Let's start by creating our game world within the computer. I'm going to create a 3x3 game world - so just 9 locations in total to keep things simple.
dim World$(3,3)
This command reserves 9 locations in memory that we can use for our 'world' arranged in a 3 by 3 grid or array.
Inside the computer's memory, the 'world' looks like a grid. The game world is represented as a 3x3 grid of 9 locations. |
The next step is to 'populate' the grid. The procedure 'populateWorld' is invoked which reads the names of the spaces into the array.
Adding the names of the spaces using the read command. The names are stored as data commands in the program itself. |
The next step is to record some data about the player character. For example, it would be useful to record which space the player is currently exploring. Let's start him/her at the 'Village', so his/her starting coordinates are (2,2). We will use to variables to store this information.
Once you have the code loaded you can test the program works.
Run the program. It won't do very much, but try typing: PRINT World$(2,1) after the prompt. It should tell you the name of space (2,1).
Testing that the program reads the space names in correctly. What happens if you type PRINT World$(4,5) ? |
...and that's it for this post....
...next time... how to move the player around the 'world'.
Source code follows:
REM an adventure game in BB4W
REM by Mr Street
REM version 1.0.0.1
REM let's set up a 'world'
DIM World$(3,3) : 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 next time... moving the player around the 'World'
PRINT "That's all folks"
END
DEFPROC_populateWorld
REM puts some names of the spaces into the World
LOCAL x%, y%
REM start with the first row
FOR y% = 1 TO 3
FOR x% = 1 TO 3
READ World$(x%,y%)
NEXT
NEXT
ENDPROC
:
REM the data for our 3x3 grid
DATA "Hills", "Mountains", "Forest"
DATA "Castle", "Village", "Fields"
DATA "Woods", "Swamp", "Lake"
REM by Mr Street
REM version 1.0.0.1
REM let's set up a 'world'
DIM World$(3,3) : 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 next time... moving the player around the 'World'
PRINT "That's all folks"
END
DEFPROC_populateWorld
REM puts some names of the spaces into the World
LOCAL x%, y%
REM start with the first row
FOR y% = 1 TO 3
FOR x% = 1 TO 3
READ World$(x%,y%)
NEXT
NEXT
ENDPROC
:
REM the data for our 3x3 grid
DATA "Hills", "Mountains", "Forest"
DATA "Castle", "Village", "Fields"
DATA "Woods", "Swamp", "Lake"