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' Vectoroids
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
Strict
Import noddybox.vectorgfx
Import noddybox.vector
Import noddybox.bitmapfont
Import "sounds.bmx"
Incbin "GFX/font.bmf"
Incbin "2D/ship.2d"
Incbin "2D/large.2d"
Incbin "2D/medium.2d"
Incbin "2D/small.2d"
Incbin "2D/ssaucer.2d"
Incbin "2D/lsaucer.2d"
Incbin "2D/debris.2d"
Type Lookup
Global si:Double[]
Global co:Double[]
Function Init()
si=New Double[3600]
co=New Double[3600]
For Local a:Int=0 To 3599
si[a]=Sin(180-Double(a)/10)
co[a]=Cos(180-Double(a)/10)
Next
End Function
End Type
Type GameGFX
Global font:TBitmapFont
Global ship:TVectorGfxObject
Global large:TVectorGfxObject
Global medium:TVectorGfxObject
Global small:TVectorGfxObject
Global debris:TVectorGfxObject
Global lsaucer:TVectorGfxObject
Global ssaucer:TVectorGfxObject
Function Init()
font=TBitmapFont.Load("incbin::GFX/font.bmf",0)
ship=TVectorGfxObject.Load("incbin::2D/ship.2d")
large=TVectorGfxObject.Load("incbin::2D/large.2d")
medium=TVectorGfxObject.Load("incbin::2D/medium.2d")
small=TVectorGfxObject.Load("incbin::2D/small.2d")
debris=TVectorGfxObject.Load("incbin::2D/debris.2d")
lsaucer=TVectorGfxObject.Load("incbin::2D/lsaucer.2d")
ssaucer=TVectorGfxObject.Load("incbin::2D/ssaucer.2d")
large.scale=1.5
medium.scale=1.5
small.scale=1.5
lsaucer.scale=1.5
ssaucer.scale=2
End Function
End Type
Type GameConfig
Global kleft:Int
Global kright:Int
Global kfire:Int
Global kthrust:Int
Global khyper:Int
Global kpause:Int
Function Load()
Local s:TStream=ReadStream("vectoroids.config")
If s=Null
kleft=KEY_O
kright=KEY_P
kfire=KEY_Q
kthrust=KEY_S
khyper=KEY_SPACE
kpause=KEY_P
Return
EndIf
s=LittleEndianStream(s)
kleft=s.ReadInt()
kright=s.ReadInt()
kfire=s.ReadInt()
kthrust=s.ReadInt()
khyper=s.ReadInt()
kpause=s.ReadInt()
s.Close()
End Function
Function Save()
Local s:TStream=WriteStream("vectoroids.config")
If s=Null
Return
EndIf
s=LittleEndianStream(s)
s.WriteInt(kleft)
s.WriteInt(kright)
s.WriteInt(kfire)
s.WriteInt(kthrust)
s.WriteInt(khyper)
s.WriteInt(kpause)
s.Close()
End Function
EndType
Type TAsteroid
Global minspeed:Double
Global maxspeed:Double
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field obj:TVectorGfxObject
Field size:Int
Function RndSpeed:Double()
Local r:Double=Rnd(minspeed,maxspeed)
If Rand(100)<50
Return r
Else
Return -r
EndIf
End Function
Function Create:TAsteroid()
Local no:TAsteroid=New TAsteroid
no.obj=GameGFX.large.Clone()
no.obj.ang=Rand(3600)
If Rand(10)<5
no.x=Rnd(0,GraphicsWidth()/3.0)
Else
no.x=Rnd(GraphicsWidth()/3.0*2.0,GraphicsWidth())
EndIf
no.y=Rnd(0,GraphicsHeight())
no.dx=RndSpeed()/2
no.dy=RndSpeed()
no.size=2
Return no
End Function
Method CreateShard:TAsteroid()
Local no:TAsteroid=New TAsteroid
no.x=x
no.y=y
no.size=size-1
If no.size=1
no.obj=GameGFX.medium.Clone()
Else
no.obj=GameGFX.small.Clone()
EndIf
no.dx=RndSpeed()
no.dy=RndSpeed()
no.x:+no.dx*8
no.y:+no.dy*8
no.obj.ang=Rand(3600)
Return no
End Method
Method Update()
x:+dx
y:+dy
If x<-obj.width
x:+GraphicsWidth()+obj.width*2
ElseIf x>GraphicsWidth()+obj.width
x:-GraphicsWidth()+obj.width*2
EndIf
If y<-obj.height
y:+GraphicsHeight()+obj.height*2
ElseIf y>GraphicsHeight()+obj.height
y:-GraphicsHeight()+obj.height*2
EndIf
obj.x=x
obj.y=y
obj.Draw()
End Method
Method Blowup:Int(astlist:TList)
Local sc:Int=100-size*20
If size>0
astlist.AddLast(CreateShard())
astlist.AddLast(CreateShard())
EndIf
astlist.Remove(Self)
Return sc
End Method
EndType
Type TShot
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field life:Int
Function Create:TShot(ship:TVectorGfxObject)
Local o:TShot=New TShot
o.dx=Lookup.si[ship.ang]*2
o.dy=Lookup.co[ship.ang]*2
o.x=ship.x+o.dx*4
o.y=ship.y+o.dy*4
o.life=200
Return o
End Function
Method Update:Int(shotlist:TList, astlist:TList, saucer:TSaucer)
life:-1
If life=0
shotlist.Remove(Self)
Return 0
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()
x:-GraphicsHeight()
EndIf
If saucer And Not saucer.dead And saucer.obj.IsInside(x,y)
TParticleMachine.ShipExplosion(saucer.x,saucer.y)
Sounds.ShipExplosion()
Sounds.NoSaucer()
shotlist.Remove(Self)
saucer.dead=True
If saucer.big
Return 500
Else
Return 1000
EndIf
EndIf
For Local o:TAsteroid=EachIn astlist
If o.obj.IsInside(x,y)
TParticleMachine.AsteroidExplosion(o.x,o.y)
Sounds.AsteroidExplosion(o.size)
shotlist.Remove(Self)
Return o.Blowup(astlist)
EndIf
Next
SetColor(255,255,255)
Plot(x,y)
Return 0
End Method
End Type
Type TEnemyShot
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field life:Int
Function Create:TEnemyShot(ship:TVectorGfxObject, v:TVector)
Local o:TEnemyShot=New TEnemyShot
o.dx=v.x
o.dy=v.y
o.x=ship.x
o.y=ship.y
o.life=250
Return o
End Function
Method Update:Int(shotlist:TList, ship:TVectorGfxObject)
life:-1
If life=0
shotlist.Remove(Self)
Return False
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()
x:-GraphicsHeight()
EndIf
If ship And ship.IsInside(x,y)
Sounds.ShipExplosion()
shotlist.Remove(Self)
Return True
EndIf
SetColor(255,255,255)
Plot(x,y)
Return False
End Method
End Type
Type TSaucer
Field x:Double
Field y:Double
Field dx:Double
Field dy:Double
Field dirx:Int
Field dirchange:Int
Field shotdel:Int
Field shotwait:Int
Field shotlist:TList
Field big:Int
Field obj:TVectorGfxObject
Field dead:Int
Function Create:TSaucer(big:Int, shotdel:Int)
Local o:TSaucer=New TSaucer
o.dead=False
o.dirx=Rand(100)<50
If o.dirx
If Rand(100)<50
o.x=0
o.dx=Rnd(1,2)
Else
o.x=GraphicsWidth()-1
o.dx=Rnd(-2,-1)
EndIf
o.y=Rand(10,GraphicsHeight()-10)
Else
If Rand(100)<50
o.y=0
o.dy=Rnd(1,2)
Else
o.y=GraphicsHeight()-1
o.dy=Rnd(-2,-1)
EndIf
o.x=Rand(10,GraphicsWidth()-10)
EndIf
o.Turn()
o.shotlist=New TList
o.big=big
o.shotdel=shotdel
o.shotwait=Rand(shotdel)
If big
Sounds.LargeSaucer()
o.obj=GameGFX.lsaucer.Clone()
Else
Sounds.SmallSaucer()
o.obj=GameGFX.ssaucer.Clone()
EndIf
Return o
End Function
Method Turn()
dirchange=Rand(10,100)
If dirx
dy=Rnd(-2,2)
Else
dx=Rnd(-2,2)
EndIf
End Method
Method Fire(ship:TVectorGfxObject)
shotwait=0
Local v:TVector
If big
v=TVector.Create(ship.x-x+Rnd(-40,40),ship.y-y+Rnd(-40,40))
Else
v=TVector.Create(ship.x-x+Rnd(-10,10),ship.y-y+Rnd(-10,10))
EndIf
v.SetLength(2)
Sounds.SaucerFire()
shotlist.AddLast(TEnemyShot.Create(obj,v))
End Method
Method OffScreen:Int()
If dirx
Return x<0 Or x>GraphicsWidth()
Else
Return y<0 Or y>GraphicsHeight()
EndIf
End Method
Method Finished:Int()
Return shotlist.Count()=0 And (dead Or OffScreen())
End Method
' Returns True if ship hit by saucer's bullets
'
Method Update:Int(ship:TVectorGfxObject)
If Not dead
x:+dx
y:+dy
If dirx
If y<0
y:+GraphicsHeight()
ElseIf y>GraphicsHeight()
y:-GraphicsHeight()
EndIf
Else
If x<0
x:+GraphicsWidth()
ElseIf x>GraphicsWidth()
x:-GraphicsWidth()
EndIf
EndIf
dirchange:-1
If dirchange=0
Turn()
EndIf
obj.x=x
obj.y=y
obj.Draw()
If ship And Not OffScreen()
shotwait:+1
If shotwait>shotdel
Fire(ship)
EndIf
EndIf
EndIf
Local ret:Int=False
For Local s:TEnemyShot=EachIn shotlist
ret=s.Update(shotlist,ship) Or ret
Next
Return ret
End Method
End Type
Type TParticle
Field obj:TVectorGfxObject
Field x:Double
Field y:Double
Field a:Double
Field dx:Double
Field dy:Double
Field ai:Double
Function CreatePoint:TParticle(x:Int, y:Int, v:TVector, ai:Double=-0.05)
Local o:TParticle=New TParticle
o.obj=Null
o.x=x
o.y=y
o.dx=v.x+Rnd(-0.1,0.1)
o.dy=v.y+Rnd(-0.1,0.1)
o.a=1
o.ai=ai
Return o
End Function
Function CreateDebris:TParticle(x:Int, y:Int, v:TVector, ai:Double=-0.01)
Local o:TParticle=New TParticle
o.obj=GameGFX.debris.Clone()
o.obj.ang=Rand(0,3599)
o.x=x
o.y=y
o.dx=v.x+Rnd(-0.1,0.1)
o.dy=v.y+Rnd(-0.1,0.1)
o.a=1
o.ai=-0.02
Return o
End Function
Method Update()
x:+dx
y:+dy
a:+ai
If a>0
SetAlpha(a)
If obj
obj.x=x
obj.y=y
obj.ang=(obj.ang+30) Mod 3600
obj.Draw()
Else
Plot(x,y)
EndIf
EndIf
End Method
End Type
Type TParticleMachine
Global list:TList
Function Init()
list=CreateList()
End Function
Function Clear()
list.Clear()
End Function
Function AsteroidExplosion(x:Int,y:Int)
For Local f:Int=0 To 20
list.AddLast(TParticle.CreatePoint(x+Rand(-3,3),y+Rand(-3,3),TVector.Create(Rnd(-2,2),Rnd(-2,2))))
Next
End Function
Function ShipExplosion(x:Int,y:Int)
For Local f:Int=0 To 30
list.AddLast(TParticle.CreatePoint(x+Rand(-1,1),y+Rand(-1,1),TVector.Create(Rnd(-2,2),Rnd(-2,2)),-0.02))
Next
For Local f:Int=0 To 3
list.AddLast(TParticle.CreateDebris(x+Rand(-1,1),y+Rand(-1,1),TVector.Create(Rnd(-2,2),Rnd(-2,2)),-0.01))
Next
End Function
Function Process()
Local l:TLink=list.FirstLink()
Local t:TLink
SetColor(255,255,255)
While l<>Null
Local p:TParticle=TParticle(l.Value())
p.Update()
If p.a<0.01
t=l.NextLink()
l.Remove()
l=t
Else
l=l.NextLink()
EndIf
Wend
SetAlpha(1)
End Function
End Type
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