📄 module1.bas
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Attribute VB_Name = "Publics"
Public Declare Function BitBlt Lib "gdi32" (ByVal hDestDC As Long, ByVal X As Long, ByVal Y As Long, ByVal nWidth As Long, ByVal nHeight As Long, ByVal hSrcDC As Long, ByVal xSrc As Long, ByVal ySrc As Long, ByVal dwRop As Long) As Long
Public Declare Function GetTickCount Lib "kernel32.dll" () As Long
Declare Function GetPixel Lib "gdi32.dll" (ByVal hdc As Long, ByVal nXPos As Long, ByVal nYPos As Long) As Long
Public Declare Function sndPlaySound Lib "winmm.dll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As Long
Public Declare Function GetAsyncKeyState Lib "user32" (ByVal vKey As Long) As Integer
Public Const SRCAND = &H8800C6
Public Const SRCPAINT = &HEE0086
Public Const SRCCOPY = &HCC0020
Public Type Coor
X As Integer
Y As Integer
Act As Boolean
Tag As Integer
End Type
Public Type Player
X As Integer
Y As Integer
Ammo As Integer
Dire As Byte
Health As Integer
Score As Long
Speed As Currency
Firetime As Currency
Killed As Integer
End Type
Public Type SubMarine
X As Integer
Y As Integer
Act As Boolean
Score As Integer
Dire As Integer
Speed As Integer
Damaged As Integer
End Type
Public Type DropBombs
X As Integer
Y As Integer
Act As Boolean
Speed As Currency
End Type
Public Type Bomber
X As Integer
Y As Integer
Act As Boolean
Dire As Integer
Speed As Integer
BombLoad As Integer
Droped As Boolean
End Type
Public Type HighScore
PlName As String
plScore As Long
plDate As String
End Type
Public Type PointsSign
Score As Integer
X As Integer
Y As Integer
Tag As Byte
End Type
Public Const Bredde As Integer = 400
Public Const Hoyde As Integer = 360
Public Const ShipBredde = 53
Public Const ShipHoyde = 14
Public Const SubBredde = 36
Public Const SubHoyde = 10
Public Const PlaneBredde = 29
Public Const PlaneHoyde = 12
Public Const MaxAmmo = 7
Public P1 As Player
Public Shot(1 To 30) As Coor
Public Subs(1 To 30) As SubMarine
Public HighS(1 To 10) As HighScore
Public Planes(1 To 10) As Bomber
Public Bombs(1 To 30) As DropBombs
Public Explo(1 To 10) As Coor
Public Signs(1 To 10) As PointsSign
Public TheKing As Coor
Public NumPlanes As Integer
Public NumSubs As Integer
Public NumShots As Integer
Public NumBombs As Integer
Public DontClose As Boolean
Public MainPause As Boolean
Public Function PlaySound(File As String)
Const SND_SYNC = &H0
Const SND_ASYNC = &H1
Const SND_NODEFAULT = &H2
Const SND_LOOP = &H8
Const SND_NOSTOP = &H10
wFlags% = SND_ASYNC Or SND_NODEFAULT
Svar = sndPlaySound(App.Path & "\" & File & ".wav", wFlags%) 'Send the sound to the big world
End Function
Public Sub Fire() 'This is what happens when the player fires
Dim A As Integer
If (GetTickCount - P1.Firetime) < 300 Then Exit Sub 'A delay of 300 millisec between each shot
If P1.Ammo = 0 Then Exit Sub 'out of ammo, don't fire
If NumShots = 30 Then Exit Sub 'to many bombs active, don't fire
P1.Firetime = GetTickCount 'set time till next fire
P1.Ammo = P1.Ammo - 1 'remove one in ammo
NumShots = NumShots + 1 'add a shot to the counting variable
A = 1
Do Until Not Shot(A).Act 'find an open shot slot
A = A + 1
Loop
With Shot(A)
.Act = True 'atctivate it
.Y = P1.Y + ShipHoyde 'put it at the bottom of the ship
.X = P1.X + (ShipBredde / 2) 'an in the middle of it
End With
End Sub
Public Sub MakeSub() 'Triggerd every tick, it makes subs
Dim A As Integer
If NumSubs = 30 Then Exit Sub 'Too many subs are active
If Boss.Act Then Exit Sub 'Don't create subs when at the boss
Randomize
temp = (Rnd * 130)
If temp < 2 + 30 - NumSubs Then 'if a small chance occures it creats a sub
NumSubs = NumSubs + 1 'adds a sub to the subcounter
A = 1
Do Until Not Subs(A).Act Or A = 30 'finds a free slot
A = A + 1
Loop
With Subs(A)
.Act = True 'activates the sub
If Int((Rnd * 2) + 1) = 1 Then 'put's it eighter at the left or right side of the screen
.X = 0 - SubBredde - 2
.Dire = 2
Else
.X = Bredde + 2
.Dire = 1
End If
.Y = Int((Rnd * 200) + 130) 'Give a random Y point to enter
Randomize
temp = Int((Rnd * 100) + 1) 'Give a random speed
Select Case temp
Case 80 To 100
.Speed = 3
Case 50 To 80
.Speed = 2
Case Else
.Speed = 1
End Select
.Score = (.Speed * 2) * (.Y / 8) 'calculate score for killing sub using speed and depth
End With
End If
End Sub
Public Sub Movesubs() 'moves all the subs
For A = 1 To 30
With Subs(A)
If .Act Then
'M is the speed at which the subs move
If .Dire = 2 Then M = .Speed 'going right
If .Dire = 1 Then M = -1 * .Speed 'going left
If .Damaged <> 0 Then 'if it's hit and sinking:
.Damaged = .Damaged + 1
.Y = .Y + 3
If .Damaged = 10 Then 'sunk deep enough, deactivate
.Damaged = 0
.X = 0
.Y = 0
.Dire = 0
.Act = False
End If
Else 'if not, move it
.X = .X + M
End If
'Reach end of screen?
If .X < 0 - SubBredde - 2 Or .X > Bredde + 2 Then
.Act = False
.Dire = 0
.Score = 0
.Speed = 0
.Damaged = 0
.X = 0
.Y = 0
NumSubs = NumSubs - 1
End If
End If
End With
Next A
End Sub
Public Sub MovePlanes()
For A = 1 To 10
With Planes(A)
If .Act Then
If .Dire = 2 Then M = .Speed
If .Dire = 1 Then M = -1 * .Speed
.X = .X + M
'Reach the edge
If .X < 0 - PlaneBredde - 2 Or .X > Bredde + 2 Then
.Act = False
.Dire = 0
.Speed = 0
.Droped = False
.X = 0
.Y = 0
.BombLoad = 0
NumPlanes = NumPlanes - 1
End If
End If
End With
Next A
End Sub
Public Sub MoveShots()
For A = 1 To 30
With Shot(A)
If .Act Then
.Y = .Y + 1.8
'Hit a sub?
HitSubCheck (A)
If .Y >= Hoyde Then 'Reach the bottom?
.Act = False
.X = 0
.Y = 0
NumShots = NumShots - 1
End If
End If
End With
With Bombs(A) 'Bombs dropped from planes
If .Act Then
.Speed = .Speed - (.Speed * 0.1)
.X = .X + .Speed
.Y = .Y + 2
HitShipCheck (A)
If .Y >= 117 Then 'Reach surface, deactivate
.Act = False
.X = 0
.Y = 0
.Speed = 0
NumBombs = NumBombs - 1
End If
End If
End With
Next A
'The King
If TheKing.Act Then
TheKing.X = TheKing.X - 1
If TheKing.X <= -24 Then 'Deactivate
PlaySound "elvis"
TheKing.Act = False
TheKing.X = 0
TheKing.Y = 0
TheKing.Tag = 0
End If
If TheKing.Tag = 0 Then
TheKing.Tag = 2
Else: TheKing.Tag = TheKing.Tag - 1
End If
If Rnd > 0.98 Then PlaySound "elvis2"
End If
End Sub
Public Sub HitSubCheck(M)
Dim Svar(1 To 4)
Svar(1) = GetPixel(Form1.Pic2.hdc, Shot(M).X, Shot(M).Y)
Svar(2) = GetPixel(Form1.Pic2.hdc, Shot(M).X + 6, Shot(M).Y)
Svar(3) = GetPixel(Form1.Pic2.hdc, Shot(M).X + 6, Shot(M).Y + 6)
Svar(4) = GetPixel(Form1.Pic2.hdc, Shot(M).X, Shot(M).Y + 6)
For A = 1 To 4
If Svar(A) <> vbWhite And Not Svar(A) = -1 Then
'Check the boss
If Boss.Act Then
Select Case A
Case 1
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