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Codesnippets => 2D-snippets => Topic started by: erico on 2015-Nov-14

Title: Dungeon Crawler
Post by: erico on 2015-Nov-14
From the discussions we had here:
http://www.glbasic.com/forum/index.php?topic=9675.0

At some point, I thought to do a dungeon crawler visualization in 2d to boot.
Just some exercise.

Here the code, and the appended full project+compiled pc version + a screen shot.
Be aware that the way I did is rough coding, but hopefully this will give a head start/example should you strive for the same or similar. :good:

Currently only the first top left player is controllable with:
WASD as north,strife east,south,strife west.
QE as rotation.
RF as up and down.

Can we advance this?
Cheers.

Code (glbasic) Select
// --------------------------------- //
// Project: MATCHY ADV
// Start: Thursday, November 12, 2015
// IDE Version: 14.006


// --- BOOT
SETSCREEN 680,400,0 ;// final resolution
CREATESCREEN 0,0,170,100 ;// player view set to sprite 0
SMOOTHSHADING FALSE

// --- VARIABLES
GLOBAL ft ;// for/next timer/player set (1-4)
GLOBAL world[] ;// world 3d array
DIM world[61][61][61]
GLOBAL fov[] ;// fov 3d array
DIM fov[5][5][5]
GLOBAL wx,wy,wz ;// for/next world scanner
DIM px[5]; DIM py[5]; DIM pz[5] ;// players position
DIM pf[5] ;// players face direction (1-4) 1 north
GLOBAL px[], py[], pz[], pf[]

// --- LOAD ASSETS
SETCURRENTDIR("Media") ;// go to media files
LOADSPRITE "GUIDE BKG.png",1 ;// load background guide
LOADANIM "BLK001.png",2,170,100 ;// load block sprites
LOADANIM "FOG.png",3,170,100 ;// load depth fog


// --- WORLD GENERATION
FOR wx=5 TO 55
FOR wy=5 TO 55
FOR wz=5 TO 55
IF RND(4)=1 THEN world[wx][wy][wz]=1 ;// ramdom plot block
NEXT
NEXT
NEXT

// --- HARDCODE PLAYER POSITION
px[1]=25 ; py[1]=25 ; pz[1]=55 ;// set player 1 coord
pf[1]=1 ;// set player 1 orientation
px[2]=24 ; py[2]=25 ; pz[2]=55 ;// set player 2 coord
pf[2]=1 ;// set player 2 orientation
px[3]=23 ; py[3]=25 ; pz[3]=55 ;// set player 3 coord
pf[3]=1 ;// set player 3 orientation
px[4]=26 ; py[4]=25 ; pz[4]=55 ;// set player 4 coord
pf[4]=1 ;// set player 4 orientation
FOR wx=22 TO 27 ;// clear players start room
FOR wy=25 TO 27
FOR wz=52 TO 55
world[wx][wy][wz]=0
NEXT
NEXT
NEXT
FOR wx=22 TO 27
FOR wz=52 TO 55
world[wx][24][wz]=1
NEXT
NEXT

// ------------------------------------------------------------------------- MAIN LOOP
WHILE TRUE

// --- DISPLAY
FOR ft=1 TO 4 ;// loop through players
USESCREEN 0 ;// use virtual screen
DRAWSPRITE 1,0,0 ;// draw bkg guide

// --- DUMP FOV ARRAY
IF pf[ft]=1 ;// check orientation north
FOR wx=0 TO 4 ;// dump
FOR wy=0 TO 4
FOR wz=0 TO 4
fov[wx][wy][wz]=world[px[ft]+wx-2][py[ft]+wy-2][pz[ft]-wz]
NEXT
NEXT
NEXT
ENDIF

IF pf[ft]=2 ;// check orientation east
FOR wx=0 TO 4 ;// dump
FOR wy=0 TO 4
FOR wz=0 TO 4
fov[wx][wy][wz]=world[px[ft]+wz][py[ft]+wy-2][pz[ft]+wx-2]
NEXT
NEXT
NEXT
ENDIF
//
IF pf[ft]=3 ;// check orientation south
FOR wx=0 TO 4 ;// dump
FOR wy=0 TO 4
FOR wz=0 TO 4
fov[wx][wy][wz]=world[px[ft]-wx+2][py[ft]+wy-2][pz[ft]+wz]
NEXT
NEXT
NEXT
ENDIF

IF pf[ft]=4 ;// check orientation west
FOR wx=0 TO 4 ;// dump
FOR wy=0 TO 4
FOR wz=0 TO 4
fov[wx][wy][wz]=world[px[ft]-wz][py[ft]+wy-2][pz[ft]-wx+2]
NEXT
NEXT
NEXT
ENDIF

// --- DRAW FOV [layer4]
IF fov[0][4][4]=1 THEN STRETCHANIM 2,0,0,0,170,100
IF fov[1][4][4]=1 THEN STRETCHANIM 2,1,0,0,170,100
IF fov[4][4][4]=1 THEN STRETCHANIM 2,0,170,0,-170,100
IF fov[3][4][4]=1 THEN STRETCHANIM 2,1,170,0,-170,100
IF fov[2][4][4]=1 THEN STRETCHANIM 2,2,0,0,170,100

IF fov[0][3][4]=1 THEN STRETCHANIM 2,3,0,0,170,100
IF fov[1][3][4]=1 THEN STRETCHANIM 2,4,0,0,170,100
IF fov[4][3][4]=1 THEN STRETCHANIM 2,3,170,0,-170,100
IF fov[3][3][4]=1 THEN STRETCHANIM 2,4,170,0,-170,100
IF fov[2][3][4]=1 THEN STRETCHANIM 2,5,0,0,170,100

IF fov[0][0][4]=1 THEN STRETCHANIM 2,0,0,100,170,-100 ;// mirror down
IF fov[1][0][4]=1 THEN STRETCHANIM 2,1,0,100,170,-100
IF fov[4][0][4]=1 THEN STRETCHANIM 2,0,170,100,-170,-100
IF fov[3][0][4]=1 THEN STRETCHANIM 2,1,170,100,-170,-100
IF fov[2][0][4]=1 THEN STRETCHANIM 2,2,0,100,170,-100

IF fov[0][1][4]=1 THEN STRETCHANIM 2,3,0,100,170,-100
IF fov[1][1][4]=1 THEN STRETCHANIM 2,4,0,100,170,-100
IF fov[4][1][4]=1 THEN STRETCHANIM 2,3,170,100,-170,-100
IF fov[3][1][4]=1 THEN STRETCHANIM 2,4,170,100,-170,-100
IF fov[2][1][4]=1 THEN STRETCHANIM 2,5,0,100,170,-100

IF fov[0][2][4]=1 THEN STRETCHANIM 2,6,0,0,170,100 ;// in the midium!!
IF fov[1][2][4]=1 THEN STRETCHANIM 2,7,0,0,170,100
IF fov[4][2][4]=1 THEN STRETCHANIM 2,6,170,0,-170,100
IF fov[3][2][4]=1 THEN STRETCHANIM 2,7,170,0,-170,100
IF fov[2][2][4]=1 THEN STRETCHANIM 2,8,0,0,170,100
DRAWANIM 3,3,0,0 ;// hardfog
// --- DRAW FOV [layer3]
IF fov[0][4][3]=1 THEN STRETCHANIM 2,9,0,0,170,100
IF fov[1][4][3]=1 THEN STRETCHANIM 2,10,0,0,170,100
IF fov[4][4][3]=1 THEN STRETCHANIM 2,9,170,0,-170,100
IF fov[3][4][3]=1 THEN STRETCHANIM 2,10,170,0,-170,100
IF fov[2][4][3]=1 THEN STRETCHANIM 2,11,0,0,170,100

IF fov[0][3][3]=1 THEN STRETCHANIM 2,12,0,0,170,100
IF fov[1][3][3]=1 THEN STRETCHANIM 2,13,0,0,170,100
IF fov[4][3][3]=1 THEN STRETCHANIM 2,12,170,0,-170,100
IF fov[3][3][3]=1 THEN STRETCHANIM 2,13,170,0,-170,100
IF fov[2][3][3]=1 THEN STRETCHANIM 2,14,0,0,170,100

IF fov[0][0][3]=1 THEN STRETCHANIM 2,9,0,100,170,-100 ;// mirror down
IF fov[1][0][3]=1 THEN STRETCHANIM 2,10,0,100,170,-100
IF fov[4][0][3]=1 THEN STRETCHANIM 2,9,170,100,-170,-100
IF fov[3][0][3]=1 THEN STRETCHANIM 2,10,170,100,-170,-100
IF fov[2][0][3]=1 THEN STRETCHANIM 2,11,0,100,170,-100

IF fov[0][1][3]=1 THEN STRETCHANIM 2,12,0,100,170,-100
IF fov[1][1][3]=1 THEN STRETCHANIM 2,13,0,100,170,-100
IF fov[4][1][3]=1 THEN STRETCHANIM 2,12,170,100,-170,-100
IF fov[3][1][3]=1 THEN STRETCHANIM 2,13,170,100,-170,-100
IF fov[2][1][3]=1 THEN STRETCHANIM 2,14,0,100,170,-100

IF fov[0][2][3]=1 THEN STRETCHANIM 2,15,0,0,170,100 ;// in the midium!!
IF fov[1][2][3]=1 THEN STRETCHANIM 2,16,0,0,170,100
IF fov[4][2][3]=1 THEN STRETCHANIM 2,15,170,0,-170,100
IF fov[3][2][3]=1 THEN STRETCHANIM 2,16,170,0,-170,100
IF fov[2][2][3]=1 THEN STRETCHANIM 2,17,0,0,170,100
DRAWANIM 3,2,0,0 ;// midfog
// --- DRAW FOV [layer2]
IF fov[0][4][2]=1 THEN STRETCHANIM 2,18,0,0,170,100
IF fov[1][4][2]=1 THEN STRETCHANIM 2,19,0,0,170,100
IF fov[4][4][2]=1 THEN STRETCHANIM 2,18,170,0,-170,100
IF fov[3][4][2]=1 THEN STRETCHANIM 2,19,170,0,-170,100
IF fov[2][4][2]=1 THEN STRETCHANIM 2,20,0,0,170,100

IF fov[0][3][2]=1 THEN STRETCHANIM 2,21,0,0,170,100
IF fov[1][3][2]=1 THEN STRETCHANIM 2,22,0,0,170,100
IF fov[4][3][2]=1 THEN STRETCHANIM 2,21,170,0,-170,100
IF fov[3][3][2]=1 THEN STRETCHANIM 2,22,170,0,-170,100
IF fov[2][3][2]=1 THEN STRETCHANIM 2,23,0,0,170,100

IF fov[0][0][2]=1 THEN STRETCHANIM 2,18,0,100,170,-100 ;// mirror down
IF fov[1][0][2]=1 THEN STRETCHANIM 2,19,0,100,170,-100
IF fov[4][0][2]=1 THEN STRETCHANIM 2,18,170,100,-170,-100
IF fov[3][0][2]=1 THEN STRETCHANIM 2,19,170,100,-170,-100
IF fov[2][0][2]=1 THEN STRETCHANIM 2,20,0,100,170,-100

IF fov[0][1][2]=1 THEN STRETCHANIM 2,21,0,100,170,-100
IF fov[1][1][2]=1 THEN STRETCHANIM 2,22,0,100,170,-100
IF fov[4][1][2]=1 THEN STRETCHANIM 2,21,170,100,-170,-100
IF fov[3][1][2]=1 THEN STRETCHANIM 2,22,170,100,-170,-100
IF fov[2][1][2]=1 THEN STRETCHANIM 2,23,0,100,170,-100

IF fov[0][2][2]=1 THEN STRETCHANIM 2,24,0,0,170,100 ;// in the midium!!
IF fov[1][2][2]=1 THEN STRETCHANIM 2,25,0,0,170,100
IF fov[4][2][2]=1 THEN STRETCHANIM 2,24,170,0,-170,100
IF fov[3][2][2]=1 THEN STRETCHANIM 2,25,170,0,-170,100
IF fov[2][2][2]=1 THEN STRETCHANIM 2,26,0,0,170,100
DRAWANIM 3,1,0,0 ;// lightfog
// --- DRAW FOV [layer1]
IF fov[0][3][1]=1 THEN STRETCHANIM 2,27,0,0,170,100
IF fov[1][3][1]=1 THEN STRETCHANIM 2,28,0,0,170,100
IF fov[4][3][1]=1 THEN STRETCHANIM 2,27,170,0,-170,100
IF fov[3][3][1]=1 THEN STRETCHANIM 2,28,170,0,-170,100
IF fov[2][3][1]=1 THEN STRETCHANIM 2,29,0,0,170,100

IF fov[0][1][1]=1 THEN STRETCHANIM 2,27,0,100,170,-100 ;// mirror down
IF fov[1][1][1]=1 THEN STRETCHANIM 2,28,0,100,170,-100
IF fov[4][1][1]=1 THEN STRETCHANIM 2,27,170,100,-170,-100
IF fov[3][1][1]=1 THEN STRETCHANIM 2,28,170,100,-170,-100
IF fov[2][1][1]=1 THEN STRETCHANIM 2,29,0,100,170,-100

IF fov[0][2][1]=1 THEN STRETCHANIM 2,30,0,0,170,100 ;// in the midium!!
IF fov[1][2][1]=1 THEN STRETCHANIM 2,31,0,0,170,100
IF fov[4][2][1]=1 THEN STRETCHANIM 2,30,170,0,-170,100
IF fov[3][2][1]=1 THEN STRETCHANIM 2,31,170,0,-170,100
DRAWANIM 3,0,0,0 ;// super lightfog
IF fov[2][2][1]=1 THEN STRETCHANIM 2,32,0,0,170,100

// --- DRAW FOV [layer0]

IF fov[1][3][0]=1 THEN STRETCHANIM 2,33,0,0,170,100
IF fov[3][3][0]=1 THEN STRETCHANIM 2,33,170,0,-170,100
IF fov[2][3][0]=1 THEN STRETCHANIM 2,34,170,0,-170,100

IF fov[1][1][0]=1 THEN STRETCHANIM 2,33,0,100,170,-100 ;// mirror down
IF fov[3][1][0]=1 THEN STRETCHANIM 2,33,170,100,-170,-100
IF fov[2][1][0]=1 THEN STRETCHANIM 2,34,170,100,-170,-100

IF fov[1][2][0]=1 THEN STRETCHANIM 2,35,0,0,170,100 ;// in the midium!!
IF fov[3][2][0]=1 THEN STRETCHANIM 2,35,170,0,-170,100






PRINT "X="+px[ft],2,2 ;// player info
PRINT "Y="+py[ft],2,10
PRINT "Z="+pz[ft],2,18
PRINT "F="+pf[ft],2,26
// PRINT "2BA="+world[px[1]][py[1]][pz[1]-2],2,34
// PRINT "FOV="+fov[2][2][2],2,42



// ---
USESCREEN -1 ;// use backbuffer
IF ft=1 THEN ZOOMSPRITE 0,84,50,2,2 ;// scale output pl1
IF ft=2 THEN ZOOMSPRITE 0,424,50,2,2 ;// scale output pl2
IF ft=3 THEN ZOOMSPRITE 0,84,250,2,2 ;// scale output pl3
IF ft=4 THEN ZOOMSPRITE 0,424,250,2,2 ;// scale output pl4
IF ft=4 THEN DRAWRECT 338,0,3,400,RGB(126,126,126) ;// hud
IF ft=4 THEN DRAWRECT 0,198,680,3,RGB(126,126,126) ;// hud
NEXT
// --- CONTROLS
IF KEY(17)=1 ;// advance
IF pf[1]=1 THEN pz[1]=pz[1]-1
IF pf[1]=2 THEN px[1]=px[1]+1
IF pf[1]=3 THEN pz[1]=pz[1]+1
IF pf[1]=4 THEN px[1]=px[1]-1
SLEEP 200
ENDIF
IF KEY(31)=1 ;// retreat
IF pf[1]=1 THEN pz[1]=pz[1]+1
IF pf[1]=2 THEN px[1]=px[1]-1
IF pf[1]=3 THEN pz[1]=pz[1]-1
IF pf[1]=4 THEN px[1]=px[1]+1
SLEEP 200
ENDIF
IF KEY(32)=1 ;// strife right
IF pf[1]=1 THEN px[1]=px[1]+1
IF pf[1]=2 THEN pz[1]=pz[1]+1
IF pf[1]=3 THEN px[1]=px[1]-1
IF pf[1]=4 THEN pz[1]=pz[1]-1
SLEEP 200
ENDIF
IF KEY(30)=1 ;// strife left
IF pf[1]=1 THEN px[1]=px[1]-1
IF pf[1]=2 THEN pz[1]=pz[1]-1
IF pf[1]=3 THEN px[1]=px[1]+1
IF pf[1]=4 THEN pz[1]=pz[1]+1
SLEEP 200
ENDIF
IF KEY(18)=1 ;// rotate right
pf[1]=pf[1]+1
IF pf[1]=5 THEN pf[1]=1
SLEEP 200
ENDIF
IF KEY(16)=1 ;// rotate left
pf[1]=pf[1]-1
IF pf[1]=0 THEN pf[1]=4
SLEEP 200
ENDIF
IF KEY(19)=1 ;// up
py[1]=py[1]+1
SLEEP 200
ENDIF
IF KEY(33)=1 ;// down
py[1]=py[1]-1
SLEEP 200
ENDIF
// --- POSITION LIMITS
IF px[1]<5 THEN px[1]=5
IF px[1]>55 THEN px[1]=55
IF py[1]<5 THEN py[1]=5
IF py[1]>55 THEN py[1]=55
IF pz[1]<5 THEN pz[1]=5
IF pz[1]>55 THEN pz[1]=55

// --- DEBUG HUD

SHOWSCREEN
WEND
// ------------------------------------------------------------------------- MAIN LOOP [END]
Title: Re: Dungeon Crawler
Post by: Ian Price on 2015-Nov-14
 :good: That's very cool erico.  :good:
Title: Re: Dungeon Crawler
Post by: UBERmonkeybot on 2015-Nov-14
All i get is this...


DOH!   ignore that i didn't get the zip only the listing... :S

That's nice!

Title: Re: Dungeon Crawler
Post by: erico on 2015-Nov-14
Yep, the zip has 3 media files, the blocks, the background and the fog.
Background and fog are skipable, but you need the blocks to see stuff.
Title: Re: Dungeon Crawler
Post by: bigsofty on 2016-Feb-15
Doh, don't know how I missed this, it's an excellent effect Erico. Kinda reminds me of mono mode on the old Atari ST.  :D
Title: Re: Dungeon Crawler
Post by: erico on 2016-Feb-15
Thanks, I have been trying to find time to change this to a proper simple 4 players game but can´t seem to find so.
Apart from the perspective distortion, I think it is a better route to use 3d to draw the art anyways.
I have been doing a bunch of stuff in low res black and white lately, is that what recalled mono mode? What is that?
Title: Re: Dungeon Crawler
Post by: UBERmonkeybot on 2016-Feb-15
Mono = monochrome

https://en.wikipedia.org/wiki/Monochrome

Title: Re: Dungeon Crawler
Post by: mentalthink on 2016-Feb-17
Wow I like it a lot, the effect like eyefish is really cool!!! and the simple graphics... very nice!!!
Title: Re: Dungeon Crawler
Post by: erico on 2016-Feb-19
thanks mental! Since it was going to be 2d, the perspective adds a nice twist, haven´t seen that before.

Quote from: monkeybot1968 on 2016-Feb-15
Mono = monochrome
https://en.wikipedia.org/wiki/Monochrome

I see, but what does that have to do with the atari st? Did it have a 2 color dither mode or something like that?
Mono = http://www.binaryzoo.com/mono_page/
:p