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Author Topic: Make a 3D Pong game with great !!!!INTERFACE and GRAPHICS!!!  (Read 5339 times)
mddwebboy
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Posts: 58


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« on: June 12, 2004, 12:22:08 PM »

YOU HEARD ME PEOPLE!!!!

It may sound old and stupid, but when I was at the very start of colour programing, I had LOADS of fun making 2D pong games. Now I have finaly given in to the website, and I have read their 3D tutorial.

RULES:
  1. It needs to be 3D (and I would recomend adding partical things for extra look), or it has to have something awesome if it is going to be 2D (like plasma balls and trails).
  2. Even if the graphics are the main thing you are concerned with, remember; it has to have a good interface, and it is reccomended that you can choose which input device to use (keyboard, mouse, joystick) during the game.
I also reccomend that you may want to add some sort of humor or a storyline so that it is not just normal pong.
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mddwebboy
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Posts: 58


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« Reply #1 on: June 12, 2004, 12:34:33 PM »

Code:
DIM starx(1000)
DIM stary(1000)
DIM starz(1000)
DIM starc(1000)

DO
Key$ = INKEY$
LOCATE 1, 1: PRINT "Press the up key you want for this pong game."

upk$ = Key$
LOOP UNTIL Key$ <> ""

DO
Key$ = INKEY$
LOCATE 1, 1: PRINT "Press the down key you want for this pong game."

dnk$ = Key$
LOOP UNTIL Key$ <> ""

SCREEN 13

speed = 1

starnum = 50

bxs = 1.5
bys = 1

bx = 160
by = 100

x = 5
y = 100

xs = 0
ys = 0

dert(1) = 0
dert(2) = 5
dert(3) = 10

pc = 2

size = 45

FOR th = 1 TO starnum
starx(th) = (INT(RND * 320))
stary(th) = (INT(RND * 200))
starz(th) = (RND * 1)
starc(th) = (INT(RND * 5)) + 25
NEXT th

DO
Key$ = INKEY$

'51 --> 56

FOR th = 1 TO starnum
FOR der = 1 TO (starz(th) * 4) + 1
CIRCLE (rix + (starx(th) * (starz(th) - 0)), riy + (stary(th) * (starz(th) - 0))), der, 0
NEXT der
riy2 = 100 - ((starz(th) - .02) * 100)
rix2 = 160 - ((starz(th) - .02) * 160)
riy = 100 - (starz(th) * 100)
rix = 160 - (starz(th) * 160)
olsx = starx(th)
olsy = stary(th)
IF (starz(th) < 1) THEN
starz(th) = starz(th) + (speed / 100000)
ELSE
FOR dere = 0 TO 2
FOR der = 1 TO 5
CIRCLE (rix + (starx(th) * starz(th)), riy + (stary(th) * starz(th))), der, 0
NEXT der
NEXT dere
starz(th) = 0
starx(th) = (INT(RND * 320))
stary(th) = (INT(RND * 200))
END IF
FOR der = (starz(th) * 4) TO (starz(th) * 4) + 1
CIRCLE (rix + (starx(th) * starz(th)), riy + (stary(th) * starz(th))), der, 0
NEXT der
FOR der = 1 TO (starz(th) * 4) + 2
CIRCLE (rix2 + (starx(th) * (starz(th) - .02)), riy2 + (stary(th) * (starz(th) - .02))), der, 0
NEXT der
FOR der = 1 TO (starz(th) * 4)
CIRCLE (rix + (starx(th) * starz(th)), riy + (stary(th) * starz(th))), der, starc(th)
NEXT der
NEXT th


LOCATE 1, 1: PRINT INT(speed); "<--speed."

IF (Key$ = upk$) THEN
ys = ys - .5
ELSEIF (Key$ = dnk$) THEN
ys = ys + .5
END IF

oly = y
olx = x

x = x + xs
y = y + ys

IF (ys > 0) THEN
ys = ys - .05
ELSEIF (ys < 0) THEN
ys = ys + .05
END IF

IF (y > 200 - (size + 7)) THEN
ys = 20 - 20 - ys / 2
y = 200 - (size + 7)
ELSEIF (y < 7) THEN
ys = 0 - ys / 2
y = 7
END IF

'********************************************************>**>*>*>>>>>

IF (bx >= 160) THEN
IF (bxs > 0) THEN
bxs = bxs - .01
ELSEIF (bxs <= 0) THEN
bxs = bxs - .0167
END IF
ELSEIF (bx <= 25 AND bx > 23) THEN
IF (by >= (y - 10) AND (y + size + 10) >= by) THEN
bxs = 20 - 20 - bxs
IF (bxs > 1.7) THEN
bxs = 1.7
END IF
IF (bxs < 1) THEN
bxs = 1
END IF
IF (bys < 3 AND bys > -3) THEN
bys = bys + (ys / 1.5)
ELSE
bys = bys / 2
END IF
END IF
ELSEIF (bx <= 23 AND bx >= 1) THEN
IF (by >= y AND by <= (y + size)) THEN
bxs = .75
IF (bys < 3 AND bys > -3) THEN
bys = ys
ELSE
bys = bys / 2
END IF
END IF
END IF

IF (by > 193) THEN
bys = 0 - bys
ELSEIF (by < 7) THEN
bys = 20 - 20 - bys
END IF

IF (by > 150) THEN
bys = bys - .13
ELSEIF (by < 50) THEN
bys = bys + .13
END IF

box = bx
boy = by

bx = bx + bxs
by = by + bys

FOR we = 0 TO 16
LINE ((olx + we), (oly - 8))-((olx + we), 8 + (oly + size)), 0
NEXT we

FOR lin = 1 TO 10
LINE ((x + 2 + lin), (y + 2))-((x + 2 + lin), y + (size - 5)), lin + 18
NEXT lin

FOR cir = 0 TO 7
IF (cir > 1) THEN
CIRCLE ((x + 7), y), cir, (27 - cir)
ELSE
CIRCLE ((x + 7), y), cir, 6
END IF
NEXT cir

FOR cir = 0 TO 7
IF (cir > 1) THEN
CIRCLE ((x + 7), (y + size)), cir, (27 - cir)
ELSE
CIRCLE ((x + 7), (y + size)), cir, 6
END IF
NEXT cir

IF (speed < 20) THEN
speed = speed + .03
ELSEIF (speed >= 120) THEN
speed = speed + .5
ELSEIF (speed >= 20) THEN
speed = speed + .1
END IF

'*********************************************************
FOR dw = 1 TO 12
CIRCLE (box, boy), dw, 0
NEXT dw

FOR dw = 1 TO 12 STEP 2
CIRCLE (bx, by), dw, (INT(RND * 3)) + 53
NEXT dw

CIRCLE (box, boy), try, 0

try = try + .5

CIRCLE (bx, by), try, (INT(RND * 16))

IF (try > 20) THEN
CIRCLE (bx, by), try, 0
try = 0
END IF

FOR dw = 1 TO 7
rt = (INT(RND * 3000))
IF (rt > 2500) THEN
ELSE
CIRCLE (bx, by), dw, 28 - dw
END IF
NEXT dw
'*********************************************************

IF (speed >= 3000) THEN
Key$ = "q"
CLS
FOR ty = 1 TO 320
FOR tyt = 1 TO 200
PSET (ty, tyt), (INT(RND * 256))
NEXT tyt
NEXT ty
PRINT "You won!"
DO
LOCATE 1, 1: PRINT "Press Q to end the game."
LOOP UNTIL INKEY$ = "q"
END IF

'Daaaaaaaaaaaaa BBBBBBBBBBOOOOOOOOOOOOOOOOOOOOSSSSSSSSSTTTTTTERRRRRRRRSSSSSS
FOR yo = 1 TO 3
old(yo) = dert(yo)
dert(yo) = dert(yo) + .32 + (speed / 5000)

CIRCLE (derx(yo), dery(yo)), old(yo), 0
CIRCLE (derx(yo), (dery(yo) + size)), old(yo), 0

CIRCLE (derx(yo), dery(yo)), dert(yo), (INT(RND * 16))
CIRCLE (derx(yo), (dery(yo) + size)), dert(yo), (INT(RND * 16))

IF (dert(yo) > 15) THEN
CIRCLE (derx(yo), dery(yo)), dert(yo), 0
CIRCLE (derx(yo), (dery(yo) + size)), dert(yo), 0
dert(yo) = 0
dery(yo) = y
derx(yo) = (x + 7)
END IF

NEXT yo

FOR dela = 1 TO 10 * (3000 - INT(speed))
PSET (1, 1), 1
NEXT dela

IF (bx < -7) THEN
Key$ = "q"
END IF

LOOP UNTIL Key$ = "q"

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mddwebboy
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Posts: 58


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« Reply #2 on: June 12, 2004, 12:37:53 PM »

It is 2D but has a cool interfaces, cool graphics, and a different physics system. just barely qualifies. Smiley
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KiZ
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Posts: 2879


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« Reply #3 on: June 12, 2004, 01:41:17 PM »

Thats good! I like the effects. Nice to see a small game with original graphical effects for once =)
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mddwebboy
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Posts: 58


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« Reply #4 on: June 12, 2004, 02:54:34 PM »

Wait.... you LIKE that?!!! Shocked  I thought that only awesome new games with the top graphics code would be good! That one there isn't even a single bitmap. it is all LINE and CIRCLE (and if you win it, then PSET).

Oh.... and raycasters..... do you have any idea how I could make one of those?
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KiZ
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Posts: 2879


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« Reply #5 on: June 12, 2004, 03:16:39 PM »

A great game isnt all about having awesome graphics, and external pictures. You have shown that you can do a decent job just using the prebuilt drawing commands. I think thats pretty good. =)
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Oz
I hold this place together
*****
Posts: 923



« Reply #6 on: June 19, 2004, 10:32:18 PM »

I do agree....that is a really cool game for being so small, but i also would agree for originality!

Nice Job, man!
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Plasma
Na_th_an
*****
Posts: 1770


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« Reply #7 on: June 20, 2004, 12:48:40 AM »

From the QBasic CD:

Code:
'------------------3D Pong---------------
'----------------BY KYLE MAHAN-----------
'Use the mouse to hit the ball...
'YOU CAN CHANGE THE GRAVITY, PADDLE HEIGHT AND WIDTH WITH THE OPTIONS SCREEN.
'THERE ARE ALSO SOME CODES THAT CAN BE TYPED AT THE OPTIONS SCREEN.
'The codes can only be typed one at a time.  The first is THINK PAD.  It will
'give you 100 points for every paddle hit.  The second is CROSSHAIRS.  This
'gives you a cross on the ball.  The third is slope[n].  n can be from 1 to 9
'This changes the paddle's slope depending on the n.
'Declarations
DECLARE SUB OPTIONSMENU ()
DECLARE SUB MouseDriver (Ax%, Bx%, Cx%, Dx%)
DECLARE FUNCTION MouseInit% ()
DECLARE SUB MOUSEPUT (PUTX%, PUTY%)
DECLARE SUB MOUSESTATUS (lb%, rb%, XMOUSE%, YMOUSE%)
DECLARE SUB DRAWTABLE ()
DECLARE SUB DRAWBALL (X!, Y!, Z!, c!)
DECLARE SUB DRAWPADDLE (X!, Y!, c!)
DECLARE SUB LINE3D (X1!, Y1!, Z1!, X2!, Y2!, Z2!)
DIM SHARED MOUSE$, Ax%, Bx%, Cx%, Dx%, lb%, rb%, XMOUSE%, YMOUSE%, PADDLEWIDTH, PADDLEHEIGHT, GRAVITY, BALLSLEFT, SECRET$, CROSSHAIRS, PADDLESLOPE
'--Read Mouse Data
RESTORE
MOUSE$ = SPACE$(57)
FOR i% = 1 TO 57
  READ a$
H$ = CHR$(VAL("&H" + a$))
  MID$(MOUSE$, i%, 1) = H$
NEXT i%
DATA 55,89,E5,8B,5E,0C,8B,07,50,8B,5E,0A,8B,07,50,8B
DATA 5E,08,8B,0F,8B,5E,06,8B,17,5B,58,1E,07,CD,33,53
DATA 8B,5E,0C,89,07,58,8B,5E,0A,89,07,8B,5E,08,89,0F
DATA 8B,5E,06,89,17,5D,CA,08,00

ms% = MouseInit
CLS
SCREEN 12
'-------------Opening Screen
LOCATE 1, 1: PRINT "3D Virtual Pong"
PRINT " by Kyle Mahan"
msglen = LEN("3D Virtual Pong")
DIM a(msglen * 8, 32)
FOR titlex = 0 TO msglen * 8
    FOR titley = 0 TO 32
    a(titlex, titley) = POINT(titlex, titley)
    NEXT titley
NEXT titlex
CLS
FOR titlex = 0 TO msglen * 8
    FOR titley = 0 TO 32
    IF a(titlex, titley) > 0 THEN CIRCLE (titlex * 5, titley * 5), 3, 7: CIRCLE (titlex * 5 + 2, titley * 5 + 2), 3, 15
    a(tilex, tiley) = 0
    NEXT titley
NEXT titlex
'PLAY "MBT250cccfg"
'-------------------------------------INITIAL OPTIONS
'CHANGE THESE TO VARY THE GAMES CHALLENGE.  9.5 IS THE DEFAULT VALUE FOR
'NORMAL GRAVITY.  IF YOU CHANGE IT TO 0 THERE IS NO GRAVITY (WHICH IS
'PRETTY COOL).  PADDLE SLOPE IS THE DEGREE OF ANGLE WITH WHICH THE BALL
'BOUNCES OF THE PADDLE.  THIS ALSO VARIES THE WAY THE PADDLE IS DRAWN.
PADDLEHEIGHT = 80
PADDLEWIDTH = 120
GRAVITY = 0
BALLSLEFT = 5    'NUMBER OF LIVES
PADDLESLOPE = 9  '1 TO 9

'DIMENSIONS OF THE WORLD ARE 640x480x5
WINDOW (320, 240)-(-320, -240)

'--------------------SELECTION SCREEN
'PRINT INITIAL WORDS
COLOR 2
LOCATE 20, 1: PRINT SPC((81 - LEN(" START ")) / 2); " START "
LOCATE 21, 1: PRINT SPC((80 - LEN(" OPTIONS ")) / 2); " OPTIONS "
DO 'CHOOSE START OR OPTIONS
SELECT CASE UCASE$(INKEY$)
    CASE CHR$(0) + "P"
    SELECTION = SELECTION + 1
    IF SELECTION = 2 THEN SELECTION = 0
    CASE CHR$(0) + "H"
    SELECTION = SELECTION - 1
    IF SELECTION = -1 THEN SELECTION = 1
    CASE CHR$(13)
    EXIT DO
END SELECT
'-----------------------WRITE YOUR SELECTION IN WHITE AND SURROUNDED BY > <
IF SELECTION = 0 THEN
COLOR 15
LOCATE 20, 1: PRINT SPC((81 - LEN(" START ")) / 2); ">START<"
COLOR 2
LOCATE 21, 1: PRINT SPC((80 - LEN(" OPTIONS ")) / 2); " OPTIONS "
ELSE
COLOR 2
LOCATE 20, 1: PRINT SPC((81 - LEN(" START ")) / 2); " START "
COLOR 15
LOCATE 21, 1: PRINT SPC((80 - LEN(" OPTIONS ")) / 2); ">OPTIONS<"
END IF
LOOP

SELECT CASE SELECTION
    CASE 1
    CALL OPTIONSMENU
END SELECT
SCOREINCREMENT = 10

IF UCASE$(SECRET$) = "THINK PAD" THEN SCOREINCREMENT = 100
IF UCASE$(SECRET$) = "CROSSHAIRS" THEN CROSSHAIRS = 1
IF LEFT$(UCASE$(SECRET$), 5) = "SLOPE" AND VAL(RIGHT$(UCASE$(SECRET$), 1)) > 0 AND VAL(RIGHT$(UCASE$(SECRET$), 1)) > 0 THEN PADDLESLOPE = VAL(RIGHT$(UCASE$(SECRET$), 1))
COLOR 15
'--------------The Game
SCORE = 0
'Startup values and positions
5 CLS
SCREEN 12
IF BALLSLEFT = 0 THEN GOTO fin
MOUSEPUT 320, 240

DIM BALL(2)
DIM BALLV(2)
'BALL(0) = X, BALL(1) = Y, BALL(2) = Z
DIM P(1)
'P(0) = PADDLE X, P(1) = PADDLE Y
BALL(0) = 0
BALL(1) = 0
BALL(2) = 2.5
BALLV(0) = 0
BALLV(1) = 0
BALLV(2) = .2


'DRAW THE GAME TABLE
DRAWTABLE
'Draw the ball
CALL DRAWBALL(BALL(0), BALL(1), BALL(2), 15)
'Tell Score and lives
LOCATE 1, 1
PRINT "Score: "; SCORE
PRINT "Lives: "; BALLSLEFT
LINE (-321, 241)-(-220, 205), , B
'------The actual game loop
DO
DRAWTABLE
CALL DRAWBALL(BALL(0), BALL(1), BALL(2), 0)
CALL DRAWPADDLE(P(0), P(1), 0)
'Tell Score and lives
LOCATE 1, 1
PRINT "Score: "; SCORE
PRINT "Lives: "; BALLSLEFT
LINE (-321, 241)-(-220, 205), , B
'------Check mouse and move the paddle as needed
MOUSESTATUS lb%, rb%, XMOUSE%, YMOUSE%
P(0) = XMOUSE% - 320
P(1) = 480 - YMOUSE% - 240

'----Update ball position and bounce if needed
BALL(0) = BALL(0) + BALLV(0)
BALL(1) = BALL(1) + BALLV(1)
BALL(2) = BALL(2) + BALLV(2)
BALLV(1) = BALLV(1) - (GRAVITY / 10)
IF BALL(0) > 320 THEN BALLV(0) = -ABS(BALLV(0)): SOUND 500, .1 'BEEP
IF BALL(0) < -320 THEN BALLV(0) = ABS(BALLV(0)): SOUND 500, .1 'BEEP
IF BALL(1) > 240 THEN BALLV(1) = -ABS(BALLV(1)): SOUND 500, .1 'BEEP
IF BALL(1) < -240 THEN BALLV(1) = ABS(BALLV(1)): SOUND 500, .1 'BEEP
IF BALL(2) > 5 THEN BALLV(2) = -ABS(BALLV(2)): SOUND 500, .1 'BEEP

'Check the ball to see if it hit the paddle
IF BALL(2) < 1 THEN
SELECT CASE BALL(0)
    CASE P(0) - PADDLEWIDTH / 2 TO P(0) + PADDLEWIDTH / 2
    SELECT CASE BALL(1)
        CASE P(1) - PADDLEHEIGHT / 2 TO P(1) + PADDLEHEIGHT / 2
        SOUND 500, .1
        'BEEP
        BALLV(2) = ABS(BALLV(2))
        BALLV(1) = (BALL(1) - P(1)) / (11 - PADDLESLOPE)
        BALLV(0) = (BALL(0) - P(0)) / (11 - PADDLESLOPE)
        SCORE = SCORE + SCOREINCREMENT
    CASE ELSE
    BALLSLEFT = BALLSLEFT - 1: GOTO 5
    END SELECT
    CASE ELSE
    BALLSLEFT = BALLSLEFT - 1: GOTO 5
END SELECT
END IF

CALL DRAWBALL(BALL(0), BALL(1), BALL(2), 15)
CALL DRAWPADDLE(P(0), P(1), 4)

'delay
'FOR i = 1 TO 500: NEXT i
PLAY "N0 L32"

'loop until ESC is pressed
LOOP UNTIL INKEY$ = CHR$(27)

'THIS RANKS YOU!!!  IF YOU QUIT EARLY, IT MULTIPLIES YOUR SCORE BY THE #
'OF LIVES YOU HAD LEFT
fin:
CLS
PRINT "Your final score was: "; SCORE
IF BALLSLEFT > 0 THEN SCORE = SCORE * BALLSLEFT   'IN CASE YOU PRESS ESCAPE BEFORE YOU DIE.
IF SCOREINCREMENT = 10 THEN
SELECT CASE SCORE
    CASE IS < 100
    PRINT "Have you never used a mouse before???"
    CASE 101 TO 200
    PRINT "Needs some work"
    CASE 201 TO 300
    PRINT "Getting there..."
    CASE 301 TO 400
    PRINT "Extreme!!!"
    CASE 401 TO 500
    PRINT "I dub thee a paddle man"
    CASE 501 TO 600
    PRINT "Don't you have anything better to do?"
    CASE IS > 601
    PRINT "Alright!!!  You hacked my code didn't you?!"
END SELECT
ELSE
PRINT "CHEATER!!!"
END IF

SUB DRAWBALL (X, Y, Z, c)
FOR i = 1 TO (6 - Z) * 2
CIRCLE (X / Z, Y / Z), i, c
NEXT i
'---------------------------points
PSET (X / Z, 240 / Z), c
PSET (320 / Z, Y / Z), c
PSET (-320 / Z, Y / Z), c
'Shadow
IF c = 15 THEN
FOR i = 1 TO (6 - Z) * 2
CIRCLE (X / Z, -240 / Z), i, 7, , , .5
NEXT i
ELSE
FOR i = 1 TO (6 - Z) * 2
CIRCLE (X / Z, -240 / Z), i, 0, , , .5
NEXT i
END IF
'PSET (x / Z, -240 / Z), c

'--------------------------crosshairs
IF CROSSHAIRS = 1 THEN
LINE (X / Z, 240 / Z)-(X / Z, -240 / Z), c
LINE (320 / Z, Y / Z)-(-320 / Z, Y / Z), c
END IF
END SUB

SUB DRAWPADDLE (X, Y, c)
LINE (X - PADDLEWIDTH / 2, Y - PADDLEHEIGHT / 2)-(X + PADDLEWIDTH / 2, Y + PADDLEHEIGHT / 2), c, B
drawslope = 1 + PADDLESLOPE / 40
LINE (X - PADDLEWIDTH / 2, Y - PADDLEHEIGHT / 2)-(X / drawslope, Y / drawslope), c
LINE (X + PADDLEWIDTH / 2, Y + PADDLEHEIGHT / 2)-(X / drawslope, Y / drawslope), c
LINE (X - PADDLEWIDTH / 2, Y + PADDLEHEIGHT / 2)-(X / drawslope, Y / drawslope), c
LINE (X + PADDLEWIDTH / 2, Y - PADDLEHEIGHT / 2)-(X / drawslope, Y / drawslope), c

END SUB

SUB DRAWTABLE
'DRAW THE GAME TABLE
LINE3D -320, -240, 1, 320, -240, 1
LINE3D -320, -240, 5, 320, -240, 5
LINE3D -320, -240, 1, -320, -240, 5
LINE3D 320, -240, 1, 320, -240, 5
'PAINT (0, -70), 2, 15
LINE3D -320, -240, 5, -320, 240, 5
LINE3D -320, 240, 5, 320, 240, 5
LINE3D 320, 240, 5, 320, -240, 5
LINE3D -285, 205, 1, -320, 240, 5   'top left
LINE3D 320, 240, 1, 320, 240, 5
'DRAW A GRID
FOR X1 = -320 TO 320 STEP 50
X2 = X1
CALL LINE3D(X1, -240, 1, X2, -240, 5)
NEXT X1
FOR Z1 = 1 TO 5 STEP .5
Z2 = Z1
CALL LINE3D(-320, -240, Z1, 320, -240, Z2)
NEXT Z1

END SUB

SUB LINE3D (X1, Y1, Z1, X2, Y2, Z2)
X1 = X1 / Z1
Y1 = Y1 / Z1
X2 = X2 / Z2
Y2 = Y2 / Z2
LINE (X1, Y1)-(X2, Y2)
END SUB

SUB MouseDriver (Ax%, Bx%, Cx%, Dx%)
  DEF SEG = VARSEG(MOUSE$)
  MOUSE% = SADD(MOUSE$)
  CALL Absolute(Ax%, Bx%, Cx%, Dx%, MOUSE%)
END SUB

FUNCTION MouseInit%

  Ax% = 0
  MouseDriver Ax%, 0, 0, 0
 MouseInit% = Ax%

END FUNCTION

SUB MOUSEPUT (PUTX%, PUTY%)
  Ax% = 4
  Cx% = PUTX%
  Dx% = PUTY%
  MouseDriver Ax%, 0, Cx%, Dx%
END SUB

SUB MOUSESTATUS (lb%, rb%, XMOUSE%, YMOUSE%)
  Ax% = 3
  MouseDriver Ax%, Bx%, Cx%, Dx%
  lb% = ((Bx% AND 1) <> 0)
  rb% = ((Bx% AND 2) <> 0)
  XMOUSE% = Cx%
  YMOUSE% = Dx%
END SUB

SUB OPTIONSMENU
CLS
MSELECTION = 1

DO
DRAWING = 1
X = 320
FOR Y = -240 TO 120 STEP 120

'-------------------------PRINT VALUES
LOCATE 4, (80 - LEN("PADDLE HEIGHT = ") + LEN(PADDLEHEIGHT)) / 2
PRINT "PADDLE HEIGHT ="; PADDLEHEIGHT
LOCATE 12, (80 - LEN("PADDLE WIDTH = ") + LEN(PADDLEWIDTH)) / 2
PRINT "PADDLE WIDTH ="; PADDLEWIDTH
LOCATE 20, (80 - LEN("GRAVITY = ") + LEN(GRAVITY)) / 2
PRINT "GRAVITY ="; GRAVITY; "  "
LOCATE 27, (80 - LEN("LIVES = ") + LEN(BALLSLEFT)) / 2
PRINT "LIVES ="; BALLSLEFT


IF MSELECTION = DRAWING THEN c = 15
IF MSELECTION <> DRAWING THEN c = 1
'--------------------------DRAW THE BOXES
IF DRAWING <> 2 THEN
LINE (-X, Y)-(X, Y), c
LINE (-X + 30, Y + 119)-(X - 30, Y + 119), c
LINE (-X + 30, Y + 119)-(-X, Y), c
LINE (X - 30, Y + 119)-(X, Y), c
ELSE   'FOR SOME REASON THE 2ND DRAWING IS MESSED UP IF I DON'T DO THIS
LINE (-X, Y)-(X, Y), c
LINE (-X + 30, Y + 118)-(X - 30, Y + 118), c
LINE (-X + 30, Y + 118)-(-X, Y), c
LINE (X - 30, Y + 118)-(X, Y), c
END IF
'-INCREMENTS
X = X - 30
DRAWING = DRAWING + 1
NEXT Y
'-------------------------KEY INPUT
K$ = INKEY$
SELECT CASE K$
    CASE CHR$(0) + "H"
    MSELECTION = MSELECTION + 1
    IF MSELECTION = 5 THEN MSELECTION = 1
    CASE CHR$(0) + "P"
    MSELECTION = MSELECTION - 1
    IF MSELECTION = 0 THEN MSELECTION = 4
    CASE CHR$(0) + "K"
        SELECT CASE MSELECTION
            CASE 4
            IF PADDLEHEIGHT > 10 THEN PADDLEHEIGHT = PADDLEHEIGHT - 1
            CASE 3
            IF PADDLEWIDTH > 10 THEN PADDLEWIDTH = PADDLEWIDTH - 1
            CASE 2
            IF GRAVITY > 0 THEN GRAVITY = GRAVITY - .5
            CASE 1
            IF BALLSLEFT > 1 THEN BALLSLEFT = BALLSLEFT - 1
        END SELECT
    CASE CHR$(0) + "M"
        SELECT CASE MSELECTION
            CASE 4
            IF PADDLEHEIGHT < 480 THEN PADDLEHEIGHT = PADDLEHEIGHT + 1
            CASE 3
            IF PADDLEWIDTH < 640 THEN PADDLEWIDTH = PADDLEWIDTH + 1
            CASE 2
            GRAVITY = GRAVITY + .5
            CASE 1
            IF BALLSLEFT < 50 THEN BALLSLEFT = BALLSLEFT + 1
        END SELECT
    CASE CHR$(13)
    EXIT DO
    CASE IS <> ""
    SECRET$ = SECRET$ + K$
    END SELECT
LOOP

END SUB


(modified slightly to make it less annoying and more playable Wink )
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Oz
I hold this place together
*****
Posts: 923



« Reply #8 on: June 20, 2004, 02:42:23 PM »

Plasma:  Awsome.....i found that it was hard to mentally calculate the balls trijectory (oooo....sounds fancy) at first, but It was truely unique and awsome!!!!!!

Mind Boggling
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CGI Joe
Member
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Posts: 61



« Reply #9 on: June 20, 2004, 08:42:37 PM »

Plasma:

Oh my god. *That* brings back some memories!  I remember downloading that, probably the first time I used the Internet in 1996. I was collecting as many "3D" qbasic things as I could :)
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relsoft
*/-\*
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Posts: 3927



WWW
« Reply #10 on: June 21, 2004, 04:21:42 AM »

LOL.  I remember downloading that. :*)
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y smiley is 24 bit.


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http://rel.betterwebber.com/
Plasma
Na_th_an
*****
Posts: 1770


WWW
« Reply #11 on: June 21, 2004, 09:55:39 AM »

Oldskool Cool
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