-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathmain.bas
2657 lines (2290 loc) · 82.5 KB
/
main.bas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
'################################################################
' H U N T E R ' S R E V E N G E 2 0 1 7 - 1 8
' By Ashish Kushwaha
' **** Hit F5 and Enjoy the Game!! ****
'Note :-
'The executable should be inside Hunter-Revenge folder
'If you are facing any problem, report it at Qb64.org Forum
'
'*** Tell Me You You Think About This Game On Twitter with @KingOfCoders ***
'
'################################################################
'$CONSOLE
'_CONSOLETITLE "Hunter's Revenge [DEBUG_OUTPUT]"
IF COMMAND$(1) = "--reset" THEN
INPUT "Are you sure that you want to reset the game? (Y/N) ", dummy$1
IF UCASE$(dummy$1) = "Y" THEN KILL "Save_Game/save.dat" : createConfig : SYSTEM
END IF
'App icon
$EXEICON:'Hunter-Revenge-master/Images/game.ico'
tmp_icon& = _LOADIMAGE("Images/cursor.png", 32)
_CLEARCOLOR _RGB(255, 255, 255), tmp_icon&
_ICON tmp_icon&
_FREEIMAGE tmp_icon&
DO: LOOP UNTIL _SCREENEXISTS
RANDOMIZE TIMER
'$include:'Vendor/spritetop.bi'
_DELAY 1
_MOUSEHIDE
_TITLE "Hunter's Revenge"
SCREEN _NEWIMAGE(800, 600, 32)
DO: LOOP UNTIL _SCREENEXISTS
' ON ERROR GOTO 404
_DISPLAYORDER _SOFTWARE , _HARDWARE , _GLRENDER , _HARDWARE1
'Notification Section
DIM SHARED NEvent, NFPSCount%, NImage&, NText$, NShow AS _BYTE
'Frame Rate Section
DIM SHARED FPSEvent, FPSEvt, FPSCurrent%, FPSRate%, FPSBg&
'Loader Section
DIM SHARED Loader&, LoaderX%, LoaderY%, LoaderCF%, LoaderEvt!
LoaderX% = 730: LoaderY% = 500
'Game Types
TYPE GameMenu
click AS _BYTE
hover AS _BYTE
y AS INTEGER
img AS LONG
img2 AS LONG 'software image
END TYPE
TYPE Mousetype
x AS INTEGER
y AS INTEGER
lclick AS _BYTE
rclick AS _BYTE
mclick AS _BYTE
cursor AS LONG
cursor2 AS LONG
hovering AS _BYTE
END TYPE
TYPE fonttype
smaller AS LONG
normal AS LONG
bigger AS LONG
biggest AS LONG
END TYPE
'game objects
TYPE explosiontype
x AS INTEGER
y AS INTEGER
img AS INTEGER
active AS _BYTE
currentFrame AS INTEGER
totalFrames AS INTEGER
f AS INTEGER
n AS INTEGER
END TYPE
TYPE guntype
name AS STRING * 32
damage AS INTEGER
id AS INTEGER
img AS LONG
END TYPE
TYPE Enemies
x AS INTEGER ' x position
y AS INTEGER ' y position
typ AS STRING * 16 'type of enemie
life AS INTEGER 'life of the enemie
life2 AS INTEGER 'backup of life
damage AS INTEGER 'useless
ending AS _BYTE 'enemie is dead or not
img AS INTEGER 'sprite handle
active AS _BYTE 'enemie is active or not
u AS LONG 'delay (in milliseconds) after which enemie will show up in his scene in gameplay
n AS INTEGER 'delay between change of frame of animation
f AS INTEGER 'increment varible, if greater than above 'n', then frame is change
m AS DOUBLE 'movement speed
points AS INTEGER 'holds point
scene AS INTEGER 'hold scene
snd AS LONG 'hold sound handle
sndPaused AS _BYTE ' = true when sound is paused.
END TYPE
TYPE Levels
enemies AS INTEGER 'total enemies in a level
scenes AS INTEGER 'total scenes in a level
currentScene AS INTEGER 'current scene of the gameplay
completed AS _BYTE 'level has been completed or not
u AS LONG 'current frame of the gameplay (always increases during gameplay)
over AS _BYTE ' level has been over or not
background AS STRING * 64 'background image path of the level
bg AS LONG 'background image handle of the level
mode AS INTEGER 'MODs of the game. Can be either THUNDERMODE, STORMMODE, FOGMODE, THUNDERMODE+FOGMODE, THUNDERMODE+STORMMODE
cancel AS _BYTE 'level has been cancel or not
time AS _UNSIGNED INTEGER 'number of seconds a level has to be completed in (in seconds).
END TYPE
TYPE fog
x AS INTEGER
move AS INTEGER
handle AS LONG
END TYPE
TYPE drops
x AS INTEGER
y AS INTEGER
z AS INTEGER
len AS DOUBLE
yspeed AS DOUBLE
gravity AS DOUBLE
END TYPE
TYPE Settings
fullscreen AS _BYTE
music AS _BYTE
sfx AS _BYTE
musicV AS DOUBLE
sfxV AS DOUBLE
SE AS _BYTE
fps AS INTEGER
done AS _BYTE
END TYPE
'score flasher
TYPE scoreFlasher
x AS SINGLE
y AS SINGLE
img AS LONG
active AS _BYTE
sclX AS SINGLE
sclY AS SINGLE
__ops AS SINGLE
END TYPE
' TYPE Vector_Particles_Text_Type
' x AS SINGLE 'x position
' y AS SINGLE 'y position
' vx AS SINGLE 'visual x
' vy AS SINGLE 'visual y
' delX AS SINGLE 'delta velocity
' delY AS SINGLE 'delta velocity
' dist AS SINGLE 'distance
' distX AS SINGLE ' distance x
' distY AS SINGLE 'distance y
' k AS SINGLE
' END TYPE
'$DYNAMIC
RANDOMIZE TIMER
DIM SHARED W AS Settings
readConfig
'DIM SHARED Paused AS _BYTE
'REDIM SHARED Text_Particles(1) AS Vector_Particles_Text_Type
'DIM SHARED Text_Particles_Status, Text_Particles_Color AS _UNSIGNED LONG
DIM SHARED randomLevels AS _BYTE 'Computer chooses level! ^_*
DIM SHARED Menubg&, GlobalEvent, TimerEvent, GameRenderingEvent, Minutes%, Seconds%
DIM SHARED Mouse AS Mousetype
DIM SHARED Fonts AS fonttype
DIM SHARED GameMenus(19) AS GameMenu
DIM SHARED MenuBlood%, MenuChoice
DIM SHARED ShotScore(5) AS scoreFlasher
DIM SHARED explosions(20) AS explosiontype, Gun AS guntype, Bloods(50) AS explosiontype
DIM SHARED Level AS Levels
DIM SHARED HighScore%, LevelStage%, LevelStage2%, CurrentScore%
DIM SHARED ScoreBoard&, GunImg&(1), OldScore%, OldSeconds%
DIM SHARED Musics&(2)
RANDOMIZE TIMER
'Rains
DIM SHARED Drop(700) AS drops
DIM SHARED Rainx8&, Rainx16&, RainLight&, RainSound&, RainVol#, ThunderCount, ThunderEvent
'max level
CONST MAX_LEVEL = 14
'storm
DIM SHARED StormImg&, StormX%
'Sparks
DIM SHARED ExplosionsZ(1) AS explosiontype
'MODS
CONST FOGMODE = 1
CONST THUNDERMODE = 3
CONST STORMMODE = 5
DIM SHARED Fogs AS fog
'SFXs
DIM SHARED Eagle&
DIM SHARED Bird&
DIM SHARED Crow&
DIM SHARED Expos&
DIM SHARED Jet&
DIM SHARED Gun1&
DIM SHARED Gun2&
'Enemies scores image
DIM SHARED scoresImage(5) AS LONG
REDIM SHARED Enemie(0) AS Enemies
DIM SHARED Jet1_Sheet%
DIM SHARED Jet2_Sheet%
DIM SHARED Jet3_Sheet%
DIM SHARED Bird_Sheet%
DIM SHARED Crow_Sheet%
DIM SHARED eagle_Sheet%
DIM SHARED blood_Sheet%
DIM SHARED explosion_Sheet%
DIM SHARED spark_Sheet%
DIM SHARED lifeBars(99) AS LONG
FPSEvent = _FREETIMER 'Event for showing current FPS (Frame Per Second)
FPSEvt = _FREETIMER 'Event for calculating current FPS (Frame Per Second)
GlobalEvent = _FREETIMER 'Event for game main menu
TimerEvent = _FREETIMER 'Event of timer which is displayed during gameplay
GameRenderingEvent = _FREETIMER 'Event in which level objects are rendered.
NEvent = _FREETIMER ' Global Event for notification
'Splash Screen
Splash
LoaderStart
loadComponents
'cursors
Mouse.cursor = _LOADIMAGE("Images/cursor.png", 33)
Mouse.cursor2 = _LOADIMAGE("Images/cursor2.png", 33)
'fonts
Fonts.biggest = _LOADFONT("Font/ARDESTINE.ttf", 68)
Fonts.bigger = _LOADFONT("Font/ARDESTINE.ttf", 40)
Fonts.smaller = _LOADFONT("Font/arial.ttf", 12, "dontblend")
Fonts.normal = _LOADFONT("Font/ARDESTINE.ttf", 24)
'scores image
scoresImage(0) = _LOADIMAGE("Images/10.png", 33)
scoresImage(1) = _LOADIMAGE("Images/20.png", 33)
scoresImage(2) = _LOADIMAGE("Images/35.png", 33)
scoresImage(3) = _LOADIMAGE("Images/50.png", 33)
scoresImage(4) = _LOADIMAGE("Images/75.png", 33)
scoresImage(5) = _LOADIMAGE("Images/100.png", 33)
'fogs
Fogs.x = 0
Fogs.move = 1
Fogs.handle = _LOADIMAGE("Images/fogs_.png", 33)
'rains
Rainx8& = _LOADIMAGE("Images/rainx8.png", 33)
Rainx16& = _LOADIMAGE("Images/rainx16.png", 33)
'storm
StormImg& = _LOADIMAGE("Images\storm.png", 33) 'we're using hardware image
'LifeBars
DIM i AS INTEGER, r AS INTEGER, g AS INTEGER
FOR i = 0 TO 99
lifeBars(i) = _NEWIMAGE(100, 6, 32)
_DEST lifeBars(i)
r = p5map(i + 1, 1, 100, 255, 0)
g = p5map(i + 1, 1, 100, 0, 255)
LINE (0, 0)-(100, 6), _RGB(0, 0, 0), BF
LINE (0, 0)-(i + 1, 6), _RGB(r, g, 0), BF
LINE (0, 0)-(99, 5), _RGB(255, 255, 255), B
_DEST 0
NEXT
DIM tmp&
FOR i = 0 TO 99
tmp& = _COPYIMAGE(lifeBars(i))
_FREEIMAGE lifeBars(i)
lifeBars(i) = _COPYIMAGE(tmp&, 33)
_FREEIMAGE tmp&
NEXT
Gun.damage = 3
Gun.id = 1
Gun.name = "Shot Gun"
Menubg& = _LOADIMAGE("Images\farm1.jpg")
GunImg&(0) = _LOADIMAGE("Images\gun_shot.png")
GunImg&(1) = _LOADIMAGE("Images\Gun_ak-47.png")
ScoreBoard& = _LOADIMAGE("Images\score_board.png")
blood_Sheet% = SPRITESHEETLOAD("Images\blood.png", 64, 62, _RGB(0, 0, 0))
Jet1_Sheet% = SPRITESHEETLOAD("Images\Jet.png", 120, 122, _RGB(0, 0, 0))
Jet2_Sheet% = SPRITESHEETLOAD("Images\Jet_2.png", 120, 122, _RGB(0, 0, 0))
Jet3_Sheet% = SPRITESHEETLOAD("Images\Jet_3.png", 150, 122, _RGB(0, 0, 0))
eagle_Sheet% = SPRITESHEETLOAD("Images\eagle.png", 40, 40, _RGB(0, 0, 0))
Crow_Sheet% = SPRITESHEETLOAD("Images\crow.png", 97, 120, _RGB(0, 0, 0))
Bird_Sheet% = SPRITESHEETLOAD("Images\bird.png", 180, 170, _RGB(0, 0, 0))
explosion_Sheet% = SPRITESHEETLOAD("Images\explosion.png", 100, 100, _RGB(0, 0, 0))
FOR i = 0 TO 1
ExplosionsZ(i).img = SPRITENEW(explosion_Sheet%, 1, SAVE)
SPRITEANIMATESET ExplosionsZ(i).img, 1, 81
ExplosionsZ(i).y = 300
NEXT
ExplosionsZ(0).x = 100: ExplosionsZ(1).x = 700
FOR i = 0 TO 20
Bloods(i).img = SPRITENEW(blood_Sheet%, 1, SAVE)
SPRITEANIMATESET Bloods(i).img, 1, 6
explosions(i).img = SPRITENEW(explosion_Sheet%, 1, SAVE)
SPRITEANIMATESET explosions(i).img, 1, 81
Bloods(i).totalFrames = 6
Bloods(i).n = 5
explosions(i).totalFrames = 81
explosions(i).n = 4
NEXT
MenuBlood% = SPRITENEW(blood_Sheet%, 1, SAVE)
SPRITEANIMATESET MenuBlood%, 1, 6
'Setup Notificaton stuff
ON TIMER(NEvent, .013) Notify
TIMER(NEvent) ON
_FONT Fonts.bigger
tmp& = _NEWIMAGE(400, 60, 32)
_DEST tmp&
_FONT Fonts.bigger
COLOR , _RGBA(0, 0, 0, 0)
_PRINTSTRING (CenterPrintX("Play"), 0), "Play"
_DEST 0
GameMenus(0).img = _COPYIMAGE(tmp&, 33)
GameMenus(0).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(0).y = 150
tmp& = _NEWIMAGE(400, 60, 32)
_DEST tmp&
_FONT Fonts.bigger
COLOR , _RGBA(0, 0, 0, 0)
_PRINTSTRING (CenterPrintX("Options"), 0), "Options"
_DEST 0
GameMenus(1).img = _COPYIMAGE(tmp&, 33)
GameMenus(1).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(1).y = GameMenus(0).y + 60
tmp& = _NEWIMAGE(400, 60, 32)
_DEST tmp&
_FONT Fonts.bigger
COLOR , _RGBA(0, 0, 0, 0)
_PRINTSTRING (CenterPrintX("Help"), 0), "Help"
_DEST 0
GameMenus(2).img = _COPYIMAGE(tmp&, 33)
GameMenus(2).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(2).y = GameMenus(1).y + 60
tmp& = _NEWIMAGE(400, 60, 32)
_DEST tmp&
_FONT Fonts.bigger
COLOR , _RGBA(0, 0, 0, 0)
_PRINTSTRING (CenterPrintX("Credits"), 0), "Credits"
_DEST 0
GameMenus(3).img = _COPYIMAGE(tmp&, 33)
GameMenus(3).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(3).y = GameMenus(2).y + 60
tmp& = _NEWIMAGE(400, 60, 32)
_DEST tmp&
_FONT Fonts.bigger
COLOR , _RGBA(0, 0, 0, 0)
_PRINTSTRING (CenterPrintX("Exit"), 0), "Exit"
_DEST 0
GameMenus(4).img = _COPYIMAGE(tmp&, 33)
GameMenus(4).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(4).y = GameMenus(3).y + 60
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Fullscreen"
_DEST 0
GameMenus(5).img = _COPYIMAGE(tmp&, 33)
GameMenus(5).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(5).y = 113
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Fullscreen Method "
_DEST 0
GameMenus(6).img = _COPYIMAGE(tmp&, 33)
GameMenus(6).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(6).y = GameMenus(5).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Music "
_DEST 0
GameMenus(7).img = _COPYIMAGE(tmp&, 33)
GameMenus(7).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(7).y = GameMenus(6).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "SFX "
_DEST 0
GameMenus(8).img = _COPYIMAGE(tmp&, 33)
GameMenus(8).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(8).y = GameMenus(7).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Music Volume "
_DEST 0
GameMenus(9).img = _COPYIMAGE(tmp&, 33)
GameMenus(9).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(9).y = GameMenus(8).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "SFX Volume"
_DEST 0
GameMenus(10).img = _COPYIMAGE(tmp&, 33)
GameMenus(10).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(10).y = GameMenus(9).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "3D Sound Effect"
_DEST 0
GameMenus(11).img = _COPYIMAGE(tmp&, 33)
GameMenus(11).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(11).y = GameMenus(10).y + 34
tmp& = _NEWIMAGE(400, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Frame Rate "
_DEST 0
GameMenus(12).img = _COPYIMAGE(tmp&, 33)
GameMenus(12).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(12).y = GameMenus(11).y + 34
tmp& = _NEWIMAGE(500, 30, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (CenterPrintX("Default Settings"), 0), "Default Settings"
_DEST 0
GameMenus(13).img = _COPYIMAGE(tmp&, 33)
GameMenus(13).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(13).y = GameMenus(12).y + 34
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (CenterPrintX("Apply Settings"), 0), "Apply Settings"
_DEST 0
GameMenus(14).img = _COPYIMAGE(tmp&, 33)
GameMenus(14).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(14).y = GameMenus(13).y + 34
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (CenterPrintX("Go Back To Main Menu"), 0), "Go Back To Main Menu"
_DEST 0
GameMenus(15).img = _COPYIMAGE(tmp&, 33)
GameMenus(15).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(15).y = GameMenus(14).y + 34
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Fullscreen"
_DEST 0
GameMenus(16).img = _COPYIMAGE(tmp&, 33)
GameMenus(16).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(16).y = 232
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "Music Volume"
_DEST 0
GameMenus(17).img = _COPYIMAGE(tmp&, 33)
GameMenus(17).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(17).y = GameMenus(16).y + 34
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (20, 0), "SFX Volume"
_DEST 0
GameMenus(18).img = _COPYIMAGE(tmp&, 33)
GameMenus(18).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(18).y = GameMenus(17).y + 34
tmp& = _NEWIMAGE(500, 200, 32)
_DEST tmp&
COLOR , _RGBA(0, 0, 0, 0)
_FONT Fonts.normal
_PRINTSTRING (CenterPrintX("Exit to Main Menu"), 0), "Exit to Main Menu"
_DEST 0
GameMenus(19).img = _COPYIMAGE(tmp&, 33)
GameMenus(19).img2 = _COPYIMAGE(tmp&, 32)
_FREEIMAGE tmp&
GameMenus(19).y = GameMenus(18).y + 34
LoaderEnd
start:
COLOR _RGB(255, 255, 255), _RGBA(0, 0, 0, 0)
' echo COMMAND$(1)
' echo COMMAND$(2)
' IF COMMAND$(1) = "-loadlevel" AND VAL(COMMAND$(2)) > 0 THEN
' LevelStage% = VAL(COMMAND$(2))
' LevelStage2% = LevelStage%
' GOTO newgame
' END IF
GameMenu
IF MenuChoice = 1 THEN MenuChoice = 0: GOTO newgame
IF MenuChoice = 2 THEN
MenuChoice = 0
'save current settings in dummy variable :P
DIM preConfig AS Settings
preConfig = W ' W is a global variable which stored all game settings
DIM on_switch&, off_switch&, bd&, cj&, gfx&, ac& 'images surface
on_switch& = _LOADIMAGE("Images/on.png", 33)
off_switch& = _LOADIMAGE("Images/off.png", 33)
FOR i = 0 TO 4
_PUTIMAGE (200, GameMenus(i).y), GameMenus(i).img2
NEXT
bd& = _COPYIMAGE(0)
cj& = _COPYIMAGE(bd&)
BLURIMAGE cj&, 5
gfx& = _NEWIMAGE(500, 340, 32)
_DEST gfx&
CLS , 0 'make it transparent
LINE (0, 0)-STEP(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, 150), BF
FOR i = 5 TO 14
_PUTIMAGE (0, GameMenus(i).y - 103), GameMenus(i).img2
NEXT
_DEST 0
FOR i = 0 TO 255 STEP 10
_SETALPHA i, , cj&
_PUTIMAGE , bd&
_PUTIMAGE , cj&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i / 3), BF
_PUTIMAGE (150, 103), gfx&, 0, (0, 0)-(500, p5map(i, 0, 255, 0, 340))
_DISPLAY
NEXT
ac& = _COPYIMAGE(cj&)
_DEST ac&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, 85), BF
_DEST 0
DO
WHILE _MOUSEINPUT: WEND
Mouse.x = _MOUSEX: Mouse.y = _MOUSEY
Mouse.lclick = 0
Mouse.rclick = 0
IF _MOUSEBUTTON(1) THEN
WHILE _MOUSEBUTTON(1): WHILE _MOUSEINPUT: WEND: WEND
Mouse.lclick = -1
END IF
IF _MOUSEBUTTON(2) THEN
WHILE _MOUSEBUTTON(2): WHILE _MOUSEINPUT: WEND: WEND
Mouse.rclick = -1
END IF
_PUTIMAGE , ac&
LINE (150, 103)-STEP(500, 374), _RGBA(0, 0, 0, 150), BF
FOR i = 5 TO 15
IF Mouse.x > 150 AND Mouse.x < 650 AND Mouse.y > GameMenus(i).y - 10 AND Mouse.y < GameMenus(i).y + 24 THEN
LINE (150, GameMenus(i).y - 10)-(650, GameMenus(i).y + 24), _RGBA(255, 100, 0, 100), BF
IF Mouse.lclick THEN
SELECT CASE i
CASE 5
IF W.fullscreen > 0 THEN W.fullscreen = 0 ELSE W.fullscreen = 1
CASE 6
W.fullscreen = W.fullscreen + 1
IF W.fullscreen > 2 THEN W.fullscreen = 1
CASE 7
IF W.music THEN W.music = 0 ELSE W.music = -1
CASE 8
IF W.sfx THEN W.sfx = 0 ELSE W.sfx = -1
CASE 9
W.musicV = W.musicV + .1
IF W.musicV > 1.0 THEN W.musicV = .1
CASE 10
W.sfxV = W.sfxV + .1
IF W.sfxV > 1 THEN W.sfxV = 0.1
CASE 11
IF W.SE THEN W.SE = 0 ELSE W.SE = -1
CASE 12
W.fps = W.fps + 30
IF W.fps > 240 THEN W.fps = 30
CASE 13
W.fullscreen = 0
W.music = -1
W.sfx = -1
W.musicV = 1
W.sfxV = 1
W.SE = -1
W.fps = 30
CASE 14
writeConfig
loadComponents
showNotification "Settings have been applied."
CASE 15
EXIT DO
END SELECT
END IF
END IF
_PUTIMAGE (150, GameMenus(i).y), GameMenus(i).img
SELECT CASE i
CASE 5
IF W.fullscreen > 0 THEN _PUTIMAGE (580, GameMenus(i).y - 3), on_switch& ELSE _PUTIMAGE (580, GameMenus(i).y - 3), off_switch&
CASE 6
_FONT Fonts.normal
SELECT CASE W.fullscreen
CASE 1
_PRINTSTRING (630 - txtWidth("Stretch"), GameMenus(i).y), "Stretch"
CASE 2
_PRINTSTRING (630 - txtWidth("Square Pixels"), GameMenus(i).y), "Square Pixels"
CASE ELSE
_PRINTSTRING (630 - txtWidth("Disable"), GameMenus(i).y), "Disable"
END SELECT
CASE 7
IF W.music THEN _PUTIMAGE (580, GameMenus(i).y - 3), on_switch& ELSE _PUTIMAGE (580, GameMenus(i).y - 3), off_switch&
CASE 8
IF W.sfx THEN _PUTIMAGE (580, GameMenus(i).y - 3), on_switch& ELSE _PUTIMAGE (580, GameMenus(i).y - 3), off_switch&
CASE 9
_FONT Fonts.normal
IF W.musicV > .9 THEN
_PRINTSTRING (630 - txtWidth(" 10"), GameMenus(i).y), " 10 "
ELSE
_PRINTSTRING (630 - txtWidth(STR$(INT(W.musicV * 10))), GameMenus(i).y), STR$(INT(W.musicV * 10))
END IF
CASE 10
_FONT Fonts.normal
IF W.sfxV > .9 THEN
_PRINTSTRING (630 - txtWidth(" 10"), GameMenus(i).y), " 10 "
ELSE
_PRINTSTRING (630 - txtWidth(STR$(INT(W.sfxV * 10))), GameMenus(i).y), STR$(INT(W.sfxV * 10))
END IF
CASE 11
IF W.SE THEN _PUTIMAGE (580, GameMenus(i).y - 3), on_switch& ELSE _PUTIMAGE (580, GameMenus(i).y - 3), off_switch&
CASE 12
_FONT Fonts.normal
_PRINTSTRING (630 - txtWidth(STR$(W.fps)), GameMenus(i).y), STR$(W.fps)
END SELECT
NEXT
_LIMIT W.fps
IF Mouse.hovering THEN
_PUTIMAGE (Mouse.x - 16, Mouse.y - 16), Mouse.cursor2
_DISPLAY
ELSE
_PUTIMAGE (Mouse.x - 16, Mouse.y - 16), Mouse.cursor
_DISPLAY
END IF
LOOP
FOR i = 255 TO 0 STEP -10
_SETALPHA i, , cj&
_PUTIMAGE , bd&
_PUTIMAGE , cj&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i / 3), BF
_PUTIMAGE (150, 103), gfx&, 0, (0, 0)-(500, p5map(i, 0, 255, 0, 340))
_DISPLAY
NEXT
_FREEIMAGE bd&
_FREEIMAGE cj&
_FREEIMAGE ac&
_FREEIMAGE gfx&
_FREEIMAGE on_switch&
_FREEIMAGE off_switch&
GOTO start
END IF
IF MenuChoice = 3 THEN
MenuChoice = 0
FOR i = 0 TO 4
_PUTIMAGE (200, GameMenus(i).y), GameMenus(i).img2
NEXT
bd& = _COPYIMAGE(0)
cj& = _COPYIMAGE(bd&)
BLURIMAGE cj&, 5
DIM k&
k& = _LOADIMAGE("Images\help.png")
FOR i = 0 TO 255 STEP 10
_SETALPHA i, , cj&
_PUTIMAGE , bd&
_PUTIMAGE , cj&
_SETALPHA i / 1.25, , k&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i / 5), BF
centerImage k&
_DISPLAY
NEXT
DO
'mouse input
WHILE _MOUSEINPUT: WEND
Mouse.x = _MOUSEX: Mouse.y = _MOUSEY
IF _MOUSEBUTTON(1) THEN
WHILE _MOUSEBUTTON(1): WHILE _MOUSEINPUT: WEND: WEND
Mouse.lclick = -1
ELSE
Mouse.lclick = 0
END IF
IF _MOUSEBUTTON(2) THEN
WHILE _MOUSEBUTTON(2): WHILE _MOUSEINPUT: WEND: WEND
Mouse.rclick = -1
ELSE
Mouse.rclick = 0
END IF
_LIMIT W.fps
_DISPLAY
IF Mouse.lclick OR Mouse.rclick OR _KEYHIT = 27 THEN EXIT DO
LOOP
FOR i = 255 TO 0 STEP -10
_SETALPHA i, , cj&
_PUTIMAGE , bd&
_PUTIMAGE , cj&
_SETALPHA i / 1.25, , k&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i / 5), BF
centerImage k&
_DISPLAY
NEXT
_PUTIMAGE , bd&
_FREEIMAGE bd&
_FREEIMAGE cj&
_FREEIMAGE k&
GOTO start
END IF
IF MenuChoice = 4 THEN
FOR i = 0 TO 4
_PUTIMAGE (200, GameMenus(i).y), GameMenus(i).img2
NEXT
bd& = _COPYIMAGE(0)
FOR i = 0 TO 255 STEP 5
_PUTIMAGE , bd&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i), BF
_DISPLAY
NEXT
showCredits
FOR i = 255 TO 0 STEP -5
_PUTIMAGE , bd&
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, i), BF
_DISPLAY
NEXT
_FREEIMAGE bd&
MenuChoice = 0
GOTO start
END IF
IF MenuChoice = 5 THEN SYSTEM 1
MenuChoice = 0
END
newgame:
CLS
LoaderStart
SetupRain
IF COMMAND$(1) = "-loadlevel" THEN
LoadLevel
ELSE
IF getCurrentLevel > MAX_LEVEL THEN randomLevels = -1 ELSE randomLevels = 0: LoadLevel
END IF
_FONT Fonts.bigger
'################### Random Levels ################################
DIM F AS INTEGER
IF randomLevels THEN
Level.completed = 0
Level.over = 0
LevelStage% = p5random(1, MAX_LEVEL)
F = FREEFILE
'LevelStage% = VAL(COMMAND$(2))
OPEN "stages/stage" + RTRIM$(LTRIM$(STR$(LevelStage%))) + ".dat" FOR INPUT AS #F
INPUT #F, Level.enemies
INPUT #F, Level.scenes
INPUT #F, Seconds%
INPUT #F, Level.mode
INPUT #F, Level.background
CLOSE #F
Level.bg = _LOADIMAGE("Images\" + RTRIM$(Level.background))
OldSeconds% = Seconds%
END IF
IF randomLevels THEN _PRINTSTRING (CenterPrintX("Random Levels"), 300), "Random Levels" ELSE _PRINTSTRING (CenterPrintX("Stage " + LTRIM$(RTRIM$(STR$(LevelStage%)))), 300), "Stage " + LTRIM$(RTRIM$(STR$(LevelStage%)))
_DELAY RND * 3
' if randomLevels then LoaderEnd : goto game_rendering_begin
' _DELAY 0.5
'############################# Custom Levels #############################
ERASE Enemie 'clear all previous enemie data
REDIM SHARED Enemie(Level.enemies) AS Enemies
'Enemie Configuirations
F = FREEFILE
Level.completed = 0
Level.over = 0
Level.cancel = 0
CurrentScore% = 0
Level.u = 0
Level.currentScene = 1
OPEN "Stages\Stage" + LTRIM$(RTRIM$(STR$(LevelStage%))) + ".lvl" FOR INPUT AS #F
FOR i = 1 TO Level.enemies
INPUT #F, Enemie(i).typ
SELECT CASE RTRIM$(Enemie(i).typ)
CASE "bird"
Enemie(i).img = SPRITENEW(Bird_Sheet%, 1, SAVE)
SPRITEANIMATESET Enemie(i).img, 1, 14
SPRITEZOOM Enemie(i).img, 50
Enemie(i).n = 6
Enemie(i).points = 10
Enemie(i).life = 4
Enemie(i).life2 = Enemie(i).life
Enemie(i).snd = _SNDCOPY(Bird&)
CASE "crow"
Enemie(i).img = SPRITENEW(Crow_Sheet%, 1, SAVE)
SPRITEANIMATESET Enemie(i).img, 1, 4
SPRITEZOOM Enemie(i).img, 70
Enemie(i).n = 12
Enemie(i).points = 20
Enemie(i).life = 7
Enemie(i).life2 = Enemie(i).life
Enemie(i).snd = _SNDCOPY(Crow&)
CASE "eagle"
Enemie(i).img = SPRITENEW(eagle_Sheet%, 7, SAVE)
SPRITEANIMATESET Enemie(i).img, 7, 9
Enemie(i).n = 12
Enemie(i).points = 35
Enemie(i).life = 14
Enemie(i).life2 = Enemie(i).life
Enemie(i).snd = _SNDCOPY(Eagle&)
CASE "jet1"
Enemie(i).img = SPRITENEW(Jet1_Sheet%, 1, SAVE)
SPRITEANIMATESET Enemie(i).img, 1, 3
SPRITEZOOM Enemie(i).img, 70
Enemie(i).n = 10
Enemie(i).points = 50
Enemie(i).life = 30
Enemie(i).life2 = Enemie(i).life
Enemie(i).snd = _SNDCOPY(Jet&)
CASE "jet2"
Enemie(i).img = SPRITENEW(Jet2_Sheet%, 1, SAVE)
SPRITEANIMATESET Enemie(i).img, 1, 3
SPRITEZOOM Enemie(i).img, 70
Enemie(i).n = 10
Enemie(i).points = 75
Enemie(i).life = 45
Enemie(i).life2 = Enemie(i).life
Enemie(i).snd = _SNDCOPY(Jet&)
CASE "jet3"
Enemie(i).img = SPRITENEW(Jet3_Sheet%, 1, SAVE)
SPRITEANIMATESET Enemie(i).img, 1, 3
SPRITEZOOM Enemie(i).img, 70
Enemie(i).n = 10
Enemie(i).points = 100