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Post by ragnjerr on Sept 3, 2022 11:50:43 GMT -6
I was wondering if there are in depth tutorials of collision and player movement? I am starting small making a fixed (procedureless) levels of a roguelike using just plain ASCII graphics (have to keep it old and gold). Would reading other BASIC dialects somewhat cover these functions for RCBASIC v3?
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Post by tbird on Sept 3, 2022 13:39:40 GMT -6
I would look at the games and demos on this forum that have been posted by the other members, most if not all are open source and contain many examples of movement and collision.
Welcome to the forum!
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Post by johnno56 on Sept 6, 2022 4:41:04 GMT -6
"In depth tutorials"? This seems to be a "Chart Topper" for requests on most Basic sites... Usually it comes down to Talent and available time when it comes to producing in depth tutorials. In the meantime... Collision detection: There are so many collision detection algorithms 'out there', to be honest, confuses me to no end... For graphics, I try to stick with AABB (Axis Aligned Bounding Box) for colliding rectangles and circle/circle for colliding circles. rcbasic.freeforums.net/thread/280/collision-detection-101 is a handy place to start. Other members suggested refinements to the tutorial. I try to avoid detection using point() - other Basics - or getpixel() as this method is far to slow. Really accurate but slow... When it comes to rogue-like games - text based - I am not your best choice for advice, sorry. Ok. Player Movement: These were done some time ago and are riddled with comments explaining how the player is moved. Both tutorials use the cursor keys. The first one moves the player by monitoring 4 individual key presses and moves the player accordingly. The second is similar but uses less coding to achieve the same results. rcbasic.freeforums.net/thread/274/player-movement-101rcbasic.freeforums.net/thread/275/player-movement-102I hope that this information is helpful. ( I am personally waiting for a tutorial on how to setup a Neural Interface... My typing skills are awful... lol) J
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