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Pongy by SierraKen - A Different Type of Game
#1
I named this game because of it's Pong-like characteristics, like the ball bouncing around. But it's also very different. 
The object of this game is to move the green paddle around with your mouse to hit the white ball and make it go into the moving goal above. At the same time, don't let the white ball hit the red ball or it will explode. You get 5 balls. The red ball bounces around like the white ball but you don't hit it. Enjoy!

This game has no connection whatsoever with any other game or app named Pongy. 

Here is a video of me playing it. The code is below that. To see the goal area above more clearly, expand the video. 



Code: (Select All)

'Pongy - by SierraKen
'Made on October 30, 2024

'Thanks to the QB64 Phoenix Forum for the inspiration and past help.
'Thanks also to Chat GPT for the math code.

'How to play: Use Mouse to bounce the white ball and try to aim it toward the moving goal slot above without having the white ball hit the red ball.
'You start out with 5 balls. Feel free to change the variable ball number below to your needs.


begin:
score = 0
ball = 5

' Set box boundaries
boxLeft = 25
boxRight = 775
boxTop = 25
boxBottom = 575


Cls
Screen _NewImage(800, 600, 32)
' Ball properties
Dim As Integer ballX, ballY, ballx2, bally2
Dim As Single angle, angle2
Dim As Integer speedX, speedY, speedx2, speedy2
ballX = (boxRight + boxLeft) / 2 ' Start in the center
ballY = (boxTop + boxBottom) / 2
angle = 45 ' Starting angle in degrees

ballx2 = (boxRight + boxLeft) / 2 ' Start in the center
bally2 = (boxTop + boxBottom) / 2 + 100
angle2 = 45 ' Starting angle in degrees


' Convert angle to radians
Dim As Single radAngle
radAngle = angle * 3.14159265 / 180

Dim As Single radAngle2
radAngle2 = angle2 * 3.14159265 / 180



' Set speed based on angle
speedX = Cos(radAngle) * 5
speedY = Sin(radAngle) * 5

speedx2 = Cos(radAngle2) * 5
speedy2 = Sin(radAngle2) * 5

goalx = 325: goaly = 20
goaldir = 1
redballout = 5


_Title "Pongy - by SierraKen"

Randomize Timer

Do
    Cls
    a$ = InKey$
    If a$ = Chr$(27) Then End
    ' Draw box boundaries
    Line (boxLeft - 5, boxTop - 5)-(boxRight + 5, boxBottom + 5), _RGB32(255, 255, 255), B
    Line (goalx, goaly)-(goalx + 100, goaly), _RGB32(1, 1, 1)
    goalx = goalx + goaldir
    If goalx = 680 And goaldir = 1 Then goaldir = -1
    If goalx = 20 And goaldir = -1 Then goaldir = 1
    ' Draw the ball
    fillCircle ballX, ballY, 10, _RGB32(255, 255, 255)
    If redballout = 0 Then fillCircle ballx2, bally2, 20, _RGB32(255, 0, 0)

    While _MouseInput: Wend
    mouseX = _MouseX
    mouseY = _MouseY
    fillCircle mouseX, mouseY, 20, _RGB32(0, 255, 0)

    ' Update ball position
    ballX = ballX + speedX
    ballY = ballY + speedY
    If redballout = 0 Then
        ballx2 = ballx2 + speedx2
        bally2 = bally2 + speedy2
    End If
    If ballX > goalx And ballX < goalx + 100 And ballY < 26 Then
        score = score + 1: ballX = 375: ballY = 275: speedY = -speedY
        For snd = 300 To 900 Step 50
            Sound snd, .5
        Next snd
    End If

    Locate 1, 20: Print "Score: "; score
    Locate 1, 70: Print "Balls: "; ball

    ' Check for collision with box boundaries
    If ballX <= boxLeft Or ballX >= boxRight Then
        speedX = -speedX ' Reflect on the X axis
        If redballout > 0 Then redballout = redballout - 1
        Sound 600, .5
    End If
    If ballY <= boxTop Or ballY >= boxBottom Then
        speedY = -speedY ' Reflect on the Y axis
        If redballout > 0 Then redballout = redballout - 1
        Sound 600, .5
    End If
    If ballY > boxBottom + .4 Then ballY = boxBottom - 7
    If ballY < boxTop - .4 Then ballY = boxTop + 7
    If ballX > boxRight + .4 Then ballX = boxRight - 7
    If ballX < boxLeft - .4 Then ballX = boxLeft + 7
    If redballout > 0 Then GoTo skip:
    If ballx2 <= boxLeft Or ballx2 >= boxRight Then
        speedx2 = -speedx2 ' Reflect on the X axis
        Sound 600, .5
    End If
    If bally2 <= boxTop Or bally2 >= boxBottom Then
        speedy2 = -speedy2 ' Reflect on the Y axis
        Sound 600, .5
    End If
    If bally2 > boxBottom + .4 Then bally2 = boxBottom - 7
    If bally2 < boxTop - .4 Then bally2 = boxTop + 7
    If ballx2 > boxRight + .4 Then ballx2 = boxRight - 7
    If ballx2 < boxLeft - .4 Then ballx2 = boxLeft + 7
    skip:

    ' Check for collision with mouse position
    If Sqr((mouseX - ballX) ^ 2 + (mouseY - ballY) ^ 2) < 40 Then
        ' Calculate deflection angle
        radAngle = _Atan2(ballY - mouseY, ballX - mouseX) ' * 180 / 3.14159265
        'radAngle = angle * 3.14159265 / 180
        speedX = Cos(radAngle) * 5
        speedY = Sin(radAngle) * 5
        ballX = ballX + speedX
        ballY = ballY + speedY
        Sound 600, .5
    End If

    ' Check for collision between red ball and white ball.
    If redballout > 0 Then GoTo skip2:
    If Sqr((ballx2 - ballX) ^ 2 + (bally2 - ballY) ^ 2) < 50 Then
        fillCircle ballX, ballY, 20, _RGB32(0, 0, 0)
        snd = 300
        _AutoDisplay
        starx = ballX: stary = ballY
        For t = 1 To 25
            fillCircle starx, stary, t * 5, _RGB32(255, 255, 255)
            Sound snd - t, .5
        Next t
        redballout = 5
        Locate 1, 70: ball = ball - 1: Print "Balls: "; ball
        If ball = 0 Then
            _AutoDisplay
            Locate 20, 40: Print "G A M E  O V E R":
            Locate 25, 40
            Print "Again (Y/N)?"
            ask:
            ag$ = InKey$
            If ag$ = "y" Or ag$ = "Y" Then GoTo begin:
            If ag$ = "n" Or ag$ = "N" Then End
            GoTo ask:
        End If
        Sound 600, .5
    End If
    skip2:

    _Display
    _Limit 60 ' Limit the speed of the loop to 60 FPS
Loop Until InKey$ <> ""


'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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Pongy by SierraKen - A Different Type of Game - by SierraKen - 10-31-2024, 03:06 AM



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