Programming C, C++, Java, PHP, Ruby, Turing, VB
Computer Science Canada 
Programming C, C++, Java, PHP, Ruby, Turing, VB  

Username:   Password: 
 RegisterRegister   
 PreLoading Map
Index -> Programming, Turing -> Turing Help
View previous topic Printable versionDownload TopicSubscribe to this topicPrivate MessagesRefresh page View next topic
Author Message
Archi




PostPosted: Thu Aug 21, 2003 2:33 pm   Post subject: PreLoading Map

In my game, I want to have a maze type thnig where the player can only see the areas which he has already uncovered and about 2 "pixels' in front of him. Now I want the maze to be one of say 4 random mazes which I create. How would I go about doing that?
Sponsor
Sponsor
Sponsor
sponsor
Homer_simpson




PostPosted: Thu Aug 21, 2003 2:55 pm   Post subject: (No subject)

well how are u loading yer maze? in a 2d array of booleans?!
Archi




PostPosted: Thu Aug 21, 2003 3:39 pm   Post subject: (No subject)

Thats another thing I'm not sure how to do...what would be my best way to create the maze?
Homer_simpson




PostPosted: Thu Aug 21, 2003 4:57 pm   Post subject: (No subject)

well it's an easy way.... very easy...
u can just have yer arrays like this :
{t,t,t,t,t}
{t,t,f,f,t}
{t,f,t,f,t}
{t,t,t,t,t}
where it true it's solid where it is false it's not solid...
Homer_simpson




PostPosted: Thu Aug 21, 2003 5:05 pm   Post subject: (No subject)

here... i wrote u an example:

code:
var maze : array 1 .. 100, 1 .. 100 of boolean;
for x : 1 .. 100
    for y : 1 .. 100
        if Rand.Int (0, 1) = 0 then
            maze (x, y) := false
        else
            maze (x, y) := true
        end if
    end for
end for

for x : 1 .. 100
    for y : 1 .. 100

        if maze (x, y) = true then
            drawfillbox ((x*5), (y*5), (x*5) + 5, (y*5) + 5, 9);
        end if

    end for
end for

this is my first tutring program after like 2/3 months!!!
Homer_simpson




PostPosted: Thu Aug 21, 2003 5:58 pm   Post subject: (No subject)

here's another code which didn't com out as good as i thought it would =Þ
code:
const MAX_MAZE := 100
var maze : array 1 .. MAX_MAZE, 1 .. MAX_MAZE of boolean;
for x : 1 .. MAX_MAZE
    for y : 1 .. MAX_MAZE
        maze (x, y) := true
    end for
end for

var dir := 1
var x, y := 50;
var quitb := false;
var randdir := 1;
var badc := 0;
for i : 1 .. 10000
    case dir of
        label 1 :
            if y < MAX_MAZE then
                y += 1
            end if
        label 2 :
            if x < MAX_MAZE then
                x += 1
            end if
        label 3 :
            if y > 1 then
                y -= 1
            end if
        label 4 :
            if x > 1 then
                x -= 1
            end if
        label :
    end case
    maze (x, y) := false;
    %Generate Random Movement
    quitb := false;
    loop
        randdir := Rand.Int (1, 4)
        case randdir of
            label 1 :
                if y < MAX_MAZE - 1 then
                    if maze (x, y + 1) = true and maze (x, y + 2) = true then
                        dir := 1;
                        quitb := true
                        badc := 0
                        %drawfillbox ((x * 5), (y * 5), (x * 5) + 5, (y * 5) + 5, 10);
                    end if
                else
                    badc += 1;
                end if
            label 2 :
                if x < MAX_MAZE - 1 then
                    if maze (x + 1, y) = true and maze (x + 2, y) = true then
                        dir := 2;
                        quitb := true
                        badc := 0
                        %drawfillbox ((x * 5), (y * 5), (x * 5) + 5, (y * 5) + 5, 10);
                    end if
                    badc += 1;
                end if
            label 3 :
                if y > 2 then
                    if maze (x, y - 1) = true and maze (x, y - 2) = true then
                        dir := 3;
                        quitb := true
                        badc := 0
                        %drawfillbox ((x * 5), (y * 5), (x * 5) + 5, (y * 5) + 5, 10);
                    end if
                    badc += 1;
                end if
            label 4 :
                if x > 2 then
                    if maze (x - 1, y) = true and maze (x - 2, y) = true then
                        dir := 4;
                        quitb := true
                        badc := 0
                        %drawfillbox ((x * 5), (y * 5), (x * 5) + 5, (y * 5) + 5, 10);
                    end if
                    badc += 1;
                end if
            label :
        end case
        exit when quitb = true or badc >= 4
    end loop
end for
if badc >= 4 then
    x := Rand.Int (1, MAX_MAZE);
    y := Rand.Int (1, MAX_MAZE);
end if

for xx : 1 .. MAX_MAZE
    for yy : 1 .. MAX_MAZE

        if maze (xx, yy) = true then
            drawfillbox ((xx * 5), (yy * 5), (xx * 5) + 5, (yy * 5) + 5, 9);
        end if

    end for
end for


/EDIT
here's one that's a little better :
code:
const MAX_MAZE := 100
const SIZE := 3
var maze : array 1 .. MAX_MAZE, 1 .. MAX_MAZE of boolean;
for x : 1 .. MAX_MAZE
    for y : 1 .. MAX_MAZE
        maze (x, y) := true
    end for
end for
function inrange (x, y : int) : boolean
    if y < MAX_MAZE and x < MAX_MAZE and x > 1 and y > 1 then
        result true
    else
        result false
    end if
end inrange

for xx : 1 .. MAX_MAZE
    for yy : 1 .. MAX_MAZE

        if maze (xx, yy) = true then
            drawfillbox ((xx * SIZE), (yy * SIZE), (xx * SIZE) + SIZE, (yy * SIZE) + SIZE, black);
        end if
    end for
end for


var dir := 1
var x, y, randx, randy := 50;
var quitb := false;
var randdir := 1;
var badc, ii := 0;
for i : 1 .. 6000
    case dir of
        label 1 :
            if y < MAX_MAZE then
                y += 1
            end if
        label 2 :
            if x < MAX_MAZE then
                x += 1
            end if
        label 3 :
            if y > 1 then
                y -= 1
            end if
        label 4 :
            if x > 1 then
                x -= 1
            end if
        label :
    end case
    maze (x, y) := false;
    %Generate Random Movement
    quitb := false;
    badc := 0;
    loop
        randdir := Rand.Int (1, 4)
        case randdir of
            label 1 :
                if inrange (x, y) then
                    if maze (x, y + 1) = true and maze (x, y + 1) = true and maze (x + 1, y + 1) = true and maze (x - 1, y + 1) = true then
                        dir := 1;
                        quitb := true
                        badc := 0
                        drawfillbox ((x * SIZE), (y * SIZE), (x * SIZE) + SIZE, (y * SIZE) + SIZE, white);
                    end if
                else
                    badc += 1;
                end if
            label 2 :
                if inrange (x, y) then
                    if maze (x + 1, y) = true and maze (x + 1, y) = true and maze (x + 1, y + 1) = true and maze (x + 1, y - 1) = true then
                        dir := 2;
                        quitb := true
                        badc := 0
                        drawfillbox ((x * SIZE), (y * SIZE), (x * SIZE) + SIZE, (y * SIZE) + SIZE, white);
                    end if
                    badc += 1;
                end if
            label 3 :
                if inrange (x, y) then
                    if maze (x, y - 1) = true and maze (x, y - 1) = true and maze (x - 1, y - 1) = true and maze (x + 1, y - 1) = true then
                        dir := 3;
                        quitb := true
                        badc := 0
                        drawfillbox ((x * SIZE), (y * SIZE), (x * SIZE) + SIZE, (y * SIZE) + SIZE, white);
                    end if
                    badc += 1;
                end if
            label 4 :
                if inrange (x, y) then
                    if maze (x - 1, y) = true and maze (x - 1, y) = true and maze (x - 1, y - 1) = true and maze (x - 1, y + 1) = true then
                        dir := 4;
                        quitb := true
                        badc := 0
                        drawfillbox ((x * SIZE), (y * SIZE), (x * SIZE) + SIZE, (y * SIZE) + SIZE, white);
                    end if
                    badc += 1;
                end if
            label :
        end case
        exit when quitb = true or badc >= 100
    end loop
    if badc >= 4 then
        ii := 1;
        loop
            ii += 1;
            randx := Rand.Int (2, MAX_MAZE - 1);
            randy := Rand.Int (2, MAX_MAZE - 1);
            if maze (randx, randy) = true and maze (randx, randy) = true and maze (randx + 1, randy) = true and maze (randx + 1, randy + 1) = true and maze (randx, randy - 1) = true then
                x := randx
                y := randy
                exit
            end if
            exit when ii > 1000
        end loop
    end if
    delay (0)
end for
for xx : 1 .. MAX_MAZE
    for yy : 1 .. MAX_MAZE

        if maze (xx, yy) = true then
            drawfillbox ((xx * SIZE), (yy * SIZE), (xx * SIZE) + SIZE, (yy * SIZE) + SIZE, 9);
        else
            drawfillbox ((xx * SIZE), (yy * SIZE), (xx * SIZE) + SIZE, (yy * SIZE) + SIZE, 10);
        end if
    end for
end for



BTW none of thse maze generation ways that i'm using are based on any standards...
Asok




PostPosted: Thu Aug 21, 2003 6:49 pm   Post subject: (No subject)

holy shit homer, get a job or something you have too much time on your hands Razz
Homer_simpson




PostPosted: Thu Aug 21, 2003 7:11 pm   Post subject: (No subject)

that whole thing took me like 30 minutes or less.... i was bored any ways Razz
a job eh?! that's one of the things people dont give me for some reason!!!
Homer AD: "Design websites for 10 bux!!!" Laughing Laughing
Sponsor
Sponsor
Sponsor
sponsor
Display posts from previous:   
   Index -> Programming, Turing -> Turing Help
View previous topic Tell A FriendPrintable versionDownload TopicSubscribe to this topicPrivate MessagesRefresh page View next topic

Page 1 of 1  [ 8 Posts ]
Jump to:   


Style:  
Search: