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Grave Dayz
#1
A simple text-mode zombie surviving game.  
You're trapped in a graveyard with the newly risen dead all you can do is dig fresh holes and trick them to fall in.

It's a pretty simple "robotron" style game with no shooting. I've only made it to level 4 myself.

Code: (Select All)
'GRAVE DAYZ
'By James D. Jarvis
' inspired by a game from usborne books (but sharing no code)
Randomize Timer
_ControlChr Off
Dim Shared g(60, 30)
Dim Shared D$(6)
Type zombietype
    x As Integer 'x position
    y As Integer 'y position
    k As Integer 'color
    m As Integer 'mobility
    s As Integer 'strength
End Type
Dim Shared zom(20) As zombietype
Dim Shared zombies, zombiecount
Dim Shared px, py, psta, holes, score, lvl
Dim Shared gameflag$
gameflag$ = "playon"
Width 80, 43
_FullScreen
D$(1) = Chr$(1) 'player
D$(2) = Chr$(2) '        zombies
D$(3) = Chr$(206) 'gravestone
D$(4) = Chr$(35) 'wall
D$(5) = Chr$(177) 'hole
D$(6) = Chr$(42) 'bush
lvl = 1
psta = 250
newgame:
zombies = 5 + Int((1 + lvl) / 2)
zombiecount = zombies
px = Int(30 + Rnd * 3): py = Int(14 + Rnd * 3)
holes = 0
For x = 1 To 60
    For y = 1 To 30
        g(x, y) = 0
        If Rnd * 20 <= lvl Then
            p = Int(Rnd * 6) + 1
            Select Case p
                Case 3
                    g(x, y) = 3
                Case 4
                    g(x, y) = 3
                Case 5
                    If lvl < 5 Then
                        If holes < 6 Then
                            g(x, y) = 3
                            holes = holes + 1
                        End If
                    End If
                Case 6
                    g(x, y) = 6
            End Select
        End If
        If y = 1 Then g(x, y) = 4
        If y = 30 Then g(x, y) = 4
        If x = 1 Then g(x, y) = 4
        If x = 60 Then g(x, y) = 4
    Next y
Next x
If g(px, py) <> 0 Then g(px, py) = 0
For z = 1 To zombies
    If lvl < 10 Then
        c = Int(1 + Rnd * 4)
        Select Case c
            Case 1
                zom(z).x = Int(Rnd * 6) + 2
                zom(z).y = Int(Rnd * 6) + 2
            Case 2
                zom(z).x = Int(Rnd * 6) + 45
                zom(z).y = Int(Rnd * 6) + 2

            Case 3
                zom(z).x = Int(Rnd * 6) + 2
                zom(z).y = Int(Rnd * 6) + 24

            Case 4
                zom(z).x = Int(Rnd * 6) + 45
                zom(z).y = Int(Rnd * 6) + 24

        End Select
    Else
        c = Int(1 + Rnd * 4)
        Select Case c
            Case 1
                zom(z).x = Int(Rnd * 59) + 2
                zom(z).y = Int(Rnd * 12) + 2
            Case 2
                zom(z).x = Int(Rnd * 20) + 2
                zom(z).y = Int(Rnd * 12) + 2

            Case 3
                zom(z).x = Int(Rnd * 59) + 2
                zom(z).y = Int(Rnd * 12) + 2

            Case 4
                zom(z).x = Int(Rnd * 20) + 2
                zom(z).y = Int(Rnd * 12) + 16

        End Select


    End If
    zom(z).m = Int(1 + (1 + Rnd * lvl) / 5)
    zom(z).s = Int(1 + Int((1 + Rnd * lvl) / 4))
    zom(z).k = 10

Next z
Do
    drawscreen
    If psta > 0 Then
        waitforK:
        kk$ = InKey$
        If kk$ = "" Then GoTo waitforK
    End If
    playermove (kk$)
    zombiemove
    For z = 1 To zombies
        If zom(z).x = px And zom(z).y = py Then gameflag$ = "gotyou"
        If g(zom(z).x, zom(z).y) = 5 And zom(z).s > 0 Then
            score = score + 50
            zombiecount = zombiecount - 1
            If Rnd * 25 < lvl Then g(zom(z).x, zom(z).y) = 0 'zombies filling the holes more and more likely as the game goes on
            drawscreen
            Color 26, 0
            For r = 1 To 6
                _Limit 10
                If r Mod 2 <> 0 Then
                    _PrintString (zom(z).x, zom(z).y), D$(2)
                Else
                    _PrintString (zom(z).x, zom(z).y), "X"
                End If
                zom(z).s = 0
            Next r
            Color 15, 0
        End If
    Next z
    If zombiecount = 0 Then gameflag$ = "nextlevel"
Loop Until gameflag$ <> "playon"
If gameflag$ = "gotyou" Then
    For x = 5 To 11
        _PrintString (15, x), "*************************************"
    Next x
    For x = 6 To 10
        _PrintString (16, x), "..................................."
    Next x
    _PrintString (26, 7), "The Zombies Got You"
    _PrintString (26, 9), "Play again? (Y/N)"
    playask:
    aa$ = InKey$
    If aa$ = "" Then GoTo playask
    aa$ = UCase$(aa$)
    If aa$ = "Y" Then
        lvl = 1
        psta = 200
        gameflag$ = "playon"
        GoTo newgame
    End If
    If aa$ = "N" Then
        System
    Else
        GoTo playask
    End If
End If

If gameflag$ = "nextlevel" Then
    score = lvl * 100
    drawscreen
    For x = 5 To 11
        _PrintString (15, x), "*************************************"
    Next x
    For x = 6 To 10
        _PrintString (16, x), "..................................."
    Next x
    T$ = "Completed Level " + Str$(level)
    _PrintString (22, 7), T$
    lvl = lvl + 1
    T$ = "Press amy key for level " + Str$(lvl)
    _PrintString (22, 9), T$
    playask2:
    aa$ = InKey$
    If aa$ = "" Then GoTo playask

    psta = psta + 150
    gameflag$ = "playon"
    GoTo newgame
End If
Sub drawscreen
    Cls
    For x = 1 To 60
        For y = 1 To 30
            If g(x, y) > 0 Then _PrintString (x, y), D$(g(x, y))
        Next y
    Next x
    Color 14, 0
    _PrintString (px, py), D$(1)
    Color 15, 0
    For z = 1 To zombies
        Color zom(z).k, 0
        If zom(z).s > 0 Then _PrintString (zom(z).x, zom(z).y), D$(2)
    Next z
    Color 12, 0
    _PrintString (65, 3), "GRAVE DAYZ"
    Color 15, 0
    T$ = "Level " + Str$(lvl)
    _PrintString (65, 5), T$
    T$ = "Score " + Str$(score)
    _PrintString (65, 8), T$
    T$ = "Stamina" + Str$(psta)
    If psta < 50 Then Color 12, 0
    _PrintString (65, 11), T$
    Color 10, 0
    T$ = "Zombies " + Str$(zombiecount)
    _PrintString (65, 13), T$
    Color 7, 0
    _PrintString (2, 32), "W,A,S,D to move  (cost 1 Stamina)"
    _PrintString (2, 34), "H to dig a hole  (cost 10 stamina)"
    _PrintString (2, 36), "You can't walk through walls, gravestones or bushes"
    _PrintString (2, 38), "Avoid the zombies, get them all to return to the grave and advance a level!"
    Color 15, 0
End Sub

Sub zombiemove
    For z = 1 To zombies
        zgx = 0
        zgy = 0
        If zom(z).s > 0 Then
            If zom(z).y = py Then
                If zom(z).x < px Then
                    zgx = 1
                    zgy = 0
                End If
                If zom(z).x > px Then
                    zgx = -1
                    zgy = 0
                End If

            Else If zom(z).x = px Then
                    If zom(z).y < py Then
                        zgx = 0
                        zgy = 1
                    End If
                    If zom(z).y > py Then
                        zgx = 0
                        zgy = -1
                    End If
                End If
            End If

            If g(zom(z).x + zgx, zom(z).y + zgy) < 3 Or g(zom(z).x + zgx, zom(z).y + zgy) > 4 Then
                zom(z).x = zom(z).x + zgx
                zom(z).y = zom(z).y + zgy
            End If

            If Int(Rnd * 8) <= zom(z).m And zgx = 0 And zgy = 0 Then
                Select Case Int(Rnd * 4)
                    Case 0
                        zgy = -1
                        zgx = 0
                    Case 1
                        zgy = 1
                        zgx = 0
                    Case 2
                        zgy = 0
                        zgx = 1
                    Case 3
                        zgy = 0
                        zgx = -1
                End Select
                If Int(Rnd * 6) < zom(z).m Then
                    If px < zom(z).x Then
                        zgx = -1
                        zgy = 0
                    End If
                    If px > zom(z).x Then
                        zgx = 1
                        zgy = 0
                    End If
                End If

                If Int(Rnd * 6) < zom(z).m And zgx = 0 Then
                    If py < zom(z).y Then zgy = -1
                    If py > zom(z).y Then zgy = 1
                End If

                If g(zom(z).x + zgx, zom(z).y + zgy) < 3 Or g(zom(z).x + zgx, zom(z).y + zgy) > 4 Then
                    zom(z).x = zom(z).x + zgx
                    zom(z).y = zom(z).y + zgy
                End If

            End If
        End If
    Next z

End Sub
Sub playermove (kk$)
    kk$ = UCase$(kk$)
    pgy = 0: pgx = 0
    If psta > 0 Then
        Select Case kk$
            Case "W"
                pgy = -1
                pgx = 0

            Case "A"
                pgy = 0
                pgx = -1

            Case "S"
                pgy = 1
                pgx = 0
            Case "D"
                pgy = 0
                pgx = 1
            Case "H"
                If psta > 9 Then
                    g(px, py) = 5
                    psta = psta - 10
                End If

        End Select
        If pgy <> 0 Or pgx <> 0 Then
            If g(px + pgx, py + pgy) < 3 Then
                px = px + pgx
                py = py + pgy
                psta = psta - 1
            End If
        End If
    End If
End Sub
Reply
#2
That takes a bit of strategy. They ate my brains while I was diggin'.
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
Reply
#3
Sometimes they creep on you just a little bit faster when they get close.
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