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Catch The Bunny


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Author Topic: Catch The Bunny  (Read 134 times)
GarrisonRicketson
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« on: May 17, 2011, 11:53:39 pm »

I was looking for this,I thought we all ready had it here ,but am not finding it,
so Here it is:
Code:
DEFINT A-Z

SCREEN _NEWIMAGE(800, 600, 32)
PRINT "Welcome to Catch the Bunny, use arrow keys move hawk"
PRINT " RT. Ctrl key captures, alt key releases, try to drop the bunny into the nest"
PRINT "if you get him lined up just right he will not fall back to the ground."
PRINT " Hit any key to start"
PRINT "Escape key to quit"

limitfps% = 32
bunnymaxsp% = 100 * limitfps% '*pixels/sec
bunnydirection% = 1
bunnyspeed% = bunnymaxsp% / limitfps%
BunnyWidth% = 16
BunnyHeight% = 16
Background& = _LOADIMAGE("Hawksnest.png") 'create the background page


'Create the Hawk and rabbit sprites from data.
CreateSpriteFromData Hawk&, 23, 23
CreateSpriteFromData Bunny&, 16, 16

'------ The source co-ordinates for putimages allows us to flip and scale them ---------------------------
bwidth& = _WIDTH(Bunny&)
bheight& = _HEIGHT(Bunny&)
sbx1 = 0: sby1 = 0: sbx2 = bwidth& - 1: sby2 = bheight& - 1 'x1 and x2 + y1 and y2 of source of bunny image
hwidth& = _WIDTH(Hawk&)
hheight& = _HEIGHT(Hawk&)
shx1 = 0: shy1 = 0: shx2 = hwidth& - 1: shy2 = hheight& - 1 'x1 and x2 + y1 and y2 of source of hawke image
'-------------------------------------------------------------------------------------

DIM HawkX AS INTEGER, HawkY AS INTEGER 'destination X on output screen
DIM BunnyX AS INTEGER, BunnY AS INTEGER 'destination Y on output screen

'* Mouse Dim for Mice components in the same order as unseenmachine's MOUSE record type
DIM Mx AS INTEGER '* current mouse cursor x
DIM My AS INTEGER '* current mouse cursor y
DIM LMB AS INTEGER '* current mouse left button pressed
DIM RMB AS INTEGER '* current mouse right button pressed
DIM MWH AS INTEGER '* current mouse wheel accumulator

bunnystart# = TIMER(.001)
bunnydirection% = 1
hawkdirection% = 1 '<-- added this
BunnyStartx% = 0
dothisstuff% = 1
RabbitState% = 1 '<-- added this
Capture = 0 '<-- added this
Release = 0 '<-- added this
BunnyY = 550 '<-- added this
Pink& = _RGB32(255, 0, 255) '<-- added this
HawkX = 44: HawkY = 240

Dummy$ = INPUT$(1) 'make user press a key to continue
DO
    _FULLSCREEN

    GetMouse Mx, My, LMB, RMB, MWH
    '******************  rabbit state  **************************************
    SELECT CASE RabbitState%
        CASE 1 'normal
            IF BunnyX >= _WIDTH(0) - BunnyWidth% * 2 THEN '* BunnyWidth% is width of bunny image
                bunnydirection% = -bunnydirection%
                BunnyStartx% = BunnyX - 1
                bunnystart# = TIMER(.001)
            ELSEIF BunnyX < 0 THEN 'heading east
                bunnydirection% = -bunnydirection%
                BunnyStartx% = BunnyX + 1
                bunnystart# = TIMER(.001)
            END IF
            BunnyX = BunnyStartx% + bunnydirection% * bunnyspeed% * (TIMER(.001) - bunnystart#)
        CASE 2 'captures
            BunnyX = HawkX + Xdifference + 14: BunnyY = HawkY + bheight& + Ydifference + bheight&
        CASE 3 'released
            BunnyY = BunnyY + 2
            IF BunnyX >= 40 AND BunnyX <= 55 THEN
                IF BunnyY >= 240 AND BunnyY <= 246 THEN
                    _DELAY 1
                    Capture = 0: Release = 0: RabbitState% = 1
                    bunnystart# = TIMER(.001)
                    bunnydirection% = 1
                    BunnyStartx% = 0
                    BunnyY = 550
                END IF
            END IF
            IF BunnyY >= 550 THEN
                BunnyY = 550
                Capture = 0: Release = 0: RabbitState% = 1
                bunnystart# = TIMER(.001)
                bunnydirection% = 1
                BunnyStartx% = 0
            END IF
    END SELECT
    '******************  keyboard  **************************************
    'Keyboard/Mouse input here to update hawk posisiton
    IF _KEYDOWN(20480) THEN HawkY = HawkY + 4 'down arrow key
    IF _KEYDOWN(18432) THEN HawkY = HawkY - 4 'up arrow key
    IF _KEYDOWN(19200) THEN '                  left arrow key
        HawkX = HawkX - 4: hawkdirection% = -1
    END IF
    IF _KEYDOWN(19712) THEN '                  right arrow key
        HawkX = HawkX + 4: hawkdirection% = 1
    END IF

    BunnycentreX% = BunnyX + bwidth&
    BunnycentreY% = BunnyY + bheight&

    IF _KEYDOWN(100305) OR _KEYDOWN(100306) THEN '               right or left  control button capture
        PLAY "a10b10g10"
        IF RabbitState% = 1 THEN
            IF HawkX + 14 <= BunnycentreX% AND HawkX + 30 >= BunnycentreX% THEN
                IF HawkY + 30 <= BunnycentreY% AND HawkY + 40 >= BunnycentreY% THEN
                    Capture = 1: RabbitState% = 2
                    Xdifference = HawkX - BunnyX: Ydifference = HawkY - BunnyY
                END IF
            END IF
        END IF
    END IF
    IF _KEYDOWN(100307) OR _KEYDOWN(100308) THEN '                 right or left alternate button release
        PLAY "a10g10e10g10a10ba"
        IF RabbitState% = 2 THEN
            Release = 1: Capture = 0: RabbitState% = 3
        END IF
    END IF
    IF _KEYDOWN(32) THEN Debug = 1 ELSE Debug = 0 'used to show boundary box (collision test)
    '********************************************************
    'Hawk top and side collision tests
    IF HawkX >= _WIDTH(0) - (hwidth& * 2) THEN
        HawkX = _WIDTH(0) - (hwidth& * 2)
    ELSEIF HawkX < 0 THEN
        HawkX = 1
    END IF
    IF HawkY >= _HEIGHT(0) - (hheight& * 2) THEN
        HawkY = _HEIGHT(0) - (hheight& * 2)
    ELSEIF HawkY < 0 THEN
        HawkY = 1
    END IF

    '********************************************************
    'Draw a background
    _PUTIMAGE , Background&, 0

    'Draw the rabbit
    IF bunnydirection% = 1 THEN
        _PUTIMAGE (BunnyX, BunnyY)-(BunnyX + 31, BunnyY + 31), Bunny&, 0, (sbx1, sby1)-(sbx2, sby2)
    ELSE
        _PUTIMAGE (BunnyX, BunnyY)-(BunnyX + 31, BunnyY + 31), Bunny&, 0, (sbx2, sby1)-(sbx1, sby2)
    END IF

    'Draw the hawk
    IF hawkdirection% = 1 THEN
        _PUTIMAGE (HawkX, HawkY)-(HawkX + (hwidth& * 2) - 1, HawkY + (hheight& * 2) - 1), Hawk&, 0, (shx1, shy1)-(shx2, shy2)
    ELSE
        _PUTIMAGE (HawkX, HawkY)-(HawkX + (hwidth& * 2) - 1, HawkY + (hheight& * 2) - 1), Hawk&, 0, (shx2, shy1)-(shx1, shy2)
    END IF
    IF Debug = 1 THEN LINE (HawkX + 14, HawkY + 32)-(HawkX + 30, HawkY + 36), Pink&, B
    'LOCATE 1, 1: PRINT HawkX, HawkY, BunnyX, BunnyY
    _DISPLAY
    _LIMIT limitfps%
    CLS

LOOP UNTIL _KEYDOWN(27)

SUB CreateSpriteFromData (ImageHandle&, XSize%, YSize%)
'// Store the current DESTintation in a LONG handle so we can restore it later.
OldDest& = _DEST

'// Create a new 32 bit image.
ImageHandle& = _NEWIMAGE(XSize%, YSize%, 32)

'//Change the DESTination to the new image.
_DEST ImageHandle&
FOR YP% = 0 TO YSize%
    FOR XP% = 0 TO XSize%
        '// Read the color value for the pixel.
        READ Sprite%
        IF Sprite% > 0 THEN
            IF Sprite% = 8 THEN clr& = _RGB(240, 120, 120)
            IF Sprite% = 15 THEN clr& = _RGB(255, 255, 255)
            '// PSET the color onto the newimage
            PSET (XP%, YP%), clr&
        END IF
    NEXT
NEXT
'// Restore the original destination.
_DEST OldDest&
END SUB

SUB GetMouse (GetMouseMx%, GetMousemy%, GetMouseLMB%, GetMouseRMB%, GetMouseMWH%)
'* this method is the most accurate way to read the mouse i know -- always guaranteed to make at least one read of the mouse
DO
    GetMouseMx% = _MOUSEX
    GetMousemy% = _MOUSEY
    GetMouseLMB% = _MOUSEBUTTON(1)
    GetMouseRMB% = _MOUSEBUTTON(2)
    GetMouseMWH% = _MOUSEWHEEL
LOOP WHILE _MOUSEINPUT
END SUB

' Bitmap for the Hawk sprite
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8
DATA 0,0,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,0,0
DATA 0,0,0,0,0,8,8,8,8,0,0,0,0,0,0,0,8,8,8,8,0,0,0,0
DATA 0,0,0,0,0,0,8,8,8,8,8,8,0,0,8,8,8,8,8,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0
DATA 8,8,8,8,8,8,8,8,8,8,8,8,8,8,1,8,0,0,0,0,0,0,0,0
DATA 0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0
DATA 0,0,8,8,8,8,0,8,8,8,8,8,8,8,8,8,8,0,0,0,0,0,0,0
DATA 0,0,8,8,0,0,0,8,8,8,8,8,8,0,0,0,8,0,0,0,0,0,0,0
DATA 0,0,8,0,0,0,0,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,8,8,0,0,0,8,8,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,8,0,0,8,0,0,8,0,8,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

' Bitmap for the Bunny sprite
DATA 0,0,0,0,0,15,0,0,0,0,15,0,0,0,0,0,0
DATA 0,0,0,0,0,15,15,0,0,15,15,0,0,0,0,0,0
DATA 0,0,0,0,0,0,15,0,0,0,15,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,15,15,15,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,15,15,15,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,15,0,15,0,15,0,0,0,0,0,0
DATA 0,0,0,0,0,0,15,15,15,15,15,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,15,15,15,15,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,15,15,15,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,15,15,15,15,15,0,0,0,0,0
DATA 0,0,0,0,0,0,15,15,15,15,15,15,0,0,0,0,0
DATA 0,0,0,0,0,15,0,15,15,15,15,0,15,0,0,0,0
DATA 0,0,0,0,0,0,0,0,15,15,15,15,0,0,0,0,0
DATA 0,0,0,0,0,0,15,15,0,0,0,0,15,15,0,0,0
DATA 0,0,0,15,15,15,0,0,0,0,0,0,15,15,15,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0


   
the Following images are needed
P.S. Another version, useing a sprite sheet, and done with GDK,by Unseen is here:
http://weeklyqbasicandqb64lesson.smfforfree.com/index.php/topic,65.0.html
« Last Edit: May 17, 2011, 11:56:48 pm by GarrisonRicketson » Report Spam   Logged

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