Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
ClickAwayBalls - click moving balls in order before timer ends
#1
ClickAwayBalls is another little game that @bplus helped me with at the old forum.  Numbered balls bounce around over a moving plasma background.  You click them away in order before the timer runs out.  Updated it to fit larger desktops and added new font style and win/lose message. 

- Dav

Code: (Select All)

'ClickAwayBalls.bas v1.2
'by Dav, JUN/2024

'* NEW: using a new font, larger screen size, fixed gameover flag.

'Some helpful mod & tweaks by bplus.  Thanks bplus!!!

'Click on balls in order, starting at 1 until all gone,
'Do this before the timer runs out.

Randomize Timer
dw = Int(_DesktopWidth * .75) 'set board size based on user desktop size
dh = Int(_DesktopHeight * .75)

Screen _NewImage(dw, dh, 32)

_Delay .25
_ScreenMove _Middle
_PrintMode _KeepBackground

balls = 15: size = 45: speed = 3

ReDim BallX(balls), BallY(balls), BallDx(balls), BallDy(balls), BallSize(balls), BallShow(balls), BallC(balls) As _Unsigned Long

w = _Width: h = _Height: w2 = _Width / 2: h2 = _Height / 2

restart:

'Generate random ball data
For B = 1 To balls
    BallSize(B) = 50 + (Rnd * 50)
    BallX(B) = BallSize(B) + Rnd * (w - 2 * BallSize(B)): BallY(B) = BallSize(B) + Rnd * (h - 2 * BallSize(B))
    a = Rnd * _Pi(2): Ballspeed = 2 + B
    BallDx(B) = Ballspeed * Cos(a): BallDy(B) = Ballspeed * Sin(a)
    BallShow(B) = 1: BallC(B) = _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
Next

curball = 1
gametime = Timer
gameover = 0

timelimit = 45

Do
    Cls
    'compute ball movement
    For t = 1 To balls
        BallX(t) = BallX(t) + BallDx(t) 'move ball then make sure in bounds
        BallY(t) = BallY(t) + BallDy(t)
        If BallX(t) > w - BallSize(t) Then BallDx(t) = -BallDx(t): BallX(t) = w - BallSize(t)
        If BallX(t) < BallSize(t) Then BallDx(t) = -BallDx(t): BallX(t) = BallSize(t)
        If BallY(t) > h - BallSize(t) Then BallDy(t) = -BallDy(t): BallY(t) = h - BallSize(t)
        If BallY(t) < BallSize(t) Then BallDy(t) = -BallDy(t): BallY(t) = BallSize(t)
    Next
    'draw background
    t = Timer
    For x = 0 To w Step 6
        For y = 0 To h Step 6
            r = Sin(1.1 * t) * h2 - y + h2
            Line (x, y)-Step(5, 5), _RGB(r, r - y, -r), BF
        Next
        t = t + .01
        GoSub GetMouseClick
    Next

    If gameover = 1 Then
        Play "o2l16cegagfefgabgc3l4"
        cx = _Width / 2: cy = _Height / 2
        Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGBA(0, 0, 0, 150), BF
        Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGB(128, 255, 128), B
        PPRINT cx - 200, cy - 90, 60, _RGB(128, 255, 128), 1, "WINNER!!"
        _Display
        Sleep 4
        GoTo restart
    End If

    'draw balls
    For i = 1 To balls
        If BallShow(i) = 1 Then
            drawBall BallX(i), BallY(i), BallSize(i), BallC(i)
            'PPRINT BallX(i) - 12, BallY(i) - 12, 30, _RGB(1, 1, 1), 1, Right$("0" + _Trim$(Str$(i)), 2)
            PPRINT BallX(i) - 10, BallY(i) - 20, 30, _RGB(255, 255, 255), 1, Right$("0" + _Trim$(Str$(i)), 2)
        End If
    Next

    'Locate 1, 1: Print "Click ball.."; curball;
    PPRINT 20, 10, 20, _RGB(255, 0, Rnd * 255), 1, "Click ball: " + _Trim$(Str$(curball))
    'Locate 2, 1: Print timelimit - Int(Timer - gametime);
    PPRINT 20, 40, 30, _RGB(255, 0, Rnd * 255), 1, Str$(timelimit - Int(Timer - gametime))

    _Display: _Limit 30

    'If click on one ball (no overlayed oned) remove it
    If found = 1 Then
        If firstball = curball Then
            'erase ball
            drawBall BallX(firstball), BallY(firstball), BallSize(firstball), BallC(firstball)
            BallShow(firstball) = 0
            Play "mbl32o2ceg"
            _Display: _Delay .05
            curball = curball + 1
            found = 0
        Else
            found = found + 1
            lastfound = firstball
        End If
    End If


    'check if all clicked
    anyleft = 0
    For c = 1 To balls
        If BallShow(c) = 1 Then anyleft = anyleft + 1
    Next
    If anyleft = 0 Then
        gameover = 1
    End If

    If Timer - gametime > timelimit Then
        Play "mbo1l4dl8ddl4dl8feeddc#l2d"
        cx = _Width / 2: cy = _Height / 2
        Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGBA(0, 0, 0, 150), BF
        Line (cx - 300, cy - 130)-(cx + 300, cy + 30), _RGB(128, 255, 128), B
        PPRINT cx - 200, cy - 90, 60, _RGB(128, 255, 128), 1, "TIME OUT"
        _Display
        Sleep 4
        GoTo restart
    End If

Loop

End

'==============
GetMouseClick:
'==============

mi = _MouseInput
If _MouseButton(1) = 0 Then done = 0
If _MouseButton(1) And done = 0 Then
    mx = _MouseX: my = _MouseY
    found = 0
    For m = 1 To balls
        If BallShow(m) = 1 Then
            If Sqr((mx - BallX(m)) ^ 2 + (my - BallY(m)) ^ 2) < BallSize(m) Then
                If found = 0 Then firstball = m
                found = found + 1
                If found > 1 Then
                    lastfound = m
                End If
            End If
        End If
    Next
    done = 1
End If

Return


Sub drawBall (x, y, r, c As _Unsigned Long)
    Dim rred As Long, grn As Long, blu As Long, rr As Long, f
    rred = _Red32(c): grn = _Green32(c): blu = _Blue32(c)
    For rr = r To 0 Step -1
        f = 1 - rr / r
        fcirc x, y, rr, _RGB32(rred * f, grn * f, blu * f)
    Next
End Sub

Sub fcirc (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

Sub PPRINT (x, y, size, clr&, trans&, text$)
    'This sub outputs to the current _DEST set
    'It makes trans& the transparent color

    'x/y is where to print text
    'size is the font size to use
    'clr& is the color of your text
    'trans& is the background transparent color
    'text$ is the string to print

    '=== get users current write screen
    orig& = _Dest

    '=== if you are using an 8 or 32 bit screen
    bit = 32: If _PixelSize(0) = 1 Then bit = 256

    '=== step through your text
    For t = 0 To Len(text$) - 1
        '=== make a temp screen to use
        pprintimg& = _NewImage(16, 16, bit)
        _Dest pprintimg&
        '=== set colors and print text
        Cls , trans&: Color clr&
        Print Mid$(text$, t + 1, 1);
        '== make background color the transprent one
        _ClearColor _RGB(0, 0, 0), pprintimg&
        '=== go back to original screen  to output
        _Dest orig&
        '=== set it and forget it
        x1 = x + (t * size): x2 = x1 + size
        y1 = y: y2 = y + size
        _PutImage (x1 - (size / 2), y1)-(x2, y2 + (size / 3)), pprintimg&
        _FreeImage pprintimg&
    Next

End Sub

   

Find my programs here in Dav's QB64 Corner
Reply
#2
i remember this, did we ever run into problem with a higher ball blocking access to a lower ball?

oh they are constantly moving! Smile working fine on my end.
b = b + ...
Reply




Users browsing this thread: 2 Guest(s)