Car Hunter Game

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DrChip
Posts: 167
Joined: Wed Oct 22, 2014 3:26 pm
My devices: iPhone 4 to 6+,iPad mini to iPad air 2

Car Hunter Game

Post by DrChip »

Code: Select all

REM Car Hunter v.9b 
REM ported from c64 game i remember!
REM a few bugs but fun to play!
REM 
REM UP TO accelarate
REM DOWN to brake
REM Touch to shoot
REM Touch screen to add energy if cheat
REM is on.
REM Tested on:
REM iOS 8.3 b3 / iPhone 6 plus
REM 
REM v.8 - distance is working and bug fixes!
REM
REM v.9 - road fix, more options in setup and bug fixes!
REM need help finishing this project.
rem sound, tweaks, text, code clean up.
rem enjoy...


' screen area
scw = Screen_Width()
sch = Screen_Height()
csw = scw/2
csh = sch/2

' lock rotation of screen and calibrate touch

start:
GOSUB setup
GOSUB title
pause 1

' MAIN GAME LOOP               
loop:
coll=coll+1
IF coll>3 THEN
    coll=1
END IF 

refresh off
graphics clear 0,0,0

GOSUB road
GOSUB distance
GOSUB score
GOSUB controller
GOSUB enemycars
GOSUB playercar
GOSUB bullets
GOSUB particles
GOSUB bombs
refresh on
IF coll=1 THEN
    GOSUB carscollision
END IF
IF coll=2 THEN
    GOSUB bulletcollision
END IF 
IF coll=3 THEN
    GOSUB bomb_collision
END IF 


'GOSUB score

GOSUB level

IF enfiredelay>0  THEN 
    enfiredelay=enfiredelay-1
END IF 
IF firedelay>0 THEN
    firedelay=firedelay-1
END IF 
IF energy<=0 THEN
    kill=kill+1
    GOTO death
END IF 
IF distance>99999 THEN
    com=com+1
    GOTO complete
END IF 
IF time=0 THEN
    kill=kill+1
    GOTO out_of_time
END IF 
IF (time<=0) OR (distance>=100000) OR (energy<=0) THEN
    GOTO loop
END IF 

REM Check hi score and level and 
REM update title screen stats
IF level>maxlev THEN
    maxlev=level
END IF 
IF tscore>hi_score THEN
    hi_score=tscore
END IF 
tscore=0
'score=0

GOTO loop

' GAME OVER SCREENS
out_of_time:
'PLAY 1, "C3,1, ,1,A3#,2"
draw COLOR 1, 1, 1
 
DRAW TEXT "You ran out of time." at 10,10
DRAW TEXT  "You are dead!" at 10,25
pause 2 
GOTO start 

complete:
'PLAY 1, "C3,1, ,1,A3#,2"
draw COLOR 1, 1, 1
graphics clear
DRAW TEXT "Congratulations. You survived." at 10,50
pause 2
GOTO start

death:
'PLAY 1, "C3,1, ,1,A3#,2"
draw COLOR 125/255, 125/255, 125/255
graphics clear 0,0,0
DRAW TEXT "You are dead!" at 10,25
pause 2
GOTO start 

' SETUP VARIABLES AND ARRAYS   
setup:
graphics
cheat = 1 ' 1 = adds energy each time you tap the screen, 0 = no cheating
liney=-60 ' used FOR the white lines 
width=1 'The bigger the width the harder the game.
maxwidth=130 ' the max the walls will come in. 10-150 bigger is harder.
time=30*50 '30 secconds
distance=0 '  Meters TO travel.
plx=csw ' set up player's x-position
ply=csh 'set up player's y-position
mxbul=5 ' maximum amount of bullets permitted.
encars=3 ' Number of enemys
energy=150 ' Your energy.
firedelay=1 ' delay between player shots
enspeed=1 ' speed enemy closes in on player
level=1 ' current level
damage=10 ' amount of damage enemy bombs cause
bomnum=50 ' number used to check frequency of bombs
DIM pbx(mxbul+1) ' plaxer x bullet pos.
DIM pby(mxbul+1) ' player y bullet pos.
DIM pbs(mxbul+1) ' player bullet state.
DIM x(encars+1) ' enemy x pos.
DIM y(encars+1) ' enemy y pos.
DIM c(encars+1) ' enemy car state. 1= ok > 50=exploding.
bombs=1 ' no. of bombs enemies drop
DIM bx(bombs+1)
DIM by(bombs+1)
DIM bs(bombs+1)
particles=8 ' no. of particles in explosions
DIM partx(particles+1)
DIM party(particles+1)
DIM px(particles+1)
DIM py(particles+1)
ptst=0
FOR a=1 TO mxbul
    pbs(a)=0
NEXT a
FOR a=1 TO encars
    c(a)=1
    y(a)=-40-(a-1)*100
    x(a)=width+RND(scw-(width*2)) 
NEXT a
RETURN


' CHANGE LEVELS AND INCREASE DIFFICULTY
level:
target_score=10*(level*2)
IF score>target_score THEN
    level=level+1
    enspeed=enspeed+0.5
    bomnum=bomnum-1
    score=0
    time=30*50
    energy=100
    width=width+20
    damage=damage+(level)
    distance=distance+11000
END IF

' Difficulty limits
IF level>10 THEN
    level=10
END IF 
IF width>maxwidth THEN
    width=maxwidth
END IF 
IF damage>35 THEN
    damage=35
END IF 
IF enspeed>4 THEN
    enspeed=4
END IF 
RETURN

' ENEMY BOMBS                  
bombs:
FOR a = 1 TO bombs
    ' DRAW BOMBS 
    IF bs(a)=1 THEN
        fill COLOR RND(1),RND(1),RND(1)
        fill RECT bx(a)-3,by(a)-3 to bx(a)+3,by(a)+3
        bx(a)=bx(a)
        by(a)=by(a)+10
        IF by(a)>sch-30 THEN
            bs(a)=0
        END IF 
    END IF 
NEXT a
RETURN

' CAR EXPOSIONS!!!!           
particles:
IF ptst=0 THEN
    RETURN
END IF 
ptst=ptst-1
fill COLOR RND(1),RND(1),0
FOR a=1 TO particles
    fill RECT px(a)-RND(4),py(a)-RND(4) to px(a)+RND(4),py(a)+RND(4)
    px(a)=px(a)+partx(a)
    py(a)=py(a)+party(a)
NEXT a
RETURN

' PLAYER CAR - ENEMY BOMB COLLISION CHECKS 
bomb_collision:
FOR a = 1 TO bombs
    IF bs(a)=1 THEN
        IF by(a)+5>ply AND by(a)<ply+32 THEN
            IF bx(a)+5>plx AND bx(a)<plx+40 THEN
                energy=energy-damage
                bs(a)=0
            END IF 
        END IF 
    END IF 
NEXT a
RETURN

' ENEMY CAR - PLAYER BULLET COLLISION 
bulletcollision:
FOR a=1 TO mxbul
    FOR b=1 TO encars
        IF pbs(a)=1 AND c(b)=1 THEN
            IF pbx(a)>=x(b) AND pbx(a)<=x(b)+29 AND pby(a)>=y(b) AND pby(a)<=y(b)+40 THEN
                pbs(a)=0 
                IF ptst=0 THEN
                    FOR l=1 TO particles
                        ptst=20
                        partx(l)=-5+RND(10)
                        party(l)=-5+RND(10)
                        px(l)=pbx(a)
                        py(l)=pby(a)
                    NEXT l
                END IF
                r=INT(RND(3/level))
                IF r<1 THEN
                    c(b)=50
                    score=score+10
                    tscore=tscore+10
                    carkill=carkill+1
                END IF
            END IF 
        END IF 
    NEXT b
NEXT a
RETURN

' PLAYER BULLETS               
bullets:
FOR a=1 TO mxbul
    IF pbs(a)=1 THEN
        fill COLOR 1,1,1
        fill RECT pbx(a),pby(a) to pbx(a)+2,pby(a)+10
        fill COLOR 255,100+RND(155),0
        'fill triangle pbx(a)-2,pby(a)+10 TO pbx(a)+3,pby(a)+10 TO pbx(a)+1,pby(a)+20+(rnd*10)
        x1=pbx(a)-2
        y1=pby(a)+10
        x2=pbx(a)+3
        y2=pby(a)+10
        x3=pbx(a)+1
        y3=pby(a)+20+RND(10)
        GOSUB ftriangle
    END IF
    pby(a)=pby(a)-10+(speed/4)
    IF pby(a)<=0 THEN
        pbs(a)=0
    END IF 
NEXT a
RETURN

' SET UP BULLETS TO FIRE!!!    
fire:
IF firedelay>0 THEN
    RETURN
END IF 
FOR a=1 TO mxbul
    IF pbs(a)=0 THEN
        pbx(a)=plx+14
        pby(a)=ply
        pbs(a)=1
        firedelay=10
        a=mxbul+1
        IF cheat = 1 THEN
            energy=energy+5 ' cheat on
        END IF 
    END IF 
NEXT a
RETURN

'ENEMY CAR - PLAYER CAR COLLISION
carscollision:
FOR a=1 TO encars
    IF c(a)=1 THEN
        IF y(a)>=ply-40 AND y(a)<=ply+40 THEN
            IF plx+1>x(a) AND plx<=x(a)+29 AND ply>y(a) AND ply<=y(a)+40 THEN
                xm=(speed/2)
                speed=speed-(speed/10)
                c(a)=2
                energy=energy-5
                score=score+5
                carkill=carkill+1
            END IF 
            IF plx+30>=x(a) AND plx+30<=x(a)+29 AND ply>y(a) AND ply<=y(a)+40 THEN
                xm=-(speed/2)
                speed=speed-(speed/10)
                c(a)=2
                energy=energy-5
                score=score+5
                carkill=carkill+1
            END IF 
            IF plx+1>x(a) AND plx<=x(a)+29 AND ply+40>y(a) AND ply+40<=y(a)+40 THEN
                xm=(speed/2)
                speed=speed-(speed/10)
                c(a)=2
                energy=energy-2
                score=score+5
                carkill=carkill+1
            END IF 
            IF plx+30>=x(a) AND plx+30<=x(a)+29 AND ply+40>y(a) AND ply+40<=y(a)+40 THEN
                xm=-(speed/2)
                speed=speed-(speed/10)
                c(a)=2
                score=score+5
                energy=energy-2
                carkill=carkill+1
            END IF 
        END IF 
    END IF 
NEXT a
RETURN

' DISPLAY TIME LEFT, POINTS ETC 
score:

draw COLOR 1,1,1
draw TEXT "TIME LEFT: " & STR$(INT(time/50)) at 5,15
REM Energy bar
fill COLOR 0,0,0
fill RECT 100, sch-20 to 300, sch
fill COLOR 1,1,1
DRAW TEXT "Energy:" at 10,sch-20
IF energy>100 THEN
    energy=100
END IF 
IF energy>75 THEN
    fill COLOR 0, 2,0
END IF 
IF energy<=75 THEN
    fill COLOR 1, 1,0
END IF 
IF energy<50 THEN
    fill COLOR 1, 100/255,0
END IF
IF energy<25 THEN
    fill COLOR 1, 0,0
END IF 
IF energy>100 THEN
    energy=100
END IF 
fill RECT 100,sch-20 to 100+(energy*2),sch

RETURN 

distance:
REM Distance bar
draw COLOR 1,1,1
DRAW TEXT  "Distance:" at 5,0
fill RECT 80, 1 to 280,15
fill COLOR 1,100/255,100/255
fill RECT 80,1 to 80+(INT(distance/1000)*2),15
IF distance>100000 THEN
    distance=100000
END IF 
draw COLOR 210/255,210/255,1
DRAW TEXT "PLAYER SCORE: "&STR$(score) at 5,35
DRAW TEXT "TARGET SCORE: "&STR$(target_score) at 5,55
DRAW TEXT "LEVEL: "&STR$(level) at 5,75
time=time-1

RETURN

' READ INPUT DEVICE 
controller:
IF Accel_X() > 0 THEN
    xm=xm+.3
END IF 
IF Accel_X() < 0 THEN
    xm=xm-.3
END IF 
IF Accel_Y() < 0 THEN
    speed=speed+.3
END IF 
IF Accel_Y() > 0 THEN
    speed=speed-.2
END IF 
IF Touch_x(0) <> -1 THEN GOSUB fire

IF speed>8 THEN
    speed=8
END IF 

IF speed<1 THEN
    speed=1
END IF 
plx=plx+xm
ply=csh-(speed*5)
IF xm>0 THEN
    xm=xm-.2
    IF xm<0 THEN 
        xm=0
    END IF 
END IF 
IF xm<0 THEN
    xm=xm+.2
    IF xm>0 THEN
        xm=0
    END IF 
END IF 
IF plx<width THEN
    plx=width+speed
    xm=0
    energy=energy-1
END IF 
IF xm>speed/2 THEN
    xm=speed/2
END IF 
IF xm<-(speed/2) THEN
    xm=-(speed/2)
END IF 
IF plx+31>(scw-width) THEN
    plx=((scw-width))-32-speed
    energy=energy-1
    xm=0
END IF 
RETURN

'UPDATE SCREEN AND DRAW ROAD
road:
fill COLOR 30/255,30/255,40/255
fill RECT 0,0 to scw,sch
fill COLOR 1,1,1
h=30
FOR a=liney TO 520 STEP 60
    fill RECT csw-8,a to csw+8,a+30
NEXT a
IF level <=5 THEN
    fill COLOR 40/255,80/255,40/255
END IF 
IF level >5 AND level<=8 THEN
    fill COLOR 100/255,80/255,20/255
END IF 
IF level >8 THEN
    fill COLOR 100/255,100/255,100/255
END IF 
fill RECT 0,0 to width,sch
fill RECT scw,0 to scw-width,sch
liney=liney+INT(speed)
IF liney>0 THEN
    liney=liney-60 
END IF 
RETURN


' DRAW PLAYER CAR!!!           
playercar:
fill COLOR 255,100,100
fill COLOR 50,50,60
fill RECT plx-2,ply+4 to plx+32,ply+14
fill RECT plx-2,ply+28 to plx+32,ply+38
fill COLOR 115/255,20/255,20/255
fill RECT plx,ply-5 to plx+30,ply+40
fill COLOR 115/255,60/255,60/255
fill RECT plx+3,ply-5 to plx+27,ply+40
fill COLOR 100/255,155/255,1
fill RECT plx+4,ply+7 to plx+26,ply+37
fill COLOR 1,50/255,50/255
fill RECT plx+5,ply+10 to plx+25,ply+35
RETURN

' DRAW ENEMY CARS              
enemycars:
FOR a=1 TO encars
    IF c(a)=1 THEN 
        fill COLOR 55/255,55/255,120/255
        fill RECT x(a)+1,y(a) to x(a)+29,y(a)+40
        fill COLOR  80/255,80/255,80/255
        fill RECT x(a)-1,y(a)+3 to x(a)+31,y(a)+14
        fill RECT x(a)-2,y(a)+26 to x(a)+32,y(a)+38
        fill COLOR 70/255,70/255,170/255
        fill RECT x(a)+2,y(a) to x(a)+28,y(a)+40
        fill COLOR 20/255,20/255,60/255
        fill RECT x(a)+1,y(a)+40 to x(a)+29,y(a)+35
        fill COLOR 150/255,150/255,1
        fill RECT x(a)+3,y(a)+20 to x(a)+27,y(a)+35
        fill COLOR 30/255,30/255,40/255
        fill RECT x(a)+3,y(a)+20 to x(a)+27,y(a)+12
    END IF 
    
    IF c(a)>1 AND c(a)<50 THEN
        draw COLOR (255-c(a)*5)/255,(255-c(a)*5)/255,0
        draw CIRCLE x(a)+15,y(a)+20 size c(a)
        c(a)=c(a)+4 
    END IF 
    
    REM MOVE ENEMY CARS ACCORDING TO PLAYER SPEED
    y(a)=y(a)+1+(speed/2)-1
    
    REM RESET CARS IF THEY ARE OFF SCREEN
    IF y(a)>sch THEN
        y(a)=y(a)-sch-50
        x(a)=width+rnd(scw-(width*2))
        c(a)=1
        carescape=carescape+1
    END IF 
    IF (ply-speed)-y(a)<150 THEN
        IF x(a)+32>plx+32 THEN
            x(a)=x(a)-enspeed
        END IF 
        IF x(a)<plx THEN
            x(a)=x(a)+enspeed
        END IF
    END IF 
NEXT a

REM SET UP ENEMY BOMBS
IF enfiredelay=0 THEN 
    FOR a=1 TO encars
        rnum=RND(bomnum)
        IF rnum<1 AND c(a)=1 THEN 
            IF plx+32>x(a)-2 AND plx-2<x(a)+32 THEN
                IF ply>y(a) THEN
                    FOR i = 1 TO bombs    
                        IF bs(i)=0 THEN
                            enfiredelay=10
                            bx(i)=x(a)
                            by(i)=y(a)
                            bs(i)=1
                            i=bombs+1 'x or xx
                            a=enemy+1
                        END IF 
                    NEXT i
                END IF
            END IF
        END IF 
    NEXT a
END IF 
RETURN

mainloop:
refresh off
graphics clear 0,0,0
mm=mm+.02
red=100*SIN(mm)
grn=100*SIN(mm/2)
blu=100*SIN(mm/3)
fill COLOR red/255,grb/255,blu/255
'triangle 0,0 TO scw,sch TO 0,sch
x1=0
y1=0
x2=scw
y2=sch
x3=0
y3=sch
GOSUB TRIANGLE
'triangle 0,0 TO scw,sch TO scw,0
x1=0
y1=0
x2=scw
y2=sch
x3=scw
y3=0
GOSUB TRIANGLE
refresh on
RETURN

title: 
do
refresh off
graphics clear 0,0,0
draw COLOR 1,1,1
DRAW TEXT "CAR H-U-N-T-E-R" at 80-5+RND(5),1-2+RND(4)
DRAW TEXT "HI SCORE : "+STR$(hi_score) at 10,csh+RND(4)
DRAW TEXT "Tap to Start" at 10-5,20-2+RND(4)
DRAW TEXT "================" at 10-5,30-2+RND(4)
DRAW TEXT "You have survived " + STR$(com) + " time(s)" at 20,45
DRAW TEXT "You have been killed " + STR$(kill) & " time(s)" at 20,60
IF carkill>0 THEN
    carper=(carkill/carescape)*100
ELSE
    carper=0
END IF 
DRAW TEXT STR$(carescape) & " cars escaped" at 20,75
DRAW TEXT "You have killed " & STR$(carkill) & " cars" at 20,90
DRAW TEXT "Killed cars: " & STR$ (INT(carper)) & " %" at 20,110
DRAW TEXT "Max level reached : " & STR$(maxlev) at 20,125
refresh on
until touch_x(0) <> -1
carkill=0
carescape=0

RETURN

'Triangle

'outline 
triangle:
DIM xs(4),ys(4)
xs(0)=x1
ys(0)=y1
xs(1)=x2
ys(1)=y2
xs(2)=x3
ys(2)=y3
draw poly xs, ys count 3
RETURN

'fill
ftriangle:
DIM xs(4),ys(4)
xs(0)=x1
ys(0)=y1
xs(1)=x2
ys(1)=y2
xs(2)=x3
ys(2)=y3
fill poly xs, ys count 3
RETURN
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Last edited by DrChip on Fri Sep 04, 2015 2:35 am, edited 1 time in total.

User avatar
Dav
Posts: 279
Joined: Tue Dec 30, 2014 5:12 pm
My devices: iPad Mini, iPod Touch.
Location: North Carolina, USA
Contact:

Re: Car Hunter Game

Post by Dav »

Cool little game. I'm not very good. I may have to cheat! :lol:

- Dav

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