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Have a Game! Blog
29th August 2021
I think this is as streamlined as I'm going to get it!

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Been off-and-on working on this for the past few days. Little nips and tucks, and trying my best to keep it under control, but I can't find any more ways to get it any better.
The multiple balls colliding with multiple objects is quite a stress on the language.
Grrr.

More work necessary on the engine, methinks.

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10,"2__0_0@::0_0_0_00:.0_0_0_0:.0_0_0_00::0_0_00::0_0_0_00:.0_0.::0_0.:.0_0,:.0!ppU0.::0!::0?:.0,Up.U0_00:.0?::0.Up.U0_00:.0_00Up.U0_0,::0_0,Up.U0_0_0@Up.U0_0@::0/Upp0ppU0/::0!:.0?Upp00ppU0!:.0?:.0?Upp00p,U0?:.0!::0?Up,0,ppU0!::0_0?Upp0.p,U0_0_00Up,0?p,U0_0_Up,0!p.U0_0/Up.0/p.U0_0?Up.0_p.UU0_0UUp.0_00p?UU0!UUp?0_0?p?U!p?0_0_p_p,0_0_0?p!"; Symbol 11,"1__0_0_0_0_0_0_0_0_0?II0_0?II0_0?I0_0?B,0_0,B0B0BD_D_D_D?0D_D?0,D_D,0?D_D"; Symbol 12,"1__0?V0.V0_0Ve00eV0_0Ve.V0_0Ve.V0_0Ve.V0_0Ve.V0_0Ve.V0_0Ve.V0_0Ve.V0_0Ve.V"; Dim grid(50,10) Dim pos(50) Dim ball(10,10) Graphics 1280,720,1 Border 30,30,80 GameHandler("A Boatload|of|Balls","Calendar") .StartGame SeedRnd ThisLevel*7 keydel=120 px=ScreenWidth()/2 px2=ScreenWidth()/2 ptilt=0 GotBalls=3 Sway=0 SwayAim=0 WaterCol=Rand(0,360) // Floors FloorCol=Rand(0,360) For x=0 to 9 pos(x)=x Next For x=0 to 9 r=Rand(0,9) t=pos(x) pos(x)=pos(r) pos(r)=t next For n=0 to 9 grid(n,0)=1 grid(n,1)=(120+(pos(n)*115))+Rand(-30,30) grid(n,2)=96+n*52 m=(12-n)*0.1 grid(n,3)=Rnd(120,256)*m grid(n,4)=Rnd(8,24) grid(n,5)=0 grid(n,6)=0 m=n+10 grid(m,0)=1 grid(m,1)=grid(n,1)+Rnd(0-grid(n,3),grid(n,3)) grid(m,2)=grid(n,2)-24 Next // Cups For n=20 to 29 grid(n,0)=3 if n==20 or n==22 then grid(n,0)=5 if n==24 then grid(n,0)=10 grid(n,1)=(120+(pos(n-20)*115))+Rand(-50,50) grid(n,2)=ScreenHeight()-96 grid(n,3)=Rnd(64,128) grid(n,4)=Rnd(16,48) grid(n,5)=0 grid(n,6)=0 Next For n=0 to 9 ball(n,0)=0 next gets=0 Return .InGame CLS ResetDraw fs=16 butt=0 if GamePad(ButtonA)>0.5 or (MouseDown() and MouseY()<ScreenHeight()/2) then butt=1 For b=0 to 2 if ball(b,0)<1 and butt==1 and keydel<1 and GotBalls>0 PlaySFX("Beeper_4tone_Up") PlaySFX("Explode_High_5") keydel=60 ball(b,0)=1 ball(b,1)=px ball(b,2)=py ball(b,3)=ptilt*0.5 ball(b,4)=-27 ball(b,5)=Rnd(0,360) ball(b,8)=0 GotBalls=GotBalls-1 endif if ball(b,0)>0 ball(b,1)=ball(b,1)+ball(b,3) ball(b,5)=ball(b,5)+ball(b,3)*4 if ball(b,1)<8 then ball(b,1)=8:ball(b,3)=Abs(ball(b,3)) if ball(b,1)>ScreenWidth()-8 then ball(b,1)=ScreenWidth()-8:ball(b,3)=0-Abs(ball(b,3)) ball(b,2)=ball(b,2)+ball(b,4) ball(b,3)=ball(b,3)*0.99 ball(b,4)=ball(b,4)+0.5 if ball(b,2)>ScreenHeight()+16 then ball(b,0)=0:PlaySFX("Beeper_Fall") if ball(b,4)>fs then ball(b,4)=fs endif Next SetThick 4 InkRot FloorCol,0.5,1 For n=0 to 29 if n<10 x1=(grid(n,1)-grid(n,3))+Sin(grid(n,5))*32 x2=(grid(n,1)+grid(n,3))+Sin(grid(n,5))*32 y1=(grid(n,2))+Sin(grid(n,5))*32 y2=(grid(n,2))+Sin(grid(n,5)+180)*32 Line x1,y1,x2,y2 grid(n,5)=SmoothTo(grid(n,5),grid(n,6),grid(n,4)) grid(n,6)=Sway for b=0 to 2 if ball(b,4)>0 and ball(b,0)>0 and CollideLineToLine(x1,y1,x2,y2,ball(b,1),ball(b,2)-16,ball(b,1),ball(b,2)+8) y=LineCollidePointY:l=y+3:r=y+3 if CollideLineToLine(x1,y1,x2,y2,ball(b,1)-4,ball(b,2)-16,ball(b,1)-4,ball(b,2)+8) then l=LineCollidePointY if CollideLineToLine(x1,y1,x2,y2,ball(b,1)+4,ball(b,2)-16,ball(b,1)+4,ball(b,2)+8) then r=LineCollidePointY ball(b,2)=y-8 if ball(b,4)>1.5 then PlaySFX("Noise_Thud_"+Rand(2,3)) ball(b,4)=0.5 ball(b,3)=ball(b,3)+(r-l)*0.05 endif next endif if n>9 and n<20 and grid(n,0)==1 DrawImg grid(n,1),grid(n,2),2 for b=0 to 2 if ball(b,0)>0 if CollideCircleToCircle(grid(n,1),grid(n,2),32,ball(b,1),ball(b,2),30) PlaySFX("Beeper_4tone_Up") PlaySFX("Noise_Splash") grid(n,0)=0 ball(b,8)=ball(b,8)+1:Gimme(ball(b,8)*20,grid(n,1),grid(n,2)) for e=0 to 15 ThrowParticle grid(n,1),grid(n,2),4,e*22.5,0.2,4,jRand(0,7) next endif endif next endif if n>19 s=grid(n,0) if grid(n,0)==5 then s=5+(Floor(Mills()/40) Mod 5) x=grid(n,1):y=grid(n,2) SetSize 2,2 DrawImg x,y,s for b=0 to 2 if ball(b,0)>0 and ball(b,4)>0 if CollideCircleToCircle(x,y,48,ball(b,1),ball(b,2),16) for e=0 to 15 ThrowParticle x,y,4,e*22.5,0.2,4,jRand(0,7) next ball(b,8)=ball(b,8)+5:Gimme(ball(b,8)*25,grid(n,1),grid(n,2)) ball(b,0)=0 if grid(n,0)<5 then PlaySFX("Beeper_Fruit_Bonus") if grid(n,0)==5 then ball(b,8)=ball(b,8)+5:Gimme(ball(b,8)*25,grid(n,1),grid(n,2)-32):GotBalls=GotBalls+1:PlaySFX("Beeper_Powerup") if grid(n,0)==10 then PlaySFX("Beeper_Collect") PlaySFX("Explode_Low_6") f=0 for p=0 to 10 if ball(p,0)==0 and f<7 f=f+1 ball(p,0)=1 ball(p,1)=x ball(p,2)=y ball(p,3)=Rnd(-6,6) ball(p,4)=0-Rnd(26,28) ball(p,8)=0 endif next endif grid(n,0)=3 endif endif next endif Next ResetDraw keydel=keydel-1 if keydel<0 then keydel=0 if butt==0 then keydel=0 bz=0 SetSize 0.5 bon=0 For b=0 to 2 if ball(b,0)>0 bon=bon+1 bz=bz+1 SetAlpha 1 SetRot ball(b,5) DrawImg ball(b,1),ball(b,2),0 SetAlpha 0.3 SetRot 0 DrawImg ball(b,1),ball(b,2),1 endif Next ResetDraw SetThick 64 InkRot WaterCol,0.6,0.5 Line 0,ScreenHeight()+Sway,ScreenWidth(),ScreenHeight()-Sway Sway=SmoothTo(Sway,SwayAim,32) spd=(GamePad(ButtonLeft)-GamePad(ButtonRight))*2 if MouseDown() and MouseY()>ScreenHeight()/2 and MouseX()<ScreenWidth()/2 then spd=1.75 if MouseDown() and MouseY()>ScreenHeight()/2 and MouseX()>ScreenWidth()/2 then spd=-1.75 SwayAim=(SwayAim+spd)*0.98 if SwayAim<-32 then SwayAim=-32 if SwayAim>32 then SwayAim=32 ResetDraw px2=px2-(spd*3) ptilt=ptilt-spd*0.75 ptilt=Limit(ptilt,-30,30) px2=Limit(px2,16,ScreenWidth()-16) px=SmoothTo(px,px2,16) py=ScreenHeight()-(32+(Sway*((px-(ScreenWidth()*0.5))/(ScreenWidth()*0.5)))) SetRot ptilt DrawImg px,py,12 SetRot 0-Sway DrawImg px,py,11 ResetDraw SetFontSize 32 TextScore ScreenWidth()/2,32,1 For n=1 to GotBalls if GotBalls>=n then DrawImg ScreenWidth()-((n-0.5)*34),16,1 Next if Score>=500 and gets==0 then gets=1:PlaySFX("Beeper_Rise",0.5) if Score>=1000 and gets==1 then gets=2:PlaySFX("Beeper_Rise",1) if bon<1 and GotBalls<1 if gets==0 then EndGame "Out of Balls" if gets==1 then EndGame "Beat 500!":WinLevel 1 if gets==2 then EndGame "Beat 1000!":WinLevel 2 endif Return

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