for every possible shot.
Loop1:
....
....
GOTO Loop1
ENDIF
We chek if the counter reaches the las shot.
IF ix=Shot.Count THEN RETURN
If yes, we add no other shot.
Thereafter we check if the current shot-entry is still in using.
IF Shot.State[ix]=0
Then we pass dhe direction-mask and startposition of the new shot.
Shot.Dir[ix]=Player.Dir
Shot.PosX[ix]=Player.PosX+8
Shot.PosY[ix]=Player.PosY+10
Shot.State[ix]=1
Shot.State is a state variable wich gives us the current step of the shot.
In ShootHANDLER we define some local variables and running in a loop all 8 shots again.
//=============================================================================
SUB ShotHANDLER:
//=============================================================================
LOCAL ix%,ev%,x%,y%
FOR ix=0 TO Shot.Count-1
IF Shot.State[ix]
....
....
ENDIF
NEXT
Now we calculate dthe actual shot-position in our eventmap and read out this value.
x=INTEGER(ScrollX+Shot.PosX[ix]) / 16
y=INTEGER(ScrollY+Shot.PosY[ix]-32) / 16
ev=Event.Map[x*16+y]
As we alredy know, the eventmap contain special attributes. Such an attribute can be a wall or a block at the same position in the LayerFG.Map. Practicaly this means, we end the shot as soon as there is a wall and don't let it fly through.
If the shot hit the wall we free the current shotentry.
IF ev>0 THEN Shot.State[ix]=0
.
According to the flightdirection we adjust the shotposition, draw the corresponding sprite and check if the shot reach screenborders.
CASE DIR_RIGHTUP
INC Shot.PosX[ix],2
DEC Shot.PosY[ix],2
DRAWSPRITE SPR_SHOT-1,Shot.PosX[ix],Shot.PosY[ix]
IF Shot.PosX[ix]>320
Shot.State[ix]=0
ENDIF
In the next part we will fight against enemies.
[attachment deleted by admin]
In this part we come to the most important part of this tutorial, the objects. If you understood this part, then you will see, gameprogramming isn't as difficult as it seems.
This time in the attached sample code there are new graphicdatas
isdo/gfx/player.png for our objects and
enemies.gbas.
Objects can be for example:
Enemies
Powerups
Effects
Enemyshots
For this we insert a new type in
isdo.gbas:
TYPE TObject
State%[32]
Typ%[32]
PosX[32]
PosY[32]
Timer%[32]
Count% = 32
ENDTYPE
With this we define a type for 32 objects. This means we will be able to display max. 32 objects at the same time.
State describes the current objectstate,
PosX and
PosY the position and
Timer is used as an animation-conter.
Count is the maximum of objects.
We build the corresponding variable.
GLOBAL Object AS TObject
Then we expand our spriteID list.
GLOBAL SPR_ENEMY1% = 512
GLOBAL SPR_ENEMY2% = 514
Because we need many different objects in a game, it's an advantage to assing a constant to every object.
// object ID's
GLOBAL ID_ENEMY1% = 0x11
GLOBAL ID_ENEMY2% = 0x12
We define 2 enemies:
ENEMY1 yellow enemy
ENEMY2 red enemy
In
level00.gbas we load our objectgraphics and "grab" out the single sprites.
// make objects
LOADSPRITE "./isdo/gfx/object.png",0
id=512
FOR y=0 TO 15
FOR x=0 TO 15
DRAWRECT 0,0,16,16,COL_TRANSPARENT
DRAWSPRITE 0,-x*16,-y*16
GRABSPRITE id,0,0,16,16
INC id,1
NEXT
NEXT
Then we expand our levelloop with the
ObjectHANDLER
GOSUB ObjectHANDLER
wich we will find in
library.gbas.
//=============================================================================
SUB ObjectHANDLER:
//=============================================================================
LOCAL ix%
FOR ix=0 TO Object.Count-1
IF Object.State[ix]
SELECT Object.Typ[ix]
CASE ID_ENEMY1
EnemyScripts(ix)
CASE ID_ENEMY2
EnemyScripts(ix)
ENDSELECT
ENDIF
NEXT
ENDSUB // ObjectHANDLER
This small program section is indeed a main component of our program!
As with the shots we running through a list and check first, if the listentry is already free. If yes, we look wath kind of objecttype it is.
Depending on objecttype then we refer to an objectscript, where the object would be handled separatly (attitude, moving, collision etc).
On call-up function
EnemyScripts we pass with
ix the current objectlist entry and hence the control over the corresponding object.
At this point there are already a few values in the objects entries, because with
IF ScrollX=128 THEN ObjectADD(ID_ENEMY1,320,120)
IF ScrollX=160 THEN ObjectADD(ID_ENEMY2,320,120)
in
level00.gbas we added some objects to our scene.
With this command we pass type and position of a new object to the
ObjectHANDLER.
//=============================================================================
FUNCTION ObjectADD: typ%,posX,posY
//=============================================================================
LOCAL ix%
ix=0
Loop1:
IF ix=Object.Count THEN RETURN
IF Object.State[ix]=0
Object.State[ix]=1
Object.Typ[ix]=typ
Object.PosX[ix]=posX
Object.PosY[ix]=posY
ELSE
INC ix,1
GOTO Loop1
ENDIF
RETURN
ENDFUNCTION // ObjectADD
Now let's have a closer look to a script. The most important variable is
Object.State. It describes the phase in which the object is located. In our example we have 3 phases. In each of this phase we change for example the position. If we finished the last phase, then we release the object again.
CASE 1
IF Object.PosX[ix] > 160
DEC Object.PosX[ix],2
ELSE
Object.State[ix]=2
ENDIF
CASE 2
IF Object.PosX[ix] > 64
DEC Object.PosX[ix],2
DEC Object.PosY[ix],1
ELSE
Object.State[ix]=3
ENDIF
CASE 3
IF Object.PosX[ix] > -16
DEC Object.PosX[ix],2
ELSE
Object.State[ix]=0
ENDIF
Now we only have to draw the object.
DRAWSPRITE SPR_ENEMY1+frame,Object.PosX[ix],Object.PosY[ix]
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Excellent tutorial, well done! I like the way this is evolving on a difficulty level :good:
In the second last part of this tutorial we will first automate the adding of objects. Thereafter we will concerne with collisions.
Last time we added with
IF ScrollX=128 THEN ObjectADD(ID_ENEMY1,320,120)
IF ScrollX=160 THEN ObjectADD(ID_ENEMY2,320,120)
in
level00.gbas the objects manually. But in a completed game are much more required, and it would be very laborious to call every single object separatly. Therefore we read out the datas from a predefined file
level00.evt. For this we must expand our existing event-type (TEvent).
IX% = 0
ID%[256]
Pos%[256]
X%[256]
Y%[256]
IX is a pointer to the actual listentry,
ID is the objectID,
Pos is the scrollposition WHEN the object shall appear and
X,Y the position WERE the object shall appear.
With
// init events
OPENFILE(1,"./isdo/level00.evt",TRUE)
FOR p=0 TO 254
READUWORD 1,val
Event.Pos[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.ID[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.X[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.Y[p]=val
NEXT
in
level00.gbas we load these datas into our eventlist. The request when a object shall appear, we do in the subroutine
EventHANDLER in
library.gbas.
//=============================================================================
SUB EventHANDLER:
//=============================================================================
LOCAL ix%,typ%
ix=Event.IX
IF ScrollX=Event.Pos[ix]
SELECT Event.ID[ix]
CASE ID_ENEMY1 TO ID_ENEMY2
ObjectADD(Event.ID[ix],Event.X[ix],Event.Y[ix])
ENDSELECT
INC Event.IX,1
ENDIF
ENDSUB // EventHANDLER
First we request the current index in the eventlist, then we check the type and add the corresponding object to the scene. The rest goes as if by magic.
And now to the collisions. There are different possibilities in GLBasic.
BOXCOLL cheks, if 2 rectangles interleaf eachother
SPRCOLL check, if visible pixels of 2 sprites interleaf eachother
We use a routine based on BOXCOLL. For this we define a so-called collisionbox for player, playershots and objects. This box can also be bigger or smaller then the sprite.
We have to expand the types.
CollTop
CollBottom
CollLeft
CollRight
The size of the collisionbox of objects we specify with function
//=============================================================================
FUNCTION SetCollBox: ix%,left,top,right,bottom
//=============================================================================
Object.CollLeft[ix]=Object.PosX[ix]+left
Object.CollTop[ix]=Object.PosY[ix]+top
Object.CollRight[ix]=Object.PosX[ix]+right
Object.CollBottom[ix]=Object.PosY[ix]+bottom
For test pruposes you can outcomment the following 3 lines. Then the collisionboxes appear half-transparent.
//ALPHAMODE 0.5
//DRAWRECT Object.CollLeft[ix],Object.CollTop[ix],Object.PosX[ix]+right-Object.CollLeft[ix],Object.PosY[ix]+bottom-Object.CollTop[ix],0xFFFFFF
//ALPHAMODE 0.0
For the player we build a separate box.
//=============================================================================
SUB PlayerHANDLER:
//=============================================================================
Player.CollTop=Player.PosY
Player.CollBottom=Player.PosY+31
Player.CollLeft=Player.PosX
Player.CollRight=Player.PosX+16
DRAWSPRITE SPR_PLAYER+(INTEGER((bAND(Player.Timer,3)/2))),Player.PosX,Player.PosY
ENDSUB // PlayerHANDLER
the same for the 8 shots in
ShotHANDLER.
Shot.CollTop [ix]=Shot.PosY[ix]
Shot.CollBottom[ix]=Shot.PosY[ix]+6
Shot.CollLeft [ix]=Shot.PosX[ix]
Shot.CollRight [ix]=Shot.PosX[ix]+6
It's important to make the assignements with every change of position.
Now the check if an object collides eather with player or with playershot.
//=============================================================================
FUNCTION CheckCollPlayer: ix%
//=============================================================================
IF Player.CollTop>Object.CollBottom[ix] OR Player.CollBottom<Object.CollTop[ix] OR Player.CollLeft>Object.CollRight[ix] OR Player.CollRight<Object.CollLeft[ix]
RETURN COLL_NONE
ELSE
RETURN COLL_PLAYER
ENDIF
RETURN COLL_NONE
With
ix we pass the index of object wich we check. If the object touches the player we return COLL_PLAYER, else we return COLL_NONE.
The same for playershots.
//=============================================================================
FUNCTION CheckCollShot: ix%
//=============================================================================
LOCAL i%
FOR i=0 TO Shot.Count-1
IF Shot.State[i]
IF Shot.CollTop[i]>Object.CollBottom[ix] OR Shot.CollBottom[i]<Object.CollTop[ix] OR Shot.CollLeft[i]>Object.CollRight[ix] OR Shot.CollRight[i]<Object.CollLeft[ix]
RETURN COLL_NONE
ELSE
Shot.State[i]=0
RETURN COLL_SHOT
ENDIF
ENDIF
NEXT
RETURN COLL_NONE
ENDFUNCTION // CheckCollShot
But this time we return COLL_SHOT and clear also the current shotentry.
We give the command for collisiondetection for every object in the scripts. As example we take ID_ENEMY1 in
enemies.gbas:
SetCollBox(ix,0,0,15,15)
Sets the size of collisionbox.
Then we check if ENEMY1 was hitted by a playershot.
IF CheckCollShot(ix)=COLL_SHOT
Object.State[ix]=0
EffectADD(ID_EFFECT1,Object.PosX[ix],Object.PosY[ix])
ENDIF
If yes, we clear the object out of the list and add an effect (explosion).
Effect are nothing else than object but they do not need a collisionbox. The reason to distinguish between effects and objects is
GOSUB KeyHANDLER
GOSUB LayerBGDRAW
GOSUB ShotHANDLER
GOSUB EventHANDLER
GOSUB ObjectHANDLER
GOSUB PlayerHANDLER
GOSUB LayerFGDRAW
GOSUB EffectHANDLER
GOSUB StatusDRAW
that we draw effects AFTER objects. Otherwise perhaps we can' see the effects behind other objects.
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In the last part we look, how to add a power-up and thus change the shotpower.
Then finally we add a backgroundmusic and some soundeffects. As always there is an attachement with samplecode.
If you worked through the 6th part, you know, we have 2 different enemytypes: ENEMY1 and ENEMY2.
In the program we can see ENEMY2 as RED enemy. Now this one shall, if it is hitted, leave a power-up.
For this we just have to add an object in our EnemySCRIPT.
ObjectADD(ID_POWERUP,Object.PosX[ix],Object.PosY[ix])
The script for the power-up item on the other hand you will find in file items.gbas.
CASE ID_POWERUP
SELECT Object.State[ix]
CASE 1
IF Object.PosX[ix]>-16
DEC Object.PosX[ix],0.5
ELSE
Object.State[ix]=0
ENDIF
ENDSELECT
DRAWSPRITE SPR_POWERUP,Object.PosX[ix],Object.PosY[ix]
SetCollBox(ix,0,0,15,15)
IF CheckCollPlayer(ix)=COLL_PLAYER
Object.State[ix]=0
PLAYSOUND(SFX_EXTRA,GetPan(Object.PosX[ix]),0.7)
SPR_SHOT=24
ENDIF
ENDSELECT
We check this item on collision with the player. If a collision occurs, we close the item in the objectlist and change our shot.
Now to the sound. This is an easy thing under GLBasic.
In file level000.gbas we load our soundeffects and allocate them a constant.
LOADSOUND "./isdo/sfx/shot.wav",SFX_SHOT,4
LOADSOUND "./isdo/sfx/explosion.wav",SFX_EXPLOSION,4
LOADSOUND "./isdo/sfx/extra.wav",SFX_EXTRA,4
Thereafter we load our backgroundmusic, setting the volume and play it.
PLAYMUSIC "./isdo/sfx/music.wav",TRUE
MUSICVOLUME 0.9
In GLBasic a soundeffect will be played with the command PLAYSOUND.
If you look on the ItemSCRIPT for example
PLAYSOUND(SFX_EXTRA,GetPan(Object.PosX[ix]),0.7)
the soundeffect with ID SFX_EXTRA will be played with a volume of 0.7.
Function GetPan in our library causes, the effect sounds depending of objectposition (left/right).
Ok. That's it. Now i hope to helped some of you with this tutorial. And as i said, if i can help someone, i will try to do.
As a little bonus you can download here isdo_090406.zip - 11.13MB (http://www.zshare.net/download/5828251862a0850c/) a 1min section of my project I.S.D.O. The playercollision is off. The backgroundmusics origin: "MOD-Archiv".
Steuerung->WIN:
startmenu: cursorkey up/down = menucursor up and down
"x"-key = select menuentry
game: cursorkey up/down = move
"x"-key = shoot
ENTER-key = return to startmenu
And now enjoy!! =D
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Hi!
Using CONSTANT is safer than GLOBAL or LOCAL when declaring genuine constants.