mirror of
https://github.com/stevenhowes/TheEscape.git
synced 2026-05-26 15:53:26 +01:00
Enemies now re-spawn with new attributes. Clearer debug. Collisions record damage to NPC and player.
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@@ -1,11 +1,15 @@
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SCREENMODE%=32
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SCREENGFXWIDTH%=1600
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SCREENGFXHEIGHT%=1200
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MaxEnemies% = 10
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PlayerYHeightDivide%=8
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IF INKEY(-42) THEN
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SCREENMODE%=28
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SCREENGFXWIDTH%=1280
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SCREENGFXHEIGHT%=960
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MaxEnemies% = 5
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PlayerYHeightDivide%=6
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ENDIF
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X = 0
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@@ -20,7 +24,7 @@ DEF PROC_main
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DIM PlayerLocation%(1)
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PlayerLocation%(X) = SCREENGFXWIDTH%/2
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PlayerLocation%(Y) = SCREENGFXHEIGHT%/30
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PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide%
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PlayerVelocity%=0
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PlayerShields%=100
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PlayerStructuralIntegrity%=100
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@@ -50,26 +54,17 @@ DEF PROC_main
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XMovePerCent%=5
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ResetShipSprite% = 0
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MaxEnemies% = 10
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DIM EnemyLocations%(MaxEnemies% - 1,1)
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DIM EnemySprites$(MaxEnemies% - 1)
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DIM EnemyHitboxID%(MaxEnemies% - 1)
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DIM EnemyVelocity%(MaxEnemies% - 1,1)
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DIM EnemyHealth%(MaxEnemies% - 1)
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DIM EnemyCollidable%(MaxEnemies% -1)
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DIM EnemyCollideForce%(MaxEnemies% -1)
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REM Random it up for now
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FOR Enemy%=0 TO MaxEnemies% - 1
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EnemyLocations%(Enemy%,X) = RND(SCREENGFXWIDTH%)
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EnemyLocations%(Enemy%,Y) = SCREENGFXHEIGHT% + (RND(SCREENGFXHEIGHT%/2) * (Enemy% + 1))
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EnemySprites$(Enemy%) = "durno_ship"
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EnemyVelocity%(Enemy%,X) = 0
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EnemyVelocity%(Enemy%,Y) = RND(3) + 2
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EnemyHitboxID%(Enemy%) = RND(2)-1
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IF EnemyHitboxID%(Enemy%) = 1 THEN
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EnemySprites$(Enemy%) = "durno_ship2"
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EnemyVelocity%(Enemy%,X) = RND(3) - 2
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EnemyVelocity%(Enemy%,Y) = RND(10) + 6
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ENDIF
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PROCrespawn_enemy(Enemy%)
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NEXT Enemy%
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REM Show/hide debug display
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@@ -103,8 +98,9 @@ DEF PROC_main
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REM NPCs
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PROCenemy_ship_move
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PROCenemy_ship_collide_player
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PROCenemy_ship_collide_npc
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REM PROCenemy_ship_collide_npc
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PROCplayer_arc_calculatetarget
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PROCenemy_ship_handle_damage
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REM Still not sure about this bollocks, but it does seem to work now
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SYS "OS_Byte",19
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@@ -136,6 +132,28 @@ DEF PROC_main
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ENDPROC
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DEF PROCenemy_ship_handle_damage
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ENDPROC
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DEF PROCrespawn_enemy(Enemy%)
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EnemyLocations%(Enemy%,X) = RND(SCREENGFXWIDTH%)
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EnemyLocations%(Enemy%,Y) = SCREENGFXHEIGHT% + (RND(SCREENGFXHEIGHT%/2) * (Enemy% + 1))
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EnemySprites$(Enemy%) = "durno_ship"
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EnemyVelocity%(Enemy%,X) = 0
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EnemyVelocity%(Enemy%,Y) = RND(3) + 2
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EnemyHitboxID%(Enemy%) = RND(2)-1
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EnemyHealth%(Enemy%) = 100
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EnemyCollidable%(Enemy%) = 1
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EnemyCollideForce%(Enemy%) = 1000
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IF EnemyHitboxID%(Enemy%) = 1 THEN
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EnemySprites$(Enemy%) = "durno_ship2"
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EnemyVelocity%(Enemy%,X) = RND(3) - 2
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EnemyVelocity%(Enemy%,Y) = RND(10) + 6
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EnemyHealth%(Enemy%) = 30
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EnemyCollideForce%(Enemy%) = 30
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ENDIF
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ENDPROC
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DEF PROCspecks_draw
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REM Specks / stars
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FOR Speck%=0 TO 49
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@@ -157,8 +175,7 @@ DEF PROCenemy_ship_move
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EnemyLocations%(Enemy%,X) = EnemyLocations%(Enemy%,X) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,X))
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IF EnemyLocations%(Enemy%,Y) <= 0 THEN
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EnemyLocations%(Enemy%,Y) = SCREENGFXHEIGHT% + RND(SCREENGFXHEIGHT%)
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EnemyLocations%(Enemy%,X) = RND(SCREENGFXWIDTH%)
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PROCrespawn_enemy(Enemy%)
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ENDIF
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NEXT Enemy%
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ENDPROC
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@@ -214,7 +231,7 @@ DEF PROCenemy_ship_collide_npc
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NEXT Enemy%
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ENDPROC
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REM Handle enemy collisions with anything
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REM Handle enemy collisions with player
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DEF PROCenemy_ship_collide_player
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FOR Enemy%=0 TO MaxEnemies% - 1
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@@ -231,11 +248,14 @@ DEF PROCenemy_ship_collide_player
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h2 = PlayerHitbox%(3)
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IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
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MOVE x1+w1,y1+h1
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PlayerVelocity% = 0
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PRINT "BOOM"
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REM IF DebugOut% = 1 THEN
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REM PRINT " hits player"
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REM ENDIF
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IF EnemyCollidable%(Enemy%) = 1 THEN
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PlayerVelocity% = PlayerVelocity% / 2
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EnemyHealth%(Enemy%) = EnemyHealth%(Enemy%) - 30
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PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - EnemyCollideForce%(Enemy%)
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EnemyCollidable%(Enemy%) = 0
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EnemyVelocity%(Enemy%,X) = 0
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EnemyVelocity%(Enemy%,Y) = 0
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ENDIF
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ENDIF
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NEXT Enemy%
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ENDPROC
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@@ -273,7 +293,7 @@ ENDPROC
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REM Calculate player ship's phaser arc
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DEF PROCplayer_arc_calculatetarget
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NoseX% = PlayerLocation%(x) + PlayerHitbox%(0) + (PlayerHitbox%(2)/2)
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NoseX% = PlayerLocation%(X) + PlayerHitbox%(0) + (PlayerHitbox%(2)/2)
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NoseXLeft% = PlayerLocation%(X) + PlayerHitbox%(0)
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NoseXRight% = PlayerLocation%(X) + PlayerHitbox%(0) + PlayerHitbox%(2)
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NoseY% = (PlayerLocation%(Y) + PlayerHitbox%(1) + PlayerHitbox%(3))
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@@ -358,6 +378,13 @@ DEF PROCplayer_target_draw
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ENDIF
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ENDPROC
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DEF FNpad(String$,Length%)
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OutString$=String$
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WHILE LEN(OutString$) < Length%
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OutString$ = OutString$ + " "
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ENDWHILE
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=OutString$
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REM Debug prints
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DEF PROCdebugoutput
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MOVE 0,500
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@@ -368,7 +395,7 @@ DEF PROCdebugoutput
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PRINT "Right: " + STR$(RightID%)
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FOR Enemy%=0 TO MaxEnemies% - 1
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PRINT "ENEMY:" STR$(Enemy%) + " " + STR$(EnemyLocations%(Enemy%,X)) + "," + STR$(EnemyLocations%(Enemy%,Y)) + " " + STR$(EnemyVelocity%(Enemy%,X)) + " " + STR$(EnemyVelocity%(Enemy%,Y))
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PRINT "NPC:" STR$(Enemy%) + " " + FNpad(STR$(EnemyLocations%(Enemy%,X)),4) + " " + FNpad(STR$(EnemyLocations%(Enemy%,Y)),4) + " " + FNpad(STR$(EnemyVelocity%(Enemy%,X)),3) + " " + FNpad(STR$(EnemyVelocity%(Enemy%,Y)),3) + " " + FNpad(STR$(EnemyHealth%(Enemy%)),3)
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NEXT Enemy%
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