oneroom dungeon demo - James D Jarvis - 06-19-2025
the code from a personal 12 hours or less coding challenge. I went with simple and everything in one file at the end. I did use RasterMaster to edit the graphics.
Code: (Select All)
'dungeon room demo
' by James D. Jarvis
'as is this is about 10 hours of work on graphics and code
' certainly a lot of room to improve
' the framework here is certainly enough for someone else to expand on and I'd love to see what someone else coudl do wuth this as well
' the code is all simple as possible
'
' to play WASD to move (unless yuo changw that)
' Q to Quaff a Potion
' C to Consume food
' E to cycle through and Equip Sword or Wand
' G to get treasure you are stading over
' O to open a chest , keys make is certain but ruin the key, there's a chance you can pick a lock without a key
' R to read a scroll
' currently onlt eh player initiaties coombat which results in an attack in by player and monster
' the door is a barrier as coded right noe but you get in there and code a change!
Screen _NewImage(800, 560, 32)
_FullScreen _SquarePixels
Dim Shared dmap(25, 20)
Dim Shared monstmap(25, 20)
Dim Shared monstid(9), gamestate$, mhp(9), mission$(9), monx(9), mony(9)
Dim Shared floor1 As _Unsigned Long
Dim Shared floor2 As _Unsigned Long
Dim Shared playerx, playery, playerlook, playerattack, playerHP, playerMAGIC, playerDEF, MAXHP
Dim Shared hashelmet, hasshield, hasarmor, haswand, haspotion, hasfood, haskey, hassword, hasscroll
Dim Shared inhand, gold, pmsg$
Dim Shared lootmap(25, 20)
Randomize Timer
Const icoins = 19, ikey = 20, ichest = 25, iscroll = 27, isword = 28, iarmor = 29, ishield = 30, ihelmet = 31, ipotion = 32, iwand = 33, ifood = 36
'load the graphics
swidth = 12: sheight = 12
spritecount = 36
Dim Shared sprite&(spritecount)
Restore SPRITESDATA
For n = 1 To spritecount
sprite&(n) = _NewImage(swidth, sheight, 32)
_Dest sprite&(n)
Cls , _RGB32(0, 0, 0)
For y = 0 To sheight - 1
For x = 0 To swidth - 1
Read rr, gg, bb
PSet (x, y), _RGB32(rr, gg, bb)
Next x
Next y
_ClearColor _RGB32(0, 0, 0)
Next n
_Dest 0
'quick demo
'Line (0, 0)-(600, 300), _RGB32(40, 40, 40), BF
'For n = 1 To 18
'gputs n, n, 4
'lputs n + 18, n, 6
'Next n
'Sleep
NEWGAME:
Restore demodmap
For y = 1 To 20
For x = 1 To 25
Read dmap(x, y)
Next x
Next y
Restore demomonstermap
For y = 1 To 20
For x = 1 To 25
Read monstmap(x, y)
If monstmap(x, y) > 0 Then
monx(monstmap(x, y)) = x
mony(monstmap(x, y)) = y
End If
Next x
Next y
For m = 1 To 9
monstid(m) = Int(15 + Rnd * 4)
mhp(m) = Int(m + Rnd * monstid(m))
mission$(m) = monstermission$
Next m
floor1 = _RGB32(Int(Rnd * 40), Int(Rnd * 40), Int(Rnd * 40))
Do
floor2 = _RGB32(Int(Rnd * 40), Int(Rnd * 40), Int(Rnd * 40))
Loop Until floor1 <> floor2 'so they aren't the same
For ly = 2 To 19
For lx = 2 To 24
scatterloot lx, ly, 500
Next lx
Next ly
gamestate$ = "PLAY"
playerx = 3: playery = 3: playerlook = 7
hashelmet = 0: hasshield = 0: hasarmor = 0: haswand = 0: haspotion = 0: hasfood = 0: haskey = 0: hassword = 0: hasscroll = 0
inhand = 0
playerHP = 24: MAXHP = 24
playerattack = 3
playerMAGIC = 0
playerDEF = 11
Do
pgx = 0: pgy = 0
pmsg$ = ""
drawlevel
printscores
Do
_Limit 40
KK$ = InKey$
Loop Until KK$ <> ""
Select Case KK$
Case Chr$(27)
gamestate$ = "QUIT"
Case "w", "W"
pgy = -1
Case "s", "S"
pgy = 1
Case "d", "D"
pgx = 1
Case "a", "A"
pgx = -1
Case "g", "G" 'get item
If lootmap(playerx, playery) > 0 Then
Select Case lootmap(playerx, playery)
Case ichest
pmsg$ = "Need to Open a chest"
Case 26
pmsg$ = "It's open"
Case ishield
If hasshield = 0 Then playerDEF = playerDEF + 3
hasshield = hasshield + 1
pmsg$ = "You get the shield."
lootmap(playerx, playery) = 0
Case isword
hassword = hassword + 1
pmsg$ = "You grab the sword."
lootmap(playerx, playery) = 0
Case iarmor
If hasarmor = 0 Then playerDEF = playerDEF + 5
hasarmor = hasarmor + 1
pmsg$ = "You get the armor."
lootmap(playerx, playery) = 0
Case iwand
haswand = haswand + 1
playerMAGIC = playerMAGIC + (2 + intrnd * 5)
pmsg$ = "You get the wand."
lootmap(playerx, playery) = 0
Case ihelmet
If hashelmet = 0 Then playerDEF = playerDEF + 2
hashelmet = hahelmet + 1
pmsg$ = "You get a helmet."
lootmap(playerx, playery) = 0
Case ifood
hasfood = hasfood + 1
pmsg$ = "You add the food to your rations."
lootmap(playerx, playery) = 0
Case ipotion
haspotion = haspotion + 1
pmsg$ = "You grab the potion."
lootmap(playerx, playery) = 0
Case iscroll
hasscroll = hascroll + 1
pmsg$ = "You get the scroll."
lootmap(playerx, playery) = 0
Case ikey
haskey = haskey + 1
pmsg$ = "You grab the key."
lootmap(playerx, playery) = 0
Case icoins
gcc = Int(1 + Rnd * 100)
gold = gold + gcc
pmsg$ = "You collect" + Str$(gcc) + " coins."
If Int(Rnd * 200) > gcc Then lootmap(playerx, playery) = 0
End Select
End If
Case "q", "Q" 'quaff potion
If haspotion > 0 Then
pmsg$ = "You quaff the potion."
playerHP = playerHP + Int(2 + Rnd * 8): If playerHP > MAXHP Then playerHP = MAXHP
haspotion = haspotion - 1
End If
Case "c", "C" 'eat food
If hasfood > 0 Then
pmsg$ = "You consume a ration of food."
playerHP = playerHP + 2: If playerHP > MAXHP Then playerHP = MAXHP
hasfood = hasfood - 1
End If
Case "r", "R" 'read scroll
If hasscroll > 0 Then
Select Case Int(Rnd * 10)
Case 0, 1
pmsg$ = "The ancient scroll crumbles to dust in your hands."
Case 2
pmsg$ = "You read the arcane script and the scroll vanished in a puff of smoke."
Case 3
pmsg$ = "You read the scroll of might."
MAXHP = MAXHP + 4
playerHP = MAXHP
Case 4
pmsg$ = "You gold jinx curse."
gold = gold \ 3
Case 5
pmsg$ = "You read the scroll of Enveneration."
playerMAGIC = playerMAGIC + 5
Case 6
pmsg$ = "You read rust curse scroll..."
If hasshield > 0 Then hasshield = hasshield - 1
If hashelmet > 0 Then hashelmet = hashelmet - 1
If hasarmor > 0 Then hasarmor = haarmor - 1
If hassword > 0 Then hassword = hasswrod - 1
If inhand = 1 Then inhand = 0
printscores
updateplayerlooks
Case 7
pmsg$ = "You read the teleport scroll..."
Do
nx = Int(2 + Rnd * 23)
ny = Int(2 + Rnd * 18)
Loop Until (dmap(nx, ny) >= 0 And dmap(nx, ny) <= 1) And monstmap(nx, ny) < 1
playerx = nx: playery = ny
Case 8
pmsg$ = "You read the Cataclysmic Detonation Scroll!!!!!"
For dx = playerx - 2 To playerx + 2
For dy = playery - 2 To playery + 2
If dx >= 1 And dx <= 25 Then
If dy >= 1 And dy <= 20 Then
gputs 34, dx, dy
mi = monstmap(dx, dy)
If mi > 0 Then
mhp(mi) = mhp(mi) - Int(6 + Rnd * 12)
End If
End If
End If
Next
Next
playerHP = playerHP - Int(6 + Rnd * 12)
printscores
_Delay 0.5
Case 9
pmsg$ = "You read Dragon skin spell"
playerDEF = playerDEF + 5
End Select
printscores
End If
Case "e", "E" 'equip weapon or wand toggles from hand to sword to wand
Select Case inhand
Case 0
If hassword > 0 Then inhand = 1
If inhand = 0 And haswand > 0 Then inhand = 2
Case 1
If haswand > 0 Then inhand = 2
Case 2
inhand = 0
End Select
printscores
updateplayerlooks
Case "o", "O" 'open a chest
If lootmap(playerx, playery) = ichest Then
oflag$ = "closed"
If haskey > 0 Then
haskey = haskey - 1
oflag$ = "open"
pmsg$ = "You use a key."
Else
If Int(Rnd * 100) < 40 Then oflag$ = "open": pmsg$ = "You pick the lock. "
End If
If oflag$ = "open" Then
pmsg$ = pmsg$ + " Wealth spills forth."
For dy = playery - 1 To playery + 1
For dx = playerx - 1 To playerx + 1
If lootmap(dx, dy) = 0 Then scatterloot dx, dy, 60
If lootmap(dx, dy) = ichest Then lootmap(dx, dy) = icoins
Next
Next
lootmap(playerx, playery) = 26
End If
End If
End Select
If (pgx <> 0) Or (pgy <> 0) Then
Select Case checkmove(pgx, pgy, 0)
Case -1
playerx = playerx + pgx: playery = playery + pgy
Case Is > 0 'fight!!!!!
foe = checkmove(pgx, pgy, 0)
fight foe
End Select
End If
handlemonsters
If gamestate$ = "DEAD" Then
Locate 31, 2: Print " "
Locate 31, 2: Print "You have been slain! Press P to play again, any other key will quit the game. "
_KeyClear
Do
pk$ = InKey$
Loop Until pk$ <> ""
If pk$ = "p" Or pk$ = "P" Then GoTo NEWGAME
gamestate$ = "QUIT"
pmsg$ = "FAREWELL ADVENTURER. "
End If
If pmsg$ <> "" Then
Locate 31, 2: Print pmsg$
_Delay 1
Else
Locate 31, 2: Print " "
End If
Loop Until gamestate$ = "QUIT"
SPRITESDATA:
'simple raster master sprite set
' RGB/RGBA Basic Image Code Created By Raster Master
' Size = 432 Format = RGB Width=12 Height=12
'Floor
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'wall2
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'door
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'open door
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'empty doorway
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'wand
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'sparkle
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'splatter
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'food
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demodmap:
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demomonstermap:
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Sub gputs (sno, gx, gy) 'grid put the sprite as 24 x 24
_PutImage ((gx - 1) * 24, (gy - 1) * 24)-((gx - 1) * 24 + 23, (gy - 1) * 24 + 23), sprite&(sno), 0
End Sub
Sub lputs (sno, gx, gy) 'grid put little spriteas 12 x 12
_PutImage ((gx - 1) * 24 + 6, (gy - 1) * 24 + 6), sprite&(sno), 0
End Sub
Sub drawlevel
For y = 1 To 20
For x = 1 To 25
If ((x + y) Mod 2) Then
Line ((x - 1) * 24, (y - 1) * 24)-((x - 1) * 24 + 23, (y - 1) * 24 + 23), floor1, BF
Else
Line ((x - 1) * 24, (y - 1) * 24)-((x - 1) * 24 + 23, (y - 1) * 24 + 23), floor2, BF
End If
Select Case dmap(x, y)
Case 1 To 18
gputs dmap(x, y), x, y
Case 19 To 36
lputs dmap(x, y), x, y
End Select
If lootmap(x, y) > 0 Then
lputs lootmap(x, y), x, y
End If
If monstmap(x, y) <> 0 Then
If mhp(monstmap(x, y)) > 0 Then gputs monstid(monstmap(x, y)), x, y
End If
Next x
Next y
gputs playerlook, playerx, playery
End Sub
Sub scatterloot (x, y, dropchance)
' Print x, y,: Sleep
If dmap(x, y) >= 0 And dmap(x, y) <= 1 Then
dc = Int(Rnd * dropchance)
Select Case dc
Case 1, 2, 3, 4, 5, 6
lootmap(x, y) = icoins
Case 7, 8, 9
lootmap(x, y) = ikey
Case 10, 11, 12, 13
lootmap(x, y) = ichest
Case 14, 15
lootmap(x, y) = iscroll
Case 16, 17, 18
lootmap(x, y) = isword
Case 19, 20
lootmap(x, y) = iarmor
Case 21, 22, 23
lootmap(x, y) = ishield
Case 24, 25
lootmap(x, y) = ihelmet
Case 26, 27, 28
lootmap(x, y) = ipotion
Case 31, 32
lootmap(x, y) = iwand
Case 33, 34, 35, 36, 37
lootmap(x, y) = ifood
End Select
End If
End Sub
Function checkmove (gx, gy, who)
cm = 0
If who = 0 Then
If dmap(playerx + gx, playery + gy) >= 0 And dmap(playerx + gx, playery + gy) <= 1 Then cm = -1
If monstmap(playerx + gx, playery + gy) >= 1 And monstmap(playerx + gx, playery + gy) <= 9 Then cm = monstmap(playerx + gx, playery + gy)
Else
If dmap(gx, gy) >= 0 And dmap(gx, gy) <= 1 Then cm = -1
If monstmap(gx, gy) >= 1 And monstmap(gx, gy) <= 9 Then cm = monstmap(gx, gy)
End If
checkmove = cm
End Function
Sub printscores
'playerlook, playerattack, playerHP, playerMAGIC, playerDEF
'hashelmet, hasshield, hasarmor, haswand, haspotion, hasfood, haskey, hassword, hasscroll
Locate 2, 77: Print "HitPoints :"; playerHP; "/"; MAXHP
Locate 4, 77: Print "Magic :"; playerMAGIC
Locate 6, 77: Print "Defense :"; playerDEF
Locate 8, 77: Print "Holding ";
Select Case inhand
Case 0: Print "Nothing "
Case 1: Print "Sword "
Case 2: Print "Wand "
End Select
Locate 10, 77: Print "Gold "; gold
Locate 13, 77: Print "Equipment"
ep = 14
If hassword > 0 Then Locate ep, 77: Print "Sword "; hassword: ep = ep + 1
If haswand > 0 Then Locate ep, 77: Print "Wand "; haswand: ep = ep + 1
If hashelmet > 0 Then Locate ep, 77: Print "Helmet "; hashelmet: ep = ep + 1
If hasarmor > 0 Then Locate ep, 77: Print "Armor "; hasarmor: ep = ep + 1
If hasshield > 0 Then Locate ep, 77: Print "Shield "; hasshield: ep = ep + 1
If haskey > 0 Then Locate ep, 77: Print "Key "; haskey: ep = ep + 1
If hasscroll > 0 Then Locate ep, 77: Print "Scroll "; hasscroll: ep = ep + 1
If haspotion > 0 Then Locate ep, 77: Print "Potion "; haspotion: ep = ep + 1
If hasfood > 0 Then Locate ep, 77: Print "Food "; hasfood: ep = ep + 1
End Sub
Function monstermission$
Select Case Int(Rnd * 12)
Case 1
monstermission$ = "north"
Case 2
monstermission$ = "east"
Case 3
monstermission$ = "south"
Case 4
monstermission$ = "west"
Case 5, 6, 7
monstermission$ = "hunt"
Case 8, 9
monstermission$ = "flee"
Case Else
monstermission$ = "stay"
End Select
End Function
Sub handlemonsters
For m = 1 To 9
If mhp(m) < 1 Then
monstid(m) = 0
Else
If monstid(m) <> 0 Then
Select Case mission$(m)
Case "north"
If mony(m) > 2 Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "east"
If mony(m) < 24 Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "south"
If mony(m) < 19 Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "west"
If mony(m) > 1 Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "hunt"
If DTP(m) < 8 Then
If DTP(m) < 2 Then
' ATTACK
Else
pick = Int(Rnd * 2)
Select Case pick
Case 0 'norht and south move
If playery < mony(m) Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
End If
Else If playery > mony(m) Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
Case 1 'east or west move
If playerx < monx(m) Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
End If
Else If playerx > monx(m) Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) + 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
End Select
End If
End If
Case "flee"
If DTP(m) < 6 Then
pick = Int(Rnd * 2)
Select Case pick
Case 0 'north and south move
If playery < mony(m) Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
End If
Else If playery > mony(m) Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
Case 1 'east or west move
If playerx < monx(m) Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) + 1
monstmap(monx(m), mony(m)) = m
End If
Else If playerx > monx(m) Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
End Select
End If
Case "stay"
If DTP(m) < 2.5 Then
'attack
End If
End Select
End If
End If
Next m
End Sub
Function DTP (m)
dtx = Abs(monx(m) - playerx): If dtx < 1 Then dtx = 1
dty = Abs(mony(m) - playery): If dty < 1 Then dty = 1
DTP = Sqr((dtx ^ 2) + (dty ^ 2))
End Function
Sub updateplayerlooks
lookscore = inhand
If hasshield > 0 Then lookscore = lookscore + 4
If hashelmet > 0 Then lookscore = lookscore + 8
Select Case lookscore
Case 0: playerlook = 7
Case 1: playerlook = 8
Case 2: playerlook = 9
Case 5: playerlook = 10
Case 6: playerlook = 9
Case 9: playerlook = 14
Case 10: playerlook = 12
Case 13: playerlook = 11
Case 14: playerlook = 13
Case Else: playerlook = 7
End Select
End Sub
Sub fight (foe)
playerattack = 0 + Sqr(.1 + playerHP)
If inhand = 1 Then playerattack = playerattack + hassword
If inhand = 2 Then playerattack = playerattack + playerMAGIC
pmsg$ = "You attack the monster."
paroll = Int(playerattack + Rnd * 20)
maroll = Int(foe + Rnd * 30)
If paroll > 13 Then
pmsg$ = pmsg$ + "You Hit the monster for"
Select Case inhand
Case 0
pDR = Int(1 + Rnd * 3)
Case 1
pDR = Int(playerattack + Rnd * 10)
Case 2
If playerMAGIC > 1 Then
pDR = Int(playemagic + Rnd * playerMAGIC)
playerMAGIC = playerMAGIC - 1
End If
End Select
mhp(foe) = mhp(foe) - pDR
pmsg$ = pmsg$ + Str$(pDR) + " damage!"
If inhand = 2 Then gputs 34, monx(foe), mony(foe) Else gputs 35, monx(foe), mony(foe)
If mhp(foe) < 1 Then
monstmap(monx(foe), mony(foe)) = 0
For dy = playery - 1 To playery + 1
For dx = playerx - 1 To playerx + 1
If lootmap(dx, dy) = 0 Then scatterloot dx, dy, 150
If lootmap(dx, dy) = ichest Then lootmap(dx, dy) = icoins
Next
Next
End If
End If
If maroll > playerDEF Then
mdr = Int(1 + Sqr(foe) + Rnd * foe)
playerHP = playerHP - mdr
pmsg$ = pmsg$ + " The monster hits you for" + Str$(mdr) + " damage!"
gputs 35, playerx, playery
End If
If playerHP < 1 Then gamestate$ = "DEAD"
End Sub
RE: oneroom dungeon demo - SierraKen - 06-21-2025
LOL that's pretty fun! I suggest using less keys though, I couldn't remember them all. Plus the text overlapped whenever it changed to something else, so you might want to add a PRINT " " or so at the bottom to erase the last text. Also, I couldn't get to the door, maybe I wasn't using the right key to press, but I had all the weapons and stuff.
Good job so far! I especially like the graphics.
RE: oneroom dungeon demo - madscijr - 06-22-2025
Pretty neat! I added support for help function (press "?") and the arrow keys now also work to let you move around.
Also the print function now overwrites long lines from the previous action.
PS I like how simple your code is. I made a similar game but it uses a lot more code!
Code: (Select All) ' dungeon room demo by James D. Jarvis
' as is this is about 10 hours of work on graphics and code
' certainly a lot of room to improve
' the framework here is certainly enough for someone else to expand on
' and I'd love to see what someone else coudl do wuth this as well
' the code is all simple as possible
'
' to play
' WASD to move (unless yuo changw that)
' Q to Quaff a Potion
' C to Consume food
' E to cycle through and Equip Sword or Wand
' G to get treasure you are stading over
' O to open a chest , keys make is certain but ruin the key, there's a chance you can pick a lock without a key
' R to read a scroll
' currently onlt eh player initiaties coombat
' which results in an attack in by player and monster
' the door is a barrier as coded right noe
' but you get in there and code a change!
Const icoins = 19, ikey = 20, ichest = 25, iscroll = 27, isword = 28, iarmor = 29, ishield = 30, ihelmet = 31, ipotion = 32, iwand = 33, ifood = 36
Dim Shared dmap(25, 20)
Dim Shared monstmap(25, 20)
Dim Shared monstid(9), gamestate$, mhp(9), mission$(9), monx(9), mony(9)
Dim Shared floor1 As _Unsigned Long
Dim Shared floor2 As _Unsigned Long
Dim Shared playerx, playery, playerlook, playerattack, playerHP, playerMAGIC, playerDEF, MAXHP
Dim Shared hashelmet, hasshield, hasarmor, haswand, haspotion, hasfood, haskey, hassword, hasscroll
Dim Shared inhand, gold, pmsg$
Dim Shared lootmap(25, 20)
ReDim Shared sprite&(0)
Dim Shared InKeyLeft$, InKeyRight$, InKeyUp$, InKeyDown$
Randomize Timer
Screen _NewImage(800, 560, 32)
_FullScreen _SquarePixels
' INIT
InKeyUp$ = Chr$(0) + Chr$(72)
InKeyDown$ = Chr$(0) + Chr$(80)
InKeyLeft$ = Chr$(0) + Chr$(75)
InKeyRight$ = Chr$(0) + Chr$(77)
' load the graphics
swidth = 12: sheight = 12
spritecount = 36
ReDim sprite&(spritecount)
Restore SPRITESDATA
For n = 1 To spritecount
sprite&(n) = _NewImage(swidth, sheight, 32)
_Dest sprite&(n)
Cls , _RGB32(0, 0, 0)
For y = 0 To sheight - 1
For x = 0 To swidth - 1
Read rr, gg, bb
PSet (x, y), _RGB32(rr, gg, bb)
Next x
Next y
_ClearColor _RGB32(0, 0, 0)
Next n
_Dest 0
'quick demo
'Line (0, 0)-(600, 300), _RGB32(40, 40, 40), BF
'For n = 1 To 18
'gputs n, n, 4
'lputs n + 18, n, 6
'Next n
'Sleep
NEWGAME:
Restore demodmap
For y = 1 To 20
For x = 1 To 25
Read dmap(x, y)
Next x
Next y
Restore demomonstermap
For y = 1 To 20
For x = 1 To 25
Read monstmap(x, y)
If monstmap(x, y) > 0 Then
monx(monstmap(x, y)) = x
mony(monstmap(x, y)) = y
End If
Next x
Next y
For m = 1 To 9
monstid(m) = Int(15 + Rnd * 4)
mhp(m) = Int(m + Rnd * monstid(m))
mission$(m) = monstermission$
Next m
floor1 = _RGB32(Int(Rnd * 40), Int(Rnd * 40), Int(Rnd * 40))
Do
floor2 = _RGB32(Int(Rnd * 40), Int(Rnd * 40), Int(Rnd * 40))
Loop Until floor1 <> floor2 'so they aren't the same
For ly = 2 To 19
For lx = 2 To 24
scatterloot lx, ly, 500
Next lx
Next ly
gamestate$ = "PLAY"
playerx = 3: playery = 3: playerlook = 7
hashelmet = 0: hasshield = 0: hasarmor = 0: haswand = 0: haspotion = 0: hasfood = 0: haskey = 0: hassword = 0: hasscroll = 0
inhand = 0
playerHP = 24: MAXHP = 24
playerattack = 3
playerMAGIC = 0
playerDEF = 11
Do
pgx = 0: pgy = 0
pmsg$ = ""
drawlevel
printscores
Do
_Limit 40
KK$ = InKey$
Loop Until KK$ <> ""
Select Case KK$
Case Chr$(27)
gamestate$ = "QUIT"
Case "?"
' WASD to move (unless yuo changw that)
' Q to Quaff a Potion
' C to Consume food
' E to cycle through and Equip Sword or Wand
' G to get treasure you are stading over
' O to open a chest , keys make is certain but ruin the key, there's a chance you can pick a lock without a key
' R to read a scroll
pmsg$ = "WASD=move Q=drink C=eat E)quip G)et O)pen R)ead"
Case "w", "W", InKeyUp$
pgy = -1
Case "s", "S", InKeyDown$
pgy = 1
Case "d", "D", InKeyRight$
pgx = 1
Case "a", "A", InKeyLeft$
pgx = -1
Case "g", "G" 'get item
If lootmap(playerx, playery) > 0 Then
Select Case lootmap(playerx, playery)
Case ichest
pmsg$ = "Need to Open a chest"
Case 26
pmsg$ = "It's open"
Case ishield
If hasshield = 0 Then playerDEF = playerDEF + 3
hasshield = hasshield + 1
pmsg$ = "You get the shield."
lootmap(playerx, playery) = 0
Case isword
hassword = hassword + 1
pmsg$ = "You grab the sword."
lootmap(playerx, playery) = 0
Case iarmor
If hasarmor = 0 Then playerDEF = playerDEF + 5
hasarmor = hasarmor + 1
pmsg$ = "You get the armor."
lootmap(playerx, playery) = 0
Case iwand
haswand = haswand + 1
playerMAGIC = playerMAGIC + (2 + intrnd * 5)
pmsg$ = "You get the wand."
lootmap(playerx, playery) = 0
Case ihelmet
If hashelmet = 0 Then playerDEF = playerDEF + 2
hashelmet = hahelmet + 1
pmsg$ = "You get a helmet."
lootmap(playerx, playery) = 0
Case ifood
hasfood = hasfood + 1
pmsg$ = "You add the food to your rations."
lootmap(playerx, playery) = 0
Case ipotion
haspotion = haspotion + 1
pmsg$ = "You grab the potion."
lootmap(playerx, playery) = 0
Case iscroll
hasscroll = hascroll + 1
pmsg$ = "You get the scroll."
lootmap(playerx, playery) = 0
Case ikey
haskey = haskey + 1
pmsg$ = "You grab the key."
lootmap(playerx, playery) = 0
Case icoins
gcc = Int(1 + Rnd * 100)
gold = gold + gcc
pmsg$ = "You collect" + Str$(gcc) + " coins."
If Int(Rnd * 200) > gcc Then lootmap(playerx, playery) = 0
End Select
End If
Case "q", "Q" 'quaff potion
If haspotion > 0 Then
pmsg$ = "You quaff the potion."
playerHP = playerHP + Int(2 + Rnd * 8): If playerHP > MAXHP Then playerHP = MAXHP
haspotion = haspotion - 1
End If
Case "c", "C" 'eat food
If hasfood > 0 Then
pmsg$ = "You consume a ration of food."
playerHP = playerHP + 2: If playerHP > MAXHP Then playerHP = MAXHP
hasfood = hasfood - 1
End If
Case "r", "R" 'read scroll
If hasscroll > 0 Then
Select Case Int(Rnd * 10)
Case 0, 1
pmsg$ = "The ancient scroll crumbles to dust in your hands."
Case 2
pmsg$ = "You read the arcane script and the scroll vanished in a puff of smoke."
Case 3
pmsg$ = "You read the scroll of might."
MAXHP = MAXHP + 4
playerHP = MAXHP
Case 4
pmsg$ = "You gold jinx curse."
gold = gold \ 3
Case 5
pmsg$ = "You read the scroll of Enveneration."
playerMAGIC = playerMAGIC + 5
Case 6
pmsg$ = "You read rust curse scroll..."
If hasshield > 0 Then hasshield = hasshield - 1
If hashelmet > 0 Then hashelmet = hashelmet - 1
If hasarmor > 0 Then hasarmor = haarmor - 1
If hassword > 0 Then hassword = hasswrod - 1
If inhand = 1 Then inhand = 0
printscores
updateplayerlooks
Case 7
pmsg$ = "You read the teleport scroll..."
Do
nx = Int(2 + Rnd * 23)
ny = Int(2 + Rnd * 18)
Loop Until (dmap(nx, ny) >= 0 And dmap(nx, ny) <= 1) And monstmap(nx, ny) < 1
playerx = nx: playery = ny
Case 8
pmsg$ = "You read the Cataclysmic Detonation Scroll!!!!!"
For dx = playerx - 2 To playerx + 2
For dy = playery - 2 To playery + 2
If dx >= 1 And dx <= 25 Then
If dy >= 1 And dy <= 20 Then
gputs 34, dx, dy
mi = monstmap(dx, dy)
If mi > 0 Then
mhp(mi) = mhp(mi) - Int(6 + Rnd * 12)
End If
End If
End If
Next
Next
playerHP = playerHP - Int(6 + Rnd * 12)
printscores
_Delay 0.5
Case 9
pmsg$ = "You read Dragon skin spell"
playerDEF = playerDEF + 5
End Select
printscores
End If
Case "e", "E" 'equip weapon or wand toggles from hand to sword to wand
Select Case inhand
Case 0
If hassword > 0 Then inhand = 1
If inhand = 0 And haswand > 0 Then inhand = 2
Case 1
If haswand > 0 Then inhand = 2
Case 2
inhand = 0
End Select
printscores
updateplayerlooks
Case "o", "O" 'open a chest
If lootmap(playerx, playery) = ichest Then
oflag$ = "closed"
If haskey > 0 Then
haskey = haskey - 1
oflag$ = "open"
pmsg$ = "You use a key."
Else
If Int(Rnd * 100) < 40 Then oflag$ = "open": pmsg$ = "You pick the lock. "
End If
If oflag$ = "open" Then
pmsg$ = pmsg$ + " Wealth spills forth."
For dy = playery - 1 To playery + 1
For dx = playerx - 1 To playerx + 1
If lootmap(dx, dy) = 0 Then scatterloot dx, dy, 60
If lootmap(dx, dy) = ichest Then lootmap(dx, dy) = icoins
Next
Next
lootmap(playerx, playery) = 26
End If
End If
End Select
If (pgx <> 0) Or (pgy <> 0) Then
Select Case checkmove(pgx, pgy, 0)
Case -1
playerx = playerx + pgx: playery = playery + pgy
Case Is > 0 'fight!!!!!
foe = checkmove(pgx, pgy, 0)
fight foe
End Select
End If
handlemonsters
If gamestate$ = "DEAD" Then
Locate 31, 2: Print " "
Locate 31, 2: Print "You have been slain! Press P to play again, any other key will quit the game. "
_KeyClear
Do
pk$ = InKey$
Loop Until pk$ <> ""
If pk$ = "p" Or pk$ = "P" Then GoTo NEWGAME
gamestate$ = "QUIT"
pmsg$ = "FAREWELL ADVENTURER. "
End If
If pmsg$ <> "" Then
Locate 31, 2: 'Print pmsg$
Print Left$(pmsg$ + " ", 70);
_Delay 1
Else
Locate 31, 2: Print " "
End If
Loop Until gamestate$ = "QUIT"
SPRITESDATA:
' simple raster master sprite set
' RGB/RGBA Basic Image Code Created By Raster Master
' Size = 432 Format = RGB Width=12 Height=12
'Floor
Data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,32,32,0,0,0,0,0,0,32,32,32,68
Data 68,68,0,0,0,32,32,32,0,0,0,0,0,0,0,0,0,32,32,32,0,0,0,0,0,0,32,32,32,32,32,32,0,0,0,0,0,0,0,0
Data 0,32,32,32,32,32,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,32,32,32,0,0,0,0,0,0,0,0,0
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'wall1
Data 68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68
Data 68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68
Data 68,68,68,68,68,200,200,200,68,68,68,128,128,128,200,200,200,200,200,200
Data 68,68,68,200,200,200,200,200,200,68,68,68,68,68,68,128,128,128,128,128
Data 128,128,128,128,200,200,200,68,68,68,128,128,128,128,128,128,68,68,68,128
Data 128,128,128,128,128,200,200,200,68,68,68,128,128,128,128,128,128,128,128,128
Data 128,128,128,68,68,68,68,68,68,68,68,68,112,112,112,128,128,128,128,128
Data 128,128,128,128,68,68,68,112,112,112,128,128,128,68,68,68,68,68,68,200
Data 200,200,200,200,200,68,68,68,112,112,112,112,112,112,112,112,112,128,128,128
Data 68,68,68,112,112,112,68,68,68,68,68,68,68,68,68,128,128,128,128,128
Data 128,68,68,68,68,68,68,68,68,68,112,112,112,112,112,112,68,68,68,68
Data 68,68,200,200,200,200,200,200,68,68,68,128,128,128,68,68,68,128,128,128
Data 200,200,200,200,200,200,68,68,68,68,68,68,68,68,68,128,128,128,200,200
Data 200,200,200,200,68,68,68,68,68,68,112,112,112,128,128,128,128,128,128,128
Data 128,128,200,200,200,68,68,68,68,68,68,128,128,128,128,128,128,200,200,200
Data 200,200,200,68,68,68,112,112,112,112,112,112,128,128,128,68,68,68,68,68
Data 68,128,128,128,68,68,68,128,128,128,128,128,128,128,128,128,128,128,128,68
Data 68,68,68,68,68,68,68,68,68,68,68,68,68,68,128,128,128,128,128,128
Data 68,68,68,112,112,112,112,112,112,128,128,128,68,68,68,128,128,128,200,200
Data 200,200,200,200,68,68,68,68,68,68,112,112,112,128,128,128,68,68,68,68
Data 68,68,112,112,112,112,112,112,68,68,68,112,112,112,128,128,128,128,128,128
Data 128,128,128,68,68,68,112,112,112,68,68,68
'wall2
Data 200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200
Data 200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,200,216,65,34,252
Data 0,0,252,0,0,252,0,0,252,0,0,200,200,200,216,65,34,252,0,0
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Data 0,0,252,0,0,252,0,0,200,200,200,252,64,0,252,64,0,252,64,0
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'helmet
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'potion
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'wand
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'sparkle
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'splatter
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'food
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demodmap:
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demomonstermap:
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Sub gputs (sno, gx, gy) 'grid put the sprite as 24 x 24
_PutImage ((gx - 1) * 24, (gy - 1) * 24)-((gx - 1) * 24 + 23, (gy - 1) * 24 + 23), sprite&(sno), 0
End Sub
Sub lputs (sno, gx, gy) 'grid put little spriteas 12 x 12
_PutImage ((gx - 1) * 24 + 6, (gy - 1) * 24 + 6), sprite&(sno), 0
End Sub
Sub drawlevel
For y = 1 To 20
For x = 1 To 25
If ((x + y) Mod 2) Then
Line ((x - 1) * 24, (y - 1) * 24)-((x - 1) * 24 + 23, (y - 1) * 24 + 23), floor1, BF
Else
Line ((x - 1) * 24, (y - 1) * 24)-((x - 1) * 24 + 23, (y - 1) * 24 + 23), floor2, BF
End If
Select Case dmap(x, y)
Case 1 To 18
gputs dmap(x, y), x, y
Case 19 To 36
lputs dmap(x, y), x, y
End Select
If lootmap(x, y) > 0 Then
lputs lootmap(x, y), x, y
End If
If monstmap(x, y) <> 0 Then
If mhp(monstmap(x, y)) > 0 Then gputs monstid(monstmap(x, y)), x, y
End If
Next x
Next y
gputs playerlook, playerx, playery
End Sub ' drawlevel
Sub scatterloot (x, y, dropchance)
' Print x, y,: Sleep
If dmap(x, y) >= 0 And dmap(x, y) <= 1 Then
dc = Int(Rnd * dropchance)
Select Case dc
Case 1, 2, 3, 4, 5, 6
lootmap(x, y) = icoins
Case 7, 8, 9
lootmap(x, y) = ikey
Case 10, 11, 12, 13
lootmap(x, y) = ichest
Case 14, 15
lootmap(x, y) = iscroll
Case 16, 17, 18
lootmap(x, y) = isword
Case 19, 20
lootmap(x, y) = iarmor
Case 21, 22, 23
lootmap(x, y) = ishield
Case 24, 25
lootmap(x, y) = ihelmet
Case 26, 27, 28
lootmap(x, y) = ipotion
Case 31, 32
lootmap(x, y) = iwand
Case 33, 34, 35, 36, 37
lootmap(x, y) = ifood
End Select
End If
End Sub ' scatterloot
Function checkmove (gx, gy, who)
cm = 0
If who = 0 Then
If dmap(playerx + gx, playery + gy) >= 0 And dmap(playerx + gx, playery + gy) <= 1 Then cm = -1
If monstmap(playerx + gx, playery + gy) >= 1 And monstmap(playerx + gx, playery + gy) <= 9 Then cm = monstmap(playerx + gx, playery + gy)
Else
If dmap(gx, gy) >= 0 And dmap(gx, gy) <= 1 Then cm = -1
If monstmap(gx, gy) >= 1 And monstmap(gx, gy) <= 9 Then cm = monstmap(gx, gy)
End If
checkmove = cm
End Function ' checkmove
Sub printscores
'playerlook, playerattack, playerHP, playerMAGIC, playerDEF
'hashelmet, hasshield, hasarmor, haswand, haspotion, hasfood, haskey, hassword, hasscroll
Locate 2, 77: Print "HitPoints :"; playerHP; "/"; MAXHP
Locate 4, 77: Print "Magic :"; playerMAGIC
Locate 6, 77: Print "Defense :"; playerDEF
Locate 8, 77: Print "Holding ";
Select Case inhand
Case 0: Print "Nothing "
Case 1: Print "Sword "
Case 2: Print "Wand "
End Select
Locate 10, 77: Print "Gold "; gold
Locate 13, 77: Print "Equipment"
ep = 14
If hassword > 0 Then Locate ep, 77: Print "Sword "; hassword: ep = ep + 1
If haswand > 0 Then Locate ep, 77: Print "Wand "; haswand: ep = ep + 1
If hashelmet > 0 Then Locate ep, 77: Print "Helmet "; hashelmet: ep = ep + 1
If hasarmor > 0 Then Locate ep, 77: Print "Armor "; hasarmor: ep = ep + 1
If hasshield > 0 Then Locate ep, 77: Print "Shield "; hasshield: ep = ep + 1
If haskey > 0 Then Locate ep, 77: Print "Key "; haskey: ep = ep + 1
If hasscroll > 0 Then Locate ep, 77: Print "Scroll "; hasscroll: ep = ep + 1
If haspotion > 0 Then Locate ep, 77: Print "Potion "; haspotion: ep = ep + 1
If hasfood > 0 Then Locate ep, 77: Print "Food "; hasfood: ep = ep + 1
End Sub ' printscores
Function monstermission$
Select Case Int(Rnd * 12)
Case 1
monstermission$ = "north"
Case 2
monstermission$ = "east"
Case 3
monstermission$ = "south"
Case 4
monstermission$ = "west"
Case 5, 6, 7
monstermission$ = "hunt"
Case 8, 9
monstermission$ = "flee"
Case Else
monstermission$ = "stay"
End Select
End Function ' monstermission$
Sub handlemonsters
For m = 1 To 9
If mhp(m) < 1 Then
monstid(m) = 0
Else
If monstid(m) <> 0 Then
Select Case mission$(m)
Case "north"
If mony(m) > 2 Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "east"
If mony(m) < 24 Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "south"
If mony(m) < 19 Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "west"
If mony(m) > 1 Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
Else
If Int(Rnd * 12) < 7 Then mission$(m) = monstermission$
End If
End If
Case "hunt"
If DTP(m) < 8 Then
If DTP(m) < 2 Then
' ATTACK
Else
pick = Int(Rnd * 2)
Select Case pick
Case 0 'norht and south move
If playery < mony(m) Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
End If
Else If playery > mony(m) Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
Case 1 'east or west move
If playerx < monx(m) Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
End If
Else If playerx > monx(m) Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) + 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
End Select
End If
End If
Case "flee"
If DTP(m) < 6 Then
pick = Int(Rnd * 2)
Select Case pick
Case 0 'north and south move
If playery < mony(m) Then
If checkmove(monx(m), mony(m) + 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) + 1
monstmap(monx(m), mony(m)) = m
End If
Else If playery > mony(m) Then
If checkmove(monx(m), mony(m) - 1, m) = -1 Then
monstmap(monx(m), mony(m)) = 0
mony(m) = mony(m) - 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
Case 1 'east or west move
If playerx < monx(m) Then
If checkmove(monx(m) + 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) + 1
monstmap(monx(m), mony(m)) = m
End If
Else If playerx > monx(m) Then
If checkmove(monx(m) - 1, mony(m), m) = -1 Then
monstmap(monx(m), mony(m)) = 0
monx(m) = monx(m) - 1
monstmap(monx(m), mony(m)) = m
End If
End If
End If
End Select
End If
Case "stay"
If DTP(m) < 2.5 Then
'attack
End If
End Select
End If
End If
Next m
End Sub ' handlemonsters
Function DTP (m)
dtx = Abs(monx(m) - playerx): If dtx < 1 Then dtx = 1
dty = Abs(mony(m) - playery): If dty < 1 Then dty = 1
DTP = Sqr((dtx ^ 2) + (dty ^ 2))
End Function
Sub updateplayerlooks
lookscore = inhand
If hasshield > 0 Then lookscore = lookscore + 4
If hashelmet > 0 Then lookscore = lookscore + 8
Select Case lookscore
Case 0: playerlook = 7
Case 1: playerlook = 8
Case 2: playerlook = 9
Case 5: playerlook = 10
Case 6: playerlook = 9
Case 9: playerlook = 14
Case 10: playerlook = 12
Case 13: playerlook = 11
Case 14: playerlook = 13
Case Else: playerlook = 7
End Select
End Sub ' updateplayerlooks
Sub fight (foe)
playerattack = 0 + Sqr(.1 + playerHP)
If inhand = 1 Then playerattack = playerattack + hassword
If inhand = 2 Then playerattack = playerattack + playerMAGIC
pmsg$ = "You attack the monster."
paroll = Int(playerattack + Rnd * 20)
maroll = Int(foe + Rnd * 30)
If paroll > 13 Then
pmsg$ = pmsg$ + "You Hit the monster for"
Select Case inhand
Case 0
pDR = Int(1 + Rnd * 3)
Case 1
pDR = Int(playerattack + Rnd * 10)
Case 2
If playerMAGIC > 1 Then
pDR = Int(playemagic + Rnd * playerMAGIC)
playerMAGIC = playerMAGIC - 1
End If
End Select
mhp(foe) = mhp(foe) - pDR
pmsg$ = pmsg$ + Str$(pDR) + " damage!"
If inhand = 2 Then gputs 34, monx(foe), mony(foe) Else gputs 35, monx(foe), mony(foe)
If mhp(foe) < 1 Then
monstmap(monx(foe), mony(foe)) = 0
For dy = playery - 1 To playery + 1
For dx = playerx - 1 To playerx + 1
If lootmap(dx, dy) = 0 Then scatterloot dx, dy, 150
If lootmap(dx, dy) = ichest Then lootmap(dx, dy) = icoins
Next
Next
End If
End If
If maroll > playerDEF Then
mdr = Int(1 + Sqr(foe) + Rnd * foe)
playerHP = playerHP - mdr
pmsg$ = pmsg$ + " The monster hits you for" + Str$(mdr) + " damage!"
gputs 35, playerx, playery
End If
If playerHP < 1 Then gamestate$ = "DEAD"
End Sub ' fight
RE: oneroom dungeon demo - James D Jarvis - 06-22-2025
(06-21-2025, 10:19 PM)SierraKen Wrote: LOL that's pretty fun! I suggest using less keys though, I couldn't remember them all. Plus the text overlapped whenever it changed to something else, so you might want to add a PRINT " " or so at the bottom to erase the last text. Also, I couldn't get to the door, maybe I wasn't using the right key to press, but I had all the weapons and stuff.
Good job so far! I especially like the graphics. 
yeah there's a little sloppiness I didn't clean up. I worked for decades as a technical illustrator so the graphics are right up my alley but something I have to hold back on now and again just to finish a project.
(06-22-2025, 02:45 PM)madscijr Wrote: Pretty neat! I added support for help function (press "?") and the arrow keys now also work to let you move around.
Also the print function now overwrites long lines from the previous action.
PS I like how simple your code is. I made a similar game but it uses a lot more code!
Cool. I intentionally kept it simple and stayed away from a lot of the more complicated things I've been doing in some of my own projects lately. I wanted it to be something that would be easy for someone else to grab and tweak.
RE: oneroom dungeon demo - madscijr - 06-22-2025
It is definitely easy to jump into. Nice work!
RE: oneroom dungeon demo - MasterGy - 06-22-2025
This is really cool! Very creative!
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