
-----------------------------------
rollerdude
Wed Jun 01, 2005 8:59 am

ckeck out my cool game
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try this....


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                          MISSILE.T                            %
%                                                               %
%                                                               %
%   This is a simple video game featuring an ever increasing    %
% number of missiles tha must be avoided.  The seeking          %
% algorithm of the missiles is rather simplistic and is open    %
% to modification and refinement by anyone.  Suggested changes  %
% are having the missiles trail disappear, different launching  %
% times for each missile and having missiles last different     %
% amounts of time.                                              %
%                                                               %
%   All of the constants defined at the top of the program can  %
% be changed in order to experiment with different environments %
% and factors.  Feel free to tinker, doctor and change this     %
% program to your hearts content.  That's what it's here for!   %
%                                                               %
%                                                               %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                       Constants                               %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
const groundColour := 1
const missileColour1 := 2
const missileColour2 := 1
const explosionColour := 2
const playerColour := 3
const playerSpeed := 4
const turnDelay := 100
const outOfPlay := - 1
const maxMissiles := 20

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                  Global Variables                             %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
var numMissiles : int := 1 % the number of missiles in play
var evadedMissiles : int := 0 % total number of missiles evaded
var tx : int := maxx div 2 % the x position of the player in pixels
var ty : int := maxy div 2 % the y position of the player in pixels
var turns, prevTime, timer, dist : int

/**************************************************************
 *   This procedure gives the instructions for the game.      *
 **************************************************************/
procedure Instructions
    setscreen ("text,screen,noecho,nocursor")
    locate (1, 30)
    put "MISSILE"
    put skip
    color (2)
    put "You are a pilot over Zornastria.  Unfortunately, the missile"
    put "defence system has been activated and is now turned against"
    put "you!  Even worse, the missiles are heat seeking missiles and"
    put "head straight for you.  Luckily if you manuever carefully,"
    put "you can dodge them until they run out of fuel."
    put skip
    put "To pilot your airplane, use the arrow keys.  THe missiles start"
    put "out coloured " ..
    colour (13)
    put "purple" ..
    colour (2)
    put " and turn " ..
    colour (11)
    put "blue" ..
    colour (2)
    put " when they run out of fuel.  You"
    put "must attempt to survive as long as you can.  After surviving each"
    put "wave, the next wave will be launched."
    put skip
    put "Good Luck!  You'll need it."
    put skip
    put "Hit any key to start the game..."

    var ch : string (1)
    getch (ch)

    setscreen ("graphics,noecho")
end Instructions

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%   This procedure draws the player.                           %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
procedure DrawPlayer (clr : int)
    drawline (tx - 1, ty - 1, tx + 1, ty - 1, clr)
    drawline (tx - 1, ty, tx + 1, ty, clr)
    drawline (tx - 1, ty + 1, tx + 1, ty + 1, clr)
end DrawPlayer

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%   This procedure handles any key strokes by reading any char  %
% from the keyboard and moving the player in response to it.    %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
procedure ControlPlayer
    % Blank out the old player by drawing it in colour 0 (black)
    DrawPlayer (0)

    % Read in a character
    var c : string (1)
    getch (c)

    case ord (c (1)) of
            % The 7 key (on the numeric keypad)
        label 199 :
            tx -= playerSpeed
            ty += playerSpeed

            % The 8 key (on the numeric keypad)
        label 200 :
            ty += playerSpeed

            % The 9 key (on the numeric keypad)
        label 201 :
            tx += playerSpeed
            ty += playerSpeed

            % The 4 key (on the numeric keypad)
        label 203 :
            tx -= playerSpeed

            % The 6 key (on the numeric keypad)
        label 205 :
            tx += playerSpeed

            % The 1 key (on the numeric keypad)
        label 207 :
            tx -= playerSpeed
            ty -= playerSpeed

            % The 2 key (on the numeric keypad)
        label 208 :
            ty -= playerSpeed

            % The 3 key (on the numeric keypad)
        label 209 :
            tx += playerSpeed
            ty -= playerSpeed

            % The 'q' key (this quits the game)
        label ord ("q") :
            tx := - 1
            return
        label :
    end case

    % Make certain the player doesn't go off the screen.
    if tx < 10 then
        tx := 10
    elsif tx > maxx - 10 then
        tx := maxx - 10
    end if
    if ty < 10 then
        ty := 10
    elsif ty > maxy - 10 then
        ty := maxy - 10
    end if

    % This empties the buffer
    loop
        exit when not hasch
        getch (c)
    end loop

    % Draw the player in its new position
    DrawPlayer (playerColour)
end ControlPlayer

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%   This function determines whether the player was hit by checking to %
% see if any pixels of the player's piece are not of the appropriate   %
% colour.  (i.e. a missile track was drawn over top of the player)     %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
function PlayerHit : boolean
    var hit : boolean := false
    var dot : int
    for i : tx - 1 .. tx + 1
        for j : ty - 1 .. ty + 1
            dot := whatdotcolour (i, j)
            if dot not= playerColour then
                hit := true
            end if
        end for
    end for
    result (hit)
end PlayerHit

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                         Main Body                             %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
var px, py : array 1 .. maxMissiles of int
% The position array for the missiles
var vx, vy : array 1 .. maxMissiles of int
% The velocity array for the missiles

randomize
setscreen ("graphics,noecho")

Instructions

loop
    % Initialize the missile array.
    for i : 1 .. numMissiles
        randint (px (i), 0, maxx)
        py (i) := 0
        vx (i) := 0
        randint (vy (i), 1, 5)
    end for

    % Draw the screen
    cls
    drawline (0, 0, maxx, 0, 1)
    DrawPlayer (playerColour)

    % Set the clock and number of elapsed turns
    clock (prevTime)
    turns := 0

    % The main loop
    loop
        turns += 1

        % For each missile: determine the new x velocity
        %                   determine the new y velocity
        %                   set the new missile position
        %                   draw a travel line
        %                   check to see if it hit the ground
        %                   check to see if it hit the player
        for i : 1 .. numMissiles
            const ox : int := px (i)
            const oy : int := py (i)

            if ox not= outOfPlay then

                % Determine the x velocity
                dist := abs (vx (i)) * (abs (vx (i)) + 1) div 2
                if vx (i) < 0 and ox - dist < 0 then
                    vx (i) += 2
                elsif vx (i) > 0 and ox + dist > maxx then
                    vx (i) -= 2
                elsif turns > 100 then
                    if turns mod 10 = 0 then
                        if vx (i) < 0 then
                            vx (i) += 1
                        elsif vx (i) > 0 then
                            vx (i) -= 1
                        end if
                    end if
                elsif ox < tx then
                    vx (i) += 1
                elsif ox > tx then
                    vx (i) -= 1
                end if

                % Determine the y velocity
                dist := abs (vy (i)) * (abs (vy (i)) + 1) div 2
                if vy (i) > 0 and oy + dist > maxy then
                    vy (i) -= 2
                elsif turns > 100 then
                    if turns mod 4 = 0 then
                        vy (i) -= 1
                    end if
                elsif vy (i) < 0 and oy - dist < - turns div 15 then
                    vy (i) += 2
                elsif oy < ty then
                    vy (i) += 1
                elsif oy > ty then
                    vy (i) -= 1
                end if

                % Set the new missile position
                px (i) += vx (i)
                py (i) += vy (i)

                % Draw a travel line
                if turns > 100 then
                    drawline (ox, oy, px (i), py (i), missileColour2)
                else
                    drawline (ox, oy, px (i), py (i), missileColour1)
                end if

                % Check to see if it hit the ground
                if py (i)  prevTime + turnDelay
        end loop
        prevTime := timer

        % This will leave the loop when all the missiles have crashed.
        var endNow : boolean := true
        for i : 1 .. numMissiles
            if px (i) not= outOfPlay then
                endNow := false
            end if
        end for
        exit when endNow
    end loop

    % After each time all the missiles have crashed, add 1 to the number
    % of missiles with a maximum of maxMissiles.
    numMissiles += 1
    if numMissiles > maxMissiles then
        numMissiles := maxMissiles
    end if

end loop



have fun....

-----------------------------------
aussilia
Thu Jun 30, 2005 1:43 pm


-----------------------------------
i dont know why everybody gave you the cold shoulder but your program is great :D 
good job man

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Cervantes
Thu Jun 30, 2005 2:04 pm


-----------------------------------
Gah, these things are still around?

aussilia: It's because it's not his game.

locked.
