Does any one have or know of a Gideros Space invaders engine? I have a game idea, and its based on a space invaders game play, and want a frame work to work with.
REAL programmers type copy con filename.exe ---------------------------------------
There is an arkanoid clone, a really beautifull one. Full source code is on sale. Maybe it will give some idea . (Captain here : If you will change the source code to move the stones down it can be a space invaders clone )
There is an arkanoid clone, a really beautifull one. Full source code is on sale. Maybe it will give some idea . (Captain here : If you will change the source code to move the stones down it can be a space invaders clone )
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Here is the code, don't laugh as it was quickly hacked together in a couple of hours just to show how quick and easy it is to code something retro-ish using Gideros.
You will have to find your own gfx/sfx as it uses original Invader stuff for that.
It's virtually a complete game, even has the ripple effect that Invaders had.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
function gameLoop(event)
vCounter=vCounter+1if invadersActive thenif reset>0then
dirX=invaderSpeedX
dirY=0
movement=0
x=invaders[reset].resetX
y=invaders[reset].resetY
invaders[reset].x,invaders[reset].y=x,y
invaders[reset]:setPosition(x,y)
invaders[reset]:setVisible(true)
reset=reset-1if reset==0then
panelText[7]:setText("Wave "..wave)else
panelText[7]:setText("")endelselocal moved=falsefor loop=1,count do
movement=movement-1if movement<1then
dirY=0for loop2=1,count do
newx=invaders[loop2].x+dirX
if newx<border or newx>(width-border)then
dirX=-dirX
dirY=invaderSpeedY
breakendend
movement=count
heartBeat=heartBeat+1if heartBeat==4then
heartBeat=0end
sfx[4+heartBeat]:play()if heartBeat%2==0thenfor loop2=1,count do
invaders[loop2].bitmap:setTextureRegion(tInvader[invaders[loop2].image])endelsefor loop2=1,count do
invaders[loop2].bitmap:setTextureRegion(tInvader[invaders[loop2].image+1])endendendif invaders[movement]:isVisible()then
invaders[movement].x=invaders[movement].x+dirX
invaders[movement].y=invaders[movement].y+dirY
invaders[movement]:setPosition(invaders[movement].x,invaders[movement].y)
moved=truebreakendendif moved==falsethen
reset=count
wave=wave+1endendif panelButton[1].pressed then
shipX=shipX-shipSpeed
endif panelButton[2].pressed then
shipX=shipX+shipSpeed
endif shipX<border then
shipX=border
elseif shipX>(width-border)then
shipX=width-border
end
bShip:setPosition(shipX,shipY)if panelButton[3].pressed and fire==falsethen
fire=trueif bulletWallet>0then
sfx[1]:play()
bulletWallet=bulletWallet-1
bullets:addChild(Bullet.new(shipX,shipY))endelseif panelButton[3].pressed==falsethen
fire=falseendfor loop=bullets:getNumChildren(),1,-1dolocal bullet=bullets:getChildAt(loop)if bullet.explode>0then
bullet.explode=bullet.explode-1if bullet.explode==0then
bullet:removeChild(bullet.bitmap)
bullet:removeFromParent()endelse
bullet.y=bullet.y-bulletSpeed
for loop=1,count doif invaders[loop]:isVisible()and invaders[loop].bitmap:hitTestPoint(bullet.x,bullet.y)then
sfx[3]:play()
bullet.explode=20
bullet.x,bullet.y=invaders[loop].x,invaders[loop].y
invaders[loop]:setVisible(false)
bullet.bitmap:setTextureRegion(explode[1])
bulletWallet=bulletWallet+1
players[player].score=players[player].score+1endendif bullet.y<100then
bullet.explode=20
bullet.bitmap:setTextureRegion(explode[2])
bulletWallet=bulletWallet+1else
bullet:setPosition(bullet.x,bullet.y)endendendfor loop=1,count doif invaders[loop]:isVisible()thenif invaders[loop].bitmap:hitTestPoint(shipX,shipY)then
invaders[loop]:setVisible(false)endif invaders[loop].bitmap:hitTestPoint(invaders[loop].x,earthY)then
invadersActive=falseendendendend
panelText[3+player]:setText(players[player].score)if players[player].score>hiscore then
hiscore=players[player].score
panelText[6]:setText(hiscore)endend
stage:addEventListener(Event.ENTER_FRAME,gameLoop)
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
btw, here it is again with a different font/gfx, a crazy explosion effect, bouncing bullets and a scrolling background:
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Thanks, if you look at the code it's not much a lot of it is cut/paste from my other stuff and then cleanup. Sorry there are no comments but it should be fairly easy to follow.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
Maybe it will give some idea . (Captain here : If you will change the source code to move the stones down it can be a space invaders clone )
http://giderosmobile.com/forum/discussion/5322/arkablock-gideros-game-with-source-code-on-sale-in-chupamobile/p1
https://play.google.com/store/apps/details?id=es.jdbc.arkamania&hl=es
Likes: jdbc, pie
https://deluxepixel.com
You will have to find your own gfx/sfx as it uses original Invader stuff for that.
It's virtually a complete game, even has the ripple effect that Invaders had.
Likes: pie, hgy29
https://deluxepixel.com
https://deluxepixel.com
https://deluxepixel.com
Likes: antix
https://deluxepixel.com
Likes: SinisterSoft
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Likes: SinisterSoft
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I guess my current project is a bit more complex but there's no way I could spew out code like that. Nice stuff
Likes: SinisterSoft
https://deluxepixel.com