This is a small collection of mostly game example source codes. These source codes are made available to help PlayBasic programmers kick start their game programming journey.
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This example creates a layered infinitely scrollable star field using shapes. The star field can move/wrap in all 8 directions, much like you'd see in Asteroids arcade style games.. Here we're using Shapes to batch render dots, rather than trying to brute force them individually
This example is simple tron/snake styled game where the players must control the dot without it crossing over the trail it leaves behind. The version of the game uses line intersection to suss out the potential collisions, rather than the normal map/pixel method.
This example is for of the CleverCoder challenge #19. The challenge was to create a space invader styles game, but limited the number of aliens to one.
The code is bit long that need be really, as the code draws simple polygons to shape to represent the Alien / Player & Bullets. The polygons are then merged to shapes for collision detection between the various character types. I've tried to divide everything into groups of functions to separate everything as much as possible. Which in turn creates a little extra code, but is less error prone in longer projects.
I've included two versions of the code, one is for the users using PlayBasic V1.63 Learning Edition, the other is for V1.64 retail users. The V1.64 version just takes advantage of some of the new compiler and graphics features found in retail editions, such as math operators and VSync support.
YAAC is more an Asteroids framework than a complete game. While it does include the basic player mechanics (controls, firing & collisions) as well as the asteroids controller code. It's not really tweaked up, It feel's ok, but the player is easily overwhelmed...
Visually, the game uses additive effects on all items combined with buffer depreciation, which gives the trialing effect. Which have become common place in modern 'vector' games.
The objective of the demo is really to help Beta test the PlayBasic V1.64k, as such the code uses a number of new features found only in that update..
This example recreates a version of the Mario movement and control system. It includes simple animation, jumping/falling and collision with the environment.
This example is a version of the classic memory game, where you flip cards to find the matching pairs. Each time a pair is located, you're awarded a score. When all pairs are matched you win! Pretty simple game mechanic, but it can be a pretty enjoyable little game.
This example was original written at the start of 2006. It was originally developed using PlayBasic V1.20 (or so) and apart from a few parameters changes. The code is virtually the same.
The demo was originally written as a proof of concept of sorts. While there's no game to speak of, the demo does show some methods that you can use to render perspective textured mapped scenes. Even in good old PlayBasic.
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