Any thanks gor downloading this game, and for opening this...


File Explination

Source\*.*		- Inlcudes all the files used to develop this game
Asteriods.exe		- Earlier pre-sound verion...
Asreriods-Sound.exe	- Verion 1.06, includes Sound Effects
fire.wav		- the sound effect when you fire a laser ball thingy
hit.wav			- the sound effect when you hit an asteriod with the laser


Version History

Version 1.06

+ Stoped the asteriods spawning on each other

Version 1.05

+ Changed it so that the game does wait to finsh playing the sound files
+ Changed the controls
+ Allowed ship to fire if the user clicked on an Asteriod

Version 1.04

+ Added Sound Effects

Version 1.03

- Removed The Loading Message boxes

Version 1.02

+ Stoped the Asteriods from going crazy when they hit each other

Version 1.01

+ Stoped the Asteriods from spilling on to the Satus bar

Version 1.00

+ Added Movement to the asteriods

Version 0.90 beta

+ Turned it into asteriods

Pre Version 1.00

+ Just the player pawn that: - points at you mouse cursor
			     - to where you clicked

Controls

Mouse
Mouse Right Button  - Move ship to that location
Mouse Left Button - Fire laser ball thingies (even the maker has no name for them...)


How I Made This

Well first I decide to muck about and try and line to always point a the mouse cursor, so I programmed away and did it use a bit of the the old triganomatry, to calculate the angle of the mouse from the point-of-orgin then used that angel. The angel was then used to calculate the legths and width from a constant length of a traingles hypth(how ever the hell you spelt it)...
Then I had an idea becuse I could never quite figure out how to get an object (like the asteriods) to get deleted and the create a few more of the them. The idea was to get around this. You see you have the astreriod in array (which is like a of gruoping simulare items) so these arrays are usual expressed as ARRAYNAME(#), where the # identifies a perticular spesific member/id in that group, the group is usaul between certian number usual 0-(any valid interger). Anyway to the point. Say; like in this game, an asteriod is hit and it's id or index is 0 all you do it alter the information about on that one that was hit, which is 0, then you get the value of how many element(members) are in that group and add anouther on on the end. Which is how this game works. As in the game the number on the far left is the current limit of the array size for the asteriods...

Hmm dispite the fact that no-one who reads that bit will understand it, mainly because I wrote well...
anyway...
If you as bored you can always look at the form.frm file in notepad as it contains my code for this game...
or you could just play it...

Anyway

Thanks for reading this, if you did
and if you didn't... It not like I care anyway I just worte this because I was bored...
Considering that if your bored get in contact with be because I'm probably bored and therfore I probably won't mind you telling me to try and make what ever game you want...
If I can...


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