Files
TheEscape/!TheEscape/!RunImage,ffb.bas
T
2021-02-14 21:39:06 +00:00

754 lines
23 KiB
VB.net

REM Useful constants
X = 0
Y = 1
REM Show/hide debug display
DebugOut%=0
REM Used for centiseconds per frame calcs
Cents% = TIME
PROCaudio_setup
PROCinitial_gfx_setup
PROCtitle
PROCfinal_gfx_setup
PROCmain_scene1
END
DEF PROCtitle
CLS
PROCdraw_sprite("intro_25",320,256)
KEY$ = GET$
REMIF KEY$ = "1" THEN
REM SCREENMODE% = 32
REMENDIF
IF KEY$ = "2" THEN
SCREENMODE% = 28
ENDIF
IF SCREENMODE% = 4 THEN
PROCtitle
ENDIF
ENDPROC
DEF PROCinitial_gfx_setup
SCREENMODE% = 4
MODE SCREENMODE%
sprite_area% = FNload_sprites("Spr")
ENDPROC
DEF PROCfinal_gfx_setup
REMIF SCREENMODE% = 32 THEN
REM SCREENGFXWIDTH%=1600
REM SCREENGFXHEIGHT%=1200
REM MaxEnemies% = 10
REM PlayerYHeightDivide%=8
REMENDIF
IF SCREENMODE% = 28 THEN
SCREENGFXWIDTH%=1280
SCREENGFXHEIGHT%=960
MaxEnemies% = 5
PlayerYHeightDivide%=20
ENDIF
MODE SCREENMODE%
REM Position text cursor at graphics location
VDU 5
ENDPROC
DEF PROCaudio_setup
SOUND ON
VOICES 4
VOICE 1,"WaveSynth-Beep"
VOICE 2,"Percussion-Noise"
VOICE 3,"StringLib-Hard"
ENDPROC
DEF PROCmain_scene1
REM Current graphics buffer
Scr% = 1
REM Make sure to reset this here so initial stuff is ok
Cents% = TIME
DIM PlayerLocation%(1)
PlayerLocation%(X) = SCREENGFXWIDTH%/2
PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide%
PlayerShields%=100
PlayerStructuralIntegrity%=100
PlayerSprite$ = "player_ship"
PlayerExplodeNextFrame% = 0
PlayerRemainingDistance% = 1500000
DIM PlayerHitbox%(3)
PlayerHitbox%() = 0,0,60,81
DieEnd% = 0
DIM PlayerPhaserOffset%(1,1)
PlayerPhaserOffset%(0,X) = 20
PlayerPhaserOffset%(0,Y) = 75
PlayerPhaserOffset%(1,X) = 40
PlayerPhaserOffset%(1,Y) = 75
PlayerPhaserDamagePerSecond% = 3
LeftID% = -1
RightID% = -1
LeftFiring% = 0
RightFiring% = 0
DIM EnemyHitbox%(1,3)
EnemyHitbox%(0,0) = 0
EnemyHitbox%(0,1) = 0
EnemyHitbox%(0,2) = 48
EnemyHitbox%(0,3) = 74
EnemyHitbox%(1,0) = 0
EnemyHitbox%(1,1) = 0
EnemyHitbox%(1,2) = 38
EnemyHitbox%(1,3) = 56
XMovePerCent%=10
ResetShipSprite% = 0
DIM EnemyLocations%(MaxEnemies% - 1,1)
DIM EnemySprites$(MaxEnemies% - 1)
DIM EnemyHitboxID%(MaxEnemies% - 1)
DIM EnemyVelocity%(MaxEnemies% - 1,1)
DIM EnemyHealth%(MaxEnemies% - 1)
DIM EnemyCollidable%(MaxEnemies% -1)
DIM EnemyCollideForce%(MaxEnemies% -1)
DIM EnemyExplodeNextFrame%(MaxEnemies% -1)
DIM EnemyNextFire%(MaxEnemies% -1)
DIM EnemyFireInterval%(MaxEnemies% -1)
MaxProjectiles% = 10
DIM ProjectileLocations%(MaxProjectiles% - 1,1)
DIM ProjectileVelocity%(MaxProjectiles% - 1,1)
DIM ProjectileState%(MaxProjectiles% - 1)
DIM ProjectileFrame%(MaxProjectiles% - 1)
DIM ProjectileMaxFrame%(MaxProjectiles% - 1)
DIM ProjectileDamage%(MaxProjectiles% - 1)
DIM ProjectileSprite$(MaxProjectiles% - 1)
DIM ProjectileFrameInterval%(MaxProjectiles% - 1)
DIM ProjectileFrameNext%(MaxProjectiles% - 1)
REM Random it up for now
FOR Enemy%=0 TO MaxEnemies% - 1
PROCrespawn_enemy(Enemy%)
NEXT Enemy%
FOR Projectile%=0 TO MaxProjectiles% - 1
ProjectileState%(MaxProjectiles% - 1) = 0
NEXT Projectile%
DIM SpeckLocations%(49,1)
FOR Speck%=0 TO 49
SpeckLocations%(Speck%,X) = RND(SCREENGFXWIDTH%)
SpeckLocations%(Speck%,Y) = RND(SCREENGFXHEIGHT%)
NEXT Speck%
REPEAT
REM Store current time and last time
LastCents% = Cents%
Cents% = TIME
REM Mission distance left
PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * 100
REM Damage is always handled
PROCplayer_ship_handle_damage
PROCenemy_ship_handle_damage
REM Enemy/projectile movement - even if player dead
PROCenemy_ship_move
PROCprojectile_move
IF PlayerStructuralIntegrity% > 0 THEN
REM Controls
PROCinputs
REM NPCs
PROCenemy_ship_collide_player
PROCprojectile_collide_player
REM PROCenemy_ship_collide_npc
REM Player Weapons calculations
PROCplayer_arc_calculatetarget
PROCplayer_weapons_damage
REM Environment calculations
PROCspecks_move
ENDIF
REM Still not sure about this bollocks, but it does seem to work now
SYS "OS_Byte",19
SYS "OS_Byte",114,1
SYS "OS_Byte",113,Scr%
Scr% = Scr% + 1
IF Scr% > 3 THEN Scr% = 1
SYS "OS_Byte",112,Scr%
CLS
REM Environment
PROCspecks_draw
REM Player
PROCplayer_ship_draw
PROCplayer_target_draw
REM Draw enemy stuff
PROCenemy_ship_draw
PROCprojectile_draw
IF PlayerStructuralIntegrity% > 0 THEN
PROCplayer_weapons_draw
ENDIF
REM UI
PROChud_draw
IF DebugOut% = 1 THEN
PROCdebugoutput
ENDIF
UNTIL FALSE
ENDPROC
DEF PROCprojectile_move
FOR Projectile%=0 TO MaxProjectiles% - 1
IF ProjectileState%(Projectile%) > 0 THEN
REM Calculate new locations from velocity
ProjectileLocations%(Projectile%,0) += ((Cents% - LastCents%) * ProjectileVelocity%(Projectile%,0))
ProjectileLocations%(Projectile%,1) -= ((Cents% - LastCents%) * ProjectileVelocity%(Projectile%,1))
REM If they go out of bounds then disable
IF ProjectileLocations%(Projectile%,0) > SCREENGFXWIDTH% THEN
ProjectileState%(Projectile%) = 0
ENDIF
IF ProjectileLocations%(Projectile%,0) < 0 THEN
ProjectileState%(Projectile%) = 0
ENDIF
IF ProjectileLocations%(Projectile%,1) > (SCREENGFXHEIGHT% * 2) THEN
ProjectileState%(Projectile%) = 0
ENDIF
IF ProjectileLocations%(Projectile%,1) < 0 THEN
ProjectileState%(Projectile%) = 0
ENDIF
ENDIF
NEXT Projectile%
ENDPROC
DEF PROCprojectile_draw
FOR Projectile%=0 TO MaxProjectiles% - 1
IF ProjectileState%(Projectile%) > 0 THEN
IF Cents% > ProjectileFrameNext%(Projectile%) THEN
ProjectileFrame%(Projectile%) = ProjectileFrame%(Projectile%) + 1
ProjectileFrameNext%(Projectile%) = Cents% + ProjectileFrameInterval%(Projectile%)
ENDIF
IF ProjectileFrame%(Projectile%) > ProjectileMaxFrame%(Projectile%) THEN
ProjectileFrame%(Projectile%) = 1
ENDIF
PROCdraw_sprite(ProjectileSprite$(Projectile%) + STR$(ProjectileFrame%(Projectile%)),ProjectileLocations%(Projectile%,0),ProjectileLocations%(Projectile%,1))
ENDIF
NEXT Projectile%
ENDPROC
DEF PROCspawn_projectile(Projectile%,Px%,Py%,Vx%,Vy%,Sprite$,Damage%)
IF Projectile% < 0 THEN
FOR P%=0 TO MaxProjectiles% - 1
IF ProjectileState%(P%) = 0 THEN
Projectile% = P%
ENDIF
NEXT P%
ENDIF
REM If no velocity X specified we're targetting the player
REM TODO: This is baaaaadly broken. Suspect something floating point..
IF Vx% = 0 THEN
Velocity% = 10
Xdistance% = PlayerLocation%(X) - Px%
Ydistance% = Py% - PlayerLocation%(Y)
distance% = SQR((Xdistance%^2) + (Ydistance%^2))
Vx% = Xdistance% / (distance% / Velocity%)
Vy% = Ydistance% / (distance% / Velocity%)
ENDIF
REM If no free IDs then we go without
IF Projectile% >= 0 THEN
ProjectileLocations%(Projectile%,X) = Px%
ProjectileLocations%(Projectile%,Y) = Py%
ProjectileVelocity%(Projectile%,X) = Vx%
ProjectileVelocity%(Projectile%,Y) = Vy%
ProjectileState%(Projectile%) = 1
ProjectileFrame%(Projectile%) = 1
ProjectileMaxFrame%(Projectile%) = 2
ProjectileSprite$(Projectile%) = Sprite$
ProjectileDamage%(Projectile%) = Damage%
ProjectileFrameInterval%(Projectile%) = 10
ProjectileFrameNext%(Projectile%) = Cents% + ProjectileFrameInterval%(Projectile%)
ENDIF
ENDPROC
DEF PROCplayer_weapons_damage
IF LeftID% < 0 THEN
LeftFiring% = 0
ENDIF
IF RightID% < 0 THEN
RightFiring% = 0
ENDIF
IF LeftFiring% = 1 THEN
EnemyHealth%(LeftID%) = EnemyHealth%(LeftID%) - ((Cents% - LastCents%) * PlayerPhaserDamagePerSecond%)
ENDIF
IF RightFiring% = 1 THEN
EnemyHealth%(RightID%) = EnemyHealth%(RightID%) - ((Cents% - LastCents%) * PlayerPhaserDamagePerSecond%)
ENDIF
ENDPROC
DEF PROCplayer_weapons_draw
REM If no targets then dont fire phasers
IF LeftID% < 0 THEN
LeftFiring% = 0
ENDIF
IF RightID% < 0 THEN
RightFiring% = 0
ENDIF
IF LeftFiring% = 1 THEN
LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X) + (EnemyHitbox%(EnemyHitboxID%(LeftID%),2)/2), EnemyLocations%(LeftID%,Y)
ENDIF
IF RightFiring% = 1 THEN
LINE PlayerLocation%(X) + PlayerPhaserOffset%(1,X), PlayerLocation%(Y) + PlayerPhaserOffset%(1,Y), EnemyLocations%(RightID%,X) + (EnemyHitbox%(EnemyHitboxID%(RightID%),2)/2), EnemyLocations%(RightID%,Y)
ENDIF
ENDPROC
DEF PROCplayer_ship_handle_damage
IF PlayerStructuralIntegrity% <= 0 THEN
IF TIME > PlayerExplodeNextFrame% THEN
PlayerExplodeNextFrame% = TIME + 4
IF PlayerSprite$ = "player_ship" THEN
DieEnd% = TIME + 150
SOUND 2,-5, 20,50
ENDIF
CASE PlayerSprite$ OF
WHEN "player_ship": PlayerSprite$ = "explode_shp1"
WHEN "explode_shp1": PlayerSprite$ = "explode_shp2"
WHEN "explode_shp2": PlayerSprite$ = "explode_shp3"
WHEN "explode_shp3": PlayerSprite$ = "explode_shp4"
WHEN "explode_shp4": PlayerSprite$ = "explode_shp1"
ENDCASE
ENDIF
IF TIME > DieEnd% THEN
PlayerSprite$ = "default"
CLS
PRINT "YOU DED"
END
ENDIF
ENDIF
ENDPROC
DEF PROCenemy_ship_handle_damage
FOR Enemy%=0 TO MaxEnemies% - 1
REM Destruction
IF EnemyHealth%(Enemy%) <= 0 THEN
EnemyNextFire%(Enemy%) = 0
EnemyCollidable%(Enemy%) = 0
IF EnemySprites$(Enemy%) = "durno_ship2" THEN
SOUND 2,-5,0,50
ENDIF
IF TIME > EnemyExplodeNextFrame%(Enemy%) THEN
EnemyExplodeNextFrame%(Enemy%) = TIME + 4
CASE EnemySprites$(Enemy%) OF
WHEN "durno_ship": EnemySprites$(Enemy%) = "explode_shp1"
WHEN "durno_ship2": EnemySprites$(Enemy%) = "explode_shp1"
WHEN "explode_shp1": EnemySprites$(Enemy%) = "explode_shp2"
WHEN "explode_shp2": EnemySprites$(Enemy%) = "explode_shp3"
WHEN "explode_shp3": EnemySprites$(Enemy%) = "explode_shp4"
WHEN "explode_shp4": EnemySprites$(Enemy%) = "explode_shp1"
ENDCASE
ENDIF
ENDIF
NEXT Enemy%
ENDPROC
DEF PROCrespawn_enemy(Enemy%)
EnemyLocations%(Enemy%,X) = RND(SCREENGFXWIDTH%)
EnemyLocations%(Enemy%,Y) = SCREENGFXHEIGHT% + (RND(SCREENGFXHEIGHT%/2) * (Enemy% + 1))
EnemySprites$(Enemy%) = "durno_ship"
EnemyVelocity%(Enemy%,X) = 0
EnemyVelocity%(Enemy%,Y) = RND(3) + 2
EnemyHitboxID%(Enemy%) = RND(2)-1
EnemyHealth%(Enemy%) = 1000
EnemyCollidable%(Enemy%) = 1
EnemyCollideForce%(Enemy%) = 1000
EnemyExplodeNextFrame%(Enemy%) = 0
EnemyNextFire%(Enemy%) = Cents%
EnemyFireInterval%(Enemy%) = 100
IF EnemyHitboxID%(Enemy%) = 1 THEN
EnemySprites$(Enemy%) = "durno_ship2"
EnemyVelocity%(Enemy%,X) = RND(3) - 2
EnemyVelocity%(Enemy%,Y) = RND(2) + 6
EnemyHealth%(Enemy%) = 30
EnemyCollideForce%(Enemy%) = 30
EnemyNextFire%(Enemy%) = 0
ENDIF
ENDPROC
DEF PROCspecks_draw
REM Specks / stars
FOR Speck%=0 TO 49
GCOL 0,0
LINE SpeckLocations%(Speck%,X),SpeckLocations%(Speck%,Y),SpeckLocations%(Speck%,X),30 + SpeckLocations%(Speck%,Y)
NEXT Speck%
ENDPROC
DEF PROCspecks_move
REM Specks / stars
FOR Speck%=0 TO 49
SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * 10
IF SpeckLocations%(Speck%,Y) < 0 THEN
SpeckLocations%(Speck%,Y) = SCREENGFXHEIGHT%
SpeckLocations%(Speck%,X) = RND(SCREENGFXWIDTH%)
ENDIF
NEXT Speck%
ENDPROC
REM Move enemy ship (display and physical)
DEF PROCenemy_ship_move
FOR Enemy%=0 TO MaxEnemies% - 1
EnemyLocations%(Enemy%,Y) = EnemyLocations%(Enemy%,Y) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,Y))
EnemyLocations%(Enemy%,X) = EnemyLocations%(Enemy%,X) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,X))
IF EnemyLocations%(Enemy%,Y) < SCREENGFXHEIGHT%/2 THEN
EnemyNextFire%(Enemy%) = 0
ENDIF
IF EnemyNextFire%(Enemy%) > 0 THEN
IF EnemyNextFire%(Enemy%) < Cents% THEN
PROCspawn_projectile(-1,EnemyLocations%(Enemy%,X),EnemyLocations%(Enemy%,Y),0,EnemyVelocity%(Enemy%,Y),"photon",10)
EnemyNextFire%(Enemy%) = Cents% + EnemyFireInterval%(Enemy%)
ENDIF
ENDIF
IF EnemyLocations%(Enemy%,Y) <= 0 THEN
PROCrespawn_enemy(Enemy%)
ENDIF
NEXT Enemy%
ENDPROC
REM Hud drawing (sprites and real-time)
DEF PROChud_draw
REM Draw LCARS in top left
PROCdraw_sprite("lcars",4,SCREENGFXHEIGHT%-180)
REM Attribute names
GCOL 0,0
MOVE 75,SCREENGFXHEIGHT%-50
PRINT "Sheilds"
MOVE 75,SCREENGFXHEIGHT%-80
PRINT "Integrity"
MOVE 75,SCREENGFXHEIGHT%-110
PRINT "Velocity"
MOVE 75,SCREENGFXHEIGHT%-140
PRINT "Distance"
REM Attribute values
GCOL 0,7
MOVE 130,SCREENGFXHEIGHT%-50
PRINT PlayerShields%
MOVE 130,SCREENGFXHEIGHT%-80
PRINT PlayerStructuralIntegrity%
MOVE 130,SCREENGFXHEIGHT%-140
PRINT PlayerRemainingDistance% DIV 1000
ENDPROC
REM Not using this, NPC/NPC collide is needless maths..
DEF PROCenemy_ship_collide_npc
FOR Enemy%=0 TO MaxEnemies% - 1
CollidesWith% = Enemy%
REM This is our hitbox
x1 = EnemyLocations%(Enemy%,X) + EnemyHitbox%(EnemyHitboxID%(Enemy%),0)
y1 = EnemyLocations%(Enemy%,Y) + EnemyHitbox%(EnemyHitboxID%(Enemy%),1)
w1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),2)
h1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),3)
FOR OtherEnemy%=0 TO MaxEnemies% - 1
REM Collision with an enemy
IF Enemy% > OtherEnemy% THEN
x2 = EnemyLocations%(OtherEnemy%,X) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),0)
y2 = EnemyLocations%(OtherEnemy%,Y) + EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),1)
w2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),2)
h2 = EnemyHitbox%(EnemyHitboxID%(OtherEnemy%),3)
IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
CollidesWith% = OtherEnemy%
MOVE x2+h2,y2+w2
PRINT STR$(CollidesWith%) + " hits " + STR$(Enemy%)
ENDIF
ENDIF
NEXT OtherEnemy%
NEXT Enemy%
ENDPROC
REM Handle enemy collisions with player
DEF PROCenemy_ship_collide_player
FOR Enemy%=0 TO MaxEnemies% - 1
REM This is our hitbox
x1 = EnemyLocations%(Enemy%,X) + EnemyHitbox%(EnemyHitboxID%(Enemy%),0)
y1 = EnemyLocations%(Enemy%,Y) + EnemyHitbox%(EnemyHitboxID%(Enemy%),1)
w1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),2)
h1 = EnemyHitbox%(EnemyHitboxID%(Enemy%),3)
REM Collision with a player
x2 = PlayerLocation%(X) + PlayerHitbox%(0)
y2 = PlayerLocation%(Y) + PlayerHitbox%(1)
w2 = PlayerHitbox%(2)
h2 = PlayerHitbox%(3)
IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
MOVE x1+w1,y1+h1
IF EnemyCollidable%(Enemy%) = 1 THEN
EnemyHealth%(Enemy%) = EnemyHealth%(Enemy%) - 300
PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - EnemyCollideForce%(Enemy%)
EnemyCollidable%(Enemy%) = 0
EnemyVelocity%(Enemy%,Y) = EnemyVelocity%(Enemy%,Y) / 2
EnemyVelocity%(Enemy%,X) = EnemyVelocity%(Enemy%,X) * 4
ENDIF
ENDIF
NEXT Enemy%
ENDPROC
REM Handle projectile collisions with player
DEF PROCprojectile_collide_player
FOR P%=0 TO MaxProjectiles% - 1
REM This is our hitbox
x1 = ProjectileLocations%(P%,X)
y1 = ProjectileLocations%(P%,Y)
w1 = 10
h1 = 10
REM Collision with a player
x2 = PlayerLocation%(X) + PlayerHitbox%(0)
y2 = PlayerLocation%(Y) + PlayerHitbox%(1)
w2 = PlayerHitbox%(2)
h2 = PlayerHitbox%(3)
IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN
MOVE x1+w1,y1+h1
PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - ProjectileDamage%(P%)
ProjectileState%(P%) = 0
ProjectileLocations%(P%,0) = 0
ENDIF
NEXT P%
ENDPROC
DEF FNcollide(x1,y1,w1,h1,x2,y2,w2,h2)
collide% = 0
IF (x1 + w1) >= x2 THEN
IF x1 <= (x2 + w2) THEN
IF (y1 + h1) >= y2 THEN
IF y1 <= (y2 + h2) THEN
collide% = 1
ENDIF
ENDIF
ENDIF
ENDIF
=collide%
REM Draw enemy ships
DEFPROCenemy_ship_draw
REM TODO: Only uses player velocity currently (/2 so they don't match stars)
FOR Enemy%=0 TO MaxEnemies% - 1
PROCdraw_sprite(EnemySprites$(Enemy%),EnemyLocations%(Enemy%,0),EnemyLocations%(Enemy%,1))
NEXT Enemy%
ENDPROC
REM Draw player ship
DEF PROCplayer_ship_draw
REM If using l/r sprites we debounce to stop it looking twitchy
IF Cents% > ResetShipSprite% THEN
ShipSprite$ = PlayerSprite$
ENDIF
PROCdraw_sprite(ShipSprite$,PlayerLocation%(0),PlayerLocation%(1))
ENDPROC
REM Calculate player ship's phaser arc
DEF PROCplayer_arc_calculatetarget
NoseX% = PlayerLocation%(X) + PlayerHitbox%(0) + (PlayerHitbox%(2)/2)
NoseXLeft% = PlayerLocation%(X) + PlayerHitbox%(0)
NoseXRight% = PlayerLocation%(X) + PlayerHitbox%(0) + PlayerHitbox%(2)
NoseY% = (PlayerLocation%(Y) + PlayerHitbox%(1) + PlayerHitbox%(3))
LeftDistance% = 1000
LeftID% = -1
RightDistance% = 1000
RightID% = -1
FOR Enemy%=0 TO MaxEnemies% - 1
LeftCornerX% = EnemyLocations%(Enemy%,X) + EnemyHitbox%(EnemyHitboxID%(Enemy%),X)
LeftCornerY% = EnemyLocations%(Enemy%,1) + EnemyHitbox%(EnemyHitboxID%(Enemy%),1)
RightCornerX% = LeftCornerX% + EnemyHitbox%(EnemyHitboxID%(Enemy%),2)
IF LeftCornerY% > NoseY% THEN
DistanceY% = LeftCornerY% - NoseY%
DistanceX% = ABS(NoseX% - ((LeftCornerX% + RightCornerX%) / 2))
IF (DistanceY%/5) > DistanceX% THEN
IF (NoseXRight% - ((LeftCornerX% + RightCornerX%) / 2)) > 0 THEN
IF DistanceY% < LeftDistance% THEN
LeftDistance% = DistanceY%
LeftID% = Enemy%
ENDIF
ENDIF
IF (NoseXLeft% - ((LeftCornerX% + RightCornerX%) / 2)) < 0 THEN
IF DistanceY% < RightDistance% THEN
RightDistance% = DistanceY%
RightID% = Enemy%
ENDIF
ENDIF
ENDIF
ENDIF
NEXT Enemy%
ENDPROC
REM Input handling
DEF PROCinputs
*FX 4
IF INKEY(-122) THEN
ShipSprite$ = "player_shipr"
ResetShipSprite% = Cents% + 20
PlayerLocation%(0) = PlayerLocation%(0) + (XMovePerCent% * (Cents% - LastCents%))
IF PlayerLocation%(0) > (SCREENGFXWIDTH% - PlayerHitbox%(2)) THEN
PlayerLocation%(0) = (SCREENGFXWIDTH% - PlayerHitbox%(2))
ShipSprite$ = "player_ship"
ENDIF
ENDIF
IF INKEY(-26) THEN
ShipSprite$ = "player_shipl"
ResetShipSprite% = Cents% + 20
PlayerLocation%(0) = PlayerLocation%(0) - (XMovePerCent% * (Cents% - LastCents%))
IF PlayerLocation%(0) < 0 THEN
PlayerLocation%(0) = 0
ShipSprite$ = "player_ship"
ENDIF
ENDIF
IF INKEY(-99) THEN
LeftFiring% = 1
RightFiring% = 1
ENDIF
IF INKEY(-34) THEN
PROCspawn_projectile(-1,SCREENGFXWIDTH%/2,SCREENGFXHEIGHT%/2,0,2,"photon",50)
ENDIF
IF INKEY(-17) THEN
IF DebugOut% = 0 THEN DebugOut% = 1
ENDIF
ENDPROC
DEF PROCplayer_target_draw
IF LeftID% >= 0 THEN
REM LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y)
RECT EnemyLocations%(LeftID%,X) + EnemyHitbox%(EnemyHitboxID%(LeftID%),X) - 10, EnemyLocations%(LeftID%,1) + EnemyHitbox%(EnemyHitboxID%(LeftID%),1) - 10, EnemyHitbox%(EnemyHitboxID%(LeftID%),2) + 20, EnemyHitbox%(EnemyHitboxID%(LeftID%),3) + 20
RECT EnemyLocations%(LeftID%,X) + EnemyHitbox%(EnemyHitboxID%(LeftID%),X) - 8, EnemyLocations%(LeftID%,1) + EnemyHitbox%(EnemyHitboxID%(LeftID%),1) - 8, EnemyHitbox%(EnemyHitboxID%(LeftID%),2) + 16, EnemyHitbox%(EnemyHitboxID%(LeftID%),3) + 16
MOVE EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y) - 20
PRINT STR$(EnemyHealth%(LeftID%))
ENDIF
IF RightID% >= 0 THEN
REM LINE PlayerLocation%(X) + PlayerPhaserOffset%(1,X), PlayerLocation%(Y) + PlayerPhaserOffset%(1,Y), EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y)
RECT EnemyLocations%(RightID%,X) + EnemyHitbox%(EnemyHitboxID%(RightID%),X) -10, EnemyLocations%(RightID%,1) + EnemyHitbox%(EnemyHitboxID%(RightID%),1) -10, EnemyHitbox%(EnemyHitboxID%(RightID%),2) +20, EnemyHitbox%(EnemyHitboxID%(RightID%),3) +20
RECT EnemyLocations%(RightID%,X) + EnemyHitbox%(EnemyHitboxID%(RightID%),X) -8, EnemyLocations%(RightID%,1) + EnemyHitbox%(EnemyHitboxID%(RightID%),1) -8, EnemyHitbox%(EnemyHitboxID%(RightID%),2) +16, EnemyHitbox%(EnemyHitboxID%(RightID%),3) +16
MOVE EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y) - 20
PRINT STR$(EnemyHealth%(RightID%))
ENDIF
ENDPROC
DEF FNpad(String$,Length%)
OutString$=String$
WHILE LEN(OutString$) < Length%
OutString$ = OutString$ + " "
ENDWHILE
=OutString$
REM Debug prints
DEF PROCdebugoutput
MOVE 0,500
PRINT "X: " + STR$(PlayerLocation%(0)) " Y: " STR$(PlayerLocation%(1))
PRINT "CPF: " + STR$(Cents% - LastCents%)
PRINT "Scr: " + STR$(Scr%)
PRINT "Left: " + STR$(LeftID%) + " - " + STR$(LeftFiring%)
PRINT "Right: " + STR$(RightID%) + " - " + STR$(RightFiring%)
FOR Enemy%=0 TO MaxEnemies% - 1
PRINT "NPC:" STR$(Enemy%) + ": " + FNpad(STR$(EnemyLocations%(Enemy%,X)),4) + "," + FNpad(STR$(EnemyLocations%(Enemy%,Y)),4) + " V: " + FNpad(STR$(EnemyVelocity%(Enemy%,X)),2) + "," + FNpad(STR$(EnemyVelocity%(Enemy%,Y)),2)
PRINT "H: " + FNpad(STR$(EnemyHealth%(Enemy%)),3)
NEXT Enemy%
FOR P%=0 TO MaxProjectiles% - 1
PRINT "P:" STR$(P%) + ": " + FNpad(STR$(ProjectileLocations%(P%,X)),4) + "," + FNpad(STR$(ProjectileLocations%(P%,Y)),4) + " V: " + FNpad(STR$(ProjectileVelocity%(P%,X)),2) + "," + FNpad(STR$(ProjectileVelocity%(P%,Y)),2) + STR$(ProjectileState%(P%))
NEXT P%
FOR Enemy%=0 TO MaxEnemies% - 1
RECT EnemyLocations%(Enemy%,X) + EnemyHitbox%(EnemyHitboxID%(Enemy%),X), EnemyLocations%(Enemy%,1) + EnemyHitbox%(EnemyHitboxID%(Enemy%),1), EnemyHitbox%(EnemyHitboxID%(Enemy%),2), EnemyHitbox%(EnemyHitboxID%(Enemy%),3)
NEXT Enemy%
RECT PlayerLocation%(X) + PlayerHitbox%(0), PlayerLocation%(Y) + PlayerHitbox%(1), PlayerHitbox%(2), PlayerHitbox%(3)
IF LeftID% >= 0 THEN
LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X), EnemyLocations%(LeftID%,Y)
ENDIF
IF RightID% >= 0 THEN
LINE PlayerLocation%(X) + PlayerPhaserOffset%(1,X), PlayerLocation%(Y) + PlayerPhaserOffset%(1,Y), EnemyLocations%(RightID%,X), EnemyLocations%(RightID%,Y)
ENDIF
ENDPROC
REM Delay routine - thanks Sophie
DEF PROCdelay(n)
T%=TIME+n:REPEAT UNTIL TIME > T%
ENDPROC
REM Shorthand for sprite drawing SWI
DEF PROCdraw_sprite(name$,x%,y%)
SYS "OS_SpriteOp",34+256,sprite_area%,name$,x%,y%,8
ENDPROC
REM Loads sprite file - stolen off a forum somewhere
DEF FNload_sprites(sprite_file$)
LOCAL length%, area_ptr%
SYS "OS_File",13,sprite_file$ TO ,,,,length%
DIM area_ptr% length%+4-1
area_ptr%!0 = length%+4
area_ptr%!4 = 16
SYS "OS_SpriteOp",9+256,area_ptr%
SYS "OS_SpriteOp",10+256,area_ptr%,sprite_file$
=area_ptr%