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AlienAlley.bas
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AlienAlley.bas
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'-----------------------------------------------------------------------------------------------------------------------
' _ _ _ _ _ _
' / \ | (_) ___ _ __ / \ | | | ___ _ _
' / _ \ | | |/ _ \ '_ \ / _ \ | | |/ _ \ | | |
' / ___ \| | | __/ | | | / ___ \| | | __/ |_| |
' /_/ \_\_|_|\___|_| |_| /_/ \_\_|_|\___|\__, |
' |___/
'
' Source port copyright (c) 2023 Samuel Gomes
'
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' HEADER FILES
'-----------------------------------------------------------------------------------------------------------------------
'$INCLUDE:'include/TimeOps.bi'
'$INCLUDE:'include/Math/Math.bi'
'$INCLUDE:'include/StringOps.bi'
'$INCLUDE:'include/GraphicOps.bi'
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' METACOMMANDS
'-----------------------------------------------------------------------------------------------------------------------
$ASSERTS
$EXEICON:'./AlienAlley.ico'
$VERSIONINFO:ProductName='Alien Alley'
$VERSIONINFO:CompanyName='Samuel Gomes'
$VERSIONINFO:LegalCopyright='Copyright (c) 2023 Samuel Gomes'
$VERSIONINFO:LegalTrademarks='All trademarks are property of their respective owners'
$VERSIONINFO:Web='https://github.com/a740g'
$VERSIONINFO:Comments='https://github.com/a740g'
$VERSIONINFO:InternalName='AlienAlley'
$VERSIONINFO:OriginalFilename='AlienAlley.exe'
$VERSIONINFO:FileDescription='Alien Alley executable'
$VERSIONINFO:FILEVERSION#=2,4,1,0
$VERSIONINFO:PRODUCTVERSION#=2,4,1,0
$RESIZE:SMOOTH
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' CONSTANTS
'-----------------------------------------------------------------------------------------------------------------------
' Game constants
CONST APP_NAME = "Alien Alley"
CONST MAX_ALIENS = 4
CONST MAX_ALIEN_MISSILES = 20
CONST MAX_HERO_MISSILES = 10
CONST MAX_EXPLOSIONS = MAX_ALIENS + 1 ' +1 for hero
CONST MAX_EXPLOSION_BITMAPS = 5
CONST GUN_BLINK_RATE = 20
CONST HERO_X_VELOCITY = 3
CONST HERO_Y_VELOCITY = 3
CONST ALIEN_X_VELOCITY = 3
CONST ALIEN_Y_VELOCITY = 2
CONST HERO_MISSILE_VELOCITY = 5
CONST ALIEN_MISSILE_VELOCITY = 4
CONST ALIEN_MOVE_TIME_VAR = 50
CONST ALIEN_MOVE_TIME_BASE = 20
CONST ALIEN_GEN_RATE_BASE = 40
CONST ALIEN_GEN_RATE_VAR = 40
CONST ALIEN_FIRE_LOCKOUT = 60
CONST ALIEN_FIRE_PROB_HERO = 20
CONST ALIEN_FIRE_PROB_RANDOM = 10
CONST ALIEN_PROX_THRESHOLD = 20
CONST HERO_GUN_OFFSET_LEFT = 3
CONST HERO_GUN_OFFSET_RIGHT = 26
CONST HERO_GUN_OFFSET_UP = 10
CONST ALIEN_GUN_OFFSET_LEFT = 4
CONST ALIEN_GUN_OFFSET_RIGHT = 25
CONST ALIEN_GUN_OFFSET_DOWN = 20
CONST DEATH_DELAY = 60 ' 1 sec delay after player death
CONST POINTS_PER_ALIEN = 10
CONST SHIELD_STATUS_WIDTH = 80
CONST SHIELD_STATUS_HEIGHT = 20
CONST SHIELD_STATUS_LEFT = 192
CONST SHIELD_STATUS_TOP = 360
CONST SHIELD_STATUS_RIGHT = SHIELD_STATUS_LEFT + SHIELD_STATUS_WIDTH - 1
CONST SHIELD_STATUS_BOTTOM = SHIELD_STATUS_TOP + SHIELD_STATUS_HEIGHT - 1
CONST MAX_HERO_SHIELDS = SHIELD_STATUS_WIDTH - 1
CONST SCORE_NUMBERS_LEFT = 474
CONST SCORE_NUMBERS_TOP = 363
CONST EXPLOSION_FRAME_REPEAT_COUNT = 3
CONST HIGH_SCORE_TEXT_LEN = 20
CONST HIGH_SCORE_FILENAME = "highscore.csv"
CONST NUM_HIGH_SCORES = 10
CONST NUM_TILES = 3
CONST UPDATES_PER_SECOND = 60
' Screen parameters
CONST SCREEN_WIDTH = 640
CONST SCREEN_HEIGHT = 400
CONST STATUS_HEIGHT = 60 ' our HUD is 60 pixels now 30 * 2 in 640x400 mode
CONST REDUCED_SCREEN_HEIGHT = SCREEN_HEIGHT - STATUS_HEIGHT
' Scrolling parameters
CONST MAP_SCROLL_STEP_NORMAL = 1
CONST MAP_SCROLL_STEP_FAST = 2
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' USER DEFINED TYPES
'-----------------------------------------------------------------------------------------------------------------------
TYPE Rectangle2DType
a AS Vector2FType
b AS Vector2FType
END TYPE
TYPE SpriteType
isActive AS _BYTE ' is this sprite active / in use?
size AS Vector2FType ' size of the sprite
boundary AS Rectangle2DType ' sprite should not leave this area
position AS Vector2FType ' (left, top) position of the sprite on the 2D plane
velocity AS Vector2FType ' velocity of the sprite
bDraw AS _BYTE ' do we need to draw the sprite?
objSpec1 AS LONG ' special data 1
objSpec2 AS LONG ' special data 2
END TYPE
TYPE HighScoreType
text AS STRING
score AS LONG
END TYPE
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' GLOBAL VARIABLES
'-----------------------------------------------------------------------------------------------------------------------
DIM SHARED Score AS LONG
DIM SHARED HeroShields AS INTEGER
DIM SHARED HighScore(0 TO NUM_HIGH_SCORES - 1) AS HighScoreType
DIM SHARED MapScrollStep AS INTEGER ' # of pixels to scroll the background
DIM SHARED Hero AS SpriteType
DIM SHARED Alien(0 TO MAX_ALIENS - 1) AS SpriteType
DIM SHARED HeroMissile(0 TO MAX_HERO_MISSILES - 1) AS SpriteType
DIM SHARED AlienMissile(0 TO MAX_ALIEN_MISSILES - 1) AS SpriteType
DIM SHARED Explosion(0 TO MAX_EXPLOSIONS - 1) AS SpriteType
DIM SHARED HUDSize AS Vector2FType
DIM SHARED HUDDigitSize AS Vector2FType
DIM SHARED AlienGenCounter AS INTEGER
DIM SHARED GunBlinkCounter AS INTEGER
DIM SHARED GunBlinkState AS _BYTE
DIM SHARED AllowHeroFire AS _BYTE
' Asset global variables
DIM SHARED ExplosionSound AS LONG ' sample handle
DIM SHARED LaserSound AS LONG ' sample handle
DIM SHARED HeroBitmap(0 TO 1) AS LONG
DIM SHARED AlienBitmap(0 TO 1) AS LONG
DIM SHARED MissileBitmap AS LONG
DIM SHARED MissileTrailUpBitmap AS LONG
DIM SHARED MissileTrailDnBitmap AS LONG
DIM SHARED ExplosionBitmap(0 TO MAX_EXPLOSION_BITMAPS - 1) AS LONG
DIM SHARED TileBitmap(0 TO NUM_TILES - 1) AS LONG
DIM SHARED HUDBitmap(0 TO 1) AS LONG
DIM SHARED HUDDigitBitmap(0 TO 9) AS LONG
REDIM SHARED TileMap(0 TO 0, 0 TO 0) AS LONG ' bitmap for each tile position
REDIM SHARED TileMapY(0 TO 0) AS LONG ' the y postion of the tile row
DIM SHARED TileMapSize AS Vector2FType
DIM SHARED ShowFPS AS _BYTE
DIM SHARED NoLimit AS _BYTE
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' PROGRAM ENTRY POINT - Main program loop. Inits the program, draws intro screens and title pages,
' and waits for user to hit keystroke to indicated what they want to do
'-----------------------------------------------------------------------------------------------------------------------
DIM Quit AS _BYTE
DIM DrawTitle AS _BYTE
DIM k AS _UNSIGNED LONG
' We want the title page to show the first time
DrawTitle = TRUE
' Initialize everything we need
InitializeProgram
' Display the into credits screen
DisplayIntroCredits
' Clear keyboard and mouse
ClearInput
' Main menu loop
DO WHILE NOT Quit
' Draw title page (only if required)
IF DrawTitle THEN
DisplayTitlePage
DrawTitle = FALSE
END IF
' Get a key from the user
k = _KEYHIT
' Check what key was press and action it
SELECT CASE k
CASE KEY_ESCAPE, KEY_LOWER_Q, KEY_UPPER_Q
Quit = TRUE
CASE KEY_LOWER_K, KEY_UPPER_K, KEY_LOWER_M, KEY_UPPER_M, KEY_LOWER_J, KEY_UPPER_J, KEY_ENTER
RunGame
NewHighScore Score
ClearInput
DrawTitle = TRUE
CASE KEY_LOWER_S, KEY_UPPER_S
DisplayHighScoresScreen
ClearInput
DrawTitle = TRUE
CASE KEY_F1
ShowFPS = NOT ShowFPS
CASE KEY_F7
NoLimit = NOT NoLimit
CASE ELSE
DrawTitle = FALSE
END SELECT
LOOP
' Fade out
Graphics_FadeScreen FALSE, UPDATES_PER_SECOND * 2, 100
' Release all resources
FinalizeProgram
SYSTEM
'-----------------------------------------------------------------------------------------------------------------------
'-----------------------------------------------------------------------------------------------------------------------
' FUNCTIONS & SUBROUTINES
'-----------------------------------------------------------------------------------------------------------------------
' Calculates the bounding rectangle for a sprite given its position & size
SUB GetRectangle (position AS Vector2FType, size AS Vector2FType, r AS Rectangle2DType)
r.a.x = position.x
r.a.y = position.y
r.b.x = position.x + size.x - 1
r.b.y = position.y + size.y - 1
END SUB
' Collision testing routine. This is a simple bounding box collision test
FUNCTION RectanglesCollide%% (r1 AS Rectangle2DType, r2 AS Rectangle2DType)
RectanglesCollide = NOT (r1.a.x > r2.b.x OR r2.a.x > r1.b.x OR r1.a.y > r2.b.y OR r2.a.y > r1.b.y)
END FUNCTION
' Chear mouse and keyboard events
SUB ClearInput
DO WHILE _MOUSEINPUT
LOOP
_KEYCLEAR
END SUB
' Loads the hero, alien, and missile sprites and initializes the sprite structures
SUB InitializeSprites
DIM i AS INTEGER
' Load hero spaceship
HeroBitmap(0) = Graphics_LoadImage("dat/gfx/hero0.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT HeroBitmap(0) < -1
HeroBitmap(1) = Graphics_LoadImage("dat/gfx/hero1.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT HeroBitmap(1) < -1
' Load alien spaceship
AlienBitmap(0) = Graphics_LoadImage("dat/gfx/alien0.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT AlienBitmap(0) < -1
AlienBitmap(1) = Graphics_LoadImage("dat/gfx/alien1.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT AlienBitmap(1) < -1
' Load missile
MissileBitmap = Graphics_LoadImage("dat/gfx/missile.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT MissileBitmap < -1
' Load missile trails
MissileTrailUpBitmap = Graphics_LoadImage("dat/gfx/missiletrailup.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT MissileTrailUpBitmap < -1
MissileTrailDnBitmap = Graphics_LoadImage("dat/gfx/missiletraildn.pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT MissileTrailDnBitmap < -1
' Load explosion bitmaps
FOR i = 0 TO MAX_EXPLOSION_BITMAPS - 1
ExplosionBitmap(i) = Graphics_LoadImage("dat/gfx/explosion" + LTRIM$(STR$(i)) + ".pcx", FALSE, TRUE, STRING_EMPTY, BGRA_BLACK)
_ASSERT ExplosionBitmap(i) < -1
NEXT
' Initialize Hero sprite
Hero.isActive = TRUE
Hero.size.x = _WIDTH(HeroBitmap(0))
Hero.size.y = _HEIGHT(HeroBitmap(0))
Hero.boundary.a.x = 0
Hero.boundary.a.y = 0
Hero.boundary.b.x = SCREEN_WIDTH
Hero.boundary.b.y = REDUCED_SCREEN_HEIGHT
Hero.position.x = ((Hero.boundary.b.x - Hero.boundary.a.x) / 2) - Hero.size.x / 2
Hero.position.y = ((Hero.boundary.b.y - Hero.boundary.a.y) / 2) - Hero.size.y / 2
Hero.velocity.x = HERO_X_VELOCITY
Hero.velocity.y = HERO_Y_VELOCITY
Hero.bDraw = TRUE
' Initialize alien sprites
FOR i = 0 TO MAX_ALIENS - 1
Alien(i).isActive = FALSE
Alien(i).size.x = _WIDTH(AlienBitmap(0))
Alien(i).size.y = _HEIGHT(AlienBitmap(0))
Alien(i).boundary.a.x = 0
Alien(i).boundary.b.x = SCREEN_WIDTH
Alien(i).bDraw = FALSE
NEXT
' Initialize alien missiles
FOR i = 0 TO MAX_ALIEN_MISSILES - 1
AlienMissile(i).isActive = FALSE
AlienMissile(i).size.x = _WIDTH(MissileBitmap)
AlienMissile(i).size.y = _HEIGHT(MissileBitmap)
AlienMissile(i).objSpec1 = _WIDTH(MissileTrailUpBitmap) ' Store these here
AlienMissile(i).objSpec2 = _HEIGHT(MissileTrailUpBitmap) ' Store these here
AlienMissile(i).bDraw = FALSE
NEXT
' Initialize hero missiles
FOR i = 0 TO MAX_HERO_MISSILES - 1
HeroMissile(i).isActive = FALSE
HeroMissile(i).size.x = _WIDTH(MissileBitmap)
HeroMissile(i).size.y = _HEIGHT(MissileBitmap)
HeroMissile(i).objSpec1 = _WIDTH(MissileTrailUpBitmap) ' Store these here
HeroMissile(i).objSpec2 = _HEIGHT(MissileTrailUpBitmap) ' Store these here
HeroMissile(i).bDraw = FALSE
NEXT
' Initialize explosions
FOR i = 0 TO MAX_EXPLOSIONS - 1
Explosion(i).isActive = FALSE
Explosion(i).size.x = _WIDTH(ExplosionBitmap(0))
Explosion(i).size.y = _HEIGHT(ExplosionBitmap(0))
Explosion(i).bDraw = FALSE
NEXT
' Set up gun blink stuff
GunBlinkCounter = GUN_BLINK_RATE
GunBlinkState = 1
END SUB
' Frees the memory occupied by the sprites
SUB FinalizeSprites
DIM i AS INTEGER
FOR i = 0 TO MAX_EXPLOSION_BITMAPS - 1
_FREEIMAGE ExplosionBitmap(i)
NEXT
_FREEIMAGE MissileTrailDnBitmap
_FREEIMAGE MissileTrailUpBitmap
_FREEIMAGE MissileBitmap
_FREEIMAGE AlienBitmap(0)
_FREEIMAGE AlienBitmap(1)
_FREEIMAGE HeroBitmap(0)
_FREEIMAGE HeroBitmap(1)
END SUB
' Updates the "UserInput..." variables used by the MoveSprites routine from supported input devices
' Return TRUE if ESC was pressed
' TODO: Add game controller support
FUNCTION GetInput%% (UserInputUp AS _BYTE, UserInputDown AS _BYTE, UserInputLeft AS _BYTE, UserInputRight AS _BYTE, UserInputFire AS _BYTE)
DIM mouseMovement AS Vector2FType
DIM mouseFire AS _BYTE
' Collect and aggregate mouse input
' The mouse should not give undue advantage
DO WHILE _MOUSEINPUT
mouseMovement.x = mouseMovement.x + _MOUSEMOVEMENTX
mouseMovement.y = mouseMovement.y + _MOUSEMOVEMENTY
mouseFire = mouseFire OR _MOUSEBUTTON(1) OR _MOUSEBUTTON(2) OR _MOUSEBUTTON(3)
LOOP
UserInputLeft = (mouseMovement.x < 0) OR _KEYDOWN(KEY_LEFT_ARROW) OR _KEYDOWN(KEY_UPPER_A) OR _KEYDOWN(KEY_LOWER_A)
UserInputRight = (mouseMovement.x > 0) OR _KEYDOWN(KEY_RIGHT_ARROW) OR _KEYDOWN(KEY_UPPER_D) OR _KEYDOWN(KEY_LOWER_D)
UserInputUp = (mouseMovement.y < 0) OR _KEYDOWN(KEY_UP_ARROW) OR _KEYDOWN(KEY_UPPER_W) OR _KEYDOWN(KEY_LOWER_W)
UserInputDown = (mouseMovement.y > 0) OR _KEYDOWN(KEY_DOWN_ARROW) OR _KEYDOWN(KEY_UPPER_S) OR _KEYDOWN(KEY_LOWER_S)
UserInputFire = mouseFire OR _KEYDOWN(KEY_SPACE) OR _KEYDOWN(KEY_LEFT_CONTROL) OR _KEYDOWN(KEY_RIGHT_CONTROL) OR _KEYDOWN(KEY_LEFT_ALT) OR _KEYDOWN(KEY_RIGHT_ALT)
GetInput = _KEYDOWN(KEY_ESCAPE)
END FUNCTION
' Finds a non-active hero missile in the HeroMissile array and initializes it
' Return TRUE if it was successful
FUNCTION CreateHeroMissile%% (x AS INTEGER, y AS INTEGER)
DIM i AS INTEGER
FOR i = 0 TO MAX_HERO_MISSILES - 1
IF NOT HeroMissile(i).isActive THEN
HeroMissile(i).isActive = TRUE
HeroMissile(i).position.x = x
HeroMissile(i).position.y = y
HeroMissile(i).velocity.x = 0
HeroMissile(i).velocity.y = -HERO_MISSILE_VELOCITY
HeroMissile(i).bDraw = TRUE
CreateHeroMissile = TRUE
EXIT FUNCTION
END IF
NEXT
CreateHeroMissile = FALSE
END FUNCTION
' Finds a free alien in the Alien array and initializes it
SUB CreateAlien
DIM i AS INTEGER
FOR i = 0 TO MAX_ALIENS - 1
IF NOT Alien(i).isActive THEN
Alien(i).isActive = TRUE
Alien(i).position.x = RND * (SCREEN_WIDTH - Alien(i).size.x)
Alien(i).position.y = -Alien(i).size.y
Alien(i).velocity.x = RND * ALIEN_X_VELOCITY + 1
Alien(i).velocity.y = RND * ALIEN_Y_VELOCITY + 1
Alien(i).objSpec1 = ALIEN_MOVE_TIME_BASE + RND * ALIEN_MOVE_TIME_VAR
Alien(i).objSpec2 = 0 ' ability to fire immediately
Alien(i).bDraw = TRUE
EXIT FOR
END IF
NEXT
END SUB
' Finds a free alien missile in the AlienMissile array and initializes it.
' The x and y positions of the missile are set from the x and y parameters which will place them somewhere near an alien gun.
SUB CreateAlienMissile (x AS INTEGER, y AS INTEGER)
DIM i AS INTEGER
FOR i = 0 TO MAX_ALIEN_MISSILES - 1
IF NOT AlienMissile(i).isActive THEN
AlienMissile(i).isActive = TRUE
AlienMissile(i).position.x = x
AlienMissile(i).position.y = y
AlienMissile(i).velocity.x = 0
AlienMissile(i).velocity.y = ALIEN_MISSILE_VELOCITY
AlienMissile(i).bDraw = TRUE
EXIT FOR
END IF
NEXT
END SUB
' Starts an explosion occuring at the appropriate x and y coordinates.
SUB CreateExplosion (position AS Vector2FType)
DIM i AS INTEGER
FOR i = 0 TO MAX_EXPLOSIONS - 1
IF NOT Explosion(i).isActive THEN
Explosion(i).isActive = TRUE
Explosion(i).position = position
Explosion(i).objSpec1 = 0 ' current explosion bitmap
Explosion(i).objSpec2 = EXPLOSION_FRAME_REPEAT_COUNT
Explosion(i).bDraw = TRUE
EXIT FOR
END IF
NEXT
END SUB
' Loads HUD bitmaps and initialize the HUD
SUB InitializeHUD
DIM i AS INTEGER
' Load the HUD bitmap
HUDBitmap(0) = Graphics_LoadImage("dat/gfx/hud0.pcx", FALSE, TRUE, "HQ2XA", -1)
_ASSERT HUDBitmap(0) < -1
HUDBitmap(1) = Graphics_LoadImage("dat/gfx/hud1.pcx", FALSE, TRUE, "HQ2XA", -1)
_ASSERT HUDBitmap(1) < -1
HUDSize.x = _WIDTH(HUDBitmap(0))
HUDSize.y = _HEIGHT(HUDBitmap(0))
' Load the digit bitmaps
FOR i = 0 TO 9
HUDDigitBitmap(i) = Graphics_LoadImage("dat/gfx/" + LTRIM$(STR$(i)) + ".pcx", FALSE, TRUE, "HQ2XA", -1)
_ASSERT HUDDigitBitmap(i) < -1
NEXT
HUDDigitSize.x = _WIDTH(HUDDigitBitmap(0))
HUDDigitSize.y = _HEIGHT(HUDDigitBitmap(0))
END SUB
' Destroys the HUD
SUB FinalizeHUD
DIM i AS INTEGER
FOR i = 0 TO 9
_FREEIMAGE HUDDigitBitmap(i)
NEXT
_FREEIMAGE HUDBitmap(0)
_FREEIMAGE HUDBitmap(1)
END SUB
' Draws the status area at the bottom of the screen showing the player's current score and shield strength
SUB DrawHUD
' First draw the HUD panel onto the frame buffer
_PUTIMAGE (0, SCREEN_HEIGHT - HUDSize.y), HUDBitmap(GunBlinkState)
' Update the shield status
Graphics_DrawFilledRectangle SHIELD_STATUS_LEFT, SHIELD_STATUS_TOP, SHIELD_STATUS_RIGHT, SHIELD_STATUS_BOTTOM, BGRA_RED
IF HeroShields > 0 THEN
Graphics_DrawFilledRectangle SHIELD_STATUS_LEFT, SHIELD_STATUS_TOP, SHIELD_STATUS_LEFT + HeroShields, SHIELD_STATUS_BOTTOM, BGRA_LIME
END IF
DIM j AS LONG: j = SCORE_NUMBERS_LEFT
DIM w AS LONG: w = HUDDigitSize.x
DIM h AS LONG: h = HUDDigitSize.y
' Render the score
DIM i AS LONG: FOR i = 5 TO 0 STEP -1
_PUTIMAGE (j, SCORE_NUMBERS_TOP)-(j + w - 1, SCORE_NUMBERS_TOP + h), HUDDigitBitmap(Math_GetDigitFromLong(Score, i))
j = j + w
NEXT i
END SUB
' Initialize the map with random tiles
SUB InitializeMap
DIM AS LONG x, y, c
' Load the background tiles
TileBitmap(0) = Graphics_LoadImage("dat/gfx/stars1.pcx", FALSE, TRUE, STRING_EMPTY, -1)
_ASSERT TileBitmap(0) < -1
TileBitmap(1) = Graphics_LoadImage("dat/gfx/stars2.pcx", FALSE, TRUE, STRING_EMPTY, -1)
_ASSERT TileBitmap(1) < -1
TileBitmap(2) = Graphics_LoadImage("dat/gfx/earth.pcx", FALSE, TRUE, STRING_EMPTY, -1)
_ASSERT TileBitmap(2) < -1
TileMapSize.x = SCREEN_WIDTH \ _WIDTH(TileBitmap(0))
TileMapSize.y = SCREEN_HEIGHT \ _HEIGHT(TileBitmap(0)) + 1 ' one more at the bottom for seemless scrolling
' Tiles (n, 0) is always placed offscreen
REDIM TileMap(1 TO TileMapSize.x, 0 TO TileMapSize.y) AS LONG ' resize the tile map array
REDIM TileMapY(0 TO TileMapSize.y) AS LONG ' resize the y position array
' Set other variables
MapScrollStep = MAP_SCROLL_STEP_NORMAL
' Just set some ramdom tiles on the tile map
FOR y = 0 TO TileMapSize.y
FOR x = 1 TO TileMapSize.x
' We just need more stars and less planets
c = RND * 256
IF c = 128 THEN
c = NUM_TILES - 1
ELSE
c = c MOD (NUM_TILES - 1)
END IF
TileMap(x, y) = TileBitmap(c)
NEXT
TileMapY(y) = _HEIGHT(TileBitmap(0)) * y - _HEIGHT(TileBitmap(0)) ' setup the y values for TileMapY
NEXT
END SUB
' Destroys the background tile map stuff
SUB FinalizeMap
DIM i AS LONG
FOR i = 0 TO NUM_TILES - 1
_FREEIMAGE TileBitmap(i)
NEXT
END SUB
' Scrolls the background using the backgound tiles
SUB UpdateMap
DIM AS LONG x, y, c
' Shift all tiles down by "scrollstep" pixels
FOR y = 0 TO TileMapSize.y
TileMapY(y) = TileMapY(y) + MapScrollStep
NEXT
' Check if the first row is completely on-screen and if so add a fresh row on top
IF TileMapY(0) >= 0 THEN
' Shift all tiles down a row so that the last one is removed
FOR y = TileMapSize.y TO 1 STEP -1
TileMapY(y) = TileMapY(y - 1)
FOR x = 1 TO TileMapSize.x
TileMap(x, y) = TileMap(x, y - 1)
NEXT
NEXT
TileMapY(0) = -_HEIGHT(TileBitmap(0)) ' set the tile to render completely offscreen
' Generate a new row of tiles at the top of the map
FOR x = 1 TO TileMapSize.x
' We just need more stars and less planets
c = RND * 256
IF c = 128 THEN
c = NUM_TILES - 1
ELSE
c = c MOD (NUM_TILES - 1)
END IF
TileMap(x, 0) = TileBitmap(c)
NEXT
END IF
END SUB
' Draws the tile map to the frame buffer
SUB DrawMap
DIM AS LONG x, y
FOR y = 0 TO TileMapSize.y
FOR x = 1 TO TileMapSize.x
_PUTIMAGE ((x - 1) * _WIDTH(TileBitmap(0)), TileMapY(y)), TileMap(x, y)
NEXT
NEXT
END SUB
' Loads and plays a MIDI file (loops it too)
SUB PlayMIDIFile (fileName AS STRING)
STATIC MIDIHandle AS LONG ' Sound handle
' Unload if there is anything previously loaded
IF MIDIHandle > 0 THEN
_SNDSTOP MIDIHandle
_SNDCLOSE MIDIHandle
MIDIHandle = 0
END IF
' Check if the file exists
IF _FILEEXISTS(fileName) THEN
MIDIHandle = _SNDOPEN(fileName)
_ASSERT MIDIHandle > 0
' Loop the MIDI file
IF MIDIHandle > 0 THEN _SNDLOOP MIDIHandle
END IF
END SUB
' Initialize sound stuff
SUB InitializeSound
' Load the sound effects
ExplosionSound = _SNDOPEN("dat/sfx/snd/explode.wav")
_ASSERT ExplosionSound > 0
LaserSound = _SNDOPEN("dat/sfx/snd/laser.wav")
_ASSERT LaserSound > 0
END SUB
' Close all sound related stuff and frees resources
SUB FinalizeSound
_SNDCLOSE ExplosionSound
_SNDCLOSE LaserSound
PlayMIDIFile STRING_EMPTY ' This is will unload whatever MIDI data is there in memory
END SUB
' Centers a string on the screen
' The function calculates the correct starting column position to center the string on the screen and then draws the actual text
SUB DrawStringCenter (s AS STRING, y AS LONG, c AS _UNSIGNED LONG)
COLOR c
_PRINTSTRING ((SCREEN_WIDTH \ 2) - (_PRINTWIDTH(s) \ 2), y), s
END SUB
' Displays the HighScore array on the screen.
SUB DrawHighScores
DIM AS INTEGER i
DrawStringCenter "####===-- HIGH SCORES --===####", 32, BGRA_LEMONYELLOW
FOR i = 0 TO NUM_HIGH_SCORES - 1
DrawStringCenter RIGHT$(" " + STR$(i + 1), 2) + ". " + LEFT$(HighScore(i).text + SPACE$(HIGH_SCORE_TEXT_LEN), HIGH_SCORE_TEXT_LEN) + " " + RIGHT$(SPACE$(4) + STR$(HighScore(i).score), 5), 64 + i * 32, BGRA_SKYBLUE
NEXT
END SUB
' Displays the high score screen from the title page
SUB DisplayHighScoresScreen
ClearInput
DO
CLS , 0 ' black with no alpha
UpdateMap
DrawMap
DrawHighScores
IF ShowFPS THEN _PRINTSTRING (0, 0), STR$(Time_GetHertz) + " FPS"
_DISPLAY
IF NOT NoLimit THEN _LIMIT UPDATES_PER_SECOND
DO WHILE _MOUSEINPUT
IF _MOUSEBUTTON(1) OR _MOUSEBUTTON(2) OR _MOUSEBUTTON(3) THEN EXIT DO
LOOP
LOOP WHILE _KEYHIT <= NULL
END SUB
' Manipulates the HighScore array to make room for the users score and gets the new text
SUB NewHighScore (NewScore AS LONG)
DIM AS INTEGER i, sPos
DIM k AS _UNSIGNED INTEGER
' Check to see if it's really a high score
IF NewScore <= HighScore(NUM_HIGH_SCORES - 1).score THEN EXIT SUB
' Start high score music
PlayMIDIFile "dat/sfx/mus/alienend.mid"
' Move other scores down to make room
FOR i = NUM_HIGH_SCORES - 2 TO 0 STEP -1
IF NewScore > HighScore(i).score THEN
HighScore(i + 1).text = HighScore(i).text
HighScore(i + 1).score = HighScore(i).score
ELSE
EXIT FOR
END IF
NEXT
i = i + 1
' Blank out text of correct slot
HighScore(i).text = STRING_EMPTY
HighScore(i).score = NewScore
sPos = 0
ClearInput
COLOR BGRA_DEEPSKYBLUE
' Get user text string
DO
CLS , 0 ' black with no alpha
UpdateMap
DrawMap
DrawHighScores
_PRINTSTRING (228 + sPos * 8, 64 + i * 32), CHR$(179)
k = _KEYHIT
IF k >= KEY_SPACE AND k <= KEY_TILDE AND sPos < HIGH_SCORE_TEXT_LEN THEN
sPos = sPos + 1
HighScore(i).text = HighScore(i).text + CHR$(k)
ELSEIF k = KEY_BACKSPACE AND sPos > 0 THEN
sPos = sPos - 1
HighScore(i).text = LEFT$(HighScore(i).text, sPos)
END IF
IF ShowFPS THEN _PRINTSTRING (0, 0), STR$(Time_GetHertz) + " FPS"
_DISPLAY
IF NOT NoLimit THEN _LIMIT UPDATES_PER_SECOND
LOOP WHILE k <> KEY_ENTER
END SUB
' Displays the Alien Alley title page
SUB DisplayTitlePage
' Start title music
PlayMIDIFile "dat/sfx/mus/alienintro.mid"
' Clear screen
CLS , 0 ' black with no alpha
' First page of stuff
DIM tmp AS LONG: tmp = Graphics_LoadImage("dat/gfx/title.pcx", FALSE, FALSE, "HQ2XA", -1)
_ASSERT tmp < -1
' Stretch bmp to fill the screen
_PUTIMAGE , tmp
' Free the image
_FREEIMAGE tmp
' Fade in
Graphics_FadeScreen TRUE, UPDATES_PER_SECOND * 2, 100
END SUB
' Displays the introduction credits
SUB DisplayIntroCredits
' Clear the screen
CLS , 0 ' black with no alpha
' First page of stuff
DrawStringCenter "Coriolis Group Books", 192, BGRA_RED
DrawStringCenter "Presents", 208, BGRA_RED
Graphics_FadeScreen TRUE, UPDATES_PER_SECOND * 2, 100 ' fade in
Graphics_FadeScreen FALSE, UPDATES_PER_SECOND * 2, 100 ' fade out
' Clear the screen
CLS , 0 ' black with no alpha
' Second page of stuff
DrawStringCenter "A", 176, BGRA_RED
DrawStringCenter "Dave Roberts", 192, BGRA_RED
DrawStringCenter "Production", 208, BGRA_RED
Graphics_FadeScreen TRUE, UPDATES_PER_SECOND * 2, 100 ' fade in
Graphics_FadeScreen FALSE, UPDATES_PER_SECOND * 2, 100 ' fade out
END SUB
' Loads the high score file from disk
' If a high score file cannot be found or cannot be read, a default list of high-score entries is created
SUB LoadHighScores
IF _FILEEXISTS(HIGH_SCORE_FILENAME) THEN
DIM i AS INTEGER
DIM hsFile AS LONG
' Open the highscore file; if there is a problem load defaults
hsFile = FREEFILE
OPEN HIGH_SCORE_FILENAME FOR INPUT AS hsFile
' Read the name and the scores
FOR i = 0 TO NUM_HIGH_SCORES - 1
INPUT #hsFile, HighScore(i).text, HighScore(i).score
NEXT
' Close file
CLOSE hsFile
ELSE ' Load default highscores if there is no highscore file
HighScore(0).text = "Norman Bates"
HighScore(0).score = 1000
HighScore(1).text = "Darth Vader"
HighScore(1).score = 900
HighScore(2).text = "John McClane"
HighScore(2).score = 800
HighScore(3).text = "Captain Quint"
HighScore(3).score = 700
HighScore(4).text = "Indiana Jones"
HighScore(4).score = 600
HighScore(5).text = "James Bond"
HighScore(5).score = 500
HighScore(6).text = "Mary Poppins"
HighScore(6).score = 400
HighScore(7).text = "Freddy Krueger"
HighScore(7).score = 300
HighScore(8).text = "Jack Sparrow"
HighScore(8).score = 200
HighScore(9).text = "Ace Ventura"
HighScore(9).score = 100
END IF
END SUB
' Writes the HighScore array out to the high score file
SUB SaveHighScores
DIM i AS INTEGER
DIM hsFile AS LONG
' Open the file for writing
hsFile = FREEFILE
OPEN HIGH_SCORE_FILENAME FOR OUTPUT AS hsFile
FOR i = 0 TO NUM_HIGH_SCORES - 1
WRITE #hsFile, HighScore(i).text, HighScore(i).score
NEXT
CLOSE hsFile
END SUB
' This moves the sprite based on the velocity and if there is a boundary specified then keeps it confined
SUB UpdateSprite (s AS SpriteType)
' First move the sprite
s.position.x = s.position.x + s.velocity.x
s.position.y = s.position.y + s.velocity.y
' Next limit movement if boundary is specified
IF s.boundary.b.x > s.boundary.a.x THEN
IF s.position.x < s.boundary.a.x THEN s.position.x = s.boundary.a.x
IF s.position.x > s.boundary.b.x - s.size.x THEN s.position.x = s.boundary.b.x - s.size.x
END IF
IF s.boundary.b.y > s.boundary.a.y THEN
IF s.position.y < s.boundary.a.y THEN s.position.y = s.boundary.a.y
IF s.position.y > s.boundary.b.y - s.size.y THEN s.position.y = s.boundary.b.y - s.size.y
END IF
END SUB
' Takes care of moving hero ship and alien sprites, based on user input and their behavioral algorithms
' MoveSprites is also where missiles are generated and off-screen images are removed from play
SUB MoveSprites (UserInputUp AS _BYTE, UserInputDown AS _BYTE, UserInputLeft AS _BYTE, UserInputRight AS _BYTE, UserInputFire AS _BYTE)
DIM i AS INTEGER
DIM AlienFireResult AS INTEGER
DIM AlienProximity AS INTEGER
' First, take care of the hero
IF UserInputUp THEN Hero.velocity.y = -HERO_Y_VELOCITY
IF UserInputDown THEN Hero.velocity.y = HERO_Y_VELOCITY
IF UserInputLeft THEN Hero.velocity.x = -HERO_X_VELOCITY
IF UserInputRight THEN Hero.velocity.x = HERO_X_VELOCITY
UpdateSprite Hero
' Set these to zero so that we don't keep moving
Hero.velocity.x = 0
Hero.velocity.y = 0
' Update hero missiles
FOR i = 0 TO MAX_HERO_MISSILES - 1
IF HeroMissile(i).bDraw THEN
' Update position
UpdateSprite HeroMissile(i)
' Stop drawing when it's off screen
IF HeroMissile(i).position.y < -(HeroMissile(i).size.y + HeroMissile(i).objSpec2) THEN
HeroMissile(i).bDraw = FALSE
END IF
END IF
NEXT
' Generate hero missiles
IF UserInputFire AND AllowHeroFire AND Hero.bDraw THEN
IF CreateHeroMissile(Hero.position.x + HERO_GUN_OFFSET_LEFT, Hero.position.y + HERO_GUN_OFFSET_UP) AND CreateHeroMissile(Hero.position.x + HERO_GUN_OFFSET_RIGHT, Hero.position.y + HERO_GUN_OFFSET_UP) THEN
_SNDPLAYCOPY LaserSound, , (2 * (Hero.position.x + Hero.size.x / 2) - SCREEN_WIDTH + 1) / (SCREEN_WIDTH - 1)
END IF
AllowHeroFire = FALSE
END IF
' Update alien missiles
FOR i = 0 TO MAX_ALIEN_MISSILES - 1
IF AlienMissile(i).bDraw THEN
' Update position
UpdateSprite AlienMissile(i)
' Stop drawing when it's off screen
IF AlienMissile(i).position.y > (SCREEN_HEIGHT + AlienMissile(i).size.y + AlienMissile(i).objSpec2) THEN
AlienMissile(i).bDraw = FALSE
END IF
END IF
NEXT
' Move aliens
FOR i = 0 TO MAX_ALIENS - 1
IF Alien(i).bDraw THEN
IF Alien(i).objSpec1 = 0 THEN
' Pick a new direction
IF INT(TIMER) MOD 2 THEN
Alien(i).velocity.x = RND * ALIEN_X_VELOCITY
ELSE
Alien(i).velocity.x = RND * -ALIEN_X_VELOCITY
END IF
Alien(i).objSpec1 = ALIEN_MOVE_TIME_BASE + RND * ALIEN_MOVE_TIME_VAR
ELSE
Alien(i).objSpec1 = Alien(i).objSpec1 - 1
END IF
' Update alien position
UpdateSprite Alien(i)
' Move alien to top when it gets to bottom
IF Alien(i).position.y > SCREEN_HEIGHT + Alien(i).size.y THEN Alien(i).position.y = -Alien(i).size.y
' Generate alien missiles
IF Alien(i).objSpec2 = 0 THEN
AlienFireResult = RND * 100 ' in percent
AlienProximity = Alien(i).position.x - Hero.position.x
IF AlienProximity < 0 THEN AlienProximity = -AlienProximity
IF ((AlienProximity < ALIEN_PROX_THRESHOLD) AND (AlienFireResult < ALIEN_FIRE_PROB_HERO)) OR (AlienFireResult < ALIEN_FIRE_PROB_RANDOM) THEN
CreateAlienMissile Alien(i).position.x + ALIEN_GUN_OFFSET_LEFT, Alien(i).position.y + ALIEN_GUN_OFFSET_DOWN
CreateAlienMissile Alien(i).position.x + ALIEN_GUN_OFFSET_RIGHT, Alien(i).position.y + ALIEN_GUN_OFFSET_DOWN
Alien(i).objSpec2 = ALIEN_FIRE_LOCKOUT
_SNDPLAYCOPY LaserSound, , (2 * (Alien(i).position.x + Alien(i).size.x / 2) - SCREEN_WIDTH + 1) / (SCREEN_WIDTH - 1)
END IF
ELSE
Alien(i).objSpec2 = Alien(i).objSpec2 - 1
END IF
END IF
NEXT
' Generate aliens
IF AlienGenCounter = 0 THEN
' Generate an alien
CreateAlien
' Reinit generate counter
AlienGenCounter = ALIEN_GEN_RATE_BASE + RND * ALIEN_GEN_RATE_VAR
ELSE
AlienGenCounter = AlienGenCounter - 1
END IF
' Update explosions -- note, we don't really "move" them, just make the animation go
FOR i = 0 TO MAX_EXPLOSIONS - 1
IF Explosion(i).bDraw THEN