Tap away 30 numbers game (iPad for now)

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

Tap away 30 numbers game (iPad for now)

Post by Dav »

This game came from playing with my Bluelines demo.

30 sprites (numbers) fly around the screen and you must tap them in order (1 to 30) to remove them from the screen as fast as possible. If you tap the wrong number the game ends.

See if you can beat my best score. 53 seconds! I'll post a screenshot when I can.

- Dav

Code: Select all

'Tap away 30 numbers game
'Tap them in order, from 1 to 30
'Tap the numbers as fast as possible
'Can you beat my score?  53 seconds!
'Coded by Dav, March/2015

graphics
shadow on
option base 1

best=999999 'no real score yet

'----
start:
'----

'get screen size
sw=screen_width() ! sh=screen_height()

'dont show screen writes
refresh off

'draw a background image
draw size 2
for a = 1 to 1975 step 10
  x2= cos(a*360) * (sh/2)
  y2= sin(a*360) * (sh/2)
  r=rnd(255) ! g=rnd(255) ! b=rnd(255)
  draw color r/255,g/255,b/255
  draw line sw/2,sh/2 to sw/2+x2,sh/2+y2
next a

'grab image it as a sprite
sprite "s" scan 0,0,sw,sh
sprite "s" at -2000,-2000
sprite "s" show

sprites = 30 'number of sprites in game

'make all number sprites
draw color 1,1,1
draw font size 54
for t = 1 to sprites
   'draw & scan them as sprite
   fill color rnd(255)/255,rnd(255)/255,.5
   fill rect 0,0 to 100,100
   draw rect 0,0 to 100,100
   draw text str$(t) at 20,20
   sprite t scan 0,0,101,101
   sprite t at -100,-100
   sprite t show
next t

graphics clear 0,0,0  'clear screen

'place sprites randomly on screen
for t = 1 to sprites
   sprite t at rnd(sw-100), rnd(sh-100)
next t

refresh on 'turn on screen writes

a=150000   'zoom value for background
speed = 15 'speed of sprites on screen
           'my best score was on speed 16

dim x(sprites), y(sprites)
dim xd(sprites), yd(sprites)
dim xs(sprites), ys(sprites)

'show best score so far
if best<>999999 then 
   draw font size 24
   draw color 1,1,1
   b$="Best="&str$(best)&" "
   dx=sw-(text_width(b$))
   draw text b$ at dx,1
end if

'ready custom buttons
set buttons custom
set buttons font size 36
draw font size 54
draw color 1,0,0
fill color 1,1,0

timer reset

num=1 'number to touch (start at 1)

do

   'show timer count
   tim=integ(time())
   button "time" text str$(tim) at 1,1

   'show background sprite turning
   sprite "s" alpha 40/100 ! a=a+1
   sprite "s" at sw/2,sh/2 scale a/1000 angle a/100
 
   'get users touch
   get touch 0 as _x,_y

   'check all sprites for hit (top to bottom)
   for t = sprites to 1 step-1 ! t$=t
    'if unser tapped a sprite...
    if sprite_hit(t$,_x,_y) then 
       'if it's a correct number...
       if t=num then
          'play correct sound
          notes set "9:tc6e6f6g6" ! notes play
          'fly sprite up and away
          do
            get sprite t pos xx,yy
            sprite t at xx+rnd(10),yy-10 angle u/100
            pause .003 ! u=u+1
          until yy<-100
          'wait till sound stops playing
          do!until notes_time() => notes_length()  
          sprite t$ hide
          num=num+1 'goto the next number...
          break
       else
          'user hit wrong number
          notes set "123:wc1" ! notes play
          'show number hit...
          'sprite t$ order sprites+1
          for g= 1 to 300 step 10
            sprite t$ at _x,_y scale g/50 'angle g
            pause .03
          next g
          sprite t$ hide
          'drop all sprites down
          gosub dropsprites
          tx$="Wrong Number!"
          dx=sw/2-(text_width(tx$)/2)
          draw text tx$ at dx,sh/2
          notes set "111:h(d3fa)(dga#)(dfa)"
          notes play ! 'pause 3
          do !a=a+1
          sprite "s" at sw/2,sh/2 scale a/1000 angle a/100
          until notes_time() => notes_length() 
          goto start
       end if
    end if

     'move sprites...
     'right side
     if x(t) > sw-116 then 
        xd(t)=0 ! xs(t)=rnd(speed)
     end if
     'left side
     if x(t) < 16 then
        xd(t)= -1 ! xs(t)=rnd(speed)
     end if
     'bottom
     if y(t) > sh-116 then
        yd(t)= 0 ! ys(t)=rnd(speed)
     end if
     'top
     if y(t) < 16 then
        yd(t) = -1 ! ys(t)=rnd(speed)
     end if
     if yd(t) then 
        y(t)=y(t)+ys(t) 
     else 
        y(t)=y(t)-ys(t)
     end if
     if xd(t) then
        x(t)=x(t)+xs(t)
     else
        x(t)=x(t)-xs(t)
     end if

     sprite t at x(t),y(t)

   next t

   'done them all?
   if num>sprites then goto done

   if screen_width()<>sw then
     sw = screen_width()
     sh = screen_height()
   end if

until 0

'play loser sound
notes set "111:h(d3fa)(dga#)(dfa)"
notes play
do!a=a+1
sprite "s" at sw/2,sh/2 scale a/1000 angle a/100
until notes_time() => notes_length() 

goto start


done:
'play fanfare
notes set "90:i(eg#b)r(df#a)w(eg#b)"
notes play
'show winner notice
tx$="You did it! Yeah!"
dx=sw/2-(text_width(tx$)/2)
do !a=a+1
  r=rnd(255)/255 ! g=rnd(255)/255
  b=rnd(255)/255 ! draw color r,g,b
  draw text tx$ at dx,sh/2
  sprite "s" alpha 50/100
  sprite "s" at sw/2,sh/2 scale a/1000 angle a/100
until notes_time() => notes_length() 
if tim<best then best=tim
goto start


dropsprites:
'drops all number down off screen
for g = 1 to sprites
  if sprite_visible(str$(g)) then
     notes set "126:c4" ! notes play
     do
        get sprite g pos xx,yy
        sprite g at xx,yy+14
        pause .001
     until yy > sh
  end if
next g
draw color 1,1,1
return
Attachments
tapaway30.jpg
tapaway30.jpg (57.06 KiB) Viewed 1905 times

User avatar
Mr. Kibernetik
Site Admin
Posts: 4786
Joined: Mon Nov 19, 2012 10:16 pm
My devices: iPhone, iPad, MacBook
Location: Russia
Flag: Russia

Re: Tap away 30 numbers game (iPad for now)

Post by Mr. Kibernetik »

Sprites' movement can be simplified:

Code: Select all

     'move sprites...
     IF x(t) > sw-116 THEN xs(t)=-RND(speed) 'right side
     IF x(t) < 16 THEN xs(t)=RND(speed) 'left side
     IF y(t) > sh-116 THEN ys(t)=-RND(speed) 'bottom
     IF y(t) < 16 THEN ys(t)=RND(speed) 'top
     x(t)+=xs(t)
     y(t)+=ys(t)
     SPRITE t AT x(t),y(t)
and xd and yd arrays can be completely removed.

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: Tap away 30 numbers game (iPad for now)

Post by Dav »

You're right. Thank you. Those old arrays are left overs from another program this program came out of, and I should have caught it.

I have a question about sprites. Is there a way to detect the top sprite hit? If there are several sprites stacked on top of each other, and I get the x,y touch, what would be the best way to go right to the top layered sprite?

The way I'm doing it now, I step through backwards through the sprites in order that I made them.

- Dav

User avatar
Mr. Kibernetik
Site Admin
Posts: 4786
Joined: Mon Nov 19, 2012 10:16 pm
My devices: iPhone, iPad, MacBook
Location: Russia
Flag: Russia

Re: Tap away 30 numbers game (iPad for now)

Post by Mr. Kibernetik »

Yes, this is correct in your case to check sprites hit from top of their hierarchy to bottom.

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: Tap away 30 numbers game (iPad for now)

Post by Dav »

My little niece and nephew kind of like this game, so I've decided to improve it. Maybe add levels, different goals, better screens for winning/losing, music, etc. If anyone has any suggestions or advice you would like to share with this, please do. Thanks.

- Dav

Post Reply