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oneroom dungeon demo
#1
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
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
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'wall1
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'wall2
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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 
Reply
#2
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. Smile
Reply
#3
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
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'wall1
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'wall2
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'door
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'open door
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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
Reply
#4
(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. Smile

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.
Reply
#5
It is definitely easy to jump into. Nice work!
Reply
#6
This is really cool! Very creative! Smile
Reply


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