Code: (Select All)
'I've always wanted to make this game ever since I started programming in the 80's.
'This was created by Ken G. with much help from others below.
'Thank you to B+ for much of the math code, Mouse and click bar help on https://staging.qb64phoenix.com/index.php
'It takes the computer a little time to learn how to hit your base.
'Created on June 26, 2019.
'Version 2 made on May 2, 2022.
'Added: Levels, random colored mountains, and better looking cannons.
'Added: Click Bars and Fire! button. Simpler Instructions. Changed 5 to 4 times needed to hit enemy and enemy to hit you.
'Added: Better mouse control thanks to B+, OldMoses, and Steve.
'Added: Delete click bars when it's not your turn.
'Added: Click mouse button to start game.
'Added: Set click bars remain the same per turn on each level.
_Title "Ken's Artillery 2"
_Limit 200
Cls
Screen _NewImage(1200, 700, 32)
Print " Ken's Artillery 2"
Print: Print: Print
Print " By SierraKen with help from B+."
Print: Print: Print
Print " Instructions: Red Click Bar = Power"
Print " Green Click Bar = Angle"
Print " Fire! Button = Fire Cannonball"
Print
Print " Hit enemy 4 times you advance to next level."
Print " Get hit 4 times in a level and you lose."
Print: Print: Print
Print " Press Mouse Button To Start!"
Do
While _MouseInput: Wend
mx = _MouseX: my = _MouseY: mb = _MouseButton(1) ' this update the mouse x, y and button status save to variable because they change
If mb Then Clear_MB 1: GoTo continue:
Loop
continue:
Cls
level = 1
oldVelocityX = 100
oldAngleX = 100
vel = 40
a = 45
start:
c = 0
mountain = 0
win = 0
compoints = 0
points = 0
ground = 590 'up is negative in direction
'Your Cannon
cbx = 10 ' cannon butt end x, y
cby = ground - 20
cmx = 50 ' cannon mouth end
cmy = ground - 70
'Computer's Cannon
cbx2 = 1190
cby2 = cby
cmx2 = 1150
cmy2 = cmy
g = .15 ' with air resistance
Randomize Timer
air = Int(Rnd * 20)
air2 = air / 1000
Randomize Timer
air3 = Int(Rnd * 100)
If air3 > 50 Then air2 = -air2
airX = air2
Color , _RGB32(156, 210, 237)
Cls
'Bases
Line (cbx, ground)-(cbx + 100, ground - 20), _RGB32(4, 4, 4), BF
Line (cbx2, ground)-(cbx2 - 100, ground - 20), _RGB32(4, 4, 4), BF
'Mountain
Randomize Timer
sz = Int(Rnd * 300) + 100
circx = 595
cl1 = Int(Rnd * 55) + 50
cl2 = Int(Rnd * 55) + 50
cl3 = Int(Rnd * 55) + 50
Line (0, ground)-(1200, 700), _RGB32(cl1, cl2, cl3), BF 'ground
Circle (circx, ground), sz, _RGB32(cl1, cl2, cl3)
Paint (circx, ground - 2), _RGB32(cl1, cl2, cl3)
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), Str$(a)
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), Str$(vel)
'Game Loop Starts Here -----------------------------------------------------
again:
drawVelocityBar oldVelocityX
drawAngleBar oldAngleX
Color _RGB32(156, 210, 237), _RGB32(156, 210, 237)
Locate 10, 129: Print " "
Color _RGB32(255, 0, 0), _RGB32(156, 210, 237)
Locate 10, 2: Print "Your Turn "
Randomize Timer
air = Int(Rnd * 20)
air2 = air / 1000
Randomize Timer
air3 = Int(Rnd * 100)
If air3 > 50 Then air2 = -air2
airX = air2
airx2 = airX * 1000
If airx2 < -1 Then winddir$ = "West"
If airx2 > 1 Then winddir$ = "East"
If airx2 > -1 And airx2 < 1 Then winddir$ = "Sunny"
If airx2 < 0 Then airx2 = airx2 * -1
GoSub Wind:
vel = (oldVelocityX - 60) / 200 * 100
a = (oldAngleX - 60) / 200 * 90 ' converts place in box to 0 to 90
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
_PrintString (5, 50), "Power"
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), Str$(vel)
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
_PrintString (5, 80), "Angle"
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), Str$(a)
Line (60, 40)-(260, 70), _RGB32(255, 255, 255), B
Line (60, 70)-(260, 100), _RGB32(255, 255, 255), B
Line (60, 100)-(120, 130), _RGB32(255, 0, 5), BF
Color _RGB32(0, 0, 0), _RGB32(255, 0, 5)
_PrintString (70, 110), "Fire!"
go:
_Limit 200
_Display ' update screen !!! sure like to know if my turn or not after computer
a2$ = InKey$
If a2$ = Chr$(27) Then End
fired = 0
While _MouseInput: Wend
mx = _MouseX: my = _MouseY: mb = _MouseButton(1) ' this update the mouse x, y and button status save to variable because they change
If mb Then
If mx > 60 And mx < 260 Then
If my >= 40 And my < 70 Then
If mx > 259 Then mx = 260
vel = (mx - 60) / 200 * 100 ' converts place in box to 0 to 100
drawVelocityBar mx
oldVelocityX = mx
vel3 = mx
Color _RGB32(0, 0, 0), _RGB32(255, 0, 0)
_PrintString (265, 50), Str$(vel)
Clear_MB 1
GoTo go
ElseIf my >= 70 And my < 100 Then
If mx > 259 Then mx = 260
a = (mx - 60) / 200 * 90 ' converts place in box to 0 to 90
drawAngleBar mx
oldAngleX = mx
a3 = mx
Color _RGB32(0, 0, 0), _RGB32(0, 255, 0)
_PrintString (265, 80), Str$(a)
Clear_MB 1
GoTo go
ElseIf my >= 100 And my < 130 And mx <= 120 Then
fired = 1
For pressed = 1 To 10
Line (60 + pressed, 100 + pressed)-(120 - pressed, 130 - pressed), _RGB32(200 - (pressed * 10), 10, 5), BF
Next pressed
Color _RGB32(0, 0, 0), _RGB32(100, 10, 5)
_PrintString (70, 110), "Fire!"
Clear_MB 1
GoTo going
End If
End If
End If
If fired = 0 Then GoTo go
going:
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
If a > 90 Then a = 90
If a < 0 Then a = 0
If vel < 0 Then vel = 0
If vel > 80 Then vel = 80
vel = Int(vel / 4)
a = 360 - a
ca = _D2R(a)
cmx = cbx + (100 * Cos(_D2R(a)))
cmy = cby + (100 * Sin(_D2R(a)))
'initialize
bx = cmx 'ball x, y same as cannon mouth at start of shot
by = cmy
dx = vel * Cos(ca) 'start at cannon mouth
dy = vel * Sin(ca)
'shot
Do
_Limit 200
GoSub Wind:
a$ = InKey$
If a$ = Chr$(27) Then End
Circle (bx, by), 5, _RGB32(0, 0, 0)
Paint (bx, by), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
For ccc = 0 To 7 Step .1
Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(150, 50, 0) 'cannon line
Next ccc
oldbx = bx: oldby = by
dx = dx + airX
dy = dy + g
bx = bx + dx
by = by + dy
_Display
_Limit 30
Circle (oldbx, oldby), 5, _RGB(156, 210, 237)
Paint (oldbx, oldby), _RGB(156, 210, 237)
If Point(bx, by) = _RGB32(cl1, cl2, cl3) Then
mountain = 1
For explosion = 0 To 20 Step .5
Circle (bx, by), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
End If
If bx > cbx2 - 120 And bx < cbx2 + 20 And by >= ground - 2 Then
points = points + 1
win = 0
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
For explosion = 0 To 20 Step .5
Circle (bx, by), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
For sndd = 500 To 700 Step 50
Sound sndd, 1
Next sndd
mountain = 1
If points = 4 And win = 0 Then win = 1: level = level + 1: GoTo start:
End If
Loop Until mountain = 1 Or by > 700
For ccc = 0 To 7 Step .1
Line (cbx, cby)-(cmx + ccc, cmy), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
'The Computer's Turn
comp:
'Clear Click Bars and Fire! Button
Line (4, 39)-(330, 131), _RGB32(156, 210, 237), BF
Color _RGB32(156, 210, 237)
Locate 10, 2: Print " "
Color _RGB32(0, 0, 0), _RGB32(156, 210, 237)
Locate 10, 130: Print "Computer's Turn"
GoSub Wind:
'Computer learns as it goes but is not perfect, like a human. ;-)
If c = 0 Then GoTo compstuff:
oldvel2 = vel2
compstuff:
Randomize Timer
vel2 = Int(Rnd * 35) + 30
a2 = a
vel2 = Int(vel2 / 4)
If c = 0 Then GoTo nex:
'Last shot was too far away.
If oldbx2 < cbx Then
vel2 = oldvel2 - 1
If vel2 < 8 Then vel2 = 8
End If
'Last shot wasn't far enough.
If oldbx2 > cbx Then
vel2 = oldvel2 + 1
If vel2 > 15 Then vel2 = 15
End If
nex:
c = 1
ca2 = _D2R(a2)
cmx2 = cbx2 - (100 * Cos(_D2R(a2)))
cmy2 = cby2 + (100 * Sin(_D2R(a2)))
'initialize
bx2 = cmx2 'ball x, y same as cannon mouth at start of shot
by2 = cmy2
dx2 = vel2 * Cos(ca2) 'start at cannon mouth
dy2 = vel2 * Sin(ca2)
'shot
Do
_Limit 200
a$ = InKey$
If a$ = Chr$(27) Then End
Circle (bx2, by2), 5, _RGB32(0, 0, 0)
Paint (bx2, by2), _RGB32(0, 0, 0), _RGB32(0, 0, 0)
For ccc = 0 To 7 Step .1
Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(150, 50, 0) 'cannon line
Next ccc
oldbx2 = bx2: oldby2 = by2
dx2 = dx2 + airX
dy2 = dy2 + g
bx2 = bx2 - dx2
by2 = by2 + dy2
_Display
_Limit 30
Circle (oldbx2, oldby2), 5, _RGB(156, 210, 237)
Paint (oldbx2, oldby2), _RGB(156, 210, 237)
If Point(bx2, by2) = _RGB32(cl1, cl2, cl3) Then
mountain = 1
For explosion = 0 To 20 Step .5
Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
End If
If bx2 > cbx - 20 And bx2 < cbx + 120 And by2 >= ground - 2 Then
compoints = compoints + 1
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
For explosion = 0 To 20 Step .5
Circle (bx2, by2), explosion, _RGB32(156, 210, 237)
Sound 100 + explosion, .25
Next explosion
For sndd = 500 To 700 Step 50
Sound sndd, 1
Next sndd
mountain = 1
If compoints = 4 Then Color _RGB(0, 0, 0): Locate 20, 65: Print "COMPUTER WINS!": GoTo asking:
End If
Loop Until mountain = 1 Or by2 > 700
For ccc = 0 To 7 Step .1
Line (cbx2, cby2)-(cmx2 - ccc, cmy2), _RGB32(156, 210, 237) 'delete cannon line
Next ccc
mountain = 0
GoTo again:
'This code is used in a few different places in the program.
Wind:
Color _RGB(0, 0, 0)
Locate 1, 73: Print "Wind"
If winddir$ = "West" Then
Locate 2, 82: Print " "
Locate 2, 59: Print airx2; " mph "
End If
If winddir$ = "East" Then
Locate 2, 59: Print " "
Locate 2, 82: Print airx2; " mph "
End If
Locate 2, 68: Print "West <-> East"
Locate 3, 64: Print "You: "; points; " Computer: "; compoints
Locate 4, 71: Print "Level: "; level
Return
asking:
Locate 22, 65: Input "Again? (Yes/No):", ag$
If ag$ = "y" Or ag$ = "Y" Or ag$ = "yes" Or ag$ = "Yes" Or ag$ = "YES" Or ag$ = "yES" Or ag$ = "yeS" Then points = 0: level = 1: GoTo start:
End
Sub Clear_MB (var As Integer)
Do Until Not _MouseButton(var)
While _MouseInput: Wend
Loop
End Sub 'Clear_MB
Sub drawVelocityBar (x) ' x is mouse x
Line (61, 41)-(259, 69), _RGB32(156, 210, 237), BF
Line (61, 41)-(x, 69), _RGB32(255, 0, 1), BF
End Sub
Sub drawAngleBar (x) ' x is mouse x
Line (61, 71)-(259, 99), _RGB32(156, 210, 237), BF
Line (61, 71)-(x, 99), _RGB32(0, 255, 1), BF
End Sub