Opry99er Posted November 17, 2010 Share Posted November 17, 2010 (edited) Okay, so I've been reading Matthew's old page on maze generation and I've also been reading through the thread on Berylrogue. http://digitalstratu...ng/hkmaze_ti_xb The above link takes you to Matthew's explanation of how he developed his HK maze... It's very well explained and I learned quite a bit from it. I am, however, looking to develop a different kind of maze... a "dungeon" so to speak. I am hoping to create something like Codex's "Helm of Wooldridge" dungeon.... not so much a "Hunt and Kill" map. Essentially, I want 4 chambers (+-) and paths going between them. My first step is to plot 4 random points on the screen... So I came up with a little program to do that. This plots a point, displays the coordinates onscreen, creates a "chamber", holds for a moment, then plots the next point, repeat. 90 CALL CHAR(64,"FFFFFFFFFFFFFFFF") 100 CALL CLEAR 110 RANDOMIZE 120 FOR LP=1 TO 4 130 X=INT(RND*32)+1 131 IF X>28 THEN X=28 132 IF X<4 THEN X=4 140 Y=INT(RND*24)+1 141 IF Y<4 THEN Y=4 142 IF Y>19 THEN Y=19 150 DISPLAY AT(Y,X):"@"; 155 DISPLAY AT(21,2):Y;:: DISPLAY AT(21,; 156 CALL HCHAR((Y-1),(X-1),64,6):: CALL HCHAR(Y,(X-1),64,6):: CALL HCHAR((Y+1),(X-1),64,6):: CALL HCHAR((Y+2),(X-1),64,6) 158 FOR I=1 TO 500 :: NEXT I 160 NEXT LP 170 GOTO 170 This creates 4 rectangular chambers onscreen... so, I need to figure out how to "plot" the passageways between them... I'm continuing to work on this, but I could use a bit of help. =) Thanks. and please try the code so you can see what I'm doing. I know it's inefficient right now, but I'm trying. Am I even on the right track? I know actually rendering the chambers should be better than this... (LINE 156), but that's my best guess at first try. Thanks guys. Edited November 17, 2010 by Opry99er Quote Link to comment Share on other sites More sharing options...
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