Wednesday, January 7, 2015

Monkey-X - Platformer with roaming ai code example


The code below is around 400 lines long. This is becourse the ai is pretty smart. I made them be able to roam the map. They jump on platforms. There is also a player tha you can move around with the cursor keys and space bar. You can set the amount of ai entities on the map with the numai variable.





Import mojo

Class ai
    Field x:Float
    Field y:Float
    Field state:String
    Field laststate:String
    Field incy:Float
    Method New()
        Local exitloop = False
        While exitloop = False
            Local x1 = Rnd(0,mapwidth)
            Local y1 = Rnd(0,mapheight-1)
            If map[y1][x1] = 0
            If map[y1+1][x1] = 1
                Local gothrough = True
                For Local i:ai = Eachin ailist
                    If i.x = x1 And i.y = y1 Then gothrough = False
                Next
                If gothrough = True
                    x = x1*tilewidth
                    y = y1*tileheight
                    exitloop = True
                End If
            End If
            End If
        Wend
        state = "Wait"
    End Method
End Class

Const numai:Int=10
Const aiwidth:Int = 32
Const aiheight:Int = 32
Const playerwidth:Int=32
Const playerheight:Int=32
Global playerx:Float = 640/2-16
Global playery:Float = 480/2
Global pincy:Float
Global playerjump:Bool=False
Const tilewidth = 32
Const tileheight = 32
Const mapwidth:Int=20
Const mapheight:Int=10
Global map:Int[][] = [      [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
                            [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                            [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                            [1,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,1],
                            [1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1],
                            [1,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,1],
                            [1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
                            [1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1],
                            [1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1],
                            [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]

Global ailist:List<ai> = New List<ai>


Class MyGame Extends App
    Method OnCreate()
        SetUpdateRate(60)
        Seed = 2
        For Local i:Int = 0 Until numai
            ailist.AddLast(New ai)
        Next

    End
    Method OnUpdate()
        updateai
        ' Player left and right movement
        playermovement()        
        ' player gravity
        playergravity()
    End
    Method OnRender()
        Cls(0,0,0)
        SetColor(255,255,255)
        ' draw the map
        For Local y:Int = 0 Until mapheight
        For Local x:Int = 0 Until mapwidth
            If map[y][x] = 1 Then DrawRect(x*tilewidth,y*tileheight,tilewidth,tileheight)
        End
        End
        SetColor 255,0,0
        For Local i:ai = Eachin ailist
            DrawRect i.x,i.y,aiwidth,aiheight
        Next
           SetColor 255,255,255
        DrawText "Platformer with ai Example",10,10
        DrawText "Use cursor left/right and space bar to move player",10,25
        ' draw the player
        SetColor 255,255,0        
        DrawOval playerx,playery,playerwidth,playerheight
    End
End

Function updateai:Void()
    For Local i:ai = Eachin ailist
        Select i.state
            Case "Wait"
                If Rnd(0,100) < 2
                    If Int(Rnd(0,2)) = 1
                        i.laststate="Wait"
                        i.state="Left"
                    Else
                        i.laststate="Wait"
                        i.state="Right"
                    End If
                End If
            Case "Left"
                If aitc(i.x,i.y,0,1) = False
                    i.laststate="Left"
                    i.state="Falling"
                    i.incy = 0
                End If
                If canjumpleftupfar(i.x,i.y) = True And Int(Rnd(0,18)) = 1
                    i.laststate="Left"
                    i.state="Jumpleftup"
                    i.incy=-4
                End If

                If aitc(i.x,i.y,-2,0) = False
                        i.x-=2
                Else
                    If canjumpleftup(i.x,i.y) = True And Int(Rnd(0,3)) = 1
                        i.laststate="Left"
                        i.state = "Jumpleftup"
                        i.incy = -4
                    Else 
                        i.laststate="Left"
                        i.state="Right"
                    End If
                End If
            Case "Right"
                If aitc(i.x,i.y,0,1) = False
                    i.laststate="Right"
                    i.state="Falling"
                    i.incy = 0
                End If
                If canjumprightupfar(i.x,i.y) = True And Int(Rnd(0,18)) = 1
                    i.laststate="Right"
                    i.state="Jumprightup"
                    i.incy=-4
                End If
                If aitc(i.x,i.y,2,0) = False
                    i.x+=2
                Else
                    If canjumprightup(i.x,i.y) = True And Int(Rnd(0,3)) = 1 Then
                        i.laststate="Right"
                        i.state = "Jumprightup"
                        i.incy = -4
                    Else
                    i.laststate="Right"
                    i.state="Left"
                    End If
                End If
            Case "Falling"
                If i.incy <= 3 Then i.incy +=.1
                For Local ii:Int = 0 Until i.incy
                    i.y += 1
                    If aitc(i.x,i.y,0,1) = True
                        i.state = i.laststate
                        i.laststate = "Falling"                        
                        Exit
                    End
                End
            Case "Jumprightup"
                If aitc(i.x,i.y,2,0) = False
                    i.x+=2
                End If
                i.incy += .1
                For Local ii:Int = 0 Until Abs(i.incy)
                    i.y -= 1
                    If aitc(i.x,i.y,0,-1) = True Or i.incy > 0
                        i.state="Fallrightdown"
                        Exit
                    End If        
                Next
            Case "Fallrightdown"
                If aitc(i.x,i.y,2,0) = False
                    i.x+=2
                End If
                i.incy+=.1
                For Local ii:Int = 0 Until i.incy
                    i.y += 1
                    If aitc(i.x,i.y,0,1) = True
                        i.state = i.laststate
                        i.laststate = "Fallrightdown"                        
                        Exit
                    End
                End
            Case "Jumpleftup"
                If aitc(i.x,i.y,-2,0) = False
                    i.x-=2
                End If
                i.incy += .1
                For Local ii:Int = 0 Until Abs(i.incy)
                    i.y -= 1
                    If aitc(i.x,i.y,0,-1) = True Or i.incy > 0
                        i.state="Fallleftdown"
                        Exit
                    End If        
                Next
            Case "Fallleftdown"
                If aitc(i.x,i.y,-2,0) = False
                    i.x-=2
                End If
                i.incy+=.1
                For Local ii:Int = 0 Until i.incy
                    i.y += 1
                    If aitc(i.x,i.y,0,1) = True
                        i.state = i.laststate
                        i.laststate = "Fallleftdown"                        
                        Exit
                    End
                End
                
        End Select
    Next
End Function

Function canjumpleftupfar:Bool(x:Int,y:Int)
    Local tx=x/tilewidth
    Local ty=y/tileheight
    If tx - 3 > 0
    If ty - 3 > 0
    If map[ty-1][tx-2] = 1
    If map[ty-2][tx-2] = 0
        Return True
    End If
    End If
    End If
    End If
    Return False
End Function


Function canjumprightupfar:Bool(x:Int,y:Int)
    Local tx=x/tilewidth
    Local ty=y/tileheight
    If tx + 3 < mapwidth
    If ty - 3 > 0
    If map[ty-1][tx+2] = 1
    If map[ty-2][tx+2] = 0
        Return True
    End If
    End If
    End If
    End If
    Return False
End Function

Function canjumprightup:Bool(x:Int,y:Int)
    Local tx=x/tilewidth
    Local ty=y/tileheight
    If map[ty-2][tx+1] = 0 Then Return True
    Return False
End Function

Function canjumpleftup:Bool(x:Int,y:Int)
    Local tx=x/tilewidth
    Local ty=y/tileheight
    If map[ty-2][tx-1] = 0 Then Return True
    Return False
End Function


Function playermovement:Void()
       If KeyDown(KEY_RIGHT)
           For Local i=0 Until 2
            If playertc(1,0) = False
                   playerx+=1
            End If
           Next
       End If
       If KeyDown(KEY_LEFT)
           For Local i=0 Until 2    
               If playertc(-1,0) = False
                   playerx-=1
               End If
           Next
       End If
End Function

Function playergravity:Void()
        ' If the player is on the ground and the space bar is pressed
        If playerjump = False And playertc(0,1) = False
            playerjump = True
            pincy = 0
        End If
        If playerjump = False And KeyDown(KEY_SPACE) = True
            pincy = -4
            playerjump = True
        End
        'If the player is in the jump
        If playerjump = True
            pincy += 0.1
            'if the player is going up
            If pincy <=0
                For Local i:Int = 0 Until Abs(pincy)                
                    playery -= 1
                    If playertc(0,-1) = True
                        pincy = 0
                        Exit
                    End If
                End
            End
            ' if the player if going down
            If pincy > 0
                For Local i:Int = 0 Until pincy
                    playery += 1
                    'if the player touches the ground
                    If playertc(0,1) = True
                        playerjump = False                        
                        Exit
                    End
                End
            End
        End
End Function

' Ai with tile collision
Function aitc:Bool(x:Int,y:Int,offsetx:Int=0,offsety:Int=0)
    Local cx = (x + offsetx) / tilewidth
    Local cy = (y + offsety) / tileheight
    For Local y2=cy-1 Until cy+2
    For Local x2=cx-1 Until cx+2
        If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
            If map[y2][x2] > 0
                If rectsoverlap(x+offsetx,y+offsety,aiwidth,aiheight,x2*tilewidth,y2*tileheight,tilewidth,tileheight) = True
                    Return True
                End If
            End If
        End If
    Next
    Next
    Return False
End Function

Function playertc:Bool(x1:Int=0,y1:Int=0)
    Local cx = (playerx + x1) / tilewidth
    Local cy = (playery + y1) / tileheight
    For Local y2=cy-1 Until cy+2
    For Local x2=cx-1 Until cx+2
        If x2>=0 And x2<mapwidth And y2>=0 And y2<mapheight
            If map[y2][x2] > 0
                If rectsoverlap(playerx+x1,playery+y1,playerwidth,playerheight,x2*tilewidth,y2*tileheight,tilewidth,tileheight) = True
                    Return True
                End If
            End If
        End If
    Next
    Next
    Return False
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 Main()
    New MyGame()
End

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.