I was watching a playthrough video of Superfrog and wanted to program a little bit of the game for myself. The part I made was where you can fall down in the map and hit a highjump block and be launched back up.
The code had a big set of characters where the map is stored. The size is 40 by 30 which is also set in the code by constant variables. 1 values are walls and 2 values are jump blocks.
Code below :
Import mojo
Global map:Int[][] = [ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,0,2,0,1,1,1,1,1,1,1,1,1,1,0,0,0,2,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]
Const mapwidth:Int=40
Const mapheight:Int=30
Const tilewidth:Int=32
Const tileheight:Int=32
Global mapx:Int=0
Global mapy:Int=0
Global mapsx:Int=0
Global mapsy:Int=0
Class player
Field x:Float=32*3
Field y:Float=32*6
Field w:Int=32
Field h:Int=32
Field incy:Float=0
Field isjumping:Bool = False
Method update()
' Here the springy is handled
If isjumping = True
If incy>0
If psc(0,1) = True
incy=-10
End If
End If
End If
'Left and Right movement
If KeyDown(KEY_RIGHT)
For Local i=0 Until 4 ' move with 4 pixels at a time
If ptc(1,0) = False
x+=1
End If
Next
End If
If KeyDown(KEY_LEFT)
For Local i=0 Until 4
If ptc(-1,0) = False
x-=1
End If
Next
End If
'player gravity part
'if in the air and not in jump
If isjumping = False
If ptc(0,1) = False
isjumping=True
incy=0
End If
End If
' jump
If KeyDown(KEY_SPACE)
If isjumping = False
isjumping = True
incy=-4
End If
End If
' if we are in a jump/falling down
If isjumping=True
If incy>=0 'if we are going down
If incy<4 Then incy+=.1
For Local i=0 Until(incy)
If ptc(0,1) = False
y+=1
Else
isjumping = False
End If
Next
End If
If incy<0 'if we are going up
incy+=.1
For Local i=0 Until Abs(incy)
If ptc(0,-1) = False
y-=1
Else
incy=0
End If
Next
End If
End If
End Method
Method draw()
SetColor 255,255,0
DrawRect x,y,w,h
End Method
End Class
Global p:player = New player
Class MyGame Extends App
Method OnCreate()
SetUpdateRate(60)
End Method
Method OnUpdate()
p.update
alignmap
End Method
Method OnRender()
Cls 0,0,0
drawmap
p.draw
SetColor 0,0,0
DrawRect 0,0,DeviceWidth(),32
SetColor 255,255,255
DrawText "Use Cursor left/right to move, space to jump",0,0
DrawText "Fall on a red springy to jump higher",0,16
End Method
End Class
Function alignmap:Bool()
For Local i=0 Until 4
If p.x > DeviceWidth / 2
If mapx+20 < mapwidth-1
mapsx-=1
If mapsx < 0 Then
mapsx = 31
mapx += 1
Endif
p.x-=1
End If
End If
Next
For Local i=0 Until 4
If p.x < DeviceWidth / 2
If mapx > 0
mapsx+=1
If mapsx > 32 Then
mapsx = 0
mapx -= 1
Endif
p.x+=1
End If
End If
Next
' scrolling down
For Local i=0 Until 16
If p.y > DeviceHeight / 2
If mapy+14 < mapheight-1
mapsy-=1
If mapsy < 0 Then
mapsy = 31
mapy += 1
Endif
p.y-=1
End If
End If
Next
' scrolling up
For Local i=0 Until 16
If p.y < DeviceHeight / 2
If mapy > 0
mapsy+=1
If mapsy > 31 Then
mapsy = 0
mapy -= 1
Endif
p.y+=1
End If
End If
Next
End Function
'player springy collision
Function psc:Bool(offsetx:Int=0,offsety:Int=0)
Local cx = (p.x+offsetx)/tilewidth+mapx
Local cy = (p.y+offsety)/tileheight+mapy
For Local y2=cy-1 Until cy+4
For Local x2=cx-1 Until cx+4
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If map[y2][x2] = 2
Local x3 = (x2-mapx)*tilewidth-32+mapsx
Local y3 = (y2-mapy)*tileheight+mapsy
If rectsoverlap(p.x+offsetx,p.y+offsety,p.w,p.h,x3,y3+tileheight/2,tilewidth,tileheight/2) = True
Return True
End If
End If
End If
Next
Next
Return False
End Function
'player collide with solid blocks true/false
Function ptc:Bool(offsetx:Int=0,offsety:Int=0)
Local cx = (p.x+offsetx)/tilewidth+mapx
Local cy = (p.y+offsety)/tileheight+mapy
For Local y2=cy-1 Until cy+4
For Local x2=cx-1 Until cx+4
If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
If map[y2][x2] = 1
Local x3 = (x2-mapx)*tilewidth-32+mapsx
Local y3 = (y2-mapy)*tileheight+mapsy
If rectsoverlap(p.x+offsetx,p.y+offsety,p.w,p.h,x3,y3,tilewidth,tileheight) = True
Return True
End If
End If
End If
Next
Next
Return False
End Function
Function drawmap:Void()
For Local y=0 To 14
For Local x=0 To 20
Local x1 = ((x*tilewidth)+mapsx)-tilewidth
Local y1 = ((y*tileheight)+mapsy)
Select map[y+mapy][x+mapx]
Case 1'Wall
SetColor 100,100,100
DrawRect x1,y1,tilewidth,tileheight
Case 2'spriny
SetColor 255,0,0
DrawRect x1,y1+tileheight/2,tilewidth,tileheight/2
End Select
Next
Next
End Function
Function rectsoverlap:Bool(x1:Int, y1:Int, w1:Int, h1:Int, x2:Int, y2:Int, w2:Int, h2:Int)
If x1 >= (x2 + w2) Or (x1 + w1) <= x2 Then Return False
If y1 >= (y2 + h2) Or (y1 + h1) <= y2 Then Return False
Return True
End Function
Function Main()
New MyGame()
End Function
How do I change the square to an image?
ReplyDeleteSorry for the late reply. I noticed (you?) asked on the monkeyx forum also and got answered there but the site is going down this month.
ReplyDeleteTo change from rectangle to image you only need to change the drawrect command to the drawimage command. Be sure to load an image too. I have no loadimage commands on this blog since I could not host data on the google sites.