Posts: 409
Threads: 74
Joined: Apr 2022
Reputation:
20
Great job Dav! I got over 100 that time. Also, I might add _MOUSEHIDE to some of my games, it might be useful, thanks!
Posts: 2,696
Threads: 327
Joined: Apr 2022
Reputation:
217
And now, for the Ball Blaster -- it's a rotating ball that moves slowly across the screen, spins languidly in a 360 degree circle, and which fires shots out one side of it. Anything it hits, be that other balls or the player, loses health and eventually explodes. Player gets no points for balls destroyed by The Ball Blaster.
Or, as I like to call it -- "Pete's Mother-in-Law".
Posts: 409
Threads: 74
Joined: Apr 2022
Reputation:
20
I just added _MOUSEHIDE to Tech Invaders 5 on my page.
Posts: 728
Threads: 119
Joined: Apr 2022
Reputation:
106
08-31-2024, 12:57 AM
(This post was last modified: 08-31-2024, 01:13 AM by Dav.)
Thanks, @SierraKen! Glad you like it!
Steve, I know you were joking, but it's a good idea! Working on the big blaster ball now. Maybe it will be the big boss at the end to destroy. That's a better name for the game - Ball Blaster
- Dav
Posts: 2,696
Threads: 327
Joined: Apr 2022
Reputation:
217
08-31-2024, 01:15 AM
(This post was last modified: 08-31-2024, 01:16 AM by SMcNeill.)
(08-31-2024, 12:57 AM)Dav Wrote: Thanks, @SierraKen! Glad you like it!
Steve, I know you were joking, but it's a good idea! Working on the big blaster ball now. Maybe it will be the big boss at the end to destroy. That's a better name for the game - Blaster ball.
- Dav
I was joking about Pete's Mother-in-Law.. She's not THAT nice, after having to put up with the way Pete's treated her precious daughter after all these years!
But, I did think the idea might be something you'd enjoy incorporating into the game, which is why I mentioned it for you.
Can I suggest perhaps one really powerful boss after a couple of levels of the first one? It can be two round balls, with an oval launcher between them, that waves back and forth and shoots little green peas across the screen that stick and slow down anything they touch. You can call it "The Pea Shooter!" It'd make an awful mess of everything!
Special way to attack it would be with an unique missile which -- if it hits the top of the oval properly -- "unrolls" and covers the whole thing that works as a sort of ... latex shield... to block its steady stream of peas so the player can then attack the balls directly and destroy them!
(I know. I know. It's almost potty humor, but that still doesn't make it any less funny.
I guess I've just been feeling a little crappy lately. )
Posts: 2,171
Threads: 222
Joined: Apr 2022
Reputation:
103
I'll have you know my mother-in-law is a peach. It's my brother-in-law I have a problem with. He's a real son of a peach!
If I had the time, I would code this...
1) Copy image of Steve from forum.
2) Float image of Steve amongst the balls.
3) Have Steve play, and we all win when Steve shoots himself in the balls.
Now that's just good gaming!
Pete
Shoot first and shoot people who ask questions, later.
Posts: 2,696
Threads: 327
Joined: Apr 2022
Reputation:
217
(08-31-2024, 09:24 PM)Pete Wrote: I'll have you know my mother-in-law is a peach. It's my brother-in-law I have a problem with. He's a real son of a peach!
Your brother-in-law is Momotarō??
Posts: 246
Threads: 44
Joined: May 2022
Reputation:
28
Posts: 728
Threads: 119
Joined: Apr 2022
Reputation:
106
09-06-2024, 12:02 PM
(This post was last modified: 09-07-2024, 01:10 AM by Dav.)
Thanks, @Petr!
Added 2 things in v7 which make the game more attractive and fun. A big pulsating background that pulsates faster and faster as your health decreases. Looks kind of iintense. Also added Steve's Big ball that shoots out at every angle and can't be killed. It's fire bombs only hurt you for now. It flies through once in a blue moon (when (RND * 2000) = 1). Fixed some errors I found. Added a screenshot here for the curious.
- Dav
Code: (Select All)
'=============
'ballshoot.bas v7
'=============
'A bare-bones small shooter game that you can expand on.
'Follow game here: https://qb64phoenix.com/forum/showthread.php?tid=2978
'Coded by Dav, SEP/2024 for QB64PE v3.13
' WARNING: THIS GAME HAS FLASHING SCREENS (not much though)
'New for v7:
' - Added itense pulsating backdrop
' (pulses faster when health gets lower)
' - halfway added super bigball & bigshots
' (shots hurt you, you can't kill bigball)
' - fixed: reset all settings at start of game
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'Moving shields appears now and then to protect balls.
'See how many balls you can shoot down before dying.
'Catch green pill to increase your health points +1.
'Catch yellow pill to be invincible for 15 seconds.
'Catch red pill to get a flash bomb! ENTER to use it.
'This is a basic shooter game that is easy enough to
'learn from and expand on so you can make your own game,
'I used balls as an enemy because I had a ball SUB handy,
'and it had a colorful effect. Used it for shots and
'for the moving shield. I also used an alpha screen
'clearing method using LINE instead of CLS. This gave
'all the moving pieces a neat trailing/fade effect.
'If you miss a ball, or a ball hits you, then you loose
'a health point. If you loose all 7 health points then
'the game is over.
'If you catch green pills, it adds +1 to your health.
'If you catch yellow pills, you are invincible 15 secs.
'If you catch a red pill it gives you a flash bomb.
'Press ENTER to use you flash bombs, which will destroy
'all balls and dropping bombs on the screen.
'There are many ways to exand this into something better.
'If you do make more out of it, please share it also.
Randomize Timer
Screen _NewImage(640, 480, 32)
_FullScreen _SquarePixels
_PrintMode _KeepBackground
_MouseHide
'draw/save a background image to use
c = 0
For y = 425 To _Height
Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
c = c + 1: If c = 255 Then c = 255
Next: back& = _CopyImage(_Display) 'copy backgraound as back& image
highscore = 0 'start at zero
'========
StartGame:
'========
balls = 6 'number of balls at one time
shots = 7 'number of shots allowed on screen
ReDim ballx(1 To balls) 'ball x pos
ReDim bally(1 To balls) 'ball y pos
ReDim balld(1 To balls) 'ball direction
ReDim ballr(1 To balls) 'ball radius
ReDim balls(1 To balls) 'ball drop speed
ReDim bombx(1 To balls) 'ball bomb x pos
ReDim bomby(1 To balls) 'ball bomb y pos
ReDim bomba(1 To balls) 'flag if bomb is active
ReDim shotx(1 To shots) 'shot x pos
ReDim shoty(1 To shots) 'shot y pos
ReDim shota(1 To shots) 'flag if shot is active
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
bombcount = 0 'no active bombs
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
respawny = -300 'ball respawns off screen
healthmax = 7 'max level of health
health = 7 'start with max health
flashbombs = 1 'start with one flash bomb
'make sure these all off
bigballon = 0
shield1on = 0
shield2on = 0
healthpillon = 0
superpillon = 0
flashpillon = 0
kamikazeon = 0
zigzagon = 0
'generate random ball info
For i = 1 To balls
bomba(i) = 0 'all ball bombs off
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + respawny 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
balls(i) = Int(Rnd * 2) + 1
Next
'start sound effect
Play "mbt200l16o2e,gg,o3cc,el8e,gl16c,el4c,e,g"
'============== main game loop ==============
Do
_PutImage (1, 1)-(_Width - 1, _Height - 1), back& 'put background down
PulseBack 30, 7.25 - health 'gets faster as health decreases
'this make the trailing fade effect on screen (cooler than doing CLS)
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 75), BF
'add some screen sparklers
Line (Rnd * _Width, Rnd * 400)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'if health is getting low, show flashing yellow background
If health = 2 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, healthglow - 1), BF
'if health is critially low, show flashing red screen
If health = 1 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, healthglow), BF
If healthway = 0 Then healthglow = healthglow + .5 Else healthglow = healthglow - .5
If healthglow > 5 Then healthway = 1
If healthglow < 0 Then healthway = 0
'======== Handle Shield1 =======
If shield1on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield1x = shield1x + 2 + wobble
'if it moves off screen
If shield1x > _Width Then
'shield off
shield1on = 0
Else
'draw shield1
For s = 1 To shield1s Step 5
glowball shield1x + s, shield1y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield 2 on from time to time
If Int(Rnd * 500) = 1 Then
shield1on = 1: Play "mbt200l32o3ege"
'reset shield values
shield1s = 50 + Int(Rnd * 50) 'random sixe 50-100
shield1x = -shield1s 'starting position
shield1y = shield1s + (Rnd * 300)
End If
End If
'======== Handle Shield2 ================
If shield2on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield2x = shield2x - 1 - wobble
'if it moves off screen
If shield2x < -shield2s Then
'shield off
shield2on = 0
Else
'draw shield 2
For s = 1 To shield2s Step 5
glowball shield2x + s, shield2y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield2 on from time to time
If Int(Rnd * 500) = 1 Then
shield2on = 1: Play "mbt200l32o3ege"
'reset shield values
shield2s = 50 + Int(Rnd * 50)
shield2x = _Width + shield2s
shield2y = shield2s + (Rnd * 300)
End If
End If
'====== Handle Green health pill =========
If healthpillon = 1 Then
healthpilly = healthpilly + 3
'if it moves off screen
If healthpilly + 10 > _Height Then
'healthpill off
healthpillon = 0
Else
'draw healthpill
Line (healthpillx, healthpilly)-(healthpillx + 10, healthpilly + 10), _RGB(0, 255, 0), BF
Color _RGBA(0, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 25), "CATCH GREEN PILL"
Line (2, 22)-(148, 42), _RGBA(0, 255, 0, 25 + (Rnd * 75)), B
End If
'if healthpill hits player, add point to health
If Abs(healthpillx - playerx) < 20 And Abs(healthpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(0, 255, 0, 30), BF
If health < healthmax Then health = health + 1
healthpillon = 0
End If
Else
'randomly drop a health pillfrom time to time
If Int(Rnd * 700) = 1 And health <> healthmax Then
healthpillon = 1: Play "mbt200l16o2baga"
healthpillx = Int(Rnd * (_Width - 100)) + 50
healthpilly = -10
End If
End If
'======= Handle Yellow super pill ==========
If superpillon = 1 Then
superpilly = superpilly + 3
'if it moves off screen
If superpilly + 10 > _Height Then
'superpill off
superpillon = 0
Else
'draw superpill
Line (superpillx, superpilly)-(superpillx + (10), superpilly + (10)), _RGB(255, 255, 0), BF
Color _RGBA(255, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 55), "CATCH YELLOW PILL"
Line (2, 52)-(148, 72), _RGBA(255, 255, 0, 25 + (Rnd * 75)), B
End If
'if superpill hits player, start invincible mode
If Abs(superpillx - playerx) < 20 And Abs(superpilly - playery) < 20 Then
Play "mbt200l16o2c,eg,eo3c,o2ge"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, 30), BF
supermode = 1: supertime = Timer 'start a supertimer
End If
Else
'randomly drop a yellow superpill
If Int(Rnd * 1200) = 1 And supermode = 0 Then
superpillon = 1: Play "mbt200l16o3g,ee,c"
superpillx = Int(Rnd * (_Width - 100)) + 50
superpilly = -10
superpillon = 0
End If
End If
'======== Hnadle RED flash pill bomb ========
If flashpillon = 1 Then
flashpilly = flashpilly + 3
'if it moves off screen
If flashpilly + 10 > _Height Then
'flashpill off
flashpillon = 0
Else
'draw flashpill
Line (flashpillx, flashpilly)-(flashpillx + 10, flashpilly + 10), _RGB(255, 0, 0), BF
Color _RGBA(255, 0, 0, 25 + (Rnd * 75))
_PrintString (7, 85), "CATCH RED PILL!!"
Line (2, 82)-(148, 102), _RGBA(255, 0, 0, 25 + (Rnd * 75)), B
End If
'if flashpill hits player, add +1 to flashbombs count
If Abs(flashpillx - playerx) < 20 And Abs(flashpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
flashbombs = flashbombs + 1
flashpillon = 0
End If
Else
If Int(Rnd * 1600) = 1 Then
flashpillon = 1: Play "mbt200l16o2baga"
flashpillx = Int(Rnd * (_Width - 100)) + 50
flashpilly = -10
End If
End If
'======== Handle kamikaze ball ===========
If kamikazeon = 1 Then
'move kamikaze down
kamikazey = kamikazey + 4
'move kamikaze torwards players x pos
If playerx > kamikazex Then kamikazex = kamikazex + 3
If playerx < kamikazex Then kamikazex = kamikazex - 3
'make sure kamikaze stays in bounds
If kamikazex < kamikazer Then kamikazex = kamikazer
If kamikazex > (_Width - kamikazer) Then kamikazex = (_Width - kamikazer)
'if it moves off screen, turn it off
If kamikazey > _Height Then
'kamikaze off
kamikazeon = 0
Else
'draw kamikaze
glowball kamikazex, kamikazey, kamikazer, 255, 255, 255, 255
Circle (kamikazex, kamikazey), kamikazer, _RGB(128 + Rnd * 128, 128, 0)
End If
'if kamikaze hits player, hurt health
If Abs(kamikazex - playerx) < kamikazer And Abs(kamikazey - playery) < kamikazer Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 128, 0)
health = health - 1
End If
kamikazeon = 0
End If
Else
'radomly send a kamikaze ball
If Int(Rnd * 1200) = 1 Then
kamikazeon = 1: Play "mbt200l32o2efgfefefef"
kamikazex = Int(Rnd * (_Width - 100)) + 50
kamikazey = -10
kamikazer = 10
End If
End If
'========== Handle zigzag ball ============
If zigzagon = 1 Then
'move zigzag down
zigzagy = zigzagy + 4
'move zigzag in a zigzag way in x pos
If zigway = 0 Then zigzagx = zigzagx + 5 Else zigzagx = zigzagx - 5
'change zigzag movement with zigway variable
If zigzagx > zigzagstartx + 50 Then zigway = 1
If zigzagx < zigzagstartx - 50 Then zigway = 0
'if it moves off screen, turn it off
If zigzagy > _Height Then
'zigzag off
zigzagon = 0
Else
'draw zigzag
glowball zigzagx, zigzagy, zigzagr, 255, 255, 255, 255
Circle (zigzagx, zigzagy), zigzagr, _RGBA(255, 255, Rnd * 255, Rnd * 255)
End If
'if zigzag hits player, hurt health
If Abs(zigzagx - playerx) < zigzagr And Abs(zigzagy - playery) < zigzagr Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 128, 0)
health = health - 1
End If
zigzagon = 0
End If
Else
If Int(Rnd * 1200) = 1 Then
zigzagon = 1: Play "mbt200l32o2efgfefefef"
zigzagx = Int(Rnd * (_Width - 200)) + 100
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
End If
End If
'======= Handle ENTER key (RED flash bomb =======
If _KeyDown(13) And flashbombs > 0 Then
'shake screen a little
Play "mbt200l32o2bao1feo2cbo1fgo2ebo3efo2bfo1fgo2bco1fe"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 255, 30), BF
_Display
shake& = _CopyImage(_Display)
For T = 1 To 4
_PutImage (Rnd * 5, Rnd * 5), shake&
_Display
_Delay .05
Next
_FreeImage shake&
'destroy balls, and bombs
For T = 1 To balls
'Circle (ballx(t), bally(t)), ballr(t), _RGB(255, 255, 255)
'explode ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * ballr(T) * 1.5
x2 = ballx(T) + Cos(_D2R(angle)) * length
y2 = bally(T) + Sin(_D2R(angle)) * length
Line (ballx(T), bally(T))-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
bomba(T) = 0
bally(T) = Int(Rnd * (_Height / 4)) + respawny 'respawny
ballx(T) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(T) = 10 + Int(Rnd * 20) 'give ball new radius
balls(T) = Int(Rnd * 2) + 1 'new ball speed
'kill kamikaze
kamikazex = Int(Rnd * _Width) + 1 'x pos
kamikazey = -20 'y pos
kamikazer = 10
kamikazeon = 0
'kill zigzag
zigzagx = 50 + (Int(Rnd * _Width) - 100)
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
zigzagon = 0
Next
flashbombs = flashbombs - 1
End If
'======= Handle displaying all balls ===========
For i = 1 To balls
'randomly change ball direction by making a -1, 0 or 1 to add to x pos , sometimes.
If Rnd < .1 Then balld(i) = Int(Rnd * 3) - 1
'update ball x/y pos
ballx(i) = ballx(i) + balld(i) 'new ball x pos, with randomly generated direction
bally(i) = bally(i) + balls(i) 'drift ball y pos down...
'make sure ball stays in bounds
If ballx(i) < ballr(i) Then ballx(i) = ballr(i)
If ballx(i) > (_Width - ballr(i)) Then ballx(i) = (_Width - ballr(i))
'if you missed shooting a ball and it goes off screen, lower health
If bally(i) > _Height Then
'hurt health only if not in spuermode
If supermode = 0 Then
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
Play "mbt200l32o1bfc"
health = health - 1
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
End If
bally(i) = respawny 'new y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
End If
'finally draw ball....
glowball ballx(i), bally(i), ballr(i), 255, 255, 255, 255
'==== handle bomb action
'if ball has an active bomb, update bomb pos
If bomba(i) Then
'draw the bomb
Circle (bombx(i), bomby(i)), 2, _RGB(255, 255, 255)
bomby(i) = bomby(i) + 5 'make bomb go down
'if bomb goes off screen, turn off
If bomby(i) > _Height Then bomba(i) = 0 'set bomb active flag off
Else
'if not, randomly decide to drop one
If bally(i) > 0 Then
If Int(Rnd * 300) = 1 Then
bomba(i) = 1
bombx(i) = ballx(i)
bomby(i) = bally(i)
End If
End If
End If
Next
'======= Draw player along bottom of screen =======
If supermode = 1 Then
'golden color (super mode)
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, 255, Rnd * 128), BF
Else
'normal red player
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, Rnd * 125, Rnd * 128), BF
End If
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(0, 0, Rnd * 255), B
'if in supermode, give player a protective shield
If supermode = 1 Then Circle (playerx, playery), 10, _RGB(Rnd * 255, Rnd * 255, Rnd * 255)
'======= Handle all active shots on screen =====
For i = 1 To shotcount
If shota(i) Then
'draw the shot
glowball shotx(i), shoty(i), 3, 255, 0, 0, 255
shoty(i) = shoty(i) - 5 'make shot go up
'if shot goes up off screen...
If shoty(i) < 0 Then shota(i) = 0 'set shot active flag off
'if shot hits shield1 then shot off
If shotx(i) > shield1x And shotx(i) < (shield1x + shield1s) Then
If shoty(i) > shield1y And shoty(i) < shield1y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
'if shot hits shield2 then shot off
If shotx(i) > shield2x And shotx(i) < (shield2x + shield2s) Then
If shoty(i) > shield2y And shoty(i) < shield2y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
End If
Next
'===== Handle left/right arrow keys pressed =======
If _KeyDown(19200) Then playerx = playerx - 7 'left arrow, move left
If _KeyDown(19712) Then playerx = playerx + 7 'right arrow, move right
'make sure player doesn't go off screen
If playerx < 0 Then
playerx = 0
ElseIf playerx > (_Width - 1) Then
playerx = (_Width - 1)
End If
'===== Handle SPACEBAR fires a shot ==========
If _KeyDown(32) Then
'look for first inactive shot to shoot
For i = 1 To UBound(shota)
'if this one is free, and lastshot time passed...
If shota(i) = 0 And Timer - lastshot > .2 Then
Play "mbt200l64o4bfag"
shotx(i) = playerx 'give it our x/y
shoty(i) = playery
shota(i) = 1 'mark it as active
'update shot count
If i > shotcount Then shotcount = i
lastshot = Timer 'mark time of this shot....
'Note: I'm using shot timer to prevent too rapid fire of shots
Exit For
End If
Next
End If
'===== See if a shot hits a ball, kamikaze, zigzag balls too ======
For i = 1 To balls
For j = 1 To shotcount
If shota(j) Then
'if shot hits a ball
If Abs(ballx(i) - shotx(j)) < ballr(i) And Abs(bally(i) - shoty(j)) < ballr(i) Then
Play "mbt200l64o2cdefgabag"
'explode ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * ballr(i) * 1.5
x2 = ballx(i) + Cos(_D2R(angle)) * length
y2 = bally(i) + Sin(_D2R(angle)) * length
Line (ballx(i), bally(i))-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
'generate a new ball
bally(i) = respawny 'y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
score = score + 1 'update score
End If
'see if a shot hit kamikaze
If kamikazeon = 1 Then
If Abs(kamikazex - shotx(j)) < kamikazer And Abs(kamikazey - shoty(j)) < kamikazer Then
'destroy kamikaze
Play "mbt200l64o2cdefgabag"
'Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 255, 255)
'kill kamikaze ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * kamikazer * 1.5
x2 = kamikazex + Cos(_D2R(angle)) * length
y2 = kamikazey + Sin(_D2R(angle)) * length
Line (kamikazex, kamikazey)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
kamikazeon = 0
score = score + 5 'update score
End If
End If
'see if a shot hit zigzag
If zigzagon = 1 Then
If Abs(zigzagx - shotx(j)) < zigzagr And Abs(zigzagy - shoty(j)) < zigzagr Then
'destroy zigzag
Play "mbt200l64o2cdefgabag"
'Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 255, 255)
'kill zigzag ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * zigzagr * 1.5
x2 = zigzagx + Cos(_D2R(angle)) * length
y2 = zigzagy + Sin(_D2R(angle)) * length
Line (zigzagx, zigzagy)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
zigzagon = 0
score = score + 5 'update score
End If
End If
End If
Next
Next
'===== See if a ball hits player, health decrease ======
For i = 1 To balls
If Abs(ballx(i) - playerx) < ballr(i) And Abs(bally(i) - playery) < ballr(i) Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
'generate a new ball
bally(i) = respawny
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'====== if a ball's falling bomb hits player, health decrease
For i = 1 To balls
If bomba(i) = 1 Then
If Abs(bombx(i) - playerx) < 5 And Abs(bomby(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
End If
Next
'==== handle bigball =====
If Int(Rnd * 2000) = 1 And bigballon = 0 Then
bigballon = 1
bigballx = -50
bigbally = _Height / 2
bigballs = 2
bigshotnum = 100
ReDim bigshotx(1 To bigshotnum) 'x
ReDim bigshoty(1 To bigshotnum) 'y
ReDim bigshotangle(1 To bigshotnum) 'angle
ReDim bigshots(1 To bigshotnum) 'speed
bigshotcount = 0
End If
If bigballon = 1 Then
bigballr = 40 + (Rnd * 10)
glowball bigballx, bigbally, bigballr, 255, 255, 255, 255
'do bigshots
For i = 1 To bigshotcount
'move bigshots by angle and speed
bigshotx(i) = bigshotx(i) + Cos(bigshotangle(i)) * bigshots(i)
bigshoty(i) = bigshoty(i) + Sin(bigshotangle(i)) * bigshots(i)
'glowball bigshotx(i), bigshoty(i), 5, 255, 255, 255, 255
Circle (bigshotx(i), bigshoty(i)), 3, _RGB(255, 255, 0)
'if bigshot goes off the screen
If bigshotx(i) < 0 Or bigshotx(i) > _Width Or bigshoty(i) < 0 Or bigshoty(i) > _Height Then
'remove bigshot by moving the last bigshot to its place
bigshotx(i) = bigshotx(bigshotcount)
bigshoty(i) = bigshoty(bigshotcount)
bigshotcount = bigshotcount - 1
End If
'see if a bigshot hits a player
If Abs(bigshotx(i) - playerx) < 5 And Abs(bigshoty(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
'bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'move bigball to the right until it goes off screen
bigballx = bigballx + bigballs
If bigballx > _Width + 150 Then
bigballon = 0
bigshotcount = 0 'reset bigshot count
End If
'randomly shoot bigshot at various angles
If Int(Rnd * 5) = 0 And bigshotcount < bigshotnum Then
bigshotcount = bigshotcount + 1
bigshotx(bigshotcount) = bigballx
bigshoty(bigshotcount) = bigbally
bigshotangle(bigshotcount) = Rnd * (2 * 3.14159) 'angle
bigshots(bigshotcount) = 3 + Rnd * 3 'speed
End If
End If
'increase respawning y pos of balls as time goes on
'this makes them come down more frequently as you go
If respawny < 0 Then respawny = respawny + .1
'==== draw information at top ======
'show player score
Color _RGB(255, 255, 255)
_PrintString (2, 2), "SCORE:" + Str$(score)
If score >= highscore Then highscore = score
'show HI Score
Color _RGB(255, 255, 0)
_PrintString (300, 2), "HI:" + Str$(highscore)
Color _RGB(255, 255, 255)
'draww flashbombs
Line (480, 5)-(490, 15), _RGB(196, 0, 0), BF
Line (480, 5)-(490, 15), _RGB(255, 0, 0), B
_PrintString (500, 3), "x" + Str$(flashbombs)
'draw health status
hcount = 1
For h = 1 To (healthmax * 10) Step 10
If health >= hcount Then
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), BF
Else
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'==== Check supertimer, turn off in 15secs up ======
'if in supermode, check supertimer. If over 15 seconds, tunn off
If supermode = 1 Then
If Timer - supertime > 15 Then supermode = 0
End If
'===== Check your health status, act on it =====
'if out of health, game over
If health < 1 Then
'game over sound effect
Play "mbt200l32o4b,ga,fg,ef,de,cd,o3bo4c,o3ab,ga,fg,ef,de,cd,o2bo3c,o2ab,ga,fg,el8f,d"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
_Display
shake& = _CopyImage(_Display)
ReDim parts(100, 3) 'explosion particle array
For i = 0 To 99
parts(i, 0) = playerx 'particle x pos
parts(i, 1) = playery 'particle y pos
parts(i, 2) = Rnd * 360 'particle random angle
parts(i, 3) = Int(Rnd * 5) + 4 'particle random speed
Next
For doit = 0 To 255 Step 4
_PutImage (Rnd * 7, Rnd * 7), shake&
For i = 0 To 99
' Move the particles
parts(i, 0) = parts(i, 0) + Cos(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
parts(i, 1) = parts(i, 1) + Sin(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
If parts(i, 1) < _Height And parts(i, 1) > 0 And parts(i, 0) < _Width And parts(i, 0) > 0 Then
Line (parts(i, 0), parts(i, 1))-Step(Rnd * 4, Rnd * 4), _RGBA(255, Rnd * 125, Rnd * 128, 255 - doit)
End If
Next
_Limit 30
_Display
Next
_FreeImage shake&
'fade out screen to black
For f = 1 To 100
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 20), BF
_Display
_Delay .01
Next
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
Color _RGB(255, 255, 255)
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
If score = highscore Then _PrintString (275, 340), "NEW HI SCORE!"
_Display
_Delay 6
Cls: _Display
GoTo StartGame
End If
_Display
_Limit 30
Loop Until _KeyDown(27) 'ESC quits
End
Sub glowball (x, y, size, r, g, b, a)
t = Timer
For y2 = y - size To y + size
For x2 = x - size To x + size
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= size Then
clr = (size - (Sqr((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)))) / size
noise = Int(Rnd * 50)
r = Sin(6.005 * t) * size - y2 + size + 255 * 2
g = Sin(3.001 * t) * size - x2 + size + 255
b = Sin(2.001 * x2 / size + t + y2 / size) * r + 255
t = t + .00195
PSet (x2, y2), _RGBA(clr * r - noise, clr * g - noise, clr * b - noise, a)
End If
Next
Next
End Sub
Sub PulseBack (a, pulse)
'creates that big pulsating circle backdrop
'hardcoded x/y, min and max here, but you could make
'those parameters instead to control/adapt look..
t = Timer * pulse: x = _Width / 2: y = _Height / 2
min = _Height / 2: max = _Height / 2
cs = min + (max - min) * ((Sin(t) + 1) / 2)
For y2 = y - max To y + max Step 4
For x2 = x - max To x + max Step 4
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= cs Then
clr = (cs - Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2)) / cs
r = (Sin(t + 0) * 127 + 128) * clr
g = (Sin(t + 3.14 / 2) * 127 + 128) * clr
b = (Sin(t + 3.14) * 127 + 128) * clr
If r > 255 Then r = 255
If g > 255 Then g = 255
If b > 255 Then b = 255
If y2 < 425 Then
Line (x2, y2)-Step(3, 3), _RGBA(r, g, b, a), BF
End If
End If
Next
Next
End Sub
Posts: 728
Threads: 119
Joined: Apr 2022
Reputation:
106
Added particle explosions when balls are shot - now they become space dust! That added a lot of visual impact. Made few tweaks/fixes here and there.
The game is looks better, but the code doesn't. I'm going to start putting routines in SUB's and FUNTIONS now to reduce code/optimize. Need to update the sound effects, to sound files maybe.
Haven't tested this on my slower laptop, but it plays smooth on this faster one. If anyone experiences sluggishness let me know and I will tone down the amount of space dust or something.
- Dav
Code: (Select All)
'=============
'ballshoot.bas v8
'=============
'A bare-bones small shooter game that you can expand on.
'Follow game here: https://qb64phoenix.com/forum/showthread.php?tid=2978
'Coded by Dav, SEP/2024 for QB64-PE (Phoenix Edition)
' WARNING: THIS GAME HAS FLASHING SCREENS (not much though)
'New for v8:
' - shot balls now explode into space dust!
' - added glowing effect around player piece
' - increased background pulse intensisity
' - decreased bigball entrance time (too fast)
' - fixed superpill entrace (last ver broke it)
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'Moving shields appears now and then to protect balls.
'See how many balls you can shoot down before dying.
'Catch green pill to increase your health points +1.
'Catch yellow pill to be invincible for 15 seconds.
'Catch red pill to get a flash bomb! ENTER to use it.
'This is a basic shooter game that is easy enough to
'learn from and expand on so you can make your own game,
'I used balls as an enemy because I had a ball SUB handy,
'and it had a colorful effect. Used it for shots and
'for the moving shield. I also used an alpha screen
'clearing method using LINE instead of CLS. This gave
'all the moving pieces a neat trailing/fade effect.
'If you miss a ball, or a ball hits you, then you loose
'a health point. If you loose all 7 health points then
'the game is over.
'If you catch green pills, it adds +1 to your health.
'If you catch yellow pills, you are invincible 15 secs.
'If you catch a red pill it gives you a flash bomb.
'Press ENTER to use you flash bombs, which will destroy
'all balls and dropping bombs on the screen.
'There are many ways to expand this into something better.
'If you do make more out of it, please share it also.
Randomize Timer
Screen _NewImage(640, 480, 32)
_FullScreen _SquarePixels
_PrintMode _KeepBackground
_MouseHide
'draw/save a background image to use
c = 0
For y = 425 To _Height
Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
c = c + 1: If c = 255 Then c = 255
Next: back& = _CopyImage(_Display) 'copy backgraound as back& image
highscore = 0 'start at zero
'========
StartGame:
'========
balls = 6 'number of balls at one time
shots = 7 'number of shots allowed on screen
ReDim ballx(1 To balls) 'ball x pos
ReDim bally(1 To balls) 'ball y pos
ReDim balld(1 To balls) 'ball direction
ReDim ballr(1 To balls) 'ball radius
ReDim balls(1 To balls) 'ball drop speed
ReDim bombx(1 To balls) 'ball bomb x pos
ReDim bomby(1 To balls) 'ball bomb y pos
ReDim bomba(1 To balls) 'flag if bomb is active
ReDim shotx(1 To shots) 'shot x pos
ReDim shoty(1 To shots) 'shot y pos
ReDim shota(1 To shots) 'flag if shot is active
'=== for space dust (explosion particles)
dustmax = balls * 100 'make sure enough dust particles
ReDim dustx(dustmax), dusty(dustmax)
ReDim dustxv(dustmax), dustyv(dustmax)
ReDim dustr(dustmax), dusta(dustmax)
dustcount = 0 'no active dust particles yet
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
bombcount = 0 'no active bombs
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
respawny = -300 'ball respawns off screen
healthmax = 7 'max level of health
health = 7 'start with max health
flashbombs = 1 'start with one flash bomb
'make sure these all off
bigballon = 0
shield1on = 0
shield2on = 0
healthpillon = 0
superpillon = 0
flashpillon = 0
kamikazeon = 0
zigzagon = 0
'generate random ball info
For i = 1 To balls
bomba(i) = 0 'all ball bombs off
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + respawny 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
balls(i) = Int(Rnd * 2) + 1
Next
'start sound effect
Play "mbt200l16o2e,gg,o3cc,el8e,gl16c,el4c,e,g"
'============== main game loop ==============
Do
_PutImage (1, 1)-(_Width - 1, _Height - 1), back& 'put background down
PulseBack 30, 7.25 - health 'gets faster as health decreases
'this make the trailing fade effect on screen (cooler than doing CLS)
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 75), BF
'add some screen sparklers
Line (Rnd * _Width, Rnd * 400)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'if health is getting low, show flashing yellow background
If health = 2 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, healthglow - 1), BF
'if health is critially low, show flashing red screen
If health = 1 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, healthglow), BF
If healthway = 0 Then healthglow = healthglow + .5 Else healthglow = healthglow - .5
If healthglow > 5 Then healthway = 1
If healthglow < 0 Then healthway = 0
'======== Handle Shield1 =======
If shield1on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield1x = shield1x + 2 + wobble
'if it moves off screen
If shield1x > _Width Then
'shield off
shield1on = 0
Else
'draw shield1
For s = 1 To shield1s Step 5
glowball shield1x + s, shield1y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield 2 on from time to time
If Int(Rnd * 500) = 1 Then
shield1on = 1: Play "mbt200l32o3ege"
'reset shield values
shield1s = 50 + Int(Rnd * 50) 'random sixe 50-100
shield1x = -shield1s 'starting position
shield1y = shield1s + (Rnd * 300)
End If
End If
'======== Handle Shield2 ================
If shield2on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield2x = shield2x - 1 - wobble
'if it moves off screen
If shield2x < -shield2s Then
'shield off
shield2on = 0
Else
'draw shield 2
For s = 1 To shield2s Step 5
glowball shield2x + s, shield2y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield2 on from time to time
If Int(Rnd * 500) = 1 Then
shield2on = 1: Play "mbt200l32o3ege"
'reset shield values
shield2s = 50 + Int(Rnd * 50)
shield2x = _Width + shield2s
shield2y = shield2s + (Rnd * 300)
End If
End If
'====== Handle Green health pill =========
If healthpillon = 1 Then
healthpilly = healthpilly + 3
'if it moves off screen
If healthpilly + 10 > _Height Then
'healthpill off
healthpillon = 0
Else
'draw healthpill
Line (healthpillx, healthpilly)-(healthpillx + 10, healthpilly + 10), _RGB(0, 255, 0), BF
Color _RGBA(0, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 25), "CATCH GREEN PILL"
Line (2, 22)-(148, 42), _RGBA(0, 255, 0, 25 + (Rnd * 75)), B
End If
'if healthpill hits player, add point to health
If Abs(healthpillx - playerx) < 20 And Abs(healthpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(0, 255, 0, 30), BF
If health < healthmax Then health = health + 1
healthpillon = 0
End If
Else
'randomly drop a health pillfrom time to time
If Int(Rnd * 700) = 1 And health <> healthmax Then
healthpillon = 1: Play "mbt200l16o2baga"
healthpillx = Int(Rnd * (_Width - 100)) + 50
healthpilly = -10
End If
End If
'======= Handle Yellow super pill ==========
If superpillon = 1 Then
superpilly = superpilly + 3
'if it moves off screen
If superpilly + 10 > _Height Then
'superpill off
superpillon = 0
Else
'draw superpill
Line (superpillx, superpilly)-(superpillx + (10), superpilly + (10)), _RGB(255, 255, 0), BF
Color _RGBA(255, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 55), "CATCH YELLOW PILL"
Line (2, 52)-(148, 72), _RGBA(255, 255, 0, 25 + (Rnd * 75)), B
End If
'if superpill hits player, start invincible mode
If Abs(superpillx - playerx) < 20 And Abs(superpilly - playery) < 20 Then
Play "mbt200l16o2c,eg,eo3c,o2ge"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, 30), BF
supermode = 1: supertime = Timer 'start a supertimer
End If
Else
'randomly drop a yellow superpill
If Int(Rnd * 1200) = 1 And supermode = 0 Then
superpillon = 1: Play "mbt200l16o3g,ee,c"
superpillx = Int(Rnd * (_Width - 100)) + 50
superpilly = -10
End If
End If
'======== Handle RED flash pill bomb ========
If flashpillon = 1 Then
flashpilly = flashpilly + 3
'if it moves off screen
If flashpilly + 10 > _Height Then
'flashpill off
flashpillon = 0
Else
'draw flashpill
Line (flashpillx, flashpilly)-(flashpillx + 10, flashpilly + 10), _RGB(255, 0, 0), BF
Color _RGBA(255, 0, 0, 25 + (Rnd * 75))
_PrintString (7, 85), "CATCH RED PILL!!"
Line (2, 82)-(148, 102), _RGBA(255, 0, 0, 25 + (Rnd * 75)), B
End If
'if flashpill hits player, add +1 to flashbombs count
If Abs(flashpillx - playerx) < 20 And Abs(flashpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
flashbombs = flashbombs + 1
flashpillon = 0
End If
Else
If Int(Rnd * 1600) = 1 Then
flashpillon = 1: Play "mbt200l16o2baga"
flashpillx = Int(Rnd * (_Width - 100)) + 50
flashpilly = -10
End If
End If
'======== Handle kamikaze ball ===========
If kamikazeon = 1 Then
'move kamikaze down
kamikazey = kamikazey + 4
'move kamikaze torwards players x pos
If playerx > kamikazex Then kamikazex = kamikazex + 3
If playerx < kamikazex Then kamikazex = kamikazex - 3
'make sure kamikaze stays in bounds
If kamikazex < kamikazer Then kamikazex = kamikazer
If kamikazex > (_Width - kamikazer) Then kamikazex = (_Width - kamikazer)
'if it moves off screen, turn it off
If kamikazey > _Height Then
'kamikaze off
kamikazeon = 0
Else
'draw kamikaze
glowball kamikazex, kamikazey, kamikazer, 255, 255, 255, 255
Circle (kamikazex, kamikazey), kamikazer, _RGB(128 + Rnd * 128, 128, 0)
End If
'if kamikaze hits player, hurt health
If Abs(kamikazex - playerx) < kamikazer And Abs(kamikazey - playery) < kamikazer Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 128, 0)
health = health - 1
End If
kamikazeon = 0
End If
Else
'radomly send a kamikaze ball
If Int(Rnd * 1200) = 1 Then
kamikazeon = 1: Play "mbt200l32o2efgfefefef"
kamikazex = Int(Rnd * (_Width - 100)) + 50
kamikazey = -10
kamikazer = 10
End If
End If
'========== Handle zigzag ball ============
If zigzagon = 1 Then
'move zigzag down
zigzagy = zigzagy + 4
'move zigzag in a zigzag way in x pos
If zigway = 0 Then zigzagx = zigzagx + 5 Else zigzagx = zigzagx - 5
'change zigzag movement with zigway variable
If zigzagx > zigzagstartx + 50 Then zigway = 1
If zigzagx < zigzagstartx - 50 Then zigway = 0
'if it moves off screen, turn it off
If zigzagy > _Height Then
'zigzag off
zigzagon = 0
Else
'draw zigzag
glowball zigzagx, zigzagy, zigzagr, 255, 255, 255, 255
Circle (zigzagx, zigzagy), zigzagr, _RGBA(255, 255, Rnd * 255, Rnd * 255)
End If
'if zigzag hits player, hurt health
If Abs(zigzagx - playerx) < zigzagr And Abs(zigzagy - playery) < zigzagr Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 128, 0)
health = health - 1
End If
zigzagon = 0
End If
Else
If Int(Rnd * 1200) = 1 Then
zigzagon = 1: Play "mbt200l32o2efgfefefef"
zigzagx = Int(Rnd * (_Width - 200)) + 100
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
End If
End If
'======= Handle ENTER key (RED flash bomb =======
If _KeyDown(13) And flashbombs > 0 Then
'shake screen a little
Play "mbt200l32o2bao1feo2cbo1fgo2ebo3efo2bfo1fgo2bco1fe"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 255, 30), BF
_Display
shake& = _CopyImage(_Display)
For T = 1 To 4
_PutImage (Rnd * 5, Rnd * 5), shake&
_Display
_Delay .05
Next
_FreeImage shake&
'destroy all balls, and bombs
For T = 1 To balls
'explode ball (turn it into space dust)
For ex = 1 To ballr(T) * 2
If dustcount < dustmax Then
dustcount = dustcount + 1
dustx(dustcount) = ballx(T)
dusty(dustcount) = bally(T)
dustxv(dustcount) = Rnd * 5 - 2.5
dustyv(dustcount) = Rnd * 5 - 2.5
dustr(dustcount) = Int(Rnd * 2) + 1
dusta(dustcount) = Rnd * 255
End If
Next
bomba(T) = 0
bally(T) = Int(Rnd * (_Height / 4)) + respawny 'respawny
ballx(T) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(T) = 10 + Int(Rnd * 20) 'give ball new radius
balls(T) = Int(Rnd * 2) + 1 'new ball speed
'kill kamikaze
kamikazex = Int(Rnd * _Width) + 1 'x pos
kamikazey = -20 'y pos
kamikazer = 10
kamikazeon = 0
'kill zigzag
zigzagx = 50 + (Int(Rnd * _Width) - 100)
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
zigzagon = 0
Next
flashbombs = flashbombs - 1
End If
'======= Handle displaying all balls ===========
For i = 1 To balls
'randomly change ball direction by making a -1, 0 or 1 to add to x pos , sometimes.
If Rnd < .1 Then balld(i) = Int(Rnd * 3) - 1
'update ball x/y pos
ballx(i) = ballx(i) + balld(i) 'new ball x pos, with randomly generated direction
bally(i) = bally(i) + balls(i) 'drift ball y pos down...
'make sure ball stays in bounds
If ballx(i) < ballr(i) Then ballx(i) = ballr(i)
If ballx(i) > (_Width - ballr(i)) Then ballx(i) = (_Width - ballr(i))
'if you missed shooting a ball and it goes off screen, lower health
If bally(i) > _Height Then
'hurt health only if not in spuermode
If supermode = 0 Then
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
Play "mbt200l32o1bfc"
health = health - 1
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
End If
bally(i) = respawny 'new y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
End If
'finally draw ball....
glowball ballx(i), bally(i), ballr(i), 255, 255, 255, 255
'==== handle bomb action
'if ball has an active bomb, update bomb pos
If bomba(i) Then
'draw the bomb
Circle (bombx(i), bomby(i)), 2, _RGB(255, 255, 255)
bomby(i) = bomby(i) + 5 'make bomb go down
'if bomb goes off screen, turn off
If bomby(i) > _Height Then bomba(i) = 0 'set bomb active flag off
Else
'if not, randomly decide to drop one
If bally(i) > 0 Then
If Int(Rnd * 300) = 1 Then
bomba(i) = 1
bombx(i) = ballx(i)
bomby(i) = bally(i)
End If
End If
End If
Next
'======= Draw player along bottom of screen =======
If supermode = 1 Then
'golden color (super mode)
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, 255, Rnd * 128), BF
Else
'normal red player
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, Rnd * 125, Rnd * 128), BF
End If
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(0, 0, Rnd * 255), B
'if in supermode, give player a protective shield
If supermode = 1 Then Circle (playerx, playery), 10, _RGB(Rnd * 255, Rnd * 255, Rnd * 255)
glowball playerx, playery, 20, 1, 1, 1, 100
'======= Handle all active shots on screen =====
For i = 1 To shotcount
If shota(i) Then
'draw the shot
glowball shotx(i), shoty(i), 3, 255, 0, 0, 255
shoty(i) = shoty(i) - 5 'make shot go up
'if shot goes up off screen...
If shoty(i) < 0 Then shota(i) = 0 'set shot active flag off
'if shot hits shield1 then shot off
If shotx(i) > shield1x And shotx(i) < (shield1x + shield1s) Then
If shoty(i) > shield1y And shoty(i) < shield1y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
'if shot hits shield2 then shot off
If shotx(i) > shield2x And shotx(i) < (shield2x + shield2s) Then
If shoty(i) > shield2y And shoty(i) < shield2y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
End If
Next
'===== Handle left/right arrow keys pressed =======
If _KeyDown(19200) Then playerx = playerx - 7 'left arrow, move left
If _KeyDown(19712) Then playerx = playerx + 7 'right arrow, move right
'make sure player doesn't go off screen
If playerx < 0 Then
playerx = 0
ElseIf playerx > (_Width - 1) Then
playerx = (_Width - 1)
End If
'===== Handle SPACEBAR fires a shot ==========
If _KeyDown(32) Then
'look for first inactive shot to shoot
For i = 1 To UBound(shota)
'if this one is free, and lastshot time passed...
If shota(i) = 0 And Timer - lastshot > .2 Then
Play "mbt200l64o4bfag"
shotx(i) = playerx 'give it our x/y
shoty(i) = playery
shota(i) = 1 'mark it as active
'update shot count
If i > shotcount Then shotcount = i
lastshot = Timer 'mark time of this shot....
'Note: I'm using shot timer to prevent too rapid fire of shots
Exit For
End If
Next
End If
'===== See if a shot hits a ball, kamikaze, zigzag balls too ======
For i = 1 To balls
For j = 1 To shotcount
If shota(j) Then
'if shot hits a ball
If Abs(ballx(i) - shotx(j)) < ballr(i) And Abs(bally(i) - shoty(j)) < ballr(i) Then
Play "mbt200l64o2cdefgabag"
'explode ball (turn it into space dust)
For ex = 1 To ballr(i) * 2
If dustcount < dustmax Then
dustcount = dustcount + 1
dustx(dustcount) = ballx(i)
dusty(dustcount) = bally(i)
dustxv(dustcount) = Rnd * 5 - 2.5
dustyv(dustcount) = Rnd * 5 - 2.5
dustr(dustcount) = Int(Rnd * 2) + 1
dusta(dustcount) = Rnd * 255
End If
Next
shota(j) = 0 'set shot active flag off
'generate a new ball
bally(i) = respawny 'y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
score = score + 1 'update score
End If
'see if a shot hit kamikaze
If kamikazeon = 1 Then
If Abs(kamikazex - shotx(j)) < kamikazer And Abs(kamikazey - shoty(j)) < kamikazer Then
'destroy kamikaze
Play "mbt200l64o2cdefgabag"
'Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 255, 255)
'kill kamikaze ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * kamikazer * 1.5
x2 = kamikazex + Cos(_D2R(angle)) * length
y2 = kamikazey + Sin(_D2R(angle)) * length
Line (kamikazex, kamikazey)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
kamikazeon = 0
score = score + 5 'update score
End If
End If
'see if a shot hit zigzag
If zigzagon = 1 Then
If Abs(zigzagx - shotx(j)) < zigzagr And Abs(zigzagy - shoty(j)) < zigzagr Then
'destroy zigzag
Play "mbt200l64o2cdefgabag"
'Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 255, 255)
'kill zigzag ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * zigzagr * 1.5
x2 = zigzagx + Cos(_D2R(angle)) * length
y2 = zigzagy + Sin(_D2R(angle)) * length
Line (zigzagx, zigzagy)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
zigzagon = 0
score = score + 5 'update score
End If
End If
End If
Next
Next
'===== See if a ball hits player, health decrease ======
For i = 1 To balls
If Abs(ballx(i) - playerx) < ballr(i) And Abs(bally(i) - playery) < ballr(i) Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
'generate a new ball
bally(i) = respawny
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'====== if a ball's falling bomb hits player, health decrease
For i = 1 To balls
If bomba(i) = 1 Then
If Abs(bombx(i) - playerx) < 5 And Abs(bomby(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
End If
Next
'==== handle bigball =====
If Int(Rnd * 2200) = 1 And bigballon = 0 Then
bigballon = 1
bigballx = -50
bigbally = _Height / 2
bigballs = 2
bigshotnum = 100
ReDim bigshotx(1 To bigshotnum) 'x
ReDim bigshoty(1 To bigshotnum) 'y
ReDim bigshotangle(1 To bigshotnum) 'angle
ReDim bigshots(1 To bigshotnum) 'speed
bigshotcount = 0
End If
If bigballon = 1 Then
bigballr = 40 + (Rnd * 10)
glowball bigballx, bigbally, bigballr, 255, 255, 255, 255
'do bigshots
For i = 1 To bigshotcount
'move bigshots by angle and speed
bigshotx(i) = bigshotx(i) + Cos(bigshotangle(i)) * bigshots(i)
bigshoty(i) = bigshoty(i) + Sin(bigshotangle(i)) * bigshots(i)
'glowball bigshotx(i), bigshoty(i), 5, 255, 255, 255, 255
Circle (bigshotx(i), bigshoty(i)), 3, _RGB(255, 255, 0)
'if bigshot goes off the screen
If bigshotx(i) < 0 Or bigshotx(i) > _Width Or bigshoty(i) < 0 Or bigshoty(i) > _Height Then
'remove bigshot by moving the last bigshot to its place
bigshotx(i) = bigshotx(bigshotcount)
bigshoty(i) = bigshoty(bigshotcount)
bigshotcount = bigshotcount - 1
End If
'see if a bigshot hits a player
If Abs(bigshotx(i) - playerx) < 5 And Abs(bigshoty(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
'bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'move bigball to the right until it goes off screen
bigballx = bigballx + bigballs
If bigballx > _Width + 150 Then
bigballon = 0
bigshotcount = 0 'reset bigshot count
End If
'randomly shoot bigshot at various angles
If Int(Rnd * 5) = 0 And bigshotcount < bigshotnum Then
bigshotcount = bigshotcount + 1
bigshotx(bigshotcount) = bigballx
bigshoty(bigshotcount) = bigbally
bigshotangle(bigshotcount) = Rnd * (2 * 3.14159) 'angle
bigshots(bigshotcount) = 3 + Rnd * 3 'speed
End If
End If
'Handle/Update any space dust on screen
If dustcount > 0 Then
For i = 1 To dustcount
dustyv(i) = dustyv(i) + .1 'gravity effect
dustx(i) = dustx(i) + dustxv(i)
dusty(i) = dusty(i) + dustyv(i)
If dusta(i) > 0 Then
Line (dustx(i), dusty(i))-Step(dustr(i), dustr(i)), _RGBA(Rnd * 155 + 100, Rnd * 155 + 100, Rnd * 155 + 100, dusta(i)), BF
dusta(i) = dusta(i) - 4 'fading
End If
Next
'cleanup dust fully faded out
For i = 1 To dustcount
If dusta(i) <= 0 Then
dustcount = dustcount - 1
For j = i To dustcount
dustx(j) = dustx(j + 1)
dusty(j) = dusty(j + 1)
dustxv(j) = dustxv(j + 1)
dustyv(j) = dustyv(j + 1)
dustr(j) = dustr(j + 1)
dusta(j) = dusta(j + 1)
Next
End If
Next
End If
'increase respawning y pos of balls as time goes on
'this makes them come down more frequently as you go
If respawny < 0 Then respawny = respawny + .1
'==== draw information at top ======
'show player score
Color _RGB(255, 255, 255)
_PrintString (2, 2), "SCORE:" + Str$(score)
If score >= highscore Then highscore = score
'show HI Score
Color _RGB(255, 255, 0)
_PrintString (300, 2), "HI:" + Str$(highscore)
Color _RGB(255, 255, 255)
'draww flashbombs
Line (480, 5)-(490, 15), _RGB(196, 0, 0), BF
Line (480, 5)-(490, 15), _RGB(255, 0, 0), B
_PrintString (500, 3), "x" + Str$(flashbombs)
'draw health status
hcount = 1
For h = 1 To (healthmax * 10) Step 10
If health >= hcount Then
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), BF
Else
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'==== Check supertimer, turn off in 15secs up ======
'if in supermode, check supertimer. If over 15 seconds, tunn off
If supermode = 1 Then
If Timer - supertime > 15 Then supermode = 0
End If
'===== Check your health status, act on it =====
'if out of health, game over
If health < 1 Then
'game over sound effect
Play "mbt200l32o4b,ga,fg,ef,de,cd,o3bo4c,o3ab,ga,fg,ef,de,cd,o2bo3c,o2ab,ga,fg,el8f,d"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
_Display
shake& = _CopyImage(_Display)
ReDim parts(100, 3) 'explosion particle array
For i = 0 To 99
parts(i, 0) = playerx 'particle x pos
parts(i, 1) = playery 'particle y pos
parts(i, 2) = Rnd * 360 'particle random angle
parts(i, 3) = Int(Rnd * 5) + 4 'particle random speed
Next
For doit = 0 To 255 Step 4
_PutImage (Rnd * 7, Rnd * 7), shake&
For i = 0 To 99
' Move the particles
parts(i, 0) = parts(i, 0) + Cos(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
parts(i, 1) = parts(i, 1) + Sin(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
If parts(i, 1) < _Height And parts(i, 1) > 0 And parts(i, 0) < _Width And parts(i, 0) > 0 Then
Line (parts(i, 0), parts(i, 1))-Step(Rnd * 4, Rnd * 4), _RGBA(255, Rnd * 125, Rnd * 128, 255 - doit)
End If
Next
_Limit 30
_Display
Next
_FreeImage shake&
'fade out screen to black
For f = 1 To 100
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 20), BF
_Display
_Delay .01
Next
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
Color _RGB(255, 255, 255)
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
If score = highscore Then _PrintString (275, 340), "NEW HI SCORE!"
_Display
_Delay 6
Cls: _Display
GoTo StartGame
End If
_Display
_Limit 30
Loop Until _KeyDown(27) 'ESC quits
End
Sub glowball (x, y, size, r, g, b, a)
t = Timer
For y2 = y - size To y + size
For x2 = x - size To x + size
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= size Then
clr = (size - (Sqr((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)))) / size
noise = Int(Rnd * 50)
r = Sin(6.005 * t) * size - y2 + size + 255 * 2
g = Sin(3.001 * t) * size - x2 + size + 255
b = Sin(2.001 * x2 / size + t + y2 / size) * r + 255
t = t + .00195
PSet (x2, y2), _RGBA(clr * r - noise, clr * g - noise, clr * b - noise, a)
End If
Next
Next
End Sub
Sub PulseBack (a, pulse)
'creates that big pulsating circle backdrop
'hardcoded x/y, min and max here, but you could make
'those parameters instead to control/adapt look..
t = Timer * pulse: x = _Width / 2: y = _Height / 2
min = _Height / 2: max = _Height / 2
cs = min + (max - min) * ((Sin(t) + 1) / 2)
For y2 = y - max To y + max Step 4
For x2 = x - max To x + max Step 4
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= cs Then
clr = (cs - Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2)) / cs
r = (Sin(t + 0) * 127 + 128) * clr
g = (Sin(t + 3.14 / 2) * 127 + 128) * clr
b = (Sin(t + 3.14) * 127 + 128) * clr
If r > 255 Then r = 255
If g > 255 Then g = 255
If b > 255 Then b = 255
If y2 < 425 Then
Line (x2, y2)-Step(3, 3), _RGBA(r, g, b, a), BF
End If
End If
Next
Next
End Sub
|