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-   -   Visual Baisc RPG attack combat system script Tutorial (http://www.go4expert.com/articles/visual-baisc-rpg-attack-combat-script-t11863/)

 XXxxImmortalxxXX 5Jul2008 03:10

Visual Baisc RPG attack combat system script Tutorial

As pointed out by bpd some code snippets are taken from Visual Basic Game Programming For Teens book.

Hello guys im going to show you all a script that most begginer game VB programmers use for a combat system this is one of my scripts i ever used in the line of combat systems.

### Step 1. Engaging in Combat

There are two basic things you need to do to allow the player to fight with NPCS:
1.Make sure the player is close enough to an enemy to hit him.
2.Make sure the player is facing an enemy while attacking.

If you can take care of these two problems, then you can create a combat system for the game. Tackle these two key problems in order.

### Step 2. The first thing

The first thing you need to check on before you can handle a combat strike is whether the player is close enough to an enemy character to actually hit him. That is accomplished with a simple call to the Collision function. If there is no collision between the two sprites, then there definitely can't be an attack, and the swing misses! After determining if the two sprites are close enough for an attack, see if the attacker is at least facing the enemy.

I wrote a function called IsFacing that returns True or False depending on whether one sprite is facing another sprite. This is also useful for pitting NPCs against each other, not just for the player.

===================================== CODE =====================================
Code:

```Public  Function IsFacing( _   ByRef spr1 As TSPRITE , _   ByRef spr2 As TSPRITE) As Boolean         Dim n As Long         Dim a As point         Dim b As point         'are both sprites  in range of each other?         If Not Collision(spr1, spr2) Then                 IsFacing = False                 Exit Function         End IF         a.x = spr1.x +spr2.width / 2         a.y = spr1.y + spr1.height / 2         b.x = spr2.x + spr2.width / 2         b.y = spr2.y + spr2.height / 2         select Case spr1.AnimSeq         'Looking up         Case 7,0,1                 If b.y < a.y Then IsFacing =True         'Looking down         Case 5,4,3                 If b.y > a.y Then IsFacing = True         'Looking Left         Case 6                 if b.x < a.x Then IsFacing = True         'Looking right         Case 2                 If b.x  > a.x Then IsFacing = True         End Select End Function```

### Step 3. Managing the Player's State

After you have the combat code ready to go, There's just one little problem: The source code writing in the game so far just draws the walking version of the player. With combat, the player has to swing his weapon too. The main game loop has to be modified so that you can check the player's state and then draw either the walking or the attacking animations based on what the player is doing

I modified the game loop so that all the player update code is replaced with a single call to UpdateHero, Which is listed here:

===================================== CODE =====================================
Code:

```Public Sub UpdateHero()         Dim state As String         Select Case PlayerData.state         Case HERO_STOPPED                 State = "STOPPED"                 DrawSprite heroImgWalk, herSprWalk, C_WHITE         Case HERO_WALKING                 State = "WALKING"                 'animate the walking hero                 If heroSprWalk.Animating then                         AnimateSprite heroSprWalk                 End  if                 'draw the walking hero                 DrawSprite heroImgWalk, heroSprWalk, C_WHITE         Case HERO_ATTACKING                 State = "ATTACKING"                 'animate the attacking hero                 If heroSprAttack.Animating Then                         AnimateSprite heroSprAttacking                         'done attacking? go back to walking                         If herSprAttack.Animating = False Then                                 PlayerData.State = HERO_STOPPED                         End If                 End If                 'Draw the walking hero                 DrawSprite heroImgAttack, erSprAttack, C_WHITE                 'Check for a hit                 CheckForHits         Case Else                 Debug.Print "hero State Error !"         End Select         'Display hero state         printText fontimg,  fontSpr, 400 ,452,C_WHITE, State End Sub```

### Step 4. Managing the Npc States

As you can see for yourself, there is a lot more to drawing the hero's sprite now that combat is involved.Now though, two different states have to be monitored and the correct sprite has to be animated. State engines are very helpful when you need to keep track of a uncomplicated series of conditions in a game, Because each condition is isolated from the rest, allowing you to write code for each condition separately.

Here is the new List of states being use for each NPC:
===================================== CODE =====================================
Code:

``` Public Enum NPCSTATES  NPC__STOPPED = 0  NPC__WALKING = 1  NPC__PAUSED = 2  NPC__TALKING = 3  NPC__DYING = 4  NPC__KILLED = 5  NPC_ATTACKING = 6 End Num```
The array's that keep track of character classes, images and sprites have also been changed to accommodate the new combat system:

===================================== CODE =====================================

Code:

```Public Sonst NUMCHARS As Long =2 Public CharWalk(NUMCHARS) As Direct3Texture8 Public CharAttack(NUMCHARS) As Direct3DTexture8 Public Char Classes(NUMCHARS) As TCHARACTER 'unique data for each individual NPC Public Const NUMNPCS As Long = 10 Public CharStates(NUMNPCS) As TNPC Public CharWalkSpr(NUMNPCS) As TSPRITE Public CharAttackSpr(NUMNPCS) As TSPRITE```

### Step 5. Checking for Attack Hits on NPCs

The section of code under the HERO_ATTACKING state includes a call to a subroutine called CheckForHits:

===================================== CODE =====================================

Code:

```Public Sub CheckForHits()   'this is temporary--replace with weapon attack value     Const ATTACKVALUE As Long = 1     Dim n As Long For n = 0 To NUMNPCS - 1 If IsFacing(heroSprAttack, CharWalkSpr(n)) Tehn AttackNPC CharStates (N), ATTACKVALUE Exit For End If Next N End Sub```
CheckForHits looks at all of the NPCs in the game and then calls IsFacing on each one to see if the player is close to and facing the NPC. If these two conditions are met, then the player hits the NPC with the weapon swing. If no NPC is in range ( in front of the player) then the swing doesn't hit anything! See how easy it is when a state engine is being used?

### Step 6. Doing Damage to an NPC

Now take a look at the AttackNPC subroutine that is called from the preceding routine you just looked at. This new routine is actually only called when the player has definitely hit an NPC. When this happens, the NPCS health needs to be cut down by an appropiate amount, and he dies if health is 0! aAttack NPC has some test code that prints a message above the player, and message above the target NPC during an attack, To tell you that hte game registered the hit. When the NPCS's Health reaches 0 the state of the character is set to NPC_DYING.

===================================== CODE =====================================

Code:

``` Public Sub AttackNPC9ByRef target As TNPC, ByVal attack As long)         'fight back         target.state = NPC_ATTACKING         'decrease  health         target.health  - attack                 If target.health < 1 Then                 target.state = NPC_DYING         End If         ' Display a message to indicate the NPC was hit!         printText frontimg, fontSrp, __         Herosprattack.x, herosprattack.y, C_WHITE,_         "Take that1! (" & attack & " prts)"         'make the target respond to the hit         Dim p As point         p.x = target.curpose.x - SCrollX         p.y = Target.curpose.y  - ScrollY         printText fontImg, - fontspr ,_         p.x, p.y, C_WHITE, _         "Argh, Ive beenhit! (" & target.health & ")" End sub```

### Step 7. Death Sequence

There is a death sequence where the NPC is frozen and fades into nothingness (a simple way to show that the NPC has died). If this happens, then h the NPCs state takes over the death allowing your players code to continue without worrying about dealing with the NPC's resting place. The state engine in characters.bas manages the state of the NPCs.

When the dying state has played out (using a simple counter to keep the faded boyd visible for a short time), then the state of the bad guy is set to NPC_KILLED. This state triggers the calling of KILLNPC, Which Respawns the character.

===================================== CODE =====================================

Code:

``` public sub KILLNPC(byRef dude as TNPC)         dim p As point         p.x = PLAYERSTARTx * TILEWIDTH + Random(1000)         p.y = PLAYERSTARTY * TILEHEIGHT + Random(1000)         with dude                 .startpos = p                 .curpos = p                 .speedDelay = 1                 .speedCount = 0                 .health = 20                 .state = NPC_WALKING         End With         SetRandomDestination Dude End Sub```

### Step 8. Moving the state-based NPC

With all theses different states to handle walking attacking and dying the code that moves and draws the NPCs has to modified to take them into account. Here is the current MoveNPCs subroutine, which is called by the main game loop"

===================================== CODE =====================================
Code:

```Public  Sub MoveNPCs()         Dim n As Long         'loop through all of the NPCs and move them         For n = 0 To NUMNPCS  - 1                 Select Case charstates(n).State                 Case  NPC_ATTACKING                         'stop attacking if the player leaves or if I'm Dead...                         If charstates(n).health <0 Then                                 Charstates(n).state = NPC_STOPPED                         End If                         If Not collision(charWalkSrp(n), herosprwalk) then                                 charstates(n).state = NPC_STOPPED                         end if                 Case NPC_TALKING                         FacePlayer n                 Case NPC_PAuSED                         SetrandomDestination charstates(n)                 Case NPC_WALKING                         Move NPC n                 Case NPC_STOPPED                         SetRandomDestination charstates(N)                 case NPC_DYING                         Charstates(n).destpos = Charstates(n).curpos                         charStates(n).health = charStates(n).health - 1                         If charStates(n).Health < -100 Then                                 charstates(n).state = NPC_KILLED                         End If                 Case NPC_KILLED                         KILLNPC charstates(N)                 End Select         Next n END SUB```

### Step 9. Drawing the state-based NPC

In addition to moving the NPCs differently based on state, the drawing code also has to take into account that characters state. Different sequences for the walking and attacking animations have to be accounted for in the draw routine. This is where the dying sequence takes place as well. When the state is NPC_DYING the sprite is drawn using a gray color that renders the sprite with about 50% translucently. (the color is &H99FFFFFF, which has an RGB for white, but a 50% alpha or thereabouts.)

===================================== CODE =====================================

Code:

```Public Sub DrawnNPCs()         dim n As Long         'loop through all of the NPCs and draw them         For n = 0 To NUMNPCS  - 1                 Select Case charstates(n).state                 Case NPC_ATTACKING                         DrawNPC n, C_RED                         Charstates(n).state = NPC_WALKING                 Case NPC_TALKING                         DrawNPC n, C_WHITE                         CharStates(n) . state =  NPC_WALKING                         If diStates.Key(KEY_SPACE) > 0 Then                                 talktoplayer n                         end if                 case NPC_PAUSED                         DrawNPC n, C_WHITE                         Charstates(n) .state = NPC_WALKING                 Case NPC_WALKING                         drawNPC n, C_WHITE                 Case NPC_STOPPED                         DrawNPC n, C_WHITE                         charstates(n) .state = NPC-WALKING''Case NPC_DYING                         DrawNPC n, &H99FFFFFF                 End Select         Next N End SUB```
The DrawNPcs routine calls on the more specific drawnpc subroutine to do the actual work. This routine also checks the state to draw the attack animation. When you attack an NPC, that character goes into the NPC_ATTACKING state to fight back. The NPCs are still pretty dumb because they go about their business as if nothing happened if you stop fighting with them.

As long as your attacking them, the NPCS fight back.

The alpha channel support is utilized by drawing the NPC in ired when the NPCS are engaging the player in combat. I wanted to clearly show when an NPC is attacking your player because the attack animations are so similar to the walking animations; its hard to tell exactly which NPC is fighting back. The red coloration of the sprite is a fantastic effect in fact i like it so much that i think it should be a part of the game and left in place it would be cool to use this coloring effect for other states and you can use it with some great results for things like spells and so on.

As you know the NPCs need to be drawn even when they arent just walking or attacking, Because the other states ( such as NPC_TALKING) must habve the sprite being updated on the screen. DRAWNPC checks for new states and then assumes NPC_WALKING for any state that is not explicitly programmed to handle everything else that the NPC might be doing. If you add animations to the NPCs you need to add the state condition here to account for it

===================================== CODE =====================================

Code:

``` Public Sub drawNPC(byVal num As Long, ByVal color As Long)         Dim r As RECT         Dim classindex As long         ' grab a shortcut to theses long bariable names         r.left = charstates(num) .curpose .x         r.top = charstates(num) .curpos .y         r.right = r.left + charwalkspr (num) .Width         r.Bottom = r.top + charWalkspr(num) .height         'remember,image are referred to using the NPCs classinex!         'the sprite and state arrays are for every single unique NPC,         'but the  bitmap image and class data are s hared by all NPCs         classindex = charstates(num) .classindex         'now check to see if the sprite is within the scrolling viewport         'sprites position is actually global, so determine if its visible         If r.left > ScrollX -1 And r.right <ScrollX + SCREENWIDTH + ! And _ r.top >         SCrollY -1 And r.Bottom <ScrollY + SCREENHEIGHT =1 Then                 Select case charstates(num) .state                 case NPC_ATTACKING                         animatesprite charattackspr (num)                         charattackspr(num) .x = charstates(num) .curpos.x - ScrollX                         charattackspr(num) .animseq = charstates(num) .facing                         drawSprite charattack(classindex) , charattackspr(num), color                 Case Else                         'update animation frame if walking                         animatesprite charWalkSpr(num)                         'draw the sprite-remember, its using shared image                         charWalkSpr(num).x = charstates(num).curpos.x - scrollX                         charWalkSpr(num).y = charstates(num).curpos.x - scrolly                         charWalkSpr(num).Animseq = charstates(num).facing                         DrawSprite charwalk(classindex), charwalkspr(num) , color                 End Select         End If End sub```
Well that is it i hope you all injoyed this tutorial if you need any help please dont hesitate to ask me

NOTE:NO ONE IS ALLOWED TO COPY ANY OF THIS MATERIAL WITHOUT MY CONSENT PLEASE BE NICE AND LISTEN TO WHAT I HAD TO SAY I WROTE THIS TUTORIAL TODAY AND IT TOOK ME A LONG TIME PLEASE JUST DO NOT COPY IT IF YOU DO WITHOUT MY CONSENT PLEASE JUST GIVE ME CREDIDATION FOR MY WORK THANKYOU VERY MUCH

 shabbir 5Jul2008 09:21

Re: Visual Baisc RPG attack combat system script Tutorial

Did you use VB IDE to write codes because I see you End Sub casing does not match in many of the sub routines.

 XXxxImmortalxxXX 5Jul2008 11:13

Re: Visual Baisc RPG attack combat system script Tutorial

No i just actually just typed all the craped in went over it once for grammer issues and just posted it if there is any errors in it feel free to edit it i as well will be looking over it now and be fixing more issues within the scripts

 Dra-cu 5Jul2008 13:03

Re: Visual Baisc RPG attack combat system script Tutorial

Thanks to you :)
VB seems to be more complicated but the structure is clear so i can grasp it and adapt it in actionscript easily ...many thanks again

 XXxxImmortalxxXX 5Jul2008 13:08

Re: Visual Baisc RPG attack combat system script Tutorial

lol np mate i just go so bored today lol so i felt like making one of theses you dont see lots of articles out there that give you a article on a acttack script combat system lol also i sent you a message saying get on windows live messenger and add me as a contact scyther777@live.com i also have yahoo messenger so you pick lol

 Dra-cu 5Jul2008 13:11

Re: Visual Baisc RPG attack combat system script Tutorial

I've added you as contact on messenger, and i try to send you the software i use for my game, but i have some problem to send it lol

 XXxxImmortalxxXX 5Jul2008 13:14

Re: Visual Baisc RPG attack combat system script Tutorial

OPPS lol i forgot messenger my e-mail is scyther777@live.com LOL

 Dra-cu 5Jul2008 13:21

Re: Visual Baisc RPG attack combat system script Tutorial

lol ok send you the software, and added your new adress in my messenger :)

 bpd 31Aug2008 08:18

Re: Visual Baisc RPG attack combat system script Tutorial

Quote:
 NOTE:NO ONE IS ALLOWED TO COPY ANY OF THIS MATERIAL WITHOUT MY CONSENT PLEASE BE NICE AND LISTEN TO WHAT I HAD TO SAY I WROTE THIS TUTORIAL TODAY AND IT TOOK ME A LONG TIME PLEASE JUST DO NOT COPY IT IF YOU DO WITHOUT MY CONSENT PLEASE JUST GIVE ME CREDIDATION FOR MY WORK THANKYOU VERY MUCH
You have quite the nerve, XXxxImmortalxxXX. You're adamant that no one copies your "work", but fail to give any credit at all to Jonathan Harbour - the author of every bit of the code you've provided. As best as I can tell, every line of code comes verbatim from Jonathan's book, "Visual Basic Game Programming For Teens" :nonod:

For example:
• The code from Step #2 (Function IsFacing) comes from pages 313-314;
• Step #3 (Sub UpdateHero) is from pages 315-316;
• Step #4 (enum NPCSTATES and other declarations) is from page 316;
• Step #5 (Sub CheckForHits) is from page 317;
• Step #6 (AttackNPC) is from pages 317-318;
• Step #7 (KillNPC) is from pages 318-319;
• Step #8 (MoveNPCs) is from pages 319-320;
• Step #9 (sub DrawNPCs and sub DrawNPC) is from pages 321-324.

You, sir, are, to put it kindly, a fraud. :disappoin

 XXxxImmortalxxXX 31Aug2008 19:11

Re: Visual Baisc RPG attack combat system script Tutorial

Hello im sry it took me to long to reply im on a vaction.

First i would like to say im very very VERY sry for all of this.

I had no idea this book came from a book i had read it off a forum on another vb site.And i had ask the user if i could post it on go4expert.com.

He replyed back and gave all information to me (as in i can state thats its mine) as well as i did add some text of my own in there.

I would like to apologize for all of this. I know you might hate me now and probably wont forgive me but i feel as if i need to apologize for this im very very VERY sry as well i taking the initiative to tell the user of his copyright infringmant.

Thankyou so much for telling me this im very very very sry

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