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#1 default RMXP - PONG2! Mini-Game
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G@MeF@Ce

G@MeF@Ce
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Who would have thought in the year 2021 that there would be a place on the interwebs posting a PONG script for RPG MAKER XP?

I'm back in the RMXP groove completing my projects (some from 10 years ago) and out to inspire all of you with RMXP projects that are holding hours and hours of your effort that you have yet to complete.

To reignite your RMXP spark, here's the b@dde$t pong script you will ever find for RPG Maker XP! The original script got kicked around a few times but it wasn't complete, in fact, you couldn't hit ESC nor was it compatible with other scripts that affect frame rate yada yada.

There are no graphics required, there are CONSTANTS variables for easy configuration, and if you get any good, you can do some mean spins!
You do need a sound effect and background music.



With no further ado, I bring you...

PONG 2

RMXP - PONG2! Mini-Game Snap_112

Code:
#===============================================================================
# Pong 2.1 by G@MeF@Ce 2/7/21
# special thanks to Mr_Wiggles converting module into class and added support
#---------------------------------------------------------------
# El gran adapted to RPG Maker XP and Shiro shared on 6/24/09
#---------------------------------------------------------------
# Original RGSS script credit to Corbaque  1.0 (03/06/2007)
#---------------------------------------------------------------
# Simply use in a call script:
# $scene =Pong2.new(X)
# X = points to win
#===============================================================================
class Pong2
#-------------------------------------------------------------
# Customize Options
#-------------------------------------------------------------
  PLAYER_COLOR = Color.new(255, 100, 100, 255)
  COMPUTER_COLOR = Color.new(100, 100, 255, 255)
  #BAR_IMAGE ="bar.png"#if you would like to use a picture instead
  BAR_IMAGE = false
  #BALL_IMAGE ="ball.png"#if you would like to use a picture instead
  BALL_IMAGE = false
  #BALL velocity
  BALL_SPEED = 5
  #BARS width and length
  BAR_WIDTH = 20
  BAR_LENTH = 80
  #BALL_STREAK = true Ball will streak
  BALL_STREAK = true
  #settings for the score keeper
  SCORE_FONT = "Impact"
  SCORE_FONT_SIZE = 60
  SCORE_Y = 480
  #hit sound
  PONG_SOUND = "Audio/SE/pong"
  #pong has background music?
  PONG_BGM = "Audio/BGM/laserain"
  #winner text
  WIN_TEXT = "You win!"
  #loser text
  LOSE_TEXT = "Not Pong worthy"
  #end game
#-------------------------------------------------------------
# Start
#-------------------------------------------------------------
  def initialize(score=10)
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Score
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @score = score
     @p1 = @cpu = 0
     Graphics.freeze
     Audio.bgm_play(PONG_BGM,100,100)
   end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Main
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
   def main
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Ballstreak
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     if BALL_STREAK
        @ballstreak = Sprite.new
        @ballstreak.bitmap = Bitmap.new(640, 480)
        @ballstreak.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0))
        @empty = Bitmap.new(640, 480)
        @empty.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0))
     end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Keep Score Text
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @keep = Sprite.new
     @keep.bitmap = Bitmap.new(640, 480)
     @keep.bitmap.font.name = SCORE_FONT
     @keep.bitmap.font.size = SCORE_FONT_SIZE
     @keep.bitmap.draw_text(0, 0, 640, SCORE_Y, "0 - 0", 1)
     @keep.bitmap.font.size = 30
     @keep.bitmap.draw_text(0, 280, 640, 310, "Goal: #{@score}", 1)
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Q to quit
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @quit = Sprite.new
     @quit.bitmap = Bitmap.new(640, 480)
     @quit.bitmap.font.name = SCORE_FONT
     @quit.bitmap.font.size = 30
     @quit.bitmap.draw_text(0, 280, 640, 360, "Press Q to quit", 1)
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Bars
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @bar_1 = Sprite.new
     @bar_1.bitmap = Bitmap.new(BAR_WIDTH, BAR_LENTH)
     @bar_2 = Sprite.new
     @bar_2.bitmap = @bar_1.bitmap
     @gls_1 = @gls_2 = 0.0
     if BAR_IMAGE
        pic = RPG::Cache.picture(BAR_IMAGE)
        @bar_1.bitmap.stretch_blt(@bar_1.bitmap.rect, pic, pic.rect)
     else
        # Fill and Hemming
        @bar_1.bitmap.fill_rect(0, 0, 20, 100, Color.new(255, 255, 255))
        @bar_1.bitmap.fill_rect(0, 0, 20, 2, Color.new(0, 0, 0, 122.5))
        @bar_1.bitmap.fill_rect(0, 0, 2, 100, Color.new(0, 0, 0, 122.5))
        @bar_1.bitmap.fill_rect(18, 0, 2, 100, Color.new(0, 0, 0, 122.5))
        @bar_1.bitmap.fill_rect(0, 98, 20, 2, Color.new(0, 0, 0, 122.5))
     end
     # Starting Postions
     @bar_1.oy = @bar_2.oy = 50
     @bar_1.y = @bar_2.y = 240
     @bar_2.x = 620
     # Bar Colors
     @bar_1.color = PLAYER_COLOR
     @bar_2.color = COMPUTER_COLOR
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Ball
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @ball = Sprite.new
     # Ball starting position
     @ball.ox = @ball.oy = 10
     @ball.x, @ball.y = 320, 240
     @ball.angle = 135 + rand(90)
     @ball_float_x = @ball_float_y = 0.0
     @ball_vel = BALL_SPEED
     @rotate = 0
     # Ball color change
     @ball.bitmap = Bitmap.new(20, 20)
     if BALL_IMAGE
        pic = RPG::Cache.picture(BALL_IMAGE)
        @bar_1.bitmap.stretch_blt(@ball.bitmap.rect, pic, pic.rect)
     else
        20.times do |x|
           20.times do |y|
              r = Math.hypot(10-x, 10-y).to_i
              if r < 10
                 @ball.bitmap.set_pixel(x, y, Color.new(255, 255, 255))
              end
           end
        end
     end
     @over = false
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Intro
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     @mask = Sprite.new
     @mask.bitmap = Bitmap.new(640, 480)
     @mask.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0))
     @mask.z = 200
     @t = Sprite.new
     @t.bitmap = Bitmap.new(400, 200)
     @t.x = 320
     @t.y = 100
     @t.ox = 200
     @t.zoom_x = 1.5
     @t.zoom_y = 1.5
     @t.bitmap.font.name = "Impact"
     @t.bitmap.font.size = 30
     @t.bitmap.draw_text(0, 0, 400, 200, "Score to be achieved:  #{@score}", 1)
     @t.z = 250
     Graphics.transition(10)
     Graphics.freeze
     @t.z = 250
     Graphics.transition(20)
     31.times do |i|
        Graphics.update
        @t.y = i * 180 / 30 + 100
        @t.zoom_x = 1.5 - i / 60.0
        @t.zoom_y = 1.5 - i / 60.0
     end
     Graphics.freeze
     @t.dispose
     @mask.z = -1
     Graphics.transition(20)
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Game Loop
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     Graphics.transition
     until @over
        Graphics.update
        Input.update
        update()
     end
     @win = @over == 1
     Graphics.freeze
     @mask.z = 200
     @t = Sprite.new
     @t.bitmap = Bitmap.new(400, 200)
     @t.x = 320
     @t.y = 100
     @t.ox = 200
     @t.bitmap.font.name = "Impact"
     @t.bitmap.font.size = 30
     if @over == 1
        @t.bitmap.draw_text(0, 0, 400, 200, WIN_TEXT, 1)
     else
        @t.bitmap.draw_text(0, 0, 400, 200, LOSE_TEXT, 1)
      end
     @score = "#{@p1} - #{@cpu}"
     Graphics.transition(20)
     Graphics.freeze
     @t.z = 250
     Graphics.transition(20)
     20.times { Graphics.update }
     Graphics.freeze
     @t.dispose
     Graphics.transition(20)
     Graphics.freeze
     @mask.dispose
     @ball.dispose
     @bar_1.dispose
     @bar_2.dispose
     @ballstreak.dispose
     @keep.dispose
     @quit.dispose
     Graphics.transition(10)
     $scene = Scene_Map.new()
   end
#-------------------------------------------------------------
# Update
#-------------------------------------------------------------
  def update
     if Input.press?(Input::L)#Q to quit
        Audio.se_play('Audio/SE/' + Galaga::PAUSE_SE)
        @over = true
        return $scene = Scene_Map.new()
      end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Player
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     if Input.press?(Input::UP) and @bar_1.y > 50
        @bar_1.y -= 5
        @gls_1 -= 1 if @gls_1 < 10
     elsif Input.press?(Input::DOWN) and @bar_1.y < 430
        @bar_1.y += 5
        @gls_1 += 1 if @gls_1 < 10
     else
        @gls_1 = 0
     end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# CPU
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     dis = (@ball.y - @bar_2.y)
     if dis.abs > 10 and @ball.x >= 300
        if (dis > 0 and @bar_2.y < 430) or (dis < 0 and @bar_2.y > 50)
           @gls_2 += dis <=> 0 if @gls_2 < 10 and @gls_2 > 10
           @bar_2.y += (dis <=> 0) * 5
        end
     else
        @gls_2 = 0
     end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Ball
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     vx = Math.cos(@ball.angle * Math::PI / 180) * @ball_vel
     vy = Math.sin(@ball.angle * Math::PI / 180) * @ball_vel
     @ball.x += vx.to_i + @ball_float_x.to_i
     @ball.y += vy.to_i + @ball_float_y.to_i
     @ball_float_x += (vx - vx.to_i) - @ball_float_x.to_i
     @ball_float_y += (vy - vy.to_i) - @ball_float_y.to_i
     @ball.angle += @rotate
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Ballstreak
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     if BALL_STREAK
        @ballstreak.bitmap.blt(0, 0, @empty, @empty.rect, 50)
        @ballstreak.bitmap.blt(@ball.x-10, @ball.y-10, @ball.bitmap, @ball.bitmap.rect)
     end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Ball Collision
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     # Up - Down
     unless @ball.y.between?(10, 470)
        @ball.angle *= -1
        @ball.y = [[11, @ball.y].max, 469].min
     end
     # Left - Right
     if @ball.x <= 0
        @cpu += 1
        refresh()
        @ball.x = 320
        @ball.y = 240
        @ball.angle = 45 - rand(90) + rand(2) * 180
        20.times do |x|
           20.times do |y|
              c = Color.new(255, 255, 255)
              c.alpha = @ball.bitmap.get_pixel(x, y).alpha
              @ball.bitmap.set_pixel(x, y, c)
           end
         end
        #
        @rotate = 0
        @ball_vel = 5
     elsif @ball.x >= 640
        @p1 += 1
        refresh()
        @ball.x = 320
        @ball.y = 240
        @ball.angle = 45 - rand(90) + rand(2) * 180
        20.times do |x|
           20.times do |y|
              c = Color.new(255, 255, 255)
              c.alpha = @ball.bitmap.get_pixel(x, y).alpha
              @ball.bitmap.set_pixel(x, y, c)
           end
        end
        @rotate = 0
        @ball_vel = 5
     # Player bar
     elsif @ball.x <= 30
        if @ball.y.between?(@bar_1.y-50, @bar_1.y+50)
           Audio.se_play(PONG_SOUND, 100, 100)
           @ball.angle =   -@ball.angle + 180 + @gls_1
           if (@ball.angle > 180 and @gls_1 > 0) or (@ball.angle < 180 and @gls_1 < 0)
              @rotate = @gls_1 / 20.0
           else
              @rotate = 0
           end
           @ball.x = 30
           @ball_vel += 0.5
           20.times do |x|
              20.times do |y|
                 c = PLAYER_COLOR
                 c.alpha = @ball.bitmap.get_pixel(x, y).alpha
                 @ball.bitmap.set_pixel(x, y, c)
              end
           end
        end
     # Computer bar
     elsif @ball.x >= 610
        if @ball.y.between?(@bar_2.y-50, @bar_2.y+50)
           Audio.se_play(PONG_SOUND, 100, 100)
           @ball.angle = -@ball.angle + 180 + @gls_2
           if (@ball.angle > 0 and @gls_2 > 0) or (@ball.angle < 0 and @gls_1 < 0)
              @rotate = @gls_2 / 20.0
           else
              @rotate = 0
           end
           @ball.x = 610
           @ball_vel += 0.1
           20.times do |x|
              20.times do |y|
                 c = COMPUTER_COLOR
                 c.alpha = @ball.bitmap.get_pixel(x, y).alpha
                 @ball.bitmap.set_pixel(x, y, c)
              end
           end
        end
      end
      # update the sprite
      @ball.update
      @bar_1.update
      @bar_2.update
  end
#-------------------------------------------------------------
# Refresh
#-------------------------------------------------------------
  def refresh
      @keep.bitmap.clear
      @keep.bitmap.font.size = 70
      @keep.bitmap.draw_text(0, 0, 640, SCORE_Y, "#{@p1} - #{@cpu}", 1)
      @keep.bitmap.font.size = 30
      @keep.bitmap.draw_text(0, 280, 640, 310, "Goal: #{@score}", 1)
     if @p1 == @score
        @over = 1
     elsif @cpu == @score
        @over = 2
      end
  end
#-------------------------------------------------------------
# Score
#-------------------------------------------------------------
  def score
     return @score
  end
#-------------------------------------------------------------
# Win
#-------------------------------------------------------------
  def win
     return @win
  end
end
#end of script ^,^

Enjoy! ^,^
Administrator
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Hey Guest, check out my demos!
Super Mockup Project
Cool Puzzle Cave
Into the Nexas
Web_Plat
Getroid
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RMXP - PONG2! Mini-Game G101_t10


RMXP - PONG2! Mini-Game G101_c28


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