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https://github.com/QB64-Phoenix-Edition/QB64pe.git
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425 lines
14 KiB
QBasic
425 lines
14 KiB
QBasic
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CHDIR ".\programs\samples\pete\tank"
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'-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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'
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' <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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' <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><>
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' <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><> <20><> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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' <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><> <20><><EFBFBD> <20><>
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' <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>
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'
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' I N T E R A C T I V E E N T E R T A I N M E N T - 1 9 9 9
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'
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'
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' Game Name: Qbasic TANK COMMANDER version 2
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' Programmer: Matthew River Knight
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' Completed: August 15, 1999
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'
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'
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'This game is a remake of the last TANK COMMANDER, having been improved and
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'modified a great deal. The sprites now move very fluidly and without any
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'flicker on 286 PCs and up. The code is also alot smaller than the last
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'version and has been made as readable and easy to edit as possible.
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'
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' * * * *
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'
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'This is a two player game in which you and a friend drive about the arena
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'in tanks trying to blow eachother up. You both have very powerfull tanks
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'capable of driving through anything in your path. Even the most secure of
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'fortresses stands no chance against these armoured beasts. Each of the tanks
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'is equipt with powerfull bomb launchers, capable of blowing up the other
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'tank beyond repair, with a single strike.
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'
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'The keys for the game are pretty standard, and have been designed to allow
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'both players to play at the same keyboard without getting in eachothers way.
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'You MUST ensure that NUMLOCK is ON before running the game !!! The keys
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'are as follows:
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'
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'BLUE TANK - up: 8
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' down: 2
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' left: 4
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' right: 6
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' brakes: 5
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' shoot: 0
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'
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'GREEN TANK - up: Q
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' down: A
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' left: O
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' right: P
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' brakes: S
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' shoot: SPACE BAR
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'
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' * * * *
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'
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'The graphics for this game have been BSAVEd, and thus have to be loaded
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'directly into memory to be drawn. This presents quite a problem because
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'Qbasic often has quite a bit of trouble locating files that need to be
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'BLOADed. This problem may be corrected by reffering to line 122 where there
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'is a CHDIR. All you have to do is type the directory in which this game
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'resides into the "" marks.
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'
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'Another potential problem with this game is the delay loop, which controls
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'how fast the program runs. This game was designed on a computer using a
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'CYRIX MII300 CPU, a 4MB graphics accelerator card and 512K cache - your
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'computer may be faster or slower, and thus, for example, if you have a
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'PENTIUM III, clocked at 500MHZ, this game will run so fast that it will be
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'unplayable.
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'
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'This problem could have been eliminated by adding a CPU independant delay
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'into the code by testing how fast your CPU is, however this presents us with
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'another problem: different versions of Qbasic tend to give different results
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'for these kinds of tests, and thus the game would have run inconsistantly
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'on different platforms, even if they were being run on exactly the same
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'kind of system. Since I wanted this game to be playable on any version of
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'Qbasic, I chose to let everybody set the delay loop themselves.
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'
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'The delay loop variable is on line 125, under the name of Speed. All you
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'have to do is change what it is = to. The default setting is 550 which is
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'perfect for my system when running the game under WINDOWS 95 and on a Qbasic
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'4.5 platform. Just experiment with the setting until the game runs at a
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'speed with which you are satisfied. Just remember that the lower the number
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'Speed is = to, the faster the game is going to run!
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'
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' * * * *
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'
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'This game has been programmed from scratch by Matthew River Knight. All the
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'code here is my own, with the exception of the FADE IN/OUT code which was
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'kindly provided by Manny Najera of FLASH GAMES, on his web site. Any code
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'that you find usefull in this game may be taken. The graphics files used
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'in this game may not be taken, however. Please give this game to anybody,
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'and everybody, though if you do, please DO NOT give them a modified version,
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'and DO NOT remove this text! I spent ages making the code the way it is and
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'personally I am very proud of it. Please leave it as it is!
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'
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'File list for Qbasic TANK COMMANDER v2:
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'
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'* TCV2.BAS....................Game code file.
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'* ARENA.BSV...................BSAVEd graphics file for game arena.
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'* SPRITES.BSV.................BSAVEd graphics file for sprites.
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'
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'-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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'Define variables A-Z as integers.
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DEFINT A-Z
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'Define the data TYPE, PaletteType.
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TYPE PaletteType
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Red AS INTEGER
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Green AS INTEGER
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Blue AS INTEGER
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END TYPE
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'SHAREing of certain variables.
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DIM SHARED Pal AS PaletteType
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DIM SHARED pData(0 TO 255, 1 TO 3)
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'Declaration of various SUBs.
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DECLARE SUB Palette.Set (nColor%, pInfo AS PaletteType)
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DECLARE SUB Palette.Get (nColor%, pInfo AS PaletteType)
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DECLARE SUB Palette.FadeOut ()
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DECLARE SUB Palette.FadeIn ()
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'Change the default directory to the one being used for TANK COMMANDER. When
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'setting this, remember to uncomment it.
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'CHDIR ""
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'Initial values of various variables.
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D1 = 2: D2 = 4: T1H = 6: T1V = 87: T2H = 300: T2V = 102: Speed = 550
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'Customise the VGA color palette for the introductory text.
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SCREEN 13
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C = 16: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * A) + (256 * 0) + 0: C = C + 1: NEXT
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C = 32: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * 0) + (256 * A) + 0: C = C + 1: NEXT
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C = 48: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * 0) + (256 * 0) + A: C = C + 1: NEXT
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C = 64: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * A) + (256 * A) + 0: C = C + 1: NEXT
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C = 80: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * A) + (256 * 0) + A: C = C + 1: NEXT
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C = 96: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * 0) + (256 * A) + A: C = C + 1: NEXT
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C = 112: B = 0: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * A) + (256 * B) + 0: B = B + 3: C = C + 1: NEXT
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C = 128: B = 0: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * B) + (256 * 0) + A: B = B + 3: C = C + 1: NEXT
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C = 144: B = 0: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * B) + (256 * A) + 0: B = B + 3: C = C + 1: NEXT
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C = 160: B = 0: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * B) + (256 * A) + A: B = B + 3: C = C + 1: NEXT
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C = 176: B = 0: FOR A = 16 TO 61 STEP 3: PALETTE C, (256 ^ 2 * A) + (256 * A) + A: C = C + 1: NEXT
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C = 192: B = 12: AA = 0: FOR A = 30 TO 62 STEP 2: PALETTE C, (256 ^ 2 * B) + (256 * AA) + A: B = B + 2: C = C + 1: NEXT
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C = 208: B = 12: AA = 0: FOR A = 30 TO 62 STEP 2: PALETTE C, (256 ^ 2 * B) + (256 * B) + A: B = B + 2: C = C + 1: NEXT
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C = 224: B = 12: AA = 0: FOR A = 30 TO 62 STEP 2: PALETTE C, (256 ^ 2 * AA) + (256 * B) + A: B = B + 2: C = C + 1: NEXT
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'Do presentation text.
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Palette.FadeOut
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COLOR 1
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LOCATE 9, 16: PRINT " HORIZONS Interactive Entertainment"
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LOCATE 13, 13: PRINT "P R E S E N T S"
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'Color in company name with various shades of green.
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Y = 72: C = 32
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DO
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FOR X = 1 TO 300
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IF POINT(X, Y) > 0 THEN PSET (X, Y), C + RND * 15
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NEXT
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Y = Y + 1
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LOOP UNTIL Y = 79
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'Color in "PRESENTS" with various shades of red. Once this has been done,
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'fade in the screen, melt it, and then fade out.
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Y = 96: C = 49
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DO
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FOR X = 1 TO 300
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IF POINT(X, Y) > 0 THEN PSET (X, Y), C + RND * 14
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NEXT
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Y = Y + 1
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LOOP UNTIL Y = 103
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Palette.FadeIn
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NOW! = TIMER: WHILE (TIMER - 1) < NOW!: WEND
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DIM Melt%(1500)
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FOR R = 1 TO 1500
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RANDOMIZE TIMER
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X = INT(RND * 271)
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RANDOMIZE TIMER
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Y = INT(RND * 150)
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GET (X, Y)-(X + 48, Y + 18), Melt%
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PUT (X, Y + 1), Melt%, PSET
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IF INKEY$ = CHR$(27) THEN END
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NEXT
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Palette.FadeOut
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CLS : PALETTE: Palette.FadeOut
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'GET the sprite data.
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DEF SEG = 40960: BLOAD "sprites.bsv"
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DIM Tank1(150): GET (1, 1)-(15, 10), Tank1
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DIM Tank2(150): GET (1, 14)-(15, 23), Tank2
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DIM Tank3(150): GET (1, 27)-(15, 36), Tank3
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DIM Tank4(150): GET (1, 40)-(15, 49), Tank4
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DIM Tank5(150): GET (20, 1)-(34, 10), Tank5
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DIM Tank6(150): GET (20, 14)-(34, 23), Tank6
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DIM Tank7(150): GET (20, 27)-(34, 36), Tank7
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DIM Tank8(150): GET (20, 40)-(34, 49), Tank8
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'Load the file ARENA.BSV, which is the graphics data for the arena, into the
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'video memory segment (segment 40960).
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BLOAD "arena.bsv"
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'Place both tanks in their initial positions and fade in the completed arena.
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PUT (T1H, T1V), Tank1, PSET
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PUT (T2H, T2V), Tank6, PSET
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Palette.FadeIn
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'Main program loop.
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DO
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'IF Count < Speed THEN Count = Count + 1 ELSE Count = 0
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WAIT &H3DA, 8: WAIT &H3DA, 8, 8
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IF Go1 = 1 AND Count = 0 THEN
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IF D1 = 1 AND T1V > 26 THEN T1V = T1V - 1: PUT (T1H, T1V), Tank3, PSET
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IF D1 = 2 AND T1H < 305 THEN T1H = T1H + 1: PUT (T1H, T1V), Tank1, PSET
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IF D1 = 3 AND T1V < 190 THEN T1V = T1V + 1: PUT (T1H, T1V), Tank4, PSET
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IF D1 = 4 AND T1H > 0 THEN T1H = T1H - 1: PUT (T1H, T1V), Tank2, PSET
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END IF
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IF Go2 = 1 AND Count = 0 THEN
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IF D2 = 1 AND T2V > 26 THEN T2V = T2V - 1: PUT (T2H, T2V), Tank7, PSET
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IF D2 = 2 AND T2H < 305 THEN T2H = T2H + 1: PUT (T2H, T2V), Tank5, PSET
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IF D2 = 3 AND T2V < 190 THEN T2V = T2V + 1: PUT (T2H, T2V), Tank8, PSET
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IF D2 = 4 AND T2H > 0 THEN T2H = T2H - 1: PUT (T2H, T2V), Tank6, PSET
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END IF
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IF St1 = 30 THEN St1 = 0: Fire1 = 0: PSET (B1H, B1V), Col
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IF St2 = 30 THEN St2 = 0: Fire2 = 0: PSET (B2H, B2V), Col2
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IF Fire1 = 1 AND St1 < 30 AND Count = 0 THEN
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PSET (B1H, B1V), Col
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IF BD1 = 1 THEN B1V = B1V - 2
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IF BD1 = 2 THEN B1H = B1H + 2
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IF BD1 = 3 THEN B1V = B1V + 2
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IF BD1 = 4 THEN B1H = B1H - 2
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Col = POINT(B1H, B1V)
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PSET (B1H, B1V), 14
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St1 = St1 + 1
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GOSUB CheckBullet1
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END IF
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IF Fire2 = 1 AND St2 < 30 AND Count = 0 THEN
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PSET (B2H, B2V), Col2
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IF BD2 = 1 THEN B2V = B2V - 2
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IF BD2 = 2 THEN B2H = B2H + 2
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IF BD2 = 3 THEN B2V = B2V + 2
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IF BD2 = 4 THEN B2H = B2H - 2
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Col2 = POINT(B2H, B2V)
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PSET (B2H, B2V), 14
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St2 = St2 + 1
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GOSUB CheckBullet2
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END IF
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Key$ = INKEY$
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IF Key$ = CHR$(27) THEN Palette.FadeOut: GOTO Results
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IF Key$ = "4" THEN Go1 = 1: D1 = 4
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IF Key$ = "6" THEN Go1 = 1: D1 = 2
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IF Key$ = "8" THEN Go1 = 1: D1 = 1
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IF Key$ = "2" THEN Go1 = 1: D1 = 3
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IF Key$ = "0" THEN IF Fire1 = 0 THEN GOSUB Shoot1
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IF Key$ = "5" THEN Go1 = 0
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IF Key$ = "O" OR Key$ = "o" THEN Go2 = 1: D2 = 4
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IF Key$ = "P" OR Key$ = "p" THEN Go2 = 1: D2 = 2
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IF Key$ = "Q" OR Key$ = "q" THEN Go2 = 1: D2 = 1
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IF Key$ = "A" OR Key$ = "a" THEN Go2 = 1: D2 = 3
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IF Key$ = "S" OR Key$ = "s" THEN Go2 = 0
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IF Key$ = CHR$(32) THEN IF Fire2 = 0 THEN GOSUB Shoot2
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LOOP
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Shoot1: 'Initiates the shooting from Tank 1.
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BD1 = D1
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IF BD1 = 0 THEN RETURN
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IF BD1 = 1 THEN B1H = (T1H + 7): B1V = (T1V - 1)
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IF BD1 = 2 THEN B1H = (T1H + 14): B1V = (T1V + 5)
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IF BD1 = 3 THEN B1H = (T1H + 7): B1V = (T1V + 11)
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IF BD1 = 4 THEN B1H = (T1H - 1): B1V = (T1V + 5)
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St1 = 1: Fire1 = 1: Col = POINT(B1H, B1V)
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RETURN
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Shoot2: 'Initiates the shooting from Tank 2.
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BD2 = D2
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IF BD2 = 0 THEN RETURN
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IF BD2 = 1 THEN B2H = (T2H + 7): B2V = (T2V - 1)
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IF BD2 = 2 THEN B2H = (T2H + 14): B2V = (T2V + 5)
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IF BD2 = 3 THEN B2H = (T2H + 7): B2V = (T2V + 11)
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IF BD2 = 4 THEN B2H = (T2H - 1): B2V = (T2V + 5)
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St2 = 1: Fire2 = 1: Col2 = POINT(B2H, B2V)
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RETURN
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CheckBullet1: 'Hit detection from Tank 1 bullet.
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T2V = T2V + 2: T2H = T2H + 3
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FOR ScanTank2 = 1 TO 7
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FOR Scan = 1 TO 9
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IF B1H = T2H AND B1V = T2V THEN Crash = 2: GOTO Explode
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T2H = T2H + 1
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NEXT
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T2H = T2H - 9: T2V = T2V + 1
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NEXT
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T2V = T2V - 9: T2H = T2H - 3
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RETURN
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CheckBullet2: 'Hit detection from Tank 2 bullet.
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T1V = T1V + 2: T1H = T1H + 3
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FOR ScanTank1 = 1 TO 7
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FOR Scan = 1 TO 9
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IF B2H = T1H AND B2V = T1V THEN Crash = 1: GOTO Explode
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T1H = T1H + 1
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NEXT
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T1H = T1H - 9: T1V = T1V + 1
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NEXT
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T1V = T1V - 9: T1H = T1H - 3
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|||
|
RETURN
|
|||
|
|
|||
|
Explode: 'Create very cheap graphic explosion.
|
|||
|
IF Crash = 1 THEN ExplodeH = T1H: ExplodeV = T1V: T2Wins = 1
|
|||
|
IF Crash = 2 THEN ExplodeH = T2H: ExplodeV = T2V: T1Wins = 1
|
|||
|
FOR Explode = 1 TO 9
|
|||
|
IF Explode = 1 THEN Col = 14
|
|||
|
IF Explode = 5 THEN Col = 12
|
|||
|
IF Explode = 7 THEN Col = 4
|
|||
|
CIRCLE (ExplodeH, ExplodeV), Explode, Col
|
|||
|
NOW! = TIMER: WHILE (TIMER - .01) < NOW!: WEND
|
|||
|
NEXT
|
|||
|
NOW! = TIMER: WHILE (TIMER - 1) < NOW!: WEND
|
|||
|
Palette.FadeOut
|
|||
|
|
|||
|
Results: 'Announce the winning tank and display credits.
|
|||
|
SCREEN 0: WIDTH 80, 25
|
|||
|
COLOR 12, 4
|
|||
|
PRINT " G A M E R E S U L T S "
|
|||
|
PRINT
|
|||
|
COLOR 4, 0
|
|||
|
PRINT "Blue tank wins:"
|
|||
|
COLOR 2
|
|||
|
LOCATE 3, 17: PRINT T1Wins
|
|||
|
COLOR 4
|
|||
|
PRINT "Green tank wins:"
|
|||
|
COLOR 2
|
|||
|
LOCATE 4, 18: PRINT T2Wins
|
|||
|
PRINT
|
|||
|
COLOR 12, 4
|
|||
|
PRINT " C R E D I T S "
|
|||
|
PRINT
|
|||
|
COLOR 4, 0
|
|||
|
PRINT "Concept:"
|
|||
|
PRINT "Programming:"
|
|||
|
PRINT "Game art:"
|
|||
|
PRINT "Fade effect:"
|
|||
|
PRINT "Testing:"
|
|||
|
PRINT "Debugging:"
|
|||
|
COLOR 2
|
|||
|
LOCATE 8, 11: PRINT "About a million other un-origional programmers ;)"
|
|||
|
LOCATE 9, 15: PRINT "Matthew Knight"
|
|||
|
LOCATE 10, 12: PRINT "Matthew Knight"
|
|||
|
LOCATE 11, 15: PRINT "Manny Najera"
|
|||
|
LOCATE 12, 11: PRINT "Matthew Knight"
|
|||
|
LOCATE 13, 13: PRINT "Matthew Knight"
|
|||
|
PRINT
|
|||
|
COLOR 9
|
|||
|
PRINT "All code in this game was programmed from scratch by Matthew Knight, with"
|
|||
|
PRINT "exception of the fade effect which was kindly supplied by Manny Najera."
|
|||
|
PRINT "No code was taken from any other games. Any similarity to another game is"
|
|||
|
PRINT "purely coincidental."
|
|||
|
PRINT
|
|||
|
COLOR 4
|
|||
|
PRINT "Thank you for trying Qbasic TANK COMMANDER v2 !!!"
|
|||
|
PRINT "Hope you liked it :)"
|
|||
|
COLOR 7
|
|||
|
|
|||
|
SUB Palette.FadeIn
|
|||
|
DIM tT(1 TO 3)
|
|||
|
FOR I = 1 TO 64
|
|||
|
WAIT &H3DA, 8, 8
|
|||
|
FOR O = 0 TO 255
|
|||
|
Palette.Get O, Pal
|
|||
|
tT(1) = Pal.Red
|
|||
|
tT(2) = Pal.Green
|
|||
|
tT(3) = Pal.Blue
|
|||
|
IF tT(1) < pData(O, 1) THEN tT(1) = tT(1) + 1
|
|||
|
IF tT(2) < pData(O, 2) THEN tT(2) = tT(2) + 1
|
|||
|
IF tT(3) < pData(O, 3) THEN tT(3) = tT(3) + 1
|
|||
|
Pal.Red = tT(1)
|
|||
|
Pal.Green = tT(2)
|
|||
|
Pal.Blue = tT(3)
|
|||
|
Palette.Set O, Pal
|
|||
|
NEXT
|
|||
|
NEXT
|
|||
|
END SUB
|
|||
|
|
|||
|
SUB Palette.FadeOut
|
|||
|
DIM tT(1 TO 3)
|
|||
|
FOR I = 0 TO 255
|
|||
|
Palette.Get I, Pal
|
|||
|
pData(I, 1) = Pal.Red
|
|||
|
pData(I, 2) = Pal.Green
|
|||
|
pData(I, 3) = Pal.Blue
|
|||
|
NEXT
|
|||
|
FOR I = 1 TO 64
|
|||
|
WAIT &H3DA, 8, 8
|
|||
|
FOR O = 0 TO 255
|
|||
|
Palette.Get O, Pal
|
|||
|
tT(1) = Pal.Red
|
|||
|
tT(2) = Pal.Green
|
|||
|
tT(3) = Pal.Blue
|
|||
|
IF tT(1) > 0 THEN tT(1) = tT(1) - 1
|
|||
|
IF tT(2) > 0 THEN tT(2) = tT(2) - 1
|
|||
|
IF tT(3) > 0 THEN tT(3) = tT(3) - 1
|
|||
|
Pal.Red = tT(1)
|
|||
|
Pal.Green = tT(2)
|
|||
|
Pal.Blue = tT(3)
|
|||
|
Palette.Set O, Pal
|
|||
|
NEXT
|
|||
|
NEXT
|
|||
|
END SUB
|
|||
|
|
|||
|
SUB Palette.Get (nColor%, pInfo AS PaletteType)
|
|||
|
OUT &H3C6, &HFF
|
|||
|
OUT &H3C7, nColor%
|
|||
|
pInfo.Red = INP(&H3C9)
|
|||
|
pInfo.Green = INP(&H3C9)
|
|||
|
pInfo.Blue = INP(&H3C9)
|
|||
|
END SUB
|
|||
|
|
|||
|
SUB Palette.Set (nColor%, pInfo AS PaletteType)
|
|||
|
OUT &H3C6, &HFF
|
|||
|
OUT &H3C8, nColor%
|
|||
|
OUT &H3C9, pInfo.Red
|
|||
|
OUT &H3C9, pInfo.Green
|
|||
|
OUT &H3C9, pInfo.Blue
|
|||
|
END SUB
|
|||
|
|