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|
; shockwave -- a naff game
;
; Copyright (C) 2005 Ian Cowburn (ianc@noddybox.demon.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: shockwave.bb,v 1.11 2005-05-08 23:44:30 ianc Exp $
;
Include "gfx/font.bb"
; ============================================
; TYPES
; ============================================
;
Type Particle
Field id
Field a#
Field ai#
Field spin#
Field dx#,dy#,dz#
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
Type QSound
Field snd
Field time
Field obj
End Type
; ============================================
; CONSTS
; ============================================
;
Const DEBUGMODE=False
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#=149
Const WAVEZ#=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 POWTURBOTURN=2
Const POWSHIELD=3
Const POWFPS=4
Const TURN_NORMAL#=3
Const TURN_TURBO#=2
Const MAXSPEED_NORMAL#=1
Const MAXSPEED_TURBO#=2
Const CAMERA_NORMAL=1
Const CAMERA_FPS=2
; ============================================
; GLOBLS
; ============================================
;
Global WINW=800
Global WINH=600
Global sw.Shockwave=Null
; ============================================
; MAIN
; ============================================
;
Graphics3D WINW,WINH,32;,2
SetBuffer BackBuffer()
Global camera=CreateCamera()
Global listener=CreateListener(camera,0.001)
Dim snd_emitter(7)
For f=0 To 7
snd_emitter(f)=CreatePivot(camera)
Next
PositionEntity snd_emitter(0),0,0,2
PositionEntity snd_emitter(1),1,0,1
PositionEntity snd_emitter(2),2,0,0
PositionEntity snd_emitter(3),1,0,-1
PositionEntity snd_emitter(4),0,0,-2
PositionEntity snd_emitter(5),-1,0,-1
PositionEntity snd_emitter(6),-2,0,0
PositionEntity snd_emitter(7),-1,0,1
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=Load3DSound("sfx/start.wav")
Global bonus_level_sfx=Load3DSound("sfx/bonus_level.wav")
Global laugh_sfx=Load3DSound("sfx/laugh.wav")
Global explode_sfx=Load3DSound("sfx/explode.wav")
Global pop_sfx=Load3DSound("sfx/pop.wav")
Global turbostart_sfx=Load3DSound("sfx/powerstart.wav")
Global turbostop_sfx=Load3DSound("sfx/powerstop.wav")
Global turnstart_sfx=Load3DSound("sfx/powerstart.wav")
Global turnstop_sfx=Load3DSound("sfx/powerstop.wav")
Global smartbomb_sfx=Load3DSound("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 fps_camera=CreateCamera(ship)
Global fps_radar_spr=CreateSprite(fps_camera)
Global fps_hud_spr=CreateSprite(fps_camera)
PositionEntity fps_radar_spr,7.4,5.3,9
EntityTexture fps_radar_spr,radar
PositionEntity fps_hud_spr,0,0,2
EntityTexture fps_hud_spr,hud
ScaleSprite fps_hud_spr,1.85,1.45
TurnEntity fps_camera,-70,0,0
MoveEntity fps_camera,0,5,-15
CameraProjMode camera,0
Global current_camera=camera
Global globang=0
Global start_level=1
Global start_bonus=0
Global quit=False
Global MAX_SPEED#=MAXSPEED_NORMAL
Global turn#=TURN_NORMAL
Global speed#=0
Global score=0
Global shield=0
Global dead=False
Global highscore=0
Global highlostchain=0
Global new_highscore=False
Global new_highlostchain=False
Global hit_count=0
Global hit_timer=0
Global turbo_count=0
Global turn_count=0
Global fps_count=0
Global is_bonus_level=False
LoadHighScore()
CreatePowerUp(POWSPLIT,99,1)
CreatePowerUp(POWSHIELD,97,0)
CreatePowerUp(POWTURBOTURN,95,10)
CreatePowerUp(POWFPS,98,2)
SetCamera(CAMERA_NORMAL)
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#=MAXSPEED_NORMAL
turn#=TURN_NORMAL
ClearText()
PositionEntity ship,0,0,SHIPZ
RotateMesh ship,0,0,0
ClearParticles()
ClearSpriteText()
InitShockwave(180,WAVEZ)
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
FlushKeys
Delete Each QSound
While (Not dead) And (Not done) And (Not KeyHit(1))
If new_level
If (level Mod 5)=0
is_bonus_level=True
Else
is_bonus_level=False
EndIf
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
If is_bonus_level
For f=30 To 50 Step 4
NewCameraSpriteText("BONUS LEVEL",$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01)
Next
EmitSound(bonus_level_sfx,camera)
Else
For f=30 To 50 Step 4
NewCameraSpriteText("LEVEL "+Str$(level),$ffffff,0,0,EntityZ(camera)+f,-0.4,1,0.01)
Next
EmitSound(start_sfx,camera)
EndIf
total_chain=0
hit_count=0
turn_count=0
turbo_count=0
new_level=False
EndIf
If (First Asteroid)=Null And (Not end_level)
If hit_timer>0
hit_timer=0
If hit_count>5
bonus=hit_count*50
NewCameraSpriteText("CHAIN BONUS",$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*17
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,"99999",$ffff00)
AddScore(99999)
SubShield(-MAXSHIELD)
ElseIf shield=MAXSHIELD
HudTextCentre(190,"PERFECT SHIELD BONUS",$ff0000)
HudTextCentre(200,"20000",$ffff00)
AddScore(20000)
ElseIf total_chain>0
bonus=total_chain
If (shield+bonus)>MAXSHIELD
bonus=MAXSHIELD-shield
EndIf
HudTextCentre(190,"NEW SHIELDS WON",$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
If (level Mod 5)=0
HudTextCentre(128,"BONUS LEVEL!",$ffffff)
Else
HudTextCentre(128,"GET READY!",$ffffff)
EndIf
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
CircleQSound(turnstop_sfx,1)
turn=TURN_NORMAL
EndIf
EndIf
If turbo_count>0
turbo_count=turbo_count-1
If turbo_count=0
CircleQSound(turbostop_sfx,1)
MAX_SPEED=MAXSPEED_NORMAL
EndIf
EndIf
If fps_count>0
fps_count=fps_count-1
If fps_count=0
CircleQSound(turbostop_sfx,1)
SetCamera(CAMERA_NORMAL)
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
ProcessQSounds()
Flip
WaitTimer(timer)
globang=(globang+10) Mod 360
If DEBUGMODE
If KeyHit(200)
MAX_SPEED=MAX_SPEED+0.1
NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
EndIf
If KeyHit(208)
MAX_SPEED=MAX_SPEED-0.1
NewCameraSpriteText(Str$(MAX_SPEED),$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
EndIf
If KeyHit(64)
For ast.Asteroid=Each Asteroid
FreeEntity ast\id
Delete ast
Next
NewCameraSpriteText("DELALL",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
EndIf
If KeyHit(65)
SubShield(shield)
NewCameraSpriteText("NOSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
EndIf
If KeyHit(66)
SubShield(-MAXSHIELD)
NewCameraSpriteText("FULLSHLD",$ff0000,0,5,EntityZ(camera)+50,-0.2,1,0.005)
EndIf
EndIf
Wend
SetCamera(CAMERA_NORMAL)
new_highscore=False
new_highlostchain=False
If dead
CircleQSound(explode_sfx,25)
fov#=60
NewCameraSpriteText("GAME OVER!",$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)+"!",$800000,0,-6,EntityZ(camera)+0.5,0,0.1,-0.005)
EndIf
If score>highscore
new_highscore=True
highscore=score
EndIf
If hit_count>5 And hit_count>highlostchain
new_highlostchain=True
highlostchain=hit_count
EndIf
If new_highscore Or new_highlostchain
SaveHighScore()
EndIf
f=0
While (f<700) And (Not (KeyDown(57) Or KeyDown(1)))
ProcessQSounds()
SetCameraFOV(fov)
If fov<175
fov=fov+1
EndIf
UpdateAsteroids()
DrawRadar()
UpdateParticles()
UpdateSpriteText()
UpdateWorld
RenderWorld
Flip
f=f+1
Wend
While fov>60
ProcessQSounds()
SetCameraFOV(fov)
fov=fov-5
UpdateAsteroids()
DrawRadar()
UpdateParticles()
UpdateSpriteText()
UpdateWorld
RenderWorld
Flip
Wend
SetCameraFOV(60)
EndIf
Forever
End
; ============================================
; Utils
; ============================================
;
.Utils
Function SetCamera(cam)
Select cam
Case CAMERA_NORMAL
CameraProjMode camera,1
CameraProjMode fps_camera,0
ShowEntity hud_spr
ShowEntity radar_spr
HideEntity fps_hud_spr
HideEntity fps_radar_spr
current_camera=camera
Case CAMERA_FPS
CameraProjMode camera,0
CameraProjMode fps_camera,1
HideEntity hud_spr
HideEntity radar_spr
ShowEntity fps_hud_spr
ShowEntity fps_radar_spr
current_camera=fps_camera
End Select
End Function
Function SetCameraFOV(FOV#)
CameraZoom camera, 1.0 / Tan(FOV#/2.0)
End Function
Function Info()
Color 255,255,255
Text 0,0,"M:"+MeshWidth(ship)+","+MeshHeight(ship)+","+MeshDepth(ship)
Text 0,10,"S:"+MeshWidth(sw\id)+","+MeshHeight(sw\id)+","+MeshDepth(sw\id)
End Function
Function AddScore(s)
score=score+s
HudText(0,0,"SCORE")
HudTextCol(48,0,score,$ff0000)
End Function
Function SubShield(s)
orig=shield
shield=shield-s
If shield<0 And (Not dead) Then shield=0:dead=True:EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
If shield>300 Then shield=300
If orig=>50 And shield<50 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
If orig=>20 And shield<20 Then EmitSound(laugh_sfx,snd_emitter(Rand(0,7)))
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(current_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,WAVEZ
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)
NewParticleMove(particle,EntityX(ship),EntityY(ship),EntityZ(ship)-1,10,2,Rnd(-2,2),Rnd(-2,2),0)
ElseIf hit_sw Or a\split
If Not dead
AddScore(a\size)
hit_timer=200
hit_count=hit_count+1
If Not a\split
EmitSound(pop_sfx,a\id)
dz#=0.1
For f=10 To 100 Step 10
NewAlphaParticleMove(particle,EntityX(a\id),EntityY(a\id),EntityZ(a\id)-f,1.0,-0.01,f/10,0,0,dz)
dz=dz+0.1
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!",$ff0000,0,0,EntityZ(camera)+30,-0.4,1,0.01)
do_split=True
CircleQSound(smartbomb_sfx,2)
Case POWSHIELD
NewCameraSpriteText("SHEILD UP!",$ff0000,0,0,EntityZ(camera)+31,-0.4,1,0.01)
SubShield(-10)
Case POWTURBOTURN
If Rand(100)>50
NewCameraSpriteText("TURBO NUTTER!",$ff0000,0,0,EntityZ(camera)+32,-0.4,1,0.01)
CircleQSOund(turbostart_sfx,1)
turbo_count=turbo_count+500
MAX_SPEED=MAXSPEED_TURBO
Else
NewCameraSpriteText("TURN LOSS!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01)
CircleQSound(turnstart_sfx,1)
turn_count=turn_count+500
turn=TURN_TURBO
EndIf
Case POWFPS
SetCamera(CAMERA_FPS)
NewCameraSpriteText("FPS MODE!",$ff0000,0,0,EntityZ(camera)+33,-0.4,1,0.01)
CircleQSOund(laugh_sfx,4)
fps_count=fps_count+1000
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,WAVEZ
a\dx=-a\dx
EndIf
If ey<-MAPSIZE Or ey>MAPSIZE
s=Sgn(ey)
PositionEntity a\id,ex,s*MAPSIZE,WAVEZ
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
TurnEntity p\id,0,0,p\spin
MoveEntity p\id,p\dx,p\dy,p\dz
EndIf
Next
End Function
Function NewParticle(base,x#,y#,z#,life,spin#)
NewParticleMove(base,x,y,z,life,spin,0,0,0)
End Function
Function NewParticleMove(base,x#,y#,z#,life,spin#,dx#,dy#,dz#)
p.Particle=New Particle
p\id=CopyEntity(base)
ShowEntity p\id
PositionEntity p\id,x,y,z
p\life=life
p\a=1.0
p\dx=dx
p\dy=dy
p\dz=dz
p\spin=spin
End Function
Function NewAlphaParticle(base,x#,y#,z#,a#,ai#,spin#)
NewAlphaParticleMove(base,x,y,z,a,ai,spin,0,0,0)
End Function
Function NewAlphaParticleMove(base,x#,y#,z#,a#,ai#,spin#,dx#,dy#,dz#)
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
p\dx=dx
p\dy=dy
p\dz=dz
p\spin=spin
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,$ffffffff)
Next
Next
Return t
End Function
Function CreateAsteroid(size#)
size=size/2
m=CreateSphere()
ScaleEntity m,size,size,size
Return m
m=CreateMesh()
s=CreateSurface(m)
pt#=16.0
ai#=360.0/pt
AddVertex(s,0,0,0,0.5,0.5)
For f=0 To pt-1
a#=f*ai
x#=Sin(a)*size
y#=Cos(a)*size
AddVertex(s,x,y,z,Abs(Sin(a)),Abs(Cos(a)))
Next
For f=1 To pt-1
AddTriangle(s,0,f,f+1)
Next
AddTriangle(s,0,pt,1)
UpdateNormals m
Return m
End Function
Function CreateMaptex()
s=256
t=CreateTexture(s,s,1+4+8+256)
i=CreateImage(s,s)
b=BackBuffer()
SetBuffer ImageBuffer(i)
Color 0,0,64
Rect 0,0,s,s,True
For f=0 To 128
rd=Rand(128,255)
gn=Rand(128,255)
bl=Rand(128,255)
x=Rand(1,s-1)
y=Rand(1,s-1)
Color rd/2,gn/2,bl/2
Plot x-1,y
Plot x+1,y
Plot x,y-1
Plot x,y+1
Color rd,gn,bl
Plot x,y
Next
Color 0,0,128
Rect 0,0,s,s,False
SetBuffer b
CopyRect 0,0,s,s,0,0,ImageBuffer(i),TextureBuffer(t)
FreeImage i
Return t
End Function
Function MapSurface(m,b,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4)
s=CreateSurface(m,b)
v0=AddVertex(s,x1,y1,z1,0,0)
v1=AddVertex(s,x2,y2,z2,1,0)
v2=AddVertex(s,x3,y3,z3,0,1)
v3=AddVertex(s,x4,y4,z4,1,1)
AddTriangle(s,v0,v1,v2)
AddTriangle(s,v1,v3,v2)
End Function
Function CreateMap()
m=CreateMesh()
b=CreateBrush(255,255,255)
BrushTexture b,maptex
sz=MAPSIZE+10
MapSurface(m,b, -sz,sz,sz, sz,sz,sz, -sz,-sz,sz, sz,-sz,sz)
MapSurface(m,b, -sz,sz,-sz, sz,sz,-sz, -sz,sz,sz, sz,sz,sz)
MapSurface(m,b, -sz,-sz,-sz, -sz,sz,-sz, -sz,-sz,sz, -sz,sz,sz)
MapSurface(m,b, sz,sz,-sz, sz,-sz,-sz, sz,sz,sz, sz,-sz,sz)
MapSurface(m,b, sz,-sz,-sz, -sz,-sz,-sz, sz,-sz,sz, -sz,-sz,sz)
UpdateNormals m
Return m
End Function
; ============================================
; Menu
; ============================================
;
.TitleRoutines
Function Menu()
FlushKeys
InitAsteroids()
ClearText()
PositionEntity ship,0,0,SHIPZ
RotateMesh ship,0,0,0
ClearParticles()
ClearSpriteText()
InitShockwave(180,WAVEZ)
done=False
turn=0
count=100
speed=0
r=0
g=0
b=0
i=1
tl$="abcdefgh"
ic=1
icl=Len(instruction$)
icp=1
HudTextCentre(20,"SHOCKWAVE",$ffffff)
HudTextCentre(30,"(C) 2004 IAN C",$ffffff)
If DEBUGMODE
HudTextCentre(150,"**** DEBUG KEYS ENABLED ****",$ff0000)
EndIf
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)
HudTextCentre(200,"LARGEST LOST CHAIN",$ffffff)
AddScore(0)
start_bonus=(start_level-1)^2*1000
ti=MilliSecs()
While Not done
HudText(245,0,Mid$(tl$,i,1))
If (MilliSecs()-ti)>200
i=(i Mod Len(tl$))+1
ti=MilliSecs()
EndIf
HudTextCentre(100," START LEVEL " + start_level+" ",$00ffff)
HudTextCentre(110," BONUS " + start_bonus+" ",$00ffff)
If new_highscore
HudTextCentre(170,"NEW HIGH SCORE",(g Shl 16) Or (b Shl 8) Or r)
EndIf
If new_highlostchain
HudTextCentre(200,"NEW LARGEST LOST CHAIN",(g Shl 16) Or (b Shl 8) Or r)
EndIf
HudTextCentre(180,Str$(highscore),(r Shl 16) Or (g Shl 8) Or b)
HudTextCentre(210,Str$(highlostchain),(r Shl 16) Or (g Shl 8) Or b)
r=(r+7) And 255
g=(g+5) And 255
b=(b+3) And 255
ic=ic-1
If ic=0
NewCameraSpriteTextScroll(Mid$(instruction$,icp,1),$ffffff,5,-2,EntityZ(camera)+5,-0.02,0,0,500)
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,TURN_NORMAL
EndIf
If turn=1
TurnEntity ship,0,0,-TURN_NORMAL
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)
highlostchain=ReadInt(fp)
CloseFile fp
End Function
Function SaveHighScore()
fp=WriteFile("hiscore.dat")
If fp=0
Return
EndIf
WriteInt fp,highscore
WriteInt fp,highlostchain
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()
If is_bonus_level
Return POWSPLIT
EndIf
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
; ============================================
; Queued Sound Routines
; ============================================
;
.QSoundRoutines
Function ProcessQSounds()
For s.QSound=Each QSound
If s\time=0
EmitSound(s\snd,s\obj)
Delete s
Else
s\time=s\time-1
EndIf
Next
End Function
Function QueueQSound(snd,time,source)
s.QSound=New QSound
s\snd=snd
s\time=time
s\obj=source
End Function
Function CircleQSound(snd,del)
For f=0 To 7
QueueQSound(snd,del*f,snd_emitter(f))
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. MOST IMPORTANTLY, YOURS.... "
Data "THERE IS A SPANNER IN THE WORKS THOUGH - 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... OR EVEN GOOD ONES. "
Data "TO STEER USE THE LEFT AND RIGHT CURSOR KEYS. PRESS P TO PAUSE. PRESS ESCAPE TO QUIT. "
Data " "
Data "GOOD LUCK! "
Data "END"
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