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Topic: 4 way ball crack game v1 (Read 392 times) |
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RockOve
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4 way ball crack game v1
« Thread started on: May 19th, 2016, 11:30pm » |
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Hi. here is my game. Anyone who know how to upload my parts to this code for demostrations purpose? (bmp files)
Code: install @lib$+"SPRITELIB"
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if fn_initsprites(5) = 0 stop:rem five sprites is used. 0 to 4
on close proc_exitsprites : quit
on error on error off : proc_exitsprites : print 'report$ : end:rem dont use "run". close window, then run.
rem loads sprites
if fn_createspritefrombmp(0,"ball.bmp") = 0 error 0, "Cannot create sprite 0"
if fn_createspritefrombmp(1,"brick1.bmp") = 0 error 0, "Cannot create sprite 1"
if fn_createspritefrombmp(2,"brick1.bmp") = 0 error 0, "Cannot create sprite 2"
if fn_createspritefrombmp(3,"brick2.bmp") = 0 error 0, "Cannot create sprite 3"
if fn_createspritefrombmp(4,"brick2.bmp") = 0 error 0, "Cannot create sprite 4"
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mode 20
:rem background image pos 0,0 1600 wide 1200 high
*DISPLAY "background.bmp" 0,0,1600,1200
:rem top n bottom track:(tubes) is "tracks"
*DISPLAY "tubes.bmp" 250,30,1100,30:
*DISPLAY "tubes.bmp" 250,1100,1100,30
:rem left n right track
*DISPLAY "tubes2.bmp" 70,0,30,1200
*DISPLAY "tubes2.bmp" 1500,0,30,1200
print tab(0,0);"mouse up and down. click to drop ball"
: drop=false
dim x%(5),y%(5)
ball%=5
dx%=1
dy%=1
off
:rem repeat loop begins here
repeat
mouse mx%,my%,mb%:rem get mouse input
if mb%<>0 drop=true
if drop=false then
x%(0)=mx%:rem ball
y%(0)=my%:rem ball
dx=(-1^rnd(10))*1:rem random +1 or -1
dy=(-1^rnd(10))*1:rem random +1 or -1
endif
if drop=true then
x%(0)=x%(0)+dx:rem ball is loose
y%(0)=y%(0)+dy
endif
x%(1)=mx%-250:rem bottom bricks
if x%(1)< 30 then x%(1)=30 :rem limits
if x%(1)> 994 then x%(1)=994
y%(1)=200:rem bottom bricks
x%(2)= 1000-mx%:rem top bricks
if x%(2)<30 then x%(2)=30:rem limits
if x%(2)>994 then x%(2)=994:
y%(2)=1150:rem rem top brick
x%(3)= 30:rem left brics
y%(3)=my%+250:rem left brics
if y%(3)>1150 then y%(3)=1150:rem limits
if y%(3)<582 then y%(3)=582:
x%(4)=1380:rem right brics
y%(4)=1150-my%+256
if y%(4)>1150 then y%(4)=1150:rem limits
if y%(4)<582 then y%(4)=582
proc_movesprite(0,x%(0)-64,y%(0)+64,1):rem ball
proc_movesprite(1,x%(1),y%(1),1):rem bottom brickwall, 1 is show,0 is hide
proc_movesprite(2,x%(2),y%(2),1):rem topp brickwall
proc_movesprite(3,x%(3),y%(3),1):rem left brickwall
proc_movesprite(4,x%(4),y%(4),1):rem right brickwall
rem if y%<
if y%(0)<-38 or y%(0)>1212 or x%(0)<-38 or x%(0)>1600+38 then drop=false:rem ball out
if y%(0)<238 and y%(0)>200 then
rem did it hit a brickwall?
if x%(0)>x%(1) and x%(0)<x%(1)+560 then dy=1
endif
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if y%(0)>960 and y%(0)<960+50 then
if x%(0)>x%(2) and x%(0)<x%(2)+560 then dy=-1
endif
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if x%(0)<238 and x%(0)>200 then
if y%(0)<y%(3) and y%(0)>y%(3)-560 then dx=1
endif
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if x%(0)>1350 and x%(0)<1350+50 then
if y%(0)<y%(4) and y%(0)>y%(4)-560 then dx=-1
endif
until mb%=1:rem repate until right mouse button is pushed
wait 100
quit:rem closes output window
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DDRM
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Posts: 321
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Re: 4 way ball crack game v1
« Reply #1 on: May 20th, 2016, 08:21am » |
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Hi RockOve,
One possibility would be to compile your game to a standalone executable, making sure that it includes the bitmaps, and then post that somewhere. Options have recently been discussed on Ric's strand "3D Gaming Project" - have a look there. An obvious new candidate is the new Groups.io site.
Alternatively, could you make an additional routine that can generate them on the fly?
Best wishes,
D
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