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' Vectoroids
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
Strict
Import noddybox.vector
Import noddybox.bitmapfont
Import noddybox.vectorgfx
Import "types.bmx"
Import "sounds.bmx"
Type TGame
Field score:Int
Field astlist:TList
Field bullets:TList
Field lives:Int
Field ship:TVectorGfxObject
Field lifeship:TVectorGfxObject
Field shotdelay:Int
Field deaddelay:Int
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field waiting:Int
Field freq:Int
Field hit:Int
Field hyperdelay:Int
Field waitdelay:Int
Field leveldelay:Int
Field minspeed:Double
Field maxspeed:Double
Field numast:Int
Field extralife:Int
Field saucerdelay:Int
Field saucertime:Int
Field saucershot:Int
Field saucer:TSaucer
Method New()
score=0
astlist=CreateList()
bullets=CreateList()
lives=2
ship=GameGFX.ship.Clone()
lifeship=GameGFX.ship.Clone()
deaddelay=250
waiting=True
waitdelay=500
x=GraphicsWidth()/2
y=GraphicsHeight()/2
dx=0
dy=0
ship.ang=0
ship.x=x
ship.y=y
leveldelay=0
extralife=10000
lifeship.y=5
lifeship.scale=0.5
minspeed=0.1
maxspeed=1.0
numast=5
saucertime=120*50
saucerdelay=0
saucershot=150
NewLevel()
End Method
Method NewLevel()
TAsteroid.minspeed=minspeed
TAsteroid.maxspeed=maxspeed
For Local f:Int=0 Until numast
astlist.AddLast(TAsteroid.Create())
Next
freq=30
hit=0
bullets.Clear()
shotdelay=0
hyperdelay=0
End Method
Method CheckShipLaunch()
Local x1:Int=GraphicsWidth()/2-100
Local y1:Int=GraphicsHeight()/2-100
Local x2:Int=GraphicsWidth()/2+100
Local y2:Int=GraphicsHeight()/2+100
If waitdelay=0 Or KeyHit(GameConfig.khyper)
FlushKeys()
waiting=False
EndIf
waitdelay:-1
For Local a:TAsteroid=EachIn astlist
If saucer Or (a.x>x1 And a.x<x2 And a.y>y1 And a.y<y2)
SetAlpha(0.7-Float(waitdelay)/1000.0)
ship.Draw()
SetColor(255,0,0)
DrawLine(x1,y1,x2,y1)
DrawLine(x2,y1,x2,y2)
DrawLine(x2,y2,x1,y2)
DrawLine(x1,y2,x1,y1)
SetColor(255,255,255)
SetAlpha(1)
GameGFX.font.Centre("press hyperspace to launch early",150)
Return
EndIf
Next
waiting=False
End Method
Method Pause()
Local i:Timage=CreateImage(GraphicsWidth(),GraphicsHeight(),1,MASKEDIMAGE|DYNAMICIMAGE|FILTEREDIMAGE)
GrabImage(i,0,0)
MidHandleImage(i)
Local a:Int[]=[0,0,0,0,0,0,0,0]
Local ac:Int[]=[7,6,5,4,3,2,1,0]
Sounds.Pause()
While Not KeyHit(GameConfig.kpause)
Cls
Local al:Double=0.3
For Local f:Int=0 Until a.length
SetAlpha(al)
SetRotation(a[f])
SetScale(al,al)
DrawImage(i,GraphicsWidth()/2,GraphicsHeight()/2)
If ac[f]>0
ac[f]:-1
Else
a[f]:+1
EndIf
al:+0.1
Next
SetRotation(0)
SetScale(1,1)
GameGFX.font.Centre("paused",GraphicsHeight()/2-16)
Flip
Wend
SetAlpha(1)
SetRotation(0)
SetScale(1,1)
FlushKeys
Sounds.EndPause()
End Method
Method Play:Int()
Cls
If waiting And lives>=0
CheckShipLaunch()
EndIf
If astlist.Count()=0
If leveldelay=0
leveldelay=200
Else
leveldelay:-1
If leveldelay=0
numast=Min(20,numast+2)
minspeed=Min(0.5,minspeed+0.05)
maxspeed=Min(2.0,maxspeed+0.05)
saucertime=Max(10,saucertime-20)
saucershot=Max(25,saucershot-10)
NewLevel()
EndIf
EndIf
EndIf
If lives>-1 And saucer=Null
saucerdelay:+1
If saucerdelay>saucertime
saucerdelay=0
If score<10000
saucer=TSaucer.Create(True,saucershot)
ElseIf score<20000
saucer=TSaucer.Create(Rand(0,1),saucershot)
Else
saucer=TSaucer.Create(False,saucershot)
EndIf
EndIf
EndIf
If lives>-1 And Not waiting
If KeyDown(GameConfig.kleft)
ship.ang:-20
If ship.ang<0
ship.ang:+3600
EndIf
EndIf
If KeyDown(GameConfig.kright)
ship.ang=(ship.ang+20) Mod 3600
EndIf
If KeyDown(GameConfig.kthrust)
Sounds.PlayerThrust(True)
dx=Min(2,Max(-2,dx+Lookup.si[ship.ang]*0.1))
dy=Min(2,Max(-2,dy+Lookup.co[ship.ang]*0.1))
Else
Sounds.PlayerThrust(False)
EndIf
If KeyDown(GameConfig.khyper) And hyperdelay=0
x=Rand(10,GraphicsWidth()-10)
y=Rand(10,GraphicsHeight()-10)
dx=0
dy=0
hyperdelay=100
EndIf
If KeyDown(GameConfig.kfire) And shotdelay=0
Sounds.PlayerFire()
bullets.AddLast(TShot.Create(ship))
shotdelay=25
EndIf
If shotdelay>0
shotdelay:-1
EndIf
If hyperdelay>0
hyperdelay:-1
EndIf
If KeyHit(KEY_ESCAPE)
lives=-1
TParticleMachine.AsteroidExplosion(ship.x,ship.y)
Sounds.ShipExplosion()
EndIf
x:+dx
y:+dy
If x<0
x:+GraphicsWidth()
EndIf
If x>=GraphicsWidth()
x:-GraphicsWidth()
EndIf
If y<0
y:+GraphicsHeight()
EndIf
If y>=GraphicsHeight()
y:-GraphicsHeight()
EndIf
ship.x=x
ship.y=y
EndIf
SetAlpha(0.7)
For Local a:TAsteroid=EachIn astlist
a.Update()
Next
For Local f:Int=1 To lives
lifeship.x=f*9
lifeship.Draw()
Next
SetAlpha(1)
GameGFX.font.Centre(score,0)
SetColor(255,255,255)
If lives<0
For Local s:TShot=EachIn bullets
s.Update(bullets,astlist,saucer)
Next
Else
For Local s:TShot=EachIn bullets
Local sc:Int=s.Update(bullets,astlist,saucer)
score:+sc
If sc
If score>extralife
If extralife=10000
extralife=50000
Else
extralife:+50000
EndIf
lives:+1
Sounds.ExtraLife()
EndIf
hit:+1
If hit>3
hit=0
If freq>15
freq:-1
EndIf
EndIf
EndIf
Next
EndIf
Local hit:Int=False
If saucer
SetAlpha(0.7)
If lives>-1 And Not waiting
hit=saucer.Update(ship)
Else
saucer.Update(Null)
EndIf
SetAlpha(1)
If saucer.Finished()
saucer=Null
Sounds.NoSaucer()
EndIf
EndIf
If lives<0
deaddelay:-1
GameGFX.font.Centre("game over",292)
Else
If Not waiting
SetAlpha(0.7)
If hit Or Collides(ship.DrawToPointList())
TParticleMachine.ShipExplosion(ship.x,ship.y)
Sounds.ShipExplosion()
lives:-1
x=GraphicsWidth()/2
y=GraphicsHeight()/2
dx=0
dy=0
ship.ang=0
ship.x=x
ship.y=y
waiting=True
waitdelay=500
FlushKeys()
EndIf
SetAlpha(1)
EndIf
EndIf
TParticleMachine.Process()
Sounds.Update(freq)
Flip
If KeyHit(GameConfig.kpause)
Pause()
EndIf
Return deaddelay>0
End Method
Method Collides:Int(list:TList)
For Local a:TAsteroid=EachIn astlist
For Local p:TVectorGfxPoint=EachIn list
If a.obj.IsInside(p.x,p.y)
Return True
EndIf
Next
Next
Return False
End Method
End Type
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