From: "Jado" Newsgroups: comp.os.msdos.djgpp Subject: Re: Working on tilebased game... Date: Wed, 23 Dec 1998 23:36:35 -0000 Organization: BT Internet Lines: 80 Message-ID: <75ruhs$kn3$1@mendelevium.btinternet.com> References: <75lokv$srg$1 AT tron DOT sci DOT fi> NNTP-Posting-Host: host62-172-93-150.btinternet.com X-Newsreader: Microsoft Outlook Express 4.72.3007.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3007.0 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Hi Programmer, This is a cheesy idea I know (and a little resource consumptive (is that real word?) if you're loading the whole map in at the start of a level or whatever), I'm guessing your map will be just a straight array of unsigned chars (value 0-255 BTW), the way that I'm thinking about here (the one that would be 'consumptive :) is to have something like typedef struct{ unsigned char bmp_ref; unsigned char unwalkable; }map_element; then map_element tiles[]; (with tiles[0].bmp_ref 1 and tiles[0].unwalkable 0 (a nice walkable grass tile)) then map_element acid; (with tiles[1].bmp_ref 2 and tiles[1].unwalkable 1 (an acidic tile that the character knows not to walk on)) then a map like this unsigned char map[5][5]={0,0,0,0,0, 0,0,0,0,0, 0,0,1,0,0, 0,0,0,0,0, 0,0,0,0,0}; then in your main loop, check where your character is, and if he's going to wander onto any tiles with an unwalkable value of 1, stop him. i.e. if(next_tile_we_are_wandering_onto.unwalkable) It's a cheesy example and my codes probably all wrong (been a very long day (bah humbug :)) so drop me an email if you can't get it working and I'll give you a hand with it. Hope I helped, Jado. --------------------------------------------------- Site admin www.jado.org free webspace and banner exchange for all keen coders :) --------------------------------------------------- Programmer wrote in message <75lokv$srg$1 AT tron DOT sci DOT fi>... >Hello! > >Yes i'am currently making tilebased game..This far everything has worked >fine, but now i went to dead end. I don't know how to make or write the code >to check if player has walked on tile which isn't walkable. > >I have read some faqs about tilebased games, It explaind lot, In my mind >everything is simple but when i should write it...bah. > >The writer of the faq file used 'unsigned char', because its lenght is from >0 to 127 right?. > >The map is drawn with two FOR loops, so i was thinking can i use loops to >check if player is in wrong place?.. Please, if you know how to write the >code..I´m confused from all the texts i have read...I would use any code >only as my reference, no need to copy. > >Thanks for all the help!! > >'''Using allegro v3.01b''' > > >