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11
Code and examples / Re: Rat Runner for Maze Maker
« Last post by ZXDunny on 17. June 2018, 19:59:46 »
This one generates navigable mazes:

Code: [Select]
10 mw=(scrw/8)-1,mh=(scrh/8)-1:
   DIM map(mw,mh) BASE 0
20 m$="1"*mw*mh,
   b$="1"*mw+(("1"+(" "*(mw-2))+"1")*(mh-2))+("1"*mw),
   cc=mw+2:
   DIM of=-1,-mw,1,mw:
   m$(cc)="0",stk$=QCHR$ cc:
   DIM nb(4)
30 nn=0:
   FOR n=1 TO 4:
      IF b$(cc+of(n))<>"1" THEN
         IF m$(cc+(of(n)*2))<>"0" THEN    nn+=1:
            nb(nn)=n
40 NEXT n
50 IF nn>0 THEN
      o=of(nb(INT(RND*nn)+1)),
      m$(cc+o),m$(cc+(o*2))="0",
      stk$=(QCHR$(cc) AND nn>1)+stk$:
      cc+=o*2:
      GO TO 30
60 IF stk$<>"" THEN
      cc=QCODE stk$,stk$=stk$(5 TO):
      GO TO 30
70 FOR n=0 TO LEN m$-1:
      map(n MOD mw,n DIV mw)=VAL m$(n+1)*208:
   NEXT n:
   map(mw-1,mh-2)=0
80 for y=0 to mh-1:
      for x=0 to mw-1:
         print at y,x;""(map(x,y)>0);:
      next x:
   next y

12
Code and examples / Re: Rat Runner for Maze Maker
« Last post by B+ on 17. June 2018, 18:28:39 »
Yeah this one-liner (but not one statement) is not navigable for mouse looking for cheese... ie so that any spot can be reached from any other (you can always get there from here...)
Code: [Select]
SCREEN _NEWIMAGE(560, 420, 32): _FONT 8: DO WHILE i < 80 * 60: _PRINTSTRING ((i MOD 80) * 7, INT(i / 80) * 7), CHR$(45 * INT(RND * 2) + 47): i = i + 1: LOOP
13
Code and examples / Re: Rat Runner for Maze Maker
« Last post by ZXDunny on 17. June 2018, 18:09:06 »
You want minimal maze-making code? :)
14
Code and examples / Re: Rat Runner for Maze Maker
« Last post by B+ on 17. June 2018, 15:03:52 »
If I remember correctly, NaaLaa is the master maze software to use.

Software? Maze making just takes a few lines of code. Could probably do it in less than 100. hmm... now I wonder what is minimal?
15
Code and examples / Re: Rat Runner for Maze Maker
« Last post by John on 16. June 2018, 22:17:27 »
If I remember correctly, NaaLaa is the master maze software to use.
16
Code and examples / Re: Rat Runner for Maze Maker
« Last post by B+ on 16. June 2018, 18:08:49 »
Here is the QB64 version of the the Amazing Rat with some more amusements added:
Code: [Select]
_TITLE "Amazing rat B+ trans 2018-06-15"
'from SmallBASIC to QB64 version 2017 1106/82 (the day before they switched to version 1.2)
'2018-06-15 added more fun!

'rat runs whole maze.bas for SmallBASIC 0.12.6 [B+MGA] 2016-06-30
' mod of Chris maze gererator post
' Backtracking maze generator
' https://en.wikipedia.org/wiki/Maze_generation_algorithm
'
' - Starting from a random cell,
' - Selects a random neighbouring cell that has not been visited.
' - Remove the wall between the two cells and marks the new cell as visited,
'   and adds it to the stack to facilitate backtracking.
' - Continues with a cell that has no unvisited neighbours being considered a dead-end.
'   When at a dead-end it backtracks through the path until it reaches a cell with an
'   unvisited neighbour, continuing the path generation by visiting this new,
'   unvisited cell (creating a new junction).
'   This process continues until every cell has been visited, backtracking all the
'   way back to the beginning cell. We can be sure every cell is visited.
'
' model consts

CONST xmax = 1200
CONST ymax = 700

SCREEN _NEWIMAGE(xmax, ymax, 32)
_SCREENMOVE 100, 20

CONST W = 48
CONST H = 28
CONST margin = 25
CONST border = margin / 2

TYPE cell
    x AS INTEGER
    y AS INTEGER
END TYPE

DIM SHARED cellW
cellW = (xmax - margin) / W
DIM SHARED cellH
cellH = (ymax - margin) / H
DIM SHARED h_walls(W, H)
DIM SHARED v_walls(W, H)
DIM SHARED pi
pi = _PI

' What's a maze without a little white mouse

RANDOMIZE TIMER

init_walls
generate_maze
rX = 0: rY = 0: rd = 180
DIM trail AS cell
ti = 0
cheese = 0
chx = INT(RND * (W - 1)) + 1
chy = INT(RND * (H - 1)) + 1
WHILE 1
    'maze board
    COLOR _RGB32(155, 75, 32)
    recf 0, 0, xmax, ymax
    show_maze

    'add to trail
    ti = ti + 1
    REDIM _PRESERVE trail(ti) AS cell
    trail(ti).x = border + (rX + .5) * cellW
    trail(ti).y = border + (rY + .5) * cellH

    'bread crumbs or whatever...
    COLOR _RGBA(8, 4, 2, 40)
    FOR i = 1 TO ti
        fcirc trail(i).x, trail(i).y, 2
    NEXT

    'draw cheese
    COLOR _RGB32(200, 180, 0)
    fcirc border + (chx + .5) * cellW, border + (chy + .5) * cellH, .25 * cellH

    'draw mouse
    drawRat border + rX * cellW, border + rY * cellH, cellW, cellH, rd, cheese

    'mouse find the cheese?
    IF rX = chx AND rY = chy THEN
        cheese = cheese + 1
        chx = INT(RND * (W - 1)) + 1
        chy = INT(RND * (H - 1)) + 1
        ti = 0
        REDIM trail(ti) AS cell
        _DELAY 1
    END IF


    _DISPLAY
    _DELAY .2
    'setup next move
    SELECT CASE rd
        CASE 0
            IF h_walls(rX, rY + 1) = 0 THEN
                rY = rY + 1: rd = 90
            ELSEIF v_walls(rX + 1, rY) = 0 THEN
                rX = rX + 1
            ELSEIF h_walls(rX, rY) = 0 THEN
                rY = rY - 1: rd = 270
            ELSE
                rX = rX - 1: rd = 180
            END IF

        CASE 90
            IF v_walls(rX, rY) = 0 THEN
                rX = rX - 1: rd = 180
            ELSEIF h_walls(rX, rY + 1) = 0 THEN
                rY = rY + 1
            ELSEIF v_walls(rX + 1, rY) = 0 THEN
                rX = rX + 1: rd = 0
            ELSE
                rY = rY - 1: rd = 270
            END IF

        CASE 180
            IF h_walls(rX, rY) = 0 THEN
                rY = rY - 1: rd = 270
            ELSEIF v_walls(rX, rY) = 0 THEN
                rX = rX - 1
            ELSEIF h_walls(rX, rY + 1) = 0 THEN
                rY = rY + 1: rd = 90
            ELSE
                rX = rX + 1: rd = 0
            END IF

        CASE 270
            IF v_walls(rX + 1, rY) = 0 THEN
                rX = rX + 1: rd = 0
            ELSEIF h_walls(rX, rY) = 0 THEN
                rY = rY - 1
            ELSEIF v_walls(rX, rY) = 0 THEN
                rX = rX - 1: rd = 180
            ELSE
                rY = rY + 1: rd = 90
            END IF
    END SELECT
WEND


SUB init_walls ()
    FOR x = 0 TO W
        FOR y = 0 TO H
            v_walls(x, y) = 1
            h_walls(x, y) = 1
        NEXT
    NEXT
END SUB

SUB show_maze ()
    COLOR _RGB32(180, 90, 45)
    'cls
    py = border
    FOR y = 0 TO H
        px = border
        FOR x = 0 TO W
            IF x < W AND h_walls(x, y) = 1 THEN
                recf px, py, px + cellW, py + 2
            END IF
            IF y < H AND v_walls(x, y) = 1 THEN
                recf px, py, px + 2, py + cellH
            END IF
            px = px + cellW
        NEXT
        py = py + cellH
    NEXT
END SUB

SUB rand_cell (rWx, rHy)
    rWx = INT(RND * 1000) MOD W
    rHy = INT(RND * 1000) MOD H
END SUB

SUB get_unvisited (visited(), current AS cell, unvisited() AS cell, uvi)
    'local n
    REDIM unvisited(0) AS cell
    x = current.x
    y = current.y
    uvi = 0
    IF x > 0 THEN
        IF visited(x - 1, y) = 0 THEN
            uvi = uvi + 1
            REDIM _PRESERVE unvisited(uvi) AS cell
            unvisited(uvi).x = x - 1
            unvisited(uvi).y = y
        END IF
    END IF
    IF x < W - 1 THEN
        IF visited(x + 1, y) = 0 THEN
            uvi = uvi + 1
            REDIM _PRESERVE unvisited(uvi) AS cell
            unvisited(uvi).x = x + 1
            unvisited(uvi).y = y
        END IF
    END IF
    IF y > 0 THEN
        IF visited(x, y - 1) = 0 THEN
            uvi = uvi + 1
            REDIM _PRESERVE unvisited(uvi) AS cell
            unvisited(uvi).x = x
            unvisited(uvi).y = y - 1
        END IF
    END IF
    IF y < H - 1 THEN
        IF visited(x, y + 1) = 0 THEN
            uvi = uvi + 1
            REDIM _PRESERVE unvisited(uvi) AS cell
            unvisited(uvi).x = x
            unvisited(uvi).y = y + 1
        END IF
    END IF
END SUB

SUB generate_maze ()
    'local curr_cell, next_cell, num_visited, num_cells, visited, stack, cells
    'local x, y
    DIM visited(W, H)
    REDIM stack(0) AS cell
    DIM curr_cell AS cell
    DIM next_cell AS cell
    rand_cell cur_cell.x, cur_cell.y
    visited(curr_cell.x, curr_cell.y) = 1
    num_visited = 1
    num_cells = W * H
    si = 0
    WHILE num_visited < num_cells
        REDIM cells(0) AS cell
        cnt = 0
        get_unvisited visited(), curr_cell, cells(), cnt
        IF cnt > 0 THEN
            ' choose randomly one of the current cell's unvisited neighbours
            rc = INT(RND * 100) MOD cnt + 1
            next_cell.x = cells(rc).x
            next_cell.y = cells(rc).y

            ' push the current cell to the stack
            si = si + 1
            REDIM _PRESERVE stack(si) AS cell
            stack(si).x = curr_cell.x
            stack(si).y = curr_cell.y

            ' remove the wall between the current cell and the chosen cell
            IF next_cell.x = curr_cell.x THEN
                x = next_cell.x
                y = max(next_cell.y, curr_cell.y)
                h_walls(x, y) = 0
            ELSE
                x = max(next_cell.x, curr_cell.x)
                y = next_cell.y
                v_walls(x, y) = 0
            END IF

            ' make the chosen cell the current cell and mark it as visited
            curr_cell.x = next_cell.x
            curr_cell.y = next_cell.y
            visited(curr_cell.x, curr_cell.y) = 1
            num_visited = num_visited + 1
        ELSEIF si > 0 THEN
            ' pop a cell from the stack and make it the current cell
            curr_cell.x = stack(si).x
            curr_cell.y = stack(si).y
            si = si - 1
            REDIM _PRESERVE stack(si) AS cell

        ELSE
            EXIT WHILE
        END IF
    WEND
END SUB


SUB drawRat (leftX, topY, cwidth, cheight, heading, cheese)
    COLOR _RGB32(225, 225, 225)
    'local bcX, bcY, bR, neckX, neckY
    bcX = leftX + .5 * cwidth
    bcY = topY + .5 * cheight
    bR = .5 * .5 * min(cwidth, cheight)
    'local noseX :
    noseX = bcX + 2 * bR * COS(rad(heading))
    'local noseY :
    noseY = bcY + 2 * bR * SIN(rad(heading))
    neckX = bcX + .75 * bR * COS(rad(heading))
    neckY = bcY + .75 * bR * SIN(rad(heading))
    'local tailX :
    tailX = bcX + 2 * bR * COS(rad(heading + 180))
    'local tailY :
    tailY = bcY + 2 * bR * SIN(rad(heading + 180))
    'local earLX :
    earLX = bcX + bR * COS(rad(heading - 30))
    'local earLY :
    earLY = bcY + bR * SIN(rad(heading - 30))
    'local earRX :
    earRX = bcX + bR * COS(rad(heading + 30))
    'local earRY :
    earRY = bcY + bR * SIN(rad(heading + 30))

    fcirc bcX, bcY, .65 * bR + 2 * cheese
    fcirc neckX, neckY, bR * .3
    ftri noseX, noseY, earLX, earLY, earRX, earRY, _RGB32(225, 225, 225)
    fcirc earLX, earLY, bR * .3
    fcirc earRX, earRY, bR * .3

    wX = .7 * bR * COS(rad(heading - 90 - 20))
    wY = .7 * bR * SIN(rad(heading - 90 - 20))
    ln noseX + wX, noseY + wY, noseX - wX, noseY - wY
    wX = .7 * bR * COS(rad(heading - 90 + 20))
    wY = .7 * bR * SIN(rad(heading - 90 + 20))
    ln noseX + wX, noseY + wY, noseX - wX, noseY - wY
    ln bcX, bcY, tailX, tailY
END SUB

'Steve McNeil's  copied from his forum   note: Radius is too common a name
SUB fcirc (CX AS LONG, CY AS LONG, R AS LONG)
    DIM subRadius AS LONG, RadiusError AS LONG
    DIM X AS LONG, Y AS LONG

    subRadius = ABS(R)
    RadiusError = -subRadius
    X = subRadius
    Y = 0

    IF subRadius = 0 THEN PSET (CX, CY): EXIT SUB

    ' Draw the middle span here so we don't draw it twice in the main loop,
    ' which would be a problem with blending turned on.
    LINE (CX - X, CY)-(CX + X, CY), , BF

    WHILE X > Y
        RadiusError = RadiusError + Y * 2 + 1
        IF RadiusError >= 0 THEN
            IF X <> Y + 1 THEN
                LINE (CX - Y, CY - X)-(CX + Y, CY - X), , BF
                LINE (CX - Y, CY + X)-(CX + Y, CY + X), , BF
            END IF
            X = X - 1
            RadiusError = RadiusError - X * 2
        END IF
        Y = Y + 1
        LINE (CX - X, CY - Y)-(CX + X, CY - Y), , BF
        LINE (CX - X, CY + Y)-(CX + X, CY + Y), , BF
    WEND
END SUB

' found at QB64.net:    http://www.qb64.net/forum/index.php?topic=14425.0
SUB ftri (x1, y1, x2, y2, x3, y3, K AS _UNSIGNED LONG)
    a& = _NEWIMAGE(1, 1, 32)
    _DEST a&
    PSET (0, 0), K
    _DEST 0
    _MAPTRIANGLE _SEAMLESS(0, 0)-(0, 0)-(0, 0), a& TO(x1, y1)-(x2, y2)-(x3, y3)
    _FREEIMAGE a& '<<< this is important!
END SUB

SUB ln (x1, y1, x2, y2)
    LINE (x1, y1)-(x2, y2)
END SUB

SUB rec (x1, y1, x2, y2)
    LINE (x1, y1)-(x2, y2), , B
END SUB

SUB recf (x1, y1, x2, y2)
    LINE (x1, y1)-(x2, y2), , BF
END SUB

FUNCTION max (a, b)
    IF a > b THEN max = a ELSE max = b
END FUNCTION

FUNCTION min (a, b)
    IF a > b THEN min = b ELSE min = a
END FUNCTION

FUNCTION rad (a)
    rad = a * pi / 180
END FUNCTION

Maybe John can get a JS version of it?

Here is a 12 x 7 maze screen shot when the rat has had a couple of hits of cheese:
17
Code and examples / Re: Tic Tac Toe
« Last post by John on 11. June 2018, 01:42:42 »
I think JavaScript in a web browser is a good match. Taking it to the server with Node is a joke.
18
Code and examples / Re: Tic Tac Toe
« Last post by John on 10. June 2018, 21:22:30 »
ScriptBASIC has a JavaScript (V7) extension module for Linux. The Windows version is buggy and not worth fixing.
19
Code and examples / Re: Tic Tac Toe
« Last post by B+ on 10. June 2018, 21:15:28 »
JavaScript in a browser can do some amazing things.

Sure! I can see why people are taking their Basic's and translating code to JS, like writing programs to compile in C or C++.
20
Code and examples / Re: Tic Tac Toe
« Last post by John on 10. June 2018, 21:11:05 »
JavaScript in a browser can do some amazing things.
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