I am not sure what the problem is so i am just posting the entire code. I have been messing around with the Huge Dungeons tutorial (instead of my drawing 1 project) so that I can use it as a building block for adding levels to my FPS ala RUCCUS\' tutorial. All I want is for the camera to be inside a rectangular hallway, but it is doing something funny. I have no idea what\'s wrong and I\'ve been looking for it all night. Any help would be appreciated.
`set display mode 800,600,16
sync on
sync rate 0
hide mouse
backcolor=rgb(0,0,0)
backdrop on
color backdrop backcolor
cls
` Attention ... This value is the size of the map ! change it to fit your map file
mapsize=512
dim map$(mapsize,mapsize)
maxcubes=16
cubesize=100
collisionstep=int(cubesize/10)
fog on
fog color backcolor
fog distance (int(maxcubes)*cubesize)
set camera range 1,(maxcubes*cubesize)
` Current map
loadmap(\"levels/level2.txt\",mapsize)
autocam off
load image \"media/wall2.jpg\",1
load image \"media/ground.jpg\",2
load image \"media/wall.jpg\",3
` Wall … you can change the walls to other objects J
for i=1 to maxcubes*maxcubes
make object cube 100+i,cubesize
texture object 100+i,1
next i
` floor
for i=1 to maxcubes*maxcubes
make object plain 10000+i,cubesize,cubesize
rotate object 10000+i,90,0,0
texture object 10000+i,2
next i
` ceiling
for i=1 to maxcubes*maxcubes
make object plain 20000+i,cubesize,cubesize
rotate object 20000+i,270,0,0
texture object 20000+i,3
next i
set ambient light 30
make light 1
make light 2
set point light 1,0,0,0
set spot light 2,45,90
color light 2,RGB(252,216,141)
color light 1,RGB(236,182,100)
color light 0,RGB(0,0,0)
` Search startpoint
for z=1 to mapsize
for x=1 to mapsize
if map$(x,z)=\"o\"
cx=x*cubesize
cz=z*cubesize
endif
next x
next z
position camera cx,0,cz
oldpositionx#=camera position x()
oldpositionz#=camera position z()
randomize timer()
cls
do
if mouseclick()=1 then move camera maxcubes
if mouseclick()=2 then move camera maxcubes*(-1)
ry#=wrapvalue(ry#+mousemovex())
rotate camera rx#,ry#,0
cx#=int(camera position x()/cubesize)-int(maxcubes/2)
cz#=int(camera position z()/cubesize)-int(maxcubes/2)
tx#=camera position x()
tz#=camera position z()
zzz=0
for zz=1 to maxcubes
for xx=1 to maxcubes
zzz=zzz+1
curposx=int(cx#)+xx
curposz=int(cz#)+zz
if curposx<=1 then curposx=1
if curposx>=mapsize then curposx=mapsize
if curposz<=1 then curposz=1
if curposz>=mapsize then curposz=mapsize
` wall
if map$(int(curposx),int(curposz))=\"#\"
show object 100+zzz
position object 100+zzz,curposx*cubesize,0.0,curposz*cubesize
` Collisiondetection
if map$(int(curposx),int(curposz))=\"#\"
if tx#>=((curposx*cubesize)-(cubesize/2))-collisionstep and tx#<=((curposx*cubesize)+(cubesize/2))+collisionstep and tz#>=((curposz*cubesize)-(cubesize/2))-collisionstep and tz#<=((curposz*cubesize)+(cubesize/2))+collisionstep
position camera oldpositionx#,camera position y(),oldpositionz#
oldpositionx#=camera position x()
oldpositionz#=camera position z()
endif
endif
else
hide object 100+zzz
endif
` floor
if map$(int(curposx),int(curposz))=\".\"
show object 10000+zzz
position object 10000+zzz,curposx*cubesize,(cubesize/2)*(-1),curposz*cubesize
else
hide object 10000+zzz
endif
` ceiling
if map$(int(curposx),int(curposz))=\".\"
show object 20000+zzz
position object 20000+zzz,curposx*cubesize,(cubesize/2),curposz*cubesize
else
hide object 20000+zzz
endif
next xx#
next yy#
oldpositionx#=camera position x()
oldpositionz#=camera position z()
position light 1,camera position x(),camera position y(),camera position z()
position light 2,camera position x(),camera position y(),camera position z()
color light 1,RGB(200+int(rnd(50)-25),120,60)
rotate light 2,camera angle x(),camera angle y(),camera angle z()
sync
loop
function loadmap(filename$,size)
open to read 1,filename$
for y=1 to size
for x=1 to size
read byte 1,tmp
map$(x,y)=chr$(tmp)
next x
next y
close file 1
endfunction