QB64 Phoenix Edition
Tvaders - Printable Version

+- QB64 Phoenix Edition (https://staging.qb64phoenix.com)
+-- Forum: QB64 Rising (https://staging.qb64phoenix.com/forumdisplay.php?fid=1)
+--- Forum: Code and Stuff (https://staging.qb64phoenix.com/forumdisplay.php?fid=3)
+---- Forum: Works in Progress (https://staging.qb64phoenix.com/forumdisplay.php?fid=9)
+---- Thread: Tvaders (/showthread.php?tid=914)

Pages: 1 2


Tvaders - James D Jarvis - 09-23-2022

A text-mode space invaders-style game.
It's still got a few rough edges and there's a planned game feature not yet coded (shields) but there's enough of a game to share here as a work in progress.

move left with "a" or "<"  
move right with "d" or ">"
to fire press the spacebar

It plays to level 16 currently.

Code: (Select All)
'Tvaders  1-d01
'by James D. Jarvis   ,   you are of course free to modify and share this code as you like
'
'a text-mode qb64 retro-shooter
'
'$dynamic
Screen _NewImage(100, 35, 0)
_Title "Tvaders 1"
Type spritetype
    s As String
    w As Integer 'i wanted to make this a byte but i want to be a tiny bit backwards compatible for folks with different versions
    sx As Integer
    sy As Integer
    hdg As Integer
End Type
Dim Shared a(16) As spritetype
Dim Shared ps As spritetype
Dim Shared ss(10) As spritetype
Dim Shared b(100) As spritetype
Dim Shared aspace(100, 35)
Dim Shared a$, gflag$
Dim Shared shotmax, shotspeed, shottimer, aliencount, aliendelay, alientimer, alive, level, score
Dim Shared boltmax, bolttimer, boltspeed, alienfire, shields
_ControlChr Off
Randomize Timer
Read a$
Read ship$
Read bolt$
Read shot$
ps.s = ship$
ps.w = 8
ps.sx = 32
ps.sy = 31
a(1).s = a$
a(1).w = 8
a(1).sx = 1
a(1).sy = 3
a(1).hdg = 1
For n = 1 To 100
    b(n).s = bolt$
    b(n).w = 1
    b(n).sx = 0
    b(n).sy = 0
Next n
For n = 1 To 10
    ss(n).s = shot$
    ss(n).w = 2
    ss(n).sx = 0
    ss(n).sy = 0
Next n
gflag$ = "GAMEON"
shotmax = 3
shotspeed = 10
shottimer = 0
aliencount = 1
aliendelay = 20
alientimer = 0
alive = aliencounter
level = 1
boltmax = 100
bolttimer = 0
boltspeed = 9


startlevel level
Do
    _Limit 60
    handleshots
    handlealiens
    handlezaps

    Cls
    Locate 1, 1
    Print "LEVEL : "; level
    Locate 1, 40
    Print "Shields : "; shields
    Locate 1, 70
    Print "SCORE : "; score
    Locate 2, 1
    Print "ALive "; alive
    If gflag$ = "BOOM" Then doboom
    For bc = 1 To 100
        If b(bc).sx > 0 Then splat b(bc).s, b(bc).w, b(bc).sx, b(bc).sy
    Next bc

    For ac = 1 To aliencount
        If a(ac).sx > 0 Then
            splat a(ac).s, a(ac).w, a(ac).sx, a(ac).sy

        End If
    Next ac

    splat ps.s, ps.w, ps.sx, ps.sy
    For s = 1 To shotmax
        If ss(s).sx <> 0 Then splat ss(s).s, ss(s).w, ss(s).sx, ss(s).sy
    Next s

    kk$ = InKey$
    If LCase$(kk$) = "a" Or kk$ = "," Or kk$ = "<" Then ps.sx = ps.sx - 1
    If LCase$(kk$) = "d" Or kk$ = "." Or kk$ = ">" Then ps.sx = ps.sx + 1
    If kk$ = " " Then fire ps.sx + 3
    If ps.sx < 1 Then ps.sx = 1
    If ps.sx > 92 Then ps.sx = 92
    If alive < 1 Then nextlevel level
    _Display
Loop Until kk$ = Chr$(27) Or gflag$ = "GAMEOVER"


System

'sprites were orignally drawn in ascii tilemaker and stripped out of the data file without the color data for use here
Data "ÛÛÛÛÛÛÛÛ Û0  0Û ÛÛÛÛÛÛÛÛ ^ ^^ ^ "
Data "   ²²      ÎΠ    ²²²²  ²²^²²^²²"
Data "/\/"
Data "##^^"


Sub fire (fx)
    shotfound = 0
    noshots = 0
    Do
        noshots = noshots + 1
        If ss(noshots).sx = 0 Then shotfound = noshots
    Loop Until shotfound > 0 Or noshots = shotmax
    If shotfound > 0 Then
        ss(shotfound).sx = fx
        ss(shotfound).sy = ps.sy - 2
    End If
End Sub

Sub zap (zx, zy)
    zapfound = 0
    zapcount = 0
    Do
        zapcount = zapcount + 1
        If b(zapcount).sx = 0 Then zapfound = zapcount
    Loop Until zapfound > 1 Or zapcount = boltmax
    If zapcount > 0 Then
        b(zapcount).sx = zx + 4
        b(zapcount).sy = zy + 3
    End If

End Sub
Sub handlezaps
    bolttimer = bolttimer + 1
    If bolttimer = boltspeed Then
        bolttimer = 0
        For n = 1 To 100
            If b(n).sx > 0 Then
                b(n).sy = b(n).sy + 1
                If b(n).sy = 33 Then
                    b(n).sx = 0
                    b(n).sy = 0
                End If
                If b(n).sy = 31 Then
                    For xx = ps.sx To ps.sx + 7
                        If b(n).sx = xx Then playerhit$ = "BOOM"
                        If playerhit$ = "BOOM" Then
                            For rr = 1 To 20
                                _Limit 150
                                For d = 1 To 300
                                    _PrintString (2 + Int(Rnd * 98), 5 + Int(Rnd * 30)), "*"
                                Next d
                                _PrintString (b(n).sx + Int(Rnd * 3), b(n).sy + Int(Rnd * 3)), "BOOM!"
                                gflag$ = "BOOM"
                                _Display

                            Next rr
                        End If
                    Next xx
                End If
            End If
        Next n
    End If
End Sub


Sub handleshots
    shottimer = shottimer + 1
    If shottimer = shotspeed Then
        hittag$ = "miss"
        For s = 1 To shotmax
            For aa = 1 To aliencount
                If a(aa).sx > 0 Then
                    sl = Len(a(aa).s)
                    sh = sl / a(aa).w
                    For y = 1 To sh
                        For x = 1 To a(aa).w
                            If a(aa).sx + x - 1 = ss(s).sx And a(aa).sy + y - 1 = ss(s).sy And hittag$ = "miss" Then hittag$ = "hit"
                        Next x
                    Next
                End If

                If hittag$ = "hit" Then
                    ss(s).sx = 0
                    a(aa).sx = 0
                    alive = alive - 1
                    hittag$ = "miss"
                    score = score + 100
                    Beep
                End If
            Next aa


            ss(s).sy = ss(s).sy - 2
            If ss(s).sy < 1 Then
                ss(s).sx = 0
                ss(s).sy = 0
            End If
        Next s
        shottimer = 0
    End If
End Sub

Sub handlealiens
    alientimer = alientimer + 1
    If alientimer > 32000 Then alientimer = 1
    For n = 1 To aliencount
        If a(n).sx > 0 And (alientimer Mod aliendelay = 0) Then

            a(n).sx = a(n).sx + a(n).hdg
            If a(n).sx > 92 Then
                a(n).sx = 92
                a(n).sy = a(n).sy + 2
                a(n).hdg = a(n).hdg * -1
            End If
            If a(n).sx < 1 Then
                a(n).sx = 1
                a(n).sy = a(n).sy + 2
                a(n).hdg = a(n).hdg * -1
            End If
            If 1 + Int(Rnd * 100) <= alienfire Then zap a(n).sx, a(n).sy

            If a(n).sy = 31 Then

                For xx = ps.sx To ps.sx + 7
                    If a(n).sx = xx Then playerhit$ = "BOOM"
                    If playerhit$ = "BOOM" Then
                        For rr = 1 To 20
                            _Limit 150
                            For d = 1 To 300
                                _PrintString (2 + Int(Rnd * 98), 5 + Int(Rnd * 30)), "*"
                            Next d
                            _PrintString (a(n).sx + Int(Rnd * 3), a(n).sy + Int(Rnd * 3)), "BOOM!"
                            gflag$ = "BOOM"
                            _Display

                        Next rr
                    End If
                Next xx


            End If

        End If
    Next
End Sub




Sub splat (SA$, ww As Integer, sx As Integer, sy As Integer)
    sl = Len(SA$)
    sh = sl / ww
    For y = 1 To sh
        _PrintString (sx, sy - 1 + y), Mid$(SA$, (y - 1) * ww + 1, ww)
    Next
End Sub

Sub startlevel (level)
    For bb = 1 To 100
        b(bb).sx = 0
        b(bb).sy = 0
    Next bb


    Select Case level
        Case 1
            aliencount = 1
            alive = 1
            aliendelay = 20
            a(1).s = a$
            a(1).w = 8
            a(1).sx = 46
            a(1).sy = 3
            a(1).hdg = 1
            shields = 0
            score = 0
            alienfire = 0
        Case 2
            aliencount = 3
            alive = 3
            aliendelay = 20
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).sx = n * 12 + 30
                a(n).sy = 3
                a(n).hdg = 1
            Next n
            shields = 3
            alienfire = 2
        Case 3
            aliencount = 5
            alive = 5
            aliendelay = 19
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).sx = n * 11 + 20
                a(n).sy = 4
                a(n).hdg = 1
            Next n
            shields = shields + 2
            alienfire = 4
        Case 4
            aliencount = 6
            alive = 6
            aliendelay = 19
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).sx = n * 15
                a(n).sy = 5
                a(n).hdg = 1
            Next n
            shields = shields + 2
            alienfire = 6
        Case 5
            aliencount = 7
            alive = 7
            aliendelay = 18
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = 1
            Next n
            For n = 1 To 5
                a(n).sx = n * 15
                a(n).sy = 1
            Next n
            For n = 6 To 7
                a(n).sx = (n - 5) * 35
                a(n).sy = 5
            Next n

            shields = shields + 2
            alienfire = 6
        Case 6
            aliencount = 8
            alive = 8
            aliendelay = 18
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = 1
            Next n
            For n = 1 To 3
                a(n).sx = n * 25
                a(n).sy = 3
            Next n
            For n = 4 To aliencount
                a(n).sx = (n - 3) * 12
                a(n).sy = 7
            Next n

            shields = shields + 2
            alienfire = 8
        Case 7
            aliencount = 9
            alive = 9
            aliendelay = 17
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = 1
            Next n
            For n = 1 To 3
                a(n).sx = n * 12
                a(n).sy = 3
            Next n
            For n = 4 To 6
                a(n).sx = (n - 3) * 12 + 30
                a(n).sy = 7
                a(n).hdg = -1
            Next n
            For n = 7 To 9
                a(n).sx = (n - 6) * 12
                a(n).sy = 11
            Next n


            shields = shields + 2
            alienfire = 8
        Case 8
            aliencount = 10
            alive = 10
            aliendelay = 17
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = Int(Rnd * 2) - 1
                If a(n).hdg = 0 Then a(n).hdg = 1
                a(n).sx = 12 + Int(Rnd * 8) * 8
                a(n).sy = 1 + Int(Rnd * 3) * 4
            Next n

            shields = shields + 2
            alienfire = 9
        Case 9
            aliencount = 11
            alive = 11
            aliendelay = 16
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = -2
            Next n
            For n = 1 To 5
                a(n).sx = n * 12 + 12
                a(n).sy = 3

            Next n
            For n = 6 To aliencount
                a(n).sx = (n - 5) * 8
                a(n).sy = 7
            Next n
            shields = shields + 2
            alienfire = 9
        Case 10
            aliencount = 12
            alive = 12
            aliendelay = 16
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = Int(Rnd * 4) - 2
                If a(n).hdg = 0 Then a(n).hdg = 1
                a(n).sx = 12 + Int(Rnd * 8) * 8
                a(n).sy = 1 + Int(Rnd * 3) * 4
            Next n


            shields = shields + 1
            alienfire = 10
        Case 11
            aliencount = 13
            alive = 13
            aliendelay = 15
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = -2
            Next n

            For n = 1 To 7
                a(n).sx = n * 12
                a(n).sy = 1 + Int(Rnd * 3) * 4
            Next n

            For n = 8 To aliencount
                a(n).sx = (n - 7) * 12
                a(n).sy = 13
            Next n


            shields = shields + 1
            alienfire = 1
        Case 12
            aliencount = 14
            alive = 14
            aliendelay = 14


            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
            Next n

            For n = 1 To 7
                a(n).sx = n * 9
                a(n).sy = 1
                a(n).hdg = -2
            Next n

            For n = 8 To aliencount
                a(n).sx = (n - 7) * 9
                a(n).sy = 11
                a(n).hdg = 2
            Next n



            shields = shields + 1
            alienfire = 11
        Case 13
            aliencount = 15

            alive = 15
            aliendelay = 13
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
            Next n

            For n = 1 To 10
                a(n).sx = (n * 9) - 8
                a(n).sy = 2
                a(n).hdg = -2
            Next n

            For n = 11 To aliencount
                a(n).sx = (n - 10) * 9
                a(n).sy = 9
                a(n).hdg = 3
            Next n


            shields = shields + 1
            alienfire = 12
        Case 14
            aliencount = 16
            alive = 16
            aliendelay = 12
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
            Next n

            For n = 1 To 8
                a(n).sx = (n * 9) - 8
                a(n).sy = 2
                a(n).hdg = -3
            Next n

            For n = 9 To aliencount
                a(n).sx = (n - 8) * 9
                a(n).sy = 11
                a(n).hdg = 3
            Next n

            shields = shields + 1
            alienfire = 13
        Case 15
            aliencount = 16
            alive = 16
            aliendelay = 10
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
            Next n

            For n = 1 To 9
                a(n).sx = (n * 9) - 8
                a(n).sy = 4
                a(n).hdg = -3
            Next n

            For n = 10 To 14
                a(n).sx = (n - 9) * 9 + 4
                a(n).sy = 9
                a(n).hdg = 3
            Next n
            For n = 15 To aliencount
                a(n).sx = (n - 14) * 20 + 40
                a(n).sy = 13
                a(n).hdg = 4
            Next n



            shields = shields + 1
            alienfire = 14
        Case 16
            aliencount = 16
            alive = 16
            aliendelay = 8
            For n = 1 To aliencount
                a(n).s = a$
                a(n).w = 8
                a(n).hdg = Int(Rnd * 8) - 4
                If a(n).hdg = 0 Then a(n).hdg = 4
            Next n

            For x = 0 To 3
                For y = 1 To 4
                    a(x * 4 + y).sx = x * 20
                    a(x * 4 + y).sy = y * 5
                Next y
            Next x



            shields = shields + 1
            alienfire = 15

    End Select
End Sub

Sub nextlevel (level)
    If level < 17 Then
        score = score + level * 1000
        Locate 10, 10
        Cls
        _KeyClear
        Print "*********************************************************"
        Print "*                                                       *"
        Print "*                 COMPLETED LEVEL                       *"
        Print "*                                                       *"
        Print "*                 PRESS ANY KEY                         *"
        Print "*                                                       *"
        Print "*               TO START NEXT LEVEL                     *"
        Print "*                                                       *"
        Print "*                                                       *"
        Print "*********************************************************"
        _Display
        any$ = Input$(1)
        level = level + 1
        If level < 17 Then startlevel level
        If level = 17 Then gameflag$ = "GAMEOVER"

    End If
    If level = 17 Or gameflag$ = "GAMEOVER" Then
        Cls
        Locate 10, 10
        _KeyClear
        Print "*********************************************************"
        Print "*                                                       *"
        Print "                    CONGRATULATIONS !                    "
        Print "*                                                       *"
        Print "              You Have Defeated the ALIENs!              "
        Print "*                                                       *"
        Print
        Print "           FINAL SCORE : "; score
        Print
        Print "*                 PRESS Y to Play again                 *"
        Print "                                                         "
        Print "*                                                       *"
        Print "*********************************************************"
        _Display
        any$ = Input$(1)
        If any$ = "y" Or any$ = "Y" Then
            gfla$ = "GAMEON"
            startlevel 1

        Else
            Cls

            gflag$ = "GAMEOVER"
        End If

    End If

End Sub
Sub doboom


    _KeyClear
    Locate 10, 10: Print "*********************************************************"
    Locate 11, 10: Print "* ÛÛÛÛÛÛÛÛ                                              *"
    Locate 12, 10: Print "   Û0  0Û          B O O M !                             "
    Locate 13, 10: Print "* ÛÛÛÛÛÛÛÛ                                              *"
    Locate 14, 10: Print "   ^ ^^ ^    You Were Defeated by the ALIENs!              "
    Locate 15, 10: Print "*                                                       *"
    Locate 16, 10: Print
    Locate 17, 10: Print "           FINAL SCORE : "; score
    Locate 18, 10: Print
    Locate 19, 10: Print "*                 PRESS Y to Play again       ÛÛÛÛÛÛÛÛ  *"
    Locate 20, 10: Print "       ÛÛÛÛÛÛÛÛ                                Û0  0Û    "
    Locate 21, 10: Print "*       Û0  0Û                                ÛÛÛÛÛÛÛÛ   *"
    Locate 22, 10: Print "*********************************************************"
    _Display
    any$ = Input$(1)
    If any$ = "y" Or any$ = "Y" Then
        gflag$ = "GAMEON"
        startlevel 1

    Else
        Cls

        gflag$ = "GAMEOVER"
    End If

End Sub



RE: Tvaders - Pete - 09-23-2022

Fun! I'm a fan. I've made a couple of these, including a Halloween version. Wow, I may have to re-up that one in a couple more weeks!

Pete


RE: Tvaders - James D Jarvis - 09-23-2022

My youngest kid knocked out a space invaders game for a microbit in a little over an hour so I felt honor-bound to get this done.


RE: Tvaders - Pete - 09-23-2022

I programmed my avatar to jump up and down for a microbit, but the code went sideways.

Pete


RE: Tvaders - PhilOfPerth - 09-24-2022

Looks promising. You may like to make the < and > keys include , and . though.


RE: Tvaders - mnrvovrfc - 09-24-2022

Things keep reminding that QB64PE should have a "smartphone" edition! This "micro:bit" could be better than Java, or am I misunderstanding something? Because a child wouldn't go near Java to do anything. It has to be a really high-level programming language. For example, the child wouldn't care a lot about the appearance of the gun and the invaders in a "Space Invaders" clone, or how to get those "twisty" alien missiles in one mode of the game for Atari 2600...

https://staging.qb64phoenix.com/showthread.php?tid=912
Felt I had to read this first post, itching because I missed a detail. But this "micro:bit" is for "smartphone" or it comes with its own hardware? (scratch head)


RE: Tvaders - James D Jarvis - 09-24-2022

(09-24-2022, 04:21 AM)mnrvovrfc Wrote: Things keep reminding that QB64PE should have a "smartphone" edition! This "micro:bit" could be better than Java, or am I misunderstanding something? Because a child wouldn't go near Java to do anything. It has to be a really high-level programming language. For example, the child wouldn't care a lot about the appearance of the gun and the invaders in a "Space Invaders" clone, or how to get those "twisty" alien missiles in one mode of the game for Atari 2600...

https://staging.qb64phoenix.com/showthread.php?tid=912
Felt I had to read this first post, itching because I missed a detail. But this "micro:bit" is for "smartphone" or it comes with its own hardware? (scratch head)

oh... I suppose there could be some confusion due to how I wrote my posts.  The micro bit is a micro-concotroller gadget that is a tiny little computer with a display 5 x5 display of LEDS and a set of controller switches, you can seemingly add an additional set of switches as well.  It uses a USB style port to connect to any device able to talk to it and there is a suite of programs available to program write and test programs for it.   Soem folks are seemingly writing programs for it in BASIC.

The only relation to this program is I wanted to show my kid how easy it was to write a space invaders game in BASIC because how fast they were able to knock one out for that device with a mixture of smalltalk and javascript. I looked at the more complex part of the code and said... this would be easier in BASIC.


RE: Tvaders - johnno56 - 09-27-2022

Could someone provide a screen shot of this game? Those, what I call weird, characters in the strings do not look right on my machine. Not sure if it is a Windows/Linux thing... lol  Thank you.

   

J


RE: Tvaders - James D Jarvis - 09-27-2022

[Image: image.png]


RE: Tvaders - bplus - 09-27-2022

Perhaps a screen shot of the game, here is first level