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 ckeck out my cool game
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rollerdude




PostPosted: Wed Jun 01, 2005 8:57 am   Post subject: ckeck out my cool game

try this....

[code]
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% 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) <= 0 then
drawline (px (i), 0, px (i) - 4, 4, explosionColour)
drawline (px (i), 0, px (i), 6, explosionColour)
drawline (px (i), 0, px (i) + 4, 4, explosionColour)
px (i) := outOfPlay
evadedMissiles += 1
end if

% Check to see if it hit the player
if PlayerHit then
drawline (tx - 5, ty - 5, tx + 5, ty + 5, playerColour)
drawline (tx + 5, ty - 5, tx - 5, ty + 5, playerColour)
drawline (tx - 5, ty, tx + 5, ty, playerColour)
locate (10, 5)
put "You evaded ", evadedMissiles, " missiles!"
locate (1, 1)
delay (500)
return
end if
end if
end for

% If a key has been pressed, control the player
if hasch then
ControlPlayer

% If 'q' was pressed, tx will be -1 and the game should end.
if tx = - 1 then
return
end if
end if

% This is a timer delay loop to make sure that each turn takes
% the same length of time to execute, regardless of the number
% of missiles on the screen
loop
clock (timer)
exit when timer > 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

[/code]

have fun....
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