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Space invader Clone — Gideros Forum

Space invader Clone

CyberienceCyberience Member
edited March 2015 in General questions
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
---------------------------------------

Comments

  • 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 :D )

    http://giderosmobile.com/forum/discussion/5322/arkablock-gideros-game-with-source-code-on-sale-in-chupamobile/p1
  • jdbcjdbc Member
    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 :D )

    http://giderosmobile.com/forum/discussion/5322/arkablock-gideros-game-with-source-code-on-sale-in-chupamobile/p1
    Thanks for sharing my game source code of my original game Arkamania:

    https://play.google.com/store/apps/details?id=es.jdbc.arkamania&hl=es
  • I wrote this in a couple of hours for a friend. I'll try find the source code for you but no promises...


    Likes: jdbc, pie

    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
    +1 -1 (+2 / -0 )Share on Facebook
  • SinisterSoftSinisterSoft Maintainer
    Accepted Answer
    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. :)
     
    rows={1,3,3,5,5}
    shipSpeed=2
    bulletWallet=4
    bulletSpeed=10
    hiscore=10
    invaderSpeedX=10
    invaderSpeedY=16
    shipY=640
    border=20
    earthY=670
    alpha=0.8
     
    application:setKeepAwake(true)
    application:setBackgroundColor(0x000000)
    width=application:getContentWidth()
     
    local textures=TexturePack.new("Invaders.txt","Invaders.png",true)
    local tMoon=textures:getTextureRegion("moon.png")
    local bMoon=Bitmap.new(tMoon)
    local tRaster=Texture.new("raster.png",true)
    local bRaster=Bitmap.new(tRaster)
    bRaster:setScaleY(800)
    stage:addChild(bMoon)
     
    playField=Sprite.new()
    stage:addChild(playField)
     
     
    font=Font.new("space_invaders.txt","space_invaders.png",true)
     
    TextButton=Core.class(TextField)
    function TextButton:init()
    	self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
    end
     
    function TextButton:onMouseUp(event)
    	if self:hitTestPoint(event.x, event.y) then
    		local clickEvent = Event.new("click")
    		self:dispatchEvent(clickEvent)
    	end
    end
     
    tButtonUp=textures:getTextureRegion("buttonup.png")
    tButtonDown=textures:getTextureRegion("buttondown.png")
     
    Button=Core.class(Sprite)
    function Button:init(x,y,scale,r,g,b)
    	self.up=Bitmap.new(tButtonUp)
    	self.down=Bitmap.new(tButtonDown)
    	self.up:setAnchorPoint(0.5,0.5)
    	self.down:setAnchorPoint(0.5,0.5)
    	self.pressed=false
    	self:setScale(scale)
    	self:setPosition(x,y)
    	self:setColorTransform(r,g,b)
    	self:setAlpha(alpha)
    	self:updateState()
    	self:addEventListener(Event.MOUSE_DOWN,self.onMouseDown,self)
    	self:addEventListener(Event.MOUSE_MOVE,self.onMouseMove,self)
    	self:addEventListener(Event.MOUSE_UP,self.onMouseUp,self)
    	self:addEventListener(Event.TOUCHES_BEGIN,self.onTouchesBegin,self)
    	self:addEventListener(Event.TOUCHES_MOVE,self.onTouchesMove,self)
    	self:addEventListener(Event.TOUCHES_END,self.onTouchesEnd,self)
    	self:addEventListener(Event.TOUCHES_CANCEL,self.onTouchesCancel,self)
    end
     
    function Button:onMouseDown(event)
    	event.touch={x=event.x,y=event.y,id=0}
    	self:onTouchesBegin(event)	
    end
     
    function Button:onMouseMove(event)
    	event.touch={x=event.x,y=event.y,id=0}
    	self:onTouchesMove(event)	
    end
     
    function Button:onMouseUp(event)
    	event.touch={x=event.x,y=event.y,id=0}
    	self:onTouchesEnd(event)	
    end
     
    function Button:onTouchesBegin(event)
    	if self.touchId==nil and self:hitTestPoint(event.touch.x,event.touch.y) then
    		self.touchId=event.touch.id
    		self.pressed=true
    		self:updateState()
    		event:stopPropagation()
    	end
    end
     
    function Button:onTouchesMove(event)
    	if self.touchId==event.touch.id then
    		if not self:hitTestPoint(event.touch.x,event.touch.y) then	
    			self.touchId=nil
    			self.pressed=false
    			self:updateState()
    		end
    		event:stopPropagation()
    	end
    end
     
    function Button:onTouchesEnd(event)
    	if self.touchId==event.touch.id then
    		self.touchId=nil
    		self.pressed=false
    		self:updateState()
    		event:stopPropagation()
    	end
    end
     
    function Button:onTouchesCancel(event)
    	if self.touchId==event.touch.id then
    		self.touchId=nil
    		self.pressed=false
    		self:updateState()
    		event:stopPropagation()
    	end
    end
     
    function Button:updateState()
    	if self.pressed then
    		if self:contains(self.up) then
    			self:removeChild(self.up)
    		end
    		if not self:contains(self.down) then
    			self:addChild(self.down)
    		end
    	else
    		if self:contains(self.down) then
    			self:removeChild(self.down)
    		end
    		if not self:contains(self.up) then
    			self:addChild(self.up)
    		end
    	end
    end
     
    local sPanel=Sprite.new()
    stage:addChild(sPanel)
    stage:addChild(bRaster)
     
    panelText={}
    function addPanelText(pos,x,y,text)
    	panelText[pos]=TextField.new(font,text)
    	panelText[pos]:setScale(0.7)
    	panelText[pos]:setTextColor(0xffffff)
    	panelText[pos]:setAlpha(alpha)
    	panelText[pos]:setPosition(x*15.1,(y+1)*20)
    	sPanel:addChild(panelText[pos])
    end
     
    addPanelText(1,1,1,"Score<1>")
    addPanelText(2,31,1,"Score<2>")
    addPanelText(3,16,1,"Hi-Score")
    addPanelText(4,3,3,0)
    addPanelText(5,33,3,0)
    addPanelText(6,17,3,hiscore)
    addPanelText(7,30,34,"")
     
    panelButton={}
    panelButton[1]=Button.new(100,750,1,0,0.8,0.1)
    panelButton[2]=Button.new(200,750,1,0,0.8,0.1)
    panelButton[3]=Button.new(500,750,1,1,0,0)
    for loop=1,3 do
    	sPanel:addChild(panelButton[loop])
    end
     
    tInvader={}
    for loop=1,6 do
    	tInvader[loop]=textures:getTextureRegion("invaders"..loop..".png")
    end
     
    sfx={}
    for loop=0,9 do
    	sfx[loop]=Sound.new(loop..".wav")
    end
     
    invaders=Sprite.new()
    playField:addChild(invaders)
     
    count=0
    y=5*30
    for loop,row in ipairs(rows) do
    	x=400
    	for column=0,10 do
    		count=count+1
    		invaders[count]=Sprite.new()
    		invaders[count].image=row
    		invaders[count].bitmap=Bitmap.new(tInvader[invaders[count].image])
    		invaders[count].bitmap:setAnchorPoint(0.5,0.5)
    		invaders[count].resetX=x
    		invaders[count].resetY=y
    		invaders[count].x=0
    		invaders[count].y=0
    		invaders:setAlpha(alpha)
    		invaders[count]:setVisible(false)
    		invaders[count]:addChild(invaders[count].bitmap)
    		invaders:addChild(invaders[count])
    		x=x-36
    	end
    	y=y+30
    end
     
    shipX=width/2
    tShip=textures:getTextureRegion("ship.png")
    bShip=Bitmap.new(tShip)
    bShip:setAnchorPoint(0.5,0.5)
    bShip:setAlpha(0.7)
    bShip:setPosition(shipX,shipY)
    playField:addChild(bShip)
     
    bullets=Sprite.new()
    playField:addChild(bullets)
    tBullet=textures:getTextureRegion("bullet.png")
    explode={}
    for loop=1,2 do
    	explode[loop]=textures:getTextureRegion("explode"..loop..".png")
    end
    Bullet=Core.class(Sprite)
    function Bullet:init(x,y)
    	self.bitmap=Bitmap.new(tBullet)
    	self:setAlpha(alpha)
    	self.bitmap:setAnchorPoint(0.5,0.5)
    	self.x=x
    	self.y=y
    	self.explode=0
    	self:setPosition(x,y)
    	self:addChild(self.bitmap)
    end
     
    sEarth=Shape.new()
    sEarth:setLineStyle(4,0xffffff,alpha)
    sEarth:beginPath()
    sEarth:moveTo(0,0)
    sEarth:lineTo(width,0)
    sEarth:endPath()
    sEarth:setPosition(0,earthY)
    playField:addChild(sEarth)
     
    vCounter=0
     
    heartBeat=0
    fire=false
    players={}
    for loop=1,2 do
    	players[loop]={}
    	players[loop].score=0
    end
    player=1
    reset=count
    wave=1
    invadersActive=true

    Likes: pie, hgy29

    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
    +1 -1 (+2 / -0 )Share on Facebook
  • SinisterSoftSinisterSoft Maintainer
    edited March 2015
    Invaders.lua continued...
    function gameLoop(event)
    	vCounter=vCounter+1
     
    	if invadersActive then
    		if reset>0 then
    			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-1
    			if reset==0 then
    				panelText[7]:setText("Wave "..wave)
    			else
    				panelText[7]:setText("")
    			end
    		else
     
    			local moved=false
    			for loop=1,count do
    				movement=movement-1
     
    				if movement<1 then
    					dirY=0
    					for loop2=1,count do
    						newx=invaders[loop2].x+dirX
    						if newx<border or newx>(width-border) then
    							dirX=-dirX
    							dirY=invaderSpeedY
    							break
    						end
    					end
    					movement=count
    					heartBeat=heartBeat+1
    					if heartBeat==4 then
    						heartBeat=0
    					end
    					sfx[4+heartBeat]:play()
    					if heartBeat%2==0 then
    						for loop2=1,count do
    							invaders[loop2].bitmap:setTextureRegion(tInvader[invaders[loop2].image])
    						end
    					else
    						for loop2=1,count do
    							invaders[loop2].bitmap:setTextureRegion(tInvader[invaders[loop2].image+1])
    						end
    					end
    				end
     
    				if 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=true
    					break
    				end
    			end
    			if moved==false then
    				reset=count
    				wave=wave+1
    			end
    		end
     
    		if panelButton[1].pressed then
    			shipX=shipX-shipSpeed
    		end
    		if panelButton[2].pressed then
    			shipX=shipX+shipSpeed
    		end
    		if shipX<border then
    			shipX=border
    		elseif shipX>(width-border) then
    			shipX=width-border
    		end
    		bShip:setPosition(shipX,shipY)
     
    		if panelButton[3].pressed and fire==false then
    			fire=true
    			if bulletWallet>0 then
    				sfx[1]:play()
    				bulletWallet=bulletWallet-1
    				bullets:addChild(Bullet.new(shipX,shipY))
    			end
    		elseif panelButton[3].pressed==false then
    			fire=false
    		end
    		for loop=bullets:getNumChildren(),1,-1 do
    			local bullet=bullets:getChildAt(loop)
    			if bullet.explode>0 then
    				bullet.explode=bullet.explode-1
    				if bullet.explode==0 then		
    					bullet:removeChild(bullet.bitmap)
    					bullet:removeFromParent()
    				end
    			else
    				bullet.y=bullet.y-bulletSpeed
    				for loop=1,count do
    					if 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+1
    					end
    				end
    				if bullet.y<100 then
    					bullet.explode=20
    					bullet.bitmap:setTextureRegion(explode[2])
    					bulletWallet=bulletWallet+1
    				else
    					bullet:setPosition(bullet.x,bullet.y)
    				end
    			end
    		end
     
    		for loop=1,count do
    			if invaders[loop]:isVisible() then
    				if invaders[loop].bitmap:hitTestPoint(shipX,shipY) then
    					invaders[loop]:setVisible(false)
    				end
    				if invaders[loop].bitmap:hitTestPoint(invaders[loop].x,earthY) then
    					invadersActive=false
    				end
    			end
    		end
    	end
     
    	panelText[3+player]:setText(players[player].score)
    	if players[player].score>hiscore then
    		hiscore=players[player].score
    		panelText[6]:setText(hiscore)
    	end
    end
     
    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
  • jdbcjdbc Member
    Accepted Answer
    You could use a github repository and improve it from there.
  • SinisterSoftSinisterSoft Maintainer
    Accepted Answer
    It's only a 2 hour project, not worth improving on - just something to show how easy it is.

    Likes: antix

    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
    +1 -1 (+1 / -0 )Share on Facebook
  • Thanks SinisterSoft, this is Brilliant, as for improving, I am doing a completely different game :) but will look into that when ready.

    Likes: SinisterSoft

    REAL programmers type copy con filename.exe
    ---------------------------------------
    +1 -1 (+1 / -0 )Share on Facebook
  • CyberienceCyberience Member
    edited March 2015
    Thanks

    Likes: SinisterSoft

    REAL programmers type copy con filename.exe
    ---------------------------------------
    +1 -1 (+1 / -0 )Share on Facebook
  • antixantix Member
    God Dammit! A couple of hours? Man I have a long weay to go with Gideros and Lua :))

    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

    +1 -1 (+1 / -0 )Share on Facebook
  • 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
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