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  • Writer's pictureBruce

Enemy Event - Shmupkit

Aliens perform a movement pattern which are a combination of directional movements, Direction 0-15, each one representing a point on a 16 point compass, and a number of repetitions.


Patterns are stored in a DATA table at the bottom of the event. Each row of the data table represents a pattern unique to the level the player has progressed to.


In the demo game, aliens in an attack wave are removed when they are shot by the player or exit the screen, but you could easily change this for different gameplay styles.


The number of aliens in an attack wave and other parameters are defined separately in the Spawner Event.


A default alien sprite is included in Sprite Image 2, it has 16 frames, each one corresponding to a direction value, this makes it easy to ensure the correct frame is shown based on the aliens current direction of travel.


Aliens can also shoot missiles at the player, how and when they do this is fully customisable and is based on the settings defined in the Spawner event for each specific attack wave, so you can set how high up the screen they have to be before firing, their probability of firing and how far to the left and right of the player will allow a potential missile launch.



EVENT SPRITETYPE5
;=======     ENEMIES     ============
;====================================
;
; VARIABLES
; =======================================================
; DIRECTION	-	CURRENT DIRECTION OF TRAVEL,( 254= OUT OF BOUNDS, 255= EXPLODE)
; SETTINGA	-	STATUS (0= INITIALISE, 1=GET DIRECTION & REPS, 2=MOVE)
; SETTINGB	-	# REPETITIONS OF CURRENT DIRECTION
; AIRBORNE	-	CHANCE OF FIRING WEAPON (0 = NO, 1 = YES)	
; JUMPSPEED	-	availabe for use in your game
; ========================================================


							
SPRITEINK C						; colour the alien with C value					
							
IF SETTINGA = 0					; Alien first appears
	RESTORE						; Restore the data table
	LET RND = L					; Store the Level number in RND	
	ADD 50 TO RND					; and increase it by 50
	WHILE DIRECTION <> RND			; While DIRECTION doesnt = RND
	READ DIRECTION				; Read value from DATA table
	READ SETTINGB					; Also read second value
	ENDWHILE				; Keep going until we find the value in RND
	LET SETTINGA = 1				; When we find it change SA to 1
ENDIF

IF SETTINGA = 1					; ready to get direction & reptitions
	READ DIRECTION    			; read the next movement into DIRECTION
	READ SETTINGB     			; read the repetitions into SettingB
	LET SETTINGA = 2				; ready to do the movement		
	IF IMAGE 2					; is this image 2?
		LET FRAME = DIRECTION 		; yes, set the frame to the same as direction
	ENDIF
ENDIF

								; COLLISIONS
								; ==============================
IF COLLISION 1          		  	; if hit by a player torpedo
	OTHER						; switch to torpedo
	LET DIRECTION = 99			; run the explosion
	ENDSPRITE					; return to this Alien
	LET DIRECTION = 255			; request alien explosion
ENDIF


IF COLLISION 0					; if enemy and player collide
	OTHER						; switch to the player
	LET DIRECTION = 99			; trigger the player explosion
	ENDSPRITE					; return to this sprite
	LET DIRECTION = 255			; request alien explosion
ENDIF
								; EXPLODE THE ALIEN
								; =======================
IF DIRECTION = 255				; Alien explosion requested
	LET TYPE = 6					; switch it to the explosion type
	LET IMAGE = 4					; and the explosion image
	LET FRAME = 0					; reset it to first frame
	LET DIRECTION = 0				; this is an alen exploding
ENDIF

								; MOVEMENT
								; ====================
IF DIRECTION = 0					; Move N
	SPRITEUP
	SPRITEUP
ENDIF

IF DIRECTION = 1					; Move NNE
	SPRITERIGHT
	SPRITEUP
	SPRITEUP
ENDIF

IF DIRECTION = 2					; Move NE
	SPRITERIGHT
	SPRITERIGHT
	SPRITEUP
	SPRITEUP
ENDIF

IF DIRECTION = 3					; Move ENE
	SPRITERIGHT
	SPRITERIGHT
	SPRITEUP
ENDIF

IF DIRECTION = 4					; Move E
	SPRITERIGHT
	SPRITERIGHT

ENDIF

IF DIRECTION = 5					; Move ESE
	SPRITERIGHT
	SPRITERIGHT
	SPRITEDOWN
ENDIF

IF DIRECTION = 6					; MOVE SE
	SPRITERIGHT
	SPRITERIGHT
	SPRITEDOWN
	SPRITEDOWN
ENDIF

IF DIRECTION = 7					; MOVE SSE
	SPRITEDOWN
	SPRITEDOWN
	SPRITERIGHT
ENDIF

IF DIRECTION = 8					; MOVE S
	SPRITEDOWN
	SPRITEDOWN
ENDIF

IF DIRECTION = 9					; MOVE SSW
	SPRITEDOWN
	SPRITEDOWN
	SPRITELEFT
ENDIF

IF DIRECTION = 10					; MOVE SW
	SPRITEDOWN
	SPRITEDOWN
	SPRITELEFT
	SPRITELEFT
ENDIF

IF DIRECTION = 11					; MOVE WSW
	SPRITEDOWN
	SPRITELEFT
	SPRITELEFT
ENDIF

IF DIRECTION = 12					; MOVE W
	SPRITELEFT
	SPRITELEFT
ENDIF

IF DIRECTION = 13					; MOVE WNW
	SPRITELEFT
	SPRITELEFT
	SPRITEUP
ENDIF

IF DIRECTION = 14					; MOVE NW
	SPRITELEFT
	SPRITELEFT
	SPRITEUP
	SPRITEUP
ENDIF

IF DIRECTION = 15					; MOVE NNW
	SPRITELEFT
	SPRITEUP
	SPRITEUP
ENDIF

								; BOUNDARY CHECKING
								; ===================
IF X <= LEFTEDGE					; if alien reaches the left edge
	LET DIRECTION = 254			; enemy is out of bounds
ENDIF

IF X >= RIGHTEDGE					; if alien reaches the right edge
	LET DIRECTION = 254			; enemy is out of bounds
ENDIF

IF Y >= BOTTOMEDGE				; if alien reaches the right edge
	LET DIRECTION = 254			; enemy is out of bounds
ENDIF

IF DIRECTION =254					; is enemy out of bounds?
	REMOVE						; remove it
	SUBTRACT 1 FROM S				; decrement the sprite counter
	SUBTRACT 1 FROM F				; decrement the alien counter
ENDIF


								; CHECK IF ALIEN CAN RELEASE WEAPON
								; =================================
IF Y < Q			; is alien above minimum height for releasing missiles?												
	IF W > 0						; yes, can alien release	missiles?
		IF X < M				; yes, is Alien to the right of player?
			SUBTRACT X FROM M	; yes, how far to the right of player?				
			IF M <= I				; I or less pixels?
				LET AIRBORNE = 1	; run the chance of firing routine
			ENDIF
			ADD X TO M			; reset M
		ELSE
			IF M < X				; is alien to the left of player?
				SUBTRACT M FROM X 	; yes, how far to the left
				IF X < = I			; I pixels or less?
					LET AIRBORNE = 1; yes, run the chance of firing routine
				ENDIF
				ADD M TO X		; reset X
			ELSE					; enemy must be directly above player
				LET AIRBORNE = 1	; run the chance of firing routine
			ENDIF
		ENDIF
	ENDIF
ENDIF
									; CHANCE OF FIRING
									; ====================
IF AIRBORNE = 1						; Chance of firing routine
	IF S < 9					; are there 8 or less sprites on screen?
		GETRANDOM H		; yes, get a random number from 0 to the aliens missile probability #
		IF RND = 1					; is it 1?
			LET RND = DIRECTION	; yes, store aliens direction in RND
			SPAWN 3 6 				; spawn a missile
			SPAWNED					; switch to the spawned missile
			LET DIRECTION = RND 	; set its direction to RND
			ENDSPRITE 				; switch back to this alien
		ENDIF
	ENDIF
	LET AIRBORNE = 0 				; end the chance of firing routine
ENDIF

								; REPETITIONS CHECK
								; ======================
SUBTRACT 1 FROM SETTINGB			; decrement repetitions remaining
IF SETTINGB = 0					; has alien moved all repetitions?
	LET SETTINGA = 1		; get the next direction & # of repetitions
ENDIF

									; MOVEMENT PATTERNS
									; ========================
DATA 51 0 8 20 7 8 6 8 5 8 4 16
DATA 52 0 8 20 9 8 10 8 11 8 12 16
DATA 53 0 12 48 11 2 10 2 9 2 8 2 7 2 6 2 5 2 4 40 5 2 6 2 7 2 8 2 9 2 10 40 
DATA 54 0 4 48 5 2 6 2 7 2 8 2 9 2 10 2 11 2 12 40 11 2 10 2 9 2 8 2 7 2 6 40
DATA 55 0 13 26 14 4 15 4 0 4 1 4 2 4 3 4 4 4 5 4 6 4 7 4 8 4 9 4 10 40
DATA 56 0 3 26 1 4 0 4 15 4 14 4 13 4 12 4 11 4 10 4 9 4 8 4 7 4 6 40
DATA 57 0 8 16 7 4 6 4 5 4 4 4 3 4 2 4 1 4 0 4 15 4 14 4 13 4 12 4 11 4 10 4 9 4 8 4 7 4 6 4 5 4 4 60
DATA 58 0 8 16 9 4 10 4 11 4 12 4 13 4 14 4 15 4 0 4 1 4 2 4 3 4 4 4 5 4 6 4 7 4 8 4 9 4 10 4 11 2 12 60
DATA 59 0 8 16 9 4 10 4 11 4 12 4 13 4 14 4 15 4 0 4 1 4 2 4 3 4 4 4 5 4 6 4 7 4 8 4 9 4 10 4 11 2 12 60
DATA 60 0 4 20 13 4 14 4 15 4 0 8 1 4 2 4 3 4 4 4 8 8 7 2 6 2 5 2 4 40
DATA 61 0 5 2 6 2 7 2 8 2 9 2 10 2 11 2 12 2 11 3 10 3 9 3 8 3 7 3 6 3 5 4 6 4 7 4 8 4 9 4 10 4
DATA 62 0 8 3 4 16 9 24 4 40



DATA 59 0 8 16 9 4 10 4 11 4 12 4 13 4 14 4 15 4 0 4 1 4 2 4 3 4 4 4 5 4 6 4 7 4 8 4 9 4 10 4 11 2 12 60

DATA 60 0 4 20 13 4 14 4 15 4 0 8 1 4 2 4 3 4 4 4 8 8 7 2 6 2 5 2 4 40

DATA 61 0 5 2 6 2 7 2 8 2 9 2 10 2 11 2 12 2 11 3 10 3 9 3 8 3 7 3 6 3 5 4 6 4 7 4 8 4 9 4 10 4

DATA 62 0 8 3 4 16 9 24 4 40



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aboutME

Hello, I'm Bruce and I write games for old 8bit computers using Jonathan Cauldwell's excellent Multi-Platform Arcade Games Designer (MPAGD)

I've written a few successful* games for the Sinclair ZX Spectrum and MSX platforms that have been (largely) well received including Twenty Four Hour Parsley People scoring a 10 out of 10 on Planeta Sinclair.

In my blog I am sharing lots of the code that I wrote for my games, in a way that you can use in your own games.   I've commented it so that you'll learn some of the techniques I use to create interesting new mechanics and help your games stand out from the pack.

MPAGD includes lots of standard scripts, they're great to get you started, but if you're new (or just rusty) when it comes to writing code, hopefully my tutorials will help you get started and  turn your imagination into awesome 8 bit games!

All my code is free to use and do with as you please, but if you find them useful please feel free to buy me a coffee ...or better still - buy or download my games :)

*successful is a very relative term in 8bit computer games

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