05-02-2022, 01:30 AM
I'm doing another update for Ken's Artillery 2 using sliders for the power and angle. I got the sliders themselves working OK, but for some reason the computer keeps thinking the mouse button is pressed on each turn and after one turn, and then the computer, the computer takes over and shoots from your guy thinking you have pressed the mouse already. For a long time I've had some issues with the mouse commands and I'm not sure how to fix this. Any help is appreciated, thank you. I put comment lines where the code is at to help you. Also, I spent over 2 hours trying to fix this trying many different ways and loops, etc. No success, this is as best as I can get it so far. Is there a command to reset the _mousebutton (1) command? Because that's all I really need.
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.
'It takes the computer a little time to learn how to hit your base.
'Created on June 26, 2019.
'Version 2 made on April 30, 2022.
'Added: Levels, random colored mountains, and better looking cannons.
_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 math help from B+."
Print: Print: Print
Print " Instructions: You play against the computer by shooting a cannonball"
Print " from your cannon at your base on the left side of the screen"
Print " to the computer's base on the right side of the screen."
Print " To do this, you type a power number between 0 and 80 and press Enter."
Print " Then you type an angle that the cannonball will travel at,"
Print " between 0 and 90 and press Enter."
Print " You get a point every time you hit the other base."
Print " If you hit the enemy 5 times you advance to the next mountain."
Print " If the enemy hits you 5 times in one mountain, you lose."
Print " Watch the wind speed indicator up on top to see the direction and"
Print " speed of the wind, which makes a big difference on where your"
Print " cannonball will land. Also, there will be a random sized mountain"
Print " and color for every level and game."
Print: Print: Print
Input " Press Enter to begin.", start$
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 " "
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
vel2 = 100
a = 45
a2 = 100
Line (61, 41)-(vel2, 69), _RGB32(255, 0, 1), BF
Line (61, 71)-(a2, 99), _RGB32(0, 255, 1), BF
'This is the part that I can't fix --------------------------------------------------------
go:
Do While _MouseInput
If Point(_MouseX, _MouseY) = _RGB32(255, 0, 1) And _MouseButton(1) = -1 Then
vel2 = _MouseX + 5
If vel2 > 259 Then vel2 = 259
Line (61, 41)-(259, 69), _RGB32(156, 210, 237), BF
Line (61, 41)-(vel2, 69), _RGB32(255, 0, 1), BF
vel = Int(vel2 / 4)
vel$ = Str$(vel)
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), vel$
_Display
End If
If Point(_MouseX, _MouseY) = _RGB32(0, 255, 1) And _MouseButton(1) = -1 Then
a2 = _MouseX + 5
If a2 > 259 Then a2 = 259
Line (61, 71)-(259, 99), _RGB32(156, 210, 237), BF
Line (61, 71)-(a2, 99), _RGB32(0, 255, 1), BF
a = Int(a2 / 3)
aaa$ = Str$(a)
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), aaa$
_Display
End If
If Point(_MouseX, _MouseY) = _RGB32(255, 0, 5) And _MouseButton(1) = -1 Then
GoTo going:
Else
GoTo go:
End If
Loop
Line (61, 41)-(vel2, 69), _RGB32(255, 0, 1), BF
Line (61, 71)-(a2, 99), _RGB32(0, 255, 1), BF
GoTo go:
'--------------------------------------------------------------------------------------------
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$(27) Then End
Circle (bx, by), 5, _RGB32(0, 0, 0)
Paint (bx, by), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
For ccc = 0 To 7 Step .1
Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(150, 50, 0) 'cannon line
Next ccc
oldbx = bx: oldby = by
dx = dx + airX
dy = dy + g
bx = bx + dx
by = by + dy
_Display
_Limit 30
Circle (oldbx, oldby), 5, _RGB(156, 210, 237)
Paint (oldbx, oldby), _RGB(156, 210, 237)
If Point(bx, by) = _RGB32(cl1, cl2, cl3) Then
mountain = 1
For explosion = 0 To 20 Step .5
Circle (bx, by), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
End If
If bx > cbx2 - 120 And bx < cbx2 + 20 And by >= ground - 2 Then
points = points + 1
win = 0
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
For explosion = 0 To 20 Step .5
Circle (bx, by), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
For sndd = 500 To 700 Step 50
Sound sndd, 1
Next sndd
mountain = 1
If points = 5 And win = 0 Then win = 1: level = level + 1: GoTo start:
End If
Loop Until mountain = 1 Or by > 700
For ccc = 0 To 7 Step .1
Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
'The Computer's Turn
comp:
Color _RGB(0, 0, 0)
Locate 10, 2: Print " "
Locate 10, 137: Print "Computer Turn"
GoSub Wind:
'Computer learns as it goes but is not perfect, like a human. ;-)
If c = 0 Then GoTo compstuff:
oldvel2 = vel2
compstuff:
Randomize Timer
vel2 = Int(Rnd * 35) + 30
a2 = a
vel2 = Int(vel2 / 4)
If c = 0 Then GoTo nex:
'Last shot was too far away.
If oldbx2 < cbx Then
vel2 = oldvel2 - 1
If vel2 < 8 Then vel2 = 8
End If
'Last shot wasn't far enough.
If oldbx2 > cbx Then
vel2 = oldvel2 + 1
If vel2 > 15 Then vel2 = 15
End If
nex:
c = 1
ca2 = _D2R(a2)
cmx2 = cbx2 - (100 * Cos(_D2R(a2)))
cmy2 = cby2 + (100 * Sin(_D2R(a2)))
'initialize
bx2 = cmx2 'ball x, y same as cannon mouth at start of shot
by2 = cmy2
dx2 = vel2 * Cos(ca2) 'start at cannon mouth
dy2 = vel2 * Sin(ca2)
'shot
Do
_Limit 200
a$ = InKey$
If a$ = Chr$(27) Then End
Circle (bx2, by2), 5, _RGB32(0, 0, 0)
Paint (bx2, by2), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
For ccc = 0 To 7 Step .1
Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(150, 50, 0) 'cannon line
Next ccc
oldbx2 = bx2: oldby2 = by2
dx2 = dx2 + airX
dy2 = dy2 + g
bx2 = bx2 - dx2
by2 = by2 + dy2
_Display
_Limit 30
Circle (oldbx2, oldby2), 5, _RGB(156, 210, 237)
Paint (oldbx2, oldby2), _RGB(156, 210, 237)
If Point(bx2, by2) = _RGB32(cl1, cl2, cl3) Then
mountain = 1
For explosion = 0 To 20 Step .5
Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
End If
If bx2 > cbx - 20 And bx2 < cbx + 120 And by2 >= ground Then
compoints = compoints + 1
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
For explosion = 0 To 20 Step .5
Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
For sndd = 500 To 700 Step 50
Sound sndd, 1
Next sndd
mountain = 1
If compoints = 5 Then Color _RGB(0, 0, 0): Locate 20, 65: Print "COMPUTER WINS!": GoTo asking:
End If
Loop Until mountain = 1 Or by2 > 700
For ccc = 0 To 7 Step .1
Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
GoTo again:
'This code is used in a few different places in the program.
Wind:
Color _RGB(0, 0, 0)
Locate 1, 73: Print "Wind"
If winddir$ = "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