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' Missile Lock
'
' Copyright (C) 2006 Ian Cowburn (ianc@noddybox.co.uk)
'
' This program is free software; you can redistribute it and/or modify
' it under the terms of the GNU General Public License as published by
' the Free Software Foundation; either version 2 of the License, or
' (at your option) any later version.
'
' This program is distributed in the hope that it will be useful,
' but WITHOUT ANY WARRANTY; without even the implied warranty of
' MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
' GNU General Public License for more details.
'
' You should have received a copy of the GNU General Public License
' along with this program; if not, write to the Free Software
' Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
'
' -------------------------------------------------------------------------
'
' $Id$
'
Strict
Import noddybox.algorithm
Import "global.bmx"
Import "particle.bmx"
Import "sound.bmx"
Const SHIP_TURN:Double=2
Const SHIP_MAX_SPEED:Double=2.5
Const SHIP_SPEED:Double=0.05
Const SHIP_MIN_SPEED:Double=1
Const MIN_TURN:Double=1
Const MAX_TURN:Double=5.0
Const MIN_SPEED:Double=1
Const MAX_SPEED:Double=2.2
Type GameState
Global score:Int=0
Global x:Double=0
Global y:Double=0
Global ang:Double=0
Global speed:Double=SHIP_MIN_SPEED
Global lives:Int=3
Global level:Int=1
Global max_missile:Int=1
Global missile_turn:Double=0.5
Global missile_speed:Double=1
Global shield:Int=5*HERTZ
Global game_over:Int=False
Global hit:Int=False
Global pause:Int=False
Global bonus_timer:Int
Global gonads:Int
Function Reset()
score=0
x=400
y=300
ang=0
speed=SHIP_MIN_SPEED
lives=3
SetLevel(1)
ShieldShip()
game_over=False
pause=False
End Function
Function ShieldShip()
shield=3*HERTZ
End Function
Function ShieldDown()
lives:-1
hit=True
gonads=False
ShieldShip()
If lives<0
game_over=True
SFX.ShipExplode()
Else
SFX.ShipHit()
EndIf
End Function
Function AddScore(s:Int)
score:+s
If score>GameConfig.hiscore
GameConfig.hiscore=score
EndIf
End Function
Function LevelUp()
SetLevel(level+1)
End Function
Function SetLevel(l:Int)
level=l
hit=False
gonads=True
max_missile=Min(50,l*2)
missile_turn=Min(MAX_TURN,MIN_TURN+Double(level)/4)
missile_speed=Min(MAX_SPEED,MIN_SPEED+Double(level)/4)
bonus_timer=l*500
End Function
Function Control()
If KeyDown(GameConfig.kleft)
ang:-SHIP_TURN
End If
If KeyDown(GameConfig.kright)
ang:+SHIP_TURN
End If
If KeyDown(GameConfig.kthrust) And speed<=SHIP_MAX_SPEED
speed=Min(SHIP_MAX_SPEED,speed+SHIP_SPEED)
gonads=False
Else
speed=Max(SHIP_MIN_SPEED,speed-SHIP_SPEED/2)
End If
If KeyHit(GameConfig.kpause)
pause=True
End If
If KeyHit(KEY_ESCAPE)
game_over=True
EndIf
End Function
Function Move()
x=(x+Sin(ang)*speed) Mod 800
y=(y-Cos(ang)*speed) Mod 600
If x<0 Then x:+800
If y<0 Then y:+600
Trail.Add()
If shield Then shield:-1
If bonus_timer Then bonus_timer:-1
End Function
Function Display()
Local s:String=""
For Local f:Int=1 To lives
s:+"~~"
Next
GFX.font.Draw("SCORE",0,0)
GFX.font.Draw(Number.Format(score),0,16,255,255,0)
GFX.font.Centre("SHIELDS",0)
GFX.font.Centre(s,16)
GFX.font.Draw("LEVEL " + level,0,584)
GFX.font.Draw("BONUS " + bonus_timer,350,584)
GFX.font.Draw("MISSILES " + MissileSet.Count(),623,584)
GFX.font.DrawRight("HISCORE",799,0)
GFX.font.DrawRight(Number.Format(GameConfig.hiscore),799,16,255,255,0)
End Function
End Type
Type BackdropStar
Field x:Double
Field y:Double
Field r:Int
Field g:Int
Field b:Int
Method New()
x=Rand(0,800)
y=Rand(0,600)
r=Rand(128,255)
g=Rand(128,255)
b=Rand(128,255)
End Method
End Type
Type Backdrop
Const NUM:Int=100
Global s:BackdropStar[]
Function Init()
s=New BackdropStar[NUM]
For Local f:Int=0 Until NUM
s[f]=New BackdropStar
Next
End Function
Function Draw()
For Local f:Int=0 Until NUM
SetColor(s[f].r,s[f].g,s[f].b)
DrawImage(GFX.star,s[f].x,s[f].y)
Next
End Function
End Type
Type TrailPart
Field x:Double
Field y:Double
Field ang:Double
Field al:Double
Field sc:Double
Method New()
x=GameState.x
y=GameState.y
ang=GameState.ang
al=1
sc=1
End Method
End Type
Type Trail
Global plist:TList
Function Init()
plist=CreateList()
End Function
Function Clear()
plist.Clear()
End Function
Function Add()
plist.AddLast(New TrailPart)
End Function
Function Draw()
SetColor(255,255,255)
Local l:TEasyLink=TEasyLink.Create(plist)
While l.Value()
Local t:TrailPart=TrailPart(l.Value())
If t.al>0.1
SetRotation(t.ang)
SetScale(t.sc,t.sc)
SetAlpha(t.al)
DrawImage(GFX.flame,t.x,t.y)
t.al:-0.05
't.sc:+0.1
l.MoveNext()
Else
l.Remove()
EndIf
Wend
SetRotation(0)
SetAlpha(1)
SetScale(1,1)
End Function
End Type
Type Missile
Field x:Double
Field y:Double
Field ang:Double
Field onscreen:Int
Field turn:Double
Field speed:Double
Field accurate:Int
Method New()
Select Rand(1,4)
Case 1
x=Rand(20,780)
y=Rand(-100,0)
ang=180
Case 2
x=Rand(20,780)
y=Rand(600,700)
ang=0
Case 3
y=Rand(20,580)
x=Rand(-100,0)
ang=90
Case 4
y=Rand(20,580)
x=Rand(800,900)
ang=270
End Select
speed=Rnd(Max(MIN_SPEED,GameState.missile_speed-0.1),GameState.missile_speed)
turn=Rnd(Max(MIN_TURN,GameState.missile_turn-0.1),GameState.missile_turn)
onscreen=False
If Rand(100)>50
accurate=True
EndIf
End Method
Method Update(tx:Double,ty:Double)
If onscreen
Local a:Double
If accurate
a=ATan2(tx-x,y-ty)
Else
a=ATan2(GameState.x-x,y-GameState.y)
EndIf
If a<0 Then a:+360
a:-ang
If a<0
If a>-180
ang:-turn
Else
ang:+turn
EndIf
ElseIf a>0
If a>180
ang:-turn
Else
ang:+turn
EndIf
EndIf
ang=ang Mod 360
If ang<0 Then ang:+360
EndIf
SetRotation(ang)
x:+Sin(ang)*speed
y:-Cos(ang)*speed
DrawImage(GFX.missile,x,y)
CollideImage(GFX.missile,x,y,0,0,MISSILE_LAYER,Self)
If onscreen
x=x Mod 800
y=y Mod 600
If x<0 Then x:+800
If y<0 Then y:+600
Else
onscreen=(x>=0 And x<800 And y>=0 And y<600)
EndIf
End Method
End Type
Type MissileSet
Global plist:TList
Global create:Int
Global wait:Int
Function Init()
plist=CreateList()
create=0
End Function
Function StartLevel()
plist.Clear()
create=GameState.max_missile
wait=HERTZ
End Function
Function Count:Int()
Return plist.Count()
End Function
Function Update()
If wait=0
If create
plist.AddLast(New Missile)
create:-1
SFX.MissileLaunch()
EndIf
wait=HERTZ
Else
wait:-1
EndIf
SetColor(255,255,255)
Local x:Double=(GameState.x+Sin(GameState.ang)*GameState.speed) Mod 800
Local y:Double=(GameState.y-Cos(GameState.ang)*GameState.speed) Mod 600
For Local m:Missile=EachIn plist
m.Update(x,y)
Next
SetRotation(0)
End Function
Function Nuke:Int()
Local c:Int=plist.Count()
For Local m:Missile=EachIn plist
Particles.AddExplosion(m.x,m.y)
Next
plist.Clear()
Return c
End Function
Function RemoveMissile(m:Missile)
plist.Remove(m)
End Function
Function AllDestroyed:Int()
Return (create=0 And plist.Count()=0)
End Function
End Type
Type Asteroid
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field ang:Double
Field angi:Double
Method New()
x=Rand(20,780)
y=Rand(20,580)
Repeat
dx=Rnd(-1,1)
dy=Rnd(-1,1)
Until dx<>0 And dy<>0
ang=Rand(360)
If Abs(dx)>Abs(dy)
angi=dx/2
Else
angi=dy/2
EndIf
End Method
Method Update()
ang:+angi
x=(x+dx) Mod 800
y=(y+dy) Mod 600
If x<0 Then x:+800
If y<0 Then y:+600
SetRotation(ang)
DrawImage(GFX.asteroid,x,y)
Local o:Object[]=CollideImage(GFX.asteroid,x,y,0,MISSILE_LAYER,ASTEROID_LAYER,Self)
If o
Particles.AddBigExplosion(x,y)
GameState.AddScore(10*GameState.level)
MissileSet.RemoveMissile(Missile(o[0]))
SFX.MissileExplode()
Return False
Else
Return True
EndIf
End Method
End Type
Type AsteroidSet
Global plist:TList
Function Init()
plist=CreateList()
End Function
Function StartLevel()
plist.Clear()
For Local f:Int=0 Until Max(5,GameState.max_missile)
plist.AddLast(New Asteroid)
Next
End Function
Function Update()
Local l:TEasyLink=TEasyLink.Create(plist)
While l.Value()
Local a:Asteroid=Asteroid(l.Value())
If (a.Update())
l.MoveNext()
Else
l.Remove()
EndIf
Wend
SetRotation(0)
End Function
Function Nuke()
Local c:Int=plist.Count()
For Local a:Asteroid=EachIn plist
Particles.AddExplosion(a.x,a.y)
Next
plist.Clear()
Return c
End Function
End Type
|