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Example Source Codes


     This is just a small collection of mostly game example source codes. These source codes are made available to help PlayBasic programmers kick start their game programming journey. If you're looking for more source code / tutorials & media then remember to visit the PlayBasic Resource board on our forums.



Found #95 items in this category


Title Shoot The Alien
Category All, Beginner, Games
Author Kevin Picone
Date 10,Mar,2010
Description     This example is for of the CleverCoder challenge #19. The challenge was to create a space invader styles game, but limited the number of aliens to one.

     The code is bit long that need be really, as the code draws simple polygons to shape to represent the Alien / Player & Bullets. The polygons are then merged to shapes for collision detection between the various character types. I've tried to divide everything into groups of functions to separate everything as much as possible. Which in turn creates a little extra code, but is less error prone in longer projects.

     I've included two versions of the code, one is for the users using PlayBasic V1.63 Learning Edition, the other is for V1.64 retail users. The V1.64 version just takes advantage of some of the new compiler and graphics features found in retail editions, such as math operators and VSync support.
Download Chall19_Shoot_The_Alien_V164_Version.zip
Chall19_Shoot_The_Alien_V163_Version.zip




Title YAAC (Yet Another Asteroids Clone)
Category All,Games
Author Kevin Picone
Date 15,Dec,2009
Description      YAAC is more an Asteroids framework than a complete game. While it does include the basic player mechanics (controls, firing & collisions) as well as the asteroids controller code. It's not really tweaked up, It feel's ok, but the player is easily overwhelmed...

     Visually, the game uses additive effects on all items combined with buffer depreciation, which gives the trialing effect. Which have become common place in modern 'vector' games.

     The objective of the demo is really to help Beta test the PlayBasic V1.64k, as such the code uses a number of new features found only in that update..
Download YAAC_Yet_Another_Asteroids_Clone_V001.zip




Title Introduction To Animation
Category All,Tutorials,Beginners
Author Kevin Picone
Date 15,Dec,2009
Description      This series of seven examples is designed to take beginners through the basic principals of character animation.
Download Animation_Introduction_V001.zip




Title Custom File Dialog
Category All, Menus, Gui
Author Kevin Picone
Date 14,Sep,2009
Description This example creates a custom file dialog/file requester for use in your PlayBasic programs. It was originally written for friends map editor project about 7/8 years ago in another language. Then was later on updated for PB. Those with long memories will no doubt remember it being part of the original example pack. This version is basically the same, except for a few minor improvements.
Download File_Dialog_V009.zip




Title Mirrored Floor
Category All, Graphics, Effects
Author Kevin Picone
Date 10,Sep,2009
Description This example creates the illusion that a perspectively zooming image (in this case a Pb logo) is casting a reflection upon a tiled floor.
Download Mirrored_Floor.zip




Title Platformer Pixel Collisions Via Ray Casting
Category All, Collision, Platformer
Author Kevin Picone
Date 24,Aug,2009
Description This example demo's a platform game control system with acceleration, jumping, falling and collision. The collision is really the only interesting part, since it's using a 2 colour image for the collision environment.
Download Pixel_Collision_Ray_Casting_V001.zip




Title Timer Based Movement with Vsync Tweening
Category All, Fps, Timing
Author Kevin Picone
Date 23,Aug,2009
Description

The aim of this example is to demonstrate an approach for decoupling your games logic from the host computers drawing performance, which is commonly referred to as timer based movement.

However in this approach, we're going to keep our frame based approach also. By doing this, our game logic is the virtually the same as what it would be, expect we're selectively executing the logic, and trying to tween (interpolate) the graphical output between logic refreshes.

Related Articles
Timer Based Movement
Vsync / Frame Rate Scaling
Handling Multiple Animations using Timer()
Consistent Game Timing
Download Timer_Based_Movement_With_Vsync_tween_V002.zip




Title Parallax Effect
Category All,Effect
Author Kevin Picone
Date 22,Aug,2009
Description This code creates a transparent multi layered parallax effect.
Download Chall18_Parallax.zip




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Release Type: The source code/tutorials found on this site are released as free ware for PlayBasic Users. No Person or Company may redistribute any file (tutorial/source code or media file) from this site, without explicit written permission.

 

 
     
 
       

 

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