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myrpg.bas
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myrpg.bas
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' "myrpg.bas" is a walking demo of a Zelda-clone. It currently features
' a total of three total screens. From the starting screen you may go
' down and then you may go right from there. The game is built on a simple
' tile-engine based on the tutorial from Pete's QB Site:
' http://www.petesqbsite.com/sections/tutorials/tutorials/rpg_tut1.txt
' http://www.petesqbsite.com/sections/tutorials/tutorials/rpg_tut2.txt
'
' Copyright (C) 1999, 2014 sraboy (http://www.reddit.com/user/sraboy/)
'
' This program is free software: you can redistribute it and/or modify
' it under the terms of the GNU General Public License as published by
' the Free Software Foundation, either version 3 of the License, or
' (at your option) any later version.
'
' This program is distributed in the hope that it will be useful,
' but WITHOUT ANY WARRANTY; without even the implied warranty of
' MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
' GNU General Public License for more details.
'
' You should have received a copy of the GNU General Public License
' along with this program. If not, see <http://www.gnu.org/licenses/>.
SCREEN 13
DEFINT A-Z
RANDOMIZE TIMER
CLS
DIM grass%(99), sand%(99), stonesides%(99), bush%(99), water%(99)
DIM player%(99), playermask%(99), monster%(99), monstermask%(99)
DIM roof%(99), front%(99), door%(99)
DIM world%(6, 4), map%(21, 15)
'***********INITIALIZATION***********
RESTORE player
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), player%
RESTORE playermask
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), playermask%
RESTORE monster
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), monster%
RESTORE monstermask
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), monstermask%
RESTORE world
FOR worldY = 1 TO 4
FOR worldX = 1 TO 6
READ world%(worldX, worldY)
NEXT worldX
NEXT worldY
playerX = 10
playerY = 10
monsterX = 5
monsterY = 5
worldX = 2
worldY = 1
GOSUB tilemaker
GOSUB mapmaker
GOSUB plotmap
PUT (playerX * 15 - 15, playerY * 13 - 13), playermask%, AND
PUT (playerX * 15 - 15, playerY * 13 - 13), player, OR
player.maxhealth = 100
player.health = 100
player.maxexp = 50
player.exp = 0
player.attack = 1
player.level = 1
'************START GAME*************
start:
moved = 0
DO
press$ = INKEY$
SELECT CASE press$
CASE CHR$(0) + CHR$(80) 'down arrow
check = playerY + 1
IF check > 14 THEN
moved = 1
GOSUB downmap
END IF
IF moved = 0 AND map%(playerX, playerY + 1) >= 0 THEN
GOSUB plotspot
playerY = playerY + 1
moved = 1
END IF
CASE CHR$(0) + CHR$(72) 'up arrow
check = playerY - 1
IF check < 1 THEN
moved = 1
GOSUB upmap
END IF
IF moved = 0 AND map%(playerX, playerY - 1) >= 0 THEN
GOSUB plotspot
playerY = playerY - 1
moved = 1
END IF
CASE CHR$(0) + CHR$(77) 'right arrow
check = playerX + 1
IF check > 21 THEN
moved = 1
GOSUB rightmap
END IF
IF moved = 0 AND map%(playerX + 1, playerY) >= 0 THEN
GOSUB plotspot
playerX = playerX + 1
moved = 1
END IF
CASE CHR$(0) + CHR$(75) 'left arrow
check = playerX - 1
IF check < 1 THEN
moved = 1
GOSUB leftmap
END IF
IF moved = 0 AND map%(playerX - 1, playerY) >= 0 THEN
GOSUB plotspot
playerX = playerX - 1
moved = 1
END IF
END SELECT
IF moved = 1 THEN GOSUB drawplayer 'if he moved onto a valid tile
IF map%(playerX, playerY) = 0 THEN 'only if the player is on grass
IF INT((RND * 500000) + 1) = 1 THEN GOSUB generatemonster
END IF
LOOP UNTIL press$ = CHR$(27)
'************************'
'******SUB ROUTINES******'
'************************'
generatemonster:
LOCATE 1, 8
PRINT INT((RND * monsterlevel) + 1)
RETURN
'************************'
plotspot:
y = playerY
x = playerX
IF map%(x, y) = -6 THEN
PUT (x * 15 - 15, y * 13 - 13), door%, PSET
ELSEIF map%(x, y) = -5 THEN
PUT (x * 15 - 15, y * 13 - 13), front%, PSET
ELSEIF map%(x, y) = -4 THEN
PUT (x * 15 - 15, y * 13 - 13), water%, PSET
ELSEIF map%(x, y) = -3 THEN
PUT (x * 15 - 15, y * 13 - 13), roof%, PSET
ELSEIF map%(x, y) = -2 THEN
PUT (x * 15 - 15, y * 13 - 13), stonesides%, PSET
ELSEIF map%(x, y) = -1 THEN
PUT (x * 15 - 15, y * 13 - 13), bush%, PSET
ELSEIF map%(x, y) = 0 THEN
PUT (x * 15 - 15, y * 13 - 13), grass%, PSET
ELSEIF map%(x, y) = 1 THEN
PUT (x * 15 - 15, y * 13 - 13), sand%, PSET
END IF
RETURN
'**************************
tilemaker:
RESTORE water:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), water%
RESTORE bush:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), bush%
RESTORE grass:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), grass%
RESTORE stonesides:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), stonesides%
RESTORE sand:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), sand%
RESTORE roof:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), roof%
RESTORE front:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), front%
RESTORE door:
FOR y = 1 TO 13
FOR x = 1 TO 15
READ clr
PSET (x, y), clr
NEXT x
NEXT y
GET (1, 1)-(15, 13), door%
RETURN
'*************************'
mapmaker:
CLS
IF world%(worldX, worldY) = 21 THEN
restore map21
FOR y = 1 TO 15
FOR x = 1 TO 21
read map%(x, y)
NEXT x
NEXT y
END IF
IF world%(worldX, worldY) = 22 THEN
restore map22
FOR y = 1 TO 15
FOR x = 1 TO 21
read map%(x, y)
NEXT x
NEXT y
END IF
IF world%(worldX, worldY) = 32 THEN
restore map32
FOR y = 1 TO 15
FOR x = 1 TO 21
read map%(x, y)
NEXT x
NEXT y
END IF
GOSUB plotmap
'*************************'
plotmap:
FOR y = 1 TO 15
FOR x = 1 TO 21
IF map%(x, y) = -6 THEN
PUT (x * 15 - 15, y * 13 - 13), door%, PSET
ELSEIF map%(x, y) = -5 THEN
PUT (x * 15 - 15, y * 13 - 13), front%, PSET
ELSEIF map%(x, y) = -4 THEN
PUT (x * 15 - 15, y * 13 - 13), water%, PSET
ELSEIF map%(x, y) = -3 THEN
PUT (x * 15 - 15, y * 13 - 13), roof%, PSET
ELSEIF map%(x, y) = -2 THEN
PUT (x * 15 - 15, y * 13 - 13), stonesides%, PSET
ELSEIF map%(x, y) = -1 THEN
PUT (x * 15 - 15, y * 13 - 13), bush%, PSET
ELSEIF map%(x, y) = 0 THEN
PUT (x * 15 - 15, y * 13 - 13), grass%, PSET
ELSEIF map%(x, y) = 1 THEN
PUT (x * 15 - 15, y * 13 - 13), sand%, PSET
END IF
NEXT x
NEXT y
RETURN
drawplayer:
IF moved = 1 THEN
PUT (playerX * 15 - 15, playerY% * 13 - 13), playermask%, AND
PUT (playerX * 15 - 15, playerY% * 13 - 13), player%, OR
moved = 0
END IF
RETURN
rightmap:
playerX = 1
worldX = worldX + 1
GOSUB mapmaker
RETURN
leftmap:
playerX = 21
worldX = worldX - 1
GOSUB mapmaker
RETURN
downmap:
playerY = 1
worldY = worldY + 1
GOSUB mapmaker
RETURN
upmap:
playerY = 15
worldY = worldY - 1
GOSUB mapmaker
RETURN
'*************************'
'*******************************
'********DATA STATEMENTS********
'*******************************
'***************WORLD DATA****************
world:
DATA 11,21,31,41,51,61
DATA 12,22,32,42,52,62
DATA 13,23,33,43,53,63
DATA 14,24,34,44,54,64
'*************END WORLD DATA**************
'******************MAP21 DATA********************
'21x15 tiles
map21:
DATA -2,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4
DATA -2,00,00,00,00,00,01,01,00,00,00,00,00,00,00,-4,00,00,00,00,00
DATA -2,00,00,00,00,00,01,01,00,00,00,00,00,00,00,-4,00,00,00,-3,-3
DATA -2,00,00,00,00,00,00,01,01,00,00,00,00,00,00,-4,00,00,00,-5,-6
DATA -2,00,00,00,00,00,00,00,01,00,00,00,00,00,00,-4,-4,00,00,00,00
DATA -2,00,00,00,00,00,00,00,01,00,00,00,00,00,00,00,-4,-4,-4,-4,-4
DATA -2,00,00,00,00,00,-1,00,01,00,00,00,00,00,00,00,01,01,01,01,00
DATA -2,00,00,00,00,00,-1,00,01,00,00,00,00,00,00,00,01,-3,-3,-3,00
DATA -2,00,00,00,00,00,00,01,01,00,00,00,00,00,00,00,01,-5,-6,-5,00
DATA -2,00,00,00,00,00,00,01,01,01,01,01,01,01,01,01,01,01,01,01,00
DATA -2,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,-1,01,01,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00,00
'******************END MAP21 DATA****************
'******************MAP22 DATA********************
'21x15 tiles
map22:
DATA -2,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,01,01,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,01,01,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,-1,00,01,00,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,-1,00,01,01,00,00,00,00,00,00,00,00,00,00,00
DATA -2,00,00,00,00,00,00,00,01,01,-3,-3,-3,-3,00,00,00,00,-1,-1,00
DATA -2,00,00,00,00,00,00,00,01,01,-5,-6,-5,-5,00,00,00,00,-1,-1,00
DATA -2,00,00,00,00,00,00,00,00,-1,01,01,00,00,00,00,00,00,-1,-1,00
DATA -2,00,00,00,00,00,00,00,00,00,00,01,00,00,00,00,00,00,-3,-3,-3
DATA -2,00,00,00,00,00,00,00,00,00,01,01,00,00,00,00,00,00,-5,-6,-5
DATA -2,00,00,00,00,00,00,00,00,00,01,01,00,00,00,00,00,00,-1,00,-1
DATA -2,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,-1,-1
'******************END MAP22 DATA****************
'******************MAP32 DATA********************
'21x15 tiles
map32:
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,01,00,00,00,00,00,00,-4,-4,-4,00,00,00
DATA 00,00,00,00,00,01,01,01,01,00,00,00,00,00,00,-4,-4,-4,00,00,00
DATA 00,00,00,00,00,01,-4,01,01,00,00,00,00,00,00,-4,-4,-4,-4,00,00
DATA 00,00,00,00,01,01,-1,01,01,00,00,00,00,00,00,00,00,-4,-4,00,00
DATA 00,00,00,00,01,01,-1,00,01,01,00,00,-3,-3,-3,-3,-3,-4,-4,-4,-4
DATA 00,00,00,00,01,01,00,00,01,01,00,00,-3,-3,-3,-3,-3,00,-1,-1,-4
DATA 00,00,00,00,01,00,00,00,01,01,00,00,-5,-5,-6,-6,-5,00,-1,-1,-4
DATA 00,00,00,00,00,00,00,00,00,-1,01,01,00,00,00,00,00,00,-1,-1,-4
DATA 00,00,00,00,-1,00,00,00,00,00,00,01,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,-1,-1,00,00,00,00,01,01,00,00,00,00,00,00,00,00,00
DATA 00,00,00,00,-1,-1,00,00,00,00,01,01,00,00,00,-1,00,00,00,00,00
DATA 00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,-1,00
'******************END MAP32 DATA****************
'******************STONESIDES DATA********************
'15,13 pixels
stonesides:
DATA 17,17,17,17,17,17,17,17,17,17,17,17,17,17,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
DATA 17,22,22,22,22,22,22,22,22,22,22,22,22,22,17
'****************END STONESIDES DATA******************
'*******************BUSH DATA*********************
'15,13 pixels
bush:
DATA 10,10,10,10,02,02,02,02,02,02,02,02,02,10,10
DATA 10,10,10,02,02,02,02,02,02,02,02,02,02,10,10
DATA 10,02,02,120,120,02,02,02,02,02,02,02,02,10,10
DATA 10,02,120,120,02,02,02,120,120,02,02,02,02,02,10
DATA 02,02,120,02,02,02,02,02,02,120,120,02,02,02,02
DATA 02,02,02,120,02,02,02,02,02,02,120,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,02,02,02,02,02,02,02,02,02,02,02
DATA 02,02,02,02,120,120,120,02,02,02,02,02,02,02,02
DATA 02,02,02,120,02,02,02,120,02,02,02,02,02,02,02
DATA 10,02,120,120,02,02,02,120,02,02,02,02,02,02,02
DATA 10,120,02,02,02,02,02,02,02,120,120,02,02,02,02
DATA 10,10,10,02,02,02,02,02,10,02,10,10,10,10,10
'****************END BUSH DATA******************
'******************GRASS DATA********************
'15,13 pixels
grass:
DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10
DATA 10,10,10,10,10,10,10,10,10,10,10,02,10,10,10
DATA 10,10,10,10,10,10,10,10,10,10,02,10,10,10,10
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'******************ROOF DATA********************
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'******************DOOR DATA********************
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'****************END DOOR DATA******************
'******************WATER DATA********************
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'****************END WATER DATA******************
'******************SAND DATA********************
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'****************END GRASS DATA******************
'*******************PLAYER DATA********************
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player:
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'***************END PLAYER DATA********************
'******************MONSTER DATA***********************
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'***************END MONSTER DATA********************