living.picture 
		
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				Re: Simple Maze Game, need help  
				Reply #2 -  Jan 16th , 2010, 2:17am 
			 
			
				
	  
			 
		
		
			Ok, so Labyrinth.gif is the maze, level.gif is the same picture. schirm is a black screen with an ellipse in the middle threw that you can see. the get key, make wall invisible option would be great and the aimless moving enemy int x; int y; int s;  int half_size; int speed;  PImage level; PImage schirm; boolean[][] collisionMap; void setup() {      size(1200, 800);   background(0);   rectMode(CENTER);     schirm = loadImage ("schirm.png");   x = 50;   y = 750;   s = 10;   half_size = s / 2;   speed = 12;      level = loadImage("level.gif");   PImage colMapImage = loadImage("collisionMap.gif");   collisionMap = new boolean[colMapImage.width][colMapImage.height];      color black = color(0);   color white = color(255);      for (int i = 0; i < colMapImage.width; i++) {     for (int j = 0; j < colMapImage.height; j++) {              color c = colMapImage.get(i, j);       if (c == black) {         collisionMap[i][j] = false;       }        else if (c == white) {         collisionMap[i][j] = true;       }       else {         println("Whoops! We shouldn't have colors other than black and white in our collision map!");       }     }   } } void draw() {   background(0);   image(level, 0, 0);      fill(255, 0, 0);   noStroke();   rect(x, y, 10, 10);   image(schirm, x-2400, y-1600); } void keyPressed() {   boolean up_left = false;   boolean up_right = false;   boolean down_right = false;   boolean down_left = false;   if (keyCode == LEFT) {     if (x >= half_size + speed)     {       up_left = collisionMap[x - speed - half_size][y - half_size];       up_right = collisionMap[x - speed + half_size][y - half_size];       down_right = collisionMap[x - speed + half_size][y + half_size];       down_left = collisionMap[x - speed - half_size][y + half_size];              if (up_left && up_right && down_right && down_left) {         x -= speed;       }     }   }      if (keyCode == RIGHT) {     if (x <= width - half_size - speed)     {       up_left = collisionMap[x + speed - half_size][y - half_size];       up_right = collisionMap[x + speed + half_size][y - half_size];       down_right = collisionMap[x + speed + half_size][y + half_size];       down_left = collisionMap[x + speed - half_size][y + half_size];       if (up_left && up_right && down_right && down_left) {         x += speed;       }     }   }   if (keyCode == UP) {     if (y >= half_size + speed)     {       up_left = collisionMap[x - half_size][y - speed - half_size];       up_right = collisionMap[x + half_size][y - speed - half_size];       down_right = collisionMap[x + half_size][y - speed + half_size];       down_left = collisionMap[x - half_size][y - speed + half_size];       if (up_left && up_right && down_right && down_left) {         y -= speed;       }     }   }   if (keyCode == DOWN) {     if (y <= height - half_size - speed)     {       up_left = collisionMap[x - half_size][y + speed - half_size];       up_right = collisionMap[x + half_size][y + speed - half_size];       down_right = collisionMap[x + half_size][y + speed + half_size];       down_left = collisionMap[x - half_size][y + speed + half_size];       if (up_left && up_right && down_right && down_left) {         y += speed;       }     }   } }