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Mouse Tank
#13
Thanks everyone for your great suggestions! @bplus , I added a small body, legs, feet, arms, and hands, that all move when they get closer to you. I also made the eyes and mouth increase when they get closer to you too and get smaller the farther they move away. Plus I added a better sound at the end of the game. I also made the gun turret turn red when you get hit.
@a740g I also added PLAY "MB", thank you!
You still have to hit the monsters in the head to get them, but it works pretty good. 

Here is a 2 1/2 minute short video of the game I made. The code is below. 




Code: (Select All)

'Mouse Tank by SierraKen
'January 23, 2025

'Thank you to the QB64 Phoenix Forum, including B+ 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.

_Title "Mouse Tank - by SierraKen"

Screen _NewImage(800, 600, 32)

Randomize Timer

num = 40

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:

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 "Press Space Bar or left mouse button to fire at monsters."
Locate 13, 25: Print "You must hit the monsters on the head to get them."
Locate 14, 25: Print "To pause and un-pause, press Esc."
Locate 15, 25: Print "Press Q anytime to quit."
Locate 16, 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)

oldx = 400
oldy = 300

hits = 0

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
        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 700
    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: Cls: bugchange d1(n), d2(n), d(n), t(n)
        If xx(n) < 50 Then oldx(n) = 750: Cls: bugchange d1(n), d2(n), d(n), t(n)
        If yy(n) > 550 Then oldy(n) = 50: Cls: bugchange d1(n), d2(n), d(n), t(n)
        If yy(n) < 50 Then oldy(n) = 550: Cls: 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
            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) = -100
                    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
        If hits > num - 1 Then
            Cls
            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$(level)
                loops2 = loops2 + 1
                If loops2 < 1000 Then fillCircle mx, my + 25, 7, _RGB32(255, 0, 0)
                If loops2 > 999 Then loops2 = 0
                If health < .01 Then
                    For explosion = 1 To 200
                        Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
                    Next explosion
                    Sound 500, 4, , , 8
                    Sound 500, 8, , , 5
                    Sound 100, 4, , , 7
                    Locate 20, 30: Print "G A M E    O V E R"
                    Locate 25, 30: Input "Again (Y/N)"; ag$
                    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

Reply


Messages In This Thread
Mouse Tank - by SierraKen - 01-21-2025, 10:04 PM
RE: Mouse Tank - by bplus - 01-22-2025, 12:09 AM
RE: Mouse Tank - by SierraKen - 01-22-2025, 12:52 AM
RE: Mouse Tank - by SierraKen - 01-22-2025, 01:41 AM
RE: Mouse Tank - by Jack002 - 01-22-2025, 02:34 AM
RE: Mouse Tank - by SierraKen - 01-22-2025, 03:49 AM
RE: Mouse Tank - by grymmjack - 01-22-2025, 05:26 AM
RE: Mouse Tank - by grymmjack - 01-22-2025, 05:41 AM
RE: Mouse Tank - by SierraKen - 01-22-2025, 09:47 PM
RE: Mouse Tank - by grymmjack - 01-23-2025, 12:34 PM
RE: Mouse Tank - by bplus - 01-23-2025, 02:46 PM
RE: Mouse Tank - by a740g - 01-23-2025, 04:19 PM
RE: Mouse Tank - by SierraKen - 01-23-2025, 09:46 PM
RE: Mouse Tank - by bplus - 01-23-2025, 10:05 PM
RE: Mouse Tank - by SierraKen - 01-23-2025, 10:09 PM
RE: Mouse Tank - by SierraKen - 01-24-2025, 01:02 AM
RE: Mouse Tank - by SierraKen - 01-24-2025, 06:24 PM
RE: Mouse Tank - by SMcNeill - 01-25-2025, 06:32 AM
RE: Mouse Tank - by a740g - 01-26-2025, 05:18 AM
RE: Mouse Tank - by SierraKen - 01-26-2025, 04:50 PM
RE: Mouse Tank - by TempodiBasic - 01-29-2025, 04:26 AM
RE: Mouse Tank - by SierraKen - 01-29-2025, 04:40 AM
RE: Mouse Tank - by SierraKen - 01-29-2025, 05:59 AM
RE: Mouse Tank - by bplus - 01-30-2025, 12:43 AM
RE: Mouse Tank - by Pete - 01-30-2025, 02:09 AM
RE: Mouse Tank - by SierraKen - 01-30-2025, 04:13 AM
RE: Mouse Tank - by SierraKen - 01-30-2025, 05:45 AM
RE: Mouse Tank - by SierraKen - 01-30-2025, 06:22 AM
RE: Mouse Tank - by bplus - 01-30-2025, 06:37 AM
RE: Mouse Tank - by SierraKen - 01-30-2025, 06:55 AM
RE: Mouse Tank - by Pete - 01-30-2025, 08:44 AM
RE: Mouse Tank - by SierraKen - 01-30-2025, 08:11 PM



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