FormBW.frm
上传用户:life_sale
上传日期:2021-07-23
资源大小:805k
文件大小:394k
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- Attribute VB_Name = "FormBW"
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- 'Note:
- ' The following is a tutorial guide on how to make
- ' an intermediate space shooter game. If you do not wish
- ' to learn about space shooters, then just play the game
- ' and dont bother yourself reading the 5000+ lines of codes
- ' below.
- ' I've created Black Winter2(BW2) using the simplest of
- ' elements found in vb. It is meant to teach ppl how to
- ' make a space shooter, without all the complex stuffs.
- ' Everything 's done in one single form: No external calls,
- ' no global variables (just public), no API calls, no
- ' references to any .dll files, blah blah blah...
- ' It should've been done in DirectDraw, but learning how
- ' to reference to DD would kill beginners outright, so we'll
- ' have to stick with the laggy graphic time being.
- 'Tutorial:
- ' So anyhow, before you begin to create a space shooter,
- ' you'll need a background, a picture box where all you
- ' spaceships gonna blow each other up.
- ' In BW2, i've created 5 such picture boxes, all are named
- ' different layers. Most of the layers are meant for menus.
- ' The layer for the background is named Play_Layer.
- ' Enlarge the the form, look for one of the small black boxes
- ' (there should be 5 of em, one of them is red) named Play_Layer
- ' and enlarge it. Dun worry about messing with it's size because
- ' i've set the form resize in the Form_Load sub.
- ' You'll notice that this Layer has a white color box around
- ' it. It wont be visible during play, but the area within the
- ' white box is the actual play area visible to the player.
- ' All the other bars outside the white lines are the statsbar
- ' of the player representing his score, shields, vital stats,
- ' etc... These bars themselves are contained within picture
- ' boxes themselve. Moving the picture box will affect all the
- ' items and bars inside it. So you must take note that when
- ' u want to put a control on to a layer, click on the control
- ' and DRAG (draw) on the picture box, NOT double-click from
- ' the toolbar. This way, the controls belongs to the picture
- ' box, not the form.
- ' Okay... now that you've got a background, u'll need sprites.
- ' Take note that all the sprites can be found inside the
- ' ImageList controls name Img(index). There's a lot of these
- ' on my form, u cant miss that. The reason why i use imagelist
- ' to store my picture instead of the regular Image control is
- ' because i need to 'paint' the picture ONTO the picturebox
- ' background, rather just setting the Image control's top and
- ' left properties to its coordinates.
- ' Reason for using Imagelist compared to Image control is:
- ' 1. Color Masking are possible using imagelist. You
- ' can make the background of your sprite invisible
- ' by setting the mask color in the ImageList property
- ' to match it.
- ' 2. It is MUCH easier to use compared to the BitBlt method
- ' commonly used because there's no need to declare and
- ' referencing to gdi32 (much easier for beginners to learn).
- ' 3. Painting of pictures are a LOT faster compared to moving
- ' an Image control.
- ' 4. Hmm... there maybe many other benefits but i'm lazy
- ' to think now... i guess the ones above would suffice.
- ' After collecting all your sprites and putting them into
- ' imglists, the next thing u need to do is to craft your objects =)
- ' First thing u need is a ship (YOUR ship). I hope u've already
- ' got a sprite for that. U must determine what kind of
- ' characteristics your ship should have. Look at the variables the
- ' i've delared below (look for *** SHIP STATS ***).
- ' I've listed ShipX and ShipY. These two variable will store
- ' the X and Y coordinates of your ship. It is important for
- ' the imagelist to know exactly where to paint the sprite
- ' on the background.
- ' Ship_Speed is the amount of twips (15 twips = 1 pixel) a
- ' ship will move per frame. the higher this value, the faster
- ' your ship move (see below).
- ' Next is Ship_Moving(3). This array has 4 boolean values.
- ' each value represents the 4 directions a ship can move, e.g.
- ' 0-Left, 1-Up, 2-Right, 3-Down. A true value to a certain
- ' direction will change the X and Y coordinates to move to
- ' that direction every turn. E.g:
- ' Ship_Moving(0) = True
- ' Ship_Moving(3) = True 'Ship is moving Left and Down
- '
- ' ShipX = ShipX - Ship_Speed
- ' '(Ship moves left, X coordinate gets closer to 0)
- ' ShipY = ShipY + Ship_Speed
- ' '(Ship moves down, Y coordinate gets further from 0)
- ' Thus the result would be the coordinate of the ship moving
- ' diagonally in a 225 degrees direction. Simple enuff?
- ' For coding, u'll need to set the Ship_Moving boolean value
- ' to true when a KeyDown event for the direction is presses,
- ' and set it to false when a KeyUp for its button is release.
- ' This will help eliminate the short lag when moving if u
- ' use the Keypress event for your movements.
- ' REFERENCE: see Private Sub Play_Layer_Keydown / KeyUp
- ' Same goes for the Ship_Firing, if its true then bullets
- ' will be shot from the ship. If KeyUp detected, firing will stop.
- ' There are many other stats i've made in BW2 (shields, special
- ' weapons, ship parts damage, repair speed, etc...) but i'll
- ' explain only the most basic elements a ship needs. Feel
- ' free to look up on my codes to learn about other stats.
- ' Now that you've got your basic ship configured, its time to
- ' configure its bullets. A bullet object is created.
- ' (see *** BULLET STATS *** below)
- ' I've declared an array of 300 Bullet objects. Actually, this
- ' is a bad practice as these bullet objects already takes up
- ' memory space before being used. A better way to do it would
- ' be declaring a new object array everytime u need a new array.
- ' Example: Dim a new bullet object into an upper bound (UBound)
- ' of an exisitng array.
- ' All this might be a bit confusing for programmers not familiar
- ' with such methods, as of now we'll stick to our Dim bull(300)
- ' in this tutorial
- ' The bullet object contains a Used boolean attribute to indicate
- ' whether the bullet should be painted on the Background. By
- ' default, all bullets are Used=False.
- ' The PosX ans PosY are similar to the ShipX and ShipY used
- ' for our ship just now. Spd (Speed) is the same. Dir (Direction)
- ' is the direction the bullet flies when fired.
- ' Dama (Damage) is how much life an enemy gets deducted when
- ' hit by this bullet. Kind determine wat the bullet looks like.
- ' It is actually a reference to an ImageList index from whence its
- ' bmp picture derive from. Span is a counter to keep track of
- ' the duration a bullet has been in play since it's fired. This
- ' is useful for certain bullets that may explode after a certain
- ' duration.
- ' Now that u've got a bullet, u need to animate the bullet flying from
- ' the ship. Usually, u'll need a timer to achieve this.
- ' Notice that i've create a very VERY big procedure called
- ' tmOneFrame way way below. This timer draws out all the
- ' sprites in the game in every single frame of its interval.
- ' In other words, it is the most IMPORTANT control in the
- ' entire game as there wont be any movements at all if this
- ' timer is stopped (usually used only in paused mode)
- ' At the top of tmOneFrame is a command called Play_Layer.Cls.
- ' This command empties out the entire playing area. New pictures
- ' are then painted on the background in different coordinates,
- ' thus depicting a movement is perform in succession.
- ' the syntax to paint a sprite on the background is:
- ' ImgLst.ListImages(1).Draw PicBox.hDC, ShipX, ShipY, 1
- ' ImgLst = ImageList name
- ' (1) = The index of the picture in the list.
- ' Picbox = Background Picturebox name
- ' ShipX/Y = The coordinate of the picture to be painted.
- ' Dont change the rest of the syntax as they are necessary.
- ' So within this tmOneFrame sub that u insert the coordinate
- ' calculations for moving ships and bullets and paint syntax
- ' above. Do a loop that modifies the bullet's PosX and PosY
- ' inside the timer and you'll see a moving bullet painted
- ' in the background.
- ' Your next step is to create enemies for your bullets to fry =).
- ' Your'll to create an enemy object (see *** ENEMY SHIPS *** below)
- ' Most of the stats are similar as your ships' stats, with exceptions
- ' for:
- ' Patt : Because Enemy ships movements are
- ' not controlled by the player, they
- ' need to move in a predetermined order
- ' fixed by its Patt property defined
- ' under tmOneFrame
- ' DestX/Y : If Patt above is not used, the enemy
- ' ship will move towards its Destination
- ' X and Y coordinates.
- ' Life : This is the amount of damage a ship
- ' receives before it is destroyed.
- ' Firing_Patt : As Patt above, firing patterns are
- ' also predetermined by the program.
- ' Has_Bonus : This will indicate whether a weapon
- ' upgrade will be create in the position
- ' of the enemy destroyed.
- ' Boss : If this boolean value is true, certain
- ' events will be trigger, such as Bossbar,
- ' pause incoming enemies, etc.
- ' With an enemy ship created, u'll need to move it according to
- ' its Movement Pattern. Coordinate changes are similar to player's
- ' ship except that movements are preset rather than based on
- ' KeyDown events. Refer to tmOneFrame and look under moving Enemy ship.
- ' Next you'll need to perform collision detecion of your bullets
- ' with your enemies.
- ' U'll 1st need to know the rectangular border of your bullet
- ' image, and the same for the enemy.
- ' assuming you've Dim your Bullet object as Bull, and its picture
- ' is stored in ImgLstBull frame 1.
- ' Bull.PosY is your top border.
- ' Bull.PosX is your left border.
- ' Bull.PosY + ImgLstBull.ImageHeight is your bottom border.
- ' Bull.PosX + ImgLstBull.ImageWidth is your right border.
- ' The same borders of the enemy's ship is also needed to be
- ' identified, thus
- ' EShip.PosY
- ' EShip.PosX
- ' EShip.PosY + ImgLstEnemy.ImageHeight
- ' EShip.PosX + ImgLstEnemy.ImageWidth
- ' Now with all the borders, you can now perform an image
- ' collision detection to check whether either of these
- ' rectabgles are overlapping each other.
-
- ' If Bull.PosX < EShip.PosX + ImgLstEnemy.ImageWidth AND_ 'Checks for left side of Bullet and right side of enemy
- ' Bull.PosX + ImgLstBull.ImageWidth > EShip.PosX AND_ 'Checks for right side of Bullet and left side of enemy
- ' Bull.PosY < EShip.PosY + ImgLstEnemy.ImageHeight AND_ 'Checks for top side of Bullet and bottom side of enemy
- ' Bull.PosY + ImgLstBull.ImageHeight > Eship.PosY THEN ... 'Checks for bottom side of Bullet and top side of enemy
- ' If all the conditions is satisfied, then a collision is detected.
- ' The neccesary effect below will be inserted in the THEN ... part.
- ' 1. Reduce the enemy's health based on bullet's damage.
- ' E.g: EShip.Life = EShip.Life - Bull.Dama
- ' 2. Make the Bullet dissapear from the game after a hit
- ' E.g: Bull.Used = False
- ' Note - You only paint the bullets in your timer if
- ' the Used value of your bullet is true.
- ' 3. Make a check on whether enemy's life fall below zero.
- ' E.g: If Eship.Life <= 0 Then EShip.Used = False
- ' With the collision algorithm above, you should be able to
- ' do the same for enemy bullets hitting your ship and collision
- ' between 2 ships.
- ' Now that you should have a basic game engine done, u'll need
- ' to design and create some game levels. As mentioned earlier,
- ' tmOneFrame is the timer that controls almost everything, so
- ' u will just need to add a counter to keep track of the number
- ' of times the timer has loop. Specifying events at fixed
- ' counter intervals will help make your level more interesting.
- ' With careful design and placement of ships, u'll get to
- ' deploy enemy formations, their firing pattern and movement
- ' pattern in accordance to the time counter used to keep
- ' track of the events.
- ' In BW2, a Game Event Counter (GEC) is used to determined
- ' when events will take place.
- ' Game Level designs are located in the GEC coding section located
- ' near the end of the tmOneFrame sub.
- ' Well... that basically wraps everything else this tutorial
- ' needs to cover. Feel free to mess around with my codes to
- ' learn more (highly recommended).
- ' I do apologize for some badly structured codes and the
- ' mass amount of public declarations i made. Kinda confusing
- ' huh?
- ' Anyhow, should there be further enquiries about my code,
- ' please email me at: ruby@starpulse.com
- ' please do include your name.
- ' PS: Hehe... If you've downloaded this source from
- ' Planet Source Code, please do vote for me if
- ' you find this tutorial useful
- Option Explicit
- '-----------MENU MODE VARIABLES---------------
- Dim Curr_Pos As Integer 'Current Position
- Dim Curr_Start As Integer 'Cursor array start index
- Dim Curr_End As Integer 'Cursor array end index
- Dim Curr_From As Integer 'Menu item start array index
- Dim Curr_To As Integer 'Menu item end array index
- Dim Bal(23) As Integer 'Cursor's tracking usage (modifies coordinates)
- Dim R_Color As Integer 'RED Intro's RGB Colors
- Dim G_Color As Integer 'GREEN
- Dim B_Color As Integer 'BLUE
- Dim KYB(5) As Integer 'Keyboard Controls (0-Up 1-Down 2-Left 3-Right 4-Fire 5-Special)
- Dim SHP(5) As Integer 'Ships Configuration (0-Maingun 1-Sidegun 2-Special 3-Shield 4-Generator 5-Engine)
- Dim Vol(1) As Integer 'Volume Controls (0-Sound Effect 1-Background Music)
- Dim MenuMode_Enabled As Boolean 'Mainscreen selection
- Dim GameMode_Enabled As Boolean 'Game Mode (configure ship)
- Dim PlayMode_Enabled As Boolean 'Playing Mode
- Dim RemapMode_Enabled As Boolean 'Remap Keyboard/options
- Dim PauseMode_Enabled As Boolean 'Pause During Game
- Dim WaitForRemap As Boolean 'Detect Key Press during remap buttons
- Dim MenuSelectLR As Boolean 'Used for Horinzontal selection
- Dim Intro_Counter As Integer 'For Intro
- Dim Delay_Counter As Integer 'Delay Count (Used in WAIT procedure)
- Dim Delay_Occasion As Integer 'Event for Delay
- Dim Elasped As Long 'Tracked Elasped time in FPS
- Dim FPS As Integer 'Frames Per Second
- Dim TotFPS As Long 'Total Accumulated Frames
-
- '-----------PLAY MODE VARIABLES---------------
- ' *** BULLET STATS ***
- Private Type Bullet 'THE BULLET OBJECT
- Used As Boolean 'Availability
- Kind As Integer 'Type of Bullet
- PosX As Integer 'X Coordinate
- PosY As Integer 'Y Coordinate
- Dire As Integer 'Type of direction
- Span As Integer 'Time span bullet since shot
- Dama As Integer 'Damage it does
- Spd As Integer 'Bullet Speed
- End Type
- Private Type Explosion 'THE EXPLOSION OBJECT
- Used As Boolean 'Availability
- Kind As Integer 'Type of explosion
- PosX As Integer 'X Coordinate
- PosY As Integer 'Y Coordinate
- Current_Frame As Integer 'Displaying Current Frame
- Last_Frame As Integer 'Last frame in sequence
- End Type
- Private Type Bonuses 'BONUS OBJECT
- Used As Boolean 'Availability
- PosX As Integer 'X Coord
- PosY As Integer 'Y Coord
- Frame As Integer 'Frames
- End Type
- Private Type Starfield 'Credit goes to Johnathan Roach
- PosX As Integer 'Coord X
- PosY As Integer 'Coord Y
- Spd As Integer 'Speed
- Color As Integer 'Dimness
- End Type
- Const Num_Stars = 1000
- Dim Star(Num_Stars) As Starfield 'Stars
- Dim Detail_Level As Integer 'Custom detail level
- Dim PowerUp(2) As Bonuses 'Bonus
- Dim Lock_All As Boolean 'Ship LOCK
- Dim Lock_MainGun As Boolean 'Main Gun LOCK
- Dim Lock_SideGun As Boolean 'Side Gun LOCK
- Dim Lock_Generator As Boolean 'Generator LOCK
- Dim Lock_Engine As Boolean 'Engine LOCK
- ' *** SHIP STATS ***
- Dim ShipX As Integer 'Ship X Coordinate
- Dim ShipY As Integer 'Ship Y Coordinate
- Dim Ship_Dir As Integer 'Direction
- Dim Ship_Speed As Integer 'Engine Speed
- Dim Ship_Moving(3) As Boolean 'Moving towards direction
- Dim Ship_Firing As Boolean 'Firing Weapon
- Dim Repair_Speed As Integer 'Rate of repair
- Dim SHD_Charge_Speed As Integer 'Shield charge rate
- Dim SHD_Charge_Base As Integer 'Base Charge Rate
- Dim SPE_Charge_Speed As Integer 'Special charge rate
- Dim SHD_Avail As Boolean 'Availability of shield
- Dim SPE_Avail As Boolean 'Availability of special
- Dim SHD_Charging As Boolean 'Charge ON/OFF
- Dim SPE_Charging As Boolean 'Charge ON/OFF
- Dim SHD_Width As Integer 'Shield Level
- Dim SPE_Width As Integer 'Special Level
- Dim SHIELD_ON_OFF As Integer 'Display SHD Visual
- Dim Special_Running As Boolean 'Runs Special in OneFrameTimer
- Dim MG_Lvl As Integer 'Main Gun Bullet Tech Level
- Dim SG_Lvl As Integer 'Side Gun Bullet Tech Level
- Dim Bull(300) As Bullet 'Bullets (Objects)
- Dim Bull_Type_Limit As Integer 'Max bullet type on screen
- Dim Bull_Delay As Integer 'Delay between MG
- Dim Bull_Delay2 As Integer 'Delay between SG
- Dim Special_Delay As Integer 'Delay for special's display
- Dim Explo(40) As Explosion 'Explosion (Objects)
- Dim ShakeIT As Integer 'Shake Screen During Major/Critical HIT
- Dim Giga_Count As Integer 'Count for Giga Storm
- Dim Moving_SpecialBar As Integer 'Indicator for special attack bar moving
- Dim Moving_StatsBar As Integer 'Indicator for stat's bar moving
- Dim Moving_BossBar As Integer 'Indicator for boss bar moving
- Dim Buffering As Boolean 'To inform buffering session
- Dim Buffer_Count As Integer 'To signal Mover
- Dim Buffer_Mover As Boolean 'To Move text while trye
- Const Buff_Speed = 30 'Text Buffer Speed
- Dim KillCount As Integer 'Total enemies killed
- Dim KilledBoss As Boolean 'Whether last boss is killed
- Dim GameScore As Long 'Total Game Score
- Dim GameStarted As Boolean 'See if Game is in progress
- Dim GEC As Long 'Game Counter Event
- Dim C_GEC(4) As Long 'Cumulative GEC
- Dim OVERIDE As Boolean 'Overide Total Controls
- '-----------ENEMY VARIABLES---------------
- Private Type EBullet 'THE ENEMY BULLET OBJECT
- Used As Boolean 'Availability
- Kind As Integer 'Type of Bullet (Either 11, 12, 21, 22)
- StartX As Integer 'Start X Coord
- StartY As Integer 'Start Y Coord
- PosX As Integer 'X Coordinate
- PosY As Integer 'Y Coordinate
- Dire As Integer 'Type of direction
- Span As Long 'Time span bullet since shot
- Spd As Integer 'Bullet Speed
- DestX As Integer 'Destination X
- DestY As Integer 'Destination Y
- End Type
- ' *** ENEMY SHIPS ***
- Private Type EnemyShip 'THE ENEMY SHIP OBJECT
- Used As Boolean 'Availability