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Map Explorer
#31
Pillars and Pyramids, Don't know if they fit the theme but they were fun to add in just to see what they looked like.
I moved the lakes to the top of the feature rendering then inserted this block between the lakes and the houses.

Code: (Select All)
Dim pillarx(30), pillary(30), pillarh(30), pillarwid(30)
Dim pyramidx(6), pyramidy(6), pyramidh(6)
'pillars
pc = Int(11 + Rnd * 20)
For p = 1 To pc
    pillarx(p) = 100 + Rnd * 3300
    pillary(p) = 100 + Rnd * 2300
    pillarwid(p) = 4 + Int(Rnd * 20)
    pillarh(p) = pillarwid(p) + Int(Rnd * (6 * pillarwid(p)))
    pr = 30 + Rnd * 200: pg = 30 + Rnd * 200: pb = 30 + Rnd * 200
    For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p)
        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(pr, pg, pb)
    Next
    If Rnd * 6 > 2.5 Then
        For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
            Line (px, pillary(p) - pillarwid(p) / 3)-(px, pillary(p)), _RGB32(pr, pg, pb)
        Next
    End If
    If Rnd * 6 < 4.8 Then
        For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
            Line (px, pillary(p) + pillarh(p))-(px, pillary(p) + pillarh(p) + pillarwid(p) / 3), _RGB32(pr, pg, pb)
        Next
    End If
    For px = pillarx(p) + 1 To pillarx(p) - (pillarx(wid) - 1) Step -1
        tpr = pr - n / 3: tpg = pg - n / 3: tpb = pb - n / 3
        If tpr < 2 Then tpr = 2
        If tpg < 2 Then tpg = 2
        If tpb < 2 Then tpb = 2
        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
    Next
    tpr = pr + 40: tpg = pg + 40: tpb = pb + 40
    If tpr > 254 Then tpr = 254
    If tpg > 254 Then tpg = 254
    If tpb > 254 Then tpb = 254
    pcl = 3 + pillarwid(p) / 6
    For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p) Step pcl
        tpr = tpr + 2: tpg = tpg + 2: tpb = tpb + 2
        If tpr > 254 Then tpr = 254
        If tpg > 254 Then tpg = 254
        If tpb > 254 Then tpb = 254

        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
    Next

Next

'pyramids
pc = Int(1 + Rnd * 4)
For p = 1 To pc
    pyramidx(p) = 100 + Rnd * 3300
    pyramidy(p) = 100 + Rnd * 2300
    pyramidh(p) = Int(Rnd * 120) + 60
    pr = Rnd * 255: pg = Rnd * 255: pb = Rnd * 255
    For n = 0 To pyramidh(p)
        Line (pyramidx(p) - n, pyramidy(p) + n)-(pyramidx(p) + n, pyramidy(p) + n), _RGB32(pr, pg, pb), BF
        tpr = pr - n / 2: tpg = pg = n / 2: tpb = pb - n / 3
        If tpr < 2 Then tpr = 2
        If tpg < 2 Then tpg = 2
        If tpb < 2 Then tpb = 2
        Line (pyramidx(p) - (n - 1), pyramidy(p) + n)-(pyramidx(p), pyramidy(p) + n), _RGB32(tpr, tpg, tpb), BF
    Next n
Next p
Reply
#32
(08-12-2022, 06:33 AM)vince Wrote: That giant bowling ball next to the houses looks like a real hazard!

LOL Vince, you probably saw the cave, which kinda looks like half of a bowling ball stuck in the ground. Or you saw a lake.
Reply
#33
James, thank you!!! They go pretty good with it. I did have to add some check loops for the variables so most of them won't overlap on other ones. Some still might overlap on each other, I didn't make that 100%. But the checks mostly work. I keep the houses on the top of the code because the rest of the objects checks the houses so they won't go on them. I also reduced the houses from 30 to 20. This is coming out pretty good! Smile 

Code: (Select All)
'Scrolling Map Example by SierraKen - August 10, 2022
'This is a demonstration scrolling map I made to use with games someday.

'Thank you to Felippe, James D. Jarvis, mdijkens, Petr, and B+ for the help and inspiration!

Cls
Print "                       Random Large Map Maker"
Print
Print "                            by SierraKen"
Print: Print
Print
Print "     This is an example to make something with a moving background."
Print "     Use the mouse to move and Esc to quit."
Print "     Press the left mouse button to stop and start moving again."
Print: Print
Print "               Click the Screen With Your Mouse To Start."

Do
    While _MouseInput: Wend
    mouseLeftButton = _MouseButton(1)
    If mouseLeftButton Then
        Clear_MB 1
        GoTo begin:
    End If
Loop

begin:
Randomize Timer
Screen _NewImage(800, 600, 32)

Type object
    x As Single
    y As Single
End Type

Dim Shared player As object
Dim Shared camera As object
Dim Shared map As Long
Dim playerSpeed As Single
Dim housex(30)
Dim housey(30)
Dim housex2(30)
Dim housey2(30)
Dim lx(30)
Dim ly(30)
Dim pillarx(30), pillary(30), pillarh(30), pillarwid(30)
Dim pyramidx(6), pyramidy(6), pyramidh(6)


_Title "Loading....."

start:
player.x = _Width / 2
player.y = _Height / 2

If map <> 0 Then _FreeImage (map)
map = _NewImage(_Width * 5, _Height * 5, 32)

_Dest map

Cls

'--------------------------------------------------------------------------------------
'Graphics Here

'Grass
Line (0, 0)-(4000, 3000), _RGB32(127, 255, 127), BF

'Texture
For texture = 1 To 200000
    tx = Rnd * 4000
    ty = Rnd * 3000
    Circle (tx, ty), 1, _RGB32(155, 166, 127)
Next texture

'Houses
For h = 1 To 20
    again:
    housex(h) = Rnd * 3500
    housey(h) = Rnd * 2500
    For check = 0 To h - 1
        If housex(check) > housex(h) - 150 And housex(check) < housex(h) + 150 And housey(check) > housey(h) - 225 And housey(check) < housey(h) + 225 Then GoTo again:
    Next check
    housex2(h) = (Rnd * 100) + 50
    housey2(h) = (Rnd * 100) + 50
    'House
    Line (housex(h), housey(h))-(housex(h) + housex2(h), housey(h) + housey2(h)), _RGB32(Rnd * 255, Rnd * 255, Rnd * 255), BF
    'Roof
    For sz = .25 To (housex2(h) / 2) Step .1
        Circle (housex(h) + (housex2(h) / 2), housey(h)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
    Next sz
    Line (housex(h) + (housex2(h) / 2) - 10, housey(h) + (housey2(h) - 20))-(housex(h) + (housex2(h) / 2) + 10, housey(h) + housey2(h)), _RGB32(128, 116, 128), BF
    'Windows
    For w = 0 To housey2(h) - 45 Step 15
        Line (housex(h) + (housex2(h) / 2) - housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) - ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
        Line (housex(h) + (housex2(h) / 2) + housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) + ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
    Next w

Next h

'Lakes
For rr = 1 To 30
    again2:
    lx(rr) = Rnd * 4000
    ly(rr) = Rnd * 3000
    For check = 0 To rr - 1
        If lx(check) > lx(rr) - 250 And lx(check) < lx(rr) + 250 And ly(check) > ly(rr) - 250 And ly(check) < ly(rr) + 250 Then GoTo again2:
    Next check

    For check = 0 To 30
        If housex(check) > lx(rr) - 250 And housex(check) < lx(rr) + 250 And housey(check) > ly(rr) - 250 And housey(check) < ly(rr) + 250 Then GoTo again2:
    Next check
    size = Int(Rnd * 150) + 20
    shape = Rnd + .2
    cl = 50
    For sz = size To .25 Step -.25
        cl = cl + .25
        Circle (lx(rr), ly(rr)), sz, _RGB32(0, 0, cl + 50), , , shape
    Next sz
    cl = 0
Next rr

'Cave
again3:
cavex = Rnd * 3800
cavey = (Rnd * 2200) + 300
If chk = 1 Then GoTo again4:
For check = 0 To 20
    If housex(check) > cavex - 550 And housex(check) < cavex + 550 And housey(check) > cavey - 550 And housey(check) < cavey + 550 Then GoTo again3:
Next check
again4:
For check2 = 0 To 30
    If lx(check2) > cavex - 450 And lx(check2) < cavex + 450 And ly(check2) > cavey - 450 And ly(check2) < cavey + 450 Then chk = 1: GoTo again3:
Next check2
chk = 0
For sz = 1 To 100 Step .25
    cl = cl + .25
    Circle (cavex, cavey), sz, _RGB32(220 - cl, 100 - cl, 100 - cl), 2 * _Pi, _Pi, 1
Next sz
cl = 0
For sz = 1 To 30 Step .25
    Circle (cavex, cavey), sz, _RGB32(0, 0, 0), 2 * _Pi, _Pi, 1
Next sz


'pillars
pc = Int(11 + Rnd * 20)
For p = 1 To pc
    checkpillars:
    pillarx(p) = 100 + Rnd * 3300
    pillary(p) = 100 + Rnd * 2300
    For check = 0 To 20
        If housex(check) > pillarx(p) - 250 And housex(check) < pillarx(p) + 250 And housey(check) > pillary(p) - 250 And housey(check) < pillary(p) + 250 Then GoTo checkpillars:
    Next check
    For check = 0 To 30
        If lx(check) > pillarx(p) - 250 And lx(check) < pillarx(p) + 250 And ly(check) > pillary(p) - 250 And ly(check) < pillary(p) + 250 Then GoTo checkpillars:
    Next check

    pillarwid(p) = 4 + Int(Rnd * 20)
    pillarh(p) = pillarwid(p) + Int(Rnd * (6 * pillarwid(p)))
    pr = 30 + Rnd * 200: pg = 30 + Rnd * 200: pb = 30 + Rnd * 200
    For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p)
        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(pr, pg, pb)
    Next
    If Rnd * 6 > 2.5 Then
        For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
            Line (px, pillary(p) - pillarwid(p) / 3)-(px, pillary(p)), _RGB32(pr, pg, pb)
        Next
    End If
    If Rnd * 6 < 4.8 Then
        For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
            Line (px, pillary(p) + pillarh(p))-(px, pillary(p) + pillarh(p) + pillarwid(p) / 3), _RGB32(pr, pg, pb)
        Next
    End If
    For px = pillarx(p) + 1 To pillarx(p) - (pillarx(wid) - 1) Step -1
        tpr = pr - n / 3: tpg = pg - n / 3: tpb = pb - n / 3
        If tpr < 2 Then tpr = 2
        If tpg < 2 Then tpg = 2
        If tpb < 2 Then tpb = 2
        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
    Next
    tpr = pr + 40: tpg = pg + 40: tpb = pb + 40
    If tpr > 254 Then tpr = 254
    If tpg > 254 Then tpg = 254
    If tpb > 254 Then tpb = 254
    pcl = 3 + pillarwid(p) / 6
    For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p) Step pcl
        tpr = tpr + 2: tpg = tpg + 2: tpb = tpb + 2
        If tpr > 254 Then tpr = 254
        If tpg > 254 Then tpg = 254
        If tpb > 254 Then tpb = 254

        Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
    Next

Next

'pyramids
pc2 = Int(1 + Rnd * 4)
For p = 1 To pc2
    checkpyramids:
    pyramidx(p) = 100 + Rnd * 3300
    pyramidy(p) = 100 + Rnd * 2300
    For check = 0 To 20
        If housex(check) > pyramidx(p) - 250 And housex(check) < pyramidx(p) + 250 And housey(check) > pyramidy(p) - 250 And housey(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
    Next check

    For check = 0 To pc
        If pillarx(check) > pyramidx(p) - 250 And pillarx(check) < pyramidx(p) + 250 And pillary(check) > pyramidy(p) - 250 And pillary(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
    Next check

    For check = 0 To 30
        If lx(check) > pyramidx(p) - 250 And lx(check) < pyramidx(p) + 250 And ly(check) > pyramidy(p) - 250 And ly(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
    Next check

    pyramidh(p) = Int(Rnd * 120) + 60
    pr = Rnd * 255: pg = Rnd * 255: pb = Rnd * 255
    For n = 0 To pyramidh(p)
        Line (pyramidx(p) - n, pyramidy(p) + n)-(pyramidx(p) + n, pyramidy(p) + n), _RGB32(pr, pg, pb), BF
        tpr = pr - n / 2: tpg = pg = n / 2: tpb = pb - n / 3
        If tpr < 2 Then tpr = 2
        If tpg < 2 Then tpg = 2
        If tpb < 2 Then tpb = 2
        Line (pyramidx(p) - (n - 1), pyramidy(p) + n)-(pyramidx(p), pyramidy(p) + n), _RGB32(tpr, tpg, tpb), BF
    Next n
Next p


_Dest 0

_Source map

playerSpeed = 6

Const ESC = 27

_Title "Map Explorer - by SierraKen"

_Dest 0
_Source map

t = 1
Do
    Cls

    _PutImage (camera.x, camera.y), map

    While _MouseInput: Wend
    mousex = _MouseX
    mousey = _MouseY
    mouseLeftButton = _MouseButton(1)

    If mouseLeftButton Then
        Clear_MB 1
        st = st + 1
        If st > 1 Then st = 0
    End If

    dy = 0
    dx = 0
    If mousey < player.y + camera.y - 5 Then dy = -1
    If mousey > player.y + camera.y + 5 Then dy = 1
    If mousex < player.x + camera.x - 5 Then dx = -1
    If mousex > player.x + camera.x + 5 Then dx = 1

    For ch = 1 To 30
        If player.x > housex(ch) And player.x < housex(ch) + housex2(ch) And player.y > housey(ch) - (housex2(ch) / 2) And player.y < housey(ch) + housey2(ch) Then
            location:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            st = 1
            For check = 0 To 30
                If housex(check) > player.x - 250 And housex(check) < player.x + 250 And housey(check) > player.y - 250 And housey(check) < player.y + 250 Then GoTo location:
            Next check
        End If
    Next ch
    more2:
    If dy = -1 And st = 0 Then player.y = player.y - (playerSpeed / 2): t = t + 1
    If dy = 1 And st = 0 Then player.y = player.y + (playerSpeed / 2): t = t + 1
    If dx = -1 And st = 0 Then player.x = player.x - (playerSpeed / 2): t = t + 1
    If dx = 1 And st = 0 Then player.x = player.x + (playerSpeed / 2): t = t + 1
    If st = 0 Then _Title "X = " + Str$(Int(player.x)) + "    Y = " + Str$(Int(player.y))
    If st = 1 Then _Title "X = " + Str$(Int(player.x)) + "    Y = " + Str$(Int(player.y)) + "    Click Mouse To Continue!"
    If _KeyDown(ESC) Then End

    If player.x < 0 Then player.x = 0
    If player.x > _Width(map) Then player.x = _Width(map)
    If player.y < 0 Then player.y = 0
    If player.y > _Height(map) Then player.y = _Height(map)

    adjustCamera

    'Draw Head
    For sz = .25 To 10 Step .25
        Circle (player.x + camera.x, player.y + camera.y), sz, _RGB32(255, 166, 127)
    Next sz
    'Draw Smile
    Circle (player.x + camera.x, player.y + camera.y + 2), 7, _RGB32(255, 0, 0), _Pi, 2 * _Pi, .5
    'Draw Eyes
    Circle (player.x + camera.x - 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    Circle (player.x + camera.x + 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    'hat
    Line (player.x + camera.x - 10, player.y + camera.y - 10)-(player.x + camera.x + 10, player.y + camera.y - 9), _RGB32(155, 0, 0), BF
    Line (player.x + camera.x - 5, player.y + camera.y - 9)-(player.x + camera.x + 5, player.y + camera.y - 15), _RGB32(155, 0, 0), BF
    'Body
    Line (player.x + camera.x - 10, player.y + camera.y + 10)-(player.x + camera.x + 10, player.y + camera.y + 40), _RGB32(155, 0, 0), BF

    If t > 12 Then t = 1
    If t > 0 And t < 6 Then
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 20 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 20 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 10 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 10 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If
    If t > 5 And t < 13 Then
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 30 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 30 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 15 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 15 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If

    _Display
    _Limit 60
Loop

Sub adjustCamera
    If player.x + camera.x > _Width / 2 Or player.x + camera.x < _Width / 2 Then
        camera.x = _Width / 2 - player.x
    End If
    If camera.x > 0 Then camera.x = 0
    If camera.x < -(_Width(map) - _Width) Then camera.x = -(_Width(map) - _Width)

    If player.y + camera.y > _Height / 2 Or player.y + camera.y < _Height / 2 Then
        camera.y = _Height / 2 - player.y
    End If
    If camera.y > 0 Then camera.y = 0
    If camera.y < -(_Height(map) - _Height) Then camera.y = -(_Height(map) - _Height)
End Sub


Sub Clear_MB (var As Integer)
    Do Until Not _MouseButton(var)
        While _MouseInput: Wend
    Loop
End Sub 'Clear_MB
Reply
#34
I'd noticed some sort of method for overlapping the houses but hadn't dug into it. Glad you liked my contributions and figured out how to get some use out of them.
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