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0f95cc4b H |
1 | ' Q B a s i c G o r i l l a s\r |
2 | '\r | |
3 | ' Copyright (C) Microsoft Corporation 1990\r | |
4 | '\r | |
5 | ' Your mission is to hit your opponent with the exploding banana\r | |
6 | ' by varying the angle and power of your throw, taking into account\r | |
7 | ' wind speed, gravity, and the city skyline.\r | |
8 | '\r | |
9 | ' Speed of this game is determined by the constant SPEEDCONST. If the\r | |
10 | ' program is too slow or too fast adjust the "CONST SPEEDCONST = 500" line\r | |
11 | ' below. The larger the number the faster the game will go.\r | |
12 | '\r | |
13 | ' To run this game, press Shift+F5.\r | |
14 | '\r | |
15 | ' To exit QBasic, press Alt, F, X.\r | |
16 | '\r | |
17 | ' To get help on a BASIC keyword, move the cursor to the keyword and press\r | |
18 | ' F1 or click the right mouse button.\r | |
19 | '\r | |
20 | \r | |
21 | 'Set default data type to integer for faster game play\r | |
22 | DEFINT A-Z\r | |
23 | \r | |
24 | 'Sub Declarations\r | |
25 | DECLARE SUB DoSun (Mouth)\r | |
26 | DECLARE SUB SetScreen ()\r | |
27 | DECLARE SUB EndGame ()\r | |
28 | DECLARE SUB Center (Row, Text$)\r | |
29 | DECLARE SUB Intro ()\r | |
30 | DECLARE SUB SparklePause ()\r | |
31 | DECLARE SUB GetInputs (Player1$, Player2$, NumGames)\r | |
32 | DECLARE SUB PlayGame (Player1$, Player2$, NumGames)\r | |
33 | DECLARE SUB DoExplosion (x#, y#)\r | |
34 | DECLARE SUB MakeCityScape (BCoor() AS ANY)\r | |
35 | DECLARE SUB PlaceGorillas (BCoor() AS ANY)\r | |
36 | DECLARE SUB UpdateScores (Record(), PlayerNum, Results)\r | |
37 | DECLARE SUB DrawGorilla (x, y, arms)\r | |
38 | DECLARE SUB GorillaIntro (Player1$, Player2$)\r | |
39 | DECLARE SUB Rest (t#)\r | |
40 | DECLARE SUB VictoryDance (Player)\r | |
41 | DECLARE SUB ClearGorillas ()\r | |
42 | DECLARE SUB DrawBan (xc#, yc#, r, bc)\r | |
43 | DECLARE FUNCTION Scl (n!)\r | |
44 | DECLARE FUNCTION GetNum# (Row, Col)\r | |
45 | DECLARE FUNCTION DoShot (PlayerNum, x, y)\r | |
46 | DECLARE FUNCTION ExplodeGorilla (x#, y#)\r | |
47 | DECLARE FUNCTION Getn# (Row, Col)\r | |
48 | DECLARE FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)\r | |
49 | DECLARE FUNCTION CalcDelay! ()\r | |
50 | \r | |
51 | 'Make all arrays Dynamic\r | |
52 | '$DYNAMIC\r | |
53 | \r | |
54 | 'User-Defined TYPEs\r | |
55 | TYPE XYPoint\r | |
56 | XCoor AS INTEGER\r | |
57 | YCoor AS INTEGER\r | |
58 | END TYPE\r | |
59 | \r | |
60 | 'Constants\r | |
61 | CONST SPEEDCONST = 500\r | |
62 | CONST TRUE = -1\r | |
63 | CONST FALSE = NOT TRUE\r | |
64 | CONST HITSELF = 1\r | |
65 | CONST BACKATTR = 0\r | |
66 | CONST OBJECTCOLOR = 1\r | |
67 | CONST WINDOWCOLOR = 14\r | |
68 | CONST SUNATTR = 3\r | |
69 | CONST SUNHAPPY = FALSE\r | |
70 | CONST SUNSHOCK = TRUE\r | |
71 | CONST RIGHTUP = 1\r | |
72 | CONST LEFTUP = 2\r | |
73 | CONST ARMSDOWN = 3\r | |
74 | STOP\r | |
75 | END\r | |
76 | \r | |
77 | \r | |
78 | \r | |
79 | \r | |
80 | Player1$, Player2$ - player names\r | |
81 | ' NumGames - number of games to play\r | |
82 | SUB PlayGame (Player1$, Player2$, NumGames)\r | |
83 | DIM BCoor(0 TO 30) AS XYPoint\r | |
84 | DIM TotalWins(1 TO 2)\r | |
85 | \r | |
86 | J = 1\r | |
87 | \r | |
88 | FOR i = 1 TO NumGames\r | |
89 | \r | |
90 | CLS\r | |
91 | RANDOMIZE (TIMER)\r | |
92 | CALL MakeCityScape(BCoor())\r | |
93 | CALL PlaceGorillas(BCoor())\r | |
94 | DoSun SUNHAPPY\r | |
95 | Hit = FALSE\r | |
96 | DO WHILE Hit = FALSE\r | |
97 | J = 1 - J\r | |
98 | LOCATE 1, 1\r | |
99 | PRINT Player1$\r | |
100 | LOCATE 1, (MaxCol - 1 - LEN(Player2$))\r | |
101 | PRINT Player2$\r | |
102 | Center 23, LTRIM$(STR$(TotalWins(1))) + ">Score<" + LTRIM$(STR$(TotalWins(2)))\r | |
103 | Tosser = J + 1: Tossee = 3 - J\r | |
104 | \r | |
105 | 'Plot the shot. Hit is true if Gorilla gets hit.\r | |
106 | Hit = DoShot(Tosser, GorillaX(Tosser), GorillaY(Tosser))\r | |
107 | \r | |
108 | 'Reset the sun, if it got hit\r | |
109 | IF SunHit THEN DoSun SUNHAPPY\r | |
110 | \r | |
111 | IF Hit = TRUE THEN CALL UpdateScores(TotalWins(), Tosser, Hit)\r | |
112 | LOOP\r | |
113 | SLEEP 1\r | |
114 | NEXT i\r | |
115 | \r | |
116 | SCREEN 0\r | |
117 | WIDTH 80, 25\r | |
118 | COLOR 7, 0\r | |
119 | MaxCol = 80\r | |
120 | CLS\r | |
121 | \r | |
122 | Center 8, "GAME OVER!"\r | |
123 | Center 10, "Score:"\r | |
124 | LOCATE 11, 30: PRINT Player1$; TAB(50); TotalWins(1)\r | |
125 | LOCATE 12, 30: PRINT Player2$; TAB(50); TotalWins(2)\r | |
126 | Center 24, "Press any key to continue"\r | |
127 | SparklePause\r | |
128 | COLOR 7, 0\r | |
129 | CLS\r | |
130 | END SUB\r | |
131 | \r | |
132 | 'PlayGame:\r | |
133 | ' Plots banana shot across the screen\r | |
134 | 'Parameters:\r | |
135 | ' StartX, StartY - starting shot location\r | |
136 | ' Angle - shot angle\r | |
137 | ' Velocity - shot velocity\r | |
138 | ' PlayerNum - the banana thrower\r | |
139 | FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)\r | |
140 | \r | |
141 | Angle# = Angle# / 180 * pi# 'Convert degree angle to radians\r | |
142 | Radius = Mode MOD 7\r | |
143 | \r | |
144 | InitXVel# = COS(Angle#) * Velocity\r | |
145 | InitYVel# = SIN(Angle#) * Velocity\r | |
146 | \r | |
147 | oldx# = StartX\r | |
148 | oldy# = StartY\r | |
149 | \r | |
150 | 'draw gorilla toss\r | |
151 | IF PlayerNum = 1 THEN\r | |
152 | PUT (StartX, StartY), GorL&, PSET\r | |
153 | ELSE\r | |
154 | PUT (StartX, StartY), GorR&, PSET\r | |
155 | END IF\r | |
156 | \r | |
157 | 'throw sound\r | |
158 | PLAY "MBo0L32A-L64CL16BL64A+"\r | |
159 | Rest .1\r | |
160 | \r | |
161 | 'redraw gorilla\r | |
162 | PUT (StartX, StartY), GorD&, PSET\r | |
163 | \r | |
164 | adjust = Scl(4) 'For scaling CGA\r | |
165 | \r | |
166 | xedge = Scl(9) * (2 - PlayerNum) 'Find leading edge of banana for check\r | |
167 | \r | |
168 | Impact = FALSE\r | |
169 | ShotInSun = FALSE\r | |
170 | OnScreen = TRUE\r | |
171 | PlayerHit = 0\r | |
172 | NeedErase = FALSE\r | |
173 | \r | |
174 | StartXPos = StartX\r | |
175 | StartYPos = StartY - adjust - 3\r | |
176 | \r | |
177 | IF PlayerNum = 2 THEN\r | |
178 | StartXPos = StartXPos + Scl(25)\r | |
179 | direction = Scl(4)\r | |
180 | ELSE\r | |
181 | direction = Scl(-4)\r | |
182 | END IF\r | |
183 | \r | |
184 | IF Velocity < 2 THEN 'Shot too slow - hit self\r | |
185 | x# = StartX\r | |
186 | y# = StartY\r | |
187 | pointval = OBJECTCOLOR\r | |
188 | END IF\r | |
189 | \r | |
190 | DO WHILE (NOT Impact) AND OnScreen\r | |
191 | \r | |
192 | Rest .02\r | |
193 | \r | |
194 | 'Erase old banana, if necessary\r | |
195 | IF NeedErase THEN\r | |
196 | NeedErase = FALSE\r | |
197 | CALL DrawBan(oldx#, oldy#, oldrot, FALSE)\r | |
198 | END IF\r | |
199 | \r | |
200 | x# = StartXPos + (InitXVel# * t#) + (.5 * (Wind / 5) * t# ^ 2)\r | |
201 | y# = StartYPos + ((-1 * (InitYVel# * t#)) + (.5 * gravity# * t# ^ 2)) * (ScrHeight / 350)\r | |
202 | \r | |
203 | IF (x# >= ScrWidth - Scl(10)) OR (x# <= 3) OR (y# >= ScrHeight - 3) THEN\r | |
204 | OnScreen = FALSE\r | |
205 | END IF\r | |
206 | \r | |
207 | \r | |
208 | IF OnScreen AND y# > 0 THEN\r | |
209 | \r | |
210 | 'check it\r | |
211 | LookY = 0\r | |
212 | LookX = Scl(8 * (2 - PlayerNum))\r | |
213 | DO\r | |
214 | pointval = POINT(x# + LookX, y# + LookY)\r | |
215 | IF pointval = 0 THEN\r | |
216 | Impact = FALSE\r | |
217 | IF ShotInSun = TRUE THEN\r | |
218 | IF ABS(ScrWidth \ 2 - x#) > Scl(20) OR y# > SunHt THEN ShotInSun = FALSE\r | |
219 | END IF\r | |
220 | ELSEIF pointval = SUNATTR AND y# < SunHt THEN\r | |
221 | IF NOT SunHit THEN DoSun SUNSHOCK\r | |
222 | SunHit = TRUE\r | |
223 | ShotInSun = TRUE\r | |
224 | ELSE\r | |
225 | Impact = TRUE\r | |
226 | END IF\r | |
227 | LookX = LookX + direction\r | |
228 | LookY = LookY + Scl(6)\r | |
229 | LOOP UNTIL Impact OR LookX <> Scl(4)\r | |
230 | \r | |
231 | IF NOT ShotInSun AND NOT Impact THEN\r | |
232 | 'plot it\r | |
233 | rot = (t# * 10) MOD 4\r | |
234 | CALL DrawBan(x#, y#, rot, TRUE)\r | |
235 | NeedErase = TRUE\r | |
236 | END IF\r | |
237 | \r | |
238 | oldx# = x#\r | |
239 | oldy# = y#\r | |
240 | oldrot = rot\r | |
241 | \r | |
242 | END IF\r | |
243 | \r | |
244 | \r | |
245 | t# = t# + .1\r | |
246 | \r | |
247 | LOOP\r | |
248 | \r | |
249 | IF pointval <> OBJECTCOLOR AND Impact THEN\r | |
250 | CALL DoExplosion(x# + adjust, y# + adjust)\r | |
251 | ELSEIF pointval = OBJECTCOLOR THEN\r | |
252 | PlayerHit = ExplodeGorilla(x#, y#)\r | |
253 | END IF\r | |
254 | \r | |
255 | PlotShot = PlayerHit\r | |
256 | \r | |
257 | END FUNCTION\r | |
258 | \r | |
259 | 'Rest:\r | |
260 | ' pauses the program\r | |
261 | SUB Rest (t#)\r | |
262 | s# = TIMER\r | |
263 | t2# = MachSpeed * t# / SPEEDCONST\r | |
264 | DO\r | |
265 | LOOP UNTIL TIMER - s# > t2#\r | |
266 | END SUB\r | |
267 | \r | |
268 | 'Scl:\r | |
269 | ' Pass the number in to scaling for cga. If the number is a decimal, then we\r | |
270 | ' want to scale down for cga or scale up for ega. This allows a full range\r | |
271 | ' of numbers to be generated for scaling.\r | |
272 | ' (i.e. for 3 to get scaled to 1, pass in 2.9)\r | |
273 | FUNCTION Scl (n!)\r | |
274 | \r | |
275 | IF n! <> INT(n!) THEN\r | |
276 | IF Mode = 1 THEN n! = n! - 1\r | |
277 | END IF\r | |
278 | IF Mode = 1 THEN\r | |
279 | Scl = CINT(n! / 2 + .1)\r | |
280 | ELSE\r | |
281 | Scl = CINT(n!)\r | |
282 | END IF\r | |
283 | \r | |
284 | END FUNCTION\r | |
285 | \r | |
286 | 'SetScreen:\r | |
287 | ' Sets the appropriate color statements\r | |
288 | SUB SetScreen\r | |
289 | \r | |
290 | IF Mode = 9 THEN\r | |
291 | ExplosionColor = 2\r | |
292 | BackColor = 1\r | |
293 | PALETTE 0, 1\r | |
294 | PALETTE 1, 46\r | |
295 | PALETTE 2, 44\r | |
296 | PALETTE 3, 54\r | |
297 | PALETTE 5, 7\r | |
298 | PALETTE 6, 4\r | |
299 | PALETTE 7, 3\r | |
300 | PALETTE 9, 63 'Display Color\r | |
301 | ELSE\r | |
302 | ExplosionColor = 2\r | |
303 | BackColor = 0\r | |
304 | COLOR BackColor, 2\r | |
305 | \r | |
306 | END IF\r | |
307 | \r | |
308 | END SUB\r | |
309 | \r | |
310 | 'SparklePause:\r | |
311 | ' Creates flashing border for intro and game over screens\r | |
312 | SUB SparklePause\r | |
313 | \r | |
314 | COLOR 4, 0\r | |
315 | A$ = "* * * * * * * * * * * * * * * * * "\r | |
316 | WHILE INKEY$ <> "": WEND 'Clear keyboard buffer\r | |
317 | \r | |
318 | WHILE INKEY$ = ""\r | |
319 | FOR A = 1 TO 5\r | |
320 | LOCATE 1, 1 'print horizontal sparkles\r | |
321 | PRINT MID$(A$, A, 80);\r | |
322 | LOCATE 22, 1\r | |
323 | PRINT MID$(A$, 6 - A, 80);\r | |
324 | \r | |
325 | FOR b = 2 TO 21 'Print Vertical sparkles\r | |
326 | c = (A + b) MOD 5\r | |
327 | IF c = 1 THEN\r | |
328 | LOCATE b, 80\r | |
329 | PRINT "*";\r | |
330 | LOCATE 23 - b, 1\r | |
331 | PRINT "*";\r | |
332 | ELSE\r | |
333 | LOCATE b, 80\r | |
334 | PRINT " ";\r | |
335 | LOCATE 23 - b, 1\r | |
336 | PRINT " ";\r | |
337 | END IF\r | |
338 | NEXT b\r | |
339 | NEXT A\r | |
340 | WEND\r | |
341 | END SUB\r | |
342 | \r | |
343 | 'UpdateScores:\r | |
344 | ' Updates players' scores\r | |
345 | 'Parameters:\r | |
346 | ' Record - players' scores\r | |
347 | ' PlayerNum - player\r | |
348 | ' Results - results of player's shot\r | |
349 | SUB UpdateScores (Record(), PlayerNum, Results)\r | |
350 | IF Results = HITSELF THEN\r | |
351 | Record(ABS(PlayerNum - 3)) = Record(ABS(PlayerNum - 3)) + 1\r | |
352 | ELSE\r | |
353 | Record(PlayerNum) = Record(PlayerNum) + 1\r | |
354 | END IF\r | |
355 | END SUB\r | |
356 | \r | |
357 | 'VictoryDance:\r | |
358 | ' gorilla dances after he has eliminated his opponent\r | |
359 | 'Parameters:\r | |
360 | ' Player - which gorilla is dancing\r | |
361 | SUB VictoryDance (Player)\r | |
362 | \r | |
363 | FOR i# = 1 TO 4\r | |
364 | PUT (GorillaX(Player), GorillaY(Player)), GorL&, PSET\r | |
365 | PLAY "MFO0L32EFGEFDC"\r | |
366 | Rest .2\r | |
367 | PUT (GorillaX(Player), GorillaY(Player)), GorR&, PSET\r | |
368 | PLAY "MFO0L32EFGEFDC"\r | |
369 | Rest .2\r | |
370 | NEXT\r | |
371 | END SUB\r | |
372 | \r | |
373 | \1a |