Originally posted by FunkyNut
Directional Blocking (My way)
Difficulty 4/5(Its not difficult to understand, but It can get a bit confusing since its not like a tile attibute and adds parts everywhere)
http://img451.imageshack.us/my.php?image=directionalblockexample28bc.png"> ^^^Forgot to show sample, so here is what mine finished looks like. I can walk on all the green tiles, but they wont allow me to walk on the grey tiles
ok, This tut will give you the ability to Unblock/Block directions that a players on, if you want to stop a tile from access from all sides, its still easier to use a block attib (Which isnt removed by this tut),but this tile will allow a player to walk on a tile (Such as a ledge) but wont let them walk any further (so you dont waste a whole tile when stopping players walking over a ledge).
Btw, I’m not sure, but I assume that this will muck up any maps you already have so you either have to redo the maps, or make a small app to convert all old maps to this new format
Ok, lets Begin, first off lets change the way Tiles are read and saved, so find TileRec on both Client and Server and add to the bottom of the type:
WalkUp As Boolean WalkDown As Boolean WalkLeft As Boolean WalkRight As Boolean
This will be used to record which directions are walkable, if a directions walkable, it will be set to true
Now, lets just add the controls we’ll be using in Map Editor, Add a Checkbox called chkDirectionView and two command buttons called cmdFillDirections and cmdClearDirections
http://img25.imageshack.us/my.php?image=directionblockmapeditor9aw.png">
Ok, now we’ve added the controls, we need the server to send us the new Tile Records to the client so find the sub SendMap, find:
Packet = Packet & .Ground & SEP_CHAR & .Mask & SEP_CHAR & .Anim & SEP_CHAR & .Fringe & SEP_CHAR & .Type & SEP_CHAR & .Data1 & SEP_CHAR & .Data2 & SEP_CHAR & .Data3 & SEP_CHAR
and replace it with:
Packet = Packet & .Ground & SEP_CHAR & .Mask & SEP_CHAR & .Anim & SEP_CHAR & .Fringe & SEP_CHAR & .Type & SEP_CHAR & .Data1 & SEP_CHAR & .Data2 & SEP_CHAR & .Data3 & SEP_CHAR & .WalkUp & SEP_CHAR & .WalkDown & SEP_CHAR & .WalkLeft & SEP_CHAR & .WalkRight & SEP_CHAR
Now find SendMap in the Client and replace the same thing
Now, we need the client to interpret this new data when its received so find:
SaveMap.Tile(x, y).Ground = Val(Parse(n)) SaveMap.Tile(x, y).Mask = Val(Parse(n + 1)) SaveMap.Tile(x, y).Anim = Val(Parse(n + 2)) SaveMap.Tile(x, y).Fringe = Val(Parse(n + 3)) SaveMap.Tile(x, y).Type = Val(Parse(n + 4)) SaveMap.Tile(x, y).Data1 = Val(Parse(n + 5)) SaveMap.Tile(x, y).Data2 = Val(Parse(n + 6)) SaveMap.Tile(x, y).Data3 = Val(Parse(n + 7)) n = n + 8
And after SaveMap.Tile(x, y).Data3 add:
SaveMap.Tile(x, y).WalkUp = Parse(n + 8) SaveMap.Tile(x, y).WalkDown = Parse(n + 9) SaveMap.Tile(x, y).WalkLeft = Parse(n + 10) SaveMap.Tile(x, y).WalkRight = Parse(n + 11)
And change:
n = n + 8 To:
n = n + 12 So we can keep track on what we’ve received
Now we’ve done all that, we need to make the server aware of all this malarkey that the clients sending so find:
Map(MapNum).Tile(x, y).Ground = Val(Parse(n)) Map(MapNum).Tile(x, y).Mask = Val(Parse(n + 1)) Map(MapNum).Tile(x, y).Anim = Val(Parse(n + 2)) Map(MapNum).Tile(x, y).Fringe = Val(Parse(n + 3)) Map(MapNum).Tile(x, y).Type = Val(Parse(n + 4)) Map(MapNum).Tile(x, y).Data1 = Val(Parse(n + 5)) Map(MapNum).Tile(x, y).Data2 = Val(Parse(n + 6)) Map(MapNum).Tile(x, y).Data3 = Val(Parse(n + 7))
And add:
Map(MapNum).Tile(x, y).WalkUp = Parse(n + 8) Map(MapNum).Tile(x, y).WalkDown = Parse(n + 9) Map(MapNum).Tile(x, y).WalkLeft = Parse(n + 10) Map(MapNum).Tile(x, y).WalkRight = Parse(n + 11)
And again, change the n = n +8 to n = n + 12
Now the server can quite happily send and retrieve the new data, we need to allow the Client to edit this data, so let’s first make the Client Blt the arrows onto each tile by adding a new surface containing the arrows. First, save this image to your Client Gfx Folder and call it ‘Direction’ and the extension you use. http://img363.imageshack.us/img363/4606/direction6rn.png
We want to do this neatly and as fully as possible so find
If FileExist(FileName & "sprites" & GFX_EXT, True) = False Or FileExist(FileName & "tiles" & GFX_EXT, True) = False Or FileExist(FileName & "items" & GFX_EXT, True) = False Then And replace it with:
If FileExist(FileName & "sprites" & GFX_EXT, True) = False Or FileExist(FileName & "tiles" & GFX_EXT, True) = False Or FileExist(FileName & "items" & GFX_EXT, True) = False Or FileExist(FileName & "Direction" & GFX_EXT, True) = False Then
Now, we need to create the DirectDraw surface, so find
Public DDSD_Item As DDSURFACEDESC2 and underneath it add:
Public DDSD_Direction As DDSURFACEDESC2
Also find:
Public DD_ItemSurf As DirectDrawSurface7 and add underneath
Public DD_DirectionSurf As DirectDrawSurface7
Now we need to add the code that actually inits the surface, so find
' Init items ddsd type and load the bitmap With DDSD_Item .lFlags = DDSD_CAPS .ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_VIDEOMEMORY End With Set DD_ItemSurf = DD.CreateSurfaceFromFile(FileName & "items" & GFX_EXT, DDSD_Item) DD_ItemSurf.SetColorKey DDCKEY_SRCBLT, Key
And add under it
' Init Direction ddsd type and load the bitmap With DDSD_Direction .lFlags = DDSD_CAPS .ddsCaps.lCaps = DDSCAPS_OFFSCREENPLAIN Or DDSCAPS_VIDEOMEMORY End With Set DD_DirectionSurf = DD.CreateSurfaceFromFile(FileName & "Direction" & GFX_EXT, DDSD_Direction) DD_DirectionSurf.SetColorKey DDCKEY_SRCBLT, Key
Lets go though this line by line, the .lFlags is telling Dx what properties to look at, so if we added, ddsd_Height, it will check the height property, in this case its checking the caps property. The .lCaps is describing how to load the surface, in this case its placed into the video memory. (Not 100% sure what the OffScreenPlain does, but you use it for any surface that’s in the background)
The next line tells it to load a picture from file onto the surface using the properties we’ve just set, and the line after that just tells it what colours to make invisible.
We also have to unload the surface from memory when we exit so find
Set DD_ItemSurf = Nothing and add
Set DD_DirectionSurf = Nothing
Now we need to display the directions on the map when we choose to so, find:
' Blit out attribs if in editor If InEditor Then For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX With Map.Tile(x, y) If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed)) If .Type = TILE_TYPE_WARP Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "W", QBColor(BrightBlue)) If .Type = TILE_TYPE_ITEM Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "I", QBColor(White)) If .Type = TILE_TYPE_NPCAVOID Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "N", QBColor(White)) If .Type = TILE_TYPE_KEY Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "K", QBColor(White)) If .Type = TILE_TYPE_KEYOPEN Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "O", QBColor(White)) If .Type = TILE_TYPE_NPCSPAWN Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "NS", QBColor(Yellow)) End With Next x Next y End If
And replace it with
' Blit out attribs if in editor If InEditor Then If frmMirage.chkDirectionView.Value = 0 Then For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX With Map.Tile(x, y) If .Type = TILE_TYPE_BLOCKED Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "B", QBColor(BrightRed)) If .Type = TILE_TYPE_WARP Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "W", QBColor(BrightBlue)) If .Type = TILE_TYPE_ITEM Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "I", QBColor(White)) If .Type = TILE_TYPE_NPCAVOID Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "N", QBColor(White)) If .Type = TILE_TYPE_KEY Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "K", QBColor(White)) If .Type = TILE_TYPE_KEYOPEN Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "O", QBColor(White)) If .Type = TILE_TYPE_NPCSPAWN Then Call DrawText(TexthDC, x * PIC_X + 8, y * PIC_Y + 8, "NS", QBColor(Yellow)) End With Next x Next y End If End If All this does is disable viewing tile attribs when viewing Tile Directions
Now to main part that displays the arrows, we need this to be displayed above everything including all text, so we need to place this just after the backbuffer is released when blting text, so find:
Call DD_BackBuffer.ReleaseDC(TexthDC)
And add this
If InEditor Then If frmMirage.chkDirectionView.Value = 1 Then Call BltDirectionArrows End If End If
and then add the end of modGameLogic add this sub
Public Sub BltDirectionArrows() Dim x As Long, y As Long Dim Walkable As Boolean ' If tile has at least one dir, change center to circle
For y = 0 To MAX_MAPY For x = 0 To MAX_MAPX With Map.Tile(x, y) Walkable = False ' Reset for a new tile ' Lets check what to Blt for the Up arrow If .WalkUp Then With rec .top = 0 .Bottom = .top + PIC_X .Left = PIC_Y * 3 .Right = .Left + PIC_Y End With Walkable = True Else With rec .top = PIC_X .Bottom = .top + PIC_X .Left = PIC_Y * 3 .Right = .Left + PIC_Y End With End If Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_DirectionSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' Now lets check For Down Arrow If .WalkDown Then With rec .top = 0 .Bottom = .top + PIC_X .Left = PIC_Y * 2 .Right = .Left + PIC_Y End With Walkable = True Else With rec .top = PIC_X .Bottom = .top + PIC_X .Left = PIC_Y * 2 .Right = .Left + PIC_Y End With End If Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_DirectionSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' Now lets check For Left Arrow If .WalkLeft Then With rec .top = 0 .Bottom = .top + PIC_X .Left = PIC_Y * 0 .Right = .Left + PIC_Y End With Walkable = True Else With rec .top = PIC_X .Bottom = .top + PIC_X .Left = PIC_Y * 0 .Right = .Left + PIC_Y End With End If Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_DirectionSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' Now lets check For Right Arrow If .WalkRight Then With rec .top = 0 .Bottom = .top + PIC_X .Left = PIC_Y * 1 .Right = .Left + PIC_Y End With Walkable = True Else With rec .top = PIC_X .Bottom = .top + PIC_X .Left = PIC_Y * 1 .Right = .Left + PIC_Y End With End If Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_DirectionSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' If tile is totally blocked, place cross in center If Walkable Then With rec .top = 0 .Bottom = .top + PIC_X .Left = PIC_Y * 4 .Right = .Left + PIC_Y End With Else With rec .top = PIC_X .Bottom = .top + PIC_X .Left = PIC_Y * 4 .Right = .Left + PIC_Y End With End If Call DD_BackBuffer.BltFast(x * PIC_X, y * PIC_Y, DD_DirectionSurf, rec, DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY) ' We need to draw a grid so we can tell which tiles which (First set pen width to 1) DD_BackBuffer.DrawLine x * PIC_X, y * PIC_Y, x * PIC_X, y * PIC_Y + (PIC_Y * MAX_MAPY) + 1 DD_BackBuffer.DrawLine x * PIC_X, y * PIC_Y, x * PIC_X + (PIC_X * MAX_MAPX) + 1, y * PIC_Y End With Next x Next y End Sub
All this sub does is, go though each tile, checks its walkable properties and blts the correct image, once it’s done that it blts 2 lines which will eventually create a grid. The only other thing to explain about this sub is that it blts the center shape by checking if the tile is totally blocked, and if it is, it will blt a cross, if not, it blts a circle.
We still need to make use of them buttons we added earlier, so double click on cmdFillDirections and add:
Dim X As Long, Y As Long ' Go through each tile and set each direction to walkable For X = 0 To MAX_MAPX For Y = 0 To MAX_MAPY With Map.Tile(X, Y) .WalkUp = True .WalkDown = True .WalkLeft = True .WalkRight = True End With Next Y Next X
All this does is scan each tile and make each direction walkable
Now double click cmdClearDirections and add:
Dim X As Long, Y As Long ' Go through each tile and set each direction to walkable For X = 0 To MAX_MAPX For Y = 0 To MAX_MAPY With Map.Tile(X, Y) .WalkUp = False .WalkDown = False .WalkLeft = False .WalkRight = False End With Next Y Next X
This also scans each tile, but this time, it cuts off all directions.
Thats all for now, its 11:25pm, and i still need a bath ready for school tomoz, i'll try finish it tomoz but its not guaranteed, but i've posted it anyway incase someone wants to try finish it by themselves. All it needs is a way to flick a single direction on/off and mod to playermove to scan directions :)
Btw, incase your wondering, this is what mine looks like so far: http://img52.imageshack.us/my.php?image=directionalblockexample5xt.png">
Direction Blocking Part 2
Finally gotten round to starting the second half :)
I better explain first what I’m going to do next for detecting which tile and where on the tile you’ve clicked, so far, i've split the tile into sections like this... http://imageshack.us">
Each section is a different clickable area, for example, the green area is for Blocking/Unblocking walking up and if the user clicks in this area then it will toggle it, the only problem now, is the corners at each side of the green section. The easiest way to solve this is to divide the whole tile into nine sections, like this… http://imageshack.us">
What we need the client to do now when the mouse is clicked, is to scan which section was clicked. So, open up your client, find the sub EditorMouseDown.
Now at the top with the variables declaration, add these variables:
Dim x2 As Long, y2 As Long ' Used to record where on the tile was clicked Dim CenterTolerence As RECT ' Controls how easy it is to press center
Now, to make it look neat, indent this
If (Button = 1) And (x1 >= 0) And (x1 <= MAX_MAPX) And (y1 >= 0) And (y1 <= MAX_MAPY) Then If frmMirage.optLayers.Value = True Then With Map.Tile(x1, y1) If frmMirage.optGround.Value = True Then .Ground = EditorTileY * 7 + EditorTileX If frmMirage.optMask.Value = True Then .Mask = EditorTileY * 7 + EditorTileX If frmMirage.optAnim.Value = True Then .Anim = EditorTileY * 7 + EditorTileX If frmMirage.optFringe.Value = True Then .Fringe = EditorTileY * 7 + EditorTileX End With Else With Map.Tile(x1, y1) If frmMirage.optBlocked.Value = True Then .Type = TILE_TYPE_BLOCKED If frmMirage.optWarp.Value = True Then .Type = TILE_TYPE_WARP .Data1 = EditorWarpMap .Data2 = EditorWarpX .Data3 = EditorWarpY End If If frmMirage.optItem.Value = True Then .Type = TILE_TYPE_ITEM .Data1 = ItemEditorNum .Data2 = ItemEditorValue .Data3 = 0 End If If frmMirage.optNpcAvoid.Value = True Then .Type = TILE_TYPE_NPCAVOID .Data1 = 0 .Data2 = 0 .Data3 = 0 End If If frmMirage.optKey.Value = True Then .Type = TILE_TYPE_KEY .Data1 = KeyEditorNum .Data2 = KeyEditorTake .Data3 = 0 End If If frmMirage.optKeyOpen.Value = True Then .Type = TILE_TYPE_KEYOPEN .Data1 = KeyOpenEditorX .Data2 = KeyOpenEditorY .Data3 = 0 End If If frmMirage.optNpcSpawn.Value = True Then .Type = TILE_TYPE_NPCSPAWN .Data1 = SpawnNpcNum .Data2 = 0 .Data3 = 0 End If End With End If End If If (Button = 2) And (x1 >= 0) And (x1 <= MAX_MAPX) And (y1 >= 0) And (y1 <= MAX_MAPY) Then If frmMirage.optLayers.Value = True Then With Map.Tile(x1, y1) If frmMirage.optGround.Value = True Then .Ground = 0 If frmMirage.optMask.Value = True Then .Mask = 0 If frmMirage.optAnim.Value = True Then .Anim = 0 If frmMirage.optFringe.Value = True Then .Fringe = 0 End With Else With Map.Tile(x1, y1) .Type = 0 .Data1 = 0 .Data2 = 0 .Data3 = 0 End With End If End If
Add
End If after it and then, add before the section you just indented, add
' Check if we need to change directional block or tile attribs If frmMirage.chkDirectionView.Value = 1 Then With CenterTolerence .top = 9 .Bottom = 22 .Left = 9 .Right = 22 If Button = 1 And (x1 >= 0) And (x1 <= MAX_MAPX) And (y1 >= 0) And (y1 <= MAX_MAPY) Then x2 = x - (x1 * PIC_X) y2 = y - (y1 * PIC_Y) ' Using CenterTolerence as a grid guide, check which part was clicked (Start from Bottom right) If x2 > .Right Then ' Right side If y2 > .Bottom Then ' Right Bottom ' Now check which side of that small section was clicked If x2 > y2 Then Map.Tile(x1, y1).WalkRight = True Else Map.Tile(x1, y1).WalkDown = True End If ElseIf y2 > .Left Then ' Right Middle Map.Tile(x1, y1).WalkRight = True Else ' Right Top ' Check which side was clicked, remember, minus from x because ' its not starting from 0 If x2 - .Right > y2 Then Map.Tile(x1, y1).WalkUp = True Else Map.Tile(x1, y1).WalkRight = True End If End If ElseIf x2 > .Left Then ' Middle side If y2 > .Bottom Then 'Bottom Map.Tile(x1, y1).WalkDown = True ElseIf y2 > .Left Then ' Middle Map.Tile(x1, y1).WalkUp = True Map.Tile(x1, y1).WalkDown = True Map.Tile(x1, y1).WalkLeft = True Map.Tile(x1, y1).WalkRight = True Else ' Top Map.Tile(x1, y1).WalkUp = True End If Else If y2 > .Bottom Then 'Left Bottom If x2 > y2 - .Bottom Then Map.Tile(x1, y1).WalkDown = True Else Map.Tile(x1, y1).WalkLeft = True End If ElseIf y2 > .Left Then ' Left Middle Map.Tile(x1, y1).WalkLeft = True Else ' Left Top If x2 > y2 Then Map.Tile(x1, y1).WalkUp = True Else Map.Tile(x1, y1).WalkLeft = True End If End If End If ElseIf Button = 2 And (x1 >= 0) And (x1 <= MAX_MAPX) And (y1 >= 0) And (y1 <= MAX_MAPY) Then x2 = x - (x1 * PIC_X) y2 = y - (y1 * PIC_Y) ' Using CenterTolerence as a grid guide, check which part was clicked (Start from Bottom right) &nb
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