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Tiny Adventure
#1
TINY ADVENTURE

 Objective of the game :
 Touch "Q" to finish the game

 Controls
 Movement : Left, Right
 Jump    : Up

 Hints :
 "Q" will be displayed if you eat
 the forbidden fruits "x" and reach score 20


Code:
'----------------
' INITIALIZATION
'----------------
'#win32
set window "Tiny Adventure",200,100,false,4
set redraw off

player   = []
fruit    = []
q        = []
camera   = []

'Initial Value
randomize clock()
player.x=width(primary)/2;player.y=height(primary)-15;player.img="P"
player.dx=2;player.dy=5;player.jump = 0
for i = 0 to 19; fruit[i] = [x:rnd(-80,280),y:rnd(50,80),img:"x"];next
q = [x:rnd(-80,280),y:rnd(20,50),img:"Q"]
camera.x = 0
score = 0

'--------------
' MAIN PROGRAM
'--------------
do   
    set color 0,0,0 ; cls 'clear screen
    Say(40,1,"Tiny Adventure")
   
    'camera's position on top left while the initial player's position in the middle
    camera.x = player.x - width(primary)/2
    camera.y = player.y - height(primary)/2

    'update mountain's position relative to the camera.x
    mountain =[-100-camera.x,90,0-camera.x,50,100-camera.x,70,200-camera.x,50,300-camera.x,90]
    
    'player's control   
    if keydown(KEY_LEFT) then
        player.x = player.x - player.dx 
    elseif keydown(KEY_RIGHT) then
        player.x = player.x + player.dx
    elseif keydown(KEY_UP) then
        player.y = player.y - player.dy; player.jump = 1 'jump
    endif  
   
    'collision detection between player and fruits
    for i = 0 to 19
        if (player.x>= fruit[i].x-10-camera.x and player.x <= fruit[i].x+10-camera.x) and
        (player.y >= fruit[i].y-10-camera.y and player.y <= fruit[i].y+10-camera.y) then
            score = score + 1
            fruit[i].y = -10 'out of screen
        endif
    next
   
    'collision detection between player and "Q"
    if (player.x>=q.x-10-camera.x and player.x<=q.x+10-camera.x) and
    (player.y>=q.y-10-camera.y and player.y<=q.y+10-camera.y) then
        Say(40,24,"Completed")
        q.y = -10 'out of screen
        redraw
        do;wait 1;until keydown(KEY_RETURN)
        end   
    endif
   
    'if the player jumps then goes down slowly
    if player.jump and player.y<=(height(primary)-15) then
        player.y = player.y + 1
        if player.y <=-4 then player.y = 0 'don't fly to outer space :-)
    endif   

    'boundaries
    if player.x <5 then 'left boundary
        player.x = player.x+5 
        Say(5,40,"Rrr")
    elseif player.x >width(primary)-5 then 'right boundary
        player.x = player.x-5
        Say(width(primary)-35,40,"Rrr")          
    endif

    'draw blue mountains , green fruits , white player and red "Q"
    set color 255,255,255; set caret width(primary)/2,12; center "Score :"+score
    set color 0,0,70 ; draw poly mountain,1 
    set color 0,150,0
        foreach i in fruit
            set caret fruit[i].x-camera.x,fruit[i].y
            wln fruit[i].img
        next
    if score >= 20 then
        set color 150,0,0;set caret q.x-camera.x,q.y; wln q.img
    endif
    set color 255,255,255; set caret player.x,player.y; wln player.img

    redraw
    fwait 30
until keydown(KEY_ESCAPE)

'-----------
' FUNCTIONS
'-----------
function Say(x,y,msg)
    set color 255,0,0; set caret x,y; wln msg
endfunc

You are welcomed to try the game, 
if you make some improvements on the game, 
please share on this thread 
so we can have fun together

Thank you   
Big Grin
Reply
#2
Certainly is a very good start... I have run the program several times and may have found a potential problem. I have noticed that if I hold down the jump key, so that the player stays at the top of the screen, the score will quite happily increase without collecting any "X"'s... for some reason, if the player's "y" position is less than 0, then the score increases...

Quick fix for that may be to change line #43 to:  "elseif keydown(KEY_UP) and player.y > 0 then"

I like the way the player has the ability to keep jumping... was than planned? The camera movement is very smooth. Nice job!

I have added a simple enemy that will move backwards and forwards across the screen... at the moment a point is lost if it hits the player... but thinking about it... if the score drops then the game cannot finish... I didn't think that one through... lol

It's almost 1:30am and I need to get some sleep. I will post my changes then....

Oh... and don't think I didn't spot the polygon hills... cool...

See you tomorrow...
Logic is the beginning of wisdom.
Reply
#3
I think there is a small error in the game, before collecting all the items the game ends, I don't know if it was your intention
Reply
#4
I think I may have found a fix for the premature "completed" problem... maybe

I have added an "exist" field to "Q"'s array. Default = 0 (does not exist)
When the required number of "fruit" is collected "q.exist" is set to 1 (does exist)
Modified the "displaying of Q" only to happen if "Q" exists.

I have played (tested) the game many times and the game runs as it should.

(ignore the "enemy" sections... just tinkering... lol)

Code:
'----------------
' INITIALIZATION
'----------------
'#win32
set window "Tiny Adventure",200,100,false,4
set redraw off

player   = []
fruit    = []
q        = []
camera   = []
'enemy    = []

'Initial Value
randomize clock()
player.x=width(primary)/2;player.y=height(primary)-15;player.img="P"
player.dx=2;player.dy=5;player.jump = 0
'enemy.x=width(primary);enemy.y=height(primary)-10;enemy.vel= -1;enemy.img="o"
for i = 0 to 19; fruit[i] = [x:rnd(-80,280),y:rnd(50,80),img:"x"];next
q = [x:rnd(-80,280),y:rnd(20,50),exist:0,img:"Q"]
camera.x = 0
score = 0

'--------------
' MAIN PROGRAM
'--------------
do   
    set color 0,0,0 ; cls 'clear screen
    Say(40,1,"Tiny Adventure")
   
    'camera's position on top left while the initial player's position in the middle
    camera.x = player.x - width(primary)/2
    camera.y = player.y - height(primary)/2

    'update mountain's position relative to the camera.x
    mountain =[-100-camera.x,90,0-camera.x,50,100-camera.x,70,200-camera.x,50,300-camera.x,90]
   
    'player's control   
    if keydown(KEY_LEFT) then
        player.x = player.x - player.dx
    elseif keydown(KEY_RIGHT) then
        player.x = player.x + player.dx
    elseif keydown(KEY_UP) and player.y > 32 then
        player.y = player.y - player.dy; player.jump = 1 'jump
    endif
   
    set color 255, 128, 0
    set caret 0, 0
    wln width(player.img) 'player.y
   
    'move enemy
    'enemy.x=enemy.x+enemy.vel
    'if enemy.x<=0   enemy.vel=1
    'if enemy.x>=width(primary)  enemy.vel= -1
   
    'collision detection between player and fruits
    for i = 0 to 19
        if (player.x>= fruit[i].x-10-camera.x and player.x <= fruit[i].x+10-camera.x) and
        (player.y >= fruit[i].y-10-camera.y and player.y <= fruit[i].y+10-camera.y) then
            score = score + 1
            fruit[i].y = -10 'out of screen
        endif
    next
   
    'collisiom between player and enemy
    'if player.x>=enemy.x and player.x<=enemy.x+10 and
    '    player.y>=enemy.y-10 and player.y<=enemy.y+10 and score>0 then
    '    score = score - 1
    '    enemy.x=width(primary)-10
    'endif
   
    'collision detection between player and "Q"
    if (player.x>=q.x-10-camera.x and player.x<=q.x+10-camera.x) and
    (player.y>=q.y-10-camera.y and player.y<=q.y+10-camera.y) and q.exist then
        Say(40,24,"Completed")
        'q.y = -10 'out of screen
        q.exist = 0
        'enemy.x = -10
        redraw
        do;wait 1;until keydown(KEY_RETURN)
        end   
    endif
   
    'if the player jumps then goes down slowly
    if player.jump and player.y<=(height(primary)-15) then
        player.y = player.y + 1
        if player.y < 0 then player.y = 0 'don't fly to outer space :-)
    endif   

    'boundaries
    if player.x <5 then 'left boundary
        player.x = player.x+5
        Say(5,40,"Rrr")
    elseif player.x >width(primary)-5 then 'right boundary
        player.x = player.x-5
        Say(width(primary)-35,40,"Rrr")         
    endif

    'draw blue mountains , green fruits , white player and red "Q"
    set color 255,255,255; set caret width(primary)/2,12; center "Score :"+score
    set color 0,0,70 ; draw poly mountain,1
    set color 0,150,0
        foreach i in fruit
            set caret fruit[i].x-camera.x,fruit[i].y
            wln fruit[i].img
        next
    if score >= 20 then
        q.exist = 1
    endif
    if q.exist
        set color 150,0,0;set caret q.x-camera.x,q.y; wln q.img
    endif
    set color 255,255,255; set caret player.x,player.y; wln player.img
    'set color 255,255,0; set caret enemy.x,enemy.y; wln enemy.img

    redraw
    fwait 30
until keydown(KEY_ESCAPE)

'-----------
' FUNCTIONS
'-----------
function Say(x,y,msg)
    set color 255,0,0; set caret x,y; wln msg
endfunc

I hope this helps...

J

(02-16-2024, 07:48 PM)johnno56 Wrote: I think I may have found a fix for the premature "completed" problem... maybe

I have added an "exist" field to "Q"'s array. Default = 0 (does not exist)
When the required number of "fruit" is collected "q.exist" is set to 1 (does exist)
Modified the "displaying of Q" only to happen if "Q" exists.

I have played (tested) the game many times and the game runs as it should.

(ignore the "enemy" sections... just tinkering... lol)

Code:
'----------------
' INITIALIZATION
'----------------
'#win32
set window "Tiny Adventure",200,100,false,4
set redraw off

player   = []
fruit    = []
q        = []
camera   = []
'enemy    = []

'Initial Value
randomize clock()
player.x=width(primary)/2;player.y=height(primary)-15;player.img="P"
player.dx=2;player.dy=5;player.jump = 0
'enemy.x=width(primary);enemy.y=height(primary)-10;enemy.vel= -1;enemy.img="o"
for i = 0 to 19; fruit[i] = [x:rnd(-80,280),y:rnd(50,80),img:"x"];next
q = [x:rnd(-80,280),y:rnd(20,50),exist:0,img:"Q"]
camera.x = 0
score = 0

'--------------
' MAIN PROGRAM
'--------------
do  
    set color 0,0,0 ; cls 'clear screen
    Say(40,1,"Tiny Adventure")
  
    'camera's position on top left while the initial player's position in the middle
    camera.x = player.x - width(primary)/2
    camera.y = player.y - height(primary)/2

    'update mountain's position relative to the camera.x
    mountain =[-100-camera.x,90,0-camera.x,50,100-camera.x,70,200-camera.x,50,300-camera.x,90]
   
    'player's control  
    if keydown(KEY_LEFT) then
        player.x = player.x - player.dx
    elseif keydown(KEY_RIGHT) then
        player.x = player.x + player.dx
    elseif keydown(KEY_UP) and player.y > 32 then
        player.y = player.y - player.dy; player.jump = 1 'jump
    endif
   
    'set color 255, 128, 0
    'set caret 0, 0
    'wln player.y
   
    'move enemy
    'enemy.x=enemy.x+enemy.vel
    'if enemy.x<=0   enemy.vel=1
    'if enemy.x>=width(primary)  enemy.vel= -1
  
    'collision detection between player and fruits
    for i = 0 to 19
        if (player.x>= fruit[i].x-10-camera.x and player.x <= fruit[i].x+10-camera.x) and
        (player.y >= fruit[i].y-10-camera.y and player.y <= fruit[i].y+10-camera.y) then
            score = score + 1
            fruit[i].y = -10 'out of screen
        endif
    next
   
    'collisiom between player and enemy
    'if player.x>=enemy.x and player.x<=enemy.x+10 and
    '    player.y>=enemy.y-10 and player.y<=enemy.y+10 and score>0 then
    '    score = score - 1
    '    enemy.x=width(primary)-10
    'endif
  
    'collision detection between player and "Q"
    if (player.x>=q.x-10-camera.x and player.x<=q.x+10-camera.x) and
    (player.y>=q.y-10-camera.y and player.y<=q.y+10-camera.y) and q.exist then
        Say(40,24,"Completed")
        'q.y = -10 'out of screen
        q.exist = 0
        'enemy.x = -10
        redraw
        do;wait 1;until keydown(KEY_RETURN)
        end  
    endif
  
    'if the player jumps then goes down slowly
    if player.jump and player.y<=(height(primary)-15) then
        player.y = player.y + 1
        if player.y < 0 then player.y = 0 'don't fly to outer space :-)
    endif  

    'boundaries
    if player.x <5 then 'left boundary
        player.x = player.x+5
        Say(5,40,"Rrr")
    elseif player.x >width(primary)-5 then 'right boundary
        player.x = player.x-5
        Say(width(primary)-35,40,"Rrr")         
    endif

    'draw blue mountains , green fruits , white player and red "Q"
    set color 255,255,255; set caret width(primary)/2,12; center "Score :"+score
    set color 0,0,70 ; draw poly mountain,1
    set color 0,150,0
        foreach i in fruit
            set caret fruit[i].x-camera.x,fruit[i].y
            wln fruit[i].img
        next
    if score >= 20 then
        q.exist = 1
    endif
    if q.exist
        set color 150,0,0;set caret q.x-camera.x,q.y; wln q.img
    endif
    set color 255,255,255; set caret player.x,player.y; wln player.img
    'set color 255,255,0; set caret enemy.x,enemy.y; wln enemy.img

    redraw
    fwait 30
until keydown(KEY_ESCAPE)

'-----------
' FUNCTIONS
'-----------
function Say(x,y,msg)
    set color 255,0,0; set caret x,y; wln msg
endfunc

I hope this helps...

J
Logic is the beginning of wisdom.
Reply
#5
Love these small programs! Mind if I put it in the examples folder in the next release (with johnno's modification)?
Reply
#6
@Marcus         You may put the Tiny Adventure in example folder in the next release. 
                      The Tiny Adventure is here because of your tips regarding how to use "camera" on Naalaa.
                      I learn a lot from you and I'm glad to contribute to Naalaa  Big Grin 

@Johnno         Thank you for spotting bugs and improving the Tiny Adventure's code. You are really helpful.
                      The polygon hills are inspired by your "spaceship" on your "Space Race" game.
                      At that time, I was amazed on how you used polygon to make a "spaceship".
                      The "spaceship" is polygon too. It's nice, too.

@aliensoldier    Thank you for spotting error, I believe the Tiny Adventure still need some enhancements.
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