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benjamin805 benjamin805 Jul 20, 2011

I created this game to show an easy way to create boarders or walls for your 2D games in BASIC. This game only has one level, but it should not be too hard to create more. I want to create a version using sprites, since the sprites commands do not have an easy way to create walls for your games I am attempting to come up with something that will work for me. I'd like to share what I come up with. I know this is very basic, but it's just a starting point. With the sprite version I want to try to add a more fluent movement to the sprite.

 Hi, 

Just wanted to share a simple one level game that shows a simple way to create walls/boarders in your 2d game. The game has only 1 level, but it shouldn't be too hard to add more. I want to make another version using sprites, but time will determine that (free time that is).

[code] 'basic 2d game level wall/boarder example
'using native graphic commands
'programmed by Ben Jimenez
'July 20,2011


nomainwin

WindowWidth = 470
WindowHeight = 500

open "Boarder/Wall Example" for graphics_nsb_nf as #main
print #main, "fill white; flush"
print #main, "font ms_sans_serif 0 16"
#main,"up;goto 20 30;size 3;down"

dim pxy$(22,22)

'start postion of first wall piece
x=10
y=20

'draw boarder walls
for r=1 to 22 'first row
for c=1 to 22 'current row column loop
read d$
pxy$(r,c)=d$
if d$="B" then 'if boarder piece then draw it
#main,"up;goto ";x+20;" ";y+20;";down;backcolor blue;color blue"
#main,"boxfilled ";x;" ";y

end if

if d$="s" then 'save player start position
px=x 'set current pen x position to player start x
py=y ' set current pen y position to player start y
ar=r 'remember current row location
ac=c 'remember current column locaton
end if

x=x+20 'increase column x location by 20
next c
x=10
y=y+20 'increase row y location by 20
next r

#main,"flush" 'save drawn board as segment
#main,"flush" 'save a 2nd copy of board as segment

'draw player
#main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
#main,"circlefilled 6"

#main,"when characterInput [checkkey]"



[main.inputLoop] 'wait here for input event
#main,"setfocus"
wait

[checkkey]


key$ = Inkey$

if len(key$) < 2 then
'if wall/boarder found for next movement then no movement will be done.

if key$="2" then 'down


if pxy$(ar+1,ac)<>"B" then 'if next location is not a wall/boarder then move player
#main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
#main,"circlefilled 6"

py=py+20
#main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
#main,"circlefilled 6"

ar=ar+1

end if

end if

if key$="6" then 'right
if pxy$(ar,ac+1)<>"B" then 'if next location is not a wall/boarder then move player
#main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
#main,"circlefilled 6"
px=px+20
#main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
#main,"circlefilled 6"
ac=ac+1

end if



end if

if key$="4" then 'left
if pxy$(ar,ac-1)<>"B" then 'if next location is not a wall/boarder then move player
#main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
#main,"circlefilled 6"
px=px-20
#main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
#main,"circlefilled 6"
ac=ac-1

end if

end if

if key$="8" then 'up
if pxy$(ar-1,ac)<>"B" then 'if next location is not a wall/boarder then move player
#main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
#main,"circlefilled 6"
py=py-20
#main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
#main,"circlefilled 6"
ar=ar-1

end if
end if




end if
#main,"flush"
#main,"segment n"
#main,"delsegment ";n-2
if pxy$(ar,ac)="e" then
notice "You escaped the maze!"
end if
goto [main.inputLoop]



'maze data
data B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B
data B,s,B,x,x,x,B,x,B,x,x,x,x,x,B,x,x,x,x,x,x,B
data B,x,B,x,B,x,B,x,B,x,B,B,B,x,B,x,B,x,B,B,B,B
data B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,x,e
data B,x,x,x,B,x,B,x,x,x,B,x,B,x,B,x,B,x,B,x,B,B
data B,x,B,x,B,x,B,x,B,x,B,x,B,x,x,x,B,x,B,x,x,B
data B,x,B,x,B,x,x,x,B,x,B,x,B,B,B,B,B,x,B,B,x,B
data B,x,B,x,B,x,B,B,B,x,B,x,x,B,x,x,x,x,B,B,x,B
data B,x,B,x,B,B,B,x,B,x,B,B,x,B,x,B,B,B,B,x,x,B
data B,x,B,x,x,x,x,x,B,x,B,x,x,x,x,B,x,x,x,B,x,B
data B,x,B,B,B,x,B,x,B,x,B,x,B,B,B,B,x,B,B,B,x,B
data B,x,x,x,x,x,B,x,x,x,B,x,x,x,x,x,x,B,x,B,x,B
data B,x,B,x,B,x,B,B,x,B,B,B,B,B,B,B,B,B,x,B,x,B
data B,x,B,x,B,x,B,x,x,B,x,B,x,x,x,x,B,x,x,B,x,B
data B,x,B,x,B,x,B,B,x,B,x,B,x,B,B,x,B,x,B,x,x,B
data B,x,B,x,B,x,x,x,x,B,x,x,x,x,B,x,B,x,B,x,B,B
data B,x,B,x,B,B,B,B,B,B,x,B,B,x,B,x,B,x,B,x,B,B
data B,x,B,x,x,x,B,x,x,x,x,x,B,x,B,x,x,x,B,x,x,B
data B,x,B,B,B,B,B,B,B,B,B,x,B,x,B,B,B,B,B,B,x,B
data B,x,B,x,x,x,B,x,x,x,B,x,B,x,x,x,B,x,x,x,x,B
data B,x,x,x,B,x,x,x,B,x,x,x,B,x,B,x,x,x,B,x,B,B
data B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B

[/code]