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08-27-2024, 05:11 PM
(This post was last modified: 08-27-2024, 07:30 PM by SierraKen.)
Much better! I found a trick to it, just keep pressing the space bar over and over and shoot spreads out so it's easier to hit them. I got around a score of 52 or so.
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Last version probably - my fun with it is about complete. Maybe someone else would like to add things to it from here on. Main changes in this version:
Balls will randomly drop their bombs on you now.
But...you now have an ultimate weapon - a super flash bomb.
Press ENTER to use it and destroy all balls and bombs on screen.
You only have 1 flash bomb to start with, but from time to time a
Red Pill will drop down. Collect those to get more flash bombs.
Some graphic enhancements added, like little screen shaking.
- Dav
Code: (Select All)
'=============
'ballshoot.bas v5
'=============
'A bare-bones small shooter game that you can expand on.
'Follow game here: https://qb64phoenix.com/forum/showthread.php?tid=2978
'Coded by Dav, AUG/2024 for QB64PE v3.13
'New for v5:
' - Balls randomly drop bombs on you now.
' - Health pills only drop down when needed.
' (When health perfect, they won't drop)
' - Super pills drops less frequently now.
' - New Red pill flash bomb drops occasionally
' Press ENTER to use your red flash bombs.
' When used, every balls on screen is killed
' The screen shakes too (with sound effect)
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'Moving shields appears now and then to protect balls.
'See how many balls you can shoot down before dying.
'Catch green pill to increase your health points +1.
'Catch yellow pill to be invincible for 15 seconds.
'Catch red pill to get a flash bomb! ENTER to use it.
'This is a basic shooter game that is easy enough to
'learn from and expand on so you can make your own game,
'I used balls as an enemy because I had a ball SUB handy,
'and it had a colorful effect. Used it for shots and
'for the moving shield. I also used an alpha screen
'clearing method using LINE instead of CLS. This gave
'all the moving pieces a neat trailing/fade effect.
'If you miss a ball, or a ball hits you, then you loose
'a health point. If you loose all 7 health points then
'the game is over.
'If you catch green pills, it adds +1 to your health.
'If you catch yellow pills, you are invincible 15 secs.
'If you catch a red pill it gives you a flash bomb.
'Press ENTER to use you flash bombs, which will destroy
'all balls and dropping bombs on the screen.
'There are many ways to exand this into something better.
'If you do make more out of it, please share it also.
Randomize Timer
balls = 6 'number of balls at one time
shots = 7 'number of shots allowed on screen
Dim ballx(1 To balls) 'ball x pos
Dim bally(1 To balls) 'ball y pos
Dim balld(1 To balls) 'ball direction
Dim ballr(1 To balls) 'ball radius
Dim balls(1 To balls) 'ball drop speed
Dim bombx(1 To balls) 'ball bomb x pos
Dim bomby(1 To balls) 'ball bomb y pos
Dim bomba(1 To balls) 'flag if bomb is active
Dim shotx(1 To shots) 'shot x pos
Dim shoty(1 To shots) 'shot y pos
Dim shota(1 To shots) 'flag if shot is active
Screen _NewImage(640, 480, 32)
_FullScreen _SquarePixels
_PrintMode _KeepBackground
'draw a background to use
c = 0
For y = 425 To _Height
Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
c = c + 1: If c = 255 Then c = 255
Next
back& = _CopyImage(_Display) 'copy backgraound as imag
highscore = 0
'========
StartGame:
'========
'start sound effect
Play "mbt200l16o2e,gg,o3cc,el8e,gl16c,el4c,e,g"
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
bombcount = 0 'no active bombs
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
respawny = -300
'shield 1 (moves left to right)
shield1s = 50 + Int(Rnd * 50) 'random sixe 50-100
shield1x = -shield1s 'starting position
shield1y = shield1s + (Rnd * 300)
shield1on = 0
'shield 2 (moves right to left)
shield2s = 50 + Int(Rnd * 50) 'random sixe 50-100
shield2x = _Width + shield2s
shield2y = shield2s + (Rnd * 300)
shield2on = 0
'healthpill
healthpillx = 50 + Int(Rnd * _Width - 100)
healthpilly = -10
healthpillon = 0
healthmax = 7
health = 7 'start with full health
'superpill
superpillx = 50 + Int(Rnd * _Width - 100)
superpilly = -10
superpillon = 0
'flashpill
flashpillx = 50 + Int(Rnd * _Width - 100)
flashpilly = -10
flashpillon = 0
flashbombs = 1 'start with one flash bomb
'generate random ball info
For i = 1 To balls
bomba(i) = 0 'all ball bombs off
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + respawny 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
balls(i) = Int(Rnd * 2) + 1
Next
'=== main game loop ===
Do
_PutImage (1, 1)-(_Width - 1, _Height - 1), back& 'put background down
'this make the trailing fade effect on screen (cooler than doing CLS)
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 75), BF
'add some screen sparklers
Line (Rnd * _Width, Rnd * 400)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'if health is getting low, show flashing yellow border around screen
If health = 2 Then Line (0, 0)-(_Width - 1, _Height - 1), _RGBA(255, 255, 0, Rnd * 40), B
'if health is critially low, show flashing red border around screen
If health = 1 Then Line (0, 0)-(_Width - 1, _Height - 1), _RGBA(255, 0, 0, Rnd * 40), B
'randomly turn moving shield 1 on from time to time
If Int(Rnd * 500) = 1 And shield1on = 0 Then shield1on = 1: Play "mbt200l32o3ege"
'randomly turn moving shield 2 on from time to time
If Int(Rnd * 500) = 1 And shield2on = 0 Then shield2on = 1: Play "mbt200l32o3ege"
'if shield 1 is on...
If shield1on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield1x = shield1x + 2 + wobble
'if it moves off screen
If shield1x > _Width Then
'shield off
shield1on = 0
'reset shield values
shield1s = 50 + Int(Rnd * 50)
shield1x = -shield1s
shield1y = 50 + (Rnd * 300)
Else
'draw shield 1
For s = 1 To shield1s Step 5
glowball shield1x + s, shield1y, 5, 255, 255, 255, 200
Next
End If
End If
'if shield 2 is on...
If shield2on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield2x = shield2x - 1 - wobble
'if it moves off screen
If shield2x < -shield2s Then
'shield off
shield2on = 0
'reset shield values
shield2s = 50 + Int(Rnd * 50)
shield2x = _Width + shield2s
shield2y = 50 + (Rnd * 300)
Else
'draw shield 2
For s = 1 To shield2s Step 5
glowball shield2x + s, shield2y, 5, 255, 255, 255, 200
Next
End If
End If
'randomly drop a health pillfrom time to time
If Int(Rnd * 600) = 1 And healthpillon = 0 And health <> healthmax Then healthpillon = 1: Play "mbt200l16o2baga"
If healthpillon = 1 Then
healthpilly = healthpilly + 3
'if it moves off screen
If healthpilly + 10 > _Height Then
'healthpill off
healthpillon = 0
'reset healthpill values
healthpillx = 50 + Int(Rnd * _Width - 100)
healthpilly = -10
healthpillon = 0
Else
'draw healthpill
Line (healthpillx, healthpilly)-(healthpillx + 10, healthpilly + 10), _RGB(0, 255, 0), BF
End If
'if healthpill hits player, add point to health
If Abs(healthpillx - playerx) < 20 And Abs(healthpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(0, 255, 0, 30), BF
If health < healthmax Then health = health + 1
'reset healthpill values
healthpillx = 50 + Int(Rnd * _Width - 100)
healthpilly = -10
healthpillon = 0
End If
End If
'randomly drop a super pill from time to time (super invincible mode)
If Int(Rnd * 1200) = 1 And superpillon = 0 And supermode = 0 Then superpillon = 1: Play "mbt200l16o3g,ee,c"
If superpillon = 1 Then
superpilly = superpilly + 3
'if it moves off screen
If superpilly + 10 > _Height Then
'superpill off
superpillon = 0
'reset superpill values
superpillx = 50 + Int(Rnd * _Width - 100)
superpilly = -10
superpillon = 0
Else
'draw superpill
Line (superpillx, superpilly)-(superpillx + (10), superpilly + (10)), _RGB(255, 255, 0), BF
End If
'if superpill hits player, start invincible mode
If Abs(superpillx - playerx) < 20 And Abs(superpilly - playery) < 20 Then
Play "mbt200l16o2c,eg,eo3c,o2ge"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, 30), BF
supermode = 1: supertime = Timer
'reset healthpill values
superpillx = 50 + Int(Rnd * _Width - 100)
superpilly = -10
superpillon = 0
End If
End If
'randomly drop red flashpill bomb from time to time
If Int(Rnd * 1600) = 1 And flashpillon = 0 Then flashpillon = 1: Play "mbt200l16o2baga"
If flashpillon = 1 Then
flashpilly = flashpilly + 3
'if it moves off screen
If flashpilly + 10 > _Height Then
'flashpill off
flashpillon = 0
'reset flashpill values
flashpillx = 50 + Int(Rnd * _Width - 100)
flashpilly = -10
flashpillon = 0
Else
'draw flashpill
Line (flashpillx, flashpilly)-(flashpillx + 10, flashpilly + 10), _RGB(255, 0, 0), BF
End If
'if flashpill hits player, add +1 to flashbombs count
If Abs(flashpillx - playerx) < 20 And Abs(flashpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
flashbombs = flashbombs + 1
'reset flashpill values
flashpillx = 50 + Int(Rnd * _Width - 100)
flashpilly = -10
flashpillon = 0
End If
End If
'ENTER uses super flash bomb, if you have one
If _KeyDown(13) And flashbombs > 0 Then
'shake screen a little
Play "mbt200l32o2bao1feo2cbo1fgo2ebo3efo2bfo1fgo2bco1fe"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 255, 30), BF
_Display
shake& = _CopyImage(_Display)
For t = 1 To 4
_PutImage (Rnd * 5, Rnd * 5), shake&
_Display
_Delay .05
Next
_FreeImage shake&
'destroy balls, and bombs
For t = 1 To balls
Circle (ballx(t), bally(t)), ballr(t), _RGB(255, 255, 255)
bomba(t) = 0
bally(t) = respawny
ballx(t) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(t) = 10 + Int(Rnd * 20) 'give ball new radius
balls(t) = Int(Rnd * 2) + 1 'new ball speed
Next
flashbombs = flashbombs - 1
End If
'handle displaying all balls
For i = 1 To balls
'randomly change ball direction by making a -1, 0 or 1 to add to x pos , sometimes.
If Rnd < .1 Then balld(i) = Int(Rnd * 3) - 1
'update ball x/y pos
ballx(i) = ballx(i) + balld(i) 'new ball x pos, with randomly generated direction
bally(i) = bally(i) + balls(i) 'drift ball y pos down...
'make sure ball stays in bounds
If ballx(i) < ballr(i) Then ballx(i) = ballr(i)
If ballx(i) > (_Width - ballr(i)) Then ballx(i) = (_Width - ballr(i))
'if you missed shooting a ball and it goes off screen, lower health
If bally(i) > _Height Then
'hurt health only if not in spuermode
If supermode = 0 Then
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
Play "mbt200l32o1bfc"
health = health - 1
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
End If
bally(i) = respawny 'new y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
End If
'finally draw ball....
glowball ballx(i), bally(i), ballr(i), 255, 255, 255, 255
'if ball's bomb is active, draw bomb
If bomba(i) Then
'draw the bomb
Circle (bombx(i), bomby(i)), 2, _RGB(255, 255, 255)
bomby(i) = bomby(i) + 5 'make bomb go down
'if bomb goes off screen, turn off
If bomby(i) > _Height Then bomba(i) = 0 'set bomb active flag off
End If
Next
'randomly drop a bomb from a ball, if it's on screen
For i = 1 To balls
If bomba(i) = 0 And bally(i) > 0 Then
If Int(Rnd * 300) = 1 Then
bomba(i) = 1
bombx(i) = ballx(i)
bomby(i) = bally(i)
End If
End If
Next
'draw player along bottom of screen
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, Rnd * 125, Rnd * 128), BF
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(0, 0, Rnd * 255), B
'if in supermode, give player a protective shield
If supermode = 1 Then Circle (playerx, playery), 10, _RGB(Rnd * 255, Rnd * 255, Rnd * 255)
'handle all active shots...
For i = 1 To shotcount
If shota(i) Then
'draw the shot
glowball shotx(i), shoty(i), 3, 255, 0, 0, 255
shoty(i) = shoty(i) - 5 'make shot go up
'if shot goes up off screen...
If shoty(i) < 0 Then shota(i) = 0 'set shot active flag off
'if shot hits shield1 then shot off
If shotx(i) > shield1x And shotx(i) < (shield1x + shield1s) Then
If shoty(i) > shield1y And shoty(i) < shield1y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
'if shot hits shield2 then shot off
If shotx(i) > shield2x And shotx(i) < (shield2x + shield2s) Then
If shoty(i) > shield2y And shoty(i) < shield2y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
End If
Next
'left/right arrows move player
If _KeyDown(19200) Then playerx = playerx - 7 'left arrow, move left
If _KeyDown(19712) Then playerx = playerx + 7 'right arrow, move right
'make sure player doesn't go off screen
If playerx < 0 Then
playerx = 0
ElseIf playerx > (_Width - 1) Then
playerx = (_Width - 1)
End If
'Spacebar fires a shot
If _KeyDown(32) Then
'look for first inactive shot to shoot
For i = 1 To UBound(shota)
'if this one is free, and lastshot time passed...
If shota(i) = 0 And Timer - lastshot > .2 Then
Play "mbt200l64o4bfag"
shotx(i) = playerx 'give it our x/y
shoty(i) = playery
shota(i) = 1 'mark it as active
'update shot count
If i > shotcount Then shotcount = i
lastshot = Timer 'mark time of this shot....
'Note: I'm using shot timer to prevent too rapid fire of shots
Exit For
End If
Next
End If
'see if shot hits a ball
For i = 1 To balls
For j = 1 To shotcount
If shota(j) Then
If Abs(ballx(i) - shotx(j)) < ballr(i) And Abs(bally(i) - shoty(j)) < ballr(i) Then
'flash a circle around hit ball
Play "mbt200l64o2cdefgabag"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 255, 255)
shota(j) = 0 'set shot active flag off
bally(i) = respawny 'y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
score = score + 1 'update score
End If
End If
Next
Next
'if a ball hits player, health decrease
For i = 1 To balls
If Abs(ballx(i) - playerx) < ballr(i) And Abs(bally(i) - playery) < ballr(i) Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
bally(i) = respawny
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'if a ball's bomb hits player, health decrease
For i = 1 To balls
If bomba(i) = 1 Then
If Abs(bombx(i) - playerx) < 5 And Abs(bomby(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
End If
Next
'increase respawning y pos of balls as time goes on
'this makes them come down more frequently as you go
If respawny < 0 Then respawny = respawny + .1
'==== draw information at top ======
'show player score
_PrintString (2, 2), "SCORE:" + Str$(score)
If score >= highscore Then highscore = score
'show HI Score
Color _RGB(255, 255, 0)
_PrintString (300, 2), "HI:" + Str$(highscore)
Color _RGB(255, 255, 255)
'draww flashbombs
Line (480, 5)-(490, 15), _RGB(196, 0, 0), BF
Line (480, 5)-(490, 15), _RGB(255, 0, 0), B
_PrintString (500, 3), "x" + Str$(flashbombs)
'draw health status
hcount = 1
For h = 1 To (healthmax * 10) Step 10
If health >= hcount Then
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), BF
Else
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'=========================
'if in supermode, check supertimer. If over 15 seconds, tunn off
If supermode = 1 Then
If Timer - supertime > 15 Then supermode = 0
End If
'if out of health, game over
If health < 1 Then
'game over sound effect
Play "mbt200l32o4b,ga,fg,ef,de,cd,o3bo4c,o3ab,ga,fg,ef,de,cd,o2bo3c,o2ab,ga,fg,el8f,d"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
_Display
shake& = _CopyImage(_Display)
For t = 1 To 5
_PutImage (Rnd * 7, Rnd * 7), shake&
_Display
_Delay .05
Next
_FreeImage shake&
'fade out screen to black
For f = 1 To 100
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 20), BF
_Display
_Delay .01
Next
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
If score = highscore Then _PrintString (275, 340), "NEW HI SCORE!"
_Display
_Delay 6
Cls: _Display
GoTo StartGame
End If
_Display
_Limit 30
Loop Until _KeyDown(27) 'ESC quits
End
Sub glowball (x, y, size, r, g, b, a)
t = Timer
For y2 = y - size To y + size
For x2 = x - size To x + size
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= size Then
clr = (size - (Sqr((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)))) / size
noise = Int(Rnd * 50)
r = Sin(6.005 * t) * size - y2 + size + 255 * 2
g = Sin(3.001 * t) * size - x2 + size + 255
b = Sin(2.001 * x2 / size + t + y2 / size) * r + 255
t = t + .00195
PSet (x2, y2), _RGBA(clr * r - noise, clr * g - noise, clr * b - noise, a)
End If
Next
Next
End Sub
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08-27-2024, 07:37 PM
(This post was last modified: 08-27-2024, 07:41 PM by SierraKen.)
It plays better, but I found a bug in it. When the game ended and restarted, the shooter wouldn't shoot anymore. I don't know if it was a random fluke or something in the code.
Yeah it must be in the code, it did it 2 times in a row now.
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Aw, shoot. I must have messed something up. Well, gotta go to work now. Will have to wait until later tonight.
- Dav
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@SierraKen: I haven't duplicated that error yet, but will keep testing for it. I added a special kamikaze ball that seeks the player out and is faster. Gonna add a few more things before posting a new version though, maybe clean up the code. May use different ball types - the one ball is getting boring.
- Dav
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Sounds good, could be something on my end too, who knows.
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Why aren't there any black balls?
Pete
- Black Balls Matter
Shoot first and shoot people who ask questions, later.
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(08-29-2024, 09:04 PM)Pete Wrote: Why aren't there any black balls?
Pete
- Black Balls Matter
I guess someone ate them all.
(8-ball).... (pool).... (get it).... (shut up Pete!)
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I'm a 9-ball man, myself. Spent a lot of my younger days coding near Chernobyl.
Pete
Shoot first and shoot people who ask questions, later.
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Updated once more. This new version adds some things and fixes some things. Thanks, @SierraKen, I dd find and fix the shooting bug you discovered. The shota() flags were not being reset correctly. New in this version:
Added:
- Added a kamikaze ball - flys towards your x/y pos.
- Added a ZigZag ball. Fast, flys in a zigzap pattern.
(you can shoot them or just avoid them)
- Destroyed ball has a new look when killed (firework look).
- Player piece explodes when game over (small particle explode)
- Player now turns gold while invincible (easier to know when you strong).
- Screen now flashes red/yellow colors on low health status
- Added flashing messages top/left to catch color pills
some fixes:
- _MOUSEHIDE hides the mouse on startup.
- fixed ball respawny pos after flashbomb
- Fixed game restart shooting bug (thx SierraKen!)
Restructured code.
(Sorry Pete, no 8 or 9 balls added yet..maybe next time)
- Dav
Code: (Select All)
'=============
'ballshoot.bas v6
'=============
'A bare-bones small shooter game that you can expand on.
'Follow game here: https://qb64phoenix.com/forum/showthread.php?tid=2978
'Coded by Dav, AUG/2024 for QB64PE v3.13
' WARNING: THIS GAME HAS FLASHING SCREENS (not much though)
'New for v6:
' - Added a kamikaze ball - seeks you out.
' Only appears now and then, and is fast.
' Shoot it if you can, or just avoid it.
' If it hits you you lose a health point.
' If you shoot it, you score +5 points.
' - Added ZigZag ball. Comes down zigzagy,
' Shoot it if you can, or just avoid it.
' If it hits you you lose a health point.
' If you shoot it, you score +5 points.
' - Destroyed enemy has more explode visual.
' - Player piece explodes when game over
' - Player now turns gold while invincible.
' - _MOUSEHIDE hides the mouse on startup.
' - Low health warnings now flash background
' (yellow background = low, red = critical)
' - fixed ball respawny pos after flashbomb
' - Added flashing messages to catch pills
' - Fixed game restart shooting bug (thx SierraKen)
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'Moving shields appears now and then to protect balls.
'See how many balls you can shoot down before dying.
'Catch green pill to increase your health points +1.
'Catch yellow pill to be invincible for 15 seconds.
'Catch red pill to get a flash bomb! ENTER to use it.
'This is a basic shooter game that is easy enough to
'learn from and expand on so you can make your own game,
'I used balls as an enemy because I had a ball SUB handy,
'and it had a colorful effect. Used it for shots and
'for the moving shield. I also used an alpha screen
'clearing method using LINE instead of CLS. This gave
'all the moving pieces a neat trailing/fade effect.
'If you miss a ball, or a ball hits you, then you loose
'a health point. If you loose all 7 health points then
'the game is over.
'If you catch green pills, it adds +1 to your health.
'If you catch yellow pills, you are invincible 15 secs.
'If you catch a red pill it gives you a flash bomb.
'Press ENTER to use you flash bombs, which will destroy
'all balls and dropping bombs on the screen.
'There are many ways to exand this into something better.
'If you do make more out of it, please share it also.
Randomize Timer
Screen _NewImage(640, 480, 32)
_FullScreen _SquarePixels
_PrintMode _KeepBackground
_MouseHide
'draw/save a background image to use
c = 0
For y = 425 To _Height
Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
c = c + 1: If c = 255 Then c = 255
Next: back& = _CopyImage(_Display) 'copy backgraound as back& image
highscore = 0 'start at zero
'========
StartGame:
'========
balls = 6 'number of balls at one time
shots = 7 'number of shots allowed on screen
ReDim ballx(1 To balls) 'ball x pos
ReDim bally(1 To balls) 'ball y pos
ReDim balld(1 To balls) 'ball direction
ReDim ballr(1 To balls) 'ball radius
ReDim balls(1 To balls) 'ball drop speed
ReDim bombx(1 To balls) 'ball bomb x pos
ReDim bomby(1 To balls) 'ball bomb y pos
ReDim bomba(1 To balls) 'flag if bomb is active
ReDim shotx(1 To shots) 'shot x pos
ReDim shoty(1 To shots) 'shot y pos
ReDim shota(1 To shots) 'flag if shot is active
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
bombcount = 0 'no active bombs
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
respawny = -300 'ball respawns off screen
healthmax = 7 'max level of health
health = 7 'start with max health
flashbombs = 1 'start with one flash bomb
'generate random ball info
For i = 1 To balls
bomba(i) = 0 'all ball bombs off
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + respawny 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
balls(i) = Int(Rnd * 2) + 1
Next
'start sound effect
Play "mbt200l16o2e,gg,o3cc,el8e,gl16c,el4c,e,g"
'============== main game loop ==============
Do
_PutImage (1, 1)-(_Width - 1, _Height - 1), back& 'put background down
'this make the trailing fade effect on screen (cooler than doing CLS)
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 75), BF
'add some screen sparklers
Line (Rnd * _Width, Rnd * 400)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'if health is getting low, show flashing yellow background
If health = 2 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, healthglow - 1), BF
'if health is critially low, show flashing red screen
If health = 1 Then Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, healthglow), BF
If healthway = 0 Then healthglow = healthglow + .5 Else healthglow = healthglow - .5
If healthglow > 5 Then healthway = 1
If healthglow < 0 Then healthway = 0
'======== Handle Shield1 =======
If shield1on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield1x = shield1x + 2 + wobble
'if it moves off screen
If shield1x > _Width Then
'shield off
shield1on = 0
Else
'draw shield1
For s = 1 To shield1s Step 5
glowball shield1x + s, shield1y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield 2 on from time to time
If Int(Rnd * 500) = 1 Then
shield1on = 1: Play "mbt200l32o3ege"
'reset shield values
shield1s = 50 + Int(Rnd * 50) 'random sixe 50-100
shield1x = -shield1s 'starting position
shield1y = shield1s + (Rnd * 300)
End If
End If
'======== Handle Shield2 ================
If shield2on = 1 Then
If Rnd < .1 Then wobble = Int(Rnd * 3) - 1
shield2x = shield2x - 1 - wobble
'if it moves off screen
If shield2x < -shield2s Then
'shield off
shield2on = 0
Else
'draw shield 2
For s = 1 To shield2s Step 5
glowball shield2x + s, shield2y, 5, 255, 255, 255, 200
Next
End If
Else
'randomly turn moving shield2 on from time to time
If Int(Rnd * 500) = 1 Then
shield2on = 1: Play "mbt200l32o3ege"
'reset shield values
shield2s = 50 + Int(Rnd * 50)
shield2x = _Width + shield2s
shield2y = shield2s + (Rnd * 300)
End If
End If
'====== Handle Green health pill =========
If healthpillon = 1 Then
healthpilly = healthpilly + 3
'if it moves off screen
If healthpilly + 10 > _Height Then
'healthpill off
healthpillon = 0
Else
'draw healthpill
Line (healthpillx, healthpilly)-(healthpillx + 10, healthpilly + 10), _RGB(0, 255, 0), BF
Color _RGBA(0, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 25), "CATCH GREEN PILL"
Line (2, 22)-(148, 42), _RGBA(0, 255, 0, 25 + (Rnd * 75)), B
End If
'if healthpill hits player, add point to health
If Abs(healthpillx - playerx) < 20 And Abs(healthpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(0, 255, 0, 30), BF
If health < healthmax Then health = health + 1
healthpillon = 0
End If
Else
'randomly drop a health pillfrom time to time
If Int(Rnd * 700) = 1 And health <> healthmax Then
healthpillon = 1: Play "mbt200l16o2baga"
healthpillx = Int(Rnd * (_Width - 100)) + 50
healthpilly = -10
End If
End If
'======= Handle Yellow super pill ==========
If superpillon = 1 Then
superpilly = superpilly + 3
'if it moves off screen
If superpilly + 10 > _Height Then
'superpill off
superpillon = 0
Else
'draw superpill
Line (superpillx, superpilly)-(superpillx + (10), superpilly + (10)), _RGB(255, 255, 0), BF
Color _RGBA(255, 255, 0, 25 + (Rnd * 75))
_PrintString (7, 55), "CATCH YELLOW PILL"
Line (2, 52)-(148, 72), _RGBA(255, 255, 0, 25 + (Rnd * 75)), B
End If
'if superpill hits player, start invincible mode
If Abs(superpillx - playerx) < 20 And Abs(superpilly - playery) < 20 Then
Play "mbt200l16o2c,eg,eo3c,o2ge"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 0, 30), BF
supermode = 1: supertime = Timer 'start a supertimer
End If
Else
'randomly drop a yellow superpill
If Int(Rnd * 1200) = 1 And supermode = 0 Then
superpillon = 1: Play "mbt200l16o3g,ee,c"
superpillx = Int(Rnd * (_Width - 100)) + 50
superpilly = -10
superpillon = 0
End If
End If
'======== Hnadle RED flash pill bomb ========
If flashpillon = 1 Then
flashpilly = flashpilly + 3
'if it moves off screen
If flashpilly + 10 > _Height Then
'flashpill off
flashpillon = 0
Else
'draw flashpill
Line (flashpillx, flashpilly)-(flashpillx + 10, flashpilly + 10), _RGB(255, 0, 0), BF
Color _RGBA(255, 0, 0, 25 + (Rnd * 75))
_PrintString (7, 85), "CATCH RED PILL!!"
Line (2, 82)-(148, 102), _RGBA(255, 0, 0, 25 + (Rnd * 75)), B
End If
'if flashpill hits player, add +1 to flashbombs count
If Abs(flashpillx - playerx) < 20 And Abs(flashpilly - playery) < 20 Then
Play "mbt200l16o2cegec"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
flashbombs = flashbombs + 1
flashpillon = 0
End If
Else
If Int(Rnd * 1600) = 1 Then
flashpillon = 1: Play "mbt200l16o2baga"
flashpillx = Int(Rnd * (_Width - 100)) + 50
flashpilly = -10
End If
End If
'======== Handle kamikaze ball ===========
If kamikazeon = 1 Then
'move kamikaze down
kamikazey = kamikazey + 4
'move kamikaze torwards players x pos
If playerx > kamikazex Then kamikazex = kamikazex + 3
If playerx < kamikazex Then kamikazex = kamikazex - 3
'make sure kamikaze stays in bounds
If kamikazex < kamikazer Then kamikazex = kamikazer
If kamikazex > (_Width - kamikazer) Then kamikazex = (_Width - kamikazer)
'if it moves off screen, turn it off
If kamikazey > _Height Then
'kamikaze off
kamikazeon = 0
Else
'draw kamikaze
glowball kamikazex, kamikazey, kamikazer, 255, 255, 255, 255
Circle (kamikazex, kamikazey), kamikazer, _RGB(128 + Rnd * 128, 128, 0)
End If
'if kamikaze hits player, hurt health
If Abs(kamikazex - playerx) < kamikazer And Abs(kamikazey - playery) < kamikazer Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 128, 0)
health = health - 1
End If
kamikazeon = 0
End If
Else
'radomly send a kamikaze ball
If Int(Rnd * 1200) = 1 Then
kamikazeon = 1: Play "mbt200l32o2efgfefefef"
kamikazex = Int(Rnd * (_Width - 100)) + 50
kamikazey = -10
kamikazer = 10
End If
End If
'========== Handle zigzag ball ============
If zigzagon = 1 Then
'move zigzag down
zigzagy = zigzagy + 4
'move zigzag in a zigzag way in x pos
If zigway = 0 Then zigzagx = zigzagx + 5 Else zigzagx = zigzagx - 5
'change zigzag movement with zigway variable
If zigzagx > zigzagstartx + 50 Then zigway = 1
If zigzagx < zigzagstartx - 50 Then zigway = 0
'if it moves off screen, turn it off
If zigzagy > _Height Then
'zigzag off
zigzagon = 0
Else
'draw zigzag
glowball zigzagx, zigzagy, zigzagr, 255, 255, 255, 255
Circle (zigzagx, zigzagy), zigzagr, _RGBA(255, 255, Rnd * 255, Rnd * 255)
End If
'if zigzag hits player, hurt health
If Abs(zigzagx - playerx) < zigzagr And Abs(zigzagy - playery) < zigzagr Then
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 128, 0)
health = health - 1
End If
zigzagon = 0
End If
Else
If Int(Rnd * 1200) = 1 Then
zigzagon = 1: Play "mbt200l32o2efgfefefef"
zigzagx = Int(Rnd * (_Width - 200)) + 100
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
End If
End If
'======= Handle ENTER key (RED flash bomb =======
If _KeyDown(13) And flashbombs > 0 Then
'shake screen a little
Play "mbt200l32o2bao1feo2cbo1fgo2ebo3efo2bfo1fgo2bco1fe"
Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 255, 30), BF
_Display
shake& = _CopyImage(_Display)
For t = 1 To 4
_PutImage (Rnd * 5, Rnd * 5), shake&
_Display
_Delay .05
Next
_FreeImage shake&
'destroy balls, and bombs
For t = 1 To balls
'Circle (ballx(t), bally(t)), ballr(t), _RGB(255, 255, 255)
'explode ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * ballr(t) * 1.5
x2 = ballx(t) + Cos(_D2R(angle)) * length
y2 = bally(t) + Sin(_D2R(angle)) * length
Line (ballx(t), bally(t))-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
bomba(t) = 0
bally(t) = Int(Rnd * (_Height / 4)) + respawny 'respawny
ballx(t) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(t) = 10 + Int(Rnd * 20) 'give ball new radius
balls(t) = Int(Rnd * 2) + 1 'new ball speed
'kill kamikaze
kamikazex = Int(Rnd * _Width) + 1 'x pos
kamikazey = -20 'y pos
kamikazer = 10
kamikazeon = 0
'kill zigzag
zigzagx = 50 + (Int(Rnd * _Width) - 100)
zigzagstartx = zigzagx
zigzagy = -20
zigzagr = 10
zigzagon = 0
Next
flashbombs = flashbombs - 1
End If
'======= Handle displaying all balls ===========
For i = 1 To balls
'randomly change ball direction by making a -1, 0 or 1 to add to x pos , sometimes.
If Rnd < .1 Then balld(i) = Int(Rnd * 3) - 1
'update ball x/y pos
ballx(i) = ballx(i) + balld(i) 'new ball x pos, with randomly generated direction
bally(i) = bally(i) + balls(i) 'drift ball y pos down...
'make sure ball stays in bounds
If ballx(i) < ballr(i) Then ballx(i) = ballr(i)
If ballx(i) > (_Width - ballr(i)) Then ballx(i) = (_Width - ballr(i))
'if you missed shooting a ball and it goes off screen, lower health
If bally(i) > _Height Then
'hurt health only if not in spuermode
If supermode = 0 Then
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
Play "mbt200l32o1bfc"
health = health - 1
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
End If
bally(i) = respawny 'new y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
End If
'finally draw ball....
glowball ballx(i), bally(i), ballr(i), 255, 255, 255, 255
'==== handle bomb action
'if ball has an active bomb, update bomb pos
If bomba(i) Then
'draw the bomb
Circle (bombx(i), bomby(i)), 2, _RGB(255, 255, 255)
bomby(i) = bomby(i) + 5 'make bomb go down
'if bomb goes off screen, turn off
If bomby(i) > _Height Then bomba(i) = 0 'set bomb active flag off
Else
'if not, randomly decide to drop one
If bally(i) > 0 Then
If Int(Rnd * 300) = 1 Then
bomba(i) = 1
bombx(i) = ballx(i)
bomby(i) = bally(i)
End If
End If
End If
Next
'======= Draw player along bottom of screen =======
If supermode = 1 Then
'golden color (super mode)
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, 255, Rnd * 128), BF
Else
'normal red player
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(255, Rnd * 125, Rnd * 128), BF
End If
Line (playerx - 5, playery - 5)-(playerx + 5, playery + 5), _RGB(0, 0, Rnd * 255), B
'if in supermode, give player a protective shield
If supermode = 1 Then Circle (playerx, playery), 10, _RGB(Rnd * 255, Rnd * 255, Rnd * 255)
'======= Handle all active shots on screen =====
For i = 1 To shotcount
If shota(i) Then
'draw the shot
glowball shotx(i), shoty(i), 3, 255, 0, 0, 255
shoty(i) = shoty(i) - 5 'make shot go up
'if shot goes up off screen...
If shoty(i) < 0 Then shota(i) = 0 'set shot active flag off
'if shot hits shield1 then shot off
If shotx(i) > shield1x And shotx(i) < (shield1x + shield1s) Then
If shoty(i) > shield1y And shoty(i) < shield1y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
'if shot hits shield2 then shot off
If shotx(i) > shield2x And shotx(i) < (shield2x + shield2s) Then
If shoty(i) > shield2y And shoty(i) < shield2y + 5 Then
Circle (shotx(i), shoty(i)), 5, _RGB(255, 255, 255)
Play "mbt200l32o6fb"
shota(i) = 0
End If
End If
End If
Next
'===== Handle left/right arrow keys pressed =======
If _KeyDown(19200) Then playerx = playerx - 7 'left arrow, move left
If _KeyDown(19712) Then playerx = playerx + 7 'right arrow, move right
'make sure player doesn't go off screen
If playerx < 0 Then
playerx = 0
ElseIf playerx > (_Width - 1) Then
playerx = (_Width - 1)
End If
'===== Handle SPACEBAR fires a shot ==========
If _KeyDown(32) Then
'look for first inactive shot to shoot
For i = 1 To UBound(shota)
'if this one is free, and lastshot time passed...
If shota(i) = 0 And Timer - lastshot > .2 Then
Play "mbt200l64o4bfag"
shotx(i) = playerx 'give it our x/y
shoty(i) = playery
shota(i) = 1 'mark it as active
'update shot count
If i > shotcount Then shotcount = i
lastshot = Timer 'mark time of this shot....
'Note: I'm using shot timer to prevent too rapid fire of shots
Exit For
End If
Next
End If
'===== See if a shot hits a ball, kamikaze, zigzag balls too ======
For i = 1 To balls
For j = 1 To shotcount
If shota(j) Then
'if shot hits a ball
If Abs(ballx(i) - shotx(j)) < ballr(i) And Abs(bally(i) - shoty(j)) < ballr(i) Then
Play "mbt200l64o2cdefgabag"
'explode ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * ballr(i) * 1.5
x2 = ballx(i) + Cos(_D2R(angle)) * length
y2 = bally(i) + Sin(_D2R(angle)) * length
Line (ballx(i), bally(i))-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
'generate a new ball
bally(i) = respawny 'y pos
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
score = score + 1 'update score
End If
'see if a shot hit kamikaze
If kamikazeon = 1 Then
If Abs(kamikazex - shotx(j)) < kamikazer And Abs(kamikazey - shoty(j)) < kamikazer Then
'destroy kamikaze
Play "mbt200l64o2cdefgabag"
'Circle (kamikazex, kamikazey), kamikazer, _RGB(255, 255, 255)
'kill kamikaze ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * kamikazer * 1.5
x2 = kamikazex + Cos(_D2R(angle)) * length
y2 = kamikazey + Sin(_D2R(angle)) * length
Line (kamikazex, kamikazey)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
kamikazeon = 0
score = score + 5 'update score
End If
End If
'see if a shot hit zigzag
If zigzagon = 1 Then
If Abs(zigzagx - shotx(j)) < zigzagr And Abs(zigzagy - shoty(j)) < zigzagr Then
'destroy zigzag
Play "mbt200l64o2cdefgabag"
'Circle (zigzagx, zigzagy), zigzagr, _RGB(255, 255, 255)
'kill zigzag ball
For k = 1 To 50 'num of lines
angle = Rnd * 360 'angle
length = Rnd * zigzagr * 1.5
x2 = zigzagx + Cos(_D2R(angle)) * length
y2 = zigzagy + Sin(_D2R(angle)) * length
Line (zigzagx, zigzagy)-(x2, y2), _RGBA(255, 255, 255, 128 + (Rnd * 128))
Next
shota(j) = 0 'set shot active flag off
zigzagon = 0
score = score + 5 'update score
End If
End If
End If
Next
Next
'===== See if a ball hits player, health decrease ======
For i = 1 To balls
If Abs(ballx(i) - playerx) < ballr(i) And Abs(bally(i) - playery) < ballr(i) Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
'generate a new ball
bally(i) = respawny
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
balls(i) = Int(Rnd * 2) + 1 'new ball speed
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
Next
'====== if a ball's falling bomb hits player, health decrease
For i = 1 To balls
If bomba(i) = 1 Then
If Abs(bombx(i) - playerx) < 5 And Abs(bomby(i) - playery) < 5 Then
'only if not in supermode
If supermode = 0 Then
Play "mbt200l32o1bfc"
bomba(i) = 0
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
health = health - 1
End If
End If
End If
Next
'increase respawning y pos of balls as time goes on
'this makes them come down more frequently as you go
If respawny < 0 Then respawny = respawny + .1
'==== draw information at top ======
'show player score
Color _RGB(255, 255, 255)
_PrintString (2, 2), "SCORE:" + Str$(score)
If score >= highscore Then highscore = score
'show HI Score
Color _RGB(255, 255, 0)
_PrintString (300, 2), "HI:" + Str$(highscore)
Color _RGB(255, 255, 255)
'draww flashbombs
Line (480, 5)-(490, 15), _RGB(196, 0, 0), BF
Line (480, 5)-(490, 15), _RGB(255, 0, 0), B
_PrintString (500, 3), "x" + Str$(flashbombs)
'draw health status
hcount = 1
For h = 1 To (healthmax * 10) Step 10
If health >= hcount Then
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), BF
Else
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'==== Check supertimer, turn off in 15secs up ======
'if in supermode, check supertimer. If over 15 seconds, tunn off
If supermode = 1 Then
If Timer - supertime > 15 Then supermode = 0
End If
'===== Check your health status, act on it =====
'if out of health, game over
If health < 1 Then
'game over sound effect
Play "mbt200l32o4b,ga,fg,ef,de,cd,o3bo4c,o3ab,ga,fg,ef,de,cd,o2bo3c,o2ab,ga,fg,el8f,d"
Line (0, 0)-(_Width, _Height), _RGBA(255, 0, 0, 30), BF
_Display
shake& = _CopyImage(_Display)
ReDim parts(100, 3) 'explosion particle array
For i = 0 To 99
parts(i, 0) = playerx 'particle x pos
parts(i, 1) = playery 'particle y pos
parts(i, 2) = Rnd * 360 'particle random angle
parts(i, 3) = Int(Rnd * 5) + 4 'particle random speed
Next
For doit = 0 To 255 Step 4
_PutImage (Rnd * 7, Rnd * 7), shake&
For i = 0 To 99
' Move the particles
parts(i, 0) = parts(i, 0) + Cos(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
parts(i, 1) = parts(i, 1) + Sin(parts(i, 2) * 3.14159 / 180) * parts(i, 3)
If parts(i, 1) < _Height And parts(i, 1) > 0 And parts(i, 0) < _Width And parts(i, 0) > 0 Then
Line (parts(i, 0), parts(i, 1))-Step(Rnd * 4, Rnd * 4), _RGBA(255, Rnd * 125, Rnd * 128, 255 - doit)
End If
Next
_Limit 30
_Display
Next
_FreeImage shake&
'fade out screen to black
For f = 1 To 100
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 20), BF
_Display
_Delay .01
Next
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
Color _RGB(255, 255, 255)
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
If score = highscore Then _PrintString (275, 340), "NEW HI SCORE!"
_Display
_Delay 6
Cls: _Display
GoTo StartGame
End If
_Display
_Limit 30
Loop Until _KeyDown(27) 'ESC quits
End
Sub glowball (x, y, size, r, g, b, a)
t = Timer
For y2 = y - size To y + size
For x2 = x - size To x + size
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= size Then
clr = (size - (Sqr((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)))) / size
noise = Int(Rnd * 50)
r = Sin(6.005 * t) * size - y2 + size + 255 * 2
g = Sin(3.001 * t) * size - x2 + size + 255
b = Sin(2.001 * x2 / size + t + y2 / size) * r + 255
t = t + .00195
PSet (x2, y2), _RGBA(clr * r - noise, clr * g - noise, clr * b - noise, a)
End If
Next
Next
End Sub
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