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IFF Interleaved Bitmap Image  |  1995-09-10  |  17KB  |  640x256  |  4-bit (4 colors)
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OCR: CREATING A SIMPLE MAZE is a doddle, but remember: your game must SCAM the squares ahead, so in order to stop ERRORS occuring, we need to "encase" the maze with a x5 BLOCK THICK outer layer of WALLS to prevent NEGATIVE or ILLEGAL FUNCTION occurances! Dim _MAP ( SO, SO ) Global _MAP( ) AMOS may require a SET BUFFER command too! For DWN=\ to 50 <---- this stuff sets up a MAZE array which will For ACROSS=\ to SO store not only the GAME PLAYING AREA but also MAP ( ACROSS ,DUN ) = | the ALIENS & other game ELEMENTS eventually! Next ACROSS It's a GRID, 50x50 squares in SIZE! Next DUN For ACROSS=1 to 10 For DWN= 1 to 10 Read _MAP (ACROSS+6 , DWN+6 ) <--- add 6 to make Next DWN sure the "outer Next ACROSS wall" is THICK! Data 1, 1, 1,1,1,1,1,1,1,1 Data 1,0,0,0, 1,0,0,0,0, 1 <---- imagine this as a Data 1,0, 1,0,0,0,0, 1,0, 1 "plan view" of your Data 1,0,0,0,0,0, 1, 1, 1, 1 3d maze! 0 = space Data 1,0,0.1110 1 = wall Simple huh? ":"etc etc, "until you've done `TEN LINES of it & made a MAZE!