Space(d) Invaders!
#1

.mfi   SI_ResourcePack_1.MFI (Size: 2.1 MB / Downloads: 51) With the weather what it is the past 2 days around my place I have taken a bit of a rest from workin to code a little something. Though its not quite done I thought I might share it with you folks and see what you think of it so far.

Space Invaders 2022.

Controls are pretty basic;
Right and Left arrow keys move your defense cannon.
Space bar shoots.

it does track your score,  but there is only the initial wave to fight off. Its pretty bare bones at the moment too, so there is only the one scale and no options.
It has some issues with the invaders freezing from time to time. Almost like a time stop special, which I wish I could say was the intent. Big Grin  But alas I haven't quite figured out why they freeze for a very specific amount of time!
There is also the occasional collision issue where your shot will pass through an Invader. Probably because I'm using a very VERY basic POINT approach to detecting if the shot hits an Invader, so if it happens to find one of the blank pixels in the invaders then it will tend to miss. Just haven't added a secondary POINT detection to help fix that.
The Invaders also cannot hit you with their weapons yet, so your invincible at the moment.

Beyond some special graphical elements I would like to add that about all that is left to finish.

Don't forget the MFI file too.

Code: (Select All)
'Space Invaders 2022
'Cobalt
'QB64

TYPE Invader
X AS INTEGER
Y AS INTEGER
Type AS INTEGER
END TYPE

TYPE Player
X AS INTEGER 'where player is
Y AS INTEGER
Shot_X AS INTEGER 'where player's shot is
Shot_Y AS INTEGER '(only 1 at a time allowed)
Hit_X AS INTEGER
Hit_Y AS INTEGER
Hit_Time AS INTEGER
Special AS _BYTE
END TYPE

TYPE Shot
X AS INTEGER
Y AS SINGLE
Type AS _BYTE
END TYPE

TYPE Impacts
X AS INTEGER
Y AS INTEGER
Time AS _BYTE
END TYPE

TYPE Game
Lives AS _BYTE
Level AS _BYTE
Score1 AS LONG
Score2 AS LONG
HScore AS LONG
Frame AS _BYTE
Remain AS _BYTE 'invaders remaining
Speed AS _BYTE
Difficulty AS _BYTE
Win AS _BYTE
UFO AS _BYTE
UFO_Shot AS _BYTE
END TYPE

CONST TRUE = -1, FALSE = NOT TRUE
CONST Key_Right = 19712, Key_Left = 19200, Key_Up = 18432, Key_Down = 20480
CONST Key_Space = 32, Key_Enter = 13

DIM SHARED G AS Game, I(11, 5) AS Invader, P AS Player, P_Shot AS _BYTE
DIM SHARED Layer(8) AS LONG, SFX(16) AS LONG, BGM(4) AS LONG
DIM SHARED Shots(17) AS Shot, Shot_Count AS _BYTE, Hits(16) AS Impacts, Hit_Count AS _BYTE
DIM SHARED Ex AS Invader, Exploding AS _BYTE, UFO AS Invader

'init
RANDOMIZE TIMER
SCREEN _NEWIMAGE(640, 700, 32)
_SCREENMOVE 10, 5
Layer(0) = _DISPLAY
Layer(1) = _NEWIMAGE(640, 700, 32)
'Layer(2) = _LOADIMAGE("invaders.bmp", 32)
'Layer(3) = _LOADIMAGE("spaceinvaders.bmp", 32)
'Layer(4) = _LOADIMAGE("si_cpo.bmp", 32)
'Layer(5) = _LOADIMAGE("invaddx.bmp", 32)
Layer(6) = _NEWIMAGE(640, 700, 32) 'console build layer
Layer(7) = _NEWIMAGE(640, 700, 32) 'shield layer
Layer(8) = _NEWIMAGE(640, 700, 32) 'invader layer
'SFX(1) = _SNDOPEN("SI_shoot.wav")
'SFX(2) = _SNDOPEN("SI_invaderkilled.wav")
'SFX(3) = _SNDOPEN("SI_Explode.wav")
'SFX(4) = _SNDOPEN("SI_fastinvader1.wav")
'SFX(5) = _SNDOPEN("SI_fastinvader2.wav")
'SFX(6) = _SNDOPEN("SI_fastinvader3.wav")
'SFX(7) = _SNDOPEN("SI_fastinvader4.wav")
'SFX(8) = _SNDOPEN("SI_ufo_highpitch.wav")
'SFX(9) = _SNDOPEN("SI_ufo_lowpitch.wav")
MFI_Loader "SI_ResourcePack_1.MFI"

_SNDVOL SFX(1), .5
_SNDVOL SFX(2), .5
_SNDVOL SFX(3), .5
_SNDVOL SFX(4), .5
_SNDVOL SFX(5), .5
_SNDVOL SFX(6), .5
_SNDVOL SFX(7), .5
_SNDVOL SFX(8), .5
_SNDVOL SFX(9), .5

_CLEARCOLOR _RGB32(0), Layer(3)
_CLEARCOLOR _RGB32(4), Layer(3)
_CLEARCOLOR _RGB32(4), Layer(5)
_CLEARCOLOR _RGB32(0), Layer(7)

TAnimate& = _FREETIMER
TSound& = _FREETIMER
ON TIMER(TSound&, .3682) Play_BGS
ON TIMER(TAnimate&, .256) Flip_Frame

_TITLE "Space Invaders 2022"
_DELAY .25

'Build Arcade Console
_PUTIMAGE (0, 0)-STEP(639, 499), Layer(2), Layer(6)
_PUTIMAGE (0, 0)-STEP(639, 499), Layer(5), Layer(6)
_PUTIMAGE (0, 500)-STEP(639, 199), Layer(4), Layer(6), (0, 0)-STEP(5999, 1799)
SI_Print "p1-score", 192, 204, Layer(6)
SI_Print "hi-score", 288, 204, Layer(6)
SI_Print "p2-score", 384, 204, Layer(6)
'--------------------
FOR i%% = 0 TO 3
_PUTIMAGE (160 + 100 * i%%, 352)-STEP(23, 15), Layer(3), Layer(7), (254, 31)-STEP(23, 15)
NEXT i%%
G.Frame = FALSE
G.Remain = 55
G.Speed = 30
P.X = 164: P.Y = 380
FOR y%% = 0 TO 4
FOR x%% = 0 TO 10
  I(x%%, y%%).X = 96 + 32 * x%%: I(x%%, y%%).Y = 320 - 20 * y%%: I(x%%, y%%).Type = y%% + 1
NEXT x%%, y%%
TIMER(TAnimate&) ON
TIMER(TSound&) ON
ClearLayerTrans Layer(8)

DO
_PUTIMAGE , Layer(6), Layer(1)
_PUTIMAGE , Layer(7), Layer(1)

FOR y%% = 0 TO 4: FOR x%% = 0 TO 10
  PlaceInvader x%%, y%%
NEXT x%%, y%%

IF Move_Counter%% >= G.Speed THEN Move_Counter%% = 0: Move_Invaders
IF INT(RND * 100) >= 75 THEN Invader_Shot

IF NOT G.UFO THEN
  IF INT(RND * 100) > 90 THEN
   IF Last_UFO%% > 120 THEN 'Only 1 out of 120 ufos appear
    Last_UFO%% = 0: Start_UFO
   ELSEIF Last_UFO%% <= 120 THEN
    Last_UFO%% = Last_UFO%% + 1
   END IF
  END IF
ELSEIF G.UFO THEN
  Move_UFO
  Draw_UFO
END IF
Move_Invader_Shot
Draw_Invader_Shot

IF Hit_Count THEN Age_Impacts 'if any hits then age them
IF P.Hit_Time THEN Age_Impact_Player
IF P_Shot THEN Move_Player_Shot
Draw_Impacts
IF P.Hit_Time THEN Draw_Impact_Player


Nul%% = Controls

IF P_Shot THEN Draw_Player_Shot
Draw_Player
IF Exploding THEN Draw_Explode_Invader
Display_Scores
_PRINTSTRING (0, 0), STR$(Last_UFO%%), Layer(8)
_PUTIMAGE , Layer(8), Layer(1)
_PUTIMAGE , Layer(1), Layer(0)
ClearLayerTrans Layer(8)
_LIMIT 60
Move_Counter%% = Move_Counter%% + 1
IF Nul%% = TRUE THEN ExitFlag%% = TRUE
IF G.Remain = 0 THEN ExitFlag%% = TRUE: G.Win = TRUE
LOOP UNTIL ExitFlag%%

STOP_ALL_SNDs

TIMER(TSound&) OFF
TIMER(TAnimate&) OFF
IF G.Win THEN SI_Print "you win!", 288, 304, Layer(0)

SUB Start_UFO
G.UFO = TRUE
IF INT(RND * 100) > 49 THEN
  UFO.X = 112
  UFO.Type = TRUE
  _SNDLOOP SFX(8)
ELSE
  UFO.X = 512
  UFO.Type = FALSE
  _SNDLOOP SFX(9)
END IF
UFO.Y = 224
END SUB

SUB Move_UFO
IF UFO.Type THEN 'moving left to right
  UFO.X = UFO.X + 1
ELSE 'moving right to left
  UFO.X = UFO.X - 2
END IF
IF INT(RND * 100) > 50 THEN UFO_Shoot
IF UFO.X < 112 OR UFO.X > 512 THEN
  _SNDSTOP SFX(8): _SNDSTOP SFX(9)
  G.UFO = FALSE
END IF
END SUB

SUB Draw_UFO
_PUTIMAGE (UFO.X, UFO.Y)-STEP(15, 7), Layer(3), Layer(8), (210, 39)-STEP(15, 7)
END SUB

SUB UFO_Shoot
IF UFO.X - 8 >= P.X AND UFO.X + 8 <= P.X + 16 AND G.UFO_Shot = FALSE THEN
  Shots(Shot_Count).X = UFO.X + 8
  Shots(Shot_Count).Y = UFO.Y + 8
  Shots(Shot_Count).Type = 6
  Shot_Count = Shot_Count + 1
  G.UFO_Shot = TRUE
END IF
END SUB

FUNCTION Controls
Result%% = FALSE
IF _KEYDOWN(Key_Right) THEN
  P.X = P.X + 2
  IF P.X >= 500 THEN P.X = 500
END IF
IF _KEYDOWN(Key_Left) THEN
  P.X = P.X - 2
  IF P.X <= 128 THEN P.X = 128
END IF
IF _KEYDOWN(Key_Space) AND P_Shot = FALSE AND P.Hit_Time = 0 THEN Player_Shot
IF _KEYHIT = 27 THEN Result%% = TRUE
Controls = Result%%
END FUNCTION

SUB Player_Shot
_SNDPLAY SFX(1)
P_Shot = TRUE
P.Shot_X = P.X + 7
P.Shot_Y = P.Y
END SUB

SUB PlaceInvader (X%%, Y%%)
SELECT CASE I(X%%, Y%%).Type
  CASE 0 'Dead
  CASE 1, 2
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (246, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (246, 11)-STEP(15, 7)
   END IF
  CASE 3, 4
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (228, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (228, 11)-STEP(15, 7)
   END IF
  CASE 5
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (210, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (210, 11)-STEP(15, 7)
   END IF
END SELECT
END SUB

SUB Move_Invaders
STATIC Direction%% 'direction of invader movement
DIM Score(11) AS _BYTE 'track how many invaders are in each column

IF Direction%% THEN 'TRUE
  'move all invaders regaurdless of exsistance
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    I(x%%, y%%).X = I(x%%, y%%).X + 3
    Score(x%%) = Score(x%%) + I(x%%, y%%).Type 'monitor how many invaders are in each column
  NEXT x%%, y%%

  FOR z%% = 10 TO 0 STEP -1 'check right to left if moving right
   IF Score(z%%) THEN 'if there are still invaders in this Column
    IF I(z%%, 0).X >= 528 THEN
     Direction%% = NOT Direction%% 'reverse invader movement
     FOR y%% = 0 TO 4
      FOR x%% = 0 TO 10
       I(x%%, y%%).Y = I(x%%, y%%).Y + 4 'lower invaders each pass
     NEXT x%%, y%%
    END IF
    z%% = -1 'good column so quit after move
   END IF
  NEXT z%%
ELSE 'FALSE
  'move all invaders regaurdless of exsistance
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    I(x%%, y%%).X = I(x%%, y%%).X - 3
    Score(x%%) = Score(x%%) + I(x%%, y%%).Type 'monitor how many invaders are in each column
  NEXT x%%, y%%

  FOR z%% = 0 TO 10 'check left to right if moving left
   IF Score(z%%) THEN 'if there are still invaders in this Column
    IF I(z%%, 0).X <= 96 THEN
     Direction%% = NOT Direction%% 'reverse invader movement

     FOR y%% = 0 TO 4
      FOR x%% = 0 TO 10
       I(x%%, y%%).Y = I(x%%, y%%).Y + 4 'lower invaders each pass
     NEXT x%%, y%%

    END IF
    z%% = 11 'good column so quit after move
   END IF
  NEXT z%%
END IF
END SUB

SUB SI_Print (Txt$, X%, Y%, L&)
L%% = LEN(Txt$)
FOR i%% = 1 TO L%%
  SELECT CASE ASC(MID$(Txt$, i%%, 1))
   CASE 32
    X% = X% + 6
   CASE 45
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (220, 119)-STEP(7, 7)
    X% = X% + 8
   CASE 48 TO 57
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (1 + (ASC(MID$(Txt$, i%%, 1)) - 48) * 10, 146)-STEP(7, 7)
    X% = X% + 8
   CASE 97 TO 122
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (1 + (ASC(MID$(Txt$, i%%, 1)) - 97) * 10, 137)-STEP(7, 7)
    X% = X% + 8
  END SELECT
NEXT i%%
END SUB

SUB Display_Scores
SI_Print LTRIM$(STR$(G.Score1)), 192, 214, Layer(1)
SI_Print LTRIM$(STR$(G.HScore)), 288, 214, Layer(1)
SI_Print LTRIM$(STR$(G.Score2)), 384, 214, Layer(1)
END SUB

SUB Shot_Impact (id%%)
Hit_Count = Hit_Count + 1
Hits(Hit_Count).X = Shots(id%%).X - 2
Hits(Hit_Count).Y = Shots(id%%).Y
Hits(Hit_Count).Time = 30
END SUB

SUB Shot_Impact_Player
P.Hit_X = P.Shot_X - 2
P.Hit_Y = P.Shot_Y - 3
P.Hit_Time = 30
P_Shot = FALSE
END SUB

SUB Invader_Shot
FOR y%% = 0 TO 4
  FOR x%% = 0 TO 10
   IF I(x%%, y%%).Type THEN 'make sure invader is alive
    IF INT(RND * 100) >= 99 THEN 'random chance of shot
     IF INT(RND * 5) = 3 THEN
      IF Shot_Count < 15 THEN 'is there room for a shot?
       Shots(Shot_Count).X = I(x%%, y%%).X + 8
       Shots(Shot_Count).Y = I(x%%, y%%).Y + 4
       Shots(Shot_Count).Type = INT(RND * 3) + 1
       Shot_Count = Shot_Count + 1
      END IF
     END IF
    END IF
   END IF
NEXT x%%, y%%
END SUB

SUB Move_Invader_Shot
FOR i%% = 1 TO Shot_Count
  Shots(i%%).Y = Shots(i%%).Y + Shots(i%%).Type / 2

  IF Shots(i%%).Y > 400 THEN 'ground\bottom of screen, remove shot
   Shots(i%%).Type = 0
   Shots(i%%).Y = 0
   FOR z%% = i%% TO Shot_Count
    SWAP Shots(z%%), Shots(z%% + 1)
   NEXT z%%
   Shot_Count = Shot_Count - 1
  END IF
  IF Collide_Invader_Shot(i%%) THEN 'did the invader's shot hit a sheild or player?
   Shot_Impact i%%
   IF Shots(i%%).Type = 6 THEN G.UFO_Shot = FALSE
   Shots(i%%).Type = 0
   Shots(i%%).Y = 0
   FOR z%% = i%% TO Shot_Count
    SWAP Shots(z%%), Shots(z%% + 1)
   NEXT z%%
   Shot_Count = Shot_Count - 1
  END IF
NEXT i%%
END SUB

SUB Move_Player_Shot
P.Shot_Y = P.Shot_Y - 3
IF P.Shot_Y <= 200 THEN Shot_Impact_Player
Test%% = Collide_Player_Shot
IF Test%% = 1 THEN Shot_Impact_Player 'cause impact GFX to display
IF Test%% = TRUE THEN P_Shot = FALSE 'Invader explodes and shot stops
END SUB

SUB Explode_Invader (x%%, y%%)
_SNDPLAY SFX(2)
G.Remain = G.Remain - 1
Ex.Type = 24
Ex.X = I(x%%, y%%).X
Ex.Y = I(x%%, y%%).Y
Exploding = TRUE
END SUB

SUB Draw_Explode_Invader
Ex.Type = Ex.Type - 1
IF Ex.Type = 0 THEN Exploding = FALSE
_PUTIMAGE (Ex.X, Ex.Y)-STEP(15, 7), Layer(3), Layer(1), (264, 1)-STEP(15, 7)
END SUB

SUB Draw_Impacts
FOR i%% = 1 TO Hit_Count
  IF Hits(i%%).Time >= 2 THEN
   _PUTIMAGE (Hits(i%%).X, Hits(i%%).Y)-STEP(5, 7), Layer(3), Layer(7), (270, 21)-STEP(5, 7)
  ELSE
   _PUTIMAGE (Hits(i%%).X, Hits(i%%).Y)-STEP(5, 7), Layer(3), Layer(7), (277, 21)-STEP(5, 7)
  END IF
NEXT i%%
_CLEARCOLOR _RGB32(1), Layer(7)
END SUB

SUB Draw_Impact_Player
IF P.Hit_Time > 1 THEN
  _PUTIMAGE (P.Hit_X, P.Hit_Y)-STEP(5, 7), Layer(3), Layer(7), (270, 21)-STEP(5, 7)
ELSE
  _PUTIMAGE (P.Hit_X, P.Hit_Y)-STEP(5, 7), Layer(3), Layer(7), (277, 21)-STEP(5, 7)
END IF
END SUB

SUB Draw_Invader_Shot
STATIC Frame AS _BYTE, FC AS _BYTE

FOR i%% = 1 TO 15
  SELECT CASE Shots(i%%).Type
   CASE 0 'no shot
   CASE 1
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (210 + 5 * Frame, 21)-STEP(2, 7)
   CASE 2
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (230 + 5 * Frame, 21)-STEP(2, 7)
   CASE 3
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (250 + 5 * Frame, 21)-STEP(2, 7)
   CASE 6
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (250 + 15 * Frame, 21)-STEP(2, 7)
  END SELECT
NEXT i%%
FC = FC + 1
IF FC = 7 THEN Frame = Frame + 1: FC = 0
IF Frame = 4 THEN Frame = 0
END SUB

SUB Draw_Player
_PUTIMAGE (P.X, P.Y)-STEP(15, 7), Layer(3), Layer(1), (210, 49)-STEP(15, 7)
END SUB

SUB Draw_Player_Shot
_PUTIMAGE (P.Shot_X, P.Shot_Y)-STEP(2, 7), Layer(3), Layer(1), (250, 21)-STEP(2, 7)
END SUB

FUNCTION Collide_Invader_Shot%% (id%%)
IF _SOURCE <> Layer(7) THEN _SOURCE Layer(7)
IF _RED32(POINT(Shots(id%%).X, Shots(id%%).Y + (3 + (INT(RND * 6) - 3)))) > 1 THEN Result%% = TRUE
Collide_Invader_Shot = Result%%
END FUNCTION

FUNCTION Collide_Player_Shot%%
IF _SOURCE <> Layer(7) THEN _SOURCE Layer(7) 'check for shield impact
IF _RED32(POINT(P.Shot_X, P.Shot_Y)) > 1 THEN Result%% = 1
_SOURCE Layer(8) 'then check for invader hit
IF _RED32(POINT(P.Shot_X, P.Shot_Y)) > 0 OR _RED32(POINT(P.Shot_X, P.Shot_Y + 1)) > 0 THEN 'see which invader was hit
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    IF P.Shot_X >= I(x%%, y%%).X AND P.Shot_X <= I(x%%, y%%).X + 16 AND P.Shot_Y >= I(x%%, y%%).Y AND P.Shot_Y <= I(x%%, y%%).Y + 8 THEN
     'found invader being hit
     Hit_Invader x%%, y%%
     y%% = 5
     x%% = 11
     Result%% = TRUE
    END IF
  NEXT x%%, y%%
  'UFO being hit?
  IF P.Shot_X >= UFO.X AND P.Shot_X <= UFO.X + 16 AND P.Shot_Y >= UFO.Y AND P.Shot_Y <= UFO.Y + 8 THEN
   _SNDPLAY SFX(2)
   Ex.Type = 24
   Ex.X = UFO.X
   Ex.Y = UFO.Y
   Exploding = TRUE
   Result%% = TRUE
   G.Score1 = G.Score1 + 100
   _SNDSTOP SFX(8): _SNDSTOP SFX(9)
   G.UFO = FALSE
  END IF
END IF
Collide_Player_Shot = Result%%
END FUNCTION

SUB Hit_Invader (X%%, Y%%)
STATIC Speedup AS _BYTE
SELECT CASE I(X%%, Y%%).Type
  CASE 1, 2
   G.Score1 = G.Score1 + 10
  CASE 3, 4
   G.Score1 = G.Score1 + 20
  CASE 5
   G.Score1 = G.Score1 + 30
END SELECT
Explode_Invader X%%, Y%%
I(X%%, Y%%).Type = 0
Speedup = Speedup + 1
IF Speedup = 2 THEN Speedup = 0: G.Speed = G.Speed - 1
END SUB

SUB Age_Impacts
FOR i%% = 1 TO Hit_Count
  Hits(i%%).Time = Hits(i%%).Time - 1
  IF Hits(i%%).Time = 0 THEN
   Hits(i%%).Time = 0
   Hits(i%%).Y = 0
   FOR z%% = i%% TO Hit_Count
    SWAP Hits(z%%), Hits(z%% + 1)
   NEXT z%%
   Hit_Count = Hit_Count - 1
  END IF
NEXT i%%
END SUB

SUB Age_Impact_Player
IF P.Hit_Time THEN 'if the player has an impact out there.
  P.Hit_Time = P.Hit_Time - 1
END IF
END SUB

SUB Flip_Frame
G.Frame = NOT G.Frame
END SUB

SUB ClearLayer (L&)
old& = _DEST
_DEST L&
CLS ' ,0
_DEST old&
END SUB

SUB ClearLayerTrans (L&)
old& = _DEST
_DEST L&
CLS , 0
_DEST old&
END SUB

SUB Play_BGS
STATIC current_sound AS _BYTE
SELECT CASE current_sound
  CASE 0
   _SNDPLAY SFX(4)
  CASE 1
   _SNDPLAY SFX(5)
  CASE 2
   _SNDPLAY SFX(6)
  CASE 3
   _SNDPLAY SFX(7)
   current_sound = -1
END SELECT
current_sound = current_sound + 1

END SUB

SUB STOP_ALL_SNDs
FOR i%% = 0 TO 9
  _SNDSTOP SFX(i%%)
NEXT i%%
END SUB

SUB MFI_Loader (FN$)
DIM Size(128) AS LONG, FOffset(128) AS LONG
OPEN FN$ FOR BINARY AS #1
GET #1, , c~%% 'retrieve number of files
FOR I~%% = 1 TO c~%%
  GET #1, , FOffset(I~%%)
  GET #1, , Size(I~%%)
  FOffset&(I~%%) = FOffset&(I~%%) + 1
NEXT I~%%

Layer(2) = LoadGFX(FOffset(1), Size(1)) 'invaders
Layer(3) = LoadGFX(FOffset(2), Size(2)) 'spaceinvaders(sprites)
Layer(4) = LoadGFX(FOffset(3), Size(3)) 'console control board
Layer(5) = LoadGFX(FOffset(4), Size(4)) 'cabnet decal

SFX(1) = LoadSFX(FOffset(5), Size(5)) '_SNDOPEN("SI_shoot.wav")
SFX(2) = LoadSFX(FOffset(6), Size(6)) '_SNDOPEN("SI_invaderkilled.wav")
SFX(3) = LoadSFX(FOffset(7), Size(7)) '_SNDOPEN("SI_Explode.wav")
SFX(4) = LoadSFX(FOffset(8), Size(8)) '_SNDOPEN("SI_fastinvader1.wav")
SFX(5) = LoadSFX(FOffset(9), Size(9)) '_SNDOPEN("SI_fastinvader2.wav")
SFX(6) = LoadSFX(FOffset(10), Size(10)) '_SNDOPEN("SI_fastinvader3.wav")
SFX(7) = LoadSFX(FOffset(11), Size(11)) '_SNDOPEN("SI_fastinvader4.wav")
SFX(8) = LoadSFX(FOffset(12), Size(12)) '_SNDOPEN("SI_ufo_highpitch.wav")
SFX(9) = LoadSFX(FOffset(13), Size(13)) '_SNDOPEN("SI_ufo_lowpitch.wav")


CLOSE #1
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
END SUB

FUNCTION LoadGFX& (Foff&, Size&)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadGFX& = _LOADIMAGE("temp.dat", 32)
END FUNCTION

FUNCTION LoadFFX& (Foff&, Size&, Fize%%)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadFFX& = _LOADFONT("temp.dat", Fize%%, "monospace")
END FUNCTION

FUNCTION LoadSFX& (Foff&, Size&)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadSFX& = _SNDOPEN("temp.dat")
END FUNCTION
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Messages In This Thread
Space(d) Invaders! - by Cobalt - 05-21-2022, 09:44 PM
RE: Space(d) Invaders! - by Cobalt - 07-27-2022, 05:03 PM
RE: Space(d) Invaders! - by madscijr - 07-28-2022, 02:24 AM



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