# Question on getting a car to drift or skid. Help!

• ### Question

• Hi.  I've been writing this racing game based on Sprint 1 by Atari.  It's going great but I hit a snag.  I can't get the car to skid around corners in forth gear.  The car just digs in like it's on tracks on corners.  I got all the code on moving the car from asteroids v2.  Here it is.

If (CarMove) Then
If(GraphicsWindow.LastKey = LeftKey) Then
CarAngle = Math.Remainder(CarAngle - 5, 360)
ElseIf (GraphicsWindow.LastKey = RightKey) Then
CarAngle = Math.Remainder(CarAngle + 5, 360)
EndIf

EndIf

CarX = Math.Remainder(Shapes.GetLeft(Car) + (Math.Cos(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinWidth, GWinWidth)
CarY = Math.Remainder(Shapes.GetTop(Car) + (Math.Sin(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinHeight, GWinHeight)
Shapes.Move(Car, CarX, CarY)

If any of you can help, I'd sure appreciate it, I really want this sucker to skid just like the real Sprint game.  This is my first post I got small basic a month ago and made a pong game.  Thanks, D.

Tuesday, March 12, 2013 12:41 AM

• Very good! But one problem:

```Car = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\SprintCar3.png")
Shapes.Move(Car, CarStartX, CarStartY)
ShiftMessage = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Shift_1.png")
Shapes.Move(ShiftMessage, 750, 0)
Shapes.HideShape(ShiftMessage)
Gear1Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear1.png")
Shapes.Move(Gear1Message, 650, 0)
Shapes.HideShape(Gear1Message)
Gear2Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear2.png")
Shapes.Move(Gear2Message, 650, 0)
Shapes.HideShape(Gear2Message)
Gear3Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear3.png")
Shapes.Move(Gear3Message, 650, 0)
Shapes.HideShape(Gear3Message)
Gear4Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear4.png")```

You're gonna have to post these online :/

A spark to start a fire is necessary. But mainly you need dry kindling.

Tuesday, March 12, 2013 3:09 PM

### All replies

• Sure! Would you please post the full code? Thanks!

A spark to start a fire is necessary. But mainly you need dry kindling.

Tuesday, March 12, 2013 1:56 AM
• 'These are calls to sub routines
Initialize()
DrawTrack()
RunGame()
'This starts out the window, the car, and a bunch of variables
Sub Initialize
GraphicsWindow.BackgroundColor = "Black"
GraphicsWindow.BrushColor = "White"
GraphicsWindow.Width = 800
GraphicsWindow.Height = 610
GraphicsWindow.Left = 100
GraphicsWindow.Top = 100
GWinWidth = GraphicsWindow.Width
GWinHeight = GraphicsWindow.Height
GraphicsWindow.Title = "Sprint"
GraphicsWindow.Show()
CarStartX = 400
CarStartY = 550
PylonSpace = 12.5
PylonStep = 12.5
PylonSize = 6
CarAngle = 0
CarSpeed = 0
CarSize = 24
Gear = 0
Gear1Min = 2
Gear2Min = 5
Gear3Min = 8
Gear4Min = 11
UpShift2 = "False"
UpShift3 = "False"
UpShift4 = "False"
GearDelay = 100
Shift = "True"
CarX = CarStartX
CarY = CarStartY
Fps = 25
LeftKey = "Left"
UpKey = "Up"
DownKey = "Down"
RightKey = "Right"
AKey = "A"
ZKey = "Z"
SKey = "S"
XKey = "X"
CKey = "C"
VKey = "V"
BKey = "B"
GameRunning = "True"
Array = WallPositionH
Array = WallPositionV
Array = WallPositionA
Array = CA
Car = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\SprintCar3.png")
Shapes.Move(Car, CarStartX, CarStartY)
ShiftMessage = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Shift_1.png")
Shapes.Move(ShiftMessage, 750, 0)
Shapes.HideShape(ShiftMessage)
Gear1Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear1.png")
Shapes.Move(Gear1Message, 650, 0)
Shapes.HideShape(Gear1Message)
Gear2Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear2.png")
Shapes.Move(Gear2Message, 650, 0)
Shapes.HideShape(Gear2Message)
Gear3Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear3.png")
Shapes.Move(Gear3Message, 650, 0)
Shapes.HideShape(Gear3Message)
Gear4Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear4.png")
Shapes.Move(Gear4Message, 650, 0)
Shapes.HideShape(Gear4Message)
EndSub

'This gets the start x and y and total pylons and calls one of four "Draw" sub routines to loop through drawing the wall.
'It also calls a sub routine to save all the info on the track walls so I can do a collision
Sub DrawTrack
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Outside Corners XXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Top Left Corner
PylonX1 = 0
PylonY1 = 212.5
TotalPylons = 3
PositionNumber = 1
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Bottom Left Corner
PylonX1 = 0
PylonY1 = 550
TotalPylons = 3
PositionNumber = 2
AngleNumber = 1
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Top Right Corner
PylonX1 = 737.5
PylonY1 = 162.5
TotalPylons = 3
PositionNumber = 3
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Bottom Right Corner
PylonX1 = 737.5
PylonY1 = 600
TotalPylons = 3
PositionNumber = 4
AngleNumber = 2
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Top Left Inside Corner
PylonX1 = 287.5
PylonY1 = 162.5
TotalPylons = 3
PositionNumber = 5
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Top Right Inside Corner
PylonX1 = 337
PylonY1 = 325
TotalPylons = 12
PositionNumber = 6
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Outside Walls XXXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Top Left Horizontal Wall
PylonX1 = 50
PylonY1 = 162.5
TotalPylons = 20
PositionNumber = 1
DrawHorizontalWall()
HorizontalWallPosition()
'Top Right Horizontal Wall
PylonX1 = 500
PylonY1 = 162.5
TotalPylons = 20
PositionNumber = 2
DrawHorizontalWall()
HorizontalWallPosition()
'Bottom Horizontal Wall
PylonX1 = 50
PylonY1 = 600
TotalPylons = 56
PositionNumber = 3
DrawHorizontalWall()
HorizontalWallPosition()
'Left Verticle Wall
PylonX1 = 0
PylonY1 = 212.5
TotalPylons = 28
PositionNumber = 1
DrawVerticalWall()
VerticalWallPosition()
'Right Verticle Wall
PylonX1 = 787.5
PylonY1 = 212.5
TotalPylons = 28
PositionNumber = 2
DrawVerticalWall()
VerticalWallPosition()
'Left Inside Verticle Wall
PylonX1 = 337.5
PylonY1 = 212.5
TotalPylons = 9
PositionNumber = 3
DrawVerticalWall()
VerticalWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Inside Corners XXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Left Outside Corner
PylonX1 = 137.5
PylonY1 = 412.5
TotalPylons = 1
PositionNumber = 7
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Left Inside Corner
PylonX1 = 175
PylonY1 = 400
TotalPylons = 2
PositionNumber = 8
AngleNumber = 1
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Right Inside Corner
PylonX1 = 475
PylonY1 = 437.5
TotalPylons = 10
PositionNumber = 9
AngleNumber = 2
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Right Outside Corner
PylonX1 = 625
PylonY1 = 437.5
TotalPylons = 2
PositionNumber = 10
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Inside Walls XXXXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Left Top Horizontal Wall
PylonX1 = 150
PylonY1 = 300
TotalPylons = 2
PositionNumber = 4
DrawHorizontalWall()
HorizontalWallPosition()
'Right Top Horizontal Wall
PylonX1 = 612.5
PylonY1 = 300
TotalPylons = 3
PositionNumber = 5
DrawHorizontalWall()
HorizontalWallPosition()
'Bottom Horizontal Wall
PylonX1 = 162.5
PylonY1 = 437.5
PositionNumber = 6
TotalPylons = 38
DrawHorizontalWall()
HorizontalWallPosition()
'Left Outside Verticle Wall
PylonX1 = 137.5
PylonY1 = 312.5
TotalPylons = 9
PositionNumber = 4
DrawVerticalWall()
VerticalWallPosition()
'Left Inside Verticle Wall
PylonX1 = 175
PylonY1 = 312.5
TotalPylons = 8
PositionNumber = 5
DrawVerticalWall()
VerticalWallPosition()
'Right Outside Verticle Wall
PylonX1 = 650
PylonY1 = 312.5
TotalPylons = 9
PositionNumber = 6
DrawVerticalWall()
VerticalWallPosition()
ArraySizeH = Array.GetItemCount(WallPositionH)
ArraySizeV = Array.GetItemCount(WallPositionV)
ArraySizeA = Array.GetItemCount(WallPositionA)
EndSub

'These four sub routines get the x and y and the total pylons from DrawTrack and kick out a wall in a for loop
Sub DrawHorizontalWall
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle((PylonX1 - PylonSpace) + PylonStep, PylonY1, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawVerticalWall
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1, (PylonY1 - PylonSpace) + PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawForwardAngle
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1 + PylonStep, PylonY1 - PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawBackAngle
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1 + PylonStep, PylonY1 + PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

'These three sub routines save all the info from DrawTrack so I can do a collision
Sub HorizontalWallPosition
For i = 1 To 1
WallPositionH[PositionNumber]["WallX1"] = PylonX1
WallPositionH[PositionNumber]["WallX2"] = PylonX1 + PylonSpace * TotalPylons
WallPositionH[PositionNumber]["WallY1"] = PylonY1
WallPositionH[PositionNumber]["WallY2"] = PylonY1 + PylonSize
EndFor
EndSub

Sub VerticalWallPosition
For i = 1 To 1
WallPositionV[PositionNumber]["WallX1"] = PylonX1
WallPositionV[PositionNumber]["WallX2"] = PylonX1 + PylonSize
WallPositionV[PositionNumber]["WallY1"] = PylonY1
WallPositionV[PositionNumber]["WallY2"] = PylonY1 + PylonSpace * TotalPylons
EndFor
EndSub

Sub AngleWallPosition
For i = 1 To TotalPylons
If (i = 1) Then
WallPositionA[PositionNumber][0]["Dim2Total"] = TotalPylons
WallPositionA[PositionNumber][0]["AngleNumber"] = AngleNumber
If (ForwardAngle) Then
WallPositionA[PositionNumber][0]["ForwardAngle"] = ForwardAngle
ElseIf (BackAngle) Then
WallPositionA[PositionNumber][0]["BackAngle"] = BackAngle
EndIf
EndIf
WallPositionA[PositionNumber][i]["WallX1"] = PylonX1 + PylonSpace * i
WallPositionA[PositionNumber][i]["WallX2"] = PylonX1 + PylonSize + PylonSpace * i
If (ForwardAngle) Then
WallPositionA[PositionNumber][i]["WallY1"] = PylonY1 - PylonSpace * i
WallPositionA[PositionNumber][i]["WallY2"] = PylonY1 + PylonSize - PylonSpace * i
Else
WallPositionA[PositionNumber][i]["WallY1"] = PylonY1 + PylonSpace * i
WallPositionA[PositionNumber][i]["WallY2"] = PylonY1 + PylonSize + PylonSpace * i
EndIf
EndFor
ForwardAngle = "False"
BackAngle = "False"
EndSub

'These 3 sub routines check to see if the car x and y and the wall x and y match. all the wall info is from the 3 different wall position arrays and is accessed through a loop
Sub CollisionHorizontal
For i = 1 To ArraySizeH
If (CarY <= WallPositionH[i]["WallY2"] And CarY >= WallPositionH[i]["WallY1"] And CarX + CarSize >= WallPositionH[i]["WallX1"] And CarX + CarSize <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY <= WallPositionH[i]["WallY2"] And CarY >= WallPositionH[i]["WallY1"] And CarX >= WallPositionH[i]["WallX1"] And CarX <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY + CarSize <= WallPositionH[i]["WallY2"] And CarY + CarSize >= WallPositionH[i]["WallY1"] And CarX + CarSize >= WallPositionH[i]["WallX1"] And CarX + CarSize <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY + CarSize <= WallPositionH[i]["WallY2"] And CarY + CarSize >= WallPositionH[i]["WallY1"] And CarX >= WallPositionH[i]["WallX1"] And CarX <= WallPositionH[i]["WallX2"]) Then
CH = "True"
EndIf
EndFor
EndSub

Sub CollisionVertical
For i = 1 To ArraySizeV
If (CarX <= WallPositionV[i]["WallX2"] And CarX >= WallPositionV[i]["WallX1"] And CarY >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
ElseIf (CarX + CarSize >= WallPositionV[i]["WallX1"] And CarX + CarSize <= WallPositionV[i]["WallX2"] And CarY + CarSize >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
ElseIf (CarX >= WallPositionV[i]["WallX1"] And CarX <= WallPositionV[i]["WallX2"] And CarY + CarSize >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
EndIf
EndFor
EndSub

Sub CollisionAngle
For i = 1 To ArraySizeA
For ii = 1 To WallPositionA[i][0]["Dim2Total"]
If (WallPositionA[i][0]["AngleNumber"] = 1 And WallPositionA[i][0]["ForwardAngle"]) Then
If (CarX >= WallPositionA[i][ii]["WallX1"] - CarSize And CarX <= WallPositionA[i][ii]["WallX2"] And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY + CarSize <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
ElseIf (WallPositionA[i][0]["AngleNumber"] = 1 And WallPositionA[i][0]["BackAngle"]) Then
If (CarX >= WallPositionA[i][ii]["WallX1"] - CarSize And CarX <= WallPositionA[i][ii]["WallX2"] And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
ElseIf (WallPositionA[i][0]["AngleNumber"] = 2) Then
If (CarX + CarSize >= WallPositionA[i][ii]["WallX1"] And CarX + CarSize <= WallPositionA[i][ii]["WallX2"] + CarSize And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY + CarSize <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
EndIf
EndFor
EndFor
EndSub

'CollisionCheck runs through 3 different wall type sub routines to check for collision and, if so, sets CarSpeed to 1
Sub CollisionCheck
CollisionHorizontal()
CollisionVertical()
CollisionAngle()
If (CH Or CV Or CA) Then
CarSpeed = 1
Gear = 0
UpShift2 = "False"
UpShift3 = "False"
UpShift4 = "False"
Shapes.HideShape(ShiftMessage)
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
EndIf
EndSub

'This resets all the collisions after hitting a wall
Sub ResetCollision
CH = "False"
CV = "False"
CA = "False"
EndSub

'Main loop
Sub RunGame
GraphicsWindow.KeyDown = OnKeyDown
GraphicsWindow.KeyUp = OnKeyUp
While GameRunning
Program.Delay(1000/Fps)
DriveCar()
If (Gear <> 0) Then
ChangeGear()
EndIf
CollisionCheck()
ResetCollision()
EndWhile
EndSub

'These 2 sub routines give a boolean value to GraphicsWindow.KeyDown and Up for whether the car is moving or not
Sub OnKeyDown
CarMove = "True"
EndSub

Sub OnKeyUp
CarMove = "False"
EndSub

'This steers and accelerates the car. It changes gears, too.
Sub DriveCar
If (CarMove) Then
'This Sets the angle for steering
If(GraphicsWindow.LastKey = LeftKey) Then
CarAngle = Math.Remainder(CarAngle - 5, 360)
ElseIf (GraphicsWindow.LastKey = RightKey) Then
CarAngle = Math.Remainder(CarAngle + 5, 360)
EndIf
'This sets the gears. The way it works, you have to wait for it to hit the max speed for each gear 1-4, and you can't skip gears.
If (GraphicsWindow.LastKey = AKey) Then
Gear = 1
GearDelay = 100
ElseIf (GraphicsWindow.LastKey = ZKey) Then
If (UpShift2) Then
Gear = 2
GearDelay = 100
Else
Gear = 0
CarSpeed = 1
EndIf
ElseIf (GraphicsWindow.LastKey = SKey) Then
If (UpShift3) Then
Gear = 3
GearDelay = 100
Else
Gear = 0
CarSpeed = 1
EndIf
ElseIf (GraphicsWindow.LastKey = XKey) Then
If (UpShift4) Then
Gear = 4
Else
Gear = 0
CarSpeed = 1
EndIf
EndIf
Shapes.Rotate(Car, CarAngle)
EndIf
'This does the forward and turning motion
CarX = Math.Remainder(Shapes.GetLeft(Car) + (Math.Cos(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinWidth, GWinWidth)
CarY = Math.Remainder(Shapes.GetTop(Car) + (Math.Sin(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinHeight, GWinHeight)
Shapes.Move(Car, CarX, CarY)
EndSub

Sub ChangeGear
If (Gear = 1) Then
Shapes.ShowShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear1Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear1Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear1Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "False"
UpShift4 = "False"
EndIf
ElseIf (Gear = 2) Then
Shapes.HideShape(Gear1Message)
Shapes.ShowShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear2Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear2Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear2Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "True"
UpShift4 = "False"
EndIf
ElseIf (Gear = 3) Then
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.ShowShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear3Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear3Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear3Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "True"
UpShift4 = "True"
EndIf
ElseIf (Gear = 4) Then
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.ShowShape(Gear4Message)
Shapes.HideShape(ShiftMessage)
CarSpeed = Gear4Min
EndIf
GearDelay = GearDelay - 1
EndSub
Tuesday, March 12, 2013 2:24 AM
• I think CarAngle should be saved such as LastCarAngle.  And calculate with LastCarAngle for CarX and CarY.  And update LastCarAngle as CarAngle with Timer.Tick.

Nonki Takahashi

Tuesday, March 12, 2013 9:53 AM
• Very good! But one problem:

```Car = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\SprintCar3.png")
Shapes.Move(Car, CarStartX, CarStartY)
ShiftMessage = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Shift_1.png")
Shapes.Move(ShiftMessage, 750, 0)
Shapes.HideShape(ShiftMessage)
Gear1Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear1.png")
Shapes.Move(Gear1Message, 650, 0)
Shapes.HideShape(Gear1Message)
Gear2Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear2.png")
Shapes.Move(Gear2Message, 650, 0)
Shapes.HideShape(Gear2Message)
Gear3Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear3.png")
Shapes.Move(Gear3Message, 650, 0)
Shapes.HideShape(Gear3Message)
Gear4Message = Shapes.AddImage("C:\Users\Owner\Documents\Computer\Small Basic\Introducing S B\Gear4.png")```

You're gonna have to post these online :/

A spark to start a fire is necessary. But mainly you need dry kindling.

Tuesday, March 12, 2013 3:09 PM
• 'These are calls to sub routines
Initialize()
DrawTrack()
RunGame()
'This starts out the window, the car, and a bunch of variables
Sub Initialize
GraphicsWindow.BackgroundColor = "Grey"
GraphicsWindow.BrushColor = "White"
GraphicsWindow.Width = 800
GraphicsWindow.Height = 610
GraphicsWindow.Left = 100
GraphicsWindow.Top = 100
GWinWidth = GraphicsWindow.Width
GWinHeight = GraphicsWindow.Height
GraphicsWindow.Title = "Sprint"
GraphicsWindow.Hide()
CarStartX = 400
CarStartY = 550
PylonSpace = 12.5
PylonStep = 12.5
PylonSize = 6
CarAngle = 0
CarSpeed = 0
CarSize = 24
Gear = 0
Gear1Min = 2
Gear2Min = 5
Gear3Min = 8
Gear4Min = 11
UpShift2 = "False"
UpShift3 = "False"
UpShift4 = "False"
GearDelay = 100
Shift = "True"
CarX = CarStartX
CarY = CarStartY
Fps = 25
LeftKey = "Left"
UpKey = "Up"
DownKey = "Down"
RightKey = "Right"
AKey = "A"
ZKey = "Z"
SKey = "S"
XKey = "X"
CKey = "C"
VKey = "V"
BKey = "B"
GameRunning = "True"
Array = WallPositionH
Array = WallPositionV
Array = WallPositionA
Array = CA
Shapes.Move(Car, CarStartX, CarStartY)
'Shapes.Move(Comp1, CarStartX, CarStartY - 50)
Shapes.Move(ShiftMessage, 750, 0)
Shapes.HideShape(ShiftMessage)
Shapes.Move(Gear1Message, 650, 0)
Shapes.HideShape(Gear1Message)
Shapes.Move(Gear2Message, 650, 0)
Shapes.HideShape(Gear2Message)
Shapes.Move(Gear3Message, 650, 0)
Shapes.HideShape(Gear3Message)
Shapes.Move(Gear4Message, 650, 0)
Shapes.HideShape(Gear4Message)
EndSub

'This gets the start x and y and total pylons and calls one of four "Draw" sub routines to loop through drawing the wall.
'It also calls a sub routine to save all the info on the track walls so I can do a collision
Sub DrawTrack
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Outside Corners XXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Top Left Corner
PylonX1 = 0
PylonY1 = 212.5
TotalPylons = 3
PositionNumber = 1
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Bottom Left Corner
PylonX1 = 0
PylonY1 = 550
TotalPylons = 3
PositionNumber = 2
AngleNumber = 1
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Top Right Corner
PylonX1 = 737.5
PylonY1 = 162.5
TotalPylons = 3
PositionNumber = 3
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Bottom Right Corner
PylonX1 = 737.5
PylonY1 = 600
TotalPylons = 3
PositionNumber = 4
AngleNumber = 2
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Top Left Inside Corner
PylonX1 = 287.5
PylonY1 = 162.5
TotalPylons = 3
PositionNumber = 5
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Top Right Inside Corner
PylonX1 = 337
PylonY1 = 325
TotalPylons = 12
PositionNumber = 6
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Outside Walls XXXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Top Left Horizontal Wall
PylonX1 = 50
PylonY1 = 162.5
TotalPylons = 20
PositionNumber = 1
DrawHorizontalWall()
HorizontalWallPosition()
'Top Right Horizontal Wall
PylonX1 = 500
PylonY1 = 162.5
TotalPylons = 20
PositionNumber = 2
DrawHorizontalWall()
HorizontalWallPosition()
'Bottom Horizontal Wall
PylonX1 = 50
PylonY1 = 600
TotalPylons = 56
PositionNumber = 3
DrawHorizontalWall()
HorizontalWallPosition()
'Left Verticle Wall
PylonX1 = 0
PylonY1 = 212.5
TotalPylons = 28
PositionNumber = 1
DrawVerticalWall()
VerticalWallPosition()
'Right Verticle Wall
PylonX1 = 787.5
PylonY1 = 212.5
TotalPylons = 28
PositionNumber = 2
DrawVerticalWall()
VerticalWallPosition()
'Left Inside Verticle Wall
PylonX1 = 337.5
PylonY1 = 212.5
TotalPylons = 9
PositionNumber = 3
DrawVerticalWall()
VerticalWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Inside Corners XXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Left Outside Corner
PylonX1 = 137.5
PylonY1 = 412.5
TotalPylons = 1
PositionNumber = 7
AngleNumber = 2
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Left Inside Corner
PylonX1 = 175
PylonY1 = 400
TotalPylons = 2
PositionNumber = 8
AngleNumber = 1
BackAngle = "True"
DrawBackAngle()
AngleWallPosition()
'Right Inside Corner
PylonX1 = 475
PylonY1 = 437.5
TotalPylons = 10
PositionNumber = 9
AngleNumber = 2
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'Right Outside Corner
PylonX1 = 625
PylonY1 = 437.5
TotalPylons = 2
PositionNumber = 10
AngleNumber = 1
ForwardAngle = "True"
DrawForwardAngle()
AngleWallPosition()
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'XXXXXXXXXXXXXX Inside Walls XXXXXXXX
'XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
'Left Top Horizontal Wall
PylonX1 = 150
PylonY1 = 300
TotalPylons = 2
PositionNumber = 4
DrawHorizontalWall()
HorizontalWallPosition()
'Right Top Horizontal Wall
PylonX1 = 612.5
PylonY1 = 300
TotalPylons = 3
PositionNumber = 5
DrawHorizontalWall()
HorizontalWallPosition()
'Bottom Horizontal Wall
PylonX1 = 162.5
PylonY1 = 437.5
PositionNumber = 6
TotalPylons = 38
DrawHorizontalWall()
HorizontalWallPosition()
'Left Outside Verticle Wall
PylonX1 = 137.5
PylonY1 = 312.5
TotalPylons = 9
PositionNumber = 4
DrawVerticalWall()
VerticalWallPosition()
'Left Inside Verticle Wall
PylonX1 = 175
PylonY1 = 312.5
TotalPylons = 8
PositionNumber = 5
DrawVerticalWall()
VerticalWallPosition()
'Right Outside Verticle Wall
PylonX1 = 650
PylonY1 = 312.5
TotalPylons = 9
PositionNumber = 6
DrawVerticalWall()
VerticalWallPosition()
ArraySizeH = Array.GetItemCount(WallPositionH)
ArraySizeV = Array.GetItemCount(WallPositionV)
ArraySizeA = Array.GetItemCount(WallPositionA)
EndSub

'These four sub routines get the x and y and the total pylons from DrawTrack and kick out a wall in a for loop
Sub DrawHorizontalWall
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle((PylonX1 - PylonSpace) + PylonStep, PylonY1, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawVerticalWall
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1, (PylonY1 - PylonSpace) + PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawForwardAngle
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1 + PylonStep, PylonY1 - PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

Sub DrawBackAngle
For i = 1 To TotalPylons
GraphicsWindow.FillRectangle(PylonX1 + PylonStep, PylonY1 + PylonStep, PylonSize, PylonSize)
PylonStep = PylonStep + PylonSpace
EndFor
PylonStep = PylonSpace
EndSub

'These three sub routines save all the info from DrawTrack so I can do a collision
Sub HorizontalWallPosition
For i = 1 To 1
WallPositionH[PositionNumber]["WallX1"] = PylonX1
WallPositionH[PositionNumber]["WallX2"] = PylonX1 + PylonSpace * TotalPylons
WallPositionH[PositionNumber]["WallY1"] = PylonY1
WallPositionH[PositionNumber]["WallY2"] = PylonY1 + PylonSize
EndFor
EndSub

Sub VerticalWallPosition
For i = 1 To 1
WallPositionV[PositionNumber]["WallX1"] = PylonX1
WallPositionV[PositionNumber]["WallX2"] = PylonX1 + PylonSize
WallPositionV[PositionNumber]["WallY1"] = PylonY1
WallPositionV[PositionNumber]["WallY2"] = PylonY1 + PylonSpace * TotalPylons
EndFor
EndSub

Sub AngleWallPosition
For i = 1 To TotalPylons
If (i = 1) Then
WallPositionA[PositionNumber][0]["Dim2Total"] = TotalPylons
WallPositionA[PositionNumber][0]["AngleNumber"] = AngleNumber
If (ForwardAngle) Then
WallPositionA[PositionNumber][0]["ForwardAngle"] = ForwardAngle
ElseIf (BackAngle) Then
WallPositionA[PositionNumber][0]["BackAngle"] = BackAngle
EndIf
EndIf
WallPositionA[PositionNumber][i]["WallX1"] = PylonX1 + PylonSpace * i
WallPositionA[PositionNumber][i]["WallX2"] = PylonX1 + PylonSize + PylonSpace * i
If (ForwardAngle) Then
WallPositionA[PositionNumber][i]["WallY1"] = PylonY1 - PylonSpace * i
WallPositionA[PositionNumber][i]["WallY2"] = PylonY1 + PylonSize - PylonSpace * i
Else
WallPositionA[PositionNumber][i]["WallY1"] = PylonY1 + PylonSpace * i
WallPositionA[PositionNumber][i]["WallY2"] = PylonY1 + PylonSize + PylonSpace * i
EndIf
EndFor
ForwardAngle = "False"
BackAngle = "False"
EndSub

'These 3 sub routines check to see if the car x and y and the wall x and y match. all the wall info is from the 3 different wall position arrays and is accessed through a loop
Sub CollisionHorizontal
For i = 1 To ArraySizeH
If (CarY <= WallPositionH[i]["WallY2"] And CarY >= WallPositionH[i]["WallY1"] And CarX + CarSize >= WallPositionH[i]["WallX1"] And CarX + CarSize <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY <= WallPositionH[i]["WallY2"] And CarY >= WallPositionH[i]["WallY1"] And CarX >= WallPositionH[i]["WallX1"] And CarX <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY + CarSize <= WallPositionH[i]["WallY2"] And CarY + CarSize >= WallPositionH[i]["WallY1"] And CarX + CarSize >= WallPositionH[i]["WallX1"] And CarX + CarSize <= WallPositionH[i]["WallX2"]) Then
CH = "True"
ElseIf (CarY + CarSize <= WallPositionH[i]["WallY2"] And CarY + CarSize >= WallPositionH[i]["WallY1"] And CarX >= WallPositionH[i]["WallX1"] And CarX <= WallPositionH[i]["WallX2"]) Then
CH = "True"
EndIf
EndFor
EndSub

Sub CollisionVertical
For i = 1 To ArraySizeV
If (CarX <= WallPositionV[i]["WallX2"] And CarX >= WallPositionV[i]["WallX1"] And CarY >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
ElseIf (CarX + CarSize >= WallPositionV[i]["WallX1"] And CarX + CarSize <= WallPositionV[i]["WallX2"] And CarY + CarSize >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
ElseIf (CarX >= WallPositionV[i]["WallX1"] And CarX <= WallPositionV[i]["WallX2"] And CarY + CarSize >= WallPositionV[i]["WallY1"] And CarY + CarSize <= WallPositionV[i]["WallY2"]) Then
CV = "True"
EndIf
EndFor
EndSub

Sub CollisionAngle
For i = 1 To ArraySizeA
For ii = 1 To WallPositionA[i][0]["Dim2Total"]
If (WallPositionA[i][0]["AngleNumber"] = 1 And WallPositionA[i][0]["ForwardAngle"]) Then
If (CarX >= WallPositionA[i][ii]["WallX1"] - CarSize And CarX <= WallPositionA[i][ii]["WallX2"] And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY + CarSize <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
ElseIf (WallPositionA[i][0]["AngleNumber"] = 1 And WallPositionA[i][0]["BackAngle"]) Then
If (CarX >= WallPositionA[i][ii]["WallX1"] - CarSize And CarX <= WallPositionA[i][ii]["WallX2"] And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
ElseIf (WallPositionA[i][0]["AngleNumber"] = 2) Then
If (CarX + CarSize >= WallPositionA[i][ii]["WallX1"] And CarX + CarSize <= WallPositionA[i][ii]["WallX2"] + CarSize And CarY >= WallPositionA[i][ii]["WallY1"] - CarSize And CarY + CarSize <= WallPositionA[i][ii]["WallY2"] + CarSize) Then
CA = "True"
EndIf
EndIf
EndFor
EndFor
EndSub

'CollisionCheck runs through 3 different wall type sub routines to check for collision and, if so, sets CarSpeed to 1
Sub CollisionCheck
CollisionHorizontal()
CollisionVertical()
CollisionAngle()
If (CH Or CV Or CA) Then
CarSpeed = 1
Gear = 0
UpShift2 = "False"
UpShift3 = "False"
UpShift4 = "False"
Shapes.HideShape(ShiftMessage)
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
EndIf
EndSub

'This resets all the collisions after hitting a wall
Sub ResetCollision
CH = "False"
CV = "False"
CA = "False"
EndSub

'Main loop
Sub RunGame
GraphicsWindow.Show()
GraphicsWindow.KeyDown = OnKeyDown
GraphicsWindow.KeyUp = OnKeyUp
While GameRunning
Program.Delay(1000/Fps)
DriveCar()
If (Gear <> 0) Then
ChangeGear()
EndIf
CollisionCheck()
ResetCollision()
EndWhile
EndSub

'These 2 sub routines give a boolean value to GraphicsWindow.KeyDown and Up for whether the car is moving or not
Sub OnKeyDown
CarMove = "True"
EndSub

Sub OnKeyUp
CarMove = "False"
EndSub

'This steers and accelerates the car. It changes gears, too.
Sub DriveCar
If (CarMove) Then
'This Sets the angle for steering
If(GraphicsWindow.LastKey = LeftKey) Then
CarAngle = Math.Remainder(CarAngle - 5, 360)
ElseIf (GraphicsWindow.LastKey = RightKey) Then
CarAngle = Math.Remainder(CarAngle + 5, 360)
EndIf
'This sets the gears. The way it works, you have to wait for it to hit the max speed for each gear 1-4, and you can't skip gears.
If (GraphicsWindow.LastKey = AKey) Then
Gear = 1
GearDelay = 100
ElseIf (GraphicsWindow.LastKey = ZKey) Then
If (UpShift2) Then
Gear = 2
GearDelay = 100
Else
Gear = 0
CarSpeed = 1
EndIf
ElseIf (GraphicsWindow.LastKey = SKey) Then
If (UpShift3) Then
Gear = 3
GearDelay = 100
Else
Gear = 0
CarSpeed = 1
EndIf
ElseIf (GraphicsWindow.LastKey = XKey) Then
If (UpShift4) Then
Gear = 4
Else
Gear = 0
CarSpeed = 1
EndIf
EndIf
Shapes.Rotate(Car, CarAngle)
EndIf
'This does the forward and turning motion
CarX = Math.Remainder(Shapes.GetLeft(Car) + (Math.Cos(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinWidth, GWinWidth)
CarY = Math.Remainder(Shapes.GetTop(Car) + (Math.Sin(Math.GetRadians(CarAngle - 180)) * CarSpeed) + GWinHeight, GWinHeight)
Shapes.Move(Car, CarX, CarY)
EndSub

Sub ChangeGear
If (Gear = 1) Then
Shapes.ShowShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear1Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear1Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear1Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "False"
UpShift4 = "False"
EndIf
ElseIf (Gear = 2) Then
Shapes.HideShape(Gear1Message)
Shapes.ShowShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear2Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear2Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear2Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "True"
UpShift4 = "False"
EndIf
ElseIf (Gear = 3) Then
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.ShowShape(Gear3Message)
Shapes.HideShape(Gear4Message)
If (GearDelay >= 67) Then
CarSpeed = Gear3Min
Shapes.HideShape(ShiftMessage)
ElseIf (GearDelay <= 67 And GearDelay >= 34) Then
CarSpeed = Gear3Min + 1
ElseIf (GearDelay <= 34 And GearDelay >= 1) Then
CarSpeed = Gear3Min + 2
Shapes.ShowShape(ShiftMessage)
UpShift2 = "True"
UpShift3 = "True"
UpShift4 = "True"
EndIf
ElseIf (Gear = 4) Then
Shapes.HideShape(Gear1Message)
Shapes.HideShape(Gear2Message)
Shapes.HideShape(Gear3Message)
Shapes.ShowShape(Gear4Message)
Shapes.HideShape(ShiftMessage)
CarSpeed = Gear4Min
EndIf
GearDelay = GearDelay - 1
EndSub
Tuesday, March 12, 2013 9:30 PM
• Like this?

Like this?  what do i do with Timer.Tick?  This will make it skid?

If (CarMove) Then
If(GraphicsWindow.LastKey = LeftKey) Then
LastCarAngle = Math.Remainder(CarAngle - 5, 360)
ElseIf (GraphicsWindow.LastKey = RightKey) Then
LastCarAngle = Math.Remainder(CarAngle + 5, 360)
EndIf

EndIf

CarX = Math.Remainder(Shapes.GetLeft(Car) + (Math.Cos(Math.GetRadians( LastCarAngle - 180)) * CarSpeed) + GWinWidth, GWinWidth)
CarY = Math.Remainder(Shapes.GetTop(Car) + (Math.Sin(Math.GetRadians( LastCarAngle - 180)) * CarSpeed) + GWinHeight, GWinHeight)
Shapes.Move(Car, CarX, CarY)

Tuesday, March 12, 2013 9:35 PM
• OK. I wrote a sample for you: HNB875.

I didn't use Timer.Tick because DriveCar subroutine is called every Fps.

Please see lines with comment "' nonkit".

Nonki Takahashi

Monday, March 18, 2013 11:54 PM