+ Code Snippetset display mode 800,600,16
rem cls for graphic cards for no flickering
sync on
sync rate 0
hide mouse
backcolor=rgb(0,0,0)
backdrop on
color backdrop backcolor
cls
rem map
mapsize=512
dim map$(mapesize,mapesize)
rem divides map makes map size around player 16x16
maxcubes=200
collisionstep=int(cubesize/10)
rem invirment valuase fog darkness and such :)
fog on
fog color backcolor
fog distance (int(maxcubes)*cubesize)
set camera range 1,(maxcubes*cubesize)
rem read map array ($) saves map
function loadmap (filename$,size)
open to read 1,dungeon$
for y=1 to size
for x=1 to size
read byte 1,tmp
map$(x,y)=chr$(tmp)
next x
next y
close file 1
endfunction
rem loading map / medie
loadmap("dungeon.map",mapesize)
load image "wall2.jpg",1
load image "ground.jpg",2
load image "wall.jpg",3
` Wall
if map$(int(curposx),int(curposz))="#" or
map$(int(curposx),int(curposz))="S"
show object 100+zzz
position object 100+zzz,curposx*cubesize,0.0,curposz*cubesize
` Collision detection
if map$(int(curposx),int(curposz))="#"
if tx#>=((curposx*cubesize)-(cubesize/2))-collisionstep and
tx#<=((curposx*cubesize)+(cubesize/2))+collisionstep and
tz#>=((curposz*cubesize)-(cubesize/2))-collisionstep and
tz#<=((curposz*cubesize)+(cubesize/2))+collisionstep
position camera oldpositionx#,camera position
y(),oldpositionz#
oldpositionx#=camera position x()
oldpositionz#=camera position z()
endif
endif
else
hide object 100+zzz
endif
` Floor
for i=1 to maxcubes*maxcubes
make object plain 10000+i,cubesize,cubesize
rotate object 10000+i,90,0,0
texture object 10000+i,2
next i
` Ceiling
for i=1 to maxcubes*maxcubes
make object plain 20000+i,cubesize,cubesize
rotate object 20000+i,270,0,0
texture object 20000+i,3
next i
rem lights spooky
set ambient light 30
make light 1
make light 2
set point light 1,0,0,0
set spot light 2,45,90
color light 2,rgb(252,216,141)
color light 1,rgb(236,182,100)
color light 0,rgb(0,0,0)
rem respawn point
for z=1 to mapesize
for x=1 to mapesize
if map$(x,z)="0"
cx=x*cubesize
cz=c*cubesize
endif
next x
next z
position camera cx,0,cz
rem simple colizion :(
oldpositionx#=camera position x()
oldpositionz#=camera position z()
rem mainloop
DO
`movment
if mouseclick()=1 then move camera maxcubes
if mouseclick()=2 then move camera maxcubes*(-1)
ry#=wrapvalue(ry#+mousemovex())
rotate camera 0,ry#,0
` calculate current map 16x16
cx#=int(camera position x()/cubesize)-int(maxcubes/2)
cz#=int(camera position z()/cubesize)-int(maxcubes/2)
tx#=camera position x()
tz#=camera position z()
zzz=0
`
for zz=1 to maxcubes
for xx=1 to maxcubes
zzz=zzz+1
curposx=int(cx#)+xx
curposz=int(cz#)+z
if curposx<=1 then curposx=1
if curposx>=1 then curposx=mapsize
if curposz<=1 then curposz=1
if curposz>=1 then curposz=mapsize
` Wand
if map$(int(curposx),int(curposz))="#" or
map$(int(curposx),int(curposz))="S"
show object 100+zzz
position object 100+zzz,curposx*cubesize,0.0,curposz*cubesize
else
hide object 100+zzz
endif
` Boden
if map$(int(curposx),int(curposz))=":" or
map$(int(curposx),int(curposz))="D" or
map$(int(curposx),int(curposz))="S" or
map$(int(curposx),int(curposz))="T"
show object 10000+zzz
position object 10000+zzz,curposx*cubesize,(cubesize/2)*(-
1),curposz*cubesize
else
hide object 10000+zzz
endif
` Decke
if map$(int(curposx),int(curposz))=":" or
map$(int(curposx),int(curposz))="D" or
map$(int(curposx),int(curposz))="S" or
map$(int(curposx),int(curposz))="T"
show object 20000+zzz
position object
20000+zzz,curposx*cubesize,(cubesize/2),curposz*cubesize
else
hide object 20000+zzz
endif
next xx#
next yy#
oldpositionx#=camera position x()
oldpositionz#=camera position z()
`
postion object 100+zzz,curposx*cubesize,0.0,curposz*cubesize
` light effects
position light 1,camera position x(),camera position y(),camera
position z()
position light 2,camera position x(),camera position y(),camera
position z()
color light 1,RGB(200+int(rnd(50)-25),120,60)
rotate light 2,camera angle x(),camera angle y(),camera angle z()