Import mojo
Class tilemap
Field tilew:Int
Field tileh:Int
Field width:Int
Field height:Int
Field map:Int[][]
Method New(width:Int,height:Int,tilew:Int,tileh:Int)
Self.width=width
Self.height=height
Self.tilew=tilew
Self.tileh=tileh
map = New Int[width][]
For Local i=0 Until width
map[i] = New Int[height]
Next
makemap
settiles
End Method
' Here we create the walls
Method settiles()
'create walls
For Local y=1 Until height-1
For Local x=1 Until width-1
Local t:Int=map[x][y]
If t=0 And map[x+1][y] = 1 Then map[x][y] = 2
If t=0 And map[x][y+1] = 1 Then map[x][y] = 2
If t=0 And map[x-1][y] = 1 Then map[x][y] = 2
If t=0 And map[x][y-1] = 1 Then map[x][y] = 2
Next
Next
' get corners
For Local y=1 Until height-1
For Local x=1 Until width-1
Local t:Int=map[x][y]
If t=0 And map[x+1][y] = 2 And map[x][y+1] = 2 Then map[x][y] = 3
If t=0 And map[x-1][y] = 2 And map[x][y+1] = 2 Then map[x][y] = 3
If t=0 And map[x][y-1] = 2 And map[x+1][y] = 2 Then map[x][y] = 3
If t=0 And map[x-1][y] = 2 And map[x][y-1] = 2 Then map[x][y] = 3
Next
Next
'set corners to value 2
For Local y=1 Until height-1
For Local x=1 Until width-1
If map[x][y] = 3 Then map[x][y] = 2
Next
Next
End Method
Method makemap()
'here we make random rectangles and see if they
'are placed next to another rectangle.
'This will grow a random level...
Local w1:Int=Rnd(1,4)
Local h1:Int=Rnd(1,4)
Local x1:Int=width/2
Local y1:Int=height/2
drawmaprect(x1,y1,w1,h1)
Local maxrooms:Int=(width*height)/30
Local numrooms:Int=0
Local cnt:Int=0
While numrooms < maxrooms And cnt<15000
cnt+=1
Local done:Bool=False
w1=Rnd(1,4)
h1=Rnd(1,4)
x1=Rnd(3,width-5)
y1=Rnd(3,height-5)
'check right
If map[x1][y1] = 1 And map[x1+1][y1] = 0 And map[x1+1][y1-2] = 0 And map[x1+1][y1+2] = 0
drawmaprect(x1,y1,w1,h1)
numrooms+=1
done=True
End If
'check bottom
If done=False And map[x1][y1] = 1 And map[x1][y1+1] = 0 And map[x1-2][y1+1] = 0 And map[x1+2][y1+1] = 0
drawmaprect(x1,y1,w1,h1)
numrooms+=1
done=True
End If
'check top
If done=False And y1+h1<height-1
If map[x1][y1+h1+1] = 1 And map[x1][y1+h1] = 0 And map[x1-2][y1+h1] = 0 And map[x1+2][y1+h1] = 0
drawmaprect(x1,y1,w1,h1)
numrooms+=1
done=True
End If
End If
'check left
If done=False And x1+w1<width-1
If map[x1+w1+1][y1] = 1 And map[x1+w1][y1] = 0 And map[x1+w1][y1-2] = 0 And map[x1+w1][y1+2] = 0
drawmaprect(x1,y1,w1,h1)
numrooms+=1
End If
End If
Wend
End Method
Method drawmaprect(x:Int,y:Int,w:Int,h:Int)
For Local y1=y To y+h
For Local x1=x To x+w
If x1>-1 And y1>-1 And x1<width And y1<height
map[x1][y1] = 1
End If
Next
Next
End Method
Method draw()
SetColor 255,255,255
For Local y=0 Until height
For Local x=0 Until width
Local t:Int=map[x][y]
Select t
Case 1 'wall
SetColor 100,100,100
DrawRect x*tilew,y*tileh,tilew,tileh
Case 2 'wall
SetColor 200,200,200
DrawRect x*tilew,y*tileh,tilew,tileh
End Select
Next
Next
End Method
End Class
Global m:tilemap
Class MyGame Extends App
Method OnCreate()
Seed = GetDate[5]
SetUpdateRate(60)
createrandommap()
End Method
Method OnUpdate()
If KeyHit(KEY_SPACE) Or MouseHit(MOUSE_LEFT)
createrandommap()
End If
End Method
Method OnRender()
Cls 0,0,0
m.draw
SetColor 255,255,255
DrawText "Press Space or Tab to create new level",0,0
End Method
End Class
Function createrandommap()
Local r:Int=Rnd(0,3)
Local w:Int,h:Int,tw:Int,th:Int
Select r
Case 0
w=20;h=15;tw=32;th=32
Case 1
w=20*2;h=15*2;tw=16;th=16
Case 2
w=20*4;h=15*4;tw=8;th=8
End Select
m = New tilemap(w,h,tw,th)
End Function
Function Main()
New MyGame()
End Function
Artificial intelligence/templates/examples/rts/rpg/strategy ect. in MonkeyX/CerberusX language. You can download the free version of MonkeyX from itch.io or Cerberus-x.com The Flash applets will stop working in around 2020.
Thursday, July 28, 2016
Monkey-X - Dungeon/Cave Generator Rectangles - code example
Wednesday, July 20, 2016
Monkey-X - Grey Rnd Poly grid backgrounds - code example
Import mojo
Class gridbackground
Field mapwidth:Int
Field mapheight:Int
Field tilewidth:Float
Field tileheight:Float
Field mapdepth:Int
Field mapx:Float[][]
Field mapy:Float[][]
Method New(mapwidth:Int,mapheight:Int)
Self.mapwidth = mapwidth
Self.mapheight = mapheight
tilewidth = DeviceWidth()/Float(mapwidth)
tileheight = DeviceHeight()/Float(mapheight)
mapx = New Float[mapwidth][]
mapy = New Float[mapwidth][]
For Local i = 0 Until mapwidth
mapx[i] = New Float[mapheight]
mapy[i] = New float[mapheight]
Next
makegrid
End Method
Method makegrid()
For Local y=0 Until mapheight
For Local x=0 Until mapwidth
mapx[x][y] = x*tilewidth + Rnd(-tilewidth/3,tilewidth/3)
mapy[x][y] = y*tileheight + Rnd(-tileheight/3,tileheight/3)
Next
Next
End Method
Method draw()
For Local y=0 Until mapheight-1
For Local x=0 Until mapwidth-1
Local pol:Float[8]
pol[0] = mapx[x][y]
pol[1] = mapy[x][y]
pol[2] = mapx[x+1][y]
pol[3] = mapy[x+1][y]
pol[4] = mapx[x+1][y+1]
pol[5] = mapy[x+1][y+1]
pol[6] = mapx[x][y+1]
pol[7] = mapy[x][y+1]
Local a:Int=Rnd(0,256)
SetColor a,a,a
DrawPoly pol
Next
Next
End Method
End Class
Global mygbg:gridbackground
Class MyGame Extends App
Method OnCreate()
SetUpdateRate(1)
mygbg = New gridbackground(25,25)
End Method
Method OnUpdate()
mygbg = New gridbackground(Rnd(10,30),Rnd(10,30))
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
mygbg.draw
End Method
End Class
Function Main()
New MyGame()
End Function
Tuesday, July 19, 2016
Monkey-X - Beginners - Sorting IntLists - code example
Import mojo
Class MyGame Extends App
Field mylist1:List<Int> = New IntList
Field mylist2:List<Int> = New IntList
Method OnCreate()
SetUpdateRate(60)
mylist1.AddLast(10)
mylist1.AddLast(50)
mylist1.AddLast(1)
mylist1.AddLast(31)
mylist1.AddLast(93)
mylist1.AddLast(12)
'sort low>hight
mylist1.Sort()
'list 2
mylist2.AddLast(10)
mylist2.AddLast(50)
mylist2.AddLast(1)
mylist2.AddLast(31)
mylist2.AddLast(93)
mylist2.AddLast(12)
'sort high>low
mylist2.Sort(False)
End Method
Method OnUpdate()
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
DrawText "Sorting Lists",0,0
Local cnt:Int=0
For Local i:=Eachin mylist1
DrawText i,10,cnt*10+50
cnt+=1
Next
cnt=0
For Local i:=Eachin mylist2
DrawText i,200,cnt*10+50
cnt+=1
Next
End Method
End Class
Function Main()
New MyGame()
End Function
Monkey-X - Beginners - Sorting StringLists - code example
Import mojo
Class MyGame Extends App
Field mylist1:List<String> = New StringList
Field mylist2:List<String> = New StringList
Method OnCreate()
SetUpdateRate(60)
mylist1.AddLast("hello")
mylist1.AddLast("this")
mylist1.AddLast("is")
mylist1.AddLast("a")
mylist1.AddLast("test")
mylist1.AddLast("mkay")
'sort alphabetically
mylist1.Sort()
'list 2
mylist2.AddLast("hello")
mylist2.AddLast("this")
mylist2.AddLast("is")
mylist2.AddLast("a")
mylist2.AddLast("test")
mylist2.AddLast("mkay")
'sort reversed alhabetically
mylist2.Sort(False)
End Method
Method OnUpdate()
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
DrawText "Sorting Lists",0,0
Local cnt:Int=0
For Local i:=Eachin mylist1
DrawText i,10,cnt*10+50
cnt+=1
Next
cnt=0
For Local i:=Eachin mylist2
DrawText i,200,cnt*10+50
cnt+=1
Next
End Method
End Class
Function Main()
New MyGame()
End Function
Monday, July 18, 2016
Monkey-X - Beginners - SetScissor - code example
Import mojo
Class MyGame Extends App
Method OnCreate()
SetUpdateRate(60)
End Method
Method OnUpdate()
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
DrawText "SetScissor Example (x,y,w,h)",10,10
' SetScissor x,y,w,h
SetScissor(50,50,640-100,480-100)
' Here we draw a image on the entire screen
' and that will only be drawn inside the
' scissor area.
SetColor 50,20,0
Local cx:Float=320
Local cy:Float=240
For Local angle=0 Until 360-10 Step 32
Local x1:Float=cx+Cos(angle)*640
Local y1:Float=cy+Sin(angle)*480
Local x2:Float=cx+Cos(angle+10)*640
Local y2:Float=cy+Sin(angle+10)*480
DrawPoly([cx,cy,x1,y1,x2,y2])
Next
End Method
End Class
Function Main()
New MyGame()
End function
Sunday, July 17, 2016
Monkey-X - Point in Triangle 2D - code example
Import mojo
Class MyGame Extends App
' set up the triangle
Field x1:Float=100
Field y1:Float=100
Field x2:Float=100
Field y2:Float=200
Field x3:Float=200
Field y3:Float=100
' collision info
Field col:String
Method OnCreate()
SetUpdateRate(60)
End Method
Method OnUpdate()
If pointintriangle2d(MouseX(),MouseY(),x1,y1,x2,y2,x3,y3)
col="Collision"
Else
col="No Collision"
End If
End Method
Method OnRender()
Cls 0,0,0
SetColor 255,255,255
DrawPoly([x1,y1,x2,y2,x3,y3])
DrawText col,0,0
End Method
End Class
' by RaGR (Ralph G. Roeske). from blitzbasic.com
Function pointintriangle2d(px:Float,pz:Float, x1:Float,y1:Float,x2:Float,y2:Float,x3:Float,y3:Float)
Local bc:Float,ca:Float,ab:Float,ap:Float,bp:Float,cp:Float,abc:Float
bc = x2*y3 - y2*x3
ca = x3*y1 - y3*x1
ab = x1*y2 - y1*x2
ap = x1*pz - y1*px
bp = x2*pz - y2*px
cp = x3*pz - y3*px
abc = Sgn(bc + ca + ab)
If (abc*(bc-bp+cp)>=0) And (abc*(ca-cp+ap)>=0) And (abc*(ab-ap+bp)>=0) Return True
End Function
Function Main()
New MyGame()
End Function
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