Galv’s Invader Mini Game V.1.2

Demo – Version 1.1 > (Demo uses old version)

#------------------------------------------------------------------------------#
#  Galv's Invader Mini Game
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.2
#  Thanks Ocedic for add-on ideas
#------------------------------------------------------------------------------#
#  2013-03-20 - Version 1.2 - added options for reset ratio and max gun powerup
#  2013-03-20 - Version 1.1 - added enemy types, new gun type, new powerup
#  2013-03-18 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  A simple shooter mini game that can be played within Ace with a script call.
#
#  The game is designed to be simple. Enemies are random, they shoot random
#  lazors at you. Powerups are random. Slowly during the course of the game
#  the enemies spawn faster and faster until eventually the player will be
#  overrun completely and die. A set time through the game, a reset powerup will
#  spawn. If the player manages to get it, they get another chance at more
#  points as it sets the spawn speed back to the start.
#  Variables are used for current score and high score which you can use in
#  your game to give your player bonuses for doing well or not.
#
#  You'll need the demo for all the graphics (but feel free to create your own)
#
#  NOTE: This is intended to be simple for now. Please don't ask for add-ons
#  or improvements. I might improve it later but for now, it is what it is.
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  CONTROLS
#------------------------------------------------------------------------------#
#  Left and Right - moves left and right
#  Space/Z/Enter  - fire your lazor
#  ESC/X          - Leave the mini game
#  A              - Use held item (currently only nuke)
#------------------------------------------------------------------------------#
#  POWERUPS
#------------------------------------------------------------------------------#
#  Heath  - restores shields completely. If shields full, adds to an bonus bar
#  Zzzz   - resets enemy spawn rate to beginning (spawned only at a set time)
#  Nuke   - Can only hold one nuke at a time. Press A to destroy all enemies.
#
#  Lazors - Get lazors or increases number of lazors fired
#  Lazorball - Get lazorballs or increases number of lazorballs fired
#
#  NOTE: Obtaining weapons equips them or improves them if already equipped
#  NOTE2: Yes, I do know it's not spelled "lazor"
#------------------------------------------------------------------------------#
 
#------------------------------------------------------------------------------#
#  SCRIPT CALL:
#------------------------------------------------------------------------------#
#  SceneManager.call(Scene_Invaders)       # Starts the minigame.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galv_Invaders"] = true
module Galv_SI
 
#------------------------------------------------------------------------------#
#  SCRIPT SETTINGS
#------------------------------------------------------------------------------#
 
  #----------------#
  # PLAYER OPTIONS #
  #----------------#
 
  PLAYER_SHIELDS = 10  # Hits player can take before game over
 
  MAX_SHOTS = 10    # Maxium number of shots player can have on screen at a time
  Max_Gun_Level = 5 # Max gun powerup level (5 is the highest)
 
  SE = ["Attack2",80,150]  # "SE_Name",volume,pitch - SE for player laser
  SE1 = ["Heal5",80,160]  # "SE_Name",volume,pitch - SE for player lazorball
  NSE = ["Explosion3",120,100]  # "SE_Name",volume,pitch - SE for nuke
 
  PSE = ["Damage5",90,150]  # "SE_Name",volume,pitch - SE when player damaged
  KSE = ["Explosion7",100,100]  # "SE_Name",volume,pitch - SE when destroyed
 
  BSE = ["Down4",120,150]  # "SE_Name",volume,pitch - SE when bonus shield gain
  PUSE = ["Item1",80,150]  # "SE_Name",volume,pitch - SE when get powerup
 
  SHIP_SPEED = 5        # Speed at which player can move ship left and right
  LAZOR_SPEED = 5       # Speed the lazor fires
 
  #---------------#
  # ENEMY OPTIONS #
  #---------------# 
 
  SPAWN_SPEED = 100    # Lower means faster spawn. Higher is slower spawn.
 
  LEVEL2 = 30          # Seconds until level 2 ships can start spawning
  LEVEL3 = 100         # Seconds until level 3 ships can start spawning
 
  LEVEL1_HP = 1        # Level 1 enemies have this much hp
  LEVEL2_HP = 4        # Level 2 enemies have this much hp
  LEVEL3_HP = 12       # Level 3 enemies have this much hp
 
  ELAZOR_SPEED = 5     # Enemy lazor speed
 
  ASE = ["Attack2",80,110]  # "SE_Name",volume,pitch - SE for enemy shooting
  DSE = ["Fire3",90,150]  # "SE_Name",volume,pitch - SE for enemy dying
 
  #---------------#
  # OTHER OPTIONS #
  #---------------#
 
  SCORE_VAR = 1         # Variable id to keep track of score
  HIGH_SCORE_VAR = 2    # Variable id to keep track of highest score
 
  RESET_PUP = 130       # Seconds between reset powerup spawns. If the
                        # player manages to get this, the enemy spawn rate is
                        # reset and has a chance to earn more points!
  RESET_AMOUNT = 0.5    # Ratio of difficulty when reset powerup is obtained
 
  SOUND_TIMER = 5       # Prevent enemy lazor sound spam by increasing this
 
  DESTROY_PUPS = false      # Can destroy powerups true or false
 
  LAZOR_DAMAGE = 1      # Damage done when lazors hit
  COLLIDE_DAMAGE = 4    # Damage done when collide with enemy
 
  BGM_LIST = [ # don't touch
  # List of BGM's to random.  ["BGM_Name",volume,pitch]
 
        ["Battle6",100,110],
        ["Battle5",100,110],
 
        # ["Battle5",100,110],   # Add more as required
        # ["Battle5",100,110],   # Add more as required
        # ["Battle5",100,110],   # Add more as required
 
  ] # don't touch
 
#------------------------------------------------------------------------------#
#  END OF SCRIPT SETTINGS
#------------------------------------------------------------------------------#
end
 
#-------------------------------------------------------------------------------
#  CACHE
#-------------------------------------------------------------------------------
 
module Cache
  def self.space(filename)
    load_bitmap("Graphics/Invaders/", filename)
  end
end # module Cache
 
#-------------------------------------------------------------------------------
#  SCENE
#-------------------------------------------------------------------------------
 
class Scene_Invaders < Scene_Base
  def start
    $game_system.save_bgm
    super
    SceneManager.clear
    Graphics.freeze
    initialize_game
  end
 
  def initialize_game
    play_bgm
    init_variables
    create_backdrop
    create_sprites
    create_stats
  end
 
  def play_bgm
    m = Galv_SI::BGM_LIST[rand(Galv_SI::BGM_LIST.count)]
    RPG::BGM.new(m[0],m[1],m[2]).play
  end
 
  def init_variables
    @nukeall = false
    @sound_timer = Galv_SI::SOUND_TIMER
    @enemy_wave = 1
    @guns = 1
    @gun_type = 0
    @bonus_shields = 0
    @reset_pup = Galv_SI::RESET_PUP * 60
    @player_shields = Galv_SI::PLAYER_SHIELDS
    $game_variables[Galv_SI::SCORE_VAR] = 0
    @plazors = []
    @elazors = []
    @enemies = []
    @explodes = []
    @pups = []
    @spawn_timer = rand(Galv_SI::SPAWN_SPEED)
    @ticker = 100
    @game_time = 0
    @alien_count = 0
    @pups_count = 0
    @difficulty = 0.to_f
    @dead = false
  end
 
  def create_backdrop
    @backdrop = Plane.new
    @backdrop.bitmap = Cache.space("backdrop")
    @backdrop.z = -1
    @flash = Sprite.new
    @flash.bitmap = Bitmap.new(Graphics.width,Graphics.height)
    @flash.bitmap.fill_rect(@flash.bitmap.rect,Color.new(255,255,255))
    @flash.z = 2000
    @flash.opacity = 0
  end
 
  def create_sprites
    @player = Sprite_Player.new(@viewport1)
    @item_held = Sprite.new
    @item_held.x = Graphics.width / 4 + 40
    @item_held.y = 15
    @item_held.z = 100
  end
 
  def draw_item_held
    @item_held.bitmap.dispose if @item_held.bitmap
    @item_held.opacity = 255
    return @item_held.opacity = 0 if @item.nil?
    @item_held.bitmap = Cache.space("item_" + @item.to_s)
  end
 
  def create_stats
    @score_window = Window_InvaderScore.new
    @score_window
  end
 
  def play_time
    @game_time / 60
  end
 
  def update
    update_flash
    @game_time += 1
    @reset_pup -= 1
    super
    update_backdrop
    update_player
    update_splosions
    update_plazors
    update_elazors
    update_enemies
    update_pups
    if !@dead
      update_spawn
    else
      update_game_over
    end
  end
 
  def update_flash
    @flash.opacity -= 3 if @flash.opacity > 0
  end
 
  def update_backdrop
    @backdrop.oy -= 1
  end
 
  def update_spawn
    if @spawn_timer <= 0
      t = alien_type
      if rand(alien_type).to_i == alien_type
        @enemies << Sprite_Alien.new(@viewport1,@alien_count,t)
        @alien_count += 1
      else
        @enemies << Sprite_Alien.new(@viewport1,@alien_count,0)
        @alien_count += 1
      end
        @spawn_timer = 50 + rand(Galv_SI::SPAWN_SPEED) / 2 - @difficulty
    end
    @ticker -= 1
    if @ticker <= 0
      @difficulty += 1
      @ticker = 100
    end
    @spawn_timer -= 1
  end
 
  def alien_type
    r = rand(play_time)
    if r < Galv_SI::LEVEL2
      return 0
    elsif r < Galv_SI::LEVEL3
      return 1
    else
      return 2
    end
  end
 
  def update_player
    @player.update
    update_player_actions
  end
 
  def init_game_over
    RPG::BGM.fade(10)
    @game_over = Sprite.new
    @game_over.bitmap = Cache.space("game-over")
    @game_over.opacity = 0
    @game_over.z = 500
  end
 
  def update_game_over
    @game_over.opacity += 3
    if @game_over.opacity >= 255 && Input.trigger?(:C)
      dispose_graphics
      initialize_game
    end
  end
 
  def update_player_actions
    if Input.trigger?(:C) && !@dead
      return if Galv_SI::MAX_SHOTS * @guns <= @plazors.count
      player_shoot
    end
    if Input.trigger?(:B)
      SceneManager.goto(Scene_Map)
    end
    if Input.trigger?(:X) && @item && !@dead
      @nukeall = true
      RPG::SE.new(Galv_SI::NSE[0],Galv_SI::NSE[1],Galv_SI::NSE[2]).play
      @difficulty *= 0.75
      @flash.opacity = 225
      @item = nil
      draw_item_held
    end
  end
 
  def player_shoot
    case @gun_type
    when 0  # Normal Lazers
      RPG::SE.new(Galv_SI::SE[0],Galv_SI::SE[1],Galv_SI::SE[2]).play
      case @guns
      when 1
        @plazors << Sprite_Lazor.new(@viewport1,@player.x,@player.y)
      when 2
        2.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x - 20 + i * 40,@player.y)
        }
      when 3
        3.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x - 20 + i * 20,@player.y)
        }
      when 4
        4.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x - 30 + i * 20,@player.y)
        }
      when 5
        5.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x - 30 + i * 15,@player.y)
        }
      end
    when 1  # Lazer Ball
      RPG::SE.new(Galv_SI::SE1[0],Galv_SI::SE1[1],Galv_SI::SE1[2]).play
      case @guns
      when 1
        @plazors << Sprite_Lazor.new(@viewport1,@player.x,@player.y,1,0)
      when 2
        2.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x,@player.y,1,1 + i)
        }
      when 3,4,5
        @guns.times { |i|
          @plazors << Sprite_Lazor.new(@viewport1,@player.x,@player.y,1,i)
        }
      end
    end
  end
 
  def update_plazors
    @plazors.each_with_index { |lazor,i|
      lazor.update
      if lazor.y < -10
        lazor.dispose
        @plazors.delete_at(i)
      end
    }
  end
 
  def update_elazors
    @elazors.each_with_index { |lazor,i|
    next if !lazor
      lazor.update
      if lazor.y > Graphics.height
        lazor.dispose
        @elazors[i] = false
      elsif lazor.y > (Graphics.height - @player.height) && player_hit?(lazor.x,lazor.y)
        damage_player(Galv_SI::LAZOR_DAMAGE)
        lazor.dispose
        @elazors[i] = false
      end
    }
  end
 
  def update_enemies
    @sound_timer += 1
    @enemies.each_with_index { |enemy,i|
      next if enemy.nil?
      enemy.update
      if enemy_hit?(enemy) || @nukeall
        enemy.hp -= @nukeall ? enemy.mhp : 1
        if enemy.hp <= 0
          destroy_enemy(enemy.mhp)
          @explodes << Sprite_Splosion.new(@viewport1,enemy.x,enemy.y)
          enemy.dispose
          @enemies[i] = nil
        else
          RPG::SE.new(Galv_SI::PSE[0],Galv_SI::PSE[1],Galv_SI::PSE[2]).play
          enemy.flash(Color.new(255,155,155),20)
        end
      elsif enemy.y > (Graphics.height - @player.height) && player_hit?(enemy.x,enemy.y)
        destroy_enemy(enemy.mhp)
        @explodes << Sprite_Splosion.new(@viewport1,enemy.x,enemy.y)
        enemy.dispose
        @enemies[i] = nil
        damage_player(Galv_SI::COLLIDE_DAMAGE)
      elsif rand(1000) > (995 - @difficulty)
        if @elazors[i].nil?
          if @sound_timer >= Galv_SI::SOUND_TIMER
            RPG::SE.new(Galv_SI::ASE[0],Galv_SI::ASE[1],Galv_SI::ASE[2]).play
            @sound_timer = 0
          end
          @elazors[i] = Sprite_ELazor.new(@viewport1,enemy.x,enemy.y)
        end
      end
    }
    @nukeall = false
  end
 
  def update_pups
    if @reset_pup <= 0
      @pups << Sprite_Powerup.new(@viewport1,@pups_count,999)
      @reset_pup = (Galv_SI::RESET_PUP + @enemy_wave) * 60
    end
    if rand(1000) > (998) && !@dead
      @pups << Sprite_Powerup.new(@viewport1,@pups_count,rand(4))
      @pups_count += 1
    end
    @pups.each_with_index { |pup,i|
      next if pup.nil?
      pup.update
      if enemy_hit?(pup,false) && Galv_SI::DESTROY_PUPS
        RPG::SE.new(Galv_SI::DSE[0],Galv_SI::DSE[1],Galv_SI::DSE[2]).play
        @explodes << Sprite_Splosion.new(@viewport1,pup.x,pup.y)
        pup.dispose
        @pups[i] = nil
      elsif pup.y > (Graphics.height - @player.height) && player_hit?(pup.x,pup.y)
        do_powerup(pup.type)
        pup.dispose
        @pups[i] = nil
      end
    }
  end
 
  def do_powerup(type)
    @player.flash(Color.new(155,255,155),20)
    case type
    when 0 # Shield Restore
      RPG::SE.new(Galv_SI::BSE[0],Galv_SI::BSE[1],Galv_SI::BSE[2]).play
      if @player_shields == Galv_SI::PLAYER_SHIELDS
        if @bonus_shields < Galv_SI::PLAYER_SHIELDS
          @bonus_shields += 1
        end
      else
        @player_shields = Galv_SI::PLAYER_SHIELDS
      end
      @score_window.refresh(@player_shields.to_f,@bonus_shields)
    when 1 # Gun Type: 0 (Normal Lazor)
      RPG::SE.new(Galv_SI::PUSE[0],Galv_SI::PUSE[1],Galv_SI::PUSE[2]).play
      if @gun_type != 0
        @gun_type = 0
      elsif @guns < Galv_SI::Max_Gun_Level
        @guns += 1
      end
    when 2 # Gun Type: 1 (Lazor Ball)
      RPG::SE.new(Galv_SI::PUSE[0],Galv_SI::PUSE[1],Galv_SI::PUSE[2]).play
      if @gun_type != 1
        @gun_type = 1
      elsif @guns < Galv_SI::Max_Gun_Level
        @guns += 1
      end
    when 3
      RPG::SE.new(Galv_SI::PUSE[0],Galv_SI::PUSE[1],Galv_SI::PUSE[2]).play
      @item = "nuke"
      draw_item_held
    when 999 # Reset
      RPG::SE.new(Galv_SI::PUSE[0],Galv_SI::PUSE[1],Galv_SI::PUSE[2]).play
      @difficulty *= Galv_SI::RESET_AMOUNT
      @enemy_wave += 1
    end
  end
 
  def damage_player(amount)
    RPG::SE.new(Galv_SI::PSE[0],Galv_SI::PSE[1],Galv_SI::PSE[2]).play
    @player.flash(Color.new(255,155,155),20)
    if @bonus_shields > 0
      @bonus_shields = [@bonus_shields - amount,0].max
    else
      @player_shields -= amount
    end
    @score_window.refresh(@player_shields.to_f,@bonus_shields)
    destroy_player if @player_shields <= 0
  end
 
  def destroy_enemy(score)
    RPG::SE.new(Galv_SI::DSE[0],Galv_SI::DSE[1],Galv_SI::DSE[2]).play
    $game_variables[Galv_SI::SCORE_VAR] += score
    if $game_variables[Galv_SI::SCORE_VAR] > $game_variables[Galv_SI::HIGH_SCORE_VAR]
      $game_variables[Galv_SI::HIGH_SCORE_VAR] += score
    end
    @score_window.refresh(@player_shields.to_f,@bonus_shields)
  end
 
  def destroy_player
    @player_shields = 0
    @explodes << Sprite_Splosion.new(@viewport1,@player.x,@player.y,2)
    @player.opacity = 0
    @player.x = -100
    RPG::SE.new(Galv_SI::KSE[0],Galv_SI::KSE[1],Galv_SI::KSE[2]).play
    @score_window.refresh(@player_shields.to_f,@bonus_shields)
    init_game_over
    @dead = true
  end
 
  def update_splosions
    @explodes.each_with_index { |ex,i|
      ex.update
      if ex.finished?
        ex.dispose
        @explodes.delete_at(i)
      end
    }
  end
 
  def player_hit?(x,y)
     if x.between?(@player.x - player_width / 6, @player.x + player_width / 6) &&
        y.between?(@player.y - player_height, @player.y)
      return true
    end
    return false
  end
 
  def enemy_hit?(enemy, kill = true)
    @plazors.each_with_index { |lazor,i|
      if lazor.x.between?(enemy.x - enemy.width / 2, enemy.x + enemy.width / 2) &&
        lazor.y.between?(enemy.y - enemy.height / 2, enemy.y + enemy.height / 2)
      if kill
        lazor.dispose
        @plazors.delete_at(i)
      end
      return true
      end
    }
    false
  end
 
  def player_width
    @player.bitmap.width
  end
  def player_height
    @player.bitmap.height
  end
 
  def terminate
    super
    SceneManager.snapshot_for_background
    dispose_graphics
    $game_system.replay_bgm
  end
 
  def dispose_graphics
    @item_held.bitmap.dispose if @item_held.bitmap
    @plazors.each { |object| object.dispose if object }
    @elazors.each { |object| object.dispose if object }
    @enemies.each { |object| object.dispose if object }
    @explodes.each { |object| object.dispose if object }
    @pups.each { |object| object.dispose if object }
    @backdrop.bitmap.dispose
    @backdrop.dispose
    @player.bitmap.dispose
    @player.dispose
    if @game_over
      @game_over.bitmap.dispose
      @game_over.dispose
    end
    @score_window.dispose
  end
end # Scene_Invaders < Scene_Base
 
#-------------------------------------------------------------------------------
#  PLAYER SPRITE
#-------------------------------------------------------------------------------
 
class Sprite_Player < Sprite
  def initialize(viewport)
    super(viewport)
    init_position
  end
 
  def init_position
    setup_player_image
  end
 
  def dispose
    super
  end
 
  def update
    super
    update_src_rect
    update_position
  end
 
  def setup_player_image
    @cell = 1
    self.bitmap = Cache.space("player")
    @cw = bitmap.width / 3
    self.src_rect.set(@cell * @cw, 0, @cw, height)
    self.ox = @cw / 2
    self.oy = height
    self.x = Graphics.width / 2
    self.y = Graphics.height - height / 4
  end
 
  def width
    self.bitmap.width / 3
  end
  def height
    self.bitmap.height
  end
 
  def update_src_rect
    @cell = 1 if @cell > 3
    sx = @cell * @cw
    self.src_rect.set(sx, 0, @cw, height)
  end
 
  def update_position
    if Input.press?(:LEFT) && !Input.press?(:RIGHT)
      @cell = 0
      self.x -= Galv_SI::SHIP_SPEED if self.x > width / 2
    elsif Input.press?(:RIGHT) && !Input.press?(:LEFT)
      @cell = 2
      self.x += Galv_SI::SHIP_SPEED if self.x < Graphics.width - width / 2
    else
      @cell = 1
    end
  end
end # Sprite_Player < Sprite
 
#-------------------------------------------------------------------------------
#  LAZOR SPRITES
#-------------------------------------------------------------------------------
 
class Sprite_Lazor < Sprite
  def initialize(viewport,x,y,type = 0,dir = 0)
    super(viewport)
    self.x = x
    self.y = y - 20
    @type = type
    @dir = dir
    setup_lazor_image
  end
 
  def dispose
    super
  end
 
  def update
    super
    update_position
  end
 
  def setup_lazor_image
    case @type
    when 0
      self.bitmap = Cache.space("lazor")
    when 1
      self.bitmap = Cache.space("lazor_ball")
    end
    self.ox = bitmap.width / 2
    self.oy = bitmap.height / 2
  end
 
  def update_position
    self.y -= Galv_SI::LAZOR_SPEED
    case @dir
    when 1
      self.x -= Galv_SI::LAZOR_SPEED.to_f / 4
    when 2
      self.x += Galv_SI::LAZOR_SPEED.to_f / 4 + 1
    when 3
      self.x -= Galv_SI::LAZOR_SPEED
    when 4
      self.x += Galv_SI::LAZOR_SPEED
    end
  end
end # Sprite_Lazor < Sprite
 
class Sprite_ELazor < Sprite
  def initialize(viewport,x,y)
    super(viewport)
    self.x = x
    self.y = y - 20
    setup_lazor_image
  end
 
  def dispose
    super
  end
 
  def update
    super
    update_position
  end
 
  def setup_lazor_image
    self.bitmap = Cache.space("elazor")
    self.ox = bitmap.width / 2
    self.oy = bitmap.height / 2
  end
 
  def update_position
    self.y += Galv_SI::ELAZOR_SPEED
  end
end # Sprite_ELazor < Sprite
 
#-------------------------------------------------------------------------------
#  ALIEN SPRITES
#-------------------------------------------------------------------------------
 
class Sprite_Alien < Sprite
  attr_accessor :hp
  attr_reader :mhp
 
  def initialize(viewport,id,type = 0)
    super(viewport)
    @type = type
    @id = id
    @move = true   # true is right, false is left
    @speed = rand(2) + 1
    @ticker = 0
    setup_enemy
    init_position
  end
 
  def init_position
    self.x = rand(Graphics.width)
    self.y = -10
  end
 
  def dispose
    super
  end
 
  def update
    super
    update_move
  end
 
  def update_move
    case @move
    when true  # Right
      self.x += 1 * (@ticker * 0.06) if self.x <= Graphics.width
    when false # Left
      self.x -= 1 * (@ticker * 0.06) if self.x > 0
    end
    @ticker -= 1
    self.y += @speed
    if @ticker <= 0
      @move = self.x < Graphics.width / 2 ? true : false
      @ticker = rand(90)
    end
  end
 
  def setup_enemy
    self.bitmap = Cache.space("alien" + @type.to_s)
    self.ox = bitmap.width / 2
    self.oy = bitmap.height / 2
 
    case @type
    when 0
      @hp = Galv_SI::LEVEL1_HP
    when 1
      @hp = Galv_SI::LEVEL2_HP
    when 2
      @hp = Galv_SI::LEVEL3_HP
      @speed = 1
    end
      @mhp = @hp
  end
 
  def width
    self.bitmap.width
  end
  def height
    self.bitmap.height
  end
end # Sprite_Alien < Sprite
 
#-------------------------------------------------------------------------------
#  EXPLOSION SPRITES
#-------------------------------------------------------------------------------
 
class Sprite_Splosion < Sprite
  def initialize(viewport,x,y,zoom = 1)
    super(viewport)
    self.x = x
    self.y = y
    @timer = 10
    setup_explosion_image(zoom)
  end
 
  def dispose
    super
  end
 
  def update
    super
    wait_for_timer
  end
 
  def setup_explosion_image(zoom)
    self.bitmap = Cache.space("explode")
    self.ox = bitmap.width / 2
    self.oy = bitmap.height / 2
    self.zoom_x = zoom
    self.zoom_y = zoom
  end
 
  def wait_for_timer
    @finished = true if @timer <= 0
    @timer -= 1
  end
 
  def finished?
    @finished
  end
end # Sprite_Splosion < Sprite
 
#-------------------------------------------------------------------------------
#  POWERUP SPRITES
#-------------------------------------------------------------------------------
 
class Sprite_Powerup < Sprite
  attr_reader :type
 
  def initialize(viewport,id,type)
    super(viewport)
    @id = id
    @type = type            # 0 heal   1 lazor  2 lazerball  3 nuke   999 reset
    @speed = rand(1) + 1
    setup_image(type)
    init_position
  end
 
  def init_position
    self.x = rand(Graphics.width)
    self.y = -10
  end
 
  def dispose
    super
  end
 
  def update
    super
    update_move
  end
 
  def update_move
    self.y += @speed
  end
 
  def setup_image(type)
    self.bitmap = Cache.space("powerup" + type.to_s)
    self.ox = bitmap.width / 2
    self.oy = bitmap.height / 2
  end
 
  def width
    self.bitmap.width
  end
  def height
    self.bitmap.height
  end
end # Sprite_Powerup < Sprite
 
#-------------------------------------------------------------------------------
#  SCORE WINDOW
#-------------------------------------------------------------------------------
 
class Window_InvaderScore < Window_Base
  def initialize
    super(0, 0, Graphics.width, Graphics.height)
    self.opacity = 0
    refresh
  end
 
  def refresh(shields = Galv_SI::PLAYER_SHIELDS.to_f,bonus_shields = 0)
    contents.clear
    draw_score("Score: ", score, 4, 0, contents.width - 8, 2)
    draw_score("Best: ", high_score, -(Graphics.width / 2) + 70, 0, contents.width - 8, 2)
    draw_shields(shields, 4, 0)
    draw_bonus_shields(bonus_shields)
  end
 
  def draw_shields(shields, x, y, width = Graphics.width / 4)
    draw_gauge(x, y, width, shields / Galv_SI::PLAYER_SHIELDS.to_f, text_color(1),
    text_color(4))
  end
 
  def draw_bonus_shields(x,width = Graphics.width / 4)
    w = width * x / Galv_SI::PLAYER_SHIELDS.to_f
    rect = Rect.new(4, 0, w, 12)
    contents.fill_rect(rect, text_color(1))
  end
 
  def score
    $game_variables[Galv_SI::SCORE_VAR]
  end
  def high_score
    $game_variables[Galv_SI::HIGH_SCORE_VAR]
  end
 
  def draw_score(value, unit, x, y, width, align)
    cx = text_size(unit).width
    draw_text(x, y, width - cx - 2, line_height, value, align)
    draw_text(x, y, width, line_height, unit, align)
  end
 
  def open
    refresh
    super
  end
end # Window_InvaderScore < Window_Base

54 thoughts on “Galv’s Invader Mini Game V.1.2

  1. Legault says:

    I really like your scripts Galv! I really like your job, I hope to see and use more of your work, thank you very much!

  2. Udo says:

    Wow Wow Wow. This is great. I have one thought though. Can I run this mini game as two games with different enemies and damage, etc.? Using 2 different scripts and folders for graphics? I.E. (Select one trigger and the invaders game opens, select another and you have a different ship fighting different looking aliens.)

    • Galv says:

      If you know ruby you could easily do that without needing to duplicate the script. Sorry, it’s not something I’m interested in doing, though :)

  3. shadgenius says:

    This looks beautiful.

  4. Ferny says:

    I downloaded the demo but was unable to find the graphics, am I missing something? >_>

  5. Legault says:

    Galv! Is there anyway to make enemies animated just like the player? I mean, using the same sheet as the “player” instead of 1 simple image?

  6. Dhika says:

    This is so cool! But I want to use the high score to give my player bonus. Any idea about how to get this work? Sorry for my bad english. :)

  7. xdfhdghd says:

    where can I find the demo

  8. SymbolsWriter says:

    This script is really cool and perfect for what I plan to use it for, but I have a question.
    How hard would it be to make it so that on pressing ESC the game would pause and ask the player if he wants to quit? I understand if you don’t want to do this, but if it’s really easy I could theoretically try to do it myself…

    • Galv says:

      That would be a great feature but unfortunately I am not doing requests. Knowing ruby and how rpgmaker works it wouldn’t be too hard, though.

      • SymbolsWriter says:

        Ok… To be honest, I have almost zero experience with scripting (aside from doing some really minor edits to existing scripts).
        Thus far the best that I’ve managed to do is to get a menu with choices “Resume” or “Quit” appear on pressing ESC (as a scene call), but upon returning to the minigame scene it just restarts instead of continuing.
        The main problem as I see it is with getting the minigame to pause while keeping the progress made.
        Can you maybe give me a hint or should I go ask for help at the forums instead?

      • Galv says:

        Please ask in the forums, sorry I don’t have time to personally help everyone here that asks :(

      • SymbolsWriter says:

        Is it ok if I post a link to the thread on the forums here or something in case someone else needs this?

      • Galv says:

        I would rather you didn’t as it will be something I will add to the script at a later date, but yes you can.

      • SymbolsWriter says:

        Um… In this case, I’ll post the link here and you can delete it once you’ve updated the script and it’s no longer needed, ok?
        http://www.rpgmakervxace.net/topic/24773-galv%E2%80%99s-invader-mini-game-add-exit-menu/ (working solution in post #3)
        I’m sorry if I’m violating some unwritten ethiquette, as I’m still very new to all this. It’s just that I would have liked to have an answer available if I had a question like this and the answer was already found by someone else…
        And again, thanks for the amazing script! Keep up the good work! :)

      • Galv says:

        No worries, good idea. Thanks

  9. PBXD says:

    Amazing script. But I have a question. Can this script go back to the game map when I reach a determined number of points in the mini game?

  10. PBXD says:

    No, I haven’t found it :(
    If you can help me, thanks a lot.

    • SymbolsWriter says:

      Between lines 254 and 255 of the script add this code:

      if $game_variables[Galv_SI::SCORE_VAR] == 100
      SceneManager.goto(Scene_Map)
      end

      It will just return you to the map upon reaching 100 points.
      You can replace 100 with any number of points you want the minigame to stop at.
      If you want anything fancier it might be a better idea to ask on forums, like this one: http://www.rpgmakervxace.net/ (“RMVX Ace (RGSS3)” subforum)

  11. donrak says:

    Hey,i downloaded the demo1.1,and putit into the folder ->invaders but it still says graphic

  12. donrak says:

    hmm all done i would say,still the backdrop is missing,hmmmmm mistery

  13. donrak says:

    ok ive found the solution;)

  14. donrak says:

    well to be honest i dont understand how to create bonuses for reaching a score.what do u mean by variables?
    i dont know what i could do with a variable

  15. Drbigt says:

    How do I make a new enemy? I tried to put HP and their sprite and all but they never spawn, even when I set it to super low?

    • Galv says:

      It wasn’t written to be able to add new enemies unfortunately.

      • Drbigt says:

        So there’s no way to add new enemies? Like at all? I mean, if you tell me what lines would include the behavior or whatever, I think I can do the rest, I just thought of adding a 4th enemy or so would give more diversity.

      • Galv says:

        Sure, you can add them via script but unfortunately I don’t have time at the moment to look at what would need to be changed.

  16. Drbigt says:

    Do you want me to pay you? Because I can give you a bit to help me out, this would be so perfect for my game and I’d just want one more enemy in. I don’t think that’s all that outrageous request, right?

    • Galv says:

      It’s not an outrageous request, I just get a lot of requests to make small changes for free that they all start adding up and I usually have to decline. I will do it for you for a donation if you are willing – it would really help my situation out, too. I’ll take a look and make the change for you when I can.

      • Drbigt says:

        Sure, I need to pay for your fishing script anyway, so how about when I pay it, I add a 5$ humble donation tip for this? Is that fair or do you need more?

      • Galv says:

        Any donation amount is appreciated – thank you :) Will get on this as soon as I can

  17. This was used and edited on the very famous Five Nights at F***boys on Mangle’s Esoteric Quest.
    I had to check this out and it was awesome!
    Oh and FNAFB is a very famous game on GameJolt!The amount of ppl who play it..

  18. Ryu says:

    is there a way we can move upwards and downwards as well? ;w;

  19. Santi says:

    Whenever i use it, it says unable to find System/Graphics/Backdrop
    can anyone help?

  20. Galv says:

    Your error message you say is looking for System/Graphics/Backdrop ?
    Looks like you need to put them in YourProjectName/Graphics/Invaders

    If you put them there, something else is happening that you’ll have to work out. Here’s some tips for error trapping:

    Errors Using VX/VX Ace Scripts

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