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https://github.com/QB64-Phoenix-Edition/QB64pe.git
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These tests use a variety of sample code (with some of the larger files removed, so they are not complete!) and verifies that they all compile successfully.
276 lines
7.3 KiB
QBasic
276 lines
7.3 KiB
QBasic
CHDIR ".\programs\samples\misc"
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DEFLNG A-Z
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SCREEN 13, , 1, 0
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_SNDPLAYFILE "ps2battl.mid"
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shootsound = _SNDOPEN("fireball.wav", "SYNC")
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'index,filename(.RAW),width,height
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DATA 1,ship1,21,27
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DATA 2,shot1,10,10
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DATA 3,evil1,93,80
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DATA 4,land1,320,56
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DATA 5,boom1,65,75
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DIM SHARED spritedata(1000000) AS _UNSIGNED _BYTE
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DIM SHARED freespritedata AS LONG
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DIM SHARED freesprite AS LONG
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freesprite = 1
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TYPE spritetype
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x AS INTEGER
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y AS INTEGER
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index AS LONG 'an index in the spritedata() array
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index2 AS LONG 'optional secondary index
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halfx AS INTEGER
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halfy AS INTEGER
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END TYPE
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DIM SHARED s(1 TO 1000) AS spritetype
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'load sprites
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FOR i = 1 TO 5
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b$ = " "
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READ n
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READ f$: f$ = f$ + ".raw"
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READ x, y
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OPEN f$ FOR BINARY AS #1
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IF LOF(1) <> x * y THEN SCREEN 0: PRINT "Error loading " + f$: END
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FOR y2 = y - 1 TO 0 STEP -1
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FOR x2 = 0 TO x - 1
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GET #1, , b$
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PSET (x2, y2), ASC(b$)
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NEXT
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NEXT
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CLOSE #1
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GET (0, 0)-(x - 1, y - 1), spritedata(freespritedata)
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s(freesprite).index = freespritedata
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freespritedata = freespritedata + x * y + 4
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'create shadow
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FOR y2 = y - 1 TO 0 STEP -1
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FOR x2 = 0 TO x - 1
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IF POINT(x2, y2) <> 254 THEN PSET (x2, y2), 18
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NEXT
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NEXT
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GET (0, 0)-(x - 1, y - 1), spritedata(freespritedata)
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s(freesprite).index2 = freespritedata
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freespritedata = freespritedata + x * y + 4
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s(freesprite).x = x: s(freesprite).y = y
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s(freesprite).halfx = x \ 2: s(freesprite).halfy = y \ 2
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freesprite = freesprite + 1
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NEXT
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TYPE object
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active AS INTEGER
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x AS INTEGER
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y AS INTEGER
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z AS INTEGER 'height
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mx AS INTEGER
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my AS INTEGER
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sprite AS INTEGER
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END TYPE
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'create objects
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DIM o(1 TO 1000) AS object 'all game objects
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DIM SHARED lastobject AS INTEGER
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lastobject = 1000
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'create player
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i = newobject(o())
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o(i).sprite = 1
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o(i).z = 50
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o(i).active = 20
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player = i
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_MOUSEHIDE
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'gameloop
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DO
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DO: LOOP WHILE _MOUSEINPUT 'read all available mouse messages until current message
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'set player's position
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o(player).x = _MOUSEX: o(player).y = _MOUSEY
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'draw land
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landy = (landy + 1) MOD 56
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FOR i = -1 TO 4
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PUT (0, i * 56 + landy), spritedata(s(4).index), _CLIP PSET, 254
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NEXT
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'draw enemy shadows
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FOR i = 1 TO lastobject
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IF o(i).sprite = 3 THEN displayshadow o(i)
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NEXT
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'draw player's shadow
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displayshadow o(player)
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'draw enemies
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FOR i = 1 TO lastobject
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IF o(i).sprite = 3 THEN
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display o(i)
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move o(i)
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IF o(i).y - s(o(i).sprite).halfy > 200 THEN o(i).y = -1000
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END IF
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NEXT
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'draw bullets
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FOR i = 1 TO lastobject
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IF o(i).sprite = 2 THEN
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display o(i)
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move o(i)
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IF offscreen(o(i)) THEN freeobject o(i)
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xshift = INT(RND * 3) - 1
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o(i).mx = o(i).mx + xshift
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o(i).my = o(i).my - 1
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END IF
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NEXT
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'draw player
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display o(player)
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'draw explosion(s)
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FOR i = 1 TO lastobject
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IF o(i).sprite = 5 THEN
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FOR i2 = 1 TO o(i).active
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rad = i2 * 5: halfrad = rad \ 2
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dx = RND * rad - halfrad: dy = RND * rad - halfrad
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displayat o(i).x + dx, o(i).y + dy, o(i)
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NEXT
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move o(i)
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o(i).active = o(i).active - 1
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IF o(i).active = 0 THEN freeobject o(i)
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END IF
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NEXT
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'hp bar
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x = 60
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y = 185
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LINE (x - 1, y)-STEP(20 * 10 + 2, 5), 2, B
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LINE (x, y - 1)-STEP(20 * 10, 5 + 2), 2, B
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LINE (x, y)-STEP(20 * 10, 5), 40, BF
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LINE (x, y)-STEP(o(player).active * 10, 5), 47, BF
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PCOPY 1, 0
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'shoot?
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IF _MOUSEBUTTON(1) THEN
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i = newobject(o())
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o(i).sprite = 2
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o(i).x = o(player).x
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o(i).y = o(player).y - s(o(player).sprite).halfy
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o(i).my = -1
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_SNDPLAYCOPY shootsound
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END IF
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'bullet->enemy collision
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FOR i = 1 TO lastobject
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IF o(i).sprite = 2 THEN 'bullet
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FOR i2 = 1 TO lastobject
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IF o(i2).sprite = 3 THEN 'enemy
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IF collision(o(i), o(i2)) THEN
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_SNDPLAYCOPY shootsound
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i3 = newobject(o())
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o(i3).sprite = 5
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o(i3).my = o(i2).my \ 2 + 1
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IF o(i2).active > 1 THEN 'hit (small explosion)
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o(i2).active = o(i2).active - 1
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o(i3).x = o(i).x
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o(i3).y = o(i).y
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ELSE 'destroyed (large explosion)
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o(i3).x = o(i2).x
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o(i3).y = o(i2).y
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o(i3).active = 15
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freeobject o(i2) 'enemy
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END IF
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freeobject o(i) 'bullet
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EXIT FOR
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END IF 'collision
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END IF
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NEXT
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END IF
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NEXT
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'ship->enemy collision
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i = player
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FOR i2 = 1 TO lastobject
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IF o(i2).sprite = 3 THEN 'enemy
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IF collision(o(i), o(i2)) THEN
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o(i).active = o(i).active - 1
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IF o(i).active = 0 THEN END
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EXIT FOR
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END IF 'collision
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END IF
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NEXT
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'add new enemy?
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addenemy = addenemy + 1
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IF addenemy = 50 THEN
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addenemy = 0
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i = newobject(o())
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o(i).sprite = 3
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o(i).x = RND * 320
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o(i).y = RND * -1000 - s(o(i).sprite).halfy
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o(i).my = 3 + RND * 6
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o(i).z = 25 + o(i).my * 8
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o(i).active = 15 'hp
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END IF
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'speed limit main loop to 18.2 frames per second
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DO: nt! = TIMER: LOOP WHILE nt! = lt!
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lt! = nt!
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LOOP
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'end main loop
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SUB move (o AS object)
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o.x = o.x + o.mx
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o.y = o.y + o.my
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END SUB
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SUB display (o AS object)
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PUT (o.x - s(o.sprite).halfx, o.y - s(o.sprite).halfy), spritedata(s(o.sprite).index), _CLIP PSET, 254
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END SUB
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SUB displayat (x AS INTEGER, y AS INTEGER, o AS object)
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PUT (x - s(o.sprite).halfx, y - s(o.sprite).halfy), spritedata(s(o.sprite).index), _CLIP PSET, 254
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END SUB
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SUB displayshadow (o AS object)
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PUT (o.x - s(o.sprite).halfx, o.y - s(o.sprite).halfy + o.z), spritedata(s(o.sprite).index2), _CLIP PSET, 254
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END SUB
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FUNCTION newobject (o() AS object)
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FOR i = 1 TO lastobject
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IF o(i).active = 0 THEN
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o(i).active = 1
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o(i).mx = 0: o(i).my = 0
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o(i).z = 0
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newobject = i
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EXIT FUNCTION
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END IF
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NEXT
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SCREEN 0: PRINT "No more free objects available!": END
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END FUNCTION
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FUNCTION offscreen (o AS object)
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IF o.x + s(o.sprite).halfx < 0 THEN offscreen = 1: EXIT FUNCTION
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IF o.x - s(o.sprite).halfx > 319 THEN offscreen = 1: EXIT FUNCTION
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IF o.y + s(o.sprite).halfy < 0 THEN offscreen = 1: EXIT FUNCTION
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IF o.y - s(o.sprite).halfy > 199 THEN offscreen = 1: EXIT FUNCTION
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END FUNCTION
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SUB freeobject (o AS object)
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o.active = 0
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o.sprite = 0
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END SUB
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FUNCTION collision (o1 AS object, o2 AS object)
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IF o1.y + s(o1.sprite).halfy < o2.y - s(o2.sprite).halfy THEN EXIT FUNCTION
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IF o2.y + s(o2.sprite).halfy < o1.y - s(o1.sprite).halfy THEN EXIT FUNCTION
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IF o1.x + s(o1.sprite).halfx < o2.x - s(o2.sprite).halfx THEN EXIT FUNCTION
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IF o2.x + s(o2.sprite).halfx < o1.x - s(o1.sprite).halfx THEN EXIT FUNCTION
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collision = 1
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END FUNCTION
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