mirror of
https://github.com/stevenhowes/TheEscape.git
synced 2026-05-26 15:53:26 +01:00
Working NPC/NPC collisions (disabled). Streaky stars. Some Sprite Improvements. Changed rendering settings to reduce flicker.
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@@ -7,7 +7,7 @@ END
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DEF PROC_main
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REM Current graphics buffer
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DIM Scr% 0
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Scr% = 1
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DIM PlayerLocation%(1)
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PlayerLocation%(0) = SCREENGFXWIDTH%/2
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@@ -20,12 +20,12 @@ DEF PROC_main
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PlayerHitbox%() = 0,0,60,81
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DIM EnemyHitbox%(0,3)
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EnemyHitbox%() = 0,0,148,74
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EnemyHitbox%() = 0,0,48,74
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XMovePerCent%=5
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ResetShipSprite% = 0
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MaxEnemies% = 4
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MaxEnemies% = 1
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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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@@ -63,25 +63,34 @@ DEF PROC_main
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LastCents% = Cents%
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Cents% = TIME
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REM Set grpahics buffer to one that's not in use
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SYS "OS_Byte",112,Scr%
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CLS
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REM Controls
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PROCinputs
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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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REMPROCenemy_ship_collide_npc
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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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SYS "OS_Byte",114,1
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SYS "OS_Byte",113,Scr%
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Scr% = Scr% + 1
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IF Scr% > 3 THEN Scr% = 1
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SYS "OS_Byte",112,Scr%
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CLS
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REM Environment
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PROCspacedust_draw
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REM NPCs
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PROCenemy_ship_move
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PROCenemy_ship_collide
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PROCenemy_ship_draw
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REM Player
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PROCplayer_ship_draw
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PROCenemy_ship_draw
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REM UI
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PROChud_draw
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@@ -89,15 +98,6 @@ DEF PROC_main
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PROCdebugoutput
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ENDIF
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REM Wait for rendering to complete
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WAIT
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REM Display edited buffer
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SYS "OS_Byte",113,Scr%
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REM Switch draw buffer
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IF Scr%=0 THEN Scr%=1 ELSE Scr%=0
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UNTIL FALSE
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ENDPROC
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@@ -106,7 +106,7 @@ DEF PROCspacedust_draw
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REM Space dust / stars
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FOR Spec%=0 TO 49
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GCOL 0,0
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LINE SpecLocations%(0,Spec%),SpecLocations%(1,Spec%),SpecLocations%(0,Spec%),SpecLocations%(1,Spec%)
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LINE SpecLocations%(0,Spec%),SpecLocations%(1,Spec%),SpecLocations%(0,Spec%),(PlayerVelocity% / 3) + SpecLocations%(1,Spec%)
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SpecLocations%(1,Spec%) = SpecLocations%(1,Spec%) - ((Cents% - LastCents%) * PlayerVelocity%/10)
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IF SpecLocations%(1,Spec%) < 0 THEN
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SpecLocations%(1,Spec%) = SCREENGFXHEIGHT%
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@@ -151,8 +151,35 @@ DEF PROChud_draw
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PRINT PlayerVelocity%
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ENDPROC
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DEF PROCenemy_ship_collide_npc
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FOR Enemy%=0 TO MaxEnemies% - 1
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CollidesWith% = Enemy%
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REM This is our hitbox
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x1 = EnemyLocations%(Enemy%,0) + EnemyHitbox%(EnemyHitboxID%(Enemy%),0)
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y1 = EnemyLocations%(Enemy%,1) + EnemyHitbox%(EnemyHitboxID%(Enemy%),1)
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w1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),2)
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h1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),3)
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FOR OtherEnemy%=0 TO MaxEnemies% - 1
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REM Collision with an enemy
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x2 = EnemyLocations%(OtherEnemy%,0) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),0)
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y2 = EnemyLocations%(OtherEnemy%,1) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),1)
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w2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),2)
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h2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),3)
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IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
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CollidesWith% = OtherEnemy%
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MOVE x2+h2,y2+w2
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IF Enemy% > OtherEnemy% THEN
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PRINT STR$(CollidesWith%) + " hits " + STR$(Enemy%)
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ENDIF
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ENDIF
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NEXT OtherEnemy%
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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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DEF PROCenemy_ship_collide
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DEF PROCenemy_ship_collide_player
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FOR Enemy%=0 TO MaxEnemies% - 1
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REM This is our hitbox
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@@ -174,28 +201,6 @@ DEF PROCenemy_ship_collide
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REM PRINT " hits player"
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REM ENDIF
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ENDIF
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CollidesWith% = Enemy%
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FOR OtherEnemy%=0 TO MaxEnemies% - 1
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REM Collision with an enemy
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x2 = EnemyLocations%(OtherEnemy%,0) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),0)
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y2 = EnemyLocations%(OtherEnemy%,1) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),1)
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w2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),2)
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h2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),3)
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IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
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CollidesWith% = OtherEnemy%
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ENDIF
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NEXT OtherEnemy%
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REM Breaker
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REM Breaker
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IF 1 = 1 THEN
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PRINT "1"
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PRINT "1"
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ENDIF
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NEXT Enemy%
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ENDPROC
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@@ -264,6 +269,7 @@ DEF PROCdebugoutput
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MOVE 0,500
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PRINT "X: " + STR$(PlayerLocation%(0)) " Y: " STR$(PlayerLocation%(1))
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PRINT "CPF: " + STR$(Cents% - LastCents%)
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PRINT "Scr: " + STR$(Scr%)
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FOR Enemy%=0 TO MaxEnemies% - 1
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PRINT "ENEMY:" STR$(Enemy%) + " " + STR$(EnemyLocations%(Enemy%,0)) + "," + STR$(EnemyLocations%(Enemy%,1))
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