$ENGINE={B54F3741-5B07-11cf-A4B0-00AA004A55E8} $OBJECT=ShipClass $OBJECT=BubbleClass $OBJECT=AmmoClass $OBJECT=ExtraClass Option Explicit '--------------------------------------------------------------- ' GameFull.txt '--------------------------------------------------------------- ' Use path to this file as parameter to Sprite.exe. E.g.: ' Sprite C:\Tmp\FameFull.txt ' See "SpruuidP.Pix" for list of images available, numbered 0-n. '--------------------------------------------------------------- Dim sShip 'Player's ship '------------ ' GAME events ' Sub Game_NewGame() ' ------------ 'Sprites Bounce on inner border: ShipClass.Border = 15 BubbleClass.Border = 15 AmmoClass.Border = 15 ExtraClass.Border = 15 * 16 'Outer border for this class 'Setup Collision possibilities. Bit 1 is reserved for hitting same-kind objects. ShipClass.Collide = 2 BubbleClass.Collide = 2 + 4 AmmoClass.Collide = 4 'Setup Standard images for the different classes of sprites ShipClass.Image = 32 'Ship BubbleClass.Image = 60 'Small bubble AmmoClass.Image = 35 'Ammo ExtraClass.Image = 53 '200 'Extra Ship Info ScoreFirst1Up = 250 ScoreSecond1Up = 500 DScoreNext1Up = 500 'Set up main window Caption = "Bubbles - Microsoft Spruuids" Width = 372 Height = 282 ShipClass.Friction = 0.981 Set sShip = ShipClass.CreateSprite(Game.Width / 2, Game.Height / 2, 0) BubbleClass.CreateSprite 0, 0, 0 Level = 0 'Use Level marker to count # of bubbles destroyed StatusText = "Press Any Key To Start" End Sub Sub Game_KeyDown(ByVal ch) ' ------------ Dim sT 'Too many shots on screen already? If AmmoClass.SpriteCount > 5 Then StatusText = "Only Get 6 Shots At A Time" : Exit Sub 'Game Over? If ShipCount <= 0 Then Exit Sub 'Don't allow Player to start until all shots are off screen If sShip.Image = 32 and AmmoClass.SpriteCount <> 0 Then StatusText = "Press Any Key *After* All Bullets Disappear" : Exit Sub 'Give simple help if wrong key pressed If ch < 37 or ch > 40 Then StatusText = "Press Arrow Keys To Fire And Move" : Exit Sub StatusText = "Blow-Up Bubbles By Shooting Them Many Times" 'Up If ch = 38 Then sShip.Image = 24 Set sT = AmmoClass.CreateSprite(sShip.Left + sShip.Width / 2, sShip.Top, 0) sT.Vx = 0 : sT.Vy = -5 sShip.Vy = sShip.Vy + 1 End If 'Down If ch = 40 Then sShip.Image = 8 Set sT = AmmoClass.CreateSprite(sShip.Left + sShip.Width / 2, sShip.Top + sShip.Height, 0) sT.Vx = 0 : sT.Vy = 5 sShip.Vy = sShip.Vy - 1 End If 'Left If ch = 37 Then sShip.Image = 16 Set sT = AmmoClass.CreateSprite(sShip.Left, sShip.Top + sShip.Height / 2, 0) sT.Vx = -5 : sT.Vy = 0 sShip.Vx = sShip.Vx + 1 End If 'Right If ch = 39 Then sShip.Image = 0 Set sT = AmmoClass.CreateSprite(sShip.Left + sShip.Width, sShip.Top + sShip.Height / 2, 0) sT.Vx = 5 : sT.Vy = 0 sShip.Vx = sShip.Vx - 1 End If End Sub Sub DoShipHit() 'Decrease # ships, end game if none left ' --------- sShip.Image = 32 ShipCount = ShipCount - 1 If ShipCount <= 0 Then EndGame Else sShip.Vx = 0 sShip.Vy = 0 sShip.MoveTo Game.Width / 2, Game.Height / 2 StatusText = "Press Any Key To Start" End If End Sub Sub DoNewBubble(ByVal left, ByVal top, ByVal vx, ByVal vy, ByVal fAllowGold) ' ----------- Dim sT Set sT = BubbleClass.CreateSprite(left, top, 1) sT.Vx = vx * 0.5 + 4 * Rnd() - 2 sT.Vy = vy * 0.5 + 4 * Rnd() - 2 If fAllowGold <> 0 And Rnd() < 0.15 + 0.01 * BubbleClass.SpriteCount Then sT.Image = 44 : StatusText = "Catch Gold Ball For Bonus" End Sub Sub Game_Collide(ByVal sLowId, ByVal sHighId, ByVal coll) ' ------------ Dim ship Dim bubble Dim ammo Dim sT Select Case coll Case 2 Set ship = sLowId Set bubble = sHighId If ship.Image <> 32 Then If bubble.Image = 44 Then 'Score Bonus AddScore 200 ExtraClass.CreateSprite ship.Left, ship.Top, 0 bubble.Remove Else 'Ship Hit Bubble Call DoShipHit End If End If Case 4 Set bubble = sLowId Set ammo = sHighId ammo.Remove If bubble.Image <= 57 Then AddScore 50 bubble.Remove 'Create bursting bubble image If bubble.Image = 57 Then Set sT = ExtraClass.CreateSprite(bubble.Left, bubble.Top, 2) sT.Vx = bubble.Vx sT.Vy = bubble.Vy End If Level = Level + 1 'Use Level marker to count # of bubbles destroyed 'Create two new bubbles. Don't create gold bubbles if a gold bubble was hit DoNewBubble bubble.Left, bubble.Top, bubble.Vx - ammo.Vx, bubble.Vy - ammo.Vy, bubble.Image = 57 DoNewBubble bubble.Left, bubble.Top, bubble.Vx + ammo.Vx, bubble.Vy + ammo.Vy, bubble.Image = 57 Else bubble.Image = bubble.Image - 1 'bubble.Vx = bubble.Vx + ammo.Vx / 3 'bubble.Vy = bubble.Vy + ammo.Vy / 3 AddScore 5 End If End Select End Sub Sub Game_NewShip() ' ------------ ExtraClass.CreateSprite sShip.Left, sShip.Top, 1 ExtraClass.CreateSprite sShip.Left, sShip.Top, 1 ExtraClass.CreateSprite sShip.Left, sShip.Top, 1 ExtraClass.CreateSprite sShip.Left, sShip.Top, 1 End Sub '----------------- ' ShipClass events ' Sub ShipClass_Border(ByVal s, ByVal brd) ' ---------------- 'Randomize velocity, then bounce ship s.Vx = s.Vx + 6 * Rnd() - 3 s.Vy = s.Vy + 6 * Rnd() - 3 StdBorderBounce s, brd End Sub '------------------- ' BubbleClass events ' Sub BubbleClass_Init(ByVal s, ByVal u) ' ---------------- If s.Left = 0 Then 'New Bubble, so start it at an edge, and give it a random direction Game.StdInitEdge s, u s.Vx = 12 * Rnd() - 6 s.Vy = 12 * Rnd() - 6 End If End Sub Sub BubbleClass_Border(ByVal s, ByVal brd) ' ------------------ StdBorderBounce s, brd End Sub 'If no more enemies, create some Sub BubbleClass_LastTerm() ' -------------------- BubbleClass.CreateSprite 0, 0, 0 End Sub '----------------- ' AmmoClass events ' Sub AmmoClass_Border(ByVal s, ByVal brd) ' ---------------- s.Remove End Sub '------------------ ' ExtraClass events ' Sub ExtraClass_Init(ByVal s, ByVal u) ' --------------- Select Case u Case 0 s.Vy = -5 'Make the "200" go up Case 1 s.Image = 49 'Animated + s.Ay = .15 'Mild gravity s.Vy = -6 * Rnd() 'Make these start going up, left gravity pull down s.Vx = 6 * Rnd() - 3 'Rand horz velocity s.TickEvent = 50 'Destroy in 50 ticks Case 2 s.Image = 65 'Bursting bubble End Select End Sub Sub ExtraClass_Tick(ByVal s) s.Remove End Sub Sub ExtraClass_Border(ByVal s, ByVal brd) If brd <> &h20 Then s.Remove End Sub '--- EOF ---