benjamin805
Jul 22, 2011
This is my second attempt at creating 2D level walls or borders. This time I am using sprites. The movement is very primitive, but I hope to add animation in my next attempt. You need the images below copied into your Liberty BASIC folder. [[file:cave1.bmp]][[file:tree.bmp]][[file:food.bmp]] [[code format="lb"]] 'basic 2d game level wall/border example 2 'using sprites 'programmed by Ben Jimenez '8=up 6=right 2=down 4=left 7=up/left '9=up/right 1=down/left 3=down/right 'July 22,2011 nomainwin WindowWidth = 470 WindowHeight = 500 open "Cave dude eat food" for graphics_nsb_nf as #main print #main, "font ms_sans_serif 0 16" loadbmp "sprite1","cave1.bmp" loadbmp "tree","tree.bmp" loadbmp "food","food.bmp" print #main, "addsprite sprite1 sprite1"; dim pxy$(22,22) 'start postion of first wall piece x=10 y=20 for r=1 to 22'first'current row for c=1 to 22 'currentrowcolumn loop read d$ pxy$(r,c)=d$ if d$="t" then'if border piece then draw it'draw tree tcnt=tcnt+1 #main,"addsprite tree";tcnt;" tree" #main,"spritexy tree";tcnt;" ";x;" ";y end if if d$="f" then'if border piece then draw it'draw food fcnt=fcnt+1 #main,"addsprite food";fcnt;" food" #main,"spritexy food";fcnt;" ";x+5;" ";y+10 food=food+1 end if if d$="s" then 'draw player #main,"spritexy sprite1 ";x;" ";y #main,"spritescale sprite1 40" px=x 'set current pen x position to player start x py=y ' set current pen y position to player start y ar=r 'remember current row location ac=c 'remember current column locaton end if x=x+20 'increase column x location by 20 next c x=10 y=y+20 'increase row y location by 20 next r #main,"when characterInput [checkkey]" [main.inputLoop] 'wait here for input event #main,"setfocus" #main,"drawsprites" if pxy$(ar,ac)="e" and food=0 then notice "You collected all the food and escaped!" end if if pxy$(ar,ac)="e" and food>0 then notice "You need to collect more food!" end if wait [checkkey] 'player move loop 'player can move as long as his path 'is not blocked by tree key$ = Inkey$ if len(key$) < 2 then if key$="2" then 'down if pxy$(ar+1,ac)<>"t" then 'if next space is not a tree py=py+20 #main,"spritexy sprite1 ";px;" ";py ar=ar+1 end if end if if key$="6" then 'right if pxy$(ar,ac+1)<>"t" then 'if next space is not a tree px=px+20 #main,"spritexy sprite1 ";px;" ";py ac=ac+1 end if end if if key$="4" then 'left if pxy$(ar,ac-1)<>"t" then 'if next space is not a tree px=px-20 #main,"spritexy sprite1 ";px;" ";py ac=ac-1 end if end if if key$="8" then 'up if pxy$(ar-1,ac)<>"t" then 'if next space is not a tree py=py-20 #main,"spritexy sprite1 ";px;" ";py ar=ar-1 end if end if if key$="3" then 'down,right if pxy$(ar+1,ac+1)<>"t" then 'if next space is not a tree px=px+20 py=py+20 #main,"spritexy sprite1 ";px;" ";py ac=ac+1 ar=ar+1 end if end if if key$="1" then 'down,left if pxy$(ar+1,ac-1)<>"t" then 'if next space is not a tree px=px-20 py=py+20 #main,"spritexy sprite1 ";px;" ";py ac=ac-1 ar=ar+1 end if end if if key$="9" then 'up,right if pxy$(ar-1,ac+1)<>"t" then 'if next space is not a tree px=px+20 py=py-20 #main,"spritexy sprite1 ";px;" ";py ac=ac+1 ar=ar-1 end if end if if key$="7" then 'up,left if pxy$(ar-1,ac-1)<>"t" then 'if next space is not a tree px=px-20 py=py-20 #main,"spritexy sprite1 ";px;" ";py ac=ac-1 ar=ar-1 end if end if end if if pxy$(ar,ac)="f" then #main,"spritecollides sprite1"; input #main,list$ #main,"spritevisible ";word$(list$,1);" off"; pxy$(ar,ac)="x" food=food-1 end if goto [main.inputLoop] 'map data data t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t data t,x,x,x,x,x,x,x,t,f,x,t,x,t,x,t,x,x,x,x,x,t data t,x,t,t,x,x,t,x,t,x,t,t,t,x,x,x,t,t,x,f,x,t data t,t,t,t,x,x,x,x,x,t,x,x,t,t,x,t,x,t,t,x,x,t data t,x,f,x,x,x,x,x,x,x,t,x,t,t,t,x,x,x,t,x,x,t data t,x,x,t,x,x,x,t,x,t,t,t,x,t,t,x,x,t,t,t,x,t data t,x,t,t,x,x,t,x,t,x,x,t,x,x,x,t,t,t,t,t,x,t data t,x,x,x,x,t,x,f,t,t,x,x,x,t,x,t,t,t,t,t,x,t data t,x,x,t,x,x,t,t,t,x,x,t,x,t,t,x,x,x,x,t,f,t data t,x,t,t,x,t,x,x,x,t,t,x,x,x,x,t,x,x,x,x,t,t data t,x,x,t,x,x,x,x,t,x,s,t,x,x,x,x,x,x,t,t,x,t data t,x,x,x,t,t,x,t,x,t,t,t,x,t,x,t,t,x,x,x,x,t data t,x,x,t,x,x,x,t,x,x,t,x,x,x,t,x,x,x,x,x,x,t data t,x,t,x,x,t,x,t,t,x,x,x,x,x,x,x,x,t,t,t,x,t data t,t,x,x,x,x,x,x,t,x,x,t,x,x,t,t,x,t,t,t,x,t data t,x,t,t,x,x,t,x,x,x,t,x,x,t,t,t,x,t,t,t,t,t data t,x,x,t,x,t,t,x,t,x,t,x,x,t,x,x,x,x,x,t,t,t data t,t,x,t,x,x,t,x,f,t,x,x,t,x,x,t,t,x,t,t,x,e data t,t,f,t,x,x,x,x,x,t,x,x,x,t,x,x,t,x,t,t,x,t data t,x,t,x,x,t,x,t,x,t,t,x,t,t,x,x,t,x,x,x,x,t data t,x,t,x,x,x,t,x,x,x,x,x,t,f,t,x,x,t,x,x,x,t data t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t,t [[code]]