QB64 Phoenix Edition
Ken's Artillery 2 - Printable Version

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Ken's Artillery 2 - SierraKen - 08-14-2024

This is the classic artillery-style game where you select an angle and power, with different winds, and try to hit the other cannon on the other side of the random mountain, before the computer cannon hits yours first. There is a tiny bit of "A.I." to this game in the fact that the computer slowly learns from its mistakes on every turn. The entire game is ran by your Mouse, using 2 different sliders for angle and power and a button to fire. Have fun!

Thanks to B+, OldMoses, and Steve for helping me a lot with this game.

Code: (Select All)

'I've always wanted to make this game ever since I started programming in the 80's.
'This was created by SierraKen with much help from others below.
'Thank you to B+ for much of the math code, Mouse and click bar help on https://qb64phoenix.com/forum/index.php
'It takes the computer a little time to learn how to hit your base.
'Created on June 26, 2019.
'Version 2 made on May 2, 2022.
'Added: Levels, random colored mountains, and better looking cannons.
'Added: Click Bars and Fire! button. Simpler Instructions. Changed 5 to 4 times needed to hit enemy and enemy to hit you.
'Added: Better mouse control thanks to B+, OldMoses, and Steve.
'Added: Delete click bars when it's not your turn.
'Added: Click mouse button to start game.
'Added: Set click bars remain the same per turn on each level.

_Title "Ken's Artillery 2"
_Limit 200
Cls
Screen _NewImage(1200, 700, 32)
Print "                                              Ken's Artillery 2"
Print: Print: Print
Print "                                      By SierraKen"
Print "                                      with some help from B+, OldMoses, and Steve"
Print: Print: Print
Print "                        Instructions: Red Click Bar  = Power"
Print "                                      Green Click Bar = Angle"
Print "                                      Fire! Button    = Fire Cannonball"
Print
Print "                                      Hit enemy 4 times you advance to next level."
Print "                                      Get hit 4 times in a level and you lose."
Print: Print: Print
Print "                                        Press Mouse Button To Start!"
Do
    While _MouseInput: Wend
    mx = _MouseX: my = _MouseY: mb = _MouseButton(1) ' this update the mouse x, y and button status save to variable because they change
    If mb Then Clear_MB 1: GoTo continue:
Loop

continue:

Cls
level = 1
oldVelocityX = 100
oldAngleX = 100
vel = 40
a = 45

start:
c = 0
mountain = 0
win = 0
compoints = 0
points = 0
ground = 590 'up is negative in direction

'Your Cannon

cbx = 10 '              cannon butt end x, y
cby = ground - 20
cmx = 50 '              cannon mouth end
cmy = ground - 70

'Computer's Cannon

cbx2 = 1190
cby2 = cby
cmx2 = 1150
cmy2 = cmy


g = .15 '      with air resistance
Randomize Timer
air = Int(Rnd * 20)
air2 = air / 1000
Randomize Timer
air3 = Int(Rnd * 100)
If air3 > 50 Then air2 = -air2
airX = air2
Color , _RGB32(156, 210, 237)
Cls
'Bases
Line (cbx, ground)-(cbx + 100, ground - 20), _RGB32(4, 4, 4), BF
Line (cbx2, ground)-(cbx2 - 100, ground - 20), _RGB32(4, 4, 4), BF
'Mountain
Randomize Timer
sz = Int(Rnd * 300) + 100
circx = 595
cl1 = Int(Rnd * 55) + 50
cl2 = Int(Rnd * 55) + 50
cl3 = Int(Rnd * 55) + 50
Line (0, ground)-(1200, 700), _RGB32(cl1, cl2, cl3), BF 'ground
Circle (circx, ground), sz, _RGB32(cl1, cl2, cl3)
Paint (circx, ground - 2), _RGB32(cl1, cl2, cl3)
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), Str$(a)
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), Str$(vel)

'Game Loop Starts Here -----------------------------------------------------
again:
drawVelocityBar oldVelocityX
drawAngleBar oldAngleX
Color _RGB32(156, 210, 237), _RGB32(156, 210, 237)
Locate 10, 129: Print "                "
Color _RGB32(255, 0, 0), _RGB32(156, 210, 237)
Locate 10, 2: Print "Your Turn    "
Randomize Timer
air = Int(Rnd * 20)
air2 = air / 1000
Randomize Timer
air3 = Int(Rnd * 100)
If air3 > 50 Then air2 = -air2
airX = air2
airx2 = airX * 1000
If airx2 < -1 Then winddir$ = "West"
If airx2 > 1 Then winddir$ = "East"
If airx2 > -1 And airx2 < 1 Then winddir$ = "Sunny"
If airx2 < 0 Then airx2 = airx2 * -1

GoSub Wind:

vel = (oldVelocityX - 60) / 200 * 100
a = (oldAngleX - 60) / 200 * 90 ' converts place in box to 0 to 90

Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
_PrintString (5, 50), "Power"
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), Str$(vel)
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
_PrintString (5, 80), "Angle"
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), Str$(a)

Line (60, 40)-(260, 70), _RGB32(255, 255, 255), B
Line (60, 70)-(260, 100), _RGB32(255, 255, 255), B
Line (60, 100)-(120, 130), _RGB32(255, 0, 5), BF

Color _RGB32(0, 0, 0), _RGB32(255, 0, 5)
_PrintString (70, 110), "Fire!"

go:
_Limit 200
_Display ' update screen !!! sure like to know if my turn or not after computer
a2$ = InKey$
If a2$ = Chr$(27) Then End
fired = 0
While _MouseInput: Wend
mx = _MouseX: my = _MouseY: mb = _MouseButton(1) ' this update the mouse x, y and button status save to variable because they change
If mb Then
    If mx > 60 And mx < 260 Then
        If my >= 40 And my < 70 Then
            If mx > 259 Then mx = 260
            vel = (mx - 60) / 200 * 100 ' converts place in box to 0 to 100
            drawVelocityBar mx
            oldVelocityX = mx
            vel3 = mx
            Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
            _PrintString (265, 50), Str$(vel)
            Clear_MB 1
            GoTo go
        ElseIf my >= 70 And my < 100 Then
            If mx > 259 Then mx = 260
            a = (mx - 60) / 200 * 90 ' converts place in box to 0 to 90
            drawAngleBar mx
            oldAngleX = mx
            a3 = mx
            Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
            _PrintString (265, 80), Str$(a)
            Clear_MB 1
            GoTo go
        ElseIf my >= 100 And my < 130 And mx <= 120 Then
            fired = 1
            For pressed = 1 To 10
                Line (60 + pressed, 100 + pressed)-(120 - pressed, 130 - pressed), _RGB32(200 - (pressed * 10), 10, 5), BF
            Next pressed
            Color _RGB32(0, 0, 0), _RGB32(100, 10, 5)
            _PrintString (70, 110), "Fire!"
            Clear_MB 1
            GoTo going
        End If
    End If
End If
If fired = 0 Then GoTo go

going:
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
If a > 90 Then a = 90
If a < 0 Then a = 0
If vel < 0 Then vel = 0
If vel > 80 Then vel = 80
vel = Int(vel / 4)
a = 360 - a
ca = _D2R(a)
cmx = cbx + (100 * Cos(_D2R(a)))
cmy = cby + (100 * Sin(_D2R(a)))

'initialize
bx = cmx 'ball x, y same as cannon mouth at start of shot
by = cmy


dx = vel * Cos(ca) 'start at cannon mouth
dy = vel * Sin(ca)

'shot

Do
    _Limit 200
    GoSub Wind:

    a$ = InKey$
    If a$ = Chr$(27) Then End
    Circle (bx, by), 5, _RGB32(0, 0, 0)
    Paint (bx, by), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
    For ccc = 0 To 7 Step .1
        Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(150, 50, 0) 'cannon line
    Next ccc
    oldbx = bx: oldby = by
    dx = dx + airX
    dy = dy + g
    bx = bx + dx
    by = by + dy
    _Display
    _Limit 30
    Circle (oldbx, oldby), 5, _RGB(156, 210, 237)
    Paint (oldbx, oldby), _RGB(156, 210, 237)
    If Point(bx, by) = _RGB32(cl1, cl2, cl3) Then
        mountain = 1
        For explosion = 0 To 20 Step .5
            Circle (bx, by), explosion, _RGB32(156, 210, 237)
            Sound 100 + explosion, .25
        Next explosion
    End If
    If bx > cbx2 - 120 And bx < cbx2 + 20 And by >= ground - 2 Then
        points = points + 1
        win = 0
        Locate 3, 64: Print "You: "; points; " Computer: "; compoints
        For explosion = 0 To 20 Step .5
            Circle (bx, by), explosion, _RGB32(156, 210, 237)
            Sound 100 + explosion, .25
        Next explosion
        For sndd = 500 To 700 Step 50
            Sound sndd, 1
        Next sndd
        mountain = 1
        If points = 4 And win = 0 Then win = 1: level = level + 1: GoTo start:
    End If
Loop Until mountain = 1 Or by > 700
For ccc = 0 To 7 Step .1
    Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
'The Computer's Turn

comp:

'Clear Click Bars and Fire! Button
Line (4, 39)-(330, 131), _RGB32(156, 210, 237), BF


Color _RGB32(156, 210, 237)
Locate 10, 2: Print "                      "
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
Locate 10, 130: Print "Computer's Turn"
GoSub Wind:

'Computer learns as it goes but is not perfect, like a human.  ;-)
If c = 0 Then GoTo compstuff:
oldvel2 = vel2

compstuff:
Randomize Timer
vel2 = Int(Rnd * 35) + 30

a2 = a

vel2 = Int(vel2 / 4)

If c = 0 Then GoTo nex:
'Last shot was too far away.
If oldbx2 < cbx Then
    vel2 = oldvel2 - 1
    If vel2 < 8 Then vel2 = 8
End If
'Last shot wasn't far enough.
If oldbx2 > cbx Then
    vel2 = oldvel2 + 1
    If vel2 > 15 Then vel2 = 15
End If
nex:
c = 1
ca2 = _D2R(a2)
cmx2 = cbx2 - (100 * Cos(_D2R(a2)))
cmy2 = cby2 + (100 * Sin(_D2R(a2)))

'initialize
bx2 = cmx2 'ball x, y same as cannon mouth at start of shot
by2 = cmy2
dx2 = vel2 * Cos(ca2) 'start at cannon mouth
dy2 = vel2 * Sin(ca2)

'shot

Do
    _Limit 200
    a$ = InKey$
    If a$ = Chr$(27) Then End
    Circle (bx2, by2), 5, _RGB32(0, 0, 0)
    Paint (bx2, by2), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
    For ccc = 0 To 7 Step .1
        Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(150, 50, 0) 'cannon line
    Next ccc
    oldbx2 = bx2: oldby2 = by2
    dx2 = dx2 + airX
    dy2 = dy2 + g
    bx2 = bx2 - dx2
    by2 = by2 + dy2
    _Display
    _Limit 30
    Circle (oldbx2, oldby2), 5, _RGB(156, 210, 237)
    Paint (oldbx2, oldby2), _RGB(156, 210, 237)
    If Point(bx2, by2) = _RGB32(cl1, cl2, cl3) Then
        mountain = 1
        For explosion = 0 To 20 Step .5
            Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
            Sound 100 + explosion, .25
        Next explosion
    End If
    If bx2 > cbx - 20 And bx2 < cbx + 120 And by2 >= ground - 2 Then
        compoints = compoints + 1
        Locate 3, 64: Print "You: "; points; " Computer: "; compoints
        For explosion = 0 To 20 Step .5
            Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
            Sound 100 + explosion, .25
        Next explosion
        For sndd = 500 To 700 Step 50
            Sound sndd, 1
        Next sndd
        mountain = 1
        If compoints = 4 Then Color _RGB(0, 0, 0): Locate 20, 65: Print "COMPUTER WINS!": GoTo asking:
    End If
Loop Until mountain = 1 Or by2 > 700

For ccc = 0 To 7 Step .1
    Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
GoTo again:

'This code is used in a few different places in the program.
Wind:
Color _RGB(0, 0, 0)
Locate 1, 73: Print "Wind"
If winddir$ = "West" Then
    Locate 2, 82: Print "                              "
    Locate 2, 59: Print airx2; " mph  "
End If
If winddir$ = "East" Then
    Locate 2, 59: Print "              "
    Locate 2, 82: Print airx2; " mph  "
End If
Locate 2, 68: Print "West <-> East"
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
Locate 4, 71: Print "Level: "; level
Return

asking:
Locate 22, 65: Input "Again? (Yes/No):", ag$
If ag$ = "y" Or ag$ = "Y" Or ag$ = "yes" Or ag$ = "Yes" Or ag$ = "YES" Or ag$ = "yES" Or ag$ = "yeS" Then points = 0: level = 1: GoTo start:
End

Sub Clear_MB (var As Integer)
    Do Until Not _MouseButton(var)
        While _MouseInput: Wend
    Loop
End Sub 'Clear_MB

Sub drawVelocityBar (x) ' x is mouse x
    Line (61, 41)-(259, 69), _RGB32(156, 210, 237), BF
    Line (61, 41)-(x, 69), _RGB32(255, 0, 1), BF
End Sub

Sub drawAngleBar (x) ' x is mouse x
    Line (61, 71)-(259, 99), _RGB32(156, 210, 237), BF
    Line (61, 71)-(x, 99), _RGB32(0, 255, 1), BF
End Sub