Need help - Strange tile problem

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Mentat
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Post by Mentat »

Oh, and Qb'll fuss at you if you try to read write past it's allocated space (default is 10). You have to dim the map to the proper size.
For any grievances posted above, I blame whoever is in charge . . .
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Super Mario
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Posts: 21
Joined: Mon Jul 21, 2008 8:34 am
Location: My computer

Post by Super Mario »

So I have to put DIM tilenumber(30, 15) at the beginning of the program?
My brother says I'm crazy. I personally don't see the problem with programming at the beach.
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Post by Mentat »

Yeah.

Here's I would do the whole thing if it were my project. Except that I would draw my tiles and sprite in Paint, then BLOAD them. This code runs fast enough so you can redraw every frame, without flicker. It takes care of collision detection with water and the sides of the map.

Code: Select all

screenres 640, 480, 8

'graphics images
dim grass as integer ptr = imageCreate(10, 10)
dim path  as integer ptr = imageCreate(10, 10)
dim water as integer ptr = imageCreate(10, 10)
dim tent  as integer ptr = imageCreate(10, 10)
dim scout as integer ptr = imageCreate(10, 10)
dim map(15, 30) as integer

'initialize variables
dim scoutX as integer = 5
dim scouty as integer = 1
dim clr    as integer
dim x      as integer
dim y      as integer
dim key    as string
dim vy     as integer
dim vx     as integer

'load grass tile
FOR y = 1 TO 10
    FOR x = 1 TO 10
        READ clr
        pset (x, y), clr
    NEXT
NEXT
GET (1, 1)-(10, 10), grass

'load path tile
FOR y = 1 TO 10
    FOR x = 1 TO 10
        READ clr
        pset (x, y), clr
    NEXT x
NEXT y
GET (1, 1)-(10, 10), path

'load water tile
FOR y = 1 TO 10
    FOR x = 1 TO 10
        READ clr
        pset (x, y), clr
    NEXT x
NEXT y
GET (1, 1)-(10, 10), water

'load tent tile
FOR y = 1 TO 10
    FOR x = 1 TO 10
        READ clr
        pset (x, y), clr
    NEXT x
NEXT y
GET (1, 1)-(10, 10), tent

'sprite
FOR y = 1 TO 10
    FOR x = 1 TO 10
        READ clr
        pset (x, y), clr
    NEXT x
NEXT y
GET (1, 1)-(10, 10), scout

'load map
FOR y = 1 TO 15
    FOR x = 1 TO 30
        read clr
        map(y, x) = clr
    NEXT x
NEXT y
    
DO
    'Prevent flicker
    screenunlock
    screenlock
    cls
    
    'keyboard input
    key = INKEY$
    
    vy = 0
    vx = 0
    
    'move
    IF key = chr(255) + chr(72) THEN vy = -1
    IF key = chr(255) + chr(80) THEN vy = 1
    IF key = chr(255) + chr(75) THEN vx = -1
    IF key = chr(255) + chr(77) THEN vx = 1

    'Check against borders and water
    if scoutX + vx > 0 and scoutX + vx <31> 0 and scoutY + vy < 16 then
            if map(scouty + vy, scoutx + vx) <> 3 then
                scoutX += vx
                scouty += vy
            end if
        end if
    end if

    'draw map
    FOR y = 1 TO 15
        FOR x = 1 TO 30
            IF map(y, x) = 1 THEN PUT (x * 10, y * 10), grass, PSET
            IF map(y, x) = 2 THEN PUT (x * 10, y * 10), path, PSET
            IF map(y, x) = 3 THEN PUT (x * 10, y * 10), water, PSET
            IF map(y, x) = 4 THEN PUT (x * 10, y * 10), tent, PSET
        NEXT x
    NEXT y
    
    'Draw the little dude
    PUT (scoutX * 10, scoutY * 10), scout, trans
LOOP UNTIL multikey(1)

'release images
imageDestroy(grass)
imageDestroy(path)
imageDestroy(water)
imageDestroy(tent)
imageDestroy(scout)
end

'grass
DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2,10, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2,10, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2, 2,10, 2, 2, 2
DATA 2,10, 2, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
DATA 2, 2, 2, 2, 2, 2, 2,10, 2, 2
DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
'path
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,6,6,6,6,6,6
'water
DATA  3, 3, 3, 3, 3, 3, 3, 3, 3, 3
DATA 11,11,11,11, 3, 3, 3, 3, 3, 3
DATA  3, 3, 3, 3, 3, 3, 3, 3, 3, 3
DATA  3, 3, 3, 3, 3,11,11,11,11, 3
DATA  3, 3, 3, 3, 3, 3, 3, 3, 3, 3
DATA 11,11,11,11, 3, 3, 3, 3, 3, 3
DATA  3, 3, 3, 3, 3, 3, 3, 3, 3, 3
DATA  3, 3, 3, 3, 3,11,11,11,11, 3
DATA  3, 3, 3, 3, 3, 3, 3, 3, 3, 3
DATA 11,11,11,11, 3, 3, 3, 3, 3, 3
'tent
DATA 6,6,6,6,6,6,6,6,6,6
DATA 6,6,6,6,8,8,6,6,6,6
DATA 6,6,6,8,8,8,8,6,6,6
DATA 6,6,6,8,0,0,8,6,6,6
DATA 6,6,8,8,0,0,8,8,6,6
DATA 6,6,8,8,0,0,8,8,6,6
DATA 6,8,8,8,0,0,8,8,8,6
DATA 6,8,8,0,0,0,0,8,8,6
DATA 8,8,8,0,0,0,0,8,8,8
DATA 8,8,8,0,0,0,0,8,8,8
'scout
DATA 0 ,0 ,0 ,0 ,1 ,1 ,0 ,0 ,0 ,0
DATA 0 ,0 ,0 ,1 ,1 ,1 ,1 ,1 ,0 ,0
DATA 0 ,0 ,0 ,14,14,14,14,0 ,0 ,0
DATA 0 ,8 ,8 ,8 ,8 ,4 ,8 ,8 ,8 ,0
DATA 0 ,8 ,8 ,8 ,8 ,4 ,8 ,8 ,8 ,0
DATA 0 ,14,8 ,8 ,8 ,8 ,8 ,8 ,14,0
DATA 0 ,0 ,8 ,8 ,8 ,8 ,8 ,8 ,0 ,0
DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0
DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0
DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0
'map
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 
For any grievances posted above, I blame whoever is in charge . . .
Ralph
Veteran
Posts: 148
Joined: Fri Feb 09, 2007 3:10 pm
Location: Katy, Texas

Post by Ralph »

Super Mario:
This code DOES work! I've also added the "don't allow scout to get in the water". Please STUDY what I've done, and ask questions. Otherwise, this will be my last post on this thread.

Code: Select all

'''Changes or additions by Ralph are identified with three apostrophes '''
DIM grass(10, 10), path(10, 10), water(10, 10), tent(10, 10), scout(10, 10), scoutmask(10, 10)
DIM oldscoutarea(10, 10), map(30, 15)'''

SCREEN 13

scoutx = 5
scouty = 1

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 1 THEN PSET (x, y), 10
IF clr = 0 THEN PSET (x, y), 2
NEXT
NEXT
GET (1, 1)-(10, 10), grass

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 6
IF clr = 1 THEN PSET (x, y), 14
NEXT
NEXT
GET (1, 1)-(10, 10), path

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 3
IF clr = 1 THEN PSET (x, y), 11
NEXT
NEXT
GET (1, 1)-(10, 10), water

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 6
IF clr = 1 THEN PSET (x, y), 8
IF clr = 2 THEN PSET (x, y), 0
NEXT
NEXT
GET (1, 1)-(10, 10), tent

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 0
IF clr = 1 THEN PSET (x, y), 5 '''was 2
IF clr = 2 THEN PSET (x, y), 8
IF clr = 3 THEN PSET (x, y), 14
IF clr = 4 THEN PSET (x, y), 4
NEXT
NEXT
GET (1, 1)-(10, 10), scout

FOR y = 1 TO 10
  FOR x = 1 TO 10
    READ clr
    IF clr = 0 THEN PSET (x, y), 255
    IF clr = 1 THEN PSET (x, y), 2
    IF clr = 2 THEN PSET (x, y), 8
    IF clr = 3 THEN PSET (x, y), 14
    IF clr = 4 THEN PSET (x, y), 4
  NEXT
NEXT
GET (1, 1)-(10, 10), scoutmask

CLS
FOR y = 1 TO 15
  FOR x = 1 TO 30
    READ tilenumber
    map(x, y) = tilenumber '''
    IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET
    IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET
    IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET
    IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET
  NEXT
NEXT

'''Before PUTing the scout, GET the area where it will go
GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea
PUT (scoutx * 10, scouty * 10), scoutmask, AND
PUT (scoutx * 10, scouty * 10), scout, OR


'''********************************************************************
DO
again1: '''
  p$ = "": WHILE p$ = "": p$ = INKEY$: WEND '''
  p$ = RIGHT$(p$, 1) '''
 
  '''Check that an arrow key was pressed; if not, go to label again1:
  IF p$ <> "H" AND p$ <> "K" AND p$ <> "M" AND p$ <> "P" THEN GOTO again1 '''
 
  oldscoutx = scoutx
  oldscouty = scouty

  IF p$ = "H" AND scouty > 1 THEN scouty = scouty - 1
  IF p$ = "K" AND scoutx > 1 THEN scoutx = scoutx - 1
  IF p$ = "M" AND scoutx < 30 THEN scoutx = scoutx + 1
  IF p$ = "P" AND scouty < 15 THEN scouty = scouty + 1

  '''Check for water area in next jump; if water, don't allow jump
  IF map(scoutx, scouty) = 3 THEN
    scoutx = oldscoutx
    scouty = oldscouty
    GOTO again1
  END IF

  IF oldscoutx <> scoutx OR oldscouty <> scouty THEN
    '''RESTORE tilenumber '''REMarked out
GOTO skip1 '''
'''Following code disabled by above GOTO
    FOR y = 1 TO 15
      FOR x = 1 TO 30
        'READ tilenumber '''REMarked out by Ralph
        tilenumber = map(x, y) '''new, by Ralph
        IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET
        IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET
        IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET
        IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET
      NEXT
    NEXT
skip1: 
   
    '''Restore oldscout's location with proper background
    PUT (oldscoutx * 10, oldscouty * 10), oldscoutarea, PSET '''
    '''GET the new scout location area
    GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea '''
   
    PUT (scoutx * 10, scouty * 10), scoutmask, AND
    PUT (scoutx * 10, scouty * 10), scout, OR
  END IF
LOOP UNTIL p$ = CHR$(27)
'''********************************************************************

SYSTEM

grass:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,1,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,1,0,0,0
DATA 0,1,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,1,0,0
DATA 0,0,0,0,0,0,0,0,0,0

path:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0

water:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,1,1,1,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,1,1,1,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0

tent:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,0,0,0
DATA 0,0,0,1,2,2,1,0,0,0
DATA 0,0,1,1,2,2,1,1,0,0
DATA 0,0,1,1,2,2,1,1,0,0
DATA 0,1,1,1,2,2,1,1,1,0
DATA 0,1,1,2,2,2,2,1,1,0
DATA 1,1,1,2,2,2,2,1,1,1
DATA 1,1,1,2,2,2,2,1,1,1
scout:
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,1,0,0
DATA 0,0,0,3,3,3,3,0,0,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,3,2,2,2,2,2,2,3,0
DATA 0,0,2,2,2,2,2,2,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0

scoutmask:
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,1,0,0
DATA 0,0,0,3,3,3,3,0,0,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,3,2,2,2,2,2,2,3,0
DATA 0,0,2,2,2,2,2,2,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0

tilenumber:
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
Ralph, with QuickBASIC 4.5, operating under Windows XP, wiht anHP LaserJet 4L Printer. Bilingual in English/Spanish
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Mentat
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Location: NC, US

Post by Mentat »

Ebbeh :shock:. Don't use GOTO. Why did they still keep that spaghetti machine from hell? Use proper loops.
For any grievances posted above, I blame whoever is in charge . . .
Ralph
Veteran
Posts: 148
Joined: Fri Feb 09, 2007 3:10 pm
Location: Katy, Texas

Post by Ralph »

Mentat: I respect your personal opinio, but, I would like to see unbiased and logical PROOF that my use of GOTO is wrong, and that you are ustified in your emotional condemnation, and not just that that is your opinion or strong belief. People using the best and recommended programming methods and procedures can and do still produce code that is very difficult to understand. Is it justifiable to rant and rave against such people? Each person has a personal opinon and preference. Let us be!

THERE IS NOTHING WRONG with a proper use of GOTO. Of course, we can always use a DO/LOOP instead of a GOTO. And, the angry rage against the use of the GOTO goes on and on. Why can't everybody simply accept a PROPERLY used GOTO?

Oh, and, 9 + 9 = 12 is wrong! 9 + 9 = 18! And, when I turn it upside down, I get 6 + 6 = 21, which is also wrong! Yes, yes, I thought your signature is humorous, I'm just pulling your leg, ha, ha. No criticism intended! :)
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Mentat
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Post by Mentat »

Ralph, it isn't just my personal opinion. You don't ever, ever teach programming with goto. If you were just sharing your own code about your own project with experienced members, then I wouldn't care.

Why do I care? Because newer coders write longer and longer programs as they develop. Goto makes it harder to write larger programs. See the problem? You make like Dr. Pepper just like I do, but don't water a tree with it.

Now I sound all grouchy. :?

9+9 is 12, in hex. :D
For any grievances posted above, I blame whoever is in charge . . .
Ralph
Veteran
Posts: 148
Joined: Fri Feb 09, 2007 3:10 pm
Location: Katy, Texas

Post by Ralph »

Mentat:
I accept your good explanation, namely, not to teach using GOTOs, to avoid the possibility of difficult-to-follow, spagetti code. It's a good reason for me to avoid it in public and, cetainly, in teaching. I use it, with care and for short jumps, because I learned programming (I consider myself an amateur programmer with a smidgen of understanding) with the GOTO and the WHILE/WEND. I think the DO/LOOP came out later, and, I never took it up. But, I see your point, and will try to change my habits in this respect.
Thank you for your kind and considerate explanations.
Ralph, with QuickBASIC 4.5, operating under Windows XP, wiht anHP LaserJet 4L Printer. Bilingual in English/Spanish
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Post by Ralph »

Suber Mario:
After considering Mentat's postings, I have accepted eliminating GOTOs, and present the code with the necessary DO/LOOPs substituted.

Code: Select all

'''July 28, 2008: Changed GOTOs to DO/LOOPs
'''July 27, 2008: Changes or additions by Ralph are identified with three
'apostrophes, as in  '''
DIM grass(10, 10), path(10, 10), water(10, 10), tent(10, 10), scout(10, 10), scoutmask(10, 10)
DIM oldscoutarea(10, 10), map(30, 15)'''

SCREEN 13

scoutx = 5
scouty = 1

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 1 THEN PSET (x, y), 10
IF clr = 0 THEN PSET (x, y), 2
NEXT
NEXT
GET (1, 1)-(10, 10), grass

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 6
IF clr = 1 THEN PSET (x, y), 14
NEXT
NEXT
GET (1, 1)-(10, 10), path

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 3
IF clr = 1 THEN PSET (x, y), 11
NEXT
NEXT
GET (1, 1)-(10, 10), water

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 6
IF clr = 1 THEN PSET (x, y), 8
IF clr = 2 THEN PSET (x, y), 0
NEXT
NEXT
GET (1, 1)-(10, 10), tent

FOR y = 1 TO 10
FOR x = 1 TO 10
READ clr
IF clr = 0 THEN PSET (x, y), 0
IF clr = 1 THEN PSET (x, y), 5 '''was 2
IF clr = 2 THEN PSET (x, y), 8
IF clr = 3 THEN PSET (x, y), 14
IF clr = 4 THEN PSET (x, y), 4
NEXT
NEXT
GET (1, 1)-(10, 10), scout

FOR y = 1 TO 10
  FOR x = 1 TO 10
    READ clr
    IF clr = 0 THEN PSET (x, y), 255
    IF clr = 1 THEN PSET (x, y), 2
    IF clr = 2 THEN PSET (x, y), 8
    IF clr = 3 THEN PSET (x, y), 14
    IF clr = 4 THEN PSET (x, y), 4
  NEXT
NEXT
GET (1, 1)-(10, 10), scoutmask

CLS
FOR y = 1 TO 15
  FOR x = 1 TO 30
    READ tilenumber
    map(x, y) = tilenumber '''
    IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET
    IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET
    IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET
    IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET
  NEXT
NEXT

'''Before PUTing the scout, GET the area where it will go
GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea
PUT (scoutx * 10, scouty * 10), scoutmask, AND
PUT (scoutx * 10, scouty * 10), scout, OR


'''********************************************************************
DO
  DO '''Changed GOTOs to DO/LOOPs, on Mentat's good advice
    DO '''Changed GOTOs to DO/LOOPs, on Mentat's good advice
      p$ = "": WHILE p$ = "": p$ = INKEY$: WEND '''
      p$ = RIGHT$(p$, 1) '''
    LOOP UNTIL p$ = "H" OR p$ = "K" OR p$ = "M" OR p$ = "P"   '''
 
    oldscoutx = scoutx
    oldscouty = scouty

    IF p$ = "H" AND scouty > 1 THEN scouty = scouty - 1
    IF p$ = "K" AND scoutx > 1 THEN scoutx = scoutx - 1
    IF p$ = "M" AND scoutx < 30 THEN scoutx = scoutx + 1
    IF p$ = "P" AND scouty < 15 THEN scouty = scouty + 1

    '''Check for water area in next jump; if water, don't allow move
    IF map(scoutx, scouty) = 3 THEN scoutx = oldscoutx: scouty = oldscouty
  LOOP WHILE map(scoutx, scouty) = 3 '''
 
  IF oldscoutx <> scoutx OR oldscouty <> scouty THEN
    '''RESTORE tilenumber '''REMarked out
GOTO skip1 '''
'''Following code disabled by above GOTO
    FOR y = 1 TO 15
      FOR x = 1 TO 30
        'READ tilenumber '''REMarked out by Ralph
        tilenumber = map(x, y) '''new, by Ralph
        IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET
        IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET
        IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET
        IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET
      NEXT
    NEXT
skip1:
   
    '''Restore oldscout's location with proper background
    PUT (oldscoutx * 10, oldscouty * 10), oldscoutarea, PSET '''
    '''GET the new scout location area
    GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea '''
   
    PUT (scoutx * 10, scouty * 10), scoutmask, AND
    PUT (scoutx * 10, scouty * 10), scout, OR
  END IF
LOOP UNTIL p$ = CHR$(27)
'''********************************************************************

SYSTEM

grass:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,1,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,1,0,0,0
DATA 0,1,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,1,0,0
DATA 0,0,0,0,0,0,0,0,0,0

path:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0

water:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,1,1,1,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,1,1,1,1,0
DATA 0,0,0,0,0,0,0,0,0,0
DATA 1,1,1,1,0,0,0,0,0,0

tent:
DATA 0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,0,0,0
DATA 0,0,0,1,2,2,1,0,0,0
DATA 0,0,1,1,2,2,1,1,0,0
DATA 0,0,1,1,2,2,1,1,0,0
DATA 0,1,1,1,2,2,1,1,1,0
DATA 0,1,1,2,2,2,2,1,1,0
DATA 1,1,1,2,2,2,2,1,1,1
DATA 1,1,1,2,2,2,2,1,1,1
scout:
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,1,0,0
DATA 0,0,0,3,3,3,3,0,0,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,3,2,2,2,2,2,2,3,0
DATA 0,0,2,2,2,2,2,2,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0

scoutmask:
DATA 0,0,0,0,1,1,0,0,0,0
DATA 0,0,0,1,1,1,1,1,0,0
DATA 0,0,0,3,3,3,3,0,0,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,2,2,2,2,4,2,2,2,0
DATA 0,3,2,2,2,2,2,2,3,0
DATA 0,0,2,2,2,2,2,2,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0
DATA 0,0,1,1,1,1,1,1,0,0

tilenumber:
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3
DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3
DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
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Post by Mentat »

Good job.

Next up, generating animations on the fly. :mrgreen:
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SEE GOTO GO

Post by burger2227 »

GOTO is only necessary for ON ERROR GOTO.

New programmers often get in a bad habit using GOTO. They don't even bother making loops. Troubleshooting the code often becomes a confusing Task.

GOTO is almost as useless as LET, but those are often the two first things that POOR teachers throw at them! I'm glad most of them are moving onto NET nowadays. They can screw that up all they want!

As you demonstrated Ralph, what was so hard about NOT using GOTO?

Ted
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Post by Ralph »

Well, burger, the difficult thing about not using GOTOs is that I have never used DO/LOOPs for all my normal, small jumps, only GOTOs. So, I never got a good grip on the DO/LOOP method.

Now, with my understanding that it's best not to show the new, future programmers how to make spagetti code, I am making it a point not to do so, and make the ?DO/LOOPs "second nature" to me.

Finally, after all this time, I got a very good and reasonable answer from Menat. In the past, I only saw flaming accusations if anyone used a GOTO, and conclusions that, if a programmer chose to use GOTO in a reasonable and easy-to-follow manner, it was alright. As I've said in this thread, Menat has given me the first GOOD reason for me to forget the use of GOTOs. Thanks again, Menat.
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Post by TmEE »

Use of GOTO in high level language is evil ;)

I myself use WHILE/WEND loops, I've used DO/LOOP only once... what's the difference between to two anyway ? Their purpose is same...
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Post by Mentat »

Do/loop allows you to use "until." But the operation is close.
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Post by Ralph »

Mentat, you already gave a very good reason NOT to use the GOTO. You are spoiling that by adding trivial reasons, as UNTIL can be substituted - and this is what I have used for years - with a WHILE/WEND. Just let your first, convincing reason why not to use GOTOs in public stand as THE reason, since most, if not all, other "reasons" can be stepped around by existing other coding commands, statements, or methods.
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Post by Mentat »

Ralph wrote:Mentat, you already gave a very good reason NOT to use the GOTO. You are spoiling that by adding trivial reasons, as UNTIL can be substituted - and this is what I have used for years - with a WHILE/WEND. Just let your first, convincing reason why not to use GOTOs in public stand as THE reason, since most, if not all, other "reasons" can be stepped around by existing other coding commands, statements, or methods.
Oh, sorry. I was just talking to TmEE about the difference between do/loop and while/wend.
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Post by burger2227 »

I seldom use WHILE WEND loops. WHILE is not used in many other programming languages. Thus you have to rewrite them when converting from QB.
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