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Bonzargoes cactusfriend
This is great! Good use of space.
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Bonzargoes cactusfriend
http://lodev.org/cgtutor/raycasting.html
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Bonzargoes cactusfriend
Nice, thanks for the ideas! I'll give these tips a try and let you know what I come up with.
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Bonzargoes cactusfriend
Yep! This is a text console game.
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Bonzargoes cactusfriend
Yes, you can use chkchr$() to check what character is at a certain position in the console. It does indeed work like that. I rely upon that for a lot of other redraw functions elsewhere but it's not working too well here.
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Bonzargoes cactusfriend
By the above I mean: I'm just doing an overlap check using chkchr$() on the literally-drawn stuff. Someone elsewhere gave me the idea to put it all into a two-dimensional array first.
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Bonzargoes cactusfriend
Here's the bottom screen. I am starting to think that it'd be a better idea to abstract this out into a 2 dimensional array and do the checks there before drawing at all. That's just going to take another rewrite.
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Bonzargoes cactusfriend
My overlap checking code is frustratingly only working SOMETIMES. Can't quite figure out why.
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Bonzargoes cactusfriend
Dungeon room generation continues...
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Bonzargoes cactusfriend
Nice! Yeah, I think that's my favorite part of SmileBASIC. You can do so much with so little. It's very encouraging for me while I'm learning it.
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Bonzargoes cactusfriend
In the editor, hold down L, and tap the 'save' button that should be near the upper-left of the touchscreen.
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Bonzargoes cactusfriend
Good idea! The one published project I have is a heavily-commented 'button tester/input example' type thing - I always start by writing these things for myself but then clean them up and add tons of comments, in case they'd help anyone else out. I might do the same for arrays and push/pop/shift/unshift (as you can tell, I'm pretty new to SmileBASIC).
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Bonzargoes cactusfriend
Thanks! That's super handy.
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Bonzargoes cactusfriend
Thanks!! Yep, it's from scratch. For each room, I'm basically defining a random (within limits) upper-left coordinate, then a lower-right (based on the upper-left) and then drawing each wall and filling the room.
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Bonzargoes cactusfriend
Started porting my mapgens over. Currently, as you can see, the rooms don't care if they overlap! Whoops.
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Bonzargoes cactusfriend
Well, for instance, you could do something like: have a 'redraw' part in the main @loop that checks to see how many steps the snake has taken and what length it should be, and then 'remove' the ones that are 'stale'. I know there's a built-in counter in smilebasic but in this case you'd probably just want to set one yourself: just do like c=0 before the @loop, and then do a C + 1.
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Bonzargoes cactusfriend
This is awesome! I'm dreading writing mapgen for my game.
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Bonzargoes cactusfriend
I'd define a length var, then use a while or for loop to draw the snake at the right length.
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Bonzargoes cactusfriend
There have been a few FNAF games for sb. Search for five nights at petit's.
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Bonzargoes cactusfriend
Yay! Bottom screen log window works! Now to add some other windows/panels...
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