Monday, 3 June 2013

Array Ball complete

Today was a fruitful day, I have finished my array ball composition successfully, I now need to work on the collision and think about using a timer. My further goals are to create new levels with Ball moving with different vectors.
Code: View.Set ("graphics:1000;500,buttonbar,offscreenonly")
var BoxX1, BoxX2, BoxY1, BoxY2, BallRadius, move, BallRand, Color, font1, font2, font3 : int
var chars : array char of boolean
var chars1, chars2 : char
BoxX1 := maxx div 2
BoxX2 := maxx div 2.4
BoxY1 := maxy div 10
BoxY2 := maxy div 4.7
BallRadius := 12
move := 1
BallRand := Rand.Int (10, 1000)
Color := 30
font1 := Font.New ("Comic Sans:30:bold,underline")
font2 := Font.New ("Comic Sans:10:underline")
font3 := Font.New ("Comic Sans :30:bold")
BallRadius := 12
var BallX : array 1 .. 100 of int % Array of 10 Balls for x position
var BallY : array 1 .. 100 of int % Array of 10 Balls, for y position
var NumBall : int := 1
randint (BallX (NumBall), 0, maxx) %X Position
randint (BallY (NumBall), 0, maxy) %Y Position
var BallXV : array 1 .. 100 of int
BallXV (1) := -1
procedure GameMenu %Creates Game Menu
    loop
        drawfillbox (0, 0, maxx, maxy, 103)
        Font.Draw ("Welcome To The World's Hardest Game", maxx div 7, maxy div 2, font1, red)
        Font.Draw ("To Start, Press 'S' ", maxx div 2, maxy div 4, font2, red)
        Font.Draw ("To View Controls, Press 'C' ", maxx div 2, maxy div 6, font2, red)
        get chars1
        if chars1 = ('S')
                then
            exit
        elsif chars1 = ('C')
                then
            drawfillbox (0, 0, maxx, maxy, 103)
            Font.Draw ("Controls", maxx div 7, maxy div 1.13, font3, red)
            Font.Draw ("The controls are rather simple: Use the cursor keys to move.", 100, 401, font2, red)
            Font.Draw ("Avoid any bouncing balls as you will lose one of your 3 lives.", 100, 351, font2, red)
            Font.Draw ("Reach The 'CheckPoint' and you will progress into harder levels.", 100, 301, font2, red)
            Font.Draw ("If you progress far enough, you will gain the ability to shoot, at which point the 'SPACEBAR' will be the shoot button.", 100, 251, font2, red)
            Font.Draw ("Good Luck and Have Fun!", 100, 201, font2, red)
            % Font.Draw ("To Return, press 'R'", maxx div 1.5, maxy div 7, font2, red)
            Font.Draw ("To Start Press, 'S' ", maxx div 2.3, maxy div 13, font2, red)
            View.Update
        end if
        get chars2
        if chars2 = ('S')
                then
            exit
        elsif chars2 = ('R')
                then
            % end if
        end if
    end loop
end GameMenu
GameMenu
loop
    drawfillbox (0, 0, maxx, maxy, 149)
    drawfillbox (BoxX1, BoxY1, BoxX2, BoxY2, 31)
    for d : 1 .. NumBall
        drawfilloval (BallX (d), BallY (d), BallRadius, BallRadius, 31)
        BallX (d) := BallX (d) + BallXV (d)
        if BallX (d) = maxx - BallRadius
                then
            NumBall := NumBall + 1
            BallXV (NumBall) := -1
            randint (BallX (NumBall), 0, maxx)         %X Position
            randint (BallY (NumBall), 0, maxy)         %Y Position
            BallXV (d) := -1
        elsif
                BallX (d) = BallRadius
                then
            BallXV (d) := 1
        end if
    end for
    View.Update
    cls
    %CONTROLS
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW) and BoxY2 <= maxy
            then
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    elsif chars (KEY_DOWN_ARROW) and BoxY1 >= 0
            then
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    elsif chars (KEY_RIGHT_ARROW) and BoxX1 <= maxx
            then
        BoxX1 := BoxX1 + 1
        BoxX2 := BoxX2 + 1
    elsif chars (KEY_LEFT_ARROW) and BoxX2 >= 0
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_UP_ARROW) and BoxX2 >= 0 and BoxY2 <= maxy
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_UP_ARROW) and BoxY2 <= maxy and BoxX1 <= maxx
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_DOWN_ARROW) and BoxX1 <= maxx and BoxY1 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_DOWN_ARROW) and BoxY1 >= 0 and BoxX2 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
end loop

Thursday, 30 May 2013

Today I have started completed the Game Menu, I still need to fix the color scheme and understand how to make the balls act in an array. I will work on this further at home so the true game will come into effect.
I also will work on the transition between  levels and understand how the game will gain power-ups etc..

View.Set ("graphics:1000;500,buttonbar,offscreenonly")
var BoxX1, BoxX2, BoxY1, BoxY2, BallX, BallY, BallRadius, move, BallRand, Color, font1, font2, font3 : int
var chars : array char of boolean
var chars1, chars2 : char
BoxX1 := maxx div 2
BoxX2 := maxx div 2.4
BoxY1 := maxy div 10
BoxY2 := maxy div 4.7
BallX := maxx - 12
BallY := maxy div 1.9
BallRadius := 12
move := 1
BallRand := Rand.Int (10, 1000)
Color := 30
font1 := Font.New ("Comic Sans:30:bold")
font2 := Font.New ("Comic Sans:10:bold")
font3 := Font.New ("Comic Sans :30:bold")
procedure GameMenu
    loop
        drawfillbox (0, 0, maxx, maxy, 103)
        Font.Draw ("Welcome to Umang's Hardest Game", maxx div 7, maxy div 2, font1, red)
        Font.Draw ("To Start Press, 'S' ", maxx div 2, maxy div 4, font2, red)
        Font.Draw ("To View Controls, Press 'C' ", maxx div 2, maxy div 6, font2, red)
        get chars1
        if chars1 = ('S')
                then
            exit
        elsif chars1 = ('C')
                then
            drawfillbox (0, 0, maxx, maxy, 103)
            Font.Draw ("Controls", maxx div 2, maxy div 1.4, font3, red)
            Font.Draw ("To Return, press 'R'", maxx div 1.5, maxy div 10, font2, red)
            Font.Draw ("To Start Press, 'S' ", maxx div 2, maxy div 4, font2, red)
            get chars2
            if chars2 = ('S')
                    then
                exit
            elsif chars2 = ('R')
                    then
            end if
        end if      
    end loop
end GameMenu
GameMenu
loop
    drawfillbox (0, 0, maxx, maxy, 149)
    drawfilloval (BallX, BallY, BallRadius, BallRadius, 30)
    drawfilloval (BallX, BallY + 50, BallRadius, BallRadius, 30)
    drawfillbox (BoxX1, BoxY1, BoxX2, BoxY2, Color)
    drawfilloval (BallX, BallY + 150, BallRadius, BallRadius, 30)
    drawfilloval (BallX, BallY + 100, BallRadius, BallRadius, 30)
    %  drawfilloval (BallX, BallY + 200, BallRadius, BallRadius, 30)
    %  drawfillbox (450, 500, 480, 470, 30)
    drawfillbox (maxx div 2.1, maxy div 1.4, maxx div 1.9, maxy div 1.01, 66)
    BallX := BallX - move
    %Font.Draw ("CheckPoint", maxx div 2.5, maxy div 1.08, font1, black)
    View.Update
    if BallX = BallRadius
            then
        move := -move
    elsif
            BallX = maxx - BallRadius
            then
        move := +1
    end if
    %CONTROLS
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW) and BoxY2 <= maxy
            then
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    elsif chars (KEY_DOWN_ARROW) and BoxY1 >= 0
            then
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    elsif chars (KEY_RIGHT_ARROW) and BoxX1 <= maxx
            then
        BoxX1 := BoxX1 + 1
        BoxX2 := BoxX2 + 1
    elsif chars (KEY_LEFT_ARROW) and BoxX2 >= 0
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_UP_ARROW) and BoxX2 >= 0 and BoxY2 <= maxy
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_UP_ARROW) and BoxY2 <= maxy and BoxX1 <= maxx
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_DOWN_ARROW) and BoxX1 <= maxx and BoxY1 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_DOWN_ARROW) and BoxY1 >= 0 and BoxX2 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
    if BallX + BallRadius = BoxX2 and BallY + BallRadius = BoxY2 or BallY + BallRadius = BoxY1 or BallY + BallRadius = (BoxY1 + BoxY2) div 2
            then
        move := -1
    end if
    if BallX = (BoxX1 + BoxX2) div 2 and BallY = BoxY1 or BallY = BoxY2
            then
        Color := Rand.Int (30, 256)
    end if
end loop

Second Day
Yesterday, I had created the balls moving and the checkpoint base. I hope to create the balls in an array so they will move in random directions  creating a greater level of difficulty for the user. I also need to create the game menu, which I think I can achieve today and also create the collisions between the balls and the checkpoint. My Code:
View.Set ("graphics:1000;500,buttonbar,offscreenonly")
var BoxX1, BoxX2, BoxY1, BoxY2, BallX, BallY, BallRadius, move, BallRand, Color, font1 : int
var chars : array char of boolean
BoxX1 := maxx div 2
BoxX2 := maxx div 2.4
BoxY1 := maxy div 10
BoxY2 := maxy div 4.7
BallX := maxx - 12
BallY := maxy div 1.9
BallRadius := 12
move := 1
BallRand := Rand.Int (10, 1000)
Color := 30
font1 := Font.New ("times new roman:30:bold")
loop
    drawfillbox (0, 0, maxx, maxy, 149)
    drawfilloval (BallX, BallY, BallRadius, BallRadius, 30)
    drawfilloval (BallX, BallY + 50, BallRadius, BallRadius, 30)
    drawfillbox (BoxX1, BoxY1, BoxX2, BoxY2, Color)
    drawfilloval (BallX, BallY + 150, BallRadius, BallRadius, 30)
    drawfilloval (BallX, BallY + 100, BallRadius, BallRadius, 30)
    %  drawfilloval (BallX, BallY + 200, BallRadius, BallRadius, 30)
    %  drawfillbox (450, 500, 480, 470, 30)
    drawfillbox (maxx div 3, maxy div 1.101, maxx div 1.5, maxy, 66)
    BallX := BallX - move
    Font.Draw ("CheckPoint", maxx div 2.5, maxy div 1.08, font1, black)
    View.Update
    if BallX = BallRadius
            then
        move := -move
    elsif
            BallX = maxx - BallRadius
            then
        move := +1
    end if
    %CONTROLS
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW) and BoxY2 <= maxy
            then
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    elsif chars (KEY_DOWN_ARROW) and BoxY1 >= 0
            then
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    elsif chars (KEY_RIGHT_ARROW) and BoxX1 <= maxx
            then
        BoxX1 := BoxX1 + 1
        BoxX2 := BoxX2 + 1
    elsif chars (KEY_LEFT_ARROW) and BoxX2 >= 0
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_UP_ARROW) and BoxX2 >= 0 and BoxY2 <= maxy
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_UP_ARROW) and BoxY2 <= maxy and BoxX1 <= maxx
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    end if
    if chars (KEY_RIGHT_ARROW) and chars (KEY_DOWN_ARROW) and BoxX1 <= maxx and BoxY1 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_DOWN_ARROW) and BoxY1 >= 0 and BoxX2 >= 0
            then
        delay (2)
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    end if
    if BallX + BallRadius = BoxX2 and BallY + BallRadius = BoxY2 or BallY + BallRadius = BoxY1 or BallY + BallRadius = (BoxY1 + BoxY2) div 2
            then
        move := -1
    end if
    if BallX = (BoxX1 + BoxX2) div 2 and BallY = BoxY1 or BallY = BoxY2
            then
        Color := Rand.Int (30, 256)
    end if

end loop

Tuesday, 28 May 2013

Blog First Post



Today in class, I created the general concept of my game. You are supposed to control a square past obstacles to make it to the checkpoint, at which point you will progress to the next level. In terms of  code, I worked on the graphics, the controls of the square and the check point line. For next class, I will try to create the obstacles and work on the further checkpoints

.%Summative
%Mr. Van Rooyen
%Umang Saksena
%ICS 201
View.Set ("graphics:1000;500,offscreenonly")
var BoxX1, BoxX2, BoxY1, BoxY2 : int
BoxX1 := maxx div 6
BoxX2 := maxx div 4.5
BoxY1 := maxy div 4
BoxY2 := maxy div 6
var chars : array char of boolean
var GoalBox1, GoalBox2, GoalBoxY1, GoalBoxY2 : int
GoalBox1 := 0
GoalBox2 := maxx
GoalBoxY1 := maxy div 1.11
GoalBoxY2 := maxy
loop
   
    drawfillbox (0, 0, maxx, maxy, 150)
    Draw.FillBox (GoalBox1, GoalBoxY1, GoalBox2, GoalBoxY2, 42)
    drawfillbox (BoxX1, BoxY1, BoxX2, BoxY2, 31)
    View.Update
    cls
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW)
            then
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
    elsif chars (KEY_DOWN_ARROW)
            then
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
    elsif chars (KEY_RIGHT_ARROW)
            then
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
    elsif chars (KEY_LEFT_ARROW)
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
    end if
    if chars (KEY_LEFT_ARROW) and chars (KEY_UP_ARROW)
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY2 := BoxY2 + 1
        BoxY1 := BoxY1 + 1
        delay (2)
    elsif chars (KEY_RIGHT_ARROW) and chars (KEY_UP_ARROW)
            then
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 + 1
        BoxY2 := BoxY2 + 1
        delay (2)
    elsif chars (KEY_DOWN_ARROW) and chars (KEY_RIGHT_ARROW)
            then
        BoxX2 := BoxX2 + 1
        BoxX1 := BoxX1 + 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
        delay (2)
    elsif chars (KEY_DOWN_ARROW) and chars (KEY_LEFT_ARROW)
            then
        BoxX2 := BoxX2 - 1
        BoxX1 := BoxX1 - 1
        BoxY1 := BoxY1 - 1
        BoxY2 := BoxY2 - 1
        delay (2)
    end if
end loop