
' We include FreeBASIC's built-in library and allow
' the usage of its additional constants and functions
' with Using FB.
#include "fbgfx.bi"
Using FB

' We set some needed constants.
const fpslimit = 60
const FALSE = 0
const TRUE = 1
const PI = 3.141593
const numofCPUobjects = 20
const numofprojectiles = 50

' Screen size related constants.
const screenwidth = 640
const screenheight = 480
const screenmidx = screenwidth/2
const screenmidy = screenheight/2

' A subroutine used to initiate projectiles (when the player or
' enemy object shoots it).
DECLARE SUB InitiateProjectile (px AS SINGLE, py AS SINGLE, pangle AS SINGLE, ptyp AS INTEGER)
' A subroutine that draws and manages active (initiated) projectiles.
DECLARE SUB DrawProjectiles ()

' Custom data types for our misc. objects in the program (projectiles, 
' cpu controlled objects, etc.).
TYPE ObjType
X             AS SINGLE   ' Used to flag object's x position.
Y             AS SINGLE   ' Used to flag object's y position.
AngleDeg      AS INTEGER  ' Used to flag object's angle in degrees.
AngleRad      AS SINGLE   ' Used to flag object's angle in radians.
Speed         AS SINGLE   ' Used to flag object's speed.
RotationSpeed AS SINGLE   ' Used to flag object's rotation speed
Active        AS INTEGER  ' Used to flag object's status
ActiveTime    AS INTEGER  ' Use to expire object's activity (once we activate it).
Typ    AS INTEGER         ' Used to flag type of the object (if we want to
                          ' have more kinds of the same object -> different
                          ' ships, projectiles, etc.).
END TYPE

' We declare the needed variables.
DIM SHARED workpage AS INTEGER

' The following 3 variables are used for
' frames per second control.
DIM SHARED st AS DOUBLE
DIM SHARED frameintvl As Double = 1.0/fpslimit
DIM SHARED sleepintvl As Integer

DIM SHARED angledeg AS INTEGER  ' Main object's angle in degrees
DIM SHARED anglerad AS SINGLE   ' Main object's angle in radians
DIM SHARED mainx AS SINGLE      ' Main object's x pos
DIM SHARED mainy AS SINGLE      ' Main object's y pos
DIM SHARED mainspeed AS SINGLE      ' Main object's speed
DIM SHARED main_rotationspeed AS SINGLE ' Main object's rotation speed
DIM SHARED main_reload AS INTEGER ' Use to flag how many loops need to
                                  ' pass before the player can shoot
                                  ' another projectile (emulates
                                  ' weapon reload feature).
DIM SHARED resultangledeg AS INTEGER ' Angle between the cpu cont. object and main object in degrees
DIM SHARED resultanglerad AS SINGLE  ' Angle between the cpu cont. object and main object in radians
DIM SHARED ASmode AS INTEGER ' artificial smarts control (on/off)
DIM SHARED CPUobject(numofCPUobjects) AS ObjType ' Our CPU controlled objects
DIM SHARED Projectile(numofprojectiles) AS ObjType ' Our projectiles

' camera variables flag the camera position, while MapXMax and
' MapYMax the size of the playfield (in pixels).
DIM SHARED AS INTEGER cameraX, cameraY
DIM SHARED AS INTEGER MapXMax, MapYMax

' We set our screen to 640 width, 480 height, 32 color bit-depth,
' 2 work pages and full screen.
SCREENRES screenwidth, screenheight, 32, 2, GFX_FULLSCREEN

' We set the initial values for the main object's
' and CPU controlled object's positions/angles/speeds.
mainx = 1000
mainy = 1000
mainspeed = 4
main_rotationspeed = 3
angledeg = 0
ASMode = TRUE
MapXMax = 2000
MapYMax = 2000

' Get the random seed from the seconds past midnight (the
' best way to get random numbers).
RANDOMIZE TIMER

' We loop through our cpu controlled object and initiate
' their variables.
FOR initCPUobj AS INTEGER = 1 TO numofCPUobjects
    CPUobject(initCPUobj).X = INT(RND * 600) + 720 ' Randomize cpu object's position from 20 to 620
    CPUobject(initCPUobj).Y = INT(RND * 440) + 820 ' Randomize cpu object's position from 20 to 460
    CPUobject(initCPUobj).AngleDeg = INT(RND * 360) + 1 ' Randomize cpu object's angle from 1 to 360
    CPUobject(initCPUobj).AngleRad = (CPUobject(initCPUobj).AngleDeg*PI)/180
    CPUobject(initCPUobj).RotationSpeed = INT(RND * 2) + 2 ' Randomize cpu object's rotation speed from 2 to 3
    CPUobject(initCPUobj).Speed = INT(RND * 3) + 1 ' Randomize cpu object's rotation speed from 1 to 3
    CPUobject(initCPUobj).Active = TRUE ' All object active (alive) by default.
NEXT initCPUobj

' Your average do loop.
DO
    
st = Timer ' Record the current time into st variable
           ' (used to limit FPS; not related to the
           ' topic of the example program).
  
screenlock ' Lock our screen (nothing will be
           ' displayed until we unlock the screen).
screenset workpage, workpage xor 1 ' Swap work pages.

' The control keys for the main (player's) object.
IF MULTIKEY(SC_LEFT) THEN angledeg = angledeg - main_rotationspeed
IF MULTIKEY(SC_RIGHT) THEN angledeg = angledeg + main_rotationspeed
' The following lines keep the angle between
' 0 and 360.
IF angledeg<0 THEN angledeg=angledeg+360
IF angledeg>359 THEN angledeg=angledeg-360
anglerad = (angledeg*PI)/180 ' Convert the angle from degrees to radians
IF MULTIKEY(SC_UP) THEN 
mainx = mainx + sin(anglerad)*mainspeed
mainy = mainy - cos(anglerad)*mainspeed
END IF

' Update camera.
cameraX = mainx - screenmidx
cameraY = mainy - screenmidy
' Keep the camera within the playfield.
IF cameraX < 0 THEN cameraX = 0
IF cameraY < 0 THEN cameraY = 0
' cameraX = 1000 - 320 = 680
' cameraX = 680 - 320  = 320
' MapXMax - screenwidth = 1000 - 640 = 360
IF cameraX > MapXMax - screenwidth THEN cameraX = MapXMax - screenwidth
IF cameraY > MapYMax - screenheight THEN cameraY = MapYMax - screenheight

' It the player pressed space and the weapon is
' ready for shooting (main_reload = 0), initiate
' a new projectile.
IF MULTIKEY(SC_SPACE) AND main_reload = 0 THEN
main_reload = 10
' The next line initiates a new projectile from the
' top of the main object's direction line, with the
' current main object angle, and using projectile
' type 1.
InitiateProjectile mainx+sin(anglerad)*20,mainy-cos(anglerad)*20, anglerad, 1
END IF
' Use to reset the weapon for new shooting (the
' player cannot shoot until main_reload reaches 0, and it
' is reduced by 1 in every loop).
IF main_reload > 0 THEN main_reload = main_reload - 1

' For turning AS on/off.
IF MULTIKEY(SC_1) THEN ASMode = TRUE
IF MULTIKEY(SC_2) THEN ASMode = FALSE


CLS ' Clear the screen 

FOR countCPUobj AS INTEGER = 1 TO numofCPUobjects ' Loop through all the objects
    
    ' If ASMode is true apply the artificial smart code on the current CPU controlled object
    IF ASMode = TRUE THEN
        
        ' The following lines calculate the angle of direction
        ' from the current computer controlled object toward the main object.
        resultanglerad = ATAN2((-1)*(mainy-CPUobject(countCPUobj).Y),(mainx-CPUobject(countCPUobj).X))
        resultanglerad = PI/2 - resultanglerad
        IF resultanglerad < 0 THEN resultanglerad = resultanglerad + 2*PI 
        
        ' The following line converts the result angle between the
        ' two objects from radians to degrees.
        resultangledeg = (resultanglerad*180)/PI
        
        ' If the CPU controled object's angle is larger than the
        ' result angle (angle between the CPU object and player's object)...
        IF CPUobject(countCPUobj).AngleDeg > resultangledeg THEN
            ' If the difference between the current angle of the
            ' CPU controlled object and the result angle going
            ' counter-clockwise is less than this difference
            ' clockwise, rotate the CPU object counter-clockwise
            IF (360-CPUobject(countCPUobj).AngleDeg+resultangledeg) >= (CPUobject(countCPUobj).AngleDeg-resultangledeg) THEN CPUobject(countCPUobj).AngleDeg = CPUobject(countCPUobj).AngleDeg - CPUobject(countCPUobj).RotationSpeed
            ' If the difference between the current angle of the
            ' CPU controlled object and the result angle going
            ' clockwise is less that this difference counter-clockwise,
            ' rotate the CPU object clockwise
            IF (360-CPUobject(countCPUobj).AngleDeg+resultangledeg) < (CPUobject(countCPUobj).AngleDeg-resultangledeg) THEN CPUobject(countCPUobj).AngleDeg = CPUobject(countCPUobj).AngleDeg + CPUobject(countCPUobj).RotationSpeed
        END IF
        ' Same as above but for situation when CPU object's angle is
        ' less that the result angle.
        IF CPUobject(countCPUobj).AngleDeg < resultangledeg THEN
            IF (360-resultangledeg+CPUobject(countCPUobj).AngleDeg) >= (resultangledeg-CPUobject(countCPUobj).AngleDeg) THEN CPUobject(countCPUobj).AngleDeg = CPUobject(countCPUobj).AngleDeg + CPUobject(countCPUobj).RotationSpeed
            IF (360-resultangledeg+CPUobject(countCPUobj).AngleDeg) < (resultangledeg-CPUobject(countCPUobj).AngleDeg) THEN CPUobject(countCPUobj).AngleDeg = CPUobject(countCPUobj).AngleDeg - CPUobject(countCPUobj).RotationSpeed
        END IF
        ' The following lines keep the current CPU object's angle within
        ' 0 to 360 degrees area.
        IF CPUobject(countCPUobj).AngleDeg<0 THEN CPUobject(countCPUobj).AngleDeg=CPUobject(countCPUobj).AngleDeg+360
        IF CPUobject(countCPUobj).AngleDeg>359 THEN CPUobject(countCPUobj).AngleDeg=CPUobject(countCPUobj).AngleDeg-360
        ' Convert the CPU object's angle from degrees to radians.
        CPUobject(countCPUobj).AngleRad = (CPUobject(countCPUobj).AngleDeg*PI)/180
        ' Move the current CPU object according to angle and speed
        ' (note how SIN and COS functions are used).
        ' Since positive y axis goes down in FB, we need to reduce
        ' the y position of the object by the COS function and not add 
        ' it as in normal Cartesian coordinate system.
        CPUobject(countCPUobj).X = CPUobject(countCPUobj).X + sin(CPUobject(countCPUobj).AngleRad)*CPUobject(countCPUobj).Speed
        CPUobject(countCPUobj).Y = CPUobject(countCPUobj).Y - cos(CPUobject(countCPUobj).AngleRad)*CPUobject(countCPUobj).Speed
        
    END IF

    ' We draw the current computer controlled object if active (alive).
    IF CPUobject(countCPUobj).Active = TRUE THEN
        LINE (CPUobject(countCPUobj).X-cameraX, CPUobject(countCPUobj).Y-cameraY)-(CPUobject(countCPUobj).X-cameraX+sin(CPUobject(countCPUobj).AngleRad)*20,CPUobject(countCPUobj).Y-cameraY-cos(CPUobject(countCPUobj).AngleRad)*20), RGB(2,117, 250)
        CIRCLE (CPUobject(countCPUobj).X-cameraX, CPUobject(countCPUobj).Y-cameraY), 3, RGB(2,117, 250)
    END IF
    
NEXT countCPUobj

' We draw an help Cartesian coordinate system.
LINE (50, 80)-(110,80), RGB(255,255,255)
LINE (80, 50)-(80,110), RGB(255,255,255)
Draw String (77,40), "0", RGB(0, 176, 214)
Draw String (69,114), "180", RGB(0, 176, 214)
Draw String (114,76), "90", RGB(0, 176, 214)
Draw String (23,76), "270", RGB(0, 176, 214)

Draw String (12,200), "1 - AI On", RGB(0, 176, 214)
Draw String (12,210), "2 - AI Off", RGB(0, 176, 214)

' We display some useful textual information.
Draw String (320,10), "Main object's angle:"+STR$(angledeg), RGB(2,117, 190)
Draw String (320,30), "CameraX:"+STR$(cameraX), RGB(2,117, 190)
Draw String (320,40), "CameraY:"+STR$(cameraY), RGB(2,117, 190)
Draw String (320,50), "mainX:"+STR$(mainx), RGB(2,117, 190)
Draw String (320,60), "mainY:"+STR$(mainy), RGB(2,117, 190)

' Draw the player's object on the screen.
LINE (mainx-cameraX, mainy-cameraY)-(mainx-cameraX+sin(anglerad)*20,mainy-cameraY-cos(anglerad)*20), RGB(200, 0, 0)
CIRCLE (mainx-cameraX, mainy-cameraY), 3, RGB(200, 0, 0)

' Draw the map border on the scren.
LINE (MapXMax-1-camerax, MapYMax-1-cameray)-(0-camerax,MapYMax-1-cameray), RGB(255,255,255)
LINE (MapXMax-1-camerax, 0-cameray)-(MapXMax-1-camerax,MapYMax-1-cameray), RGB(255,255,255)
LINE (0-camerax, 0-cameray)-(MapXMax-1-camerax,0-cameray), RGB(255,255,255)
LINE (0-camerax, MapYMax-1-cameray)-(0-camerax,0-cameray), RGB(255,255,255)

DrawProjectiles ' Projectile layer.

workpage xor = 1 ' Swap work pages.
screenunlock ' Unlock the page to display what has been drawn.

' Keep the FPS value within fpslimit (set above).
sleepintvl = Cint((st + frameintvl - Timer)*1000.0)
If sleepintvl>1 Then
  Sleep sleepintvl
else 
    sleep 1
end if

LOOP UNTIL MULTIKEY(SC_ESCAPE) ' Do loop until ESC is pressed.

SUB InitiateProjectile (px AS SINGLE, py AS SINGLE, pangle AS SINGLE, ptyp AS INTEGER)

' We loop through our projectiles looking for a free one (never used
' before or expired -> ActiveTime = 0).
FOR initproj AS INTEGER = 1 TO numofprojectiles
    
    ' When a free projectile is found we set its position, type,
    ' life time (ActiveTime = 30 -> 30 loops) and angle. After this
    ' the subroutine is exited so that a next free projectile wouldn't
    ' be initiated too.
    IF Projectile(initproj).ActiveTime = 0 THEN
        Projectile(initproj).X = px
        Projectile(initproj).Y = py
        Projectile(initproj).AngleRad = pangle
        Projectile(initproj).Typ = ptyp
        ' According to given projectile's type we can
        ' set other projectile's characteristics.
        ' In this program we'll only set projectile's
        ' speed according to its type.
        
        ' Projectile type 1 will and should only be used
        ' with the main player since we added a condition
        ' that the projectile's speed will be increased
        ' by the main object's speed if it is moving.
        IF Projectile(initproj).Typ = 1 THEN 
            Projectile(initproj).Speed = 5
            IF MULTIKEY(SC_UP) THEN Projectile(initproj).Speed =  Projectile(initproj).Speed + mainspeed
        END IF
        Projectile(initproj).ActiveTime = 80
        EXIT SUB
    END IF
    
NEXT initproj
 
END SUB

SUB DrawProjectiles ()
    
FOR countproj AS INTEGER = 1 TO numofprojectiles
    
    ' We loop through our projectiles and if an active one is
    ' found, we move and draw it.
    IF Projectile(countproj).ActiveTime > 0 THEN
    
        ' The next line is used to expire the projectile so it wouldn't
        ' be active infinitely. We can do this on different ways, like
        ' by deactivating an object once it passes the edge of screen.
        ' Still, this is a very handy way of setting the "life time" of an object.
        Projectile(countproj).ActiveTime = Projectile(countproj).ActiveTime - 1
        
        ' Projectiles are moved just like the main and computer controlled
        ' objects.
        Projectile(countproj).X = Projectile(countproj).X + sin(Projectile(countproj).AngleRad)*Projectile(countproj).Speed
        Projectile(countproj).Y = Projectile(countproj).Y - cos(Projectile(countproj).AngleRad)*Projectile(countproj).Speed
        
        ' According to projectile type, we draw it.
        IF Projectile(countproj).Typ = 1 THEN
            LINE (Projectile(countproj).X-cameraX, Projectile(countproj).Y-cameraY)-(Projectile(countproj).X-cameraX+sin(Projectile(countproj).Anglerad)*3,Projectile(countproj).Y-cameraY-cos(Projectile(countproj).AngleRad)*3), RGB(192, 192, 0)
        END IF
        
        ' The next FOR loop checks for collision with all the
        ' active computer controlled  objects, and if collision is
        ' preset (pixel distance check), we deactivate (kill) that 
        ' computer controlled object.
        FOR colcheckobj AS INTEGER = 1 TO numofCPUobjects
            
            ' If the current projectiles is less that 4 pixels horizontally
            ' and vertically to an computer controlled object, diactivate
            ' that object and the projectile.
            IF (CPUObject(colcheckobj).Active = TRUE AND ABS(CPUObject(colcheckobj).X-Projectile(countproj).X) < 5 AND ABS(CPUObject(colcheckobj).Y-Projectile(countproj).Y) < 5) THEN
                ' Initiate some explosions (once you implement an explosion layer)
                ' Add score to player
                ' Etc.
                CPUObject(colcheckobj).Active = FALSE
                Projectile(countproj).ActiveTime = 0
            END IF
        
        NEXT colcheckobj
        
    END IF
    
NEXT countproj
    
END SUB