# Writing an Adventure Game 05

Continuing our posts on learning programming through a simple adventure game.  In previous posts we have looked at creating a world that our player can explore; prevented the player from walking off the edge of the map, and provided a simple health system.

Today we shall look at implementing objects that the player can encounter - and later pick up and use.

As these posts are intended to be a simple introduction to programming we will use a simple data type - the array - to hold the information about objects - we wont introduce structures (or indeed objects in the object oriented sense yet - and yes, BB4W is, or can be object oriented : there are some links provided for the interested student).  If you want to see a more complicated adventure game, then do check out Goliath.

 Most of the new code is contained in this image.  Showing the initialisation of objects and the modification of the main program.

Data is stored in four arrays - the prefix (whether it is 'a', 'an', 'the old' etc object); the object name itself, and the object's current x and y coordinate.

The PROC_showObjects procedure shown below loops through all the possible objects and checks whether they are visible to the player - ie in this sense, are they at the same location as the player.

 Checking whether an object is at the player's current location.
In pseudocode the above procedure works as follows:

FOR EACH OBJECT
IF THE PLAYER'S LOCATION IS THE SAME AS THE OBJECT LOCATION
TELL PLAYER THAT THIS OBJECT IS HERE

We have also added a procedure for adding the objects initial positions to the game.
 Reading in data about the objects.  This simple set of data should be sufficient to show how you could build up more complicated games with loads of objects.  Remember, if you want to add more objects then you must change the value of numObjects% accordingly!

In pseudocode the above procedure works as follows:

FOR EACH OBJECT
READ THE OBJECT PREFIX, NAME, X AND Y COORDINATE

Now, when we play the game we may encounter some objects in our path:

 Look, an apple!

Next time - letting the player pick up objects.

Source code follows:

REM an adventure game in BB4W
REM by Mr Street

REM version 1.0.0.1 setting up the world
REM version 1.0.0.2 moving around the world
REM version 1.0.0.3 fixing it so you can't walk out of the grid
REM version 1.0.0.4 health decreases each turn (because you get hungry)
REM version 1.0.0.5 set-up some objects for the player to interact with

SIZE% = 3
REM let's set up a 'world'

DIM World\$( SIZE%, SIZE% ) : REM creates a 3x3 grid
REM now 'populate' the grid with some space names

PROC_populateWorld
REM now some data about our player
REM player's starting position

x% = 2
y% = 2
REM player's health

health% = 50

REM the objects

numObjects% = 2 : REM start with just a small number of objects

DIM prefix\$( numObjects% )   : REM eg "a" or "an" or "the"

DIM object\$( numObjects% )   : REM object name, eg "sword"

DIM objectx%( numObjects% )  : REM object x position

DIM objecty%( numObjects% )  : REM object y position

PROC_createObjects
PROC_main

DEFPROC_main
LOCAL command\$ : REM user's input
REM the main program
REM repeat until the player is dead

REPEAT

REM show the player's current position

PROC_showCurrent
REM show objects here

PROC_showObjects
REM get some input from the player

PRINT REM a blank line

INPUT "What now? > " command\$
REM deal with user's input

PROC_executeCommand( command\$ )
UNTIL health% <= 0
REM game over message

PRINT "GAME OVER!"
ENDPROC

DEFPROC_executeCommand( command\$ )
REM deals with the users input

LOCAL com\$, gridError\$
LOCAL ok% : REM checks whether the user's input is acceptable

ok% = TRUE REM assume user's input makes sense

gridError\$ = "You can't go in that direction!" : REM a message for when you move off the grid

com\$ = FN_convlc( command\$ ) : REM convert to lowercase so it is easier

CASE TRUE OF
WHEN
com\$ = "n" OR com\$ = "north"
IF y%<SIZE% THEN

y% += 1
ELSE
PRINT
gridError\$
ok% = FALSE
ENDIF

WHEN
com\$ = "s" OR com\$ = "south"
IF y% >1 THEN

y% -= 1
ELSE
PRINT
gridError\$
ok% = FALSE
ENDIF

WHEN
com\$ = "e" OR com\$ = "east"
IF x%<SIZE% THEN

x% += 1
ELSE
PRINT
gridError\$
ok% = FALSE
ENDIF

WHEN
com\$ = "w" OR com\$ = "west"
IF x%>1 THEN

x% -= 1
ELSE
PRINT
gridError\$
ok% = FALSE
ENDIF

OTHERWISE
PRINT
"I don't understand you!"
ok% = FALSE

ENDCASE

REM if the user's input was acceptable, then they have
REM made one 'turn' and should lose one health point

IF ok% THEN

health% -= 1
ENDIF

ENDPROC

DEFPROC_showCurrent
PRINT "You are at the : "World\$(x%, y%)
PRINT "Your health is : "STR\$(health%)
ENDPROC

DEFPROC_showObjects
REM look for any objects here

LOCAL n%
REM look through list of objects

FOR n% = 1 TO numObjects%
REM is the player's location the same as the object location?

IF x% = objectx%(n%) AND y% = objecty%(n%) THEN

REM objects is here

PRINT "There is "prefix\$(n%)" "object\$(n%)" here."
ENDIF
NEXT
ENDPROC

DEF FN_convlc(A\$)
REM converts to lower case

SYS "CharLowerBuff", !^A\$, LEN(A\$)
= A\$

DEFPROC_populateWorld
REM puts some names of the spaces into the World

LOCAL x%, y%

FOR y% = 1 TO SIZE%
FOR x% = 1 TO SIZE%
NEXT
NEXT
ENDPROC

:
REM the data for our 3x3 grid

DATA "Hills",  "Mountains", "Forest"

DATA "Castle", "Village", "Fields"

DATA "Woods",  "Swamp",  "Lake"

DEFPROC_createObjects
REM puts the names of objects into a list

LOCAL n%
FOR n% = 1 TO numObjects%