我正在测试 FreeBASIC 编译器制作交互式软件的能力(在本例中,是一款名为 Asteroids 的简单游戏)。
它的 .bas 代码如下:
' ÜÛÛÛÛÜ ÜÛÛÛÛÛÛÜ ÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÜ ÜÛÛÛÛÛÜ ÛÛ ÛÛÛÛÛÛÜ ÜÛÛÛÛÛÛÜ
'ÛÛ ÛÛ ÛÛß ßßß ÛÛ ÛÛ ÛÛ ßÛÛ ÛÛß ßÛÛ ÛÛ ÛÛ ßÛÛ ÛÛß ßßß
'ÛÛ ÛÛ ßÛÛÜ ÛÛ ÛÛ ÛÛ ÜÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ßÛÛÜ
'ÛÛÛÛÛÛÛÛ ßÛÛÜ ÛÛ ÛÛÛÛÛÛ ÛÛÛÛÛÛß ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ßÛÛÜ
'ÛÛ ÛÛ ßÛÛÜ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ßÛÛÜ
'ÛÛ ÛÛ ÛÛÜ ÜÛÛ ÛÛ ÛÛ ÛÛ ÛÛ ÛÛÜ ÜÛÛ ÛÛ ÛÛ ÜÛÛ ÛÛÜ ÜÛÛ
'ÛÛ ÛÛ ßÛÛÛÛß ÛÛ ÛÛÛÛÛÛÛÛÛ ÛÛ ÛÛ ßÛÛÛÛÛß ÛÛ ÛÛÛÛÛÛß ßÛÛÛÛß
'
'This is a one person game. The object is to shoot the falling asteroids and
'keep them from hitting the surface. Use the left and right arrow keys to
'move your gun and the up key to fire. The "P" button pauses the game, and
'the "Q" button ends it. When a game is paused, hit space to make it run
'again. Scoring is based on the level you're on. The higher the level, the
'more points for hit asteroids, and the less points taken away for missed
'asteroids. While you play, you may notice the screen flickering badly, or
'the action to fast. To correct this, make the number after Flicker.Control
'(shown below) bigger. If the game goes too slow, make the number smaller.
Flicker.Control = 500 ' Now press "F5" to play.
'
'
'
SCREEN 7 '320 X 200 resolution
RANDOMIZE TIMER
movement = 0
playagain:
CLS
LOCATE 12, 1
COLOR 15
INPUT ; "What level do you want to start at"; level
LOCATE 12, 1
PRINT " "
gun = 165
missile.x = -5000
missile.y = 5000
totalhit = 0
misses = 0
totaldropped = 0
newasteroid:
asteroid.x = 319 * RND + 1
asteroid.y = 1
totaldropped = totaldropped + 1
a:
COLOR 0
WHILE movement = 1
LINE (gun2 - 20, 170)-(gun2 + 20, 170)
LINE (gun2, 155)-(gun2 - 20, 170)
LINE (gun2, 155)-(gun2 + 20, 170)
LINE (gun2 - 3, 147)-(gun2 + 3, 170), , BF
movement = 0
WEND
COLOR 15
LINE (gun - 20, 170)-(gun + 20, 170)
LINE (gun, 155)-(gun - 20, 170)
LINE (gun, 155)-(gun + 20, 170)
LINE (gun - 3, 147)-(gun + 3, 170), , BF
LINE (asteroid.x - 10, asteroid.y - 6)-(asteroid.x + 10, asteroid.y + 6), 6, BF
CIRCLE (missile.x, missile.y), 3, 12
LINE (1, 171)-(319, 171), 9
FOR count = 1 TO Flicker.Control
NEXT count
asteroid.x2 = asteroid.x
asteroid.y2 = asteroid.y
missile.x2 = missile.x
missile.y2 = missile.y
COLOR 0
LINE (asteroid.x2 - 10, asteroid.y2 - 6)-(asteroid.x2 + 10, asteroid.y2 + 6), 0, BF
CIRCLE (missile.x2, missile.y2), 3, 0
LOCATE 23, 1
COLOR 9
PRINT "Shot:"; totalhit
LOCATE 23, 11
PRINT "Level:"; level
LOCATE 23, 21
PRINT "Score:"; score
missile.y = missile.y - 5
IF missile.y < 1 THEN
missile.y = 5000
END IF
asteroid.y = asteroid.y + level * .75
IF asteroid.y > 170 THEN
CIRCLE (asteroid.x, asteroid.y), 30, 14
CIRCLE (asteroid.x, asteroid.y), 30, 0
misses = misses + 1
IF misses = 10 THEN
GOTO gameover
END IF
score = score - INT(10 / level)
GOTO newasteroid
END IF
IF missile.x - 3 < asteroid.x + 10 AND missile.x + 3 > asteroid.x - 10 AND missile.y + 3 < asteroid.y + 6 THEN
totalhit = totalhit + 1
IF totalhit / 10 = INT(totalhit / 10) THEN
level = level + 1
misses = 0
END IF
score = score + 10 * level
FOR ctr = 1 TO 7
radius = 15 * RND + 5
offset.x = 40 * RND - 20
offset.y = 40 * RND - 20
circlecolor = 16 * RND
CIRCLE (asteroid.x + offset.x, asteroid.y + offset.y), radius, circlecolor
FOR ctr2 = 1 TO 50
NEXT ctr2
CIRCLE (asteroid.x + offset.x, asteroid.y + offset.y), radius, 0
NEXT ctr
missile.y = 5000
GOTO newasteroid
END IF
move$ = INKEY$
SELECT CASE move$
CASE CHR$(0) + "K"
gun2 = gun
gun = gun - 5
movement = 1
CASE CHR$(0) + "M"
gun2 = gun
gun = gun + 5
movement = 1
CASE CHR$(0) + "H"
missile.x = gun
missile.y = 147
CASE "q"
GOTO quit
CASE "p"
COLOR 15
LINE (gun - 20, 170)-(gun + 20, 170)
LINE (gun, 155)-(gun - 20, 170)
LINE (gun, 155)-(gun + 20, 170)
LINE (gun - 3, 147)-(gun + 3, 170), , BF
LINE (asteroid.x - 10, asteroid.y - 6)-(asteroid.x + 10, asteroid.y + 6), 6, BF
CIRCLE (missile.x, missile.y), 3, 12
LOCATE 12, 4
PRINT "Game Paused Hit Space to continue"
startpause:
a$ = INKEY$
SELECT CASE a$
CASE " "
LOCATE 12, 4
PRINT " "
GOTO endpause
END SELECT
GOTO startpause
END SELECT
endpause:
GOTO a
gameover:
LINE (1, 171)-(319, 171), 9
LOCATE 23, 1
COLOR 9
PRINT "Shot:"; totalhit
LOCATE 23, 11
PRINT "Level:"; level
LOCATE 23, 21
PRINT "Score:"; score
COLOR 15
LINE (gun - 20, 170)-(gun + 20, 170)
LINE (gun, 155)-(gun - 20, 170)
LINE (gun, 155)-(gun + 20, 170)
LINE (gun - 3, 147)-(gun + 3, 170), , BF
COLOR 4
LOCATE 12, 1
PRINT "E O"
LOCATE 12, 1
PRINT "ME OV"
LOCATE 12, 1
PRINT "AME OVE"
LOCATE 12, 1
PRINT "GAME OVER"
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
LOCATE 12, 1
PRINT " GAME OVER "
FOR ctr = 1 TO 500
NEXT ctr
LOCATE 13, 13
PRINT "Play Again? y/n"
playagain.y.n:
y.n$ = INKEY$
SELECT CASE y.n$
CASE "n"
GOTO quit
CASE "y"
GOTO playagain
END SELECT
GOTO playagain.y.n
quit:
我使用此命令将数据编译成可用的应用程序。
$ /usr/local/bin/fbc -lang qb roids.bas
我收到一个错误,告诉我缺少正确编译该代码的库。
ld: cannot find -lX11
ld: cannot find -lXext
ld: cannot find -lXpm
ld: cannot find -lXrandr
ld: cannot find -lXrender
我的问题是如何以及在哪里下载这些库以便正确编译该代码并创建小游戏?
预先感谢。
答案1
从 FreeBASIC 编译器收到的错误中,您需要安装以下软件包:
sudo apt-get install libx11-dev libxext-dev libxpm-dev libxrandr-dev libxrender-dev
当你必须安装-dev
程序包时,http://packages.ubuntu.com/是查找库包名称的好地方。
最后使用/usr/local/bin/fbc -lang qb roids.bas
以下命令编译您的roids.bas
文件并启动它:
./roids