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Ken's Artillery 2
#1
This game was originally a very old early 80's (or so) DOS or Apple game. Microsoft used it to adapt it to their own QBasic game called Gorilla, throwing bananas instead of launching cannonballs. Today I added some features to my own version I made a couple years ago. The object of the game is to beat the computer by hitting its cannon 5 times in any level. Each level has a different sized mountain and color. If you hit him 5 times you advance to the next level. There is no ending to the game and after each level your score goes back to 0 but your Level does add up. To play, you type in a power of the cannonball and the angle. The wind also changes per turn so keep an eye on that to adjust your power and angle. B+ helped me on my original one with the math part of it so I have his name in the title as well. There's no added files. The computer has a small A.I. being almost as smart as you are in your turns (sorta), but don't ask me how I made it because I don't remember LOL. 

Code: (Select All)
'I've always wanted to make this game ever since I started programming in the 80's.
'This was created by Ken G. with much help from others below.
'Thank you to B+ for much of the math code.
'It takes the computer a little time to learn how to hit your base.
'Created on June 26, 2019.
'Version 2 made on April 30, 2022.
'Added: Levels, random colored mountains, and better looking cannons.

_Title "Ken's Artillery 2"
_Limit 200
Cls
Screen _NewImage(1200, 700, 32)
Print "                                              Ken's Artillery 2"
Print: Print: Print
Print "                                      By SierraKen with math help from B+."
Print: Print: Print
Print "                         Instructions: You play against the computer by shooting a cannonball"
Print "                         from your cannon at your base on the left side of the screen"
Print "                         to the computer's base on the right side of the screen."
Print "                         To do this, you type a power number between 0 and 80 and press Enter."
Print "                         Then you type an angle that the cannonball will travel at,"
Print "                         between 0 and 90 and press Enter."
Print "                         You get a point every time you hit the other base."
Print "                         If you hit the enemy 5 times you advance to the next mountain."
Print "                         If the enemy hits you 5 times in one mountain, you lose."
Print "                         Watch the wind speed indicator up on top to see the direction and"
Print "                         speed of the wind, which makes a big difference on where your"
Print "                         cannonball will land. Also, there will be a random sized mountain"
Print "                         and color for every level and game."
Print: Print: Print
Input "                         Press Enter to begin.", start$
Cls
level = 1

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

'Your Cannon

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

'Computer's Cannon

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


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

again:
Color _RGB(0, 0, 0)
Locate 10, 136: Print "              "
Locate 10, 2: Print "Your Turn     "
Randomize Timer
air = Int(Rnd * 20)
air2 = air / 1000
Randomize Timer
air3 = Int(Rnd * 100)
If air3 > 50 Then air2 = -air2
airX = air2
airx2 = airX * 1000
If airx2 < -1 Then winddir$ = "West"
If airx2 > 1 Then winddir$ = "East"
If airx2 > -1 And airx2 < 1 Then winddir$ = "Sunny"
If airx2 < 0 Then airx2 = airx2 * -1

GoSub Wind:
Color _RGB(0, 0, 0)
Locate 5, 1: Input "Type Power (0-80):>>> ", vel
Locate 6, 1: Input "Type Angle (0-90):>>> ", a
Locate 5, 1: Print "                                                                         "
Locate 6, 1: Print "                                                                         "
going:
If a > 90 Then a = 90
If a < 0 Then a = 0
If vel < 0 Then vel = 0
If vel > 80 Then vel = 80
vel = Int(vel / 4)
a = 360 - a
ca = _D2R(a)
cmx = cbx + (100 * Cos(_D2R(a)))
cmy = cby + (100 * Sin(_D2R(a)))

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


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

'shot

Do
    _Limit 200
    GoSub Wind:

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

comp:

Color _RGB(0, 0, 0)
Locate 10, 2: Print "                      "
Locate 10, 137: Print "Computer Turn"
GoSub Wind:

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

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

a2 = a

vel2 = Int(vel2 / 4)

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

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

'shot

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

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

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

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


Messages In This Thread
Ken's Artillery 2 - by SierraKen - 04-30-2022, 11:46 PM
RE: Ken's Artillery 2 - by bplus - 05-01-2022, 12:04 AM
RE: Ken's Artillery 2 - by SierraKen - 05-01-2022, 01:41 AM
RE: Ken's Artillery 2 - by bplus - 05-01-2022, 02:30 AM
RE: Ken's Artillery 2 - by OldMoses - 05-01-2022, 03:12 AM
RE: Ken's Artillery 2 - by Dav - 05-01-2022, 03:31 AM
RE: Ken's Artillery 2 - by johnno56 - 05-01-2022, 09:27 AM
RE: Ken's Artillery 2 - by SierraKen - 05-01-2022, 03:48 PM
RE: Ken's Artillery 2 - by SierraKen - 05-01-2022, 03:51 PM
RE: Ken's Artillery 2 - by SierraKen - 05-01-2022, 04:34 PM
RE: Ken's Artillery 2 - by SierraKen - 05-02-2022, 07:16 PM
RE: Ken's Artillery 2 - by SierraKen - 05-04-2022, 01:28 AM
RE: Ken's Artillery 2 - by bplus - 05-04-2022, 01:38 AM
RE: Ken's Artillery 2 - by SierraKen - 05-04-2022, 02:51 AM
RE: Ken's Artillery 2 - by Coolman - 05-04-2022, 10:52 AM
RE: Ken's Artillery 2 - by SierraKen - 05-04-2022, 06:42 PM
RE: Ken's Artillery 2 - by OldMoses - 05-04-2022, 12:12 PM
RE: Ken's Artillery 2 - by bplus - 05-04-2022, 08:26 PM
RE: Ken's Artillery 2 - by SierraKen - 05-05-2022, 12:22 AM
RE: Ken's Artillery 2 - by SierraKen - 05-05-2022, 09:33 PM
RE: Ken's Artillery 2 - by SierraKen - 05-05-2022, 09:53 PM



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