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Diffstat (limited to 'shockwave.bb')
-rw-r--r-- | shockwave.bb | 1681 |
1 files changed, 1681 insertions, 0 deletions
diff --git a/shockwave.bb b/shockwave.bb new file mode 100644 index 0000000..2c926dd --- /dev/null +++ b/shockwave.bb @@ -0,0 +1,1681 @@ +; +; SHOCKWAVE (c) COPYRIGHT Ian Cowburn 2004 +; +; $Id: shockwave.bb,v 1.1 2005-02-21 23:29:07 ianc Exp $ +; + +Include "gfx/font.bb" + +; ============================================ +; TYPES +; ============================================ +; +Type Particle + Field id + Field a# + Field ai# + Field life +End Type + +Type SpriteText + Field id + Field txt + Field a# + Field ai# + Field xi# + Field yi# + Field zi# + Field life +End Type + +Type Shockwave + Field id + Field length + Field z# +End Type + +Type SWLine + Field x1#,y1# + Field r1,g1,b1 + Field x2#,y2# + Field r2,g2,b2 +End Type + +Type Asteroid + Field id + Field size + Field colcnt + Field speed# + Field dx#,dy# + Field power + Field split +End Type + +Type PowerUp + Field id + Field chance + Field max + Field count +End Type + +; ============================================ +; CONSTS +; ============================================ +; +Const MAPSIZE=256 +Const FIELDSIZE=246 + +Const RADSCALE=16 +Const RADSIZE=(MAPSIZE*2)/RADSCALE +Const RADMID=RADSIZE/2 + +Const TXTSIZE=256 + +Const SPRTXTSIZE=128 + +Const SHIPZ=150 +Const SHIPSZ#=2 + +Const ASTLARGE=20 +Const ASTMEDIUM=10 +Const ASTSMALL=5 +Const ASTMAXSPEED#=0.5 +Const ASTMINSPEED#=0.4 +Const ASTSHIELD=200 + +Const MAXSHIELD=100 + +Const SHIPTYPE=1 +Const SWTYPE=2 +Const ASTTYPE=3 + +Const POWNONE=0 +Const POWSPLIT=1 +Const POWSHIELD=2 +Const POWTURBOTURN=3 + +; ============================================ +; STATICS +; ============================================ +; +Global WINW=800 +Global WINH=600 + +Global sw.Shockwave=Null + + +; ============================================ +; MAIN +; ============================================ +; +Graphics3D WINW,WINH,32;,2 + +SetBuffer BackBuffer() + +Global camera=CreateCamera() + +CameraRange camera,0.1,10000 +CameraFogMode camera,0 + +AmbientLight 255,255,255 + +Global vectex=CreateVectex() +Global asttex=CreateAsttex() +Global powertex=CreatePowertex() +Global shieldtex=CreateShieldtex() +Global maptex=CreateMaptex() +Global radar=CreateTexture(RADSIZE,RADSIZE,1+2+16+32+256) +Global hud=CreateTexture(TXTSIZE,TXTSIZE,1+2+16+32+256) + +Global ship=CreateShip() +Global particle=CreateParticle() +Global large_asteroid=CreateAsteroid(ASTLARGE) +Global medium_asteroid=CreateAsteroid(ASTMEDIUM) +Global small_asteroid=CreateAsteroid(ASTSMALL) +Global map=CreateMap() +Global radar_spr=CreateSprite(camera) +Global hud_spr=CreateSprite(camera) + +Global start_sfx=LoadSound("sfx/start.wav") +Global laugh_sfx=LoadSound("sfx/laugh.wav") +Global explode_sfx=LoadSound("sfx/explode.wav") +Global pop_sfx=LoadSound("sfx/pop.wav") +Global turbostart_sfx=LoadSound("sfx/powerstart.wav") +Global turbostop_sfx=LoadSound("sfx/powerstop.wav") +Global turnstart_sfx=LoadSound("sfx/powerstart.wav") +Global turnstop_sfx=LoadSound("sfx/powerstop.wav") +Global smartbomb_sfx=LoadSound("sfx/smartbomb.wav") + +HideEntity particle +HideEntity large_asteroid +HideEntity medium_asteroid +HideEntity small_asteroid + +EntityType ship,SHIPTYPE +EntityRadius large_asteroid,ASTLARGE/2 +EntityRadius medium_asteroid,ASTMEDIUM/2 +EntityRadius small_asteroid,ASTSMALL/2 +EntityRadius ship,SHIPSZ + +;Collisions ASTTYPE,SWTYPE,2,1 +;Collisions ASTTYPE,SHIPTYPE,2,0 +Collisions ASTTYPE,ASTTYPE,1,1 + +PositionEntity radar_spr,7,5,15 +EntityTexture radar_spr,radar +PositionEntity hud_spr,0,0,2 +EntityTexture hud_spr,hud +ScaleSprite hud_spr,1.15,0.85 + +Global globang=0 +Global start_level=1 +Global start_bonus=0 +Global quit=False +Global MAX_SPEED#=1.0 +Global turn#=1.0 +Global speed#=0 +Global score=0 +Global shield=0 +Global dead=False +Global highscore=0 +Global new_highscore=False +Global hit_count=0 +Global hit_timer=0 +Global turbo_count=0 +Global turn_count=0 + +LoadHighScore() + +CreatePowerUp(POWSPLIT,99,1) +CreatePowerUp(POWSHIELD,97,0) +CreatePowerUp(POWTURBOTURN,95,10) + +Global timer=CreateTimer(100) + +Restore InstructionData +Read a$ +Global instruction$ + +While a$<>"END" + instruction$=instruction$+a$ + Read a$ +Wend + +Repeat + + SetCameraFOV(60) + + Menu() + + If quit + Exit + EndIf + + speed=0 + MAX_SPEED#=1.0 + turn#=2.0 + + ClearText() + + PositionEntity ship,0,0,SHIPZ + RotateMesh ship,0,0,0 + + ClearParticles() + ClearSpriteText() + InitShockwave(180,SHIPZ) + InitAsteroids() + + score=0 + shield=MAXSHIELD + dead=False + done=False + level=start_level + total_chain=0 + hit_timer=0 + hit_count=0 + + new_level=True + end_level=False + + While (Not dead) And (Not done) And (Not KeyHit(1)) + + If new_level + ClearText() + + ResetPowerUps() + + AddScore(0) + SubShield(0) + + noast=5+2*level + + If noast>100 + noast=100 + EndIf + + For f=1 To noast + NewAsteroid(ASTLARGE,Rand(-FIELDSIZE,FIELDSIZE),Rand(-FIELDSIZE,FIELDSIZE)) + Next + + For f=30 To 50 Step 4 + NewCameraSpriteText("LEVEL "+Str$(level),$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01) + Next + + PlaySound start_sfx + + total_chain=0 + turn_count=0 + turbo_count=0 + MAX_SPEED=1 + turn=2 + new_level=False + EndIf + + If (First Asteroid)=Null And (Not end_level) + If hit_timer>0 + hit_timer=0 + + If hit_count>5 + bonus=hit_count*50 + NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + NewCameraSpriteText(Str$(bonus),$ffff00,0,3,EntityZ(camera)+50,-0.2,1,0.005) + AddScore(bonus) + total_chain=total_chain+hit_count + EndIf + EndIf + + end_level=True + end_levelc=500 + + HudTextCentre(50,"LEVEL COMPLETE!",$ffffff) + + If start_bonus>0 + HudTextCentre(100,"START BONUS",$ff0000) + HudTextCentre(110,Str$(start_bonus),$ffff00) + AddScore(start_bonus) + start_bonus=0 + EndIf + + If total_chain>0 + bonus=total_chain*10 + HudTextCentre(160,"CHAIN BONUS",$ff0000) + HudTextCentre(170,Str$(bonus),$ffff00) + AddScore(bonus) + EndIf + + If shield=0 + HudTextCentre(190,"SECRET ZERO SHIELD BONUS",$ff0000) + HudTextCentre(200,"50000",$ffff00) + AddScore(50000) + SubShield(-MAXSHIELD) + ElseIf shield=MAXSHIELD + HudTextCentre(190,"PERFECT SHIELD BONUS",$ff0000) + HudTextCentre(200,"10000",$ffff00) + AddScore(10000) + ElseIf total_chain>0 + bonus=total_chain + + If sheild+bonus>MAXSHIELD + bonus=MAXSHIELD-shield + EndIf + + HudTextCentre(190,"NEW SHIELDS WON",$ff0000) + HudTextCentre(200,Str$(bonus),$ffff00) + SubShield(-bonus) + EndIf + + level=level+1 + EndIf + + If end_level + end_levelc=end_levelc-1 + + If end_levelc<200 + HudTextCentre(128,"GET READY!",$ffffff) + EndIf + + If end_levelc=0 + end_level=False + new_level=True + EndIf + EndIf + + If turn_count>0 + turn_count=turn_count-1 + + If turn_count=0 + PlaySound turnstop_sfx + turn=2 + EndIf + EndIf + + If turbo_count>0 + turbo_count=turbo_count-1 + + If turbo_count=0 + PlaySound turbostop_sfx + MAX_SPEED=1 + EndIf + EndIf + + If KeyDown(203) + TurnEntity ship,0,0,turn + EndIf + + If KeyDown(205) + TurnEntity ship,0,0,-turn + EndIf + + If KeyHit(25) + FlushKeys + c=$ffff00 + ci=-$111100 + While (Not KeyHit(25)) And (Not KeyHit(1)) + HudTextCentre(124,"P A U S E D",c) + c=c+ci + If c=0 Or c=$ffff00 Then ci=-ci + RenderWorld + Flip + Wend + HudTextCentre(124," ",$ffff00) + EndIf + + If speed<MAX_SPEED + speed=speed+0.02 + If speed>MAX_SPEED Then speed=MAX_SPEED + ElseIf speed>MAX_SPEED + speed=speed-0.02 + If speed<MAX_SPEED Then speed=MAX_SPEED + EndIf + + If hit_timer>0 + hit_timer=hit_timer-1 + + If hit_timer=0 + If hit_count>5 + bonus=hit_count*50 + NewCameraSpriteText("CHAIN BONUS",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005) + NewCameraSpriteText(Str$(bonus),$ff0000,0,3,EntityZ(camera)+50,-0.2,1,0.005) + AddScore(bonus) + total_chain=total_chain+hit_count + EndIf + + hit_count=0 + EndIf + EndIf + + MoveEntity ship,0,speed,0 + + PositionEntity camera,EntityX(ship),EntityY(ship),0 + ;PointEntity camera,ship + + UpdateParticles() + UpdateSpriteText() + + UpdateWorld + + RenderWorld + + UpdateAsteroids() + + AddShockwave(ship) + + DrawRadar() + + ex=EntityX(ship) + ey=EntityY(ship) + + If ex<-MAPSIZE Or ex>MAPSIZE + RotateEntity ship,0,0,-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + RotateEntity ship,0,0,180-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + Flip + + WaitTimer(timer) + + globang=(globang+10) Mod 360 + + Wend + + If dead + + PlaySound explode_sfx + + fov#=60 + + NewCameraSpriteText("GAME OVER!",$ffffff,0,0,EntityZ(camera)+0.5,0,0.1,-0.005) + + If hit_count>5 + NewCameraSpriteText("LOST A",$800000,0,-2,EntityZ(camera)+0.5,0,0.1,-0.005) + NewCameraSpriteText("CHAIN OF",$800000,0,-4,EntityZ(camera)+0.5,0,0.1,-0.005) + NewCameraSpriteText(Str$(hit_count)+"!",$800000,0,-6,EntityZ(camera)+0.5,0,0.1,-0.005) + EndIf + + If score>highscore + new_highscore=True + highscore=score + SaveHighScore() + Else + new_highscore=False + EndIf + + f=0 + + While (f<700) And (Not (KeyDown(57) Or KeyDown(1))) + SetCameraFOV(fov) + If fov<175 + fov=fov+1 + EndIf + UpdateAsteroids() + DrawRadar() + UpdateParticles() + UpdateSpriteText() + UpdateWorld + RenderWorld + Flip + f=f+1 + Wend + + While fov>60 + SetCameraFOV(fov) + fov=fov-5 + UpdateAsteroids() + DrawRadar() + UpdateParticles() + UpdateSpriteText() + UpdateWorld + RenderWorld + Flip + Wend + + SetCameraFOV(60) + + EndIf + +Forever + +End + +; ============================================ +; Utils +; ============================================ +; +.Utils + +Function SetCameraFOV(FOV#) + CameraZoom camera, 1.0 / Tan(FOV#/2.0) +End Function + +Function Info() + Color 255,255,255 + Text 0,0,"M:"+MeshWidth(ship)+","+MeshHeight(ship)+","+MeshDepth(ship) + Text 0,10,"S:"+MeshWidth(sw\id)+","+MeshHeight(sw\id)+","+MeshDepth(sw\id) +End Function + +Function AddScore(s) + score=score+s + HudText(0,0,"SCORE") + HudTextCol(48,0,score,$ff0000) +End Function + +Function SubShield(s) + orig=shield + shield=shield-s + If shield<0 And (Not dead) Then shield=0:dead=True:PlaySound laugh_sfx + If shield>300 Then shield=300 + If orig=>50 And shield<50 Then PlaySound laugh_sfx + If orig=>20 And shield<20 Then PlaySound laugh_sfx + HudText(150,0,"SHEILD") + HudTextCol(206,0,shield+" ",$ff0000) +End Function + +Function ClearTexture(t) + w=TextureWidth(t)-1 + h=TextureHeight(t)-1 + b=TextureBuffer(t) + LockBuffer b + For x=0 To w + For y=0 To h + WritePixelFast x,y,0,b + Next + Next + UnlockBuffer b +End Function + +Function RectTexture(t,x,y,w,h,c) + tw=TextureWidth(t)-1 + th=TextureHeight(t)-1 + b=TextureBuffer(t) + LockBuffer b + For xc=x To x+w-1 + For yc=y To y+h-1 + If xc>=0 And xc<tw And yc>=0 And yc<th + WritePixelFast xc,yc,c,b + EndIf + Next + Next + UnlockBuffer b +End Function + +; ============================================ +; Collisions +; ============================================ +; +.Collisions + +Function HitSW(e,size) + size=size/2 + ex=EntityX(e) + ey=EntityY(e) + + eminx=ex-size + emaxx=ex+size + + eminy=ey-size + emaxy=ey+size + + Return MeshesIntersect(e,sw\id) +End Function + + +; ============================================ +; Sprite Text +; ============================================ +; +.SpriteTextRoutines + +Function ClearSpriteText() + For s.SpriteText=Each SpriteText + FreeEntity s\id + FreeTexture s\txt + Delete s + Next +End Function + +Function UpdateSpriteText() + For s.SpriteText=Each SpriteText + + If s\life=0 + s\a=s\a-s\ai + + If s\a<0.05 + FreeEntity s\id + FreeTexture s\txt + Delete s + Else + EntityAlpha s\id,s\a + MoveEntity s\id,0,0,s\zi + EndIf + Else + s\life=s\life-1 + + If s\life=0 + FreeEntity s\id + FreeTexture s\txt + Delete s + Else + MoveEntity s\id,s\xi,s\yi,s\zi + EndIf + EndIf + + Next +End Function + +Function NewSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite() + s\a=al + s\ai=ai + s\zi=zi + s\xi=0 + s\yi=0 + s\life=0 + + ScaleSprite s\id,20,20 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,al + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +Function NewCameraSpriteText(a$,col,x#,y#,z#,zi#,al#,ai#) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite(camera) + s\a=al + s\ai=ai + s\zi=zi + s\xi=0 + s\yi=0 + s\life=0 + + ScaleSprite s\id,10,10 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,al + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +Function NewCameraSpriteTextScroll(a$,col,x#,y#,z#,xi#,yi#,zi#,life) + s.SpriteText=New SpriteText + s\txt=CreateTexture(SPRTXTSIZE,SPRTXTSIZE,1+2+16+32) + s\id=CreateSprite(camera) + s\a=al + s\ai=ai + s\zi=zi + s\xi=xi + s\yi=yi + s\life=life + + ScaleSprite s\id,1,1 + EntityTexture s\id,s\txt + PositionEntity s\id,x,y,z + EntityAlpha s\id,1 + + ClearTexture(s\txt) + TextureText(s\txt,a$,col) +End Function + +; ============================================ +; Text +; ============================================ +; +.TextRoutines + +Function ClearText() + b=TextureBuffer(hud) + LockBuffer b + For x=0 To TXTSIZE-1 + For y=0 To TXTSIZE-1 + WritePixelFast x,y,0,b + Next + Next + UnlockBuffer b +End Function + +Function HudText(tx,ty,a$) + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,font_data(c,x,y),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function HudTextCol(tx,ty,a$,col) + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function HudTextCentre(ty,a$,col) + tx=TXTSIZE/2-Len(a$)*4 + b=TextureBuffer(hud) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +Function TextureText(t,a$,col) + ty=TextureHeight(t)/2-4 + tx=TextureWidth(t)/2-Len(a$)*4 + b=TextureBuffer(t) + LockBuffer b + + For f=1 To Len(a$) + c=Asc(Mid$(a$,f,1))-32 + For x=0 To 7 + For y=0 To 7 + WritePixelFast tx+x,ty+y,(font_data(c,x,y) And $ff000000) Or (font_data(c,x,y) And col),b + Next + Next + tx=tx+8 + Next + UnlockBuffer b +End Function + + +; ============================================ +; Radar +; ============================================ +; +.Radar + +Function DrawRadar() + b=TextureBuffer(radar) + LockBuffer b + For x=0 To RADSIZE-1 + For y=0 To RADSIZE-1 + WritePixelFast x,y,$20ffffff,b + Next + Next + + x=RADMID+EntityX(ship)/RADSCALE + + If x<0 + x=0 + EndIf + + If x>=RADSIZE + x=RADSIZE-1 + EndIf + + For y=0 To RADSIZE-1 + WritePixelFast x,y,$7fffffff,b + Next + + y=RADMID-EntityY(ship)/RADSCALE + + If y<0 + y=0 + EndIf + + If y>=RADSIZE + y=RADSIZE-1 + EndIf + + For x=0 To RADSIZE-1 + WritePixelFast x,y,$7fffffff,b + Next + + For a.Asteroid=Each Asteroid + If a\size=ASTLARGE + c=$ffffff00 + ElseIf a\size=ASTMEDIUM + c=$ffc8c8c8 + Else + c=$ffa0a0a0 + EndIf + x=RADMID+EntityX(a\id)/RADSCALE + y=RADMID-EntityY(a\id)/RADSCALE + + If x>-1 And x<RADSIZE And y>-1 And y<RADSIZE + WritePixelFast x,y,c,b + EndIf + Next + UnlockBuffer b +End Function + + +; ============================================ +; Asteroids +; ============================================ +; +.Asteroids + +Function InitAsteroids() + For a.Asteroid=Each Asteroid + FreeEntity a\id + Delete a + Next +End Function + + +Function NewAsteroid(size,x#,y#) + a.Asteroid=New Asteroid + + If size=ASTLARGE + a\id=CopyEntity(large_asteroid) + ElseIf size=ASTMEDIUM + a\id=CopyEntity(medium_asteroid) + Else + a\id=CopyEntity(small_asteroid) + EndIf + + a\size=size + + EntityTexture a\id,shieldtex + PositionEntity a\id,x,y,SHIPZ + + a\colcnt=ASTSHIELD + + a\speed#=Rnd(ASTMINSPEED,ASTMAXSPEED) + ang=Rand(360) + + a\dx=Sin(ang)*a\speed + a\dy=Cos(ang)*a\speed + + a\power=PowerUp() + a\split=False + +End Function + + +Function UpdateAsteroids() + + If False + sz=32 + i=CreateImage(sz,sz) + CopyRect 0,0,sz,sz-1,0,1,TextureBuffer(shieldtex),ImageBuffer(i) + CopyRect 0,sz-1,sz,1,0,0,TextureBuffer(shieldtex),ImageBuffer(i) + CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(shieldtex) + FreeImage i + RotateTexture shieldtex,globang + EndIf + + do_split=False + + For a.Asteroid=Each Asteroid + + upd=True + + If a\colcnt>0 + a\colcnt=a\colcnt-1 + + If a\colcnt=0 + If a\power=POWNONE + EntityTexture a\id,asttex + Else + EntityTexture a\id,powertex + EndIf + EntityType a\id,ASTTYPE + EndIf + + hit_ship=False + hit_sw=False + Else + hit_ship=EntityDistance(a\id,ship)<(a\size/2+SHIPSZ) + hit_sw=HitSW(a\id,a\size) + EndIf + + If hit_ship + SubShield(1) + ElseIf hit_sw Or a\split + + If Not dead + AddScore(a\size) + + hit_timer=200 + hit_count=hit_count+1 + + If Not a\split + PlaySound pop_sfx + For f=10 To 100 Step 10 + NewAlphaParticle(particle,EntityX(a\id),EntityY(a\id),EntityZ(a\id)-f,1.0,-0.01) + Next + EndIf + + If a\size>ASTSMALL + x#=EntityX(a\id) + y#=EntityY(a\id) + + NewAsteroid(a\size/2,x,y) + NewAsteroid(a\size/2,x,y) + EndIf + + If a\power<>POWNONE + If a\split + ReturnPowerUp(a\power) + Else + Select a\power + Case POWSPLIT + NewCameraSpriteText("SMART BOMB!",$ff0000,0,0,EntityZ(camera)+30,-0.4,1,0.01) + do_split=True + PlaySound smartbomb_sfx + + Case POWSHIELD + NewCameraSpriteText("SHEILD UP!",$ff0000,0,0,EntityZ(camera)+31,-0.4,1,0.01) + SubShield(-10) + + Case POWTURBOTURN + If Rand(100)>50 + NewCameraSpriteText("TURBO NUTTER!",$ff0000,0,0,EntityZ(camera)+32,-0.4,1,0.01) + PlaySound turbostart_sfx + turbo_count=turbo_count+500 + MAX_SPEED=2 + Else + NewCameraSpriteText("TURN NUTTER!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01) + PlaySound turnstart_sfx + turn_count=turn_count+500 + turn=4 + EndIf + End Select + EndIf + EndIf + + FreeEntity a\id + Delete a + upd=False + EndIf + EndIf + + If upd + If CountCollisions(a\id)>0 + a\dx=CollisionNX(a\id,1)*a\speed + a\dy=CollisionNY(a\id,1)*a\speed + EndIf + + TurnEntity a\id,0,a\dx*2,0 + TranslateEntity a\id,a\dx,a\dy,0 + + ex=EntityX(a\id) + ey=EntityY(a\id) + + If ex<-MAPSIZE Or ex>MAPSIZE + s=Sgn(ex) + PositionEntity a\id,s*MAPSIZE,ey,SHIPZ + a\dx=-a\dx + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + s=Sgn(ey) + PositionEntity a\id,ex,s*MAPSIZE,SHIPZ + a\dy=-a\dy + EndIf + EndIf + Next + + If do_split + For a=Each Asteroid + a\split=True + Next + EndIf + +End Function + + +; ============================================ +; Shockwave +; ============================================ +; +.Shochwave + +Function InitShockwave(length,z#) + If sw<>Null + FreeEntity sw\id + Else + sw=New Shockwave + EndIf + + Delete Each SWLine + CreateSWLine(0,0,0) + + sw\length=length + sw\id=CreateMesh() + PositionEntity sw\id,0,0,z + EntityType sw\id,SWTYPE + EntityRadius sw\id,1 + CreateSurface(sw\id) + sw\z=z + + EntityFX sw\id,1+2+16+32 +End Function + + +Function CreateSWLine.SWLine(x#,y#,roll#) + s.SWLine=New SWLine + sz#=0.5 + + s\x1=x-sz*Cos(roll) + s\x2=x+sz*Cos(roll) + s\y1=y-sz*Sin(roll) + s\y2=y+sz*Sin(roll) + + s\r1=Rand(100,255) + s\g1=Rand(0,100) + s\b1=Rand(0,100) + s\r2=Rand(100,255) + s\g2=Rand(0,100) + s\b2=Rand(0,100) +End Function + + +Function AddShockwave(base) + + x#=EntityX(base) + y#=EntityY(base) + roll#=EntityRoll(base) + + CreateSWLine(x,y,roll) + + If sw\length>0 + sw\length=sw\length-1 + Else + Delete First SWLine + EndIf + + s=GetSurface(sw\id,1) + ClearSurface s,True,True + + al#=0.1 + + prev.SWLine=Null + + For sl.SWLine=Each SWLine + If prev<>Null + If True + v0=AddVertex(s,sl\x1,sl\y1,0) + v1=AddVertex(s,sl\x2,sl\y2,0) + v2=AddVertex(s,prev\x1,prev\y1,0) + v3=AddVertex(s,prev\x2,prev\y2,0) + + VertexColor s,v0,sl\r1,sl\g1,sl\b1,al + VertexColor s,v1,sl\r2,sl\g2,sl\b2,al + VertexColor s,v2,prev\r1,prev\g1,prev\b1,al + VertexColor s,v3,prev\r2,prev\g2,prev\b2,al + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) + EndIf + + If False + v0=AddVertex(s,sl\x1,sl\y1,-1) + v1=AddVertex(s,sl\x2,sl\y2,-1) + v2=AddVertex(s,prev\x1,prev\y1,-1) + v3=AddVertex(s,prev\x2,prev\y2,-1) + v4=AddVertex(s,sl\x1,sl\y1,1) + v5=AddVertex(s,sl\x2,sl\y2,1) + v6=AddVertex(s,prev\x1,prev\y1,1) + v7=AddVertex(s,prev\x2,prev\y2,1) + + VertexColor s,v0,sl\r1,sl\g1,sl\b1,al + VertexColor s,v1,sl\r2,sl\g2,sl\b2,al + VertexColor s,v2,prev\r1,prev\g1,prev\b1,al + VertexColor s,v3,prev\r2,prev\g2,prev\b2,al + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) + AddTriangle(s,v4,v6,v5) + AddTriangle(s,v4,v6,v7) + EndIf + + If al<1.0 + al=al+0.05 + EndIf + EndIf + + prev=sl + Next +End Function + + +; ============================================ +; Particles +; ============================================ +; +.Particles + +Function ClearParticles() + For p.Particle=Each Particle + FreeEntity p\id + Delete p + Next +End Function + +Function UpdateParticles() + For p.Particle=Each Particle + If p\life=0 Or p\a<=0 + FreeEntity p\id + Delete p + Else + p\life=p\life-1 + p\a=p\a+p\ai + EntityAlpha p\id,p\a + EndIf + Next +End Function + +Function NewParticle(base,x#,y#,z#,life) + p.Particle=New Particle + p\id=CopyEntity(base) + ShowEntity p\id + PositionEntity p\id,x,y,z + p\life=life +End Function + +Function NewAlphaParticle(base,x#,y#,z#,a#,ai#) + p.Particle=New Particle + p\id=CopyEntity(base) + ShowEntity p\id + EntityAlpha p\id,a + PositionEntity p\id,x,y,z + p\life=9999999 + p\a=a + p\ai=ai +End Function + + +; ============================================ +; Mesh and Texture +; ============================================ +; +.MeshAndTexture + +Function CreateVectex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + i=CreateImage(s,s) + b=BackBuffer() + SetBuffer ImageBuffer(i) + Color 128,128,128 + Rect 0,0,s,s,True + For f=0 To 128 + Color 255-f,255-f,255-f + Rect f,f,s-f*2,s-f*2,False + Next + SetBuffer b + CopyRect 0,0,s,s,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function CreateParticle() + m=CreateMesh() + b=CreateBrush(255,0,0) + s=CreateSurface(m,b) + + sz#=2 + + v0=AddVertex(s,0,sz,0) + v1=AddVertex(s,-sz,-0,0) + v2=AddVertex(s,0,-sz,0) + v3=AddVertex(s,sz,0,0) + + AddTriangle(s,v0,v2,v1) + AddTriangle(s,v0,v3,v2) + + UpdateNormals m + + Return m +End Function + +Function CreateShip() + + m=CreateMesh() + b=CreateBrush(255,255,255) + BrushTexture b,vectex + s=CreateSurface(m,b) + + sz#=SHIPSZ + + v0=AddVertex(s,0,sz,0,0,0) + v1=AddVertex(s,-sz,-sz,0,0,1) + v2=AddVertex(s,0,-sz/2,1,0,1) + v3=AddVertex(s,sz,-sz,0,1,0) + + AddTriangle(s,v0,v2,v1) + AddTriangle(s,v0,v3,v2) + + UpdateNormals m + + Return m + +End Function + +Function CreateAsttex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + i=CreateImage(s,s) + b=BackBuffer() + SetBuffer ImageBuffer(i) + Color 0,0,128 + Rect 0,0,s,s,True + Color 64,64,255 + For f=0 To 256 Step 32 + Rect f,0,4,256,True + Rect 0,f,256,4,True + Next + SetBuffer b + CopyRect 0,0,s,s,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function TRANS_CreateAsttex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For f=0 To 256 Step 32 + RectTexture(t,f,0,4,256,$ffffffff) + RectTexture(t,0,f,256,4,$ffffffff) + Next + Return t +End Function + +Function CreatePowertex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + i=CreateImage(s,s) + b=BackBuffer() + SetBuffer ImageBuffer(i) + Color 128,128,0 + Rect 0,0,s,s,True + Color 255,255,0 + For f=0 To 256 Step 32 + Rect f,0,4,256,True + Rect 0,f,256,4,True + Next + SetBuffer b + CopyRect 0,0,s,s,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function TRANS_CreatePowertex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For f=0 To 256 Step 32 + RectTexture(t,f,0,4,256,$ffffff00) + RectTexture(t,0,f,256,4,$ffffff00) + Next + Return t +End Function + +Function OLD_CreateShieldtex() + sz=32 + t=CreateTexture(sz,sz,1+4+8+256) + i=CreateImage(sz,sz) + b=BackBuffer() + SetBuffer ImageBuffer(i) + For f=0 To sz-1 + Color Rand(255),Rand(255),Rand(255) + Line 0,f,sz-1,f + Next + SetBuffer b + CopyRect 0,0,sz,sz,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function CreateShieldtex() + s=32 + t=CreateTexture(s,s,1+4+8+256) + ClearTexture(t) + For x=0 To s Step 2 + For y=0 To s Step 2 + RectTexture(t,x+(y Mod 2),y,1,1,$ffffffff) + ;RectTexture(t,x,y,1,1,$ffffffff) + Next + Next + Return t +End Function + +Function CreateAsteroid(size#) + + size=size/2 + + m=CreateSphere() + ScaleEntity m,size,size,size + Return m + + m=CreateMesh() + s=CreateSurface(m) + + pt#=16.0 + ai#=360.0/pt + + AddVertex(s,0,0,0,0.5,0.5) + + For f=0 To pt-1 + a#=f*ai + x#=Sin(a)*size + y#=Cos(a)*size + AddVertex(s,x,y,z,Abs(Sin(a)),Abs(Cos(a))) + Next + + For f=1 To pt-1 + AddTriangle(s,0,f,f+1) + Next + + AddTriangle(s,0,pt,1) + + UpdateNormals m + + Return m + +End Function + +Function CreateMaptex() + s=256 + t=CreateTexture(s,s,1+4+8+256) + i=CreateImage(s,s) + b=BackBuffer() + SetBuffer ImageBuffer(i) + Color 0,0,64 + Rect 0,0,s,s,True + For f=0 To 128 + rd=Rand(128,255) + gn=Rand(128,255) + bl=Rand(128,255) + + x=Rand(1,s-1) + y=Rand(1,s-1) + Color rd/2,gn/2,bl/2 + Plot x-1,y + Plot x+1,y + Plot x,y-1 + Plot x,y+1 + Color rd,gn,bl + Plot x,y + Next + Color 0,0,128 + Rect 0,0,s,s,False + SetBuffer b + CopyRect 0,0,s,s,0,0,ImageBuffer(i),TextureBuffer(t) + FreeImage i + Return t +End Function + +Function MapSurface(m,b,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4) + s=CreateSurface(m,b) + + v0=AddVertex(s,x1,y1,z1,0,0) + v1=AddVertex(s,x2,y2,z2,1,0) + v2=AddVertex(s,x3,y3,z3,0,1) + v3=AddVertex(s,x4,y4,z4,1,1) + + AddTriangle(s,v0,v1,v2) + AddTriangle(s,v1,v3,v2) +End Function + +Function CreateMap() + + m=CreateMesh() + b=CreateBrush(255,255,255) + BrushTexture b,maptex + + sz=MAPSIZE+10 + + MapSurface(m,b, -sz,sz,sz, sz,sz,sz, -sz,-sz,sz, sz,-sz,sz) + MapSurface(m,b, -sz,sz,-sz, sz,sz,-sz, -sz,sz,sz, sz,sz,sz) + MapSurface(m,b, -sz,-sz,-sz, -sz,sz,-sz, -sz,-sz,sz, -sz,sz,sz) + MapSurface(m,b, sz,sz,-sz, sz,-sz,-sz, sz,sz,sz, sz,-sz,sz) + MapSurface(m,b, sz,-sz,-sz, -sz,-sz,-sz, sz,-sz,sz, -sz,-sz,sz) + + UpdateNormals m + + Return m + +End Function + + +; ============================================ +; Menu +; ============================================ +; +.TitleRoutines + +Function Menu() + + FlushKeys + + InitAsteroids() + + ClearText() + + PositionEntity ship,0,0,SHIPZ + RotateMesh ship,0,0,0 + + ClearParticles() + ClearSpriteText() + InitShockwave(180,SHIPZ) + + done=False + turn=0 + count=100 + speed=0 + r=0 + g=0 + b=0 + i=1 + tl$="abcdefgh" + ic=1 + icl=Len(instruction$) + icp=1 + + HudTextCentre(20,"SHOCKWAVE",$ffffff) + HudTextCentre(30,"(C) 2004 IAN C",$ffffff) + + HudTextCentre(50,"PRESS F1 FOR LEVEL",$ffff00) + HudTextCentre(60,"PRESS SPACE TO PLAY",$ffff00) + HudTextCentre(80,"PRESS ESC TO QUIT",$ffff00) + + HudTextCentre(170,"HIGH SCORE",$ffffff) + + AddScore(0) + + ti=MilliSecs() + + While Not done + + HudText(245,0,Mid$(tl$,i,1)) + + If (MilliSecs()-ti)>200 + i=(i Mod Len(tl$))+1 + ti=MilliSecs() + EndIf + + HudTextCentre(110," START LEVEL " + start_level+" ",$00ffff) + HudTextCentre(120," BONUS " + start_bonus+" ",$00ffff) + + If new_highscore + HudTextCentre(170,"NEW HIGH SCORE",(g Shl 16) Or (b Shl 8) Or r) + EndIf + + HudTextCentre(180,Str$(highscore),(r Shl 16) Or (g Shl 8) Or b) + + r=(r+7) And 255 + g=(g+5) And 255 + b=(b+3) And 255 + + ic=ic-1 + + If ic=0 + NewCameraSpriteTextScroll(Mid$(instruction$,icp,1),$ffffff,5,-2,EntityZ(camera)+5,-0.02,0,0,500) + ;NewCameraSpriteTextScroll(Mid$(instruction$,icp,1),$111188,5,-2,EntityZ(camera)+5.1,-0.02,0,0,500) + ic=6 + icp=icp+1 + If icp>icl + icp=1 + EndIf + EndIf + + If KeyHit(1) + done=True + quit=True + EndIf + + If KeyHit(57) + done=True + EndIf + + If KeyHit(59) + start_level=start_level+5 + If start_level>30 + start_level=1 + EndIf + start_bonus=(start_level-1)^2*1000 + EndIf + + count=count-1 + + If count=0 + turn=Rand(-1,1) + + If turn=0 + count=Rand(1,200) + Else + count=Rand(10,200) + EndIf + EndIf + + If turn=-1 + TurnEntity ship,0,0,2 + EndIf + + If turn=1 + TurnEntity ship,0,0,-2 + EndIf + + If speed<MAX_SPEED + speed=speed+0.002 + EndIf + + MoveEntity ship,0,speed,0 + + PositionEntity camera,EntityX(ship),EntityY(ship),0 + ;PositionEntity camera,0,0,0 + ;PointEntity camera,ship + + UpdateParticles() + UpdateSpriteText() + + UpdateWorld + + RenderWorld + + AddShockwave(ship) + + DrawRadar() + + ex=EntityX(ship) + ey=EntityY(ship) + + If ex<-MAPSIZE Or ex>MAPSIZE + RotateEntity ship,0,0,-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + If ey<-MAPSIZE Or ey>MAPSIZE + RotateEntity ship,0,0,180-EntityRoll(ship) + MoveEntity ship,0,speed,0 + EndIf + + Flip + + globang=(globang+10) Mod 360 + + Wend + +End Function + + +; ============================================ +; Highscore Routines +; ============================================ +; +.HiScoreRoutines + +Function LoadHighScore() + fp=ReadFile("hiscore.dat") + + If fp=0 + Return + EndIf + + highscore=ReadInt(fp) + CloseFile fp +End Function + +Function SaveHighScore() + fp=WriteFile("hiscore.dat") + + If fp=0 + Return + EndIf + + WriteInt fp,highscore + CloseFile fp +End Function + + +; ============================================ +; Power Up Routines +; ============================================ +; +.PowerUpRoutines + +Function CreatePowerUp(id,chance,max) + p.PowerUp=New PowerUp + p\id=id + p\chance=chance + p\max=max +End Function + +Function ResetPowerUps() + For p.PowerUp=Each PowerUp + p\count=0 + Next +End Function + +Function PowerUp() + i=Rand(100) + + For p.PowerUp=Each PowerUp + If i>p\chance And p\count<p\max + p\count=p\count+1 + Return p\id + EndIf + Next + + Return POWNONE +End Function + +Function ReturnPowerUp(id) + For p.PowerUp=Each PowerUp + If p\id=id + p\count=p\count-1 + Return + EndIf + Next +End Function + + +; ============================================ +; Instruction Data +; ============================================ +; +.InstructionData +Data "THE ALIENS HAVE SELECTED YOU TO REPRESENT THE HUMAN RACE " +Data "IN SHOCKWAVE. " +Data "IF YOU FAIL 3 BILLION SOULS WILL BE LOST. MORE IMPORTANTLY, YOURS.... " +Data "UNFORTUNATELY, YOUR SHIP IS BUST. " +Data "THERE IS NO CONTROL OVER ITS " +Data "SPEED; ONLY STEERING WORKS AND YOU CAN ONLY DESTROY THE SPHERES WITH YOUR SHOCKWAVE EXHAUST. " +Data "THE DESTROYED SPHERES MAY ALSO HAVE " +Data "UNDESIRED EFFECTS ON THE SHIP... " +Data "TO STEER USE THE LEFT AND RIGHT CURSOR KEYS. PRESS P TO PAUSE. " +Data " " +Data "GOOD LUCK. " +Data "END"
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