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The Stargate
#1
 THE STARGATE
 Don't sleep, your nightmare is coming ...

       
click each image to zoom in

 Tips
 - Each kind of weapons has certain number of power / bullet
 - Switch your weapon when it has no power / bullet anymore
 - Use gun or crossbow to shoot
 - Use trident or bare hands for close combat

 Control keys :
 - W,A,S,D    movement
 - Mouse      rotation
 - ESC        quit
 - 1,2,3,4,5  select weapon
 - left click  to shoot

Code:
'========================================================================================
' THE STARGATE
' Don't sleep, your nightmare is coming ...
'
' Tips
' - Each kind of weapons has certain number of power / bullet
' - Switch your weapon when it has no power / bullet anymore
' - Use gun or crossbow to shoot
' - Use trident or bare hands for close combat
'
' Control keys :
' - W,A,S,D     movement
' - Mouse       rotation
' - ESC         quit
' - 1,2,3,4,5   select weapon
' - left click  to shoot
'
' Acknowledgement :
' - Marcus, enginea library, https://naalaa.com/forum/thread-124-post-929.html
' - Game assets
'   *Building Pixel by LandEnd Studios https://isaquerr.itch.io/building-pixel
'   *Free 3D Fps-Shooter Models | TurboSquid https://images.app.goo.gl/NQtoZhALCWDoYFPp6
'   *Stealth Battle background music by Mark, meak363 from Pixabay.com
'   *Different kinds of weapons such as trident, hands, crossbow of The Spriting Dark
'    Carnival https://www.altarofstone.com/forums/viewtopic.php?t=42
'   *Man Silhouette https://pixabay.com/vectors/man-silhouette-male-people-4329249/
'   *Monster https://images.app.goo.gl/6HiZncjYoCaJ7zSr9
'========================================================================================


'----------------
' INITIALIZATION
'----------------
#win32
include "myassets/enginea.n7"
include "myassets/disclaimer.n7"
set window "stargate",1000,500,false
set redraw off

'constant
constant ENEMY_ID         = 6

'color definition
visible white        = [255,255,255]
visible black        = [0,0,0]
visible green        = [0,255,0,150]
visible darkgreen    = [0,50,0]
visible red          = [255,0,0]
visible gray         = [0,0,0,150]

'set stage (view, fog, player, camera)
EA_SetView(primary, rad(65), 0.1,6)
EA_SetFog(EA_NORMAL, white[0],white[1],white[2])

'load game assets (font, music, weapon, map, player, enemy)
visible font20 = createfont("Courier New", 20, false, false, false, false)
visible font40 = createfont("Courier New", 40, false, false, false, false)
visible music_ = loadmusic("myassets/battle3.wav")
play music music_,1

visible weapon  = []
visible w       = 1
weapon[1]       = loadimage("myassets/shooter.png")
weapon[2]       = loadimage("myassets/crossbow.png")
weapon[3]       = loadimage("myassets/triple.png")
weapon[4]       = loadimage("myassets/hands.png")   

visible info    = []
info.gun        = 2
info.crossbow   = 2
info.trident    = 2
info.barehands  = 2
info.lifes      = 100

visible abort       = loadimage("myassets/abort.png")
visible failed      = loadimage("myassets/failed.png")   

visible enemy1      = loadimage("myassets/man.png",4,1)
visible enemy2      = loadimage("myassets/monster.png",4,1) 
visible enemyBullet = loadimage("myassets/enemy_bullet.png",4,1)

visible playerBullet = []
playerBullet[1] = loadimage("myassets/shooter_bullet.png", 4, 1)
playerBullet[2] = loadimage("myassets/crossbow_arrow.png", 4, 1)

flags = EA_LoadMap("myassets/map.json")
visible player = unset
foreach f in flags
    select f.flag
        case "player"
            player = CreatePlayer(f.x, f.floorY, f.z)
            EA_AddObject(player)
            EA_SetCamera(player)
        case "monster"
            o = CreateEnemy(f.x, f.ceilingY, f.z)
            EA_AddObject(o)
    endsel
next


Disclaimer()
'-------------------------
' MAIN (update,draw,run)
'-------------------------   
EA_SetUpdateAction(Update)
EA_SetDrawAction(Draw)
EA_Run()
'------------------------


'-----------
' FUNCTIONS
'-----------
function Update(dt)
    if keydown(KEY_ESCAPE,true) then
        EA_SetDrawAction(Message(abort))
        EA_Stop()
    endif
    if keydown(KEY_M) then stop music music_
endfunc

function Draw()
    set color white
    if keydown(KEY_1) then w=1 'gun shooter
    if keydown(KEY_2) then w=2 'crossbow
    if keydown(KEY_3) then w=3 'trident       close combat
    if keydown(KEY_4) then w=4 'bare hands    close combat
    draw image weapon[w],
      (width(primary)-width(weapon[w]))/2 - 23 + cos(player.bobAngle*0.5)*player.bobEffect*8,
      height(primary)-height(weapon[w])+15 + sin(player.bobAngle)*player.bobEffect*6,
      0   
   
    ' info box
    set color gray
    draw rect 20,20,200,200,1   
    set color white
    set caret 40,40
    wln "INFO BOX"
    wln "-------------------"
    wln "Weapon Power"
    wln "1.Gun        : " + info.gun
    wln "2.Crossbow   : " + info.crossbow
    wln "3.Trident    : " + info.trident
    wln "4.Bare hands : " + info.barehands
    wln
    wln "Lifes        : " + info.lifes
    wln "-------------------"
               
    ' Crosshair.
    if w=1 then
        set color darkgreen
        cx = width(primary)/2+ cos(player.bobAngle*0.5)*player.bobEffect*8
        cy = height(primary)/2+10+ sin(player.bobAngle)*player.bobEffect*6
        draw ellipse cx,cy, 20, 20, false
        draw line cx-40, cy, cx+40, cy
        draw line cx,cy-40, cx, cy+40
    endif
   
    'Player's angle and coordinates
    angle = round(deg(player.Yaw())%360)'0=south, 90=west, 180= north, 270=east
    x = round(player.X())
    y = abs(round(player.Y()))
    z = round(player.Z())

    set font font20

    'Compass
    set color white 
    set caret 50,320; wln "Compass"
    set color green
    draw ellipse 80,410,70,70,1
    set color darkgreen
    draw ellipse 80,410,70,70
    draw ellipse 80,410,60,60
    draw ellipse 80,410,20,20
    set color white
    draw ellipse 80,410,10,10,1
    needle = [
    80-10*cos(rad(angle+180)),410-10*sin(rad(angle+180)),
    80+70*cos(rad(angle+90)),410+70*sin(rad(angle+90)),
    80+10*cos(rad(angle-180)),410+10*sin(rad(angle-180))
    ]
    draw poly needle,1
    draw line 80,410,80+70*cos(rad(angle+90)),410+70*sin(rad(angle+90))
       
    'Map
    size = 30
    w_map = 7
    h_map = 5
    x_rect = width(primary)-w_map*size-40
    z_rect = 340   
    set color green 'frame 
    draw rect x_rect,z_rect,(w_map+1)*size,h_map*size,1
    set color darkgreen 'grid
    for i = 0 to w_map+1 draw line x_rect+i*size,z_rect,x_rect+i*size,z_rect+h_map*size 'vertical
    for i = 0 to h_map  draw line x_rect,z_rect+i*size,x_rect+(w_map+1)*size,z_rect+i*size 'horiontal
   
    'Player's position on the map
    posx = x_rect+(w_map-x+2)*size
    posz = z_rect+(z-2)*size   
    set color white
    draw rect posx,posz,size,size,1
   
    'Map title
    set color white
    set caret x_rect,z_rect-20; wln "Map "+x+","+y+","+z
       
    set font 0 'default
endfunc

function CreatePlayer(x, y, z)
    player = EA_FpsPlayer()
    player.SetPos(x, y, z)
    player.SetMouseSens(0.3)

    player.bobAngle = 0
    player.bobEffect = 0
    player.stimer = 0
   
    player.SetYaw(rad(180)) '0=south, 90=west, 180= north, 270=east
    player.SetJumpKey(unset) 'disable jump (SPACE BAR)
   
    player.Update = function(dt)
         .bobAngle = (.bobAngle + 8*dt)%(PI*4)
         .bobEffect = min(.bobEffect + 2.0*dt, 1)
        .stimer = max(.stimer - dt, 0)
        if mousebutton(0, true) and .stimer = 0 and (w=1 or w=2) then
        'left mouse, gun shooter or crossbow
            .stimer = 0.5
           
            if w=1 and info.gun>0 then       
                EA_AddObject(CreatePlayerBullet(
                    playerBullet[w],
                    .X() + .DX()*0.2, .Y() - 0.3 + .DY()*0.2, .Z() + .DZ()*0.2,
                    .DX()*4, .DY()*4, .DZ()*4))
               
                info.gun = info.gun - 1
            endif
           
            if w=2 and info.crossbow>0 then
                EA_AddObject(CreatePlayerBullet(
                    playerBullet[w],
                    .X() + .DX()*0.2, .Y() - 0.3 + .DY()*0.2, .Z() + .DZ()*0.2,
                    .DX()*4, .DY()*4, .DZ()*4))
               
                info.crossbow = info.crossbow - 1           
            endif
        endif         
    endfunc
   
    return player
endfunc

function CreatePlayerBullet(img, x, y, z, dx, dy, dz)
    b = EA_Object()
    b.SetPos(x, y, z)
    b.SetSprite(img, 0, false)
    b.SetHeight(height(img)/64)
    b.SetRadius(0.5*width(img)/64)
    b.dx = dx
    b.dy = dy
    b.dz = dz
    b.numCels = cels(img)
    b.cel = 0
    b.Update = function(dt)
        if .numCels > 1
            .cel = (.cel + dt*30)%.numCels
            .SetCel(int(.cel))
        endif
        res = .Move(.dx*dt, .dy*dt, .dz*dt, 0)
        if res.any
            EA_RemoveObject(this)
        else
            objs = .SectorObjects()
            if objs and sizeof(objs)
                for i = 0 to sizeof(objs) - 1
                    if objs[i].id = ENEMY_ID
                        if .CollidesWith(objs[i])
                            objs[i].Hit(.dx, .dz)
                            EA_RemoveObject(this)       'remove bullet
                            EA_RemoveObject(objs[i])    'remove enemy
                            break
                        endif
                    endif
                next
            endif
        endif
    endfunc

    return b
endfunc

function CreateEnemy(x, y, z)
    enemy = EA_Object()
    enemy.id = ENEMY_ID
   
    enemy.state = 0 ' State 0 = falling, state 1 = on the gound.
    enemy.SetSprite(enemy1, 0, true)
    enemy.SetHeight(height(enemy1)/400)
    enemy.SetRadius(0.5*width(enemy1)/400)
    enemy.dy = 0.01 + rnd()/20 'vertical random speed
   
    enemy.SetPos(x, y, z)
    enemy.SetYaw(rad(rnd(360)))
    enemy.cel = 0
    enemy.push = 0
    enemy.pushDX = 0
    enemy.pushDZ = 0
   
    enemy.Update = function(dt)
        .stimer = max(.stimer - dt, 0)
        if .stimer = 0 and .state=1
            .stimer = 0.5
            EA_AddObject(CreateEnemyBullet(
                enemyBullet,
                .X() + .DX()*0.2, .Y() - 0.3 + .DY()*0.2, .Z() + .DZ()*0.2,
                .DX()*4, .DY()*4, .DZ()*4))
        endif       
   
        .cel = (.cel + dt*4)%4              'animation
        .SetCel(int(.cel))                  'animation   
        if .state = 0                       'Falling from the sky (... ceiling).
            res = .Move(0, .dy*dt, 0, 0)    'only move vertically
            if res.g                        'ground collision
               .state = 1                   'change state to 1
               .dy = 1                      'set gravity to 1
               .SetSprite(enemy2, 0, true)
            endif
        else
            res = .Move(.DX()*0.75*dt, .dy, .DZ()*0.75*dt, 0)
            if res.w 'wall
                .SetYaw(rad(deg(atan2(res.dx, res.dz)) - 90 + rnd()*180))
            endif
            .push = max(.push - 1.5*dt, 0)
        endif
       
        'collision enemy and player (close combat)
        if .CollidesWith(player) and (w=3 or w=4) then
        'close combat trident or barehands
            if info.trident > 0 and w=3 then
                EA_RemoveObject(this)
                info.trident = info.trident - 1   
            endif
           
            if info.barehands > 0 and w=4 then
                EA_RemoveObject(this)
                info.barehands = info.barehands - 1
            endif     
        endif 
       
        'collision enemy and player (not close combat)
        if .CollidesWith(player) and (w=1 or w=2) then 'not a close combat, only gun or crossbow
            info.lifes = info.lifes - 1
            if info.lifes<=0 then Message(failed)
            set color red
            draw rect 0,0,width(primary),height(primary),1
            redraw
            fwait 60
        endif   
       
    endfunc
   
    enemy.Hit = function(dx, dz)
        .pushDX = .push*.pushDX + dx
        .pushDZ = .push*.pushDZ + dz
        .push = 1
        .htimer = 0.15
    endfunc
   
    return enemy
endfunc

function CreateEnemyBullet(img, x, y, z, dx, dy, dz)
    b = EA_Object()
    b.SetPos(x, y, z)
    b.SetSprite(img, 0, false)
    b.SetHeight(height(img)/64)
    b.SetRadius(0.5*width(img)/64)
    b.dx = dx
    b.dy = dy
    b.dz = dz
    b.numCels = cels(img)
    b.cel = 0
    b.Update = function(dt)
        if .numCels > 1
            .cel = (.cel + dt*30)%.numCels
            .SetCel(int(.cel))
        endif
        res = .Move(.dx*dt, .dy*dt, .dz*dt, 0)
        if res.any
            EA_RemoveObject(this)
        else
            'collision detection enemy bullet and player
            if .CollidesWith(player)
                info.lifes = info.lifes - 1
                if info.lifes<=0 then Message(failed)
                set color red
                draw rect 0,0,width(primary),height(primary),1
                redraw
                fwait 60
            endif
        endif
    endfunc

    return b
endfunc

function Message(img)
    set color white
    draw image img,(width(primary)-width(img))/2,(height(primary)-height(img))/2
    set font font40
    set caret width(primary)/2,height(primary)-50
    center "Press ESC to continue"
    redraw
    do; wait 1 ;until keydown(KEY_ESCAPE,true)
    set font 0 'default
    Closing_Credits()
    end
endfunc


Attached Files
.zip   stargate_final.zip (Size: 3.76 MB / Downloads: 7)
Reply
#2
This is quite creepy Big Grin

For some reason it reminded me of Zelda Majora's Mask (N64), when aliens try to obduct cows ...
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