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A little game
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Can anyone make this game any better because at the moment i am stuck. I have been doing it for fun and with my friend - cue Lewis Houghton. It is below what we have done so far:
:eek:
This all took me about a weekend of changing stuff. Also you may find it is similar to another guy's code - Vic Luce? Just getting used to sprites and all that lot. Can't think why :rolleyes:
TP
P.S. View my website with more QBasic stuff @ http://myweb.tiscali.co.uk/fastnet34
Please comment by email to it - thats if you want to.
Visual Basic 4 / 5 / 6 Syntax (Toggle Plain Text)
DECLARE SUB Battle () ON ERROR GOTO errline DIM guy(50), guysh(50) DIM sprite1(50), sprite2(50), sprite3(50) DIM map1(21, 15), enemy(100) SCREEN 13 guyname$ = "Bob the Brave" guyhealth = 100 guymaxhealth = 100 guydamage = 10 guybasedamage = 3 guylevel = 1 guyexp = 0 guyweapon$ = "Dagger" guydefense = 10 guybasedefence = 3 guyarmour$ = "Clothing" enemyname$ = "Blob" enemyhealth = 25 enemymaxhealth = 25 enemydamage = 7 enemybasedamage = 1 enemyweapon$ = "Itself" enemydefense = 5 enemybasedefence = 1 enemyarmour$ = "Slime" experiencegive = 38 level2exp = 100 level3exp = 175 level4exp = 275 level5exp = 400 level6exp = 550 level7exp = 725 level8exp = 925 level9exp = 1150 level10exp = 1400 guyX = 20 guyY = 8 xe = 160 ye = 100 re = 8 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite1 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite2 FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), sprite3 CLS FOR y = 1 TO 15 FOR x = 1 TO 21 READ map1(x, y) NEXT: NEXT FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), guy FOR y = 1 TO 13 FOR x = 1 TO 15 READ clr PSET (x, y), clr NEXT: NEXT GET (1, 1)-(15, 13), guysh CLS LINE (0, 0)-(18, 16), 10, BF CIRCLE (9, 8), re, 4 PAINT (7, 7), 4, 4 GET (0, 0)-(18, 16), enemy CLS FOR y = 1 TO 15 FOR x = 1 TO 21 IF map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1 IF map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2 IF map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3 NEXT: NEXT PUT (guyX * 15 - 15, guyY * 13 - 13), guysh, AND PUT (guyX * 15 - 15, guyY * 13 - 13), guy, OR start: DO press$ = INKEY$ IF press$ = CHR$(0) + CHR$(75) AND map1(guyX - 1, guyY) <> 3 THEN IF guyX > 1 THEN guyX = guyX - 1 END IF IF press$ = CHR$(0) + CHR$(77) AND map1(guyX + 1, guyY) <> 3 THEN IF guyX < 20 THEN guyX = guyX + 1 END IF IF press$ = CHR$(0) + CHR$(72) AND map1(guyX, guyY - 1) <> 3 THEN IF guyY > 1 THEN guyY = guyY - 1 END IF IF press$ = CHR$(0) + CHR$(80) AND map1(guyX, guyY + 1) <> 3 THEN IF guyY < 14 THEN guyY = guyY + 1 END IF IF oldguyx <> guyX OR oldguyy <> guyY THEN oldguyx = guyX oldguyy = guyY FOR y = 1 TO 15 FOR x = 1 TO 21 IF map1(x, y) = 1 THEN PUT (x * 15 - 15, y * 13 - 13), sprite1, PSET IF map1(x, y) = 2 THEN PUT (x * 15 - 15, y * 13 - 13), sprite2, PSET IF map1(x, y) = 3 THEN PUT (x * 15 - 15, y * 13 - 13), sprite3, PSET NEXT: NEXT PUT (guyX * 15 - 15, guyY * 13 - 13), guysh, AND PUT (guyX * 15 - 15, guyY * 13 - 13), guy, OR END IF a% = 0 RANDOMIZE TIMER a% = INT(RND * 10) + 1 IF a% = 1 THEN xe = xe + 1: IF xe >= 282 THEN xe = xe - 1 IF a% = 2 THEN xe = xe - 1: IF xe <= 14 THEN xe = xe + 1 IF a% = 3 THEN ye = ye + 1: IF ye >= 166 THEN ye = ye - 1 IF a% = 4 THEN ye = ye - 1: IF ye <= 12 THEN ye = ye + 1 PUT (xe, ye), enemy, PSET a = RND * 200 + 1000 SOUND a, .1 IF xe > (guyX * 15) - 15 AND xe < (guyX * 15) + re AND ye > (guyY * 13) - 26 AND ye < (guyY * 13) + re THEN Battle LOOP UNTIL press$ = CHR$(27) errline: RESUME NEXT DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 DATA 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 'This (considering its the north pole) will be the snow... DATA 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 DATA 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 DATA 15,15,15,29,29,29,15,15,15,15,15,15,15,15,15 DATA 15,15,29,07,07,07,15,15,15,29,29,15,15,15,15 DATA 15,15,29,07,15,15,15,15,29,07,07,15,15,15,15 DATA 15,29,07,15,15,15,15,29,07,15,15,15,15,15,15 DATA 15,29,15,15,15,15,15,29,07,15,15,15,15,15,15 DATA 15,15,15,15,15,15,29,29,07,15,15,15,15,15,15 DATA 15,15,15,15,15,29,07,07,15,15,15,15,15,15,15 DATA 15,15,15,15,15,15,15,15,15,15,15,15,15,15,15 DATA 15,15,15,15,15,15,15,15,15,29,07,15,15,15,15 DATA 15,15,15,15,15,15,15,15,15,15,29,07,07,07,29 DATA 15,15,15,15,15,15,15,15,15,15,15,29,29,29,15 'For the third, floor tiles... DATA 00,00,00,00,00,00,00,02,00,00,00,00,00,00,00 DATA 00,00,00,00,00,02,02,02,02,00,00,00,00,00,00 DATA 00,00,00,00,02,02,02,02,02,02,00,00,00,00,00 DATA 00,00,00,00,00,02,02,02,02,02,00,00,00,00,00 DATA 00,00,00,00,00,00,02,02,02,02,00,00,00,00,00 DATA 00,00,00,00,00,00,00,02,02,00,00,00,00,00,00 DATA 00,00,00,00,00,00,00,06,06,00,00,00,00,00,00 DATA 00,00,00,00,00,00,06,06,00,00,00,00,00,00,00 DATA 00,00,00,00,00,00,06,06,06,00,00,00,00,00,00 DATA 00,00,00,00,00,00,00,06,06,00,00,00,00,00,00 DATA 00,00,00,00,00,00,00,06,06,00,00,00,00,00,00 DATA 00,00,00,00,00,00,06,06,06,00,00,00,00,00,00 DATA 00,00,00,00,00,06,06,06,06,06,00,00,00,00,00 'the map DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3 DATA 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 'guy DATA 00,00,00,00,00,00,00,06,06,06,00,00,00,00,00 DATA 00,00,00,00,00,00,06,06,06,06,06,00,00,00,00 DATA 00,00,00,00,00,02,06,06,06,06,06,02,00,00,00 DATA 00,00,00,00,00,02,02,02,02,02,02,02,00,00,00 DATA 00,00,00,00,00,00,66,00,66,00,66,00,00,00,00 DATA 00,00,00,00,00,00,66,66,66,66,66,00,00,00,00 DATA 00,00,00,00,00,00,00,66,00,66,00,00,00,00,00 DATA 00,00,00,00,00,00,01,01,01,01,01,00,00,00,00 DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00 DATA 00,00,00,00,00,01,00,01,01,01,00,01,00,00,00 DATA 00,00,00,00,00,66,00,01,01,01,00,66,00,00,00 DATA 00,00,00,00,10,00,00,07,00,07,00,00,10,00,00 DATA 00,00,00,00,00,06,06,06,00,06,06,06,00,00,00 'This is the mask for the sprite... DATA 255,255,255,255,255,255,10,0,0,0,255,255,255,255,255 DATA 255,255,255,255,255,10,0,0,0,0,0,255,255,255,255 DATA 255,255,255,10,10,66,0,0,0,0,0,66,255,255,255 DATA 255,255,15,255,255,66,66,66,66,66,66,66,255,255,255 DATA 255,255,255,255,255,255,66,00,66,00,66,255,255,255,255 DATA 255,255,255,255,255,255,66,66,66,66,66,255,255,255,255 DATA 255,255,255,255,255,255,255,66,00,66,255,255,255,255,255 DATA 255,255,255,255,255,255,02,02,02,02,02,255,255,255,255 DATA 255,255,255,255,255,02,255,02,02,02,255,02,255,255,255 DATA 255,255,255,255,255,02,255,02,02,02,255,02,255,255,255 DATA 255,255,255,255,255,66,255,02,02,02,255,66,255,255,255 DATA 255,255,255,255,02,255,255,07,255,07,255,255,02,255,255 DATA 255,255,255,255,255,02,02,02,255,02,02,02,255,255,255 SUB Battle CLS ' This battle mode is text-mode-only. For the graphical battle mode then ' download the full version off: <a rel="nofollow" class="t" href="http://www.sonictomato.com" target="_blank">www.sonictomato.com</a>. Thanks For Playing! LOCATE 22, 2: PRINT "Attack" LOCATE 24, 2: PRINT "Weaponry" LOCATE 21, 20: PRINT "Special" LOCATE 23, 20: PRINT "Run!" attackmenuoption = 1 DO: Press2$ = INKEY$ IF attackmenuoption = 1 THEN LINE (1, 158)-(75, 168), 7, B: LINE (1, 174)-(75, 185), 0, B: LINE (151, 158)-(221, 168), 0, B: LINE (151, 174)-(221, 185), 0, B IF attackmenuoption = 2 THEN LINE (1, 174)-(75, 185), 7, B: LINE (1, 158)-(75, 168), 0, B: LINE (151, 158)-(221, 168), 0, B: LINE (151, 174)-(221, 185), 0, B IF attackmenuoption = 3 THEN LINE (151, 158)-(221, 168), 7, B: LINE (1, 158)-(75, 168), 0, B: LINE (1, 174)-(75, 185), 0, B: LINE (151, 174)-(221, 185), 0, B IF attackmenuoption = 4 THEN LINE (151, 174)-(221, 185), 7, B: LINE (1, 158)-(75, 168), 0, B: LINE (1, 174)-(75, 185), 0, B: LINE (151, 158)-(221, 168), 0, B IF Press2$ = "w" THEN attackmenuoption = attackmenuoption - 1 IF Press2$ = "s" THEN attackmenuoption = attackmenuoption + 1 IF Press2$ = "a" THEN attackmenuoption = attackmenuoption - 2 IF Press2$ = "d" THEN attackmenuoption = attackmenuoption + 2 IF attackmenuoption >= 5 THEN attackmenuoption = 1 IF attackmenuoption <= 0 THEN attackmenuoption = 4 LOOP UNTIL Press2$ = CHR$(27) IF xe < 161 THEN xe = xe + 10 IF xe > 160 THEN xe = xe - 10 END SUB
This all took me about a weekend of changing stuff. Also you may find it is similar to another guy's code - Vic Luce? Just getting used to sprites and all that lot. Can't think why :rolleyes:
TP
P.S. View my website with more QBasic stuff @ http://myweb.tiscali.co.uk/fastnet34
Please comment by email to it - thats if you want to.
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