mirror of
https://github.com/stevenhowes/TheEscape.git
synced 2026-05-26 15:53:26 +01:00
174 lines
4.0 KiB
VB.net
174 lines
4.0 KiB
VB.net
SCREENMODE%=32
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SCREENGFXWIDTH%=1600
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SCREENGFXHEIGHT%=1200
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PROC_main
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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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DIM PlayerLocation%(1)
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PlayerLocation%(0) = SCREENGFXWIDTH%/2
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PlayerLocation%(1) = 100
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PlayerVelocity%=0
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PlayerShields%=100
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PlayerStructuralIntegrity%=100
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DIM PlayerHitbox%(3)
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PlayerHitbox%() = 0,0,60,81
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XMovePerCent%=5
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ResetShipSprite% = 0
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REM Show/hide debug display
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DebugOut%=0
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DIM SpecLocations%(1,49)
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FOR Spec%=0 TO 49
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SpecLocations%(0,Spec%) = RND(SCREENGFXWIDTH%)
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SpecLocations%(1,Spec%) = RND(SCREENGFXHEIGHT%)
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NEXT Spec%
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REM Used for centiseconds per frame calcs
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Cents% = TIME
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MODE SCREENMODE%
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REM Position text cursor at graphics location
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VDU 5
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REM Sprite set
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sprite_area% = FNload_sprites("Spr")
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REPEAT
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REM Store current time and last time
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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 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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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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SpecLocations%(0,Spec%) = RND(SCREENGFXWIDTH%)
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ENDIF
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NEXT Spec%
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REM Draw LCARS in top left
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PROCdraw_sprite("lcars",4,SCREENGFXHEIGHT%-180)
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REM If using l/r sprites we debounce to stop it looking twitchy
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IF Cents% > ResetShipSprite% THEN
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ShipSprite$ = "player_ship"
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ENDIF
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REM Handle Key inputs
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PROCinputs
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REM Attribute names
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GCOL 0,0
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MOVE 75,1150
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PRINT "Sheilds"
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MOVE 75,1120
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PRINT "Integrity"
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MOVE 75,1090
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PRINT "Velocity"
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REM Attribute values
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GCOL 0,7
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MOVE 130,1150
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PRINT PlayerShields%
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MOVE 130,1120
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PRINT PlayerStructuralIntegrity%
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MOVE 130,1090
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PRINT PlayerVelocity%
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REM Draw player ship
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PROCdraw_sprite(ShipSprite$,PlayerLocation%(0),PlayerLocation%(1))
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IF DebugOut% = 1 THEN
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PROCdebugoutput
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ENDIF
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REM Wait for rendering to complete
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WAIT
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REM Display edited buffer
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SYS "OS_Byte",113,Scr%
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REM Switch draw buffer
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IF Scr%=0 THEN Scr%=1 ELSE Scr%=0
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UNTIL FALSE
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ENDPROC
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REM Input handling
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DEF PROCinputs
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*FX 4
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IF INKEY(-122) THEN
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ShipSprite$ = "player_shipr"
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ResetShipSprite% = Cents% + 20
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PlayerLocation%(0) = PlayerLocation%(0) + (XMovePerCent% * (Cents% - LastCents%))
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ENDIF
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IF INKEY(-26) THEN
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ShipSprite$ = "player_shipl"
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ResetShipSprite% = Cents% + 20
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PlayerLocation%(0) = PlayerLocation%(0) - (XMovePerCent% * (Cents% - LastCents%))
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ENDIF
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IF INKEY(-58) THEN
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PlayerVelocity% = PlayerVelocity% + 1
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IF PlayerVelocity% > 100 THEN
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PlayerVelocity% = 100
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ENDIF
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ENDIF
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IF INKEY(-42) THEN
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PlayerVelocity% = PlayerVelocity% - 1
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IF PlayerVelocity% < 0 THEN
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PlayerVelocity% = 0
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ENDIF
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ENDIF
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IF INKEY(-17) THEN
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IF DebugOut% = 1 THEN DebugOut% = 0 ELSE DebugOut% = 1
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ENDIF
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ENDPROC
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REM Debug prints
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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$(Cents% - LastCents%)
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RECT PlayerLocation%(0) + PlayerHitbox%(0), PlayerLocation%(1) + PlayerHitbox%(1), PlayerHitbox%(2), PlayerHitbox%(3)
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ENDPROC
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REM Delay routine - thanks Sophie
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DEF PROCdelay(n)
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T%=TIME+n:REPEAT UNTIL TIME > T%
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ENDPROC
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REM Shorthand for sprite drawing SWI
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DEF PROCdraw_sprite(name$,x%,y%)
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SYS "OS_SpriteOp",34+256,sprite_area%,name$,x%,y%,0
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ENDPROC
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REM Loads sprite file - stolen off a forum somewhere
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DEF FNload_sprites(sprite_file$)
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LOCAL length%, area_ptr%
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SYS "OS_File",13,sprite_file$ TO ,,,,length%
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DIM area_ptr% length%+4-1
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area_ptr%!0 = length%+4
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area_ptr%!4 = 16
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SYS "OS_SpriteOp",9+256,area_ptr%
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SYS "OS_SpriteOp",10+256,area_ptr%,sprite_file$
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=area_ptr%
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