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Mouse Tank
#1
Here is a game I've been working on for a few days called Mouse Tank.
You use your mouse to move your little tank anywhere on the screen while dodging the monsters and shooting them 
with your left mouse button. Also you can turn the turret cannon using your mouse wheel. 
I know B+ made something similar to this years ago but I realized that half-way into making it. 
I hope you all enjoy it. I had a blast making it. Smile

@bplus

-Ken
[Image: Ken-s-Mouse-Tank.jpg]


Code: (Select All)

'Mouse Tank by SierraKen
'January 21, 2025

'Thank you to the QB64 Phoenix Forum, including B+ for the help over the years.

_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)

start:

level = 1
score = 0
health = 50
healthp = 100

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 left mouse button to fire at monsters."
Locate 13, 25: Print "To pause and unpause, press Space Bar."
Locate 14, 25: Print "Press Esc anytime to quit."
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

mw = -90
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

Do
    _Limit 400
    For n = 1 To num
        If nox(n) = 1 Then GoTo skip:
        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)
        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) * .2, _RGB32(255, 0, 0)
        fillCircle xx(n) + (si(n) * .3), yy(n) - (si(n) * .3), si(n) * .2, _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), , , .35
        Next sz
        skip:
        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 And nox(chk) <> 1 Then
                    For explosion = 1 To 100
                        Circle (lx, ly), explosion, _RGB32(255, 0, 0)
                        llx(explosion) = lx
                        lly(explosion) = ly
                    Next explosion
                    Sound 75, .1 '
                    oldx(chk) = -100: nox(chk) = 1
                    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$(level)
                If health < .01 Then
                    For explosion = 1 To 200
                        Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
                    Next explosion
                    For snd = 100 To 150 Step 5
                        Sound snd, .1
                    Next snd
                    Locate 20, 30: Print "G A M E    O V E R"
                    Locate 25, 30: Input "Again (Y/N)"; ag$
                    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
    b$ = InKey$
    If b$ = " " Then
        Do: c$ = InKey$:
            If c$ = Chr$(27) Then End
        Loop Until c$ = " "
    End If
    _Display
    Cls
Loop Until b$ = Chr$(27)
End


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
#2
Neato except every Basic game I've played I shoot with spacebar.

It's such a habit I disabled the Inkey$ detection, you have escape built into ending the main loop so there is zero loss of function.

This is allot like eRATication except no cheese Big Grin
b = b + ...
Reply
#3
Thanks for the suggestions B+. You are right, the Space Bar shooting is much more fun, so I added that, but also kept the mouse button firing as well in case people are already wanting that instead, or if people want to switch. I also changed the pause and un-pause to Esc and made Q to quit. Plus I fixed one line where people kept having to turn the gun turret at the start of each level from pointing up to wherever they want. Instead I kept the angle of the gun turret the same as the last level.
Much more fun now! Big Grin 

Code: (Select All)

'Mouse Tank by SierraKen
'January 21, 2025

'Thank you to the QB64 Phoenix Forum, including B+ for the help over the years.

_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)

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 "To pause and un-pause, press Esc."
Locate 14, 25: Print "Press Q anytime to quit."
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

Do
    _Limit 400
    For n = 1 To num
        If nox(n) = 1 Then GoTo skip:
        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)
        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) * .2, _RGB32(255, 0, 0)
        fillCircle xx(n) + (si(n) * .3), yy(n) - (si(n) * .3), si(n) * .2, _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), , , .35
        Next sz
        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 And nox(chk) <> 1 Then
                    For explosion = 1 To 100
                        Circle (lx, ly), explosion, _RGB32(255, 0, 0)
                        llx(explosion) = lx
                        lly(explosion) = ly
                    Next explosion
                    Sound 75, .1 '
                    oldx(chk) = -100: nox(chk) = 1
                    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$(level)
                If health < .01 Then
                    For explosion = 1 To 200
                        Circle (mx, my + 25), explosion, _RGB32(255, 0, 0)
                    Next explosion
                    For snd = 100 To 150 Step 5
                        Sound snd, .1
                    Next snd
                    Locate 20, 30: Print "G A M E    O V E R"
                    Locate 25, 30: Input "Again (Y/N)"; ag$
                    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
#4
Here is a video I made of me playing it. 

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#5
Cool game.
So this has scoring and lives?Big Grin
                                                                                                                 
MoreCowbell(everything)
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#6
Thanks Jack. No, just 1 life, but it has a health percentage. You might be reading "levels" that it has. Smile
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#7
@SierraKen well done! Great job on your game! Great job on SHARING it this way.

Screenshots make shares much more compelling to check out IMO!

Will give this a go Smile
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
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#8
Very cool game so far. I know you are using the wheel for turret, but the game is painful to control with the wheel, imo Smile

If it were slower, maybe we might have a chance with that method of control.

It would be cool to see this using joystick dual-stick kinda shooter style like MadTV, etc.

Left analog stick = move tank, Right analog stick = aim.

Adding controller support would be a fun challenge perhaps? Smile

Regardless, good job on this. The sound effects leave a little to be desired. There are new things in QB64PE where you can use custom waveforms and stuff built into the SOUND command. Check it out! consider trying noise for explosion, etc.

Smile

From wiki: SOUND page.

Code: (Select All)
Optional parameter waveform& can be one of the following:

    1 for square waveform (default)
    2 for sawtooth waveform
    3 for triangle waveform
    4 for sine waveform
    5 for white noise
    6 for pink noise
    7 for Brownian noise
    8 for LFSR-based noise
    9 for pulse waveform
    10 for a waveform defined by the _WAVE statement
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
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