11-13-2023, 06:21 AM
Digging through some old junk on old drives once again, and I found more QB64 goodies. This one is a HTML tutorial on making a little space avoidance type game, and from initial testing all still works as it should -- even after almost 10 years! (This file was dated 6/6/2014 on my drive!)
The final version has you making this game:
And the whole tutorial file is here:
A_Small_Game_Tutorial.html (Size: 52.38 KB / Downloads: 99)
The final version has you making this game:
Code: (Select All)
_TITLE "Space 64"
DIM asteroidx(100), asteroidy(100), asteroidspeed(100)
SCREEN 13
DATA 000,000,000,000,000,000,000,000,000,000
DATA 000,000,015,015,015,015,015,000,000,000
DATA 000,015,015,015,015,007,007,015,000,000
DATA 000,015,015,015,015,015,015,015,015,000
DATA 000,015,015,015,015,015,015,015,015,015
DATA 000,015,015,015,015,015,015,015,015,000
DATA 000,000,015,015,015,015,015,015,000,000
DATA 000,000,000,000,000,000,000,000,000,000
DATA 000,000,000,000,000,000,000,000,000,000
DATA 000,000,000,000,000,000,000,000,000,000
FOR y = 1 TO 10
FOR x = 1 TO 10
READ c
PSET (x, y), c
NEXT
NEXT
ship = _NEWIMAGE(11, 11, 13)
_PUTIMAGE (1, 1)-(10, 10), , ship, (1, 1)-(10, 10)
CLS
DATA 000,000,000,000,000,000,000,000,000,000
DATA 000,000,000,006,006,006,000,000,000,000
DATA 000,000,006,006,006,006,006,000,000,000
DATA 000,006,012,006,006,006,006,006,000,000
DATA 000,006,006,006,006,012,006,006,000,000
DATA 000,006,006,006,006,006,006,006,000,000
DATA 000,000,006,006,012,006,006,000,000,000
DATA 000,000,006,006,006,006,000,000,000,000
DATA 000,000,000,006,006,000,000,000,000,000
DATA 000,000,000,000,000,000,000,000,000,000
FOR y = 1 TO 10
FOR x = 1 TO 10
READ c
PSET (x, y), c
NEXT
NEXT
obstacle = _NEWIMAGE(11, 11, 13)
_PUTIMAGE (1, 1)-(10, 10), , obstacle, (1, 1)-(10, 10)
CLS
DATA 000,000,000,000,000,000,000,000,000,000
DATA 000,000,004,004,000,004,004,000,000,000
DATA 000,004,012,012,004,012,012,004,000,000
DATA 000,004,012,012,012,012,012,004,000,000
DATA 000,004,012,012,012,012,012,004,000,000
DATA 000,004,012,012,012,012,012,004,000,000
DATA 000,000,004,012,012,012,004,000,000,000
DATA 000,000,000,004,012,004,000,000,000,000
DATA 000,000,000,000,004,000,000,000,000,000
DATA 000,000,000,000,000,000,000,000,000,000
FOR y = 1 TO 10
FOR x = 1 TO 10
READ c
PSET (x, y), c
NEXT
NEXT
life = _NEWIMAGE(11, 11, 13)
_PUTIMAGE (1, 1)-(10, 10), , life, (1, 1)-(10, 10)
CLS
lives = 3
shipx = 10 'we set the x position of the ship to 10 and the y position is set
shipy = 95 'at the middle of the screen (middle of the ship is 5 hence 100-5=95).
DO
_LIMIT 60
CLS
IF explosion = 0 THEN
_PUTIMAGE (shipx, shipy), ship 'let's only display it when explosion = 0
'we can make some fire behind the ship by randomly setting some red pixels behind it.
FOR k = 1 TO 10: PSET (shipx - INT(RND * 5), shipy + INT(RND * 6) + 2), 4: NEXT
END IF
'display lives:
IF lives > 0 THEN
FOR k = 1 TO lives
_PUTIMAGE (k * 10, 0), life
NEXT
END IF
'display number of numbers collected:
_PRINTSTRING (0, 2), LTRIM$(STR$(collected))
IF _KEYDOWN(CVI(CHR$(0) + "H")) THEN shipy = shipy - 1
IF _KEYDOWN(CVI(CHR$(0) + "P")) THEN shipy = shipy + 1
IF _KEYDOWN(CVI(CHR$(0) + "K")) THEN shipx = shipx - 1
IF _KEYDOWN(CVI(CHR$(0) + "M")) THEN shipx = shipx + 1
IF _KEYDOWN(27) THEN END
IF shipx + 10 > 319 THEN shipx = 319 - 10
IF shipx < 0 THEN shipx = 0
IF shipy + 10 > 199 THEN shipy = 199 - 10
IF shipy < 0 THEN shipy = 0
IF numasteroids > 0 THEN
FOR asteroid = 1 TO numasteroids
_PUTIMAGE (asteroidx(asteroid), asteroidy(asteroid)), obstacle
IF explosion = 0 THEN 'this is added so that the ship doesn't explode twice (it is invulnerable for a while)
IF shipx + 10 >= asteroidx(asteroid) AND shipx <= asteroidx(asteroid) + 10 THEN
IF shipy + 10 >= asteroidy(asteroid) AND shipy <= asteroidy(asteroid) + 10 THEN
explosion = 1
lives = lives - 1
END IF
END IF
END IF
asteroidx(asteroid) = asteroidx(asteroid) - asteroidspeed(asteroid)
IF asteroidx(asteroid) < 0 - 10 THEN
removeasteroid = asteroid
END IF
NEXT
END IF
IF removeasteroid <> 0 THEN
FOR k = removeasteroid TO numasteroids
asteroidx(k) = asteroidx(k + 1)
asteroidy(k) = asteroidy(k + 1)
asteroidspeed(k) = asteroidspeed(k + 1)
NEXT
numasteroids = numasteroids - 1
removeasteroid = 0
END IF
IF explosion = 1 THEN
expl = expl + 1
FOR k = 1 TO expl
PSET (shipx - INT(RND * k), shipy - INT(RND * k)), INT(RND * 255)
PSET (shipx + INT(RND * k), shipy + INT(RND * k)), INT(RND * 255)
PSET (shipx - INT(RND * k), shipy + INT(RND * k)), INT(RND * 255)
PSET (shipx + INT(RND * k), shipy - INT(RND * k)), INT(RND * 255)
NEXT
IF expl > 30 THEN expl = 0: explosion = 0
END IF
rand = INT(RND * (30 - (collected * 3))) + 1 '(collected*3) makes the asteroids more frequent
IF rand = 1 THEN
numasteroids = numasteroids + 1
asteroidx(numasteroids) = 319 + 10
asteroidy(numasteroids) = INT(RND * 219) + 1
asteroidspeed(numasteroids) = RND * 1.5 + .5 + ((collected + 1) / 50) '(collected+1)/50 makes them faster
END IF
IF heart = 0 THEN 'only if heart is 0 should we create one (it is already created otherwise)
rand = INT(RND * 1000) + 1 'very seldom does a heart arrive
IF rand = 1 THEN
heart = 1
heartx = 319 + 10
hearty = INT(RND * 219) + 1
heartspeed = RND * 1.5 + .5
END IF
END IF
'here we display the heart and handles the collision for the heart:
IF heart = 1 THEN
_PUTIMAGE (heartx, hearty), life
heartx = heartx - heartspeed
IF heartx < -10 THEN heart = 0 'remove it if it goes outside the screen.
IF shipx + 10 >= heartx AND shipx <= heartx + 10 THEN
IF shipy + 10 >= hearty AND shipy <= hearty + 10 THEN
'it collided with the heart!
heart = 0 'set heart to 0 to remove it
lives = lives + 1 'add 1 to lives
END IF
END IF
END IF
'we do the same for the numbers as with the heart:
IF number = 0 THEN
rand = INT(RND * 500) + 1 'very seldom does a number arrive
IF rand = 1 THEN
number = 1
numberx = 319 + 10
numbery = INT(RND * 219) + 1
numberspeed = RND * 1.5 + .5
END IF
END IF
'here we display the number and handle the collision for the number:
IF number = 1 THEN
_PRINTSTRING (numberx, numbery), STR$(collected + 1) 'we use printstring to represent the number
numberx = numberx - numberspeed
IF numberx < -10 THEN number = 0
IF shipx + 10 >= numberx AND shipx <= numberx + 10 THEN
IF shipy + 10 >= numbery AND shipy <= numbery + 10 THEN
'it collided with the number!
collected = collected + 1 'add one to the collected numbers
number = 0 'set number to 0 to remove it
END IF
END IF
END IF
'loose:
IF lives < 0 THEN
LOCATE 10, 15: PRINT "GAME OVER"
_DISPLAY: END
END IF
'win:
IF collected = 9 THEN
LOCATE 10, 16: PRINT "YOU WIN"
_DISPLAY: END
END IF
_DISPLAY
LOOP
And the whole tutorial file is here:
A_Small_Game_Tutorial.html (Size: 52.38 KB / Downloads: 99)