Author Topic: ScriptBasic SokoMouse Game  (Read 8688 times)

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ScriptBasic SokoMouse Game
« on: February 20, 2013, 09:38:51 PM »




The attached zip contains all the files to run the SokoMouse game on a ScriptBasic for Windows installed system. The spacebar will reset the level if you need to start the level over. Click the rotating arrows to scroll through the levels. SokoMouse supports sound so don't forget to turn on those speakers.

This project was just a proof of concept to show that ScriptBasic is robust enough to support a GUI game engine.

Code: [Select]
' ScriptBasic SokoMouse

INCLUDE "sw.inc"

SUB Initialize
  DrawBmp p1, 0, 0, 640, 480, 0
  CALL ShowLevel
  FOR bc = 0 TO 299
    xBox[bc] = 0
    yBox[bc] = 0
    rBox[bc] = 0
    zBox[bc] = 0
    iBox[bc] = 0
  NEXT
  zR = 0
  vR = 0
  zA = 0
  pHead = 3
  Ready = 0
  sl = 0
  cV = 0
  cR = 0
  Steps = 0
  RasReg = 0
  KeyR = 0
  KeyL = 0
  KeyU = 0
  KeyD = 0
  BoxRas = 0
  Turn = 1
  zTurn = 0
END SUB

SUB LoadMaps
  LoadBytes "Maps/Map" & lev & "-1.bin", Map1
  LoadBytes "Maps/Map" & lev & "-2.bin", Map2
  LoadBytes "Maps/Map" & lev & "-3.bin", Map3
END SUB  
  
SUB ShowLevel
  Sprite s8, 480, 420, zA
  Sprite s9, 576, 420, zA
  IF lev < 10 THEN
    BmpText fo, 520, 420, Nums[lev], 24, 24
  ELSE
    BmpText fo, 520, 420, STR(lev), 24, 24
  END IF
  vA += 1
  IF vA = 8 THEN
    vA = 0
    zA = zA + 1
    IF zA = 4 THEN zA = 0
  END IF
END SUB

SUB ShowMaps
  FOR icx = 0 TO 14
    FOR idx = 0 TO 19
      ibx = icx * 20 + idx
      IF ASC(Map1[ibx]) = 3 THEN Sprite s1, idx * 32, icx * 32, 3
      IF ASC(Map3[ibx]) = 2 THEN Sprite s1, idx * 32, icx * 32, 2
      IF ASC(Map2[ibx]) = 5 THEN Sprite s2, idx * 32, icx * 32, zR
    NEXT
  NEXT
  vR += 1
  IF vR = 10 THEN
    vR = 0
    zR += 1
  END IF
  IF zR = 4 THEN zR = 0
END SUB

SUB FindHead
  FOR icx = 0 TO 14
    FOR idx = 0 TO 19
      ibx = icx * 20 + idx
      IF ASC(Map3[ibx]) = 6 THEN
        xHead = idx * 32
        yHead = icx * 32
        rHead = 0
        zHead = 0
        EXIT SUB
      END IF
    NEXT
  NEXT
END SUB

SUB AllDone
  IF Ready >= 1 THEN EXIT SUB
  FOR icx = 0 TO 14
    FOR idx = 0 TO 19
      ibx = icx * 20 + idx
      IF ASC(Map2[ibx]) = 5 AND ASC(Map3[ibx]) <> 4 THEN
        EXIT SUB
      END IF
    NEXT
  NEXT
  PlaySound w3
  Ready = 2
  RasReg = 1
  Turn = 0
  pHead = 0
  rTurn = Rand(1, 2)
  xTurn = xHead
  yTurn = yHead
END SUB

SUB TurnHead
  IF Turn > 0 THEN EXIT SUB
  IF rTurn = 1 THEN
    Sprite s6, xTurn, yTurn, zTurn
  ELSE IF rTurn = 2 THEN
    Sprite s7, xTurn, yTurn, zTurn
  END IF
  zTurn = zTurn + 1
  IF zTurn = 64 THEN zTurn = 0
END SUB

SUB FlashBox
  FOR icx = 0 TO 14
    FOR idx = 0 TO 19
      ibx = icx * 20 + idx
      IF ASC(Map2[ibx]) = 5 AND ASC(Map3[ibx]) = 4 THEN
        Sprite s4, idx * 32, icx * 32, cR
      END IF
    NEXT
  NEXT
  cV += 1
  IF cV = 10 THEN
    cV = 0
    cR += 1
  END IF
  IF cR = 4 THEN cR = 0
END SUB

SUB ScanBoxes
  IF BoxRas > 0 THEN EXIT SUB
  FOR icx = 0 TO 14
    FOR idx = 0 TO 19
      ibx = icx * 20 + idx
      IF ASC(Map3[ibx]) = 4 THEN
        iBox[ibx] = 1
        xBox[ibx] = idx * 32
        yBox[ibx] = icx * 32
        rBox[ibx] = 0
      END IF
    NEXT
  NEXT
END SUB

SUB ShowBoxes
  FOR ibx = 20 TO 280
    IF iBox[ibx] = 1 AND rBox[ibx] = 0 THEN
      Sprite s1, xBox[ibx], yBox[ibx], 4
    ELSE IF iBox[ibx] = 1 AND rBox[ibx] = 1 THEN
      xBox[ibx] = xBox[ibx] + 2
      Sprite s1, xBox[ibx], yBox[ibx], 4
      zBox[ibx] = zBox[ibx] + 2
      IF zBox[ibx] = 32 THEN
        zBox[ibx] = 0
        iBox[ibx] = 0
        icx = (yBox[ibx] * 20 + xBox[ibx]) / 32
        Map3[icx] = CHR(4)
      END IF
    ELSE IF iBox[ibx] = 1 AND rBox[ibx] = 2 THEN
      xBox[ibx] = xBox[ibx] - 2
      Sprite s1, xBox[ibx], yBox[ibx], 4
      zBox[ibx] = zBox[ibx] + 2
      IF zBox[ibx] = 32 THEN
        zBox[ibx] = 0
        iBox[ibx] = 0
        icx = (yBox[ibx] * 20 + xBox[ibx]) / 32
        Map3[icx] = CHR(4)
      END IF
    ELSE IF iBox[ibx] = 1 AND rBox[ibx] = 3 THEN
      yBox[ibx] = yBox[ibx] - 2
      Sprite s1, xBox[ibx], yBox[ibx], 4
      zBox[ibx] = zBox[ibx] + 2
      IF zBox[ibx] = 32 THEN
        zBox[ibx] = 0
        iBox[ibx] = 0
        icx = (yBox[ibx] * 20 + xBox[ibx]) / 32
        Map3[icx] = CHR(4)
      END IF
    ELSE IF iBox[ibx] = 1 AND rBox[ibx] = 4 THEN
      yBox[ibx] = yBox[ibx] + 2
      Sprite s1, xBox[ibx], yBox[ibx], 4
      zBox[ibx] = zBox[ibx] + 2
      IF zBox[ibx] = 32 THEN
        zBox[ibx] = 0
        iBox[ibx] = 0
        icx = (yBox[ibx] * 20 + xBox[ibx]) / 32
        Map3[icx] = CHR(4)
      END IF
    END IF
  NEXT
END SUB

SUB ScanHead
  IF RasReg > 0 THEN EXIT SUB
  idx = xHead / 32
  icx = yHead / 32
  ibx = icx * 20 + idx
  IF ASC(Map3[ibx]) = 6 AND Key(vk_right) AND ASC(Map3[ibx + 1]) = 4 AND ASC(Map3[ibx + 2]) = 0 AND KeyR = 0 THEN
    Map3[ibx] = CHR(0)
    Map3[ibx + 1] = CHR(6)
    rHead = 1
    pHead = 1
    BoxRas = 0
    xBox[ibx + 1] = xHead + 32
    yBox[ibx + 1] = yHead
    rBox[ibx + 1] = 1
    iBox[ibx + 1] = 1
    Steps += 1
    PlaySound w2
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_left) AND ASC(Map3[ibx - 1]) = 4 AND ASC(Map3[ibx - 2]) = 0 AND KeyL = 0 THEN
    Map3[ibx] = CHR(0)
    Map3[ibx - 1] = CHR(6)
    rHead = 2
    pHead = 2
    BoxRas = 0
    xBox[ibx - 1] = xHead - 32
    yBox[ibx - 1] = yHead
    rBox[ibx - 1] = 2
    iBox[ibx - 1] = 1
    Steps += 1
    PlaySound w2
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_up) AND ASC(Map3[ibx - 20]) = 4 AND ASC(Map3[ibx - 40]) = 0 AND KeyU = 0 THEN
    Map3[ibx] = CHR(0)
    Map3[ibx - 20] = CHR(6)
    rHead = 3
    pHead = 3
    BoxRas = 0
    xBox[ibx - 20] = xHead
    yBox[ibx - 20] = yHead - 32
    rBox[ibx - 20] = 3
    iBox[ibx - 20] = 1
    Steps += 1
    PlaySound w2
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_down) AND ASC(Map3[ibx + 20]) = 4 AND ASC(Map3[ibx + 40]) = 0 AND KeyD = 0 THEN
    Map3[ibx] = CHR(0)
    Map3[ibx + 20] = CHR(6)
    rHead = 4
    pHead = 4
    BoxRas = 0
    xBox[ibx + 20] = xHead
    yBox[ibx + 20] = yHead + 32
    rBox[ibx + 20] = 4
    iBox[ibx + 20] = 1
    Steps += 1
    PlaySound w2
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_right) AND ASC(Map3[ibx + 1]) = 0 AND KeyR = 0 THEN
    rHead = 1
    pHead = 1
    Map3[ibx] = CHR(0)
    Map3[ibx + 1] = CHR(6)
    Steps += 1
    PlaySound w1
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_left) AND ASC(Map3[ibx - 1]) = 0 AND KeyL = 0 THEN
    rHead = 2
    pHead = 2
    Map3[ibx] = CHR(0)
    Map3[ibx - 1] = CHR(6)
    Steps += 1
    PlaySound w1
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_up) AND ASC(Map3[ibx - 20]) = 0 AND KeyU = 0 THEN
    rHead = 3
    pHead = 3
    Map3[ibx] = CHR(0)
    Map3[ibx - 20] = CHR(6)
    Steps += 1
    PlaySound w1
  ELSE IF ASC(Map3[ibx]) = 6 AND Key(vk_down) AND ASC(Map3[ibx + 20]) = 0 AND KeyD = 0 THEN
    rHead = 4
    pHead = 4
    Map3[ibx] = CHR(0)
    Map3[ibx + 20] = CHR(6)
    Steps += 1
    PlaySound w1
  ELSE
    rHead = 0
  END IF
END SUB

SUB ShowHead
  IF rHead = 0 AND pHead = 1 THEN
    Sprite s3, xHead, yHead, 3
  ELSE IF rHead = 0 AND pHead = 2 THEN
    Sprite s3, xHead, yHead, 1
  ELSE IF rHead = 0 AND pHead = 3 THEN
    Sprite s3, xHead, yHead, 0
  ELSE IF rHead = 0 AND pHead = 4 THEN
    Sprite s3, xHead, yHead, 2
  ELSE IF rHead = 1 THEN
    xHead += 2
    Sprite s3, xHead, yHead, 3
    RasReg += 2
    IF RasReg = 32 THEN
      RasReg = 0
      rHead = 0
    END IF
  ELSE IF rHead = 2 THEN
    xHead -= 2
    Sprite s3, xHead, yHead, 1
    RasReg += 2
    IF RasReg = 32 THEN
      RasReg = 0
      rHead = 0
    END IF
  ELSE IF rHead = 3 THEN
    yHead -= 2
    Sprite s3, xHead, yHead, 0
    RasReg += 2
    IF RasReg = 32 THEN
      RasReg = 0
      rHead = 0
    END IF
  ELSE IF rHead = 4 THEN
    yHead += 2
    Sprite s3, xHead, yHead, 2
    RasReg += 2
    IF RasReg = 32 THEN
      RasReg = 0
      rHead = 0
    END IF
  END IF
END SUB

SUB MousePos
  xPos = FIX(xMouse() / 32)
  yPos = FIX(yMouse() / 32)
  IF MouseButton() = 1 THEN
    IF xPos = 15 AND yPos = 13 AND lev > 1 AND ButtonC = 0 THEN
      lev -= 1
      ButtonC = 1
      PlaySound w4
      ' Sync
      Initialize
      LoadMaps
      FindHead
      EXIT SUB
    END IF
  END IF
  IF MouseButton() = 1 THEN
    IF xPos = 18 AND yPos = 13 AND lev < 9 AND ButtonC = 0 THEN
      lev += 1
      ButtonC = 1
      PlaySound w4
      ' Sync
      Initialize
      LoadMaps
      FindHead
    END IF
  END IF
  IF MouseButton() = 0 THEN ButtonC = 0
END SUB


' MAIN

Window 640, 480, 1
SetCaption "ScriptBasic SokoMouse"

SetFps(60)

Q  = LoadBmp("SokoMedia/sokomouse.bmp", 1)
p1 = LoadBmp("SokoMedia/Phantasie.bmp", 1)
Fo = LoadBmp("SokoMedia/FontStrip.bmp", 96)
s1 = LoadBmp("SokoMedia/SokoStrip.bmp", 5)
s2 = LoadBmp("SokoMedia/RundStrip.bmp", 4)
s3 = LoadBmp("SokoMedia/HeadStrip.bmp", 4)
s4 = LoadBmp("SokoMedia/BoxsStrip.bmp", 4)
s6 = LoadBmp("SokoMedia/HeadStripR.bmp", 64)
s7 = LoadBmp("SokoMedia/HeadStripL.bmp", 64)
s8 = LoadBmp("SokoMedia/ArroStripL.bmp", 4)
s9 = LoadBmp("SokoMedia/ArroStripR.bmp", 4)

w1 = "SokoMedia/move.wav"
w2 = "SokoMedia/push.wav"
w3 = "SokoMedia/done.wav"
w4 = "SokoMedia/clic.wav"

Nums[1] = "01"
Nums[2] = "02"
Nums[3] = "03"
Nums[4] = "04"
Nums[5] = "05"
Nums[6] = "06"
Nums[7] = "07"
Nums[8] = "08"
Nums[9] = "09"

Cls  0xCCCCCC
Sprite Q, 180, 60, 0
BmpText fo, 205, 32, "SOKOMOUSE", 24, 24
BmpText fo, 170, 428, "PRESS ANY KEY", 24, 24
WaitKey

lev = 1
Initialize
LoadMaps
ShowLevel
FindHead

WHILE Key(27) = 0
  ShowMaps
  IF sl THEN ShowLevel
  ScanBoxes
  ScanHead
  ShowBoxes
  ShowHead
  FlashBox
  AllDone
  MousePos
  TurnHead
  IF Key(vk_space) THEN
    BmpText fo, 64, 420, "Wait...", 24, 24
    Initialize
    LoadMaps
    FindHead
  END IF
  BmpText fo, 200, 8, "SokoMouse", 24, 24
  IF Ready = 2 THEN
    BmpText fo, 64, 420, "Advance to the next level ...", 16, 16
    sl = 1
  END IF
  BoxRas += 2
  IF BoxRas = 32 THEN BoxRas = 0
  IF Key(vk_right) = 0 THEN KeyR = 1
  IF Key(vk_right)THEN KeyR = 0
  IF Key(vk_left) = 0 THEN KeyL = 1
  IF Key(vk_left) THEN KeyL = 0
  IF Key(vk_up) = 0 THEN KeyU = 1
  IF Key(vk_up) THEN KeyU = 0
  IF Key(vk_down) = 0 THEN KeyD = 1
  IF Key(vk_down) THEN KeyD = 0
  Sync
WEND
CloseWindow

Update: I notice a memory freeing issue with Simple Windows and will post an updated version of the game when it is resolved.
« Last Edit: February 23, 2013, 09:21:53 PM by support »