Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Ken's Artillery 2
#11
Here is another big update for this game. This uses graphical Click Bars instead of typing in the power number and the angle number, and also a Fire! button using your mouse. Thanks to B+ for helping me on the help section of this forum for better mouse control and click bars. I also changed the amount you need to hit the enemy from 5 times to 4 times to win the level. And he needs to hit you 4 times in a level to beat you. You will also notice that I made the instructions much simpler to read at the beginning. 

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, Mouse and click bar help on https://qb64phoenix.com/forum/index.php
'It takes the computer a little time to learn how to hit your base.
'Created on June 26, 2019.
'Version 2 made on May 2, 2022.
'Added: Levels, random colored mountains, and better looking cannons.
'Added: Click Bars and Fire! button. Simpler Instructions. Changed 5 to 4 times needed to hit enemy and enemy to hit you.

_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 help from B+."
Print: Print: Print
Print "                        Instructions: Red Click Bar   = Power"
Print "                                      Green Click Bar = Angle"
Print "                                      Fire! Button = Fire Cannonball"
Print
Print "                                      Hit enemy 4 times you advance to next level."
Print "                                      Get hit 4 times in a level and you lose."
Print: Print: Print
Print "                                          Press Any Key To Begin."
Sleep
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 "              "
Color _RGB32(255, 0, 0), _RGB32(156, 210, 237)
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:
_PrintString (5, 50), "Power"
_PrintString (5, 80), "Angle"
Line (60, 40)-(260, 70), _RGB32(255, 255, 255), B
Line (60, 70)-(260, 100), _RGB32(255, 255, 255), B
Line (60, 100)-(120, 130), _RGB32(255, 0, 5), BF
Color _RGB32(0, 0, 0), _RGB32(255, 0, 5)
_PrintString (70, 110), "Fire!"
vel = 40
vel3 = 100
a = 45
a3 = 100
Line (61, 41)-(vel3, 69), _RGB32(255, 0, 1), BF
Line (61, 71)-(a3, 99), _RGB32(0, 255, 1), BF

go:
_Display ' update screen !!! sure like to know if my turn or not after computer
fired = 0
While _MouseInput: Wend
mx = _MouseX: my = _MouseY: mb = _MouseButton(1) ' this update the mouse x, y and button status save to variable because they change
If mb Then
    If mx >= 60 And my <= 260 Then
        If my >= 40 And my < 70 Then
            vel = (mx - 60) / 200 * 100 ' converts place in box to 0 to 100
            If mx > 259 Then mx = 259: vel = 100
            Line (61, 41)-(259, 69), _RGB32(156, 210, 237), BF
            Line (61, 41)-(mx, 69), _RGB32(255, 0, 1), BF
            Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
            _PrintString (265, 50), Str$(vel)
            _Delay .25 'wait for release of mouse button
            GoTo go
        ElseIf my >= 70 And my < 100 Then
            a = (mx - 60) / 200 * 90 ' converts place in box to 0 to 90
            If mx > 259 Then mx = 259: a = 90
            Line (61, 71)-(259, 99), _RGB32(156, 210, 237), BF
            Line (61, 71)-(mx, 99), _RGB32(0, 255, 1), BF
            Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
            _PrintString (265, 80), Str$(a)
            _Delay .25 'wait for release of mouse button
            GoTo go
        ElseIf my >= 100 And my < 130 Then
            fired = 1
            _Delay .25
            GoTo going
        End If
    End If
End If
If fired = 0 Then GoTo go '  need?

going:
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
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 = 4 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 - 2 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 = 4 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: level = 1: 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



Users browsing this thread: 3 Guest(s)