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mawmawTD.bb
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AppTitle "mawmaw TD"
;############################# GLOBALS
Const GAMEWIDTH%= 1024
Const GAMEHEIGHT%=768
Global mx%, my%
Global m1Hit%, m1Down%
Global m2Hit%, m2Down%
Global levelDelay%=60*10 ;how long between levels (in frames)
Global slowedEffectDur=60*5 ;how long is enemie slowed (in frames)
Global currLevel%=-1
Global currTrack%=2
Global numEnemies%
Global timeToNextLevel%=60*5
Global selectedTowerType%
Global objSelectedTower.tower
Global objRadius.object2d
Global plrLives%=69
Global plrMoney%=1000000
Global plrScore%=0
Graphics3D GAMEWIDTH, GAMEHEIGHT, 16, 2
Include "dataTowers.bb"
Include "dataTracks.bb"
Include "dataLevels.bb"
Include "bmpFontLib.bb"
;############################# LOAD
;-------Landscape
Dim texLandscape(10)
texLandscape(0)=LoadTexture("images/lndGras.bmp",1)
texLandscape(1)=LoadTexture("images/lndSt1.bmp", 1) ;vertical
texLandscape(2)=LoadTexture("images/lndSt2.bmp", 1) ;horizontal
texLandscape(3)=LoadTexture("images/lndSt3.bmp", 1) ;top to right
texLandscape(4)=LoadTexture("images/lndSt4.bmp", 1) ;right to bottom
texLandscape(5)=LoadTexture("images/lndSt5.bmp", 1) ;bottom to left
texLandscape(6)=LoadTexture("images/lndSt6.bmp", 1) ;left to top
texLandscape(7)=LoadTexture("images/lndSt7.bmp", 1) ;crossing
texLandscape(8)=LoadTexture("images/lndTree.bmp",1)
Dim objGameBoard.object2d(15,11)
For x=0 To 15
For y=0 To 11
createObject(x*64+32, y*64+32, 64, 64, texLandscape(gameboard(x,y,0,currTrack)), 2, 1)
objGameBoard(x,y)=Last object2d
Next
Next
texWhite=CreateTexture(1,1,3)
SetBuffer TextureBuffer(texWhite)
ClsColor 255,255,255
Cls
SetBuffer BackBuffer()
For x=0 To 15
createObject(x*64, GAMEHEIGHT/2, 1, GAMEHEIGHT, texWhite, 1, 1)
Next
For y=0 To 11
createObject(GAMEWIDTH/2, y*64, GAMEWIDTH, 1, texWhite, 1, 1)
Next
;-------Enemies
Dim texEnemies(2)
texEnemies(0)=LoadTexture("images/ene1.png",3)
texEnemies(1)=LoadTexture("images/ene2.png",3)
texEnemies(2)=LoadTexture("images/ene3.png",3)
;-------Towers
Dim texTowers(3)
texTowers(0)=LoadTexture("images/twr1.png",259)
texTowers(1)=LoadTexture("images/twr2.png",3)
texTowers(2)=LoadTexture("images/twr3.png",3)
texTowers(3)=LoadTexture("images/twr4.png",3)
;-------Shots
Dim texShots(3)
texShots(0)=LoadTexture("images/Sht1.png",3)
texShots(1)=LoadTexture("images/Sht2.png",3)
texShots(2)=LoadTexture("images/Sht3.png",3)
texShots(3)=LoadTexture("images/Sht4.png",3)
;-------Infobar
infoBarTex=LoadTexture("images/infoBar.png",51)
createObject(GAMEWIDTH/2,GAMEHEIGHT-32, GAMEWIDTH,64, infoBarTex, -1000, 1)
;coin
texCoin=LoadTexture("images/coin.png",3)
createObject(GAMEWIDTH-130, GAMEHEIGHT-16, 32, 32, texCoin, -1001, 1)
;heart
texHeart=LoadTexture("images/heart.png",3)
createObject(GAMEWIDTH-130, GAMEHEIGHT-48, 32, 32, texHeart, -1001, 1)
;numbers
Dim texDigits(9)
For i=0 To 9
texDigits(i)=LoadAnimTexture("images/numbers.png",3,64,64,i,1)
Next
;upgrade arrow
Global texUpgArrow=LoadTexture("images/upgradeArrow.bmp",13)
Global upgArrow.object2d = createObject(GAMEWIDTH-580, GAMEHEIGHT-32, 32, 64, texUpgArrow, -1001, 1)
;towerinfo
Dim objInfoTower.object2d(3)
For i=0 To 3
objInfoTower(i)=createObject(310 + i*147, GAMEHEIGHT-32, 64, 64, texTowers(i), -1001, 1)
Next
;-------Other
arial20=LoadFont("Arial", 20)
arial35=LoadFont("Arial", 35)
arial60=LoadFont("Arial", 60)
texRadius=LoadTexture("images/radius.png",51)
objRadius=createObject(-1,-1,1,1, texRadius, -1000, 0)
Global texSplash = LoadTexture("images/splash.png",51)
Global texIceSplash = LoadTexture("images/iceSplash.png",51)
EntityColor objRadius\sprite, 255, 255, 255
Global texNothing=CreateTexture(1,1,3)
WritePixel 0,0,$FF0000, TextureBuffer(texNothing)
Dim texUpgrade(63)
For i=0 To 63
texUpgrade(i) = CreateTexture(64,64,3)
SetBuffer TextureBuffer(texUpgrade(i))
Color 0,0,0
Rect 0,0,64,64
Color 255,255,255
Rect 0,0,64,i
Next
SetBuffer BackBuffer()
;-------Types
Type object2D
Field enemy.enemy
Field tower.tower
Field shot.shot
Field xPos#=0
Field yPos#=0
Field rotation%=0
Field isStatic%=0
Field texture
Field inAnimation%=0
Field currSize%=0
Field endSize%=0
Field scaleStep#=0
Field sprite
End Type
Type enemy
Field life#
Field speed%
Field walked%
Field slowed%
Field poisoned%
Field poisonDamage#
Field poisonDuration%
Field nextTurn%
Field tType%
Field level%
Field money%
Field lifebar
Field super.object2d
End Type
Type tower
Field shotReady%
Field level%
Field tType%
Field upgradeTimer%
Field upgradeTimerMax%
Field upgradeSprite
Field super.object2d
End Type
Type shot
Field goalX%
Field goalY%
Field speedX%
Field speedY%
Field comeFrom.tower
Field rotation%
Field tType%
Field super.object2d
End Type
camera=CreateCamera()
CameraClsMode camera, 0, 1
;CameraProjMode camera, 2
;CameraZoom camera, 0.002
nextLevel()
frametimer=CreateTimer(50)
;############################# Main Loop
While Not KeyHit(1)
Cls
;Stop
WaitTimer frametimer
m1Hit=MouseHit(1)
m1Down=MouseDown(1)
m2Hit=MouseHit(2)
m2Down=MouseDown(2)
mx=MouseX()
my=MouseY()
keyHits()
updateEnemies()
updateTowers()
updateShots()
drawAll()
If plrLives<1 gameOver()
timeToNextLevel=timeToNextLevel-1
If timeToNextLevel<1 nextLevel()
UpdateWorld
RenderWorld
Color 0,0,0
timStart=MilliSecs()
SetFont arial60
Text 60, GAMEHEIGHT-60, Str(plrScore), 60
SetFont arial35
Text 930, GAMEHEIGHT-64, Str(plrLives), 35
Text 935, GAMEHEIGHT-32, Str(plrMoney), 35
SetFont arial20
If objSelectedTower=Null Then
;general information on towers
For i=0 To 3
Color 0,0,0
If i=selectedTowerType Color 255,255,255
Text 333+(i*147), GAMEHEIGHT-60, "Damg:" + Int(towerData(i,0,2))
Text 333+(i*147), GAMEHEIGHT-40, "Range:" + Int(towerData(i,0,0))
Text 333+(i*147), GAMEHEIGHT-20, "Reload:" + Int(towerData(i,0,5))
Rect 283+(i*147), GAMEHEIGHT-63, 144, 62, 0
Rect 284+(i*147), GAMEHEIGHT-64, 144, 62, 0
Next
Else
;specified information on selected tower
Text 333, GAMEHEIGHT-60, "Damage:" + Int(towerData(objSelectedTower\tType, objSelectedTower\level, 2))
Text 333, GAMEHEIGHT-40, "Range:" + Int(towerData(objSelectedTower\tType, objSelectedTower\level, 0))
Text 333, GAMEHEIGHT-20, "Speed:" + Int(towerData(objSelectedTower\tType, objSelectedTower\level, 5))
EndIf
Flip
Wend
End
;############################# FUNCTIONS
Function keyHits()
If m1hit=1 And my>GAMEHEIGHT-64 Then
For i=0 To 3
If mx>283+(i*147) And mx<427+(i*147) Then
selectedTowerType = i
EndIf
Next
ElseIf m1hit=1 And gameBoard(mx/64, my/64,0,currTrack)=0 And gameBoard(mx/64, my/64,1,currTrack)=0 Then
createTower(Floor(mx/64)*64, Floor(my/64)*64, selectedTowerType)
EndIf
If m1hit=1 And gameBoard(mx/64, my/64, 1,currTrack)=1 Then
For t.tower=Each tower
If t\super\xPos=(mx/64)*64 And t\super\yPos=(my/64)*64 Exit
Next
objSelectedTower=t.tower
objRadius\xPos=objSelectedTower\super\xPos+32
objRadius\yPos=objSelectedTower\super\yPos+32
EndIf
If KeyHit(28) Then
selectedTowerType=(selectedTowerType+1) Mod 4
EndIf
If m2Hit=1 Then
objSelectedTower=Null
EndIf
If KeyHit(200)=1 Then
If objSelectedTower<>Null Then
If objSelectedTower\level<5 Then
upgradeTower(objSelectedTower)
EndIf
EndIf
EndIf
If KeyHit(25) pauseGame()
End Function
;############
Function drawAll()
DrawImage bmpFontImages(0), 0, 0, 0
sortObjects()
If objSelectedTower<>Null Then
EntityTexture objInfoTower(0)\sprite, texTowers(objSelectedTower\tType)
resizeSprite (objRadius\sprite,towerData(objSelectedTower\tType,objSelectedTower\level,0)*2,towerData(objSelectedTower\tType,objSelectedTower\level,0)*2)
For i=1 To 3
EntityTexture objInfoTower(i)\sprite, texNothing
Next
EntityTexture upgArrow\sprite, texUpgArrow
Else
For i=0 To 3
EntityTexture objInfoTower(i)\sprite, texTowers(i)
Next
EntityTexture upgArrow\sprite, texNothing
resizeSprite(objRadius\sprite,1,1)
EndIf
For obj.object2d=Each object2d
If obj\isStatic=0 Then
positionSprite(obj\sprite, obj\xPos, obj\yPos)
If obj\enemy<>Null Then
positionSprite(obj\enemy\lifebar, obj\xPos+32, obj\yPos)
maxLife#=levelData(obj\enemy\level,5)
resizeSprite(obj\enemy\lifebar, (obj\enemy\life*64)/maxLife , 8)
EntityColor obj\enemy\lifebar, 255-(obj\enemy\life/maxLife)*255, (obj\enemy\life/maxLife)*255, 10
EndIf
EndIf
If obj\tower<>Null Then
If obj\tower\upgradeTimer>0 Then
EntityTexture obj\tower\upgradeSprite, texUpgrade((Float(obj\tower\upgradeTimer)/obj\tower\upgradeTimerMax)*63)
obj\tower\upgradeTimer = obj\tower\upgradeTimer-1
If obj\tower\upgradeTimer=0 FreeEntity obj\tower\upgradeSprite : obj\tower\upgradeTimerMax=0
EndIf
EndIf
If obj\inAnimation = 1 Then
obj\currSize = obj\currSize + obj\scaleStep
If obj\currSize <= obj\endSize Then
resizeSprite(obj\sprite, obj\currSize, obj\currSize)
Else
deleteObject(obj)
EndIf
EndIf
Next
End Function
;############
Function spawnEnemies(level)
For i=0 To levelData(level,0)
xPos%=0
yPos%=0
tType%=levelData(currLevel,1)
speed%=levelData(currLevel,3)
money%=levelData(currLevel,4)
life%=levelData(currLevel,5)
;spawn from up
If turns(0,3,currTrack)=1 Then
xPos = turns(0,0,currTrack) * 64
yPos = 0 - (i * levelData(level,2))
;spawn from down
ElseIf turns(0,3,currTrack)=-1 Then
xPos = turns(0,0,currTrack)* 64
yPos = GAMEHEIGHT + (i * levelData(level,2))
;spawn from left
ElseIf turns(0,2,currTrack)=1 Then
xPos = 0 - (i * levelData(level,2))
yPos = turns(0,1,currTrack) * 64
;spawn from right
ElseIf turns(0,2,currTrack)=-1 Then
xPos = GAMEWIDTH + (i * levelData(level,2))
yPos =turns(0,1,currTrack) * 64
EndIf
createEnemy(xPos,yPos,tType, speed, life, money, level)
Next
End Function
;############
Function updateEnemies()
numEnemies=0
For e.enemy=Each enemy
numEnemies=numEnemies+1
;find speed
If e\slowed>0 e\slowed=e\slowed-1
speed#=levelData(e\level, 3)
If e\slowed>0 speed=speed/2
e\speed = speed
;next turn reached?
If e\nextTurn<numTurns(currTrack) And Abs(turns(e\nextTurn,0,currTrack)*64-e\super\xPos)<(speed+1) And Abs(turns(e\nextTurn,1,currTrack)*64-e\super\yPos)<(e\speed+1) Then
e\super\xPos = turns(e\nextTurn,0,currTrack)*64
e\super\yPos = turns(e\nextTurn,1,currTrack)*64
e\nextTurn=e\nextTurn+1
;enter map
ElseIf e\nextTurn=0 Then
If (turns(0,0,currTrack)*64 - e\super\xPos) < 0 Then
e\super\xPos=e\super\xPos - e\speed
ElseIf (turns(0,0,currTrack)*64 - e\super\xPos) > 0 Then
e\super\xPos=e\super\xPos + e\speed
ElseIf (turns(0,1,currTrack)*64 - e\super\yPos) < 0 Then
e\super\yPos=e\super\yPos - e\speed
ElseIf (turns(0,1,currTrack)*64 - e\super\yPos) > 0 Then
e\super\yPos=e\super\yPos + e\speed
EndIf
;leave map
ElseIf e\nextTurn=numTurns(currTrack) Then
e\super\xPos = e\super\xPos + turns(numTurns(currTrack),2,currTrack)*e\speed
e\super\yPos = e\super\yPos + turns(numTurns(currTrack),3,currTrack)*e\speed
;normal movement
Else
e\super\xPos = e\super\xPos + turns(e\nextTurn-1, 2, currTrack)*e\speed
e\super\yPos = e\super\yPos + turns(e\nextTurn-1, 3, currTrack)*e\speed
EndIf
;is off map
If e\super\xPos<-64 Or e\super\xPos>GAMEWIDTH Or e\super\yPos<-64 Or e\super\yPos>GAMEHEIGHT Then
If e\nextTurn=numTurns(currTrack) Then
deleteObject(e\super)
plrLives=plrLives-1 ;loose life
EndIf
EndIf
;is enemy dead?
If e<>Null Then
If e\poisoned=1 Then
e\life = e\life - e\poisonDamage
e\poisonDuration = e\poisonDuration -1
If e\poisonDuration=0 e\poisoned=0
EndIf
If e\life<1 Then
plrMoney=plrMoney+levelData(currLevel, 4)
plrScore=plrScore+(e\level+1)*10
deleteObject(e\super)
EndIf
EndIf
Next
If numEnemies=0 And currLevel=numLevels gameWin()
End Function
;############
Function updateTowers()
For t.tower=Each tower
If t\shotReady<>0 t\shotReady=t\shotReady-1
For e.enemy=Each enemy
If Sqr((e\super\xPos-t\super\xPos)^2+(e\super\yPos-t\super\yPos)^2)<towerData(t\tType,t\level,0) Then
If Not e\super\xPos<-64 Or e\super\xPos>GAMEWIDTH Or e\super\yPos<-64 Or e\super\yPos>GAMEHEIGHT Then
If t\upgradeTimer=0 Then
If t\shotReady=0 Then
t\shotReady=towerData(t\tType, t\level, 5)
createShot(t\super\xPos+32, t\super\yPos+32, e\super\xPos+32, e\super\yPos+32, t.tower)
EndIf
EndIf
EndIf
EndIf
Next
Next
End Function
;############
Function updateShots()
For s.shot=Each shot
s\super\xPos=s\super\xPos+s\speedX
s\super\yPos=s\super\yPos+s\speedY
;out of bounds
If s\super\xPos<0 Or s\super\xPos>GAMEWIDTH Or s\super\yPos<0 Or s\super\yPos>GAMEHEIGHT Then
deleteObject (s\super)
Else
;hit:
;direct
For e.enemy=Each enemy
If RectsOverlap (e\super\xPos,e\super\yPos,64,64,s\super\xPos,s\super\yPos,1,1)=1 Then
e\life=e\life-towerData(s\tType,s\comeFrom\level,2)
If s\tType=2 e\slowed=slowedEffectDur
If s\tType=3 Then
e\poisoned=1
e\poisonDamage=towerData(s\comeFrom\tType, s\comeFrom\level, 6)
e\poisonDuration = towerData(s\comeFrom\tType, s\comeFrom\level, 7)
EndIf
;splash
If s\tType=1 Or s\tType=2 Then
If s\tType=1 createObject(e\super\xPos+32, e\super\yPos+32, 0,0, texSplash, -1000, 1)
If s\tType=2 createObject(e\super\xPos+32, e\super\yPos+32, 0,0, texIceSplash, -1000, 1)
obj.object2d=Last object2d
resizeSprite(obj\sprite, 0,0)
obj\currSize = 0
obj\endSize = towerData(s\comeFrom\tType, s\comeFrom\level, 4)*2
obj\scaleStep = (obj\endSize-obj\currSize)/20
obj\inAnimation=1
For en.enemy=Each enemy
If en.enemy<>e.enemy Then
If Sqr(Abs(e\super\xPos-en\super\xPos)^2+Abs(e\super\yPos-en\super\yPos)^2)<towerData(s\tType,s\comeFrom\level,4) Then
en\life=en\life-towerData(s\tType,s\comeFrom\level,3)*2
If s\tType=2 en\slowed=slowedEffectDur
EndIf
EndIf
Next
EndIf
deleteObject(s\super)
Exit
EndIf
Next
EndIf
Next
End Function
;############
Function positionSprite(sprite,x%,y%)
PositionEntity sprite, x-GAMEWIDTH/2,-(y-GAMEHEIGHT/2),GAMEWIDTH/2
End Function
;############
Function resizeSprite(sprite, x#,y#)
ScaleSprite sprite,x/2,y/2
End Function
;############
Function nextLevel()
If currLevel<>numLevels Then
currLevel=currLevel+1
spawnEnemies(currLevel)
timeToNextLevel=levelData(currLevel, 0) * levelData(currLevel, 2) / levelData(currLevel, 3) + levelDelay
EndIf
End Function
;############
Function createTower(xPos%, yPos%, tType%)
If plrMoney+1>towerData(tType, 0, 9) Then
gameBoard(xPos/64,yPos/64,1,currTrack)=1
obj.object2d=New object2d
obj\xPos=xPos
obj\yPos=yPos
obj\isStatic=1
obj\tower=New tower
obj\tower\shotReady=1
obj\tower\tType=selectedTowerType
obj\tower\super=obj
obj\sprite = CreateSprite()
HandleSprite obj\sprite,-1,1
positionSprite(obj\sprite,obj\xPos,obj\yPos)
resizeSprite(obj\sprite,64,64)
EntityTexture obj\sprite, texTowers(obj\tower\tType)
plrMoney = plrMoney - towerData(tType, 0, 9)
obj\tower\upgradeTimer=towerData(tType, 0, 8)
obj\tower\upgradeTimerMax=towerData(tType, 0, 8)
If towerData(tType, 0, 8)>0 Then
obj\tower\upgradeSprite = CreateSprite()
resizeSprite (obj\tower\upgradeSprite, 64,64)
positionSprite(obj\tower\upgradeSprite, obj\xPos+32, obj\yPos+32)
EntityOrder obj\tower\upgradeSprite, -1
EntityAlpha obj\tower\upgradeSprite, 0.5
EndIf
EndIf
End Function
;############
Function createEnemy(xPos%, yPos%, tType%, speed%, life%, money%, level%)
obj.object2d=New object2d
obj\xPos=xPos
obj\yPos=yPos
obj\isStatic=0
obj\enemy = New enemy
obj\enemy\tType = tType
obj\enemy\speed = speed
obj\enemy\life = life
obj\enemy\money = money
obj\enemy\nextTurn = 0
obj\enemy\level = level
obj\enemy\super = obj
obj\sprite = CreateSprite()
HandleSprite obj\sprite,-1,1
positionSprite(obj\sprite,obj\xPos+32,obj\yPos+32)
resizeSprite(obj\sprite,64,64)
EntityTexture obj\sprite, texEnemies(obj\enemy\tType)
obj\enemy\lifebar = CreateSprite()
resizeSprite(obj\enemy\lifebar,64,8)
EntityOrder obj\enemy\lifebar, -999
End Function
;############
Function createShot(startX, startY%, goalX%, goalY%, tt.tower)
obj.object2d=New object2d
obj\xPos=startX
obj\yPos=startY
obj\isStatic=0
obj\shot = New shot
obj\shot\goalX=goalX
obj\shot\goalY=goalY
obj\shot\comeFrom=tt
obj\shot\tType=tt\tType
obj\shot\super = obj
winkel=ATan2((goalY-startY),(goalX-startX))
obj\shot\speedX=Cos(winkel)*towerData(tt\tType,tt\level,1)
obj\shot\speedY=Sin(winkel)*towerData(tt\tType,tt\level,1)
winkel=(ATan2((obj\shot\goalY-obj\yPos), -(obj\shot\goalX-obj\xPos)) + 360) Mod 360 +180
obj\rotation = winkel
obj\sprite = CreateSprite()
positionSprite(obj\sprite,obj\xPos,obj\yPos)
resizeSprite(obj\sprite,64,64)
ScaleSprite obj\sprite,10*(tt\level+1),5*(tt\level+1)
EntityTexture obj\sprite, texShots(obj\shot\tType)
RotateSprite obj\sprite, obj\rotation
End Function
;############
Function createObject.object2d(xPos%, yPos%, xSize%, ySize%, tex, order%, static%)
obj.object2d=New object2d
obj\xPos=xPos
obj\yPos=yPos
obj\isStatic=static
obj\sprite = CreateSprite()
positionSprite(obj\sprite,obj\xPos,obj\yPos)
resizeSprite(obj\sprite,xSize,ySize)
EntityTexture obj\sprite, tex
EntityOrder obj\sprite, order
Return obj
End Function
;############
Function deleteObject(obj.object2d)
FreeEntity obj\sprite
Delete obj\tower
Delete obj\shot
If obj\enemy<>Null Then
FreeEntity obj\enemy\lifebar
EndIf
Delete obj\enemy
FreeTexture obj\texture
Delete obj
End Function
;############
Function sortObjects()
For obj.object2d = Each object2d
If obj\isStatic=0 EntityOrder obj\sprite, -obj\yPos : If obj\yPos<0 EntityOrder obj\sprite, -1
Next
End Function
;############
Function gameOver()
End
End Function
;############
Function gameWin()
End
End Function
;############
Function pauseGame()
pauseTimer=CreateTimer(60)
While Not KeyHit(25) Or KeyHit(1)
WaitTimer pauseTimer
Wend
FreeTimer pauseTimer
End Function
;############
Function upgradeTower(t.tower)
If plrMoney+1>towerData(t\tType, t\level, 9) Then
If t\upgradeTimer=0 Then
plrMoney = plrMoney - towerData(t\tType, t\level, 9)
t\upgradeTimer=towerData(t\tType, t\level+1, 8)
t\upgradeTimerMax=towerData(t\tType, t\level+1, 8)
t\level = t\level + 1
t\upgradeSprite = CreateSprite()
resizeSprite (t\upgradeSprite, 64,64)
positionSprite(t\upgradeSprite, t\super\xPos+32, t\super\yPos+32)
EntityOrder t\upgradeSprite, -1
EntityAlpha t\upgradeSprite, 0.5
EndIf
EndIf
End Function