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ClockworkShooter.bmx
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ClockworkShooter.bmx
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Type cog
Field notches,pattern[],opattern[]
Field radius#
Field x#,y#
Field angle#,anstep#,ticks
Field links:tlist,parent:cog
Field depth,upnotch
Field shade#
Field shooters:tlist
Field health#
Field inplay
Function create:cog(pattern[],notches,radius#,x#,y#)
c:cog=New cog
c.notches=notches
c.radius=radius
c.x=x
c.y=y
c.anstep=360.0/notches
c.links=New tlist
c.shade=.4
c.shooters=New tlist
c.health=10
i=0
c.pattern=New Int[notches]
c.opattern=New Int[notches]
For n=0 To notches-1
c.pattern[n]=pattern[i]
c.opattern[n]=c.pattern[i]
i=(i+1) Mod Len(pattern)
Next
cogs.addlast c
Return c
End Function
Method link(c:cog)
dx#=x-c.x
dy#=y-c.y
an#=ATan2(dy,dx)
oan#=an
If an<0 an=360+an
upnotch=(Int(an/c.anstep)+1) Mod c.notches
an=(c.anstep+1)*upnotch
d#=Sqr(dx*dx+dy*dy)
r#=radius+c.radius
x=c.x+r*Cos(oan)
y=c.y+r*Sin(oan)
c.links.addlast Self
depth=c.depth+1
shade=.8-.4^depth
parent=c
inplay=1
End Method
Method draw()
SetAlpha shade*.8
SetColor 255,25.5*health,25.5*health
DrawOval x-radius+4,y-radius+4,radius*2-8,radius*2-8
SetAlpha 1
SetColor 255,255,255
For i=0 To notches-1
an#=(i+ticks)*anstep+angle
c#=Cos(an)
s#=Sin(an)
sx#=x+c*(radius-4)
sy#=y+s*(radius-4)
If pattern[i]
ex#=x+c*(radius+4)
ey#=y+s*(radius+4)
Else
ex#=x+c*(radius-2)
ey#=y+s*(radius-2)
EndIf
DrawLine sx,sy,ex,ey
Next
For sh:shooter=EachIn shooters
sh.draw()
Next
End Method
Method turn(an#)
health:+Abs(an)*.005
If health>10
health=10
If Rand(1000)
i=Rand(0,notches-1)
pattern[i]=opattern[i]
EndIf
EndIf
angle:+an
While Abs(angle)>anstep
dir=Sgn(angle)
tick(dir)
angle:-anstep*dir
Wend
For c:cog=EachIn links
notch=(c.upnotch + ticks) Mod notches
If notch<0 Then notch=notches+notch
If pattern[notch]
c.turn(-an*radius/c.radius)
EndIf
Next
End Method
Method tick(dir)
ticks:+dir
For s:shooter=EachIn shooters
s.shoot()
Next
i=Rand(0,3)
notch=ticks Mod notches
If notch<0 notch:+notches
If pattern[notch]
channel=CueSound(ticknoises[i])
Else
channel=CueSound(tocknoises[i])
EndIf
SetChannelRate channel,50/radius
SetChannelVolume channel,1.0/notches
ResumeChannel channel
End Method
Method place()
l:cog=Null
For c:cog=EachIn cogs
If c<>Self
dx#=c.x-x
dy#=c.y-y
d#=dx*dx+dy*dy
tr=c.radius+radius
If d<tr*tr+100
If l<>Null
Return 0
Else
l=c
EndIf
EndIf
EndIf
Next
If l
link(l)
Return 1
Else
Return 0
EndIf
End Method
Method hit(s:shot)
dx#=s.x-x
dy#=s.y-y
an#=ATan2(dy,dx)
If an<0 an=360+an
upnotch=(Int(an/anstep)+1-ticks) Mod notches
If upnotch<0 Then upnotch:+notches
If pattern[upnotch]
pattern[upnotch]=0
Else
health:-1
If health<=0 die()
EndIf
End Method
Method die()
If parent
parent.links.remove Self
cogs.remove Self
For c:cog=EachIn links
c.die()
Next
EndIf
explode(x,y,Rand(80,100))
End Method
End Type
Type shooter
Field tick
Field shotpattern[],anglepattern[]
Field mycog:cog
Function create:shooter(c:cog,shotpattern[],anglepattern[])
s:shooter=New shooter
s.shotpattern=shotpattern
s.anglepattern=anglepattern
c.shooters.addlast s
s.mycog=c
Return s
End Function
Method shoot()
tick:+1
shotn=tick Mod Len(shotpattern)
angle=tick Mod Len(anglepattern)
If shotpattern[shotn]
shot.create(mycog.x,mycog.y,anglepattern[angle],1)
EndIf
End Method
Method draw()
SetColor 255,0,0
For i=0 To Len(anglepattern)-1
DrawLine mycog.x,mycog.y,mycog.x+Cos(anglepattern[i])*mycog.radius,mycog.y+Sin(anglepattern[i])*mycog.radius
Next
SetColor 255,255,255
End Method
EndType
Type shot
Field x#,y#,vx#,vy#
Field side
Function create:shot(x#,y#,angle#,side)
b:shot=New shot
b.x=x
b.y=y
b.vx=Cos(angle)*10
b.vy=Sin(angle)*10
b.side=side
shots.addlast b
Return b
End Function
Method update(delta#)
ox#=x
oy#=y
x:+vx*delta
y:+vy*delta
If x<0 Or x>800 Or y<0 Or y>800
shots.remove Self
EndIf
If side=1 'Cogs
hitship:ship=Null
For s:ship=EachIn ships
If oy<s.y-10 And y>s.y-10
If (ox<s.x-10 And x>s.x-10) Or (ox>s.x+10 And x<s.x+10)
hitship=s
EndIf
EndIf
If x>s.x-10 And x<s.x+10 And y>s.y-10 And y<s.y+10
hitship=s
EndIf
Next
If hitship
hitship.hit()
shots.remove Self
EndIf
Else 'Ships
hitcog:cog=Null
mindist=-1
For c:cog=EachIn cogs
If c.inplay
dx#=c.x-x
dy#=c.y-y
d#=dx*dx+dy*dy
If d<c.radius*c.radius And (d<mindist Or mindist=-1)
hitcog=c
mindist=d
EndIf
EndIf
Next
If hitcog
shots.remove Self
hitcog.hit(Self)
EndIf
EndIf
End Method
Method draw()
DrawRect x-2,y-2,4,4
End Method
End Type
Type ship
Field x#,y#
Field vx#
Field rate
Field tx#,dir
Field speed#
Field angle#
Function create:ship(x#,y#)
g:ship=New ship
g.x=x
g.y=y
g.rate=Rand(10,50)
g.speed#=Rnd(.1,1)
ships.addlast g
g.picktarget()
Return g
End Function
Method picktarget()
d=0
For c=0 To 3
d:+Rnd(.1,3)*100*speed
Next
minx=x-d
maxx=x+d
If minx<0 minx=0
If maxx>800 maxx=800
tx=Rnd(minx,maxx)
dir=Sgn(tx-x)
End Method
Method draw()
l#=Abs(vx)*5
x1#=x+l*Cos(-angle+135)
y1#=y+5+l*Sin(-angle+135)
x2#=x+l*Cos(-angle+45)
y2#=y+5+l*Sin(-angle+45)
DrawLine x,y+5,x1,y1
DrawLine x,y+5,x2,y2
DrawLine x1,y1,x2,y2
Local poly#[]=[x,y+5,x1,y1,x2,y2]
a#=Abs(vx)/5+.5
If a>1 a=1
SetColor 255,200*(a+Rnd(-.2,.2)),0
SetAlpha a
DrawPoly poly
SetAlpha .5
SetColor 255,255,255
'DrawLine x2,y2,x3,y3
'DrawLine x3,y3,x1,y1
poly=[x-10,y+10,x+10,y+10,x,y-10]
DrawPoly poly
SetAlpha 1
DrawLine x-10,y+10,x+10,y+10
DrawLine x-10,y+10,x,y-10
DrawLine x+10,y+10,x,y-10
End Method
Method update(delta#)
vx:+dir*.5*delta*speed
vx:*.95
x:+vx*delta
If Sgn(tx-x)<>dir Then picktarget()
angle#=-vx*5
If y>780
y:-.5
Else
If Rand(rate)=1
shot.create(x,y,-90-angle,0)
EndIf
EndIf
End Method
Method hit()
ships.remove Self
explode(x,y,Rand(10,30))
End Method
End Type
Type spark
Field x#,y#,vx#,vy#,life#
Function create:spark(x#,y#,vx#,vy#,life)
e:spark=New spark
e.x=x
e.y=y
e.vx=vx
e.vy=vy
e.life=life
sparks.addlast e
Return e
End Function
Method update(delta#)
slow#=(1-.1*delta)
vx:*slow
vy:*slow
x:+vx*delta
y:+vy*delta
life:-1
If life=0
sparks.remove Self
EndIf
End Method
Method draw()
SetColor 25*Rand(5,10),25*Rand(5,10),0
DrawRect x+Rand(-2,2),y+Rand(-2,2),1,1
SetColor 255,255,255
End Method
End Type
Function explode(x#,y#,oomf)
For c=1 To oomf
an#=Rnd(360)
v#=Rnd(.8,1)*oomf*.1
spark.create(x,y,Cos(an)*v,Sin(an)*v,oomf)
Next
End Function
Global cogs:tlist=New tlist
Global shots:tlist=New tlist
Global ships:tlist=New tlist
Global sparks:tlist=New tlist
Global ticknoises:TSound[4]
Global tocknoises:TSound[4]
For i=1 To 4
ticknoises[i-1]=LoadSound("tick"+String(i)+".wav")
tocknoises[i-1]=LoadSound("tock"+String(i)+".wav")
Next
Graphics 800,800,0
SetBlend ALPHABLEND
Global maincog:cog=cog.create([1],16,50,400,100)
maincog.inplay=1
'c:cog=cog.create([1,1,1,0,1,1,0,0],16,25,500,400)
'c.link(maincog)
'c2:cog=cog.create([1,0,1,1,1,0],24,75,600,400)
'c2.link(c)
'c3:cog=cog.create([1],6,25,550,450)
'c3.link(c2)
's:shooter=shooter.create(c3,[1],[80,100])
'c3:cog=cog.create([1],18,25,650,450)
'c3.link(c2)
's:shooter=shooter.create(c3,[1,1,0],[80,100])
'c:cog=cog.create([1,0,1,1],24,100,300,400)
'c.link(maincog)
'c2:cog=cog.create([1],24,25,300,450)
'c2.link(c)
's:shooter=shooter.create(c2,[1],[90,75,90,115])
ship.create(400,810)
placecog:cog=Null
placecogr#=0
ms=MilliSecs()
lasttick=ms
Global shiprate#=100
While Not KeyHit(KEY_ESCAPE)
DrawText "Left click to create and place cogs! Right click to reject a cog",0,0
mx=MouseX()
my=MouseY()
oldms=ms
ms=MilliSecs()
delta#=(ms-oldms)/20.0
maincog.turn(delta)'*.5)
For c:cog=EachIn cogs
c.draw()
Next
For g:ship=EachIn ships
g.update(delta)
g.draw()
Next
For b:shot=EachIn shots
b.update(delta)
b.draw()
Next
For e:spark=EachIn sparks
e.update(delta)
e.draw()
Next
'If Len(ships)=0 Then shiprate:*.8
If Rand(shiprate)=1
ship.create(Rand(800),810)
EndIf
shiprate:*.9999
If placecog
placecog.x=mx
placecog.y=my
placecog.radius:*1.05
If placecog.radius>placecogr# placecog.radius=placecogr
SetAlpha .5
ox#=mx+placecogr
oy#=my
For an=0 To 360 Step 15
x#=mx+Cos(an)*(placecogr-4)
y#=my+Sin(an)*(placecogr-4)
DrawLine ox,oy,x,y
ox=x
oy=y
Next
SetAlpha 1
Else
plen=Rand(1,8)
Local pattern[]=New Int[plen]
pattern[0]=1
For i=1 To plen-1
pattern[i]=Rand(0,1)
Next
target=Rand(plen,48)
If target=1 target=2
notches=plen
While notches<target
d=target/notches
If d=1 Then d=2
notches:*Rnd(2,d)
Wend
placecogr#=Rand(3,15)*5
placecog=cog.create(pattern,notches,5,Rnd(800),Rnd(800))
If Rand(3)=1
splen=Rand(1,5)
aplen=Rand(1,5)
Local spattern[]=New Int[splen]
Local apattern[]=New Int[aplen]
spattern[0]=1
For i=1 To splen-1
spattern[i]=Rand(0,1)
Next
apattern[0]=90
For i=1 To aplen-1
an=90
For n=0 To 4
an:+Rnd(-3,3)*5
Next
apattern[i]=an
Next
s:shooter=shooter.create(placecog,spattern,apattern)
EndIf
EndIf
If MouseHit(1)
If placecog
If placecog.radius=placecogr
If placecog.place() Then placecog=Null
EndIf
EndIf
EndIf
If MouseHit(2)
If placecog
cogs.remove placecog
placecog=Null
EndIf
EndIf
Flip
Cls
Wend