Strict Import mojo Global game:MyGame Function Main:Int() game = New MyGame Return 0 End Function Const PDM_smlparticle%=0 Const PDM_medparticle%=1 Const PDM_bigparticle%=2 Const PDM_spark%=3 Global ASTEROIDS_NUM% = 6 Global ASTEROIDS_SIZE% = 4 ' Store the device width and height Global SCREEN_WIDTH% Global SCREEN_HEIGHT% ' Half of SCREEN_WIDTH and HEIGHT Global SCREEN_WIDTH2% Global SCREEN_HEIGHT2% ' Used for delta timing movement Global dt:DeltaTimer ' Screen states Const STATE_TITLE% = 1 Const STATE_GAME% = 2 Const STATE_GAME_OVER% = 3 Class MyGame Extends App Field player:Player Field cg%, cr%, cb% Field level% = 1 Field score% = 0 Field bestScore% = 0 Field FPS% = 60 ' Current game state Global gameState:Int = STATE_TITLE Method OnCreate:Int() ' Store the device width and height SCREEN_WIDTH = DeviceWidth() SCREEN_HEIGHT = DeviceHeight() SCREEN_WIDTH2 = SCREEN_WIDTH / 2 SCREEN_HEIGHT2 = SCREEN_HEIGHT / 2 ' Set the Random seed Seed = Millisecs() ' Create the delta timer dt = New DeltaTimer(FPS) SetUpdateRate FPS reset() Return 0 End Method Method OnLoading:Int() Cls 0,0,0 DrawText("Loading", SCREEN_WIDTH2, SCREEN_HEIGHT2, 0.5, 0) Return 0 End Method Method OnUpdate:Int() FPSCounter.update() dt.UpdateDelta() Select gameState Case STATE_TITLE Asteroid.updateAll() If KeyHit(KEY_SPACE) setState(STATE_GAME) Endif Case STATE_GAME player.Update() Bullet.updateAll() Asteroid.updateAll() Particle.updateAll() checkCollisions() clscolor() Case STATE_GAME_OVER Asteroid.updateAll() Particle.updateAll() If KeyHit(KEY_SPACE) setState(STATE_TITLE) reset() Endif End Select Return 0 End Method Method OnRender:Int() Select gameState Case STATE_TITLE Cls 0, 0, 0 Asteroid.drawAll() DrawText ("ASTEROIDS - MONKEY STYLE!", SCREEN_WIDTH2, SCREEN_HEIGHT2, 0.5, 0.5) DrawText ("BEST SCORE: "+Self.bestScore, SCREEN_WIDTH2, SCREEN_HEIGHT2 + 30, 0.5, 0.5) DrawText ("PRESS <space> TO PLAY", SCREEN_WIDTH2, SCREEN_HEIGHT2 + 60, 0.5, 0.5) Case STATE_GAME Cls cr, cg, cb player.draw() Bullet.drawAll() Asteroid.drawAll() Particle.drawAll() drawHUD() Case STATE_GAME_OVER Cls 0, 0, 0 Asteroid.drawAll() Particle.drawAll() DrawText ("GAME OVER!", SCREEN_WIDTH2, SCREEN_HEIGHT2, 0.5, 0.5) DrawText ("SCORE: "+score, SCREEN_WIDTH2, SCREEN_HEIGHT2 + 30, 0.5, 0.5) DrawText ("BEST SCORE: "+Self.bestScore, SCREEN_WIDTH2, SCREEN_HEIGHT2 + 60, 0.5, 0.5) DrawText ("PRESS <space> TO RETURN TO THE TITLE SCREEN", SCREEN_WIDTH2, SCREEN_HEIGHT2 + 90, 0.5, 0.5) End Select Return 0 End Method Method setState:Void(state:Int) gameState = state End Method clscolor:Void() If cr > 0 cr-=2*dt.delta Else cr = 0 Endif End Method Method reset:Void() Bullet.list.Clear() Asteroid.list.Clear() Particle.list.Clear() cg = 0 cr = 0 cb = 0 level = 1 ASTEROIDS_NUM = 6 ASTEROIDS_SIZE = 4 score = 0 player = New Player(SCREEN_WIDTH2, SCREEN_HEIGHT2) fillAsteroids(ASTEROIDS_NUM, ASTEROIDS_SIZE) End Method Method checkCollisions:Void() For Local a:Asteroid = Eachin Asteroid.list If dist(player.x, player.y, a.x, a.y) <= a.avgrad If cr = 0 Then cr = Rnd(100, 155) player.shield-=2 Endif For Local b:Bullet = Eachin Bullet.list If a <> Null Then If dist(b.x, b.y, a.x, a.y) <= a.avgrad a.life = a.life - 1 b.life = 0 For Local t%=1 To 4 New Particle(a.x, a.y, Rnd(-8,8), Rnd(-8,8), 0.95, 30, PDM_spark, 255, 192, 64, 16) Next For Local t%=1 To 4 New Particle(a.x, a.y, Rnd(-4,4), Rnd(-4,4), 0.95, 60, PDM_smlparticle, 160, 160, 160, 0) Next Endif If a.life <= 0 For Local t%=1 To 8 New Particle(a.x,a.y,Rnd(-10,10),Rnd(-10,10),0.95,30,PDM_spark,255,192,64,64) Next For Local t%=1 To 6 New Particle(a.x,a.y,Rnd(-6,6),Rnd(-6,6),0.95,30,PDM_medparticle,255,192,64,128) Next For Local t%=1 To 6 New Particle(a.x,a.y,Rnd(-8,8),Rnd(-8,8),0.99,60,PDM_smlparticle,160,160,160,0) Next For Local t%=1 To 5 New Particle(a.x,a.y,Rnd(-6,6),Rnd(-6,6),0.99,60,PDM_medparticle,160,160,160,0) Next For Local t%=1 To 4 New Particle(a.x,a.y,Rnd(-4,4),Rnd(-4,4),0.99,60,PDM_bigparticle,160,160,160,0) Next If a.size > 1 For Local t% = 1 To 2 New Asteroid(a.x, a.y, Rnd(-5,5), Rnd(-5,5), a.size-1) Next Endif Asteroid.list.Remove(a) a = Null score+=5 Endif Endif Next Next If Asteroid.list.Count() = 0 level+=1 ASTEROIDS_SIZE+=1 ASTEROIDS_NUM+=1 fillAsteroids(ASTEROIDS_NUM, ASTEROIDS_SIZE) Endif End Method Method drawHUD:Void() DrawText ("LEVEL: "+level, 0, 0) DrawText("SCORE: "+score, SCREEN_WIDTH, 0, 1, 0) FPSCounter.draw(SCREEN_WIDTH,SCREEN_HEIGHT, 1, 1) End Method Method fillAsteroids:Void(num%, size%) Local tx# Local ty# For Local t% = 1 To num Repeat tx=Rnd(640) ty=Rnd(480) Until ( tx<280 or="" tx="">360 ) And ( ty<200 or="" ty="">280 ) New Asteroid(tx, ty, Rnd(-3,3), Rnd(-3,3), size+Rnd(1)) Next End Method End Class Class Sprite Field xv# ,yv# Field x#, y# Field rotation# End Class Class Player Extends Sprite Field angVel# Field velmul# Field vel# Field acc# Field drag# 'Field xv#,yv# Field xa#,ya# Field firedel# Field ship_angvel# Field ship_acc# Field ship_velmul# Field ship_firedel# Field shield#=100 Method New(x#, y#) Self.x = x Self.y = y ship_angvel = 6 ship_acc = 0.16 ship_velmul = -0.0005 ship_firedel = 4 shield = 100 End Method Method Update:Void() If KeyDown(KEY_UP) acc = ship_acc drag = vel * ship_velmul Else If KeyDown(KEY_DOWN) drag = vel * ship_velmul * 50 Else acc = 0 drag = 0 End If If KeyDown(KEY_LEFT) rotation+=ship_angvel * dt.delta End If If KeyDown(KEY_RIGHT) rotation-=ship_angvel * dt.delta End If If KeyDown(KEY_SPACE) And Self.firedel<=0 Local tang#=Rnd(-4,4) New Bullet(x - (Sin(rotation)*8), y-(Cos(rotation)*8), xv - (Sin(rotation + tang ) *12), yv-(Cos(rotation + tang ) *12), 45, 255-Rnd(4), 192+Rnd(-4,4), 64+Rnd(4,4)) firedel = ship_firedel Endif firedel-=dt.delta xa = (drag * xv) - (Sin(rotation) * acc) ya = (drag * yv) - (Cos(rotation) * acc) xv = xv + xa *dt.delta yv = yv + ya * dt.delta x = x + xv * dt.delta y = y + yv * dt.delta vel = dist(0, 0, xv, yv) ' If x < 0 x = SCREEN_WIDTH If x > SCREEN_WIDTH x = 0 If y < 0 y = SCREEN_HEIGHT If y > SCREEN_HEIGHT y = 0 If shield <= 0 For Local t%=1 To 18 New Particle( x, y,Rnd(-10,10),Rnd(-10,10),0.95,130,PDM_spark,255,192,64,64) Next For Local t%=1 To 16 New Particle( x, y,Rnd(-6,6),Rnd(-6,6),0.95,130,PDM_medparticle,255,192,64,128) Next For Local t%=1 To 16 New Particle( x, y,Rnd(-8,8),Rnd(-8,8),0.99,160,PDM_smlparticle,160,160,160,0) Next For Local t%=1 To 15 New Particle( x, y,Rnd(-6,6),Rnd(-6,6),0.99,160,PDM_medparticle,160,160,160,0) Next For Local t%=1 To 14 New Particle( x, y,Rnd(-4,4),Rnd(-4,4),0.99,160,PDM_bigparticle,160,160,160,0) Next If game.score>game.bestScore game.bestScore = game.score Endif game.setState(STATE_GAME_OVER) Endif End Method Method draw:Void() Local x1# = x-(Sin(rotation) * 10) Local y1# = y-(Cos(rotation) * 10) Local x2# = x-(Sin(rotation + 140 ) * 8) Local y2# = y-(Cos(rotation + 140 ) * 8) Local x3# = x-(Sin(rotation - 140 ) * 8) Local y3# = y-(Cos(rotation - 140 ) * 8) SetColor 255, 255, 255 DrawLine x1, y1, x2, y2 DrawLine x2, y2, x3, y3 DrawLine x3, y3, x1, y1 SetAlpha 0.5 If shield < 50 Then SetColor 255,0,0 DrawRect 10,SCREEN_HEIGHT - 15, Self.shield, 10 SetAlpha 1 SetColor 255,0,0 End Method End Class Class Bullet Extends Sprite Global list:List<bullet> = New List<bullet> Field life# Field cr%, cg%, cb% Method New(x#,y#,xv#,yv#,life#,cr%,cg%,cb%) Self.x = x Self.y = y Self.xv = xv Self.yv = yv Self.life = life Self.cr = cr Self.cg = cg Self.cb = cb list.AddLast Self End Method Function updateAll:Void() If Not list Return For Local b:Bullet = Eachin list b.update() If b.life < 0 Bullet.list.Remove(b) b = Null Endif Next End Function Method update:Void() x = x + xv * dt.delta y = y + yv * dt.delta life-=dt.delta If x < 0 x = SCREEN_WIDTH If x > SCREEN_WIDTH x = 0 If y < 0 y = SCREEN_HEIGHT If y > SCREEN_HEIGHT y = 0 End Method Function drawAll:Void() If Not list Return For Local b:Bullet = Eachin list b.draw() Next End Function Method draw:Void() Local tmul# If life <= 15.0 tmul = life / 15.0 Else tmul = 1.0 Endif SetColor cr*tmul, cg*tmul, cb*tmul DrawLine x, y, x + xv, y + yv End Method End Class Class Asteroid Extends Sprite Global list:List<asteroid> = New List<asteroid> Field ang#,angvel# Field rad#[9] Field avgrad# Field size% Field life% Field cr%, cg%, cb% Method New(x#,y#,xv#,yv#,size%) Self.x =x Self.y =y Self.xv =xv Self.yv =yv Self.ang =Rnd(360) Self.angvel =Rnd(-6,6) Self.size=size Self.life=size Local tcol% = Rnd(-48,48) Self.cr=128+tcol Self.cg=128+tcol Self.cb=128+tcol ' Create "Rockiness" Self.avgrad =0 For Local t% = 0 To 7 Self.rad [t]=size*8.0+Rnd(-size*4.0,size*4.0) Self.avgrad =Self.avgrad +Self.rad[t] Next Self.avgrad =Self.avgrad /6.0 Self.rad[8] = Self.rad[0] list.AddLast Self End Method Function drawAll:Void() If Not list Return For Local b:Asteroid = Eachin list b.draw() Next End Function Function updateAll:Void() If Not list Return For Local b:Asteroid = Eachin list b.update() Next End Function Method update:Void() Self.x =Self.x +Self.xv * dt.delta Self.y =Self.y +Self.yv * dt.delta Self.rotation =Self.rotation +Self.angvel * dt.delta If Self.x <-Self.avgrad Then Self.x =Self.x + SCREEN_WIDTH + Self.avgrad *2 If Self.x >SCREEN_WIDTH+Self.avgrad Then Self.x =Self.x - SCREEN_WIDTH - Self.avgrad *2 If Self.y <-Self.avgrad Then Self.y =Self.y + SCREEN_HEIGHT + Self.avgrad *2 If Self.y >SCREEN_HEIGHT+Self.avgrad Then Self.y =Self.y - SCREEN_HEIGHT - Self.avgrad *2 End Method Method draw:Void() Local tmul# = 360.0 / 8.0 SetColor cr, cg, cb For Local t% = 0 To 7 DrawLine x-(Sin(rotation+(t)*tmul)*rad[t]),y-(Cos(rotation+(t)*tmul)*rad[t]),x-(Sin(rotation+(t+1)*tmul)*rad[t+1]),y-(Cos(rotation+(t+1)*tmul)*rad[t+1]) Next End Method End Class Class Particle Extends Sprite Global list:List<particle> = New List<particle> Field vm# Field life#,mlife# Field drawmode% Field cr%,cg%,cb% Field cflash% Method New(x#,y#,xv#,yv#,vm#,life#,drawmode%,cr%,cg%,cb%,cflash%) Self.x=x Self.y=y Self.xv=xv Self.yv=yv Self.vm=vm Self.life=life Self.mlife=life Self.drawmode=drawmode Self.cr=cr Self.cg=cg Self.cb=cb Self.cflash=cflash list.AddLast Self End Method Function updateAll:Void() If Not list Return For Local b:Particle = Eachin list b.update() Next End Function Function drawAll:Void() If Not list Return For Local b:Particle = Eachin list b.draw() Next End Function Method update:Void() Self.x =Self.x +Self.xv *dt.delta Self.y =Self.y +Self.yv *dt.delta Self.xv =Self.xv *(1.0-(1.0-Self.vm )*dt.delta ) Self.yv =Self.yv *(1.0-(1.0-Self.vm )*dt.delta ) Self.life =Self.life -dt.delta If Self.life <0 then="" selflife="0" if="" listremoveself="" endif="" end="" method="" draw:void="" local="" tmul="Self.life" selfmlife="" tfls="Rnd(-Self.cflash,Self.cflash)" setcolor="" limit="" selfcrtmul="" tfls0255limit="" selfcgtmul="" selfcb="" tmultfls0255="" select="" selfdrawmode="" case="" pdm_smlparticle="" drawrect="" selfx="" selfy="" 1="" pdm_medparticle="" drawoval="" -1selfy="" -133="" pdm_bigparticle="" -2selfy="" -255="" pdm_spark="" drawline="" selfxv="" selfyv="" class="" fpscounter="" abstract="" global="" fpscount:int="" starttime:int="" totalfps:int="" function="" update:void="" millisecs="" -="" starttime="">= 1000 totalFPS = fpsCount fpsCount = 0 startTime = Millisecs() Else fpsCount+=1 Endif End Function Function draw:Void(x% = 0, y% = 0, ax# = 0, ay# = 0) DrawText("FPS: " + totalFPS, x, y, ax, ay) End Function End Class ' From James Boyd Class DeltaTimer Field targetfps:Float = 60 Field currentticks:Float Field lastticks:Float Field frametime:Float Field delta:Float Method New (fps:Float) targetfps = fps lastticks = Millisecs() End Method UpdateDelta:Void() currentticks = Millisecs() frametime = currentticks - lastticks delta = frametime / (1000.0 / targetfps) lastticks = currentticks End End Function dist#(x1#,y1#,x2#,y2#) Return Sqrt(Pow((x1-x2),2) + Pow((y1-y2),2)) End Function Function limit#(value#,low#,high#) If value < low Then Return low If value > high Then Return high Return value End Function </particle></particle></asteroid></asteroid></bullet></bullet></space></space>