C89 Paste by Game Maker source code
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Declaration code:

globalvar tickRandom;
globalvar timerticking;
globalvar tmpRadom;
tickRandom=0;
timerticking=0;
move='';
dir[0]='right';
dir[1]='left';
dir[2]='up';
dir[3]='down';

stepcount=0;

path[0] = ds_stack_create();
path[1] = ds_stack_create();


Source code:

if (timerticking > 0){stepcount +=1;}

if (timerticking == 0)
{
 //  move = dir[ceil(irandom_range(0,4))-1];
  // show_message(string(move));
   //game_end();
   if (move = ''){move = 'left';}
   timerticking = 15;
   // show_message("ticktimer is zero coming from global.ticktimer and now we set it too: "+timerticking);
}

if (stepcount >= timerticking)
{
    if (place_meeting(x+8, y, PurpleWall)) // I have hit the purple wall here
          {
                
             // Now I have to check to see if I can move up, down or left because I hit the purple wall
             if  (!place_meeting(x-8, y, PurpleWall) // I am checking to see if left is possible 
                 && !place_meeting(x, y-8, PurpleWall) // I am checking to see if up is possible
                 && !place_meeting(x, y+8, PurpleWall)) // I am checking to see if down is possible
             {
                 // I have established that all three directions is possible now I am going to roll randomly to choose random direction
                 // to walk, even if it means retracing my steps from where I start with
                  move = dir[ceil(irandom_range(1, 3))];
        
             }
        
          } 
     if (place_meeting(x-8, y, PurpleWall))
    {
        
        // Now I have to check to see if I can move up, down or left because I hit the purple wall
             if  (!place_meeting(x+8, y, PurpleWall) // I am checking to see if left is possible 
                 && !place_meeting(x, y-8, PurpleWall) // I am checking to see if up is possible
                 && !place_meeting(x, y+8, PurpleWall)) // I am checking to see if down is possible
             {
                 
                 // I have established that all three directions is possible now I am going to roll randomly to choose random direction
                 // to walk, even if it means retracing my steps from where I start with
                var tmpRange;
                tmpRange = irandom_range(1, 3);
                if (tmpRange ==1)
                {
                    move = 'up';
                }
                else if (tmpRange == 2)
                {
                    move = 'down';
                }
                else if (tmpRange == 3)
                {
                    move = 'right';
                }
             }
             
           // This is a new code May 06, 2012
           if (place_meeting(x+8, y, PurpleWall) && place_meeting(x, y-8, PurpleWall) && place_meeting(x-8, y, PurpleWall))
           {
               move = 'down';
           }
    }
    if (place_meeting(x, y-8, PurpleWall))
    {
        
        if (!place_meeting(x+8, y, PurpleWall) && !place_meeting(x, y+8, PurpleWall))
        {
                
                var tmpRange;
                tmpRange = irandom_range(1, 2);
                if (tmpRange ==1)
                {
                    move = 'right';
                }
                else if (tmpRange == 2)
                {
                    move = 'down';
                }
                 
        }
    } 
    if (place_meeting(x, y+8, PurpleWall))
    {
        
        if (!place_meeting(x+8, y, PurpleWall) && !place_meeting(x, y-8, PurpleWall))
        {
                
                var tmpRange;
                tmpRange = irandom_range(1, 2);
                if (tmpRange ==1)
                {
                    move = 'right';
                }
                else if (tmpRange == 2)
                {
                    move = 'up';
                }
                  
        }
        if (!place_meeting(x, y-8, PurpleWall) && place_meeting(x-8,y, PurpleWall) && place_meeting(x+8, y, PurpleWall) && place_meeting(x, y+8, PurpleWall))
        {
                    
           move='up';
        }    
    } 
    if (place_meeting(x+8, y, PurpleWall))
    {
        
        if (!place_meeting(x-8, y, PurpleWall) && !place_meeting(x, y-8, PurpleWall))
        {
                
                var tmpRange;
                tmpRange = irandom_range(1, 2);
                if (tmpRange ==1)
                {
                    move = 'left';
                }
                else if (tmpRange == 2)
                {
                    move = 'up';
                }
                 
        }
    } 
    if (place_meeting(x+8, y, PurpleWall))
    {
        if (!place_meeting(x, y+8, PurpleWall) && !place_meeting(x-8, y, PurpleWall))
        {
                
                var tmpRange;
                tmpRange = irandom_range(1, 2);
                if (tmpRange ==1)
                {
                    move = 'left';
                }
                else if (tmpRange == 2)
                {
                    move = 'down';
                }
                 
        }
        
    }
     if (stepcount > 35){move = dir[irandom_range(0, 3)];}
     stepcount=0;

//   show_message("The move direction is active now even if the global.ticktimer is zero originally and the value of move is: "+move);   
}

// dir[0]='right';
// dir[1]='left';
// dir[2]='up';
// dir[3]='down';
  

switch (move)
{
   case 'right':
   {
        if (!place_meeting(x+8, y, PurpleWall))
        {
            sprite_index = AntRight;
            x += 8; // Move in the right direction
        }
    }
    break;
   case 'left':
   {
        if (!place_meeting(x-8, y, PurpleWall))
        {
            sprite_index = AntLeft;
            x -=8;
        }
    }
    break;
    case 'up':
    {
        if (!place_meeting(x, y-8, PurpleWall))
        {
            sprite_index = AntUp;
            y -=8;
        }
    }
    break;
    case 'down':
    {
        if (!place_meeting(x, y+8, PurpleWall))
        {
            sprite_index = AntDown;
            y += 8;
        }
    }
    break;
}
       

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