10-04-2022, 10:21 PM
Next we will start the alien ship at a random upper location in either the right or left side of the screen. Right or left is determined by the inital direction, so if the ship is traveling right, it will enter from the left. How about if up or down is the initial direction. Well, we disallowed this as part of an addition to and existing statement that exits the sub if either of those directions get selected.
The other code added to achieve the side entry is:
Stage 2)
The next stage will demonstrate how to use arrays to put two or more ships on the screen.
Pete
Code: (Select All)
IF ran = oldran OR olda_y = 0 AND olda_x = 0 AND ran = 1 OR olda_y = 0 AND olda_x = 0 AND ran = 5 THEN
The other code added to achieve the side entry is:
Code: (Select All)
IF olda_y = 0 AND olda_x = 0 THEN ' New alien space ship enters the screen.
a_y = (bottom - top) \ 2: a_x = (right - left) \ 2 ' Center sreen.
a_y = (bottom - top) \ 4 + RND * (bottom - top) \ 4
IF ran < 5 THEN ' Determine side of entry from initial direction.
a_x = left + 1 ' Enter from the left side and go right.
ELSE
a_x = right - LEN(alien$) ' Enter from the right side and go left.
END IF
END IF
Stage 2)
Code: (Select All)
DIM SHARED top, bottom, left, right
a = 120: b = 42
WIDTH a, b
_SCREENMOVE 0, 0
top = 3: bottom = _HEIGHT: left = 0: right = _WIDTH
msg$ = "Alien space ship movement demo."
LOCATE 1, (right - left) \ 2 - LEN(msg$) \ 2
PRINT msg$;
LOCATE 1, 2: PRINT STRING$(_WIDTH, "_");
DO
_LIMIT 30
alien_move
LOOP
SUB alien_move:
STATIC a_y, a_x, olda_y, olda_x, alien$, inertia, ran, ran_y, ran_x, oldran, z5
IF ABS(z5 - TIMER) > .1 THEN ' Time delay.
y_restore = CSRLIN: x_restore = POS(0) ' Restore column and row upon exit.
IF alien$ = "" THEN alien$ = "-<>-"
IF olda_y <> 0 AND olda_x <> 0 THEN LOCATE olda_y, olda_x: PRINT SPACE$(LEN(alien$));
IF inertia = 0 THEN
inertia = INT(RND * (bottom - top) / 2) + 1 ' How many moves to go in any one direction.
ran = INT(RND * 8) + 1 ' Choose 1 of 8 possible directions.
IF ran = oldran OR olda_y = 0 AND olda_x = 0 AND ran = 1 OR olda_y = 0 AND olda_x = 0 AND ran = 5 THEN
LOCATE y_restore, x_restore: EXIT SUB ' Just hover if direction was not changed on existing alien space ship or if a new alien space ship is entering from the sides and up or down was generated.
END IF
SELECT CASE ran ' Get changes in column and row coordinates.
CASE 1: ran_y = -1: ran_x = 0 ' Up.
CASE 2: ran_y = -1: ran_x = 1 ' Up and right.
CASE 3: ran_y = 0: ran_x = 1 ' Right.
CASE 4: ran_y = 1: ran_x = 1 ' Down and right.
CASE 5: ran_y = 1: ran_x = 0 ' Down.
CASE 6: ran_y = 1: ran_x = -1 ' Down and left.
CASE 7: ran_y = 0: ran_x = -1 ' Left.
CASE 8: ran_y = -1: ran_x = -1 ' Up and left.
END SELECT
IF olda_y = 0 AND olda_x = 0 THEN ' New alien space ship enters the screen.
a_y = (bottom - top) \ 2: a_x = (right - left) \ 2 ' Center sreen.
a_y = (bottom - top) \ 4 + RND * (bottom - top) \ 4
IF ran < 5 THEN ' Determine side of entry from initial direction.
a_x = left + 1 ' Enter from the left side and go right.
ELSE
a_x = right - LEN(alien$) ' Enter from the right side and go left.
END IF
END IF
oldran = ran ' Remember last direction. Another line uses this to disallow any RND that chooses the same direction twice.
ELSE
inertia = inertia - 1 ' Count down the number of moves in any one direction. When zero, switch direction.
END IF
a_y = a_y + ran_y: a_x = a_x + ran_x * 2 ' Next move coordinates. I use * 2 for horizontal movement to match the 16x8 pixel height over width factor.
IF a_y < top OR a_y > bottom OR a_x <= left OR a_x + LEN(alien$) > right THEN
olda_x = 0: olda_y = 0: inertia = 0: oldran = 0 ' Out of bounds and off the screen.
ELSE
LOCATE a_y, a_x: PRINT alien$; ' Move alien space ship.
olda_y = a_y: olda_x = a_x ' Remember these coordinates to erase alien space ship on next loop.
END IF
z5 = TIMER
LOCATE y_restore, x_restore ' Restore entry column and row positions.
END IF
END SUB
The next stage will demonstrate how to use arrays to put two or more ships on the screen.
Pete