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08-24-2024, 11:46 PM
(This post was last modified: 09-09-2024, 01:52 PM by Dav.)
Here's a bare-bones shooter game example that I *think* is easy to learn from and to expand on. It's pretty simple. Shoot the balls, don't let any pass you or touch you. Move the piece at the bottom LEFT/RIGHT using the arrow keys, SPACE shoots. ESC quits. If a ball hits you or you let one pass the game is over.
Nothing much of a game, but it was a lazy Saturday and I just wanted to code something. Maybe some can make use of it. It would be easy to expand this little shooter.
- Dav
Note: Get the lastest ballshoot v8 HERE
Code: (Select All)
'=============
'ballshoot.bas
'=============
'A bare-bones small shooter game that you can expand on.
'Coded by Dav, AUG/2024 for QB64PE v3.13
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'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. I used it for the enemy
'as well has for the shots. I also used an alpha screen
'clearing method using LINE instead of CLS. This gave
'all the moving pieces a neat trailing/fade effect.
'Game is over if a ball hits you our you let one pass.
'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 = 6 '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 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
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
'generate random ball info
For i = 1 To balls
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + 1 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
Next
'=== main game loop ===
Do
'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 * _Height)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'handle 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) + 1 '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, end game
If bally(i) > _Height Then End
'finally draw ball....
glowball ballx(i), bally(i), ballr(i), 255, 255, 255, 255
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
'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
End If
Next
'left/right arrows move player
If _KeyDown(19200) Then playerx = playerx - 5 'left arrow, move left
If _KeyDown(19712) Then playerx = playerx + 5 '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
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
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 255, 255)
'Line (0, 0)-(_Width, _Height), _RGBA(255, 255, 255, 10), BF
shota(j) = 0 'set shot active flag off
bally(i) = 1 'give ball new y pos (top)
ballx(i) = Int(Rnd * _Width) + 1 'give ball a new x pos
ballr(i) = 10 + Int(Rnd * 20) 'give ball new radius
score = score + 1 'update score
End If
End If
Next
Next
'if a ball hits player, end game
For i = 1 To balls
If Abs(ballx(i) - playerx) < ballr(i) And Abs(bally(i) - playery) < ballr(i) Then End
Next
'show score
Locate 1, 1: Print "Score: "; score;
_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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08-25-2024, 02:40 PM
(This post was last modified: 08-25-2024, 02:56 PM by Pete.)
My avatar is probably better off without shooting himself in the balls again. He had a friend who played your game. Ever here of Deadwood Dick?
I managed a 67 on 5th game while Sam was out partying.
+1
Pete
Shoot first and shoot people who ask questions, later.
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Hmm, I’ve never heard of that comic book before, and I was a serious comic book collector as a kid. Will have to look it up.
67 ain’t too shabby.
- Dav
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A cancelled gig gave me time to play with this game today. Made it more like a real game, almost a little fun. Main changes are:
Added Sound effects using PLAY statements
Added health point count (5). Out of health points, game over.
(missing a ball or hitting one cost you a health point)
Some balls fall faster than others, more challenging.
Added moving shield that protects balls from your shots.
Added simple ground background for player to move on
Added simple game over message when health out.
See how many balls you can shoot down before running out of health.
- Dav
Code: (Select All)
'=============
'ballshoot.bas v2
'=============
'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 v2: - Added Sound effects using PLAY
' - Added simple ground background
' - Some balls fall faster than others
' - Added moving shield that protects balls
' - Added health points. 5 hits, game over.
' - Added simple game over message
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'A moving shield appears now and then to protect balls.
'See how many balls you can shoot down before dying.
'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 6 health point then
'the game is over.
'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 = 6 '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 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
'========
StartGame:
'========
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
shieldx = -50
shieldy = 50 + (Rnd * 200)
shieldon = 0
health = 5 'full health
'generate random ball info
For i = 1 To balls
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) + 1 'y pos
balld(i) = Int(Rnd * 3) - 1 'moving direction
ballr(i) = 10 + Int(Rnd * 20) 'radius
balls(i) = Int(Rnd * 2) + 1
Next
'draw ground
c = 0
For y = 400 To _Height
Line (0, y)-(_Width, y), _RGBA(c / 3, c / 2, c, 225 + Rnd * 25), BF
c = c + .5: If c = 255 Then c = 255
Next
back& = _CopyImage(_Display) 'copy backgraound as image
'=== main game loop ===
Do
_PutImage (0, 0)-(_Width, _Height), 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 * 375)-Step(Rnd * 3, Rnd * 3), _RGBA(255, 255, 255, Rnd * 200), BF
'randomly turn moving shield on from time to time
If Int(Rnd * 500) = 1 Then shieldon = 1: Play "mbt200l32o3ege"
'if shield is on...
If shieldon = 1 Then
shieldx = shieldx + 2
'if it moves off screen
If shieldx > _Width Then
'shield off
shieldon = 0
'reset shield values
shieldx = -50
shieldy = 50 + (Rnd * 200)
Else
'draw shield
For s = 1 To 50 Step 5
glowball shieldx + s, shieldy, 5, 255, 255, 255, 200
Next
End If
End If
'handle 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
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)
bally(i) = 1 'give ball new y pos (top)
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
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
'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 shield then shot off
If shotx(i) > shieldx And shotx(i) < (shieldx + 50) Then
If shoty(i) > shieldy And shoty(i) < shieldy + 5 Then
Circle (shotx(i), shoty(i)), 3, _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) = 1 'give ball new y pos (top)
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
Play "mbt200l32o1bfc"
Circle (ballx(i), bally(i)), ballr(i), _RGB(255, 0, 0)
bally(i) = 1 'give ball new y pos (top)
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
Next
'show score
_PrintString (1, 1), "Score:" + Str$(score)
'draw health status
hcount = 1
For h = 1 To 50 Step 10
If health >= hcount Then
Line (580 + h, 5)-(580 + h + 5, 10), _RGB(0, 255, 0), BF
Else
Line (580 + h, 5)-(580 + h + 5, 10), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'if out of health, game over
If health = 0 Then
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
_PrintMode _KeepBackground
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
_Display
_Delay 3
End
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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Fun, 135.
New to QB64pe? Visit the QB64 tutorial to get started.
QB64 Tutorial
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That is fun! Very 1977 in so few lines. I want the gun to move faster, but I guess you have to be strategic...
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08-27-2024, 02:03 AM
(This post was last modified: 08-27-2024, 02:04 AM by SierraKen.)
This is awesome Dav! Kinda like a futuristic version of Space Invaders meets pinball...
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Hey, thanks guys! I couldn't stop messing with this tonight, had fun adding things. New version:
Added 2nd shield, made them both random sizes.
A green health pill drops from time to time, giving you +1 health point
A yellow super pill drops sometimes making you invincible for 15 seconds
Game restarts when over. Hi score now kept. Few more tweaks.
- Dav
Code: (Select All)
'=============
'ballshoot.bas v3
'=============
'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 v3: - Added 2nd moving shield, both now random sizes
' - Green Health point pill drops randomly
' (catch it to restore +1 health point)
' - Yellow super pill gives invincible mode (no hurt)
' (catch it to be invincible for 15 seconds)
' - Flashing yellow border when health getting low
' - Flashing Red border when health critically low
' - Balls are out of sight when the game starts
' - Game restarts when over. ESC quits.
' - HI SCORE now shown
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'A moving shield 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.
'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 6 health point then
'the game is over.
'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 = 6 '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 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:
'========
'set game defaults
score = 0 'score is zero
shotcount = 0 'no active shots
playerx = _Width / 2 'x pos of player
playery = 475 'y pos of player (this stays same)
'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
health = 5 'start with full health
'superpill
superpillx = 50 + Int(Rnd * _Width - 100)
superpilly = -10
superpillon = 0
'generate random ball info
For i = 1 To balls
ballx(i) = Int(Rnd * _Width) + 1 'x pos
bally(i) = Int(Rnd * (_Height / 4)) - 200 '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
shield1x = shield1x + 2
'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
shield2x = shield2x - 2
'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 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 < 5 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 * 1000) = 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
'handle 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) = 1 'give ball new y pos (top)
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
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 a protective shield
If supermode = 1 Then Circle (playerx, playery), 10, _RGB(255, 255, 0)
'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) = 1 'give ball new y pos (top)
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) = 1 'give ball new y pos (top)
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
'show player score
_PrintString (2, 2), "SCORE:" + Str$(score)
If score >= highscore Then highscore = score
'show HI Score
_PrintString (300, 2), "HI:" + Str$(highscore)
'draw health status
hcount = 1
For h = 1 To 50 Step 10
If health >= hcount Then
Line (580 + h, 5)-(580 + h + 5, 10), _RGB(0, 255, 0), BF
Else
Line (580 + h, 5)-(580 + h + 5, 10), _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 = 0 Then
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
_PrintMode _KeepBackground
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(score)
_Display
_Delay 5
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
Posts: 409
Threads: 74
Joined: Apr 2022
Reputation:
20
Wild stuff! I forgot to tell you that this game is VERY hard... I can only play for like 5 seconds until the game is over. It's because too many balls come down at once and it's impossible to get them all. It might help if you added mouse support to your shooter. That way you can shoot more of them. I really hope you make this easier because it's really fun.
Posts: 723
Threads: 118
Joined: Apr 2022
Reputation:
106
Yeah, it's kinda hard for me too, @SierraKen. Not very hard for Terry though it looks like, lol. I've given us some more help in this version. Starts easier, but gets harder. You can play longer now. New for v4:
Increased health points max to 7
Increased number of active shots you can have.
Increased health status display (easier to notice)
Balls don't reappear so quickly at first, but as time moves on they will.
Shields move across with a wobble now, are in the way longer.
Added game start and game over sound effects.
Few more tweaks...
- Dav
Code: (Select All)
'=============
'ballshoot.bas v4
'=============
'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 v4: - Added game start and game over sound effects.
' - Balls don't reappear so quickly at first, but
' as time moves on they respawn more frequently.
' - Increased health max to 7, live longer and prosper.
' - Increased number of active shots you can have.
' (that's right, you now have a seven shooter)
' - Increased health status display (easier to notice)
' - Shields move across with a wobble, in the way more.
' (have to give the enemy something more too...)
' - Fade out screen when game over (looks better)
' - Added New Hi Score notice after game, if you got it.
'Move player using arrow keys - SPACE bar shoots.
'Shoot the balls. Don't let any hit you or pass you by.
'A moving shield 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.
'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 6 health point then
'the game is over.
'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 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
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
'generate random ball info
For i = 1 To balls
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 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 * 1000) = 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
'handle 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
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 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
'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
'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$(highscore)
Color _RGB(255, 255, 255)
'draw health status
hcount = 1
For h = 1 To (healthmax * 10) Step 10
If health >= hcount Then
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), BF
Else
Line (560 + h, 5)-(560 + h + 5, 15), _RGB(0, 255, 0), B
End If
hcount = hcount + 1
Next
'if in supermode, check supertimer. If over 15 seconds, tunn off
If supermode = 1 Then
If Timer - supertime > 15 Then supermode = 0
End If
'if out of health, game over
If health = 0 Then
'game over sound effect
Play "mbt200l32o4b,ga,fg,ef,de,cd,o3bo4c,o3ab,ga,fg,ef,de,cd,o2bo3c,o2ab,ga,fg,el8f,d"
'fade out screen to black
For f = 1 To 100
Line (0, 0)-(_Width, _Height), _RGBA(0, 0, 0, 20), BF
_Display
_Delay .01
Next
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 128), BF
Line (250, 200)-(400, 300), _RGBA(128, 128, 128, 255), B
_PrintString (275, 225), " GAME OVER"
_PrintString (275, 245), "OUT OF HEALTH"
_PrintString (275, 265), " SCORE:" + Str$(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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