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@sierraken
great job! I like it!
Seeing your video on it I realize that your Mouse Tank is also Asteroid mouse ! Yeah, in the place of so many little monsters you could generate a few giant monsters that when hit they are splitted into littler more noumeros monsters.
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LOL thanks Tempodi! I do need to fix it though, because sometimes it doesn't change levels and it just leaves a blank screen. Thanks for the idea though. Or I can just make an asteroids clone that I've never made before.
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01-29-2025, 05:59 AM
(This post was last modified: 01-30-2025, 05:54 AM by SierraKen.)
OK I believe I fixed it! Don't ask me how, but reducing some variables to 0 before every game and others before every level works great! I also did like Steve asked and slowed the LIMIT down from 120 to 60 and now per every level the monsters come at you a little bit faster. I got to level 39 myself, but I'm also used to playing the game. Good luck!
Also, please tell me if you run into any more issues, thanks.
@bplus
@SMcNeill
Code: (Select All)
'Mouse Tank by SierraKen
'January 28, 2025
'Thank you to the QB64 Phoenix Forum, including B+ and Steve for the help over the years.
'Thanks grymmjack for the new SOUND information.
'New sound and now some of the monsters come right at you starting from the beginning
'to make it more challenging.
'Added arms, hands, legs, and feet that move. Also made eyes and mouths get smaller and larger.
'Also, the gun turret turns red when a monster hits you.
'Plus, there's a better sound at the end of the game.
'Update: Fixed level problem.
_Title "Mouse Tank - by SierraKen"
Screen _NewImage(800, 600, 32)
Randomize Timer
Dim oldx(100), oldy(100)
Dim d1(100), d2(100), s(100), d(100), t(100)
Dim x(100), y(100), xx(100), yy(100), si(100), red(100), green(100), blue(100)
Dim nox(100), llx(100), lly(100)
Dim sp(100), mou(100), eyes(100), arms(100)
start:
num = 40
level = 1
score = 0
health = 50
healthp = 100
mw = -90
Cls
_AutoDisplay
Locate 3, 25: Print "M O U S E T A N K"
Locate 5, 25: Print "By SierraKen"
Locate 10, 25: Print "Move your tank around with your mouse."
Locate 11, 25: Print "Turn your cannon turret with your mouse wheel."
Locate 12, 25: Print "Hold down Space Bar or left mouse button to fire at monsters."
Locate 13, 25: Print "To pause and un-pause, press Esc."
Locate 14, 25: Print "Press Q anytime to quit."
Locate 15, 25: Print "Be ready because some of the monsters will be coming directly at you!"
Locate 18, 25: Print "Center Mouse on screen and click left mouse Button to begin."
Do
If _MouseInput Then mi = 1
Loop Until mi = 1 And _MouseButton(1)
start2:
Cls
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = 0
For t = 1 To num
xx(t) = 0
yy(t) = 0
oldx(t) = 0
oldy(t) = 0
Next t
oldx = 400
oldy = 300
bx = 1
bx2 = 1
r1 = 4
r2 = 30
r3 = 25
loops = 0
For size = 1 To num
si(size) = (Rnd * 10) + 10
Next size
For colors = 1 To num
red(colors) = Int(Rnd * 100) + 155
green(colors) = Int(Rnd * 100) + 155
blue(colors) = Int(Rnd * 100) + 155
Next colors
For speed = 1 To num
If speed / 3 = Int(speed / 3) Then
sp(speed) = (Rnd * 1.5) + .25 + (level * .05)
yy(speed) = Rnd * 600
side = Int(Rnd * 2) + 1
If side = 1 Then xx(speed) = 0
If side = 2 Then xx(speed) = 800
End If
Next speed
For mouths = 1 To num
mou(mouths) = .2
Next mouths
For eye = 1 To num
eyes(eye) = .05
Next eye
For arm = 1 To num
arms(arm) = 0
Next arm
Play "MB"
Do
_Limit 60
For landy = 0 To 800
bl = bl + .25
Line (0, landy)-(800, landy), _RGB32(0, 0, bl)
Next landy
bl = 0
For n = 1 To num
If nox(n) = 1 Then GoTo skip:
If n / 3 = Int(n / 3) Then
If xx(n) > mx Then xx(n) = xx(n) - sp(n)
If xx(n) < mx Then xx(n) = xx(n) + sp(n)
If yy(n) > my Then yy(n) = yy(n) - sp(n)
If yy(n) < my Then yy(n) = yy(n) + sp(n)
GoTo monsters
End If
If d1(n) > d2(n) Then s(n) = s(n) + .1
If d2(n) > d1(n) Then s(n) = s(n) - .1
d(n) = d(n) + 1
If d(n) > t(n) Then
oldx(n) = oldx(n) + x(n)
oldy(n) = oldy(n) + y(n)
bugchange d1(n), d2(n), d(n), t(n)
End If
x(n) = Cos(s(n) * _Pi / 180) * d(n)
y(n) = Sin(s(n) * _Pi / 180) * d(n)
xx(n) = x(n) + oldx(n)
yy(n) = y(n) + oldy(n)
If xx(n) > 750 Then oldx(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If xx(n) < 50 Then oldx(n) = 750: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) > 550 Then oldy(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) < 50 Then oldy(n) = 550: bugchange d1(n), d2(n), d(n), t(n)
monsters:
If xx(n) - mx < 120 And yy(n) - my < 120 Then
eyes(n) = eyes(n) + .0005
If eyes(n) > .3 Then eyes(n) = .3
mou(n) = mou(n) + .0005
If mou(n) > 3.5 Then mou(n) = 3.5
arms(n) = arms(n) + .1
If arms(n) > 25 Then arms(n) = 25
Else
If xx(n) - mx > 120 Or yy(n) - my > 120 Then
eyes(n) = eyes(n) - .0005
If eyes(n) < .05 Then eyes(n) = .05
mou(n) = mou(n) - .0005
If mou(n) < .2 Then mou(n) = .2
arms(n) = arms(n) - .1
If arms(n) < 0 Then arms(n) = 0
End If
End If
fillCircle xx(n), yy(n) + si(n) - 2, si(n) / 1.5, _RGB32(red(n), green(n), blue(n)) 'Neck
'arms
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right Hand
fillCircle xx(n) - 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left Hand
fillCircle xx(n), yy(n), si(n), _RGB32(red(n), green(n), blue(n))
fillCircle xx(n) - (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n) + (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n), yy(n), 3, _RGB32(255, 0, 0)
For sz = .1 To si(n) * .4 Step .1
Circle (xx(n), yy(n) + (si(n) * .4)), sz, _RGB32(255, 0, 0), , , mou(n)
Next sz
'legs
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right foot
fillCircle xx(n) - 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left foot
skip:
b$ = InKey$
If b$ = " " Then
laser = 1
lx = mx
ly = my + 25
End If
If b$ = Chr$(27) Then
Do: c$ = InKey$:
Loop Until c$ = Chr$(27)
End If
If b$ = "q" Or b$ = "Q" Then End
If _MouseInput Then
mx = _MouseX
my = _MouseY
If _MouseButton(1) Then
laser = 1
lx = mx
ly = my + 25
End If
If _MouseWheel Then
mw = mw + _MouseWheel * 5
End If
End If
If laser = 1 Then
lx2 = Cos(mw * _Pi / 180)
ly2 = Sin(mw * _Pi / 180)
lx = lx2 / 2 + lx
ly = ly2 / 2 + ly
If lx > 850 Then lx = 850
If lx < -50 Then lx = -50
If ly > 650 Then ly = 650
If ly < -50 Then ly = -50
fillCircle lx, ly, r1, _RGB32(255, 0, 5)
For chk = 1 To num
distance = Sqr((lx - xx(chk)) ^ 2 + (ly - yy(chk)) ^ 2)
If distance <= r1 + r2 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision Then
For explosion = 1 To 100
Circle (lx, ly), explosion, _RGB32(255, 0, 0)
llx(explosion) = lx
lly(explosion) = ly
Next explosion
'SOUND frequency!, duration![, volume!][, panPosition!][, waveform&][, waveformParameters!][, voice&]]
Sound 500, 1, , , 8
Sound 500, 2, , , 5
Sound 100, 1, , , 7
oldx(chk) = -100
nox(chk) = 1
xx(chk) = -500: yy(chk) = 1200
score = score + 10
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = hits + 1
laser = 0
ly = -3
GoTo skip2:
End If
Next chk
End If
skip2:
If ly < -2 Then
laser = 0
ly = 0
End If
'Detect Level Change
If hits > (num - 1) Then
Cls
hits = 0
ly = 0
laser = 0
For nn = 1 To num
nox(nn) = 0
Next nn
level = level + 1
num = num + 2
If num > 75 Then num = 75
GoTo start2
End If
'Draw your tank.
For mxx = -25 To 25 Step .25
Line (mx, my - 5)-(mx - mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my - 5)-(mx + mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
For mxx = -25 To 25 Step .25
Line (mx, my + 50)-(mx + mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my + 50)-(mx - mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
fillCircle mx, my + 25, 15, _RGB32(0, 0, 255)
fillCircle mx, my + 25, 7, _RGB32(127, 255, 127)
'Draw your tank turret cannon.
s1 = 90 - mw
x = Int(Sin(s1 / 180 * _Pi) * 30) + mx
y = Int(Cos(s1 / 180 * _Pi) * 30) + my
Line (mx, my + 25)-(x, y + 25), _RGB32(255, 0, 0)
If loops < 1000 Then GoTo skip3
'Detect collision with monsters.
For chk = 1 To num
distance = Sqr((mx - xx(chk)) ^ 2 + (my - yy(chk)) ^ 2)
If distance <= r3 + r2 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision And nox(chk) <> 1 Then
health = health - .005
healthp = Int((health / 50) * 100)
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
loops2 = loops2 + 1
If loops2 < 1000 Then fillCircle mx, my + 25, 7, _RGB32(255, 0, 0)
If loops2 > 999 Then loops2 = 0
If health < .01 Then
For explosion = 1 To 200
Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
Next explosion
For nn = 1 To num
nox(nn) = 0
Next nn
Sound 500, 4, , , 8
Sound 500, 8, , , 5
Sound 100, 4, , , 7
Locate 20, 30: Print "G A M E O V E R"
Locate 25, 30: Input "Again (Y/N)"; ag$
If Left$(ag$, 1) = "y" Or Left$(ag$, 1) = "Y" Then GoTo start
End
End If
End If
Next chk
skip3:
If loops < 1000 Then
loops = loops + 1
End If
Next n
_Display
Cls
Loop
Sub bugchange (d1, d2, d, t)
d1 = Rnd * 360
d2 = Rnd * 360
d = 0
t = Int(Rnd * 360) + 1
End Sub
'from Steve Gold standard
Sub fillCircle (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
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239
? When I am shooting with space bar the bullets don't have any range on them.
I have to keep my finger on mouse button to shoot and that makes it hard to use mouse wheel, for me anyway.
b = b + ...
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It works fairly well. The collision detection is a bit off as shooting out a monster's legs is like missing it completely.
I think what Mark is experiencing is something I recall for a shooter game I engineered several years ago, the multi-firing effect. In this game if you hold the space bar down, the bullet fired disappears so the new bullet can begin.
Two ways to fix this.
1) Don't let another bullet emerge until the previous bullet is ended.
2) Assign the bullets as arrays, and FOR/NEXT loop the collision possibilities so each fired bullet is tracked.
Over-all I like it. I got through 1 screen of monsters, successfully, before I shut it down.
+1
Pete
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Thanks guys, yeah I knew this problem. One shot has to be fired at once if you want full-range.
I'll look into this soon hopefully. Pete, I'll probably go with the arrays of the bullets to keep the flying, just like I do with how many raindrops can fall at once.
I also have to use this fix on a new game I'm making right now, Asteroids Clone.
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01-30-2025, 05:45 AM
(This post was last modified: 01-30-2025, 05:59 AM by SierraKen.)
I did it!! Now people can hold down the Space Bar to keep shooting and the range is as far as the screen.
I also made it so you can hit the monster when you shoot the legs.
Thanks @bplus and @Pete
I can now implement this into my new Asteroids Clone I'm making!
-Update: I also removed the mouse button firing, there was no more need for it.
Here is the fixed version.
Code: (Select All)
'Mouse Tank by SierraKen
'January 29, 2025
'Thank you to the QB64 Phoenix Forum, including B+ and Steve for the help over the years.
'Thanks grymmjack for the new SOUND information.
'Thanks Pete and B+ for the help on bullet ranges.
'New sound and now some of the monsters come right at you starting from the beginning
'to make it more challenging.
'Added arms, hands, legs, and feet that move. Also made eyes and mouths get smaller and larger.
'Also, the gun turret turns red when a monster hits you.
'Plus, there's a better sound at the end of the game.
'Update: Fixed level problem.
'Update: Fixed bullet ranges. Now you can hold down the Space Bar!
_Title "Mouse Tank - by SierraKen"
Screen _NewImage(800, 600, 32)
Randomize Timer
Dim oldx(100), oldy(100)
Dim d1(100), d2(100), s(100), d(100), t(100)
Dim x(100), y(100), xx(100), yy(100), si(100), red(100), green(100), blue(100)
Dim nox(100), llx(100), lly(100), lx(50), ly(50), ldir(50)
Dim sp(100), mou(100), eyes(100), arms(100)
start:
num = 40
level = 1
score = 0
health = 50
healthp = 100
mw = -90
For ll3 = 1 To 50
lx = (ll3) = 0
ly = (ll3) = 0
ldir(ll3) = 0
Next ll3
Cls
_AutoDisplay
Locate 3, 25: Print "M O U S E T A N K"
Locate 5, 25: Print "By SierraKen"
Locate 10, 25: Print "Move your tank around with your mouse."
Locate 11, 25: Print "Turn your cannon turret with your mouse wheel."
Locate 12, 25: Print "Hold down the Space Bar to fire at the monsters."
Locate 13, 25: Print "To pause and un-pause, press Esc."
Locate 14, 25: Print "Press Q anytime to quit."
Locate 15, 25: Print "Be ready because some of the monsters will be coming directly at you!"
Locate 18, 25: Print "Center Mouse on screen and click left mouse Button to begin."
Do
If _MouseInput Then mi = 1
Loop Until mi = 1 And _MouseButton(1)
start2:
Cls
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = 0
For t = 1 To num
xx(t) = 0
yy(t) = 0
oldx(t) = 0
oldy(t) = 0
Next t
oldx = 400
oldy = 300
bx = 1
bx2 = 1
r1 = 4
r2 = 30
r3 = 25
loops = 0
For size = 1 To num
si(size) = (Rnd * 10) + 10
Next size
For colors = 1 To num
red(colors) = Int(Rnd * 100) + 155
green(colors) = Int(Rnd * 100) + 155
blue(colors) = Int(Rnd * 100) + 155
Next colors
For speed = 1 To num
If speed / 3 = Int(speed / 3) Then
sp(speed) = (Rnd * 2) + .25 + (level * .05)
yy(speed) = Rnd * 600
side = Int(Rnd * 2) + 1
If side = 1 Then xx(speed) = 0
If side = 2 Then xx(speed) = 800
End If
Next speed
For mouths = 1 To num
mou(mouths) = .2
Next mouths
For eye = 1 To num
eyes(eye) = .05
Next eye
For arm = 1 To num
arms(arm) = 0
Next arm
Play "MB"
Do
_Limit 120
For landy = 0 To 800
bl = bl + .25
Line (0, landy)-(800, landy), _RGB32(0, 0, bl)
Next landy
bl = 0
For n = 1 To num
If nox(n) = 1 Then GoTo skip:
If n / 3 = Int(n / 3) Then
If xx(n) > mx Then xx(n) = xx(n) - sp(n)
If xx(n) < mx Then xx(n) = xx(n) + sp(n)
If yy(n) > my Then yy(n) = yy(n) - sp(n)
If yy(n) < my Then yy(n) = yy(n) + sp(n)
GoTo monsters
End If
If d1(n) > d2(n) Then s(n) = s(n) + .1
If d2(n) > d1(n) Then s(n) = s(n) - .1
d(n) = d(n) + 1
If d(n) > t(n) Then
oldx(n) = oldx(n) + x(n)
oldy(n) = oldy(n) + y(n)
bugchange d1(n), d2(n), d(n), t(n)
End If
x(n) = Cos(s(n) * _Pi / 180) * d(n)
y(n) = Sin(s(n) * _Pi / 180) * d(n)
xx(n) = x(n) + oldx(n)
yy(n) = y(n) + oldy(n)
If xx(n) > 750 Then oldx(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If xx(n) < 50 Then oldx(n) = 750: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) > 550 Then oldy(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) < 50 Then oldy(n) = 550: bugchange d1(n), d2(n), d(n), t(n)
monsters:
If xx(n) - mx < 120 And yy(n) - my < 120 Then
eyes(n) = eyes(n) + .0005
If eyes(n) > .3 Then eyes(n) = .3
mou(n) = mou(n) + .0005
If mou(n) > 3.5 Then mou(n) = 3.5
arms(n) = arms(n) + .1
If arms(n) > 25 Then arms(n) = 25
Else
If xx(n) - mx > 120 Or yy(n) - my > 120 Then
eyes(n) = eyes(n) - .0005
If eyes(n) < .05 Then eyes(n) = .05
mou(n) = mou(n) - .0005
If mou(n) < .2 Then mou(n) = .2
arms(n) = arms(n) - .1
If arms(n) < 0 Then arms(n) = 0
End If
End If
fillCircle xx(n), yy(n) + si(n) - 2, si(n) / 1.5, _RGB32(red(n), green(n), blue(n)) 'Neck
'arms
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right Hand
fillCircle xx(n) - 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left Hand
fillCircle xx(n), yy(n), si(n), _RGB32(red(n), green(n), blue(n))
fillCircle xx(n) - (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n) + (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n), yy(n), 3, _RGB32(255, 0, 0)
For sz = .1 To si(n) * .4 Step .1
Circle (xx(n), yy(n) + (si(n) * .4)), sz, _RGB32(255, 0, 0), , , mou(n)
Next sz
'legs
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right foot
fillCircle xx(n) - 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left foot
skip:
b$ = InKey$
If b$ = " " Then
ll = ll + 1
If ll > 50 Then ll = 1
laser = 1
lx(ll) = mx
ly(ll) = my + 25
ldir(ll) = mw
End If
If b$ = Chr$(27) Then
Do: c$ = InKey$
Loop Until c$ = Chr$(27)
End If
If b$ = "q" Or b$ = "Q" Then End
If _MouseInput Then
mx = _MouseX
my = _MouseY
If _MouseWheel Then
mw = mw + _MouseWheel * 5
End If
End If
If laser = 1 Then
For lz = 1 To ll Step 5
lx2 = Cos(ldir(lz) * _Pi / 180)
ly2 = Sin(ldir(lz) * _Pi / 180)
lx(lz) = lx2 / 2 + lx(lz)
ly(lz) = ly2 / 2 + ly(lz)
If lx(lz) > 1100 Then lx(lz) = 1100
If lx(lz) < -300 Then lx(lz) = -300
If ly(lz) > 900 Then ly(lz) = 900
If ly(lz) < -300 Then ly(lz) = -300
fillCircle lx(lz), ly(lz), r1, _RGB32(255, 0, 5)
For chk = 1 To num
distance = Sqr((lx(lz) - xx(chk)) ^ 2 + (ly(lz) - yy(chk)) ^ 2)
If distance <= r1 + r2 + 15 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision Then
For explosion = 1 To 50
Circle (lx(lz), ly(lz)), explosion, _RGB32(255, 0, 0)
llx(explosion) = lx(lz)
lly(explosion) = ly(lz)
Next explosion
'SOUND frequency!, duration![, volume!][, panPosition!][, waveform&][, waveformParameters!][, voice&]]
Play "MB"
Sound 800, .5, , , 5
Sound 600, 1, , , 6
Sound 500, .5, , , 7
oldx(chk) = -100: oldy(chk) = -100
nox(chk) = 1
xx(chk) = -500: yy(chk) = 1200
lx(lz) = -300: ly(lz) = -300: ldir(lz) = 0
score = score + 10
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = hits + 1
laser = 0
GoTo skip2:
End If
Next chk
Next lz
End If
skip2:
'Detect Level Change
If hits > (num - 1) Then
Cls
hits = 0
For lz2 = 1 To ll
ly(lz2) = 0
Next lz2
laser = 0
For nn = 1 To num
nox(nn) = 0
Next nn
level = level + 1
num = num + 2
If num > 75 Then num = 75
GoTo start2
End If
'Draw your tank.
For mxx = -25 To 25 Step .25
Line (mx, my - 5)-(mx - mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my - 5)-(mx + mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
For mxx = -25 To 25 Step .25
Line (mx, my + 50)-(mx + mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my + 50)-(mx - mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
fillCircle mx, my + 25, 15, _RGB32(0, 0, 255)
fillCircle mx, my + 25, 7, _RGB32(127, 255, 127)
'Draw your tank turret cannon.
s1 = 90 - mw
x = Int(Sin(s1 / 180 * _Pi) * 30) + mx
y = Int(Cos(s1 / 180 * _Pi) * 30) + my
Line (mx, my + 25)-(x, y + 25), _RGB32(255, 0, 0)
If loops < 1000 Then GoTo skip3
'Detect collision with monsters.
For chk = 1 To num
distance = Sqr((mx - xx(chk)) ^ 2 + (my - yy(chk)) ^ 2)
If distance <= r3 + r2 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision And nox(chk) <> 1 Then
health = health - .005
healthp = Int((health / 50) * 100)
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
loops2 = loops2 + 1
If loops2 < 1000 Then fillCircle mx, my + 25, 7, _RGB32(255, 0, 0)
If loops2 > 999 Then loops2 = 0
If health < .01 Then
For explosion = 1 To 200
Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
Next explosion
For nn = 1 To num
nox(nn) = 0
Next nn
Sound 500, 4, , , 8
Sound 500, 8, , , 5
Sound 100, 4, , , 7
Locate 20, 30: Print "G A M E O V E R"
Locate 25, 30: Input "Again (Y/N)"; ag$
If Left$(ag$, 1) = "y" Or Left$(ag$, 1) = "Y" Then GoTo start
End
End If
End If
Next chk
skip3:
If loops < 1000 Then
loops = loops + 1
End If
Next n
_Display
Cls
Loop
Sub bugchange (d1, d2, d, t)
d1 = Rnd * 360
d2 = Rnd * 360
d = 0
t = Int(Rnd * 360) + 1
End Sub
'from Steve Gold standard
Sub fillCircle (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
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On a side note, when I got to level 62 tonight, the sound was messing up a bit, but it was probably my computer. So I stopped the game.
Posts: 4,145
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+1 Much Better!
b = b + ...
Posts: 537
Threads: 95
Joined: Apr 2022
Reputation:
43
01-30-2025, 06:55 AM
(This post was last modified: 01-30-2025, 05:52 PM by SierraKen.)
Thanks B+! Yeah I think this is my first shooting game that finally has non-stop bullets.
I might have fixed that sound issue I had. I removed one of the 2 PLAY "MB" commands I had. I thought maybe the one right next to the SOUND lines weren't needed. And it turns out it wasn't. I kept the one that is out of the loop above it. I also reduced the 3 SOUND lines slightly for each shot. So maybe that fixed it, we'll see I guess.
I also made the game a little more challenging up front so you won't have to wait 20 levels to have some challenge to it, by adding a tiny bit more speed.
Enjoy!
Code: (Select All)
'Mouse Tank by SierraKen
'January 29, 2025
'Thank you to the QB64 Phoenix Forum, including B+ and Steve for the help over the years.
'Thanks grymmjack for the new SOUND information.
'Thanks Pete and B+ for the help on bullet ranges.
'New sound and now some of the monsters come right at you starting from the beginning
'to make it more challenging.
'Added arms, hands, legs, and feet that move. Also made eyes and mouths get smaller and larger.
'Also, the gun turret turns red when a monster hits you.
'Plus, there's a better sound at the end of the game.
'Update: Fixed level problem.
'Update: Fixed bullet ranges. Now you can hold down the Space Bar!
'Update: Made a little more challenging and hopefully fixed a sound issuue.
_Title "Mouse Tank - by SierraKen"
Screen _NewImage(800, 600, 32)
Randomize Timer
Dim oldx(100), oldy(100)
Dim d1(100), d2(100), s(100), d(100), t(100)
Dim x(100), y(100), xx(100), yy(100), si(100), red(100), green(100), blue(100)
Dim nox(100), llx(100), lly(100), lx(50), ly(50), ldir(50)
Dim sp(100), mou(100), eyes(100), arms(100)
start:
num = 40
level = 1
score = 0
health = 50
healthp = 100
mw = -90
For ll3 = 1 To 50
lx = (ll3) = 0
ly = (ll3) = 0
ldir(ll3) = 0
Next ll3
Cls
_AutoDisplay
Locate 3, 25: Print "M O U S E T A N K"
Locate 5, 25: Print "By SierraKen"
Locate 10, 25: Print "Move your tank around with your mouse."
Locate 11, 25: Print "Turn your cannon turret with your mouse wheel."
Locate 12, 25: Print "Hold down the Space Bar to fire at the monsters."
Locate 13, 25: Print "To pause and un-pause, press Esc."
Locate 14, 25: Print "Press Q anytime to quit."
Locate 15, 25: Print "Be ready because some of the monsters will be coming directly at you!"
Locate 18, 25: Print "Center Mouse on screen and click left mouse Button to begin."
Do
If _MouseInput Then mi = 1
Loop Until mi = 1 And _MouseButton(1)
start2:
Cls
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = 0
For t = 1 To num
xx(t) = 0
yy(t) = 0
oldx(t) = 0
oldy(t) = 0
Next t
oldx = 400
oldy = 300
bx = 1
bx2 = 1
r1 = 4
r2 = 30
r3 = 25
loops = 0
loops2 = 0
For size = 1 To num
si(size) = (Rnd * 10) + 10
Next size
For colors = 1 To num
red(colors) = Int(Rnd * 100) + 155
green(colors) = Int(Rnd * 100) + 155
blue(colors) = Int(Rnd * 100) + 155
Next colors
For speed = 1 To num
If speed / 3 = Int(speed / 3) Then
sp(speed) = (Rnd * 2) + .25 + (level * .1)
yy(speed) = Rnd * 600
side = Int(Rnd * 2) + 1
If side = 1 Then xx(speed) = 0
If side = 2 Then xx(speed) = 800
End If
Next speed
For mouths = 1 To num
mou(mouths) = .2
Next mouths
For eye = 1 To num
eyes(eye) = .05
Next eye
For arm = 1 To num
arms(arm) = 0
Next arm
Play "MB"
Do
_Limit 120
For landy = 0 To 800
bl = bl + .25
Line (0, landy)-(800, landy), _RGB32(0, 0, bl)
Next landy
bl = 0
For n = 1 To num
If nox(n) = 1 Then GoTo skip:
If n / 3 = Int(n / 3) Then
If xx(n) > mx Then xx(n) = xx(n) - sp(n)
If xx(n) < mx Then xx(n) = xx(n) + sp(n)
If yy(n) > my Then yy(n) = yy(n) - sp(n)
If yy(n) < my Then yy(n) = yy(n) + sp(n)
GoTo monsters
End If
If d1(n) > d2(n) Then s(n) = s(n) + .1
If d2(n) > d1(n) Then s(n) = s(n) - .1
d(n) = d(n) + 1
If d(n) > t(n) Then
oldx(n) = oldx(n) + x(n)
oldy(n) = oldy(n) + y(n)
bugchange d1(n), d2(n), d(n), t(n)
End If
x(n) = Cos(s(n) * _Pi / 180) * d(n)
y(n) = Sin(s(n) * _Pi / 180) * d(n)
xx(n) = x(n) + oldx(n)
yy(n) = y(n) + oldy(n)
If xx(n) > 750 Then oldx(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If xx(n) < 50 Then oldx(n) = 750: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) > 550 Then oldy(n) = 50: bugchange d1(n), d2(n), d(n), t(n)
If yy(n) < 50 Then oldy(n) = 550: bugchange d1(n), d2(n), d(n), t(n)
monsters:
If xx(n) - mx < 120 And yy(n) - my < 120 Then
eyes(n) = eyes(n) + .0005
If eyes(n) > .3 Then eyes(n) = .3
mou(n) = mou(n) + .0005
If mou(n) > 3.5 Then mou(n) = 3.5
arms(n) = arms(n) + .1
If arms(n) > 25 Then arms(n) = 25
Else
If xx(n) - mx > 120 Or yy(n) - my > 120 Then
eyes(n) = eyes(n) - .0005
If eyes(n) < .05 Then eyes(n) = .05
mou(n) = mou(n) - .0005
If mou(n) < .2 Then mou(n) = .2
arms(n) = arms(n) - .1
If arms(n) < 0 Then arms(n) = 0
End If
End If
fillCircle xx(n), yy(n) + si(n) - 2, si(n) / 1.5, _RGB32(red(n), green(n), blue(n)) 'Neck
'arms
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 30, yy(n) + ar - arms(n) + si(n)), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right Hand
fillCircle xx(n) - 30, yy(n) + si(n) - arms(n), si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left Hand
fillCircle xx(n), yy(n), si(n), _RGB32(red(n), green(n), blue(n))
fillCircle xx(n) - (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n) + (si(n) * .3), yy(n) - (si(n) * .3), si(n) * eyes(n), _RGB32(255, 0, 0)
fillCircle xx(n), yy(n), 3, _RGB32(255, 0, 0)
For sz = .1 To si(n) * .4 Step .1
Circle (xx(n), yy(n) + (si(n) * .4)), sz, _RGB32(255, 0, 0), , , mou(n)
Next sz
'legs
For ar = 1 To 5
Line (xx(n), yy(n) + ar + si(n))-(xx(n) - 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Line (xx(n), yy(n) + ar + si(n))-(xx(n) + 20, yy(n) + ar - arms(n) + si(n) + 30), _RGB32(red(n), green(n), blue(n))
Next ar
fillCircle xx(n) + 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Right foot
fillCircle xx(n) - 20, yy(n) + si(n) - arms(n) + 30, si(n) / 3, _RGB32(red(n), green(n), blue(n)) 'Left foot
skip:
b$ = InKey$
If b$ = " " Then
ll = ll + 1
If ll > 50 Then ll = 1
laser = 1
lx(ll) = mx
ly(ll) = my + 25
ldir(ll) = mw
End If
If b$ = Chr$(27) Then
Do: c$ = InKey$
Loop Until c$ = Chr$(27)
End If
If b$ = "q" Or b$ = "Q" Then End
If _MouseInput Then
mx = _MouseX
my = _MouseY
If _MouseWheel Then
mw = mw + _MouseWheel * 5
End If
End If
If laser = 1 Then
For lz = 1 To ll Step 5
lx2 = Cos(ldir(lz) * _Pi / 180)
ly2 = Sin(ldir(lz) * _Pi / 180)
lx(lz) = lx2 / 2 + lx(lz)
ly(lz) = ly2 / 2 + ly(lz)
If lx(lz) > 1100 Then lx(lz) = 1100
If lx(lz) < -300 Then lx(lz) = -300
If ly(lz) > 900 Then ly(lz) = 900
If ly(lz) < -300 Then ly(lz) = -300
fillCircle lx(lz), ly(lz), r1, _RGB32(255, 0, 5)
For chk = 1 To num
distance = Sqr((lx(lz) - xx(chk)) ^ 2 + (ly(lz) - yy(chk)) ^ 2)
If distance <= r1 + r2 + 15 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision Then
For explosion = 1 To 50
Circle (lx(lz), ly(lz)), explosion, _RGB32(255, 0, 0)
llx(explosion) = lx(lz)
lly(explosion) = ly(lz)
Next explosion
'SOUND frequency!, duration![, volume!][, panPosition!][, waveform&][, waveformParameters!][, voice&]]
Sound 800, .4, , , 5
Sound 600, .75, , , 6
Sound 500, .4, , , 7
oldx(chk) = -100: oldy(chk) = -100
nox(chk) = 1
xx(chk) = -500: yy(chk) = 1200
lx(lz) = -300: ly(lz) = -300: ldir(lz) = 0
score = score + 10
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
hits = hits + 1
laser = 0
GoTo skip2:
End If
Next chk
Next lz
End If
skip2:
'Detect Level Change
If hits > (num - 1) Then
Cls
hits = 0
For lz2 = 1 To ll
ly(lz2) = 0
Next lz2
laser = 0
For nn = 1 To num
nox(nn) = 0
Next nn
level = level + 1
num = num + 2
If num > 75 Then num = 75
GoTo start2
End If
'Draw your tank.
For mxx = -25 To 25 Step .25
Line (mx, my - 5)-(mx - mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my - 5)-(mx + mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
For mxx = -25 To 25 Step .25
Line (mx, my + 50)-(mx + mxx, my + 25), _RGB32(127, 255, 127)
Next mxx
For mxx2 = 1 To 25 Step .25
Line (mx, my + 50)-(mx - mxx2, my + 25), _RGB32(127, 255, 127)
Next mxx2
fillCircle mx, my + 25, 15, _RGB32(0, 0, 255)
fillCircle mx, my + 25, 7, _RGB32(127, 255, 127)
'Draw your tank turret cannon.
s1 = 90 - mw
x = Int(Sin(s1 / 180 * _Pi) * 30) + mx
y = Int(Cos(s1 / 180 * _Pi) * 30) + my
Line (mx, my + 25)-(x, y + 25), _RGB32(255, 0, 0)
If loops < 1000 Then GoTo skip3
'Detect collision with monsters.
For chk = 1 To num
distance = Sqr((mx - xx(chk)) ^ 2 + (my - yy(chk)) ^ 2)
If distance <= r3 + r2 Then
DetectCollision = -1 ' True (collision detected)
Else
DetectCollision = 0 ' False (no collision)
End If
If DetectCollision And nox(chk) <> 1 Then
health = health - .005
healthp = Int((health / 50) * 100)
_Title "Score: " + Str$(score) + " Health: " + Str$(healthp) + "% Level: " + Str$(level)
loops2 = loops2 + 1
If loops2 < 1000 Then fillCircle mx, my + 25, 7, _RGB32(255, 0, 0)
If loops2 > 999 Then loops2 = 0
If health < .01 Then
For explosion = 1 To 200
Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
Next explosion
For nn = 1 To num
nox(nn) = 0
Next nn
Sound 500, 4, , , 8
Sound 500, 8, , , 5
Sound 100, 4, , , 7
Locate 20, 30: Print "G A M E O V E R"
Locate 25, 30: Input "Again (Y/N)"; ag$
If Left$(ag$, 1) = "y" Or Left$(ag$, 1) = "Y" Then GoTo start
End
End If
End If
Next chk
skip3:
If loops < 1000 Then
loops = loops + 1
End If
Next n
_Display
Cls
Loop
Sub bugchange (d1, d2, d, t)
d1 = Rnd * 360
d2 = Rnd * 360
d = 0
t = Int(Rnd * 360) + 1
End Sub
'from Steve Gold standard
Sub fillCircle (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
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