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BallShoot - A bare bones shooter game easy to expand on.
#4
A cancelled gig gave me time to play with this game today.  Made it more like a real game, almost a little fun.  Main changes are:

Added Sound effects using PLAY statements
Added health point count (5).  Out of health points, game over.
(missing a ball or hitting one cost you a health point)
Some balls fall faster than others, more challenging.
Added moving shield that protects balls from your shots.
Added simple ground background for player to move on
Added simple game over message when health out.

See how many balls you can shoot down before running out of health.

- Dav

Code: (Select All)
'=============
'ballshoot.bas v2
'=============
'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, AUG/2024 for QB64PE v3.13

'New for v2:  - Added Sound effects using PLAY
'             - Added simple ground background
'             - Some balls fall faster than others
'             - Added moving shield that protects balls
'             - Added health points.  5 hits, game over.
'             - Added simple game over message

'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'A moving shield appears now and then to protect balls.
'See how many balls you can shoot down before dying.

'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 6 health point then
'the game is over.

'There are many ways to exand this into something better.
'If you do make more out of it, please share it also.


Randomize Timer

balls = 6 'number of balls at one time
shots = 6 'number of shots allowed on screen

Dim ballx(1 To balls) 'ball x pos
Dim bally(1 To balls) 'ball y pos
Dim balld(1 To balls) 'ball direction
Dim ballr(1 To balls) 'ball radius
Dim balls(1 To balls) 'ball drop speed

Dim shotx(1 To shots) 'shot x pos
Dim shoty(1 To shots) 'shot y pos
Dim shota(1 To shots) 'flag if shot is active


Screen _NewImage(640, 480, 32)
_FullScreen _SquarePixels
_PrintMode _KeepBackground

'========
StartGame:
'========

'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
shieldx = -50
shieldy = 50 + (Rnd * 200)
shieldon = 0
health = 5 'full health

'generate random ball info
For i = 1 To balls
    ballx(i) = Int(Rnd * _Width) + 1 'x pos
    bally(i) = Int(Rnd * (_Height / 4)) + 1 'y pos
    balld(i) = Int(Rnd * 3) - 1 'moving direction
    ballr(i) = 10 + Int(Rnd * 20) 'radius
    balls(i) = Int(Rnd * 2) + 1
Next

'draw ground
c = 0
For y = 400 To _Height
    Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
    c = c + .5: If c = 255 Then c = 255
Next

back& = _CopyImage(_Display) 'copy backgraound as image

'=== main game loop ===

Do

    _PutImage (0, 0)-(_Width, _Height), back& 'put background down

    '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 * 375)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF

    'randomly turn moving shield on from time to time
    If Int(Rnd * 500) = 1 Then shieldon = 1: Play "mbt200l32o3ege"

    'if shield is on...
    If shieldon = 1 Then
        shieldx = shieldx + 2
        'if it moves off screen
        If shieldx > _Width Then
            'shield off
            shieldon = 0
            'reset shield values
            shieldx = -50
            shieldy = 50 + (Rnd * 200)
        Else
            'draw shield
            For s = 1 To 50 Step 5
                glowball shieldx + s, shieldy, 5, 255, 255, 255, 200
            Next
        End If
    End If

    'handle 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
            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)
            bally(i) = 1 'give ball new y pos (top)
            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

    Next

    'draw player along bottom of screen
    Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, Rnd * 125, Rnd * 128), BF
    Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(0, 0, Rnd * 255), B

    'handle all active shots...
    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 shield then shot off
            If shotx(i) > shieldx And shotx(i) < (shieldx + 50) Then
                If shoty(i) > shieldy And shoty(i) < shieldy + 5 Then
                    Circle (shotx(i), shoty(i)), 3, _RGB(255, 255, 255)
                    Play "mbt200l32o6fb"
                    shota(i) = 0
                End If
            End If
        End If
    Next

    'left/right arrows move player
    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

    '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 shot hits a ball
    For i = 1 To balls
        For j = 1 To shotcount
            If shota(j) Then
                If Abs(ballx(i) - shotx(j)) < ballr(i) And Abs(bally(i) - shoty(j)) < ballr(i) Then
                    'flash a circle around hit ball
                    Play "mbt200l64o2cdefgabag"
                    Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 255, 255)
                    shota(j) = 0 'set shot active flag off
                    bally(i) = 1 'give ball new y pos (top)
                    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
            End If
        Next
    Next

    '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
            Play "mbt200l32o1bfc"
            Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
            bally(i) = 1 'give ball new y pos (top)
            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
    Next

    'show score
    _PrintString (1, 1), "Score:" + Str$(score)

    'draw health status
    hcount = 1
    For h = 1 To 50 Step 10
        If health >= hcount Then
            Line (580 + h, 5)-(580 + h + 5, 10), _RGB(0, 255, 0), BF
        Else
            Line (580 + h, 5)-(580 + h + 5, 10), _RGB(0, 255, 0), B
        End If
        hcount = hcount + 1
    Next

    'if out of health, game over
    If health = 0 Then
        Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
        Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
        _PrintMode _KeepBackground
        _PrintString (275, 225), "  GAME OVER"
        _PrintString (275, 245), "OUT OF HEALTH"
        _PrintString (275, 265), "  SCORE:" + Str$(score)
        _Display
        _Delay 3
        End
    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

Find my programs here in Dav's QB64 Corner
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Messages In This Thread
RE: BallShoot - A bare bones shooter game easy to expand on. - by Dav - 08-26-2024, 07:46 PM



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