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.[[code format="lb"]] 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 '8=up 6=right 2=down 4=left '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] [[code]]