ClickAwayBalls - click moving balls in order before timer ends - Dav - 06-03-2024
ClickAwayBalls is another little game that @bplus helped me with at the old forum. Numbered balls bounce around over a moving plasma background. You click them away in order before the timer runs out. Updated it to fit larger desktops and added new font style and win/lose message.
- Dav
Code: (Select All)
'ClickAwayBalls.bas v1.2
'by Dav, JUN/2024
'* NEW: using a new font, larger screen size, fixed gameover flag.
'Some helpful mod & tweaks by bplus. Thanks bplus!!!
'Click on balls in order, starting at 1 until all gone,
'Do this before the timer runs out.
Randomize Timer
dw = Int(_DesktopWidth * .75) 'set board size based on user desktop size
dh = Int(_DesktopHeight * .75)
Screen _NewImage(dw, dh, 32)
_Delay .25
_ScreenMove _Middle
_PrintMode _KeepBackground
balls = 15: size = 45: speed = 3
ReDim BallX(balls), BallY(balls), BallDx(balls), BallDy(balls), BallSize(balls), BallShow(balls), BallC(balls) As _Unsigned Long
w = _Width: h = _Height: w2 = _Width / 2: h2 = _Height / 2
restart:
'Generate random ball data
For B = 1 To balls
BallSize(B) = 50 + (Rnd * 50)
BallX(B) = BallSize(B) + Rnd * (w - 2 * BallSize(B)): BallY(B) = BallSize(B) + Rnd * (h - 2 * BallSize(B))
a = Rnd * _Pi(2): Ballspeed = 2 + B
BallDx(B) = Ballspeed * Cos(a): BallDy(B) = Ballspeed * Sin(a)
BallShow(B) = 1: BallC(B) = _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
Next
curball = 1
gametime = Timer
gameover = 0
timelimit = 45
Do
Cls
'compute ball movement
For t = 1 To balls
BallX(t) = BallX(t) + BallDx(t) 'move ball then make sure in bounds
BallY(t) = BallY(t) + BallDy(t)
If BallX(t) > w - BallSize(t) Then BallDx(t) = -BallDx(t): BallX(t) = w - BallSize(t)
If BallX(t) < BallSize(t) Then BallDx(t) = -BallDx(t): BallX(t) = BallSize(t)
If BallY(t) > h - BallSize(t) Then BallDy(t) = -BallDy(t): BallY(t) = h - BallSize(t)
If BallY(t) < BallSize(t) Then BallDy(t) = -BallDy(t): BallY(t) = BallSize(t)
Next
'draw background
t = Timer
For x = 0 To w Step 6
For y = 0 To h Step 6
r = Sin(1.1 * t) * h2 - y + h2
Line (x, y)-Step(5, 5), _RGB(r, r - y, -r), BF
Next
t = t + .01
GoSub GetMouseClick
Next
If gameover = 1 Then
Play "o2l16cegagfefgabgc3l4"
cx = _Width / 2: cy = _Height / 2
Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGBA(0, 0, 0, 150), BF
Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGB(128, 255, 128), B
PPRINT cx - 200, cy - 90, 60, _RGB(128, 255, 128), 1, "WINNER!!"
_Display
Sleep 4
GoTo restart
End If
'draw balls
For i = 1 To balls
If BallShow(i) = 1 Then
drawBall BallX(i), BallY(i), BallSize(i), BallC(i)
'PPRINT BallX(i) - 12, BallY(i) - 12, 30, _RGB(1, 1, 1), 1, Right$("0" + _Trim$(Str$(i)), 2)
PPRINT BallX(i) - 10, BallY(i) - 20, 30, _RGB(255, 255, 255), 1, Right$("0" + _Trim$(Str$(i)), 2)
End If
Next
'Locate 1, 1: Print "Click ball.."; curball;
PPRINT 20, 10, 20, _RGB(255, 0, Rnd * 255), 1, "Click ball: " + _Trim$(Str$(curball))
'Locate 2, 1: Print timelimit - Int(Timer - gametime);
PPRINT 20, 40, 30, _RGB(255, 0, Rnd * 255), 1, Str$(timelimit - Int(Timer - gametime))
_Display: _Limit 30
'If click on one ball (no overlayed oned) remove it
If found = 1 Then
If firstball = curball Then
'erase ball
drawBall BallX(firstball), BallY(firstball), BallSize(firstball), BallC(firstball)
BallShow(firstball) = 0
Play "mbl32o2ceg"
_Display: _Delay .05
curball = curball + 1
found = 0
Else
found = found + 1
lastfound = firstball
End If
End If
'check if all clicked
anyleft = 0
For c = 1 To balls
If BallShow(c) = 1 Then anyleft = anyleft + 1
Next
If anyleft = 0 Then
gameover = 1
End If
If Timer - gametime > timelimit Then
Play "mbo1l4dl8ddl4dl8feeddc#l2d"
cx = _Width / 2: cy = _Height / 2
Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGBA(0, 0, 0, 150), BF
Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGB(128, 255, 128), B
PPRINT cx - 200, cy - 90, 60, _RGB(128, 255, 128), 1, "TIME OUT"
_Display
Sleep 4
GoTo restart
End If
Loop
End
'==============
GetMouseClick:
'==============
mi = _MouseInput
If _MouseButton(1) = 0 Then done = 0
If _MouseButton(1) And done = 0 Then
mx = _MouseX: my = _MouseY
found = 0
For m = 1 To balls
If BallShow(m) = 1 Then
If Sqr((mx - BallX(m)) ^ 2 + (my - BallY(m)) ^ 2) < BallSize(m) Then
If found = 0 Then firstball = m
found = found + 1
If found > 1 Then
lastfound = m
End If
End If
End If
Next
done = 1
End If
Return
Sub drawBall (x, y, r, c As _Unsigned Long)
Dim rred As Long, grn As Long, blu As Long, rr As Long, f
rred = _Red32(c): grn = _Green32(c): blu = _Blue32(c)
For rr = r To 0 Step -1
f = 1 - rr / r
fcirc x, y, rr, _RGB32(rred * f, grn * f, blu * f)
Next
End Sub
Sub fcirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
Dim Radius As Integer, RadiusError As Integer
Dim X As Integer, Y As Integer
Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
If Radius = 0 Then PSet (CX, CY), C: Exit Sub
Line (CX - X, CY)-(CX + X, CY), C, BF
While X > Y
RadiusError = RadiusError + Y * 2 + 1
If RadiusError >= 0 Then
If X <> Y + 1 Then
Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
Wend
End Sub
Sub PPRINT (x, y, size, clr&, trans&, text$)
'This sub outputs to the current _DEST set
'It makes trans& the transparent color
'x/y is where to print text
'size is the font size to use
'clr& is the color of your text
'trans& is the background transparent color
'text$ is the string to print
'=== get users current write screen
orig& = _Dest
'=== if you are using an 8 or 32 bit screen
bit = 32: If _PixelSize(0) = 1 Then bit = 256
'=== step through your text
For t = 0 To Len(text$) - 1
'=== make a temp screen to use
pprintimg& = _NewImage(16, 16, bit)
_Dest pprintimg&
'=== set colors and print text
Cls , trans&: Color clr&
Print Mid$(text$, t + 1, 1);
'== make background color the transprent one
_ClearColor _RGB(0, 0, 0), pprintimg&
'=== go back to original screen to output
_Dest orig&
'=== set it and forget it
x1 = x + (t * size): x2 = x1 + size
y1 = y: y2 = y + size
_PutImage (x1 - (size / 2), y1)-(x2, y2 + (size / 3)), pprintimg&
_FreeImage pprintimg&
Next
End Sub
RE: ClickAwayBalls - click moving balls in order before timer ends - bplus - 06-03-2024
i remember this, did we ever run into problem with a higher ball blocking access to a lower ball?
oh they are constantly moving! working fine on my end.
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