mirror of
https://github.com/sehugg/8bitworkshop.git
synced 2024-11-26 10:49:17 +00:00
819 lines
22 KiB
QBasic
819 lines
22 KiB
QBasic
rem +-----------------------------------------+
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rem | Road Blaster | 386 bytes free |
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rem | for batariBasic | -> tested using |
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rem | by Steve Engelhardt | bleeding edge |
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rem | v0.65 (2/8/2006) | build 99a |
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rem +-----------------------------------------+
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rem
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rem Version Notes
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rem 0.42 working - car can now slow down by pressing down (Added 8.8 variables & fixed point math)
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rem 0.43 working - player car slows down when hitting side of road
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rem 0.44 working - slowdown when player car hits enemy car
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rem 0.45 working - enemy missile causes car to bouce sideways a little
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rem 0.46 testing - added some audio code - can't test it yet (.048 removed audio code to save ROM Space)
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rem 0.47 working - Bugfix in diff A switch - made it so it only doubles size of car - no speed increase.
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rem 0.48 working - car changes colors when hit - game pauses at the end.
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rem 0.49 working - missile now properly disappears when it hits an enemy car (missile0y=0 & q=0).
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rem 0.50 working - Saved 840 bytes by changing title screen pf data to data tables. :)
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rem 0.51 working - Audio Routines added and working.
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rem 0.52 working - Bugfix - if you held down on the joystick - enemy missiles would fire from the top
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rem of the screen before the cars appeared there. It's been fixed.
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rem 0.53 working - Bugfix - Setting difficulty to A - now the missile fires from the center of the
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rem double sized player car.
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rem 0.54 working - scoring change. 20pts every frame. -10 when you slow down, +10 when you speed up.
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rem 0.55 working - implementing difficulty level increase during game.
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rem cars start off in relatively straight track. (1st 4-7 scrolls)
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rem cars start zig zagging (scroll 8-21) - cars turn yellow
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rem cars start skidding l/r randomly (scroll 21+) - cars turn purple
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rem cars & missiles speed up (scroll 30+) - cars turn red
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rem 0.56 working - 2nd enemy car now turns into a powerup sprite when the other is hit.
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rem Powerup increases car's hitpoints by +1 per frame while it's touching it.
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rem 0.57 working - bugfix - left car doesn't disappear when shooting it at the beginning of the game.
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rem 0.58 working - bugfix - powerup code seems to be working correctly now.
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rem 0.59 working - revamping powerup code - now appears randomly, but stil causes damage to car.
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rem 0.60 working - random powerup code works. Shooting one car will sometimes change the other
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rem into a powerup, and sometimes it will remain a car. The powerup that appears does actually
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rem increase your health, and hitting the remaining car does damage...it seems to be working.
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rem 0.61 testing - Now back to trying to get that 2nd car to disappear when hit. :(. Widened the roadside.
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rem 0.62 testing - if you shoot the left car first, the cars dissappear individually now when you shoot them.
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rem if you shoot the right car first, the left car then shifts position to the left instead
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rem of disappearing.
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rem 0.63 working - you can now shoot each car individually, and they will both disappear individually.
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rem powerups now appear at random, and will increase your car's health.
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rem 0.64 working - powerups now won't fire at you - the missile resets to 0 when they appear.
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rem 0.65 testing - color tweaking - road changed to brown, 3rd level cars brighter purple
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rem
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rem
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rem Dev Notes/To Do List for future revisions:
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rem
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rem X-1. Make the cars "do something" when they're hit - move down, left or right a little, or shake. Right now
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rem enemy missiles and cars just pass right through you.
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rem :::--> Done.
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rem X-2. Scroll Speed Tweaking -- I'll try to add the ability to slow your car down by pressing down on the
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rem joystick make hitting the side of the road slow you down & hitting an enemy car should also slow you.
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rem :::--> Done.
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rem X-3. Change Human Player sprite so the tires move when you go left and right.
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rem :::--> Done.
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rem X-4. Variations on Enemy Car movement - it's pretty predictable right now.
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rem :::--> Done, although it may need tweaking.
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rem X-5. I may play with the enemy car shots a bit - I like the moving missile now, but I could provide the option for
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rem enemy car shots that don't move.
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rem :::--> I'm going to leave the enemy shots as they are.
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rem X-6. I need to add sound to the game.
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rem :::--> Done.
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rem X-7. I may try and implement a "pause" feature with the color/bw switch -- just to see if I can do it.
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rem :::--> I Changed my mind - this game doesn't really need that, and I'm running out of free bytes.
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rem X-8. Update Car Sprites - they're functional but could be better.
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rem :::--> Done.
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rem X-9. Increase scoring rate when driving faster; decrease when driving slower.
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rem :::--> Done.
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rem X10. Progressively increase difficulty
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rem :::--> It works, but may need to be tweaked later.
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rem X11. Add in a way to repair your car; perhaps by picking up an object off the road or something;
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rem or just repairing at certain point levels rem (evey 20,000 points? Every 50,000?)
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rem :::--> Cars are repaired by picking up powerups. A powerup appears in place of the 2nd car when one is hit.
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rem X12. If a powerup appears, make sure it doesn't fire at you.
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rem :::--> Done.
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rem 13. Make sure cars don't scroll off the road.
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rem :::--> Testing, testing, testing.
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rem
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rem
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rem V103 Changes
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rem Right Difficulty switch will now remove roadblocks
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rem Color/BW switch toggles between normal mode and invincible (practice) mode
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rem Title Screen Changed
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rem Road narrowed, the wide road caused the screen to roll on real hardware
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rem Erratic l/r movement removed on fastest enemy car speed
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rem
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rem V105 Changes
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rem Audio sound added to death
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rem Road flashes at death
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rem time screen pauses at death increased a little bit
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rem Powerups do not appear if you're pushing up on the joystick to go faster.
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rem scroll speed slows when you slow down, does not increase when you push up.
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rem
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init
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include fixed_point_math.asm
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set romsize 8k
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rem set debug cycles
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rem
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rem ** Use 8.8 variables for enemy car & missile scrolling
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rem
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dim scroll=m.n
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dim mis=k.j
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rem
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rem -------------
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rem Set Variables
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rem -------------
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a=0 : rem A = The Enemy Car's X Position + 8
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b=82 : rem X Position of Ball
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c=0 : rem Hitpoint Counter for Enemy Car Collision
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d=0 : rem
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rem e is not used
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f=0 : rem counter
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rem g is not used
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h=0 : rem H is used as a flag to know when NUSIZ1 has been changed to 0
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i=0 : rem Flag for Displaying Title Screen
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j=0 : rem part of mis 8.8 variable
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k=0 : rem part of mis 8.8 variable
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rem l=0 : rem l is a random number generator for choosing enemy car sprites
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m=0 : rem part of scroll 8.8 variable
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n=0 : rem part of scroll 8.8 variable
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o=0 : rem counter
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p=85 : rem Y Position of Player 0 (Human Car)
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q=0 : rem missile0 firing
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r=0 : rem pause timer
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s=30
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scroll=1.0 : rem Y Position of Player 1 (Enemy Car)
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t=0 : rem Scroll counter
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u=94 : rem X Position of Player 1 (Enemy Car)
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rem v=0 : rem V is random number generator for placing roadblocks
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W=0 : rem color flag
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x=75 : rem X Position of Player 0 (Human Car)
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y=16 : rem color cycler
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z=0 : rem Z is a flag - when it equals 1, an enemy car has been hit by a missile.
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mis=1.0
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missile0x=0:missile0y=0
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missile1x=0:missile1y=0
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COLUP1=208:COLUP0=0
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rem
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rem -------------
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rem Set Colors
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rem -------------
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COLUPF=160: rem was 144
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COLUBK=0
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CTRLPF=$35
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scorecolor=246
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rem
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rem -----------------------------
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rem Draw RoadBlaster Title Screen
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rem -----------------------------
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intro
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g=g+1
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if g=2 then pfscroll down :g=0
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y=y+1
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if y<17 then y=16
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if y>29 then y=16
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rem
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rem -----------------------------
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rem Draw RoadBlaster Title Screen
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rem -----------------------------
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pfpixel 7 1 on : pfpixel 25 1 on
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pfpixel 7 2 on : pfpixel 25 2 on
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pfpixel 7 3 on : pfpixel 25 3 on
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pfpixel 7 4 on : pfpixel 25 4 on
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pfpixel 7 5 on : pfpixel 25 5 on
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pfpixel 7 6 on : pfpixel 25 6 on
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pfpixel 7 7 on : pfpixel 25 7 on
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pfpixel 7 8 on : pfpixel 25 8 on
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pfpixel 7 9 on : pfpixel 25 9 on
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COLUP0=64
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COLUP1=y:rem was 46
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NUSIZ1=$05
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NUSIZ0=$27
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AUDV0=0:AUDV1=0
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player1:
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%00100011
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%00100100
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%00111110
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%00100001
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%00111110
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%00000000
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%00000000
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%00011111
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%00100000
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%00111100
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%00100000
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%00011111
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%00000000
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%00000000
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%00000100
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%00000100
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%00000100
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%00111111
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%00000000
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%00000000
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%00111111
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%00000001
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%00111111
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%00100000
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%00111111
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%00000000
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%00000000
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%00100001
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%00111111
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%00100001
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%00011110
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%00000000
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%00000000
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%00111111
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%00100000
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%00100000
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%00100000
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%00000000
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%00000000
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%00111110
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%00100001
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%00111110
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%00100001
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%00111110
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00111110
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%00100001
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%00100001
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%00111110
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%00000000
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%00000000
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%00100001
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%00111111
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%00100001
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%00011110
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%00000000
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%00000000
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%00111111
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%00100001
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%00100001
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%00111111
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%00000000
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%00000000
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%00100011
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%00100100
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%00111110
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%00100001
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%00111110
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end
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player0:
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%00000000
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%01000010
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%01111110
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%01111110
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%00111100
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%00011000
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%00011000
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%00011000
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%10011001
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%10011001
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%11111111
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%11111111
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%10011001
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%10011001
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%00011000
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%00011000
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%00011000
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%00011000
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%10011001
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%10011001
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%11111111
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%11111111
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%10011001
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%10011001
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%00011000
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%00011000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00000000
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%00011000
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%00011000
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%10111101
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%10111101
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%11111111
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%11111111
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%10111101
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%10111101
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%00111100
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%00111100
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%00111100
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%10111101
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%10100101
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%11100111
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%11100111
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%11100111
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%10111101
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%10111101
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%00111100
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%00011000
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%01111110
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%01000010
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%01111110
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%01000010
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end
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drawscreen
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player1x=68:player1y=82
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player0x=88:player0y=83
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missile0height=2
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e=e+1
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missile0x=104:missile0y=s
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if s>52 then s=30
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if e=2 then s=s+1:e=0
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rem if s>52 then s=30
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t=0
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if i=1 then goto main
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rem
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rem ** when the game starts, flip the titlscreen off to clear the playfield
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rem
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if joy0down then i=1 : score=0 : g=0:i=0:goto intro2 : rem restart game if joystick is pushed down
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if switchreset then i=1 : score=0 : g=0:i=0:goto intro2 : rem restart game if the reset switch is pressed
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if joy0fire then i=1: score=0 : g=0:i=0:goto intro2
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goto intro
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intro2
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gosub MakeNewCar1
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s=0
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g=0
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e=0
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missile0x=0:missile0y=0
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rem --------------
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rem Main Game Loop
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rem --------------
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main
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y=y+1
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if y>250 then y=1
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rem if u>120 then u=u-1
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rem if u<64 then u=u+1
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if c<1 then c=1
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if switchbw then c=0 : rem if c=0, invincible mode
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if joy0up then goto audskip
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if joy0down then goto audskip
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AUDF0=18:AUDC0=14:AUDV0=10
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rem if scroll counter goes over 240, reset it back to highest speed level.
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if t>240 then t=31
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audskip
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if scroll > 90 then o=0
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if scroll > 96 then w=0 : h=0
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if scroll > 96 then u=94
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rem
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rem ** scroll is the Y Position of Enemy Car -- If the Y Position is less than 94, Scroll car down.
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rem ** T is a scroll counter. Every time the cars scroll through the screen once, t is incremented.
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rem
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e=e+1
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if e=2 && t < 10 then e=0:goto skipscroll
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if scroll < 97 then scroll=scroll+1.0 else scroll=0.0 : t=t+1
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if scroll < 97 && t > 35 then scroll=scroll+0.9 : mis=mis+0.9 : rem incr speed after 30 scrolls (Level 4)
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skipscroll
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gosub CarCreate
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rem
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rem -------------------------------------
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rem Random Enemy Car & Roadblock Behavior
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rem -------------------------------------
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rem
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rem if framecounter is less than 8, the cars will follow a straight track.
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v=rand
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if t > 30 then skipmv
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if t < 8 then goto skipmv : rem if framecounter is less than eight, skip l/r bouncing. (Level 1->2)
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rem if t > 20 && v > 215 then u=u-1 : rem randomly 'skids' computer car to the Left after 21 frames (Level 3)
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if t > 20 && v < 35 then u=u+1 : rem randomly 'skids' computer car to the Right after 21 frames
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skipmv
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rem
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rem ** The following will randomly generate the roadblock at 9 different X Positions.
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rem ** B is the X Position of the Ball
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rem
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if v=2 && scroll > 86 then b = 75 : rem Create Roadblock at X Position 75
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if v=234 && scroll > 86 then b = 105 : rem Create Roadblock at X Position 105
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if v=112 && scroll > 86 then b = 89 : rem Create Roadblock at X Position 89
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if v=50 && scroll > 86 then b = 81 : rem Create Roadblock at X Position 81
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if v=188 && scroll > 86 then b = 115 : rem Create Roadblock at X Position 115
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if v=166 && scroll > 86 then b = 79 : rem Create Roadblock at X Position 79
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if v=132 && scroll > 86 then b = 95 : rem Create Roadblock at X Position 95
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if v=176 && scroll > 86 then b = 111 : rem Create Roadblock at X Position 111
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rem if v=209 && scroll > 86 then b = 120: rem Create Roadblock at X Position 120
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if v < 10 then u=u+1 : rem cars start out in relatively straight track
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if v > 245 then u=u-2 : rem as soon as they hit a wall, they will start zig zagging
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if d>0 then COLUP1=22 : rem level 2 car color is yellow (if d is over 0, car is zigzagging)
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if t>20 && t<36 then COLUP1=104 : rem level 3 car color is purple
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if t>35 then COLUP1=68 : rem level 4 car color is red
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rem
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rem D is the left/right movement flag, set when the enemy car collides with playfield (side of road)
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rem
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if d=1 then u=u+1
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if d=2 then u=u-1
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skiplr
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rem
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rem ** Player 1 is the Computer Controlled Car
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rem
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rem ** Rem D will only equal zero once - when the game first starts.
|
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rem ** The next line is there to make sure a car is created when the game first starts.
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rem
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rem if d=0 then gosub MakeNewCar3
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rem
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rem ** Go to subroutine that randomly picks an enemy car sprite.
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rem
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rem gosub CarCreate
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rem
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rem ** Z is a flag - when it equals 1, an enemy car has been hit by a missile.
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rem ** If the cars have scrolled off the screen (scroll>94), this flag is reset to 0.
|
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rem ** W is a color flag set in the carhit subroutine
|
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rem
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if scroll > 96 then z=0
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rem
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rem ** Z Flag is set to 1 when collision occurs and Reset to Zero when cars scroll off the bottom of the screen.
|
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rem
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if z=0 then NUSIZ1=$01
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rem
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rem ** If Left Difficulty is set to A, the human car is twice as wide
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rem
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if switchleftb then NUSIZ0=$00 else NUSIZ0=$05
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rem
|
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rem ** W Flag is set during the carhit subroutine
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rem ** if w is 1 Change Player1 Car Color to Black
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rem
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rem if w=1 then COLUP1=0 else COLUP1=52
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rem
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rem ** Player1's X and Y Position.
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rem
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player1y=scroll : player1x=u
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skiplrm
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rem
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rem ** player0 is the Human car
|
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rem
|
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if joy0left then goto TurnCar1
|
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if joy0right then goto TurnCar2
|
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player0:
|
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%01111110
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%01000010
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%00111100
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%10100101
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%11100111
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%10111101
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%00111100
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%10011001
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%11111111
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%10011001
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end
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turned
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rem
|
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rem ** Set Playfield to scroll down
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rem
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if joy0down then skipscrl
|
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pfscroll down
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skipscrl
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g=g+1
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if g=2 then pfscroll down:g=0
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skipsc
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rem
|
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rem ** Set Human Car's Color and X/Y Position
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|
rem
|
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if c < 11 then COLUP0=128
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if c > 10 && c < 21 then COLUP0=60
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if c > 20 && c < 31 then COLUP0=30
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if c > 30 && c < 41 then COLUP0=64
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if c > 40 && c < 61 then COLUP0=y
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player0x=x : player0y=p
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rem
|
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rem ** Create the 2 sides of the Road
|
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rem
|
|
pfpixel 7 1 on : pfpixel 25 1 on
|
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pfpixel 7 3 on : pfpixel 25 3 on
|
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pfpixel 7 5 on : pfpixel 25 5 on
|
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pfpixel 7 7 on : pfpixel 25 7 on
|
|
pfpixel 7 9 on : pfpixel 25 9 on
|
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drawscreen
|
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rem
|
|
rem ** Create Roadblock
|
|
rem
|
|
if switchrightb then ballx=0:bally=0:goto skipb
|
|
ballx=b : bally=scroll+15 : ballheight=2
|
|
skipb
|
|
rem
|
|
rem ** Move Human Car (Player0)
|
|
rem
|
|
if joy0left then x=x-1
|
|
if joy0right then x=x+1
|
|
if joy0up then scroll=scroll+0.3 : mis=mis+0.5 : score=score+10 : AUDF0=12:AUDC0=14:AUDV0=10
|
|
if joy0down && scroll >=1 then scroll=scroll-0.3 : mis=mis-0.5 : score=score-10: AUDF0=24:AUDC0=14:AUDV0=10
|
|
rem
|
|
rem ** Detect Joystick Button press - fire missile
|
|
rem
|
|
if joy0fire && q<1 then AUDF1=8:AUDC1=1:AUDV1=15 : goto playerfires
|
|
if q>0 then q=q-2 : missile0y=q
|
|
if q>50 then AUDV1=0
|
|
rem
|
|
rem ** Enemy Cars fire back
|
|
rem
|
|
if scroll >35 && t<10 then goto fireskip : rem when car is really slow, don't fire twice
|
|
if scroll >50 && t<36 then goto fireskip : rem in invincible mode, if cars are stuck together at bottom, don't fire again.
|
|
if scroll >60 && t>35 then goto fireskip : rem let bullets get all the way to the bottom before resetting
|
|
if h=1 then goto fireskip : rem if powerup is activated, don't fire.
|
|
if scroll<=1 then mis=1.0 : AUDF1=13:AUDC1=1:AUDV1=9
|
|
if mis > 18 then AUDV1=0
|
|
missile1y=mis : missile1x=u : missile1height=6
|
|
mis=mis+2.0
|
|
goto pskip
|
|
fireskip
|
|
missile1y=0: missile1x=0
|
|
pskip
|
|
rem
|
|
rem ---------------------------
|
|
rem Collision Routines
|
|
rem ---------------------------
|
|
rem
|
|
rem
|
|
rem ** Don't allow Human car to drive off the road
|
|
rem
|
|
if collision(playfield,player0) && x > 75 then x=x-2
|
|
if collision(playfield,player0) && x < 75 then x=x+2
|
|
rem
|
|
rem ** When Computer Controlled car hits the playfield, bounce the other direction
|
|
rem
|
|
if collision(player1,playfield) && u > 100 then d=2
|
|
if collision(player1,playfield) && u < 80 then d=1
|
|
rem
|
|
rem ** When Human Controlled car hits the playfield, slow the car down.
|
|
rem
|
|
if collision(player0,playfield) && scroll >=1 then scroll=scroll-0.5 : mis=mis-0.5
|
|
rem
|
|
rem ** If Player Car hits Computer Car, increase hitpoint counter. At 60, end Game
|
|
rem ** C is increased by more than 1 during a collision - Don't know why.
|
|
rem
|
|
if collision(player1,player0) && w=1 then gosub addhitpoints
|
|
if w=1 then goto damageskip
|
|
if collision(player1,player0) then c=c+1 : if c=60 then r=120: goto thisisit
|
|
if collision(player1,player0) && scroll >=1 then scroll=scroll-1.5 : mis=mis-1.5
|
|
rem
|
|
rem ** If Player missile hits computer car, increase score by 1000
|
|
rem
|
|
if collision(player1,missile0) then missile0y=1 : goto carhit
|
|
rem
|
|
rem ** If Enemy missile hits player car, add damage to player car
|
|
rem
|
|
if collision(player0,missile1) && x > 75 then c=c+1 : x=x-2 : if c=60 then r=160: goto thisisit
|
|
if collision(player0,missile1) && x < 75 then c=c+1 : x=x+2 : if c=60 then r=160: goto thisisit
|
|
damageskip
|
|
rem
|
|
rem ** If Player car hits roadblock bouce away from it
|
|
rem
|
|
if collision(player0,ball) && u > 90 then x=x-6
|
|
if collision(player0,ball) && u < 90 then x=x+6
|
|
rem
|
|
rem ** Increase score by 20 (Just for staying alive)
|
|
rem
|
|
score=score+20
|
|
rem
|
|
rem ** Loop Back to Main
|
|
rem
|
|
goto main
|
|
rem
|
|
rem -----------------------
|
|
rem Fire Missile Subroutine
|
|
rem -----------------------
|
|
rem
|
|
playerfires
|
|
if !switchleftb then missile0x=x+10 else missile0x=x+4
|
|
q=80 : missile0y=75
|
|
missile0height=6
|
|
rem
|
|
goto main
|
|
rem
|
|
thisisit
|
|
rem
|
|
rem -----------------------------
|
|
rem 'Game Over' Screen Subroutine
|
|
rem -----------------------------
|
|
rem
|
|
rem ** This subroutine is kind of a leftover from a previous revision -
|
|
rem ** It changes some colors when the game ends.
|
|
AUDV0=0
|
|
rem COLUP0=0
|
|
rem COLUP1=0
|
|
rem scorecolor=208
|
|
goto eog
|
|
end
|
|
rem -----------------------------------
|
|
rem Enemy Car hit by Missile Subroutine
|
|
rem -----------------------------------
|
|
carhit
|
|
a=u
|
|
rem ** Score is increased by 1000 when the missile hits the enemy car
|
|
rem
|
|
rem ** I originally set missle0x=60 to hide the missile behind the side of the road
|
|
rem ** I changed this to missiley=0 to jump it up to the top of the screen when a car is hit.
|
|
z=1 : score = score + 1000 : missile0y=0 : q=0
|
|
rem
|
|
rem ** A = The Enemy Car's X Position + 8
|
|
rem
|
|
a=u+8
|
|
rem
|
|
rem ** A = X Posiiton of Player1 (+8)
|
|
rem ** If X Position of Missile0 Hit is less than (X+8) from Player1, set Nusiz1 to 0 to erase car
|
|
rem
|
|
if o<1 then goto skipblank
|
|
if o>0 then goto blankcar
|
|
skipblank
|
|
if missile0x < a then NUSIZ1=0 : o=o+1 : u=u+16
|
|
if missile0x > a then NUSIZ1=0 : o=o+1
|
|
199 l=rand:if l>215 then 199
|
|
l=l/8:l=l+1
|
|
if joy0up then goto main : rem skip powerups if you're travelling full speed
|
|
if l < 10 && scroll > 1 then gosub powerup : w=1
|
|
goto main
|
|
rem
|
|
rem ----------------------------
|
|
rem EOG (End of Game) Subroutine
|
|
rem ----------------------------
|
|
rem
|
|
rem ** This routine turns all the "roadway" pixels off -- clearing the playfield for the title screen
|
|
rem
|
|
eog
|
|
if r<1 then r=88:goto eog2
|
|
r=r-1
|
|
gosub explode
|
|
COLUPF=r
|
|
AUDF0=160-r:AUDC0=1:AUDV0=6
|
|
drawscreen
|
|
goto eog
|
|
eog2
|
|
COLUP0=68
|
|
AUDV0=0
|
|
r=r-1
|
|
e=e+1
|
|
if e=2 then pfscroll up:e=0
|
|
player0y=r
|
|
player1y=0
|
|
missile0y=0
|
|
missile1y=0
|
|
COLUPF=160
|
|
drawscreen
|
|
if r<1 then pfclear:goto init
|
|
ballx=0:bally=0
|
|
scroll=0
|
|
t=0
|
|
goto eog2
|
|
CarCreate
|
|
if scroll<96 then return
|
|
200 l=rand:if l>215 then 200
|
|
l=l/8:l=l+1
|
|
if l>1 && l<6 then gosub MakeNewCar1 : return
|
|
if l>5 && l<11 then gosub MakeNewCar2 : return
|
|
if l>10 && l<16 then gosub MakeNewCar3 : return
|
|
if l>15 && l<21 then gosub MakeNewCar4 : return
|
|
if l>20 && l<28 then gosub MakeNewCar5 : return
|
|
return
|
|
MakeNewCar1
|
|
player1:
|
|
%10011001
|
|
%11111111
|
|
%10011001
|
|
%00011000
|
|
%10111101
|
|
%11111111
|
|
%10011001
|
|
%00111100
|
|
end
|
|
return
|
|
MakeNewCar2
|
|
player1:
|
|
%10111101
|
|
%11111111
|
|
%10111101
|
|
%00100100
|
|
%11100111
|
|
%10111101
|
|
%01000010
|
|
%01111110
|
|
end
|
|
return
|
|
MakeNewCar3
|
|
player1:
|
|
%10011001
|
|
%11111111
|
|
%10011001
|
|
%00011000
|
|
%11011011
|
|
%11111111
|
|
%11011011
|
|
%00100100
|
|
end
|
|
return
|
|
MakeNewCar4
|
|
player1:
|
|
%10011001
|
|
%11111111
|
|
%10011001
|
|
%00011000
|
|
%00011000
|
|
%10011001
|
|
%11111111
|
|
%10011001
|
|
|
|
end
|
|
return
|
|
MakeNewCar5
|
|
player1:
|
|
%10011001
|
|
%11111111
|
|
%10011001
|
|
%00111100
|
|
%10100101
|
|
%11111111
|
|
%10011001
|
|
%00100100
|
|
|
|
end
|
|
return
|
|
TurnCar1
|
|
player0:
|
|
%01111110
|
|
%01000010
|
|
%00111100
|
|
%10100101
|
|
%11100111
|
|
%10111101
|
|
%00111100
|
|
%01011001
|
|
%11111111
|
|
%10011010
|
|
end
|
|
goto turned
|
|
TurnCar2
|
|
player0:
|
|
%01111110
|
|
%01000010
|
|
%00111100
|
|
%10100101
|
|
%11100111
|
|
%10111101
|
|
%00111100
|
|
%10011010
|
|
%11111111
|
|
%01011001
|
|
end
|
|
goto turned
|
|
powerup
|
|
h=1
|
|
missile0y=0: q=0
|
|
player1:
|
|
%11111111
|
|
%10000001
|
|
%10011001
|
|
%10011001
|
|
%10111101
|
|
%10111101
|
|
%10011001
|
|
%10011001
|
|
%10000001
|
|
%11111111
|
|
end
|
|
return
|
|
addhitpoints
|
|
if h=1 then c=c-1
|
|
return
|
|
rem
|
|
blankcar
|
|
u=94
|
|
player1:
|
|
%00000000
|
|
end
|
|
goto main
|
|
|
|
explode
|
|
COLUPF=70
|
|
COLUP0=64
|
|
player0:
|
|
%01111110
|
|
%01000010
|
|
%00111100
|
|
%10100101
|
|
%11110111
|
|
%00111000
|
|
%10001100
|
|
%10011001
|
|
%01101110
|
|
%00000000
|
|
end
|
|
return
|
|
|
|
player0:
|
|
%10000001
|
|
%00100100
|
|
%00000000
|
|
%00011001
|
|
%10011000
|
|
%00000000
|
|
%00100100
|
|
%10000001
|
|
end
|