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vb射击游戏代码(vb编程飞行射击游戏的代码)

admin 发布:2022-12-19 23:37 186


今天给各位分享vb射击游戏代码的知识,其中也会对vb编程飞行射击游戏的代码进行解释,如果能碰巧解决你现在面临的问题,别忘了关注本站,现在开始吧!

本文目录一览:

用vb制作射击类游戏、 要求,在靶子的不同环数上要求得分不同。 请问这个怎么实现?

求出击中坐标位置到靶心的距离,然后根据距离来判定得分数。或者定义每个环为独立的,击中哪个就反馈该环的得分。

vb 声音代码 除了beep还有别的么?我写了一个射击游戏的程序,想要一个特别的声音。不要api,简单的。

VB 内置声音就只有Beep() .建议你用API 吧,毕竟游戏程序是不能缺少真实的声音的(至少用户会觉得你很用心去设计它)..

VB作业模拟射击游戏代码

其实很简单,我的做的和你一样,留个联系方式吧,我是河北理工的,咱们可以一起做。我的邮箱 853708889@.qq.com

我在用VB.NEt编一个射击的游戏。有几个问题

1.如何把每次击中目标的得分加起来

要看具体情况,若是PictureBox 记录图片地址,在对应分数

2.如何在达到一定分数时是屏幕显示字样

这个很简单的,,每次分数累加,,就判断..

3.如何使子弹打到右边后,射击位置再出现一颗子弹并为静止状态

找到坐标,用System.Drawing类画一个点(不知道你的子弹是什么?)

4.若是有高手的话,希望可以解答一下,如果需要的话可以把应编好的发给你,再私下交流

可以.

vb小游戏代码 急求。。。。。

Option Explicit

'五子棋程序 人机对战版本

'需要2个Label控件 2个CommandButton控件

Private Declare Function SetWindowRgn Lib "user32" (ByVal hWnd As Long, ByVal hRgn As Long, ByVal bRedraw As Boolean) As Long

Private Declare Function CreateRoundRectRgn Lib "gdi32" (ByVal X1 As Long, ByVal Y1 As Long, ByVal X2 As Long, ByVal Y2 As Long, ByVal X3 As Long, ByVal Y3 As Long) As Long

'Dim PlayStep() As String '记录棋谱的数组

'Dim Label2Cap As String

Private Const BoxL As Single = 50, BoxT As Single = 50, BoxW As Single = 25, BoxN As Integer = 18

Dim Table() As Long '棋盘(0-BoxN,0-BoxN) 0-空 1-黑子 2-白子

Dim PsCore() As Long '定义当前玩家桌面空格的分数

Dim CsCore() As Long '定义当前电脑桌面空格的分数

Dim pWin() As Boolean '定义玩家的获胜组合

Dim cWin() As Boolean '定义电脑的获胜组合

Dim pFlag() As Boolean '定义玩家的获胜组合标志

Dim cFlag() As Boolean '定义电脑的获胜组合标志

Dim ThePlayFlag As Boolean '定义游戏有效标志

Private Sub Command1_Click()

If Not ThePlayFlag Then Call InitPlayEnvironment: Exit Sub

If MsgBox("本局还没有下完,是否重新开始?(Y/N)", vbYesNo) = vbNo Then Exit Sub

Call InitPlayEnvironment

End Sub

Private Sub Command2_Click()

End

End Sub

Private Sub Form_Load()

MsgBox "五子棋之人机对战系统,作者:杨海", vbOKOnly, "杨海作品"

Dim i As Long, lw As Long, lh As Long

'Label2Cap = "000 黑方 行 00 列 00"

Me.Width = 10815: Me.Height = 8200: Me.Caption = "五子棋 - 人机对战 作者:卢霞": Me.Show

lw = Me.Width \ Screen.TwipsPerPixelX: lh = Me.Height \ Screen.TwipsPerPixelY

SetWindowRgn Me.hWnd, CreateRoundRectRgn(0, 0, lw, lh, 10, 10), True

With Label1

.Alignment = vbCenter: .FontSize = 12: .FontBold = True

.ForeColor = vbRed: .BackStyle = 0: .AutoSize = True: .Move 8910, 510

End With

Label2.AutoSize = True: Label2.WordWrap = True

Label2.BackStyle = 0: Label2.Move 8040, 1050, 2280

Command1.Move 8025, 7035, 1020, 435: Command1.Caption = "再来一局"

Command2.Move 9300, 7035, 1020, 435: Command2.Caption = "不玩了"

Call DrawChessBoard: Me.FillStyle = 0: Call InitPlayEnvironment

End Sub

Private Sub Form_QueryUnload(Cancel As Integer, UnloadMode As Integer)

End

End Sub

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)

Dim iRow As Long, iCol As Long, i As Long, k As Long, t As String

If Not ThePlayFlag Then Exit Sub

If Button = vbLeftButton Then '左键下棋

iRow = -1: iCol = -1

For i = 0 To BoxN '鼠标必须落在交叉点 半径10以内 若是则给出行列号

If (Y + 10) (BoxT + i * BoxW) And (Y - 10) = (BoxT + i * BoxW) Then iRow = i

If (X + 10) (BoxL + i * BoxW) And (X - 10) = (BoxL + i * BoxW) Then iCol = i

Next

If (iRow = -1) Or (iCol = -1) Then Beep: Exit Sub

If Table(iCol, iRow) 0 Then Exit Sub

Table(iCol, iRow) = 2: Label1.Caption = "下一步 黑方"

Me.FillColor = vbWhite: Me.Circle (iCol * BoxW + BoxT, iRow * BoxW + BoxL), 8

For i = 0 To UBound(cWin, 3)

If cWin(iCol, iRow, i) = True Then cFlag(i) = False

Next

Call CheckWin: Call DianNao '检查当前玩家是否获胜 调用电脑算法

End If

End Sub

Public Sub InitPlayEnvironment()

'*****************************************************************************

' 模块名称: InitPlayEnvironment [初始化过程]

'

' 描述: 1. 设置背景音乐。 2. 设置游戏状态有效。

' 3. 初始化游戏状态标签。 4. 直接指定电脑的第一步走法。

' 5. 初始化基本得分桌面。 6. 电脑和玩家获胜标志初始化。

' 7. 初始化所有获胜组合。 8. 重新设定玩家的获胜标志。

'*****************************************************************************

Dim i As Long, j As Long, m As Long, n As Long

ThePlayFlag = True: Label1.Caption = "下一步 白方": Label2.Caption = ""

Me.FillColor = vbBlack: Me.FillStyle = 0: Me.AutoRedraw = True

Me.Cls: Me.Circle (9 * BoxW + BoxL, 9 * BoxW + BoxT), 8

ReDim Table(0 To BoxN, 0 To BoxN) As Long

ReDim pFlag(NumsWin(BoxN + 1) - 1) As Boolean

ReDim cFlag(UBound(pFlag)) As Boolean

ReDim PsCore(BoxN, BoxN) As Long, CsCore(BoxN, BoxN) As Long

ReDim pWin(BoxN, BoxN, UBound(pFlag)) As Boolean

ReDim cWin(BoxN, BoxN, UBound(pFlag)) As Boolean

For i = 0 To UBound(pFlag): pFlag(i) = True: cFlag(i) = True: Next

Table(9, 9) = 1 '假定电脑先手 并下了(9, 9)位 将其值设为1

'******** 初始化获胜组合 ****************************************

For i = 0 To BoxN: For j = 0 To BoxN - 4

For m = 0 To 4

pWin(j + m, i, n) = True: cWin(j + m, i, n) = True

Next

n = n + 1

Next: Next

For i = 0 To BoxN: For j = 0 To BoxN - 4

For m = 0 To 4

pWin(i, j + m, n) = True: cWin(i, j + m, n) = True

Next

n = n + 1

Next: Next

For i = 0 To BoxN - 4: For j = 0 To BoxN - 4

For m = 0 To 4

pWin(j + m, i + m, n) = True: cWin(j + m, i + m, n) = True

Next

n = n + 1

Next: Next

For i = 0 To BoxN - 4: For j = BoxN To 4 Step -1

For m = 0 To 4

pWin(j - m, i + m, n) = True: cWin(j - m, i + m, n) = True

Next

n = n + 1

Next: Next

'******** 初始化获胜组合结束 *************************************

For i = 0 To UBound(pWin, 3) '由于电脑已下了(9, 9)位 所以需要重新设定玩家的获胜标志

If pWin(9, 9, i) = True Then pFlag(i) = False

Next

End Sub

Public Function DrawChessBoard() As Long

'容器的(BoxL, BoxT)为左上角坐标画一个 BoxN*BoxN, 每格边长为 BoxW 象素的棋盘

Dim i As Long, j As Long, cx As Long, cy As Long

Me.ScaleMode = 3: Me.FillStyle = 1: Me.AutoRedraw = True: Me.Cls

For i = 0 To BoxN '画棋盘

Me.Line (BoxL + i * BoxW, BoxT)-(BoxL + i * BoxW, BoxT + BoxN * BoxW)

Me.Line (BoxL, BoxT + i * BoxW)-(BoxL + BoxN * BoxW, BoxT + i * BoxW)

Me.CurrentX = BoxL + i * BoxW - IIf(i 9, 6, 2)

Me.CurrentY = BoxT - 20: Me.Print Format(i)

Me.CurrentX = BoxL - IIf(i 9, 23, 20)

Me.CurrentY = BoxT + i * BoxW - 6: Me.Print Format(i)

Next

For i = 3 To 16 Step 6: For j = 3 To 16 Step 6 '画小标志

cx = BoxL + j * BoxW - 3: cy = BoxT + i * BoxW - 3

Me.Line (cx, cy)-(cx + 6, cy + 6), , B

Next: Next

Me.AutoRedraw = False: Set Me.Picture = Me.Image

End Function

Public Sub CheckWin()

'*****************************************************************************

' 模块名称: CheckWin [获胜检查算法]

'

' 描述: 1. 检查是否和棋。 2. 检查电脑是否获胜。 3. 检查玩家是否获胜。

'*****************************************************************************

Dim i As Long, j As Long, k As Long, m As Long, n As Long

Dim cA As Long, pA As Long, cN As Long

For i = 0 To UBound(cFlag): cN = IIf(cFlag(i) = False, cN + 1, cN): Next

If cN = UBound(cFlag) - 1 Then '设定和棋规则

Label1.Caption = "双方和棋!": ThePlayFlag = False: Exit Sub

End If

For i = 0 To UBound(cFlag) '检查电脑是否获胜

If cFlag(i) = True Then

cA = 0: For j = 0 To BoxN: For k = 0 To BoxN

If Table(j, k) = 1 And cWin(j, k, i) = True Then cA = cA + 1

Next: Next

If cA = 5 Then Label1.Caption = "电脑获胜!": ThePlayFlag = False: Exit Sub

End If

Next

For i = 0 To UBound(pFlag) '检查玩家是否获胜

If pFlag(i) = True Then

pA = 0: For j = 0 To BoxN: For k = 0 To BoxN

If Table(j, k) = 2 And pWin(j, k, i) = True Then pA = pA + 1

Next: Next

If pA = 5 Then Label1.Caption = "玩家获胜!": ThePlayFlag = False: Exit Sub

End If

Next

End Sub

Public Sub DianNao()

'*****************************************************************************

' 模块名称: DianNao [电脑算法]

' 描述: 1. 初始化赋值系统。 2. 赋值加强算法。 3. 计算电脑和玩家的最佳攻击位。

' 4. 比较电脑和玩家的最佳攻击位并决定电脑的最佳策略。 5. 执行检查获胜函数。

'*****************************************************************************

Dim i As Long, j As Long, k As Long, m As Long, n As Long

Dim Dc As Long, cAb As Long, pAb As Long

ReDim PsCore(BoxN, BoxN) As Long, CsCore(BoxN, BoxN) As Long '初始化赋值数组

'******** 电脑加强算法 ********

For i = 0 To UBound(cFlag)

If cFlag(i) = True Then

cAb = 0

For j = 0 To BoxN: For k = 0 To BoxN

If Table(j, k) = 1 And cWin(j, k, i) = True Then cAb = cAb + 1

Next: Next

Select Case cAb

Case 3

For m = 0 To BoxN: For n = 0 To BoxN

If Table(m, n) = 0 And cWin(m, n, i) = True Then CsCore(m, n) = CsCore(m, n) + 5

Next: Next

Case 4

For m = 0 To BoxN: For n = 0 To BoxN

If Table(m, n) = 0 And cWin(m, n, i) = True Then

Table(m, n) = 1: Label1.Caption = "下一步 白方"

Me.FillColor = vbBlack: Me.Circle (m * BoxW + BoxL, n * BoxW + BoxT), 8

For Dc = 0 To UBound(pWin, 3)

If pWin(m, n, Dc) = True Then pFlag(Dc) = False: Call CheckWin: Exit Sub

Next

End If

Next: Next

End Select

End If

Next

For i = 0 To UBound(pFlag)

If pFlag(i) = True Then

pAb = 0

For j = 0 To BoxN: For k = 0 To BoxN

If Table(j, k) = 2 And pWin(j, k, i) = True Then pAb = pAb + 1

Next: Next

Select Case pAb

Case 3

For m = 0 To BoxN: For n = 0 To BoxN

If Table(m, n) = 0 And pWin(m, n, i) = True Then PsCore(m, n) = PsCore(m, n) + 30

Next: Next

Case 4

For m = 0 To BoxN: For n = 0 To BoxN

If Table(m, n) = 0 And pWin(m, n, i) = True Then

Table(m, n) = 1: Label1.Caption = "下一步 白方"

Me.FillColor = vbBlack: Me.Circle (m * BoxW + BoxL, n * BoxW + BoxT), 8

For Dc = 0 To UBound(pWin, 3)

If pWin(m, n, Dc) = True Then pFlag(Dc) = False: Call CheckWin: Exit Sub

Next

End If

Next: Next

End Select

End If

Next

'******** 电脑加强算法结束 ********

'******** 赋值系统 ****************

For i = 0 To UBound(cFlag)

If cFlag(i) = True Then

For j = 0 To BoxN: For k = 0 To BoxN

If (Table(j, k) = 0) And cWin(j, k, i) Then

For m = 0 To BoxN: For n = 0 To BoxN

If (Table(m, n) = 1) And cWin(m, n, i) Then CsCore(j, k) = CsCore(j, k) + 1

Next: Next

End If

Next: Next

End If

Next

For i = 0 To UBound(pFlag)

If pFlag(i) = True Then

For j = 0 To BoxN: For k = 0 To BoxN

If (Table(j, k) = 0) And pWin(j, k, i) Then

For m = 0 To BoxN: For n = 0 To BoxN

If (Table(m, n) = 2) And pWin(m, n, i) Then PsCore(j, k) = PsCore(j, k) + 1

Next: Next

End If

Next: Next

End If

Next

'******** 赋值系统结束 ************

'******** 分值比较算法 ************

Dim a As Long, b As Long, c As Long, d As Long

Dim cS As Long, pS As Long

For i = 0 To BoxN: For j = 0 To BoxN

If CsCore(i, j) cS Then cS = CsCore(i, j): a = i: b = j

Next: Next

For i = 0 To BoxN: For j = 0 To BoxN

If PsCore(i, j) pS Then pS = PsCore(i, j): c = i: d = j

Next: Next

If cS pS Then

Table(a, b) = 1: Label1.Caption = "下一步 白方"

Me.FillColor = vbBlack: Me.Circle (a * BoxW + BoxL, b * BoxW + BoxT), 8

For i = 0 To UBound(pWin, 3)

If pWin(a, b, i) = True Then pFlag(i) = False

Next

Else

Table(c, d) = 1: Label1.Caption = "下一步 白方"

Me.FillColor = vbBlack: Me.Circle (c * BoxW + BoxL, d * BoxW + BoxL), 8

For i = 0 To UBound(pWin, 3)

If pWin(c, d, i) = True Then pFlag(i) = False

Next

End If

'******** 分值比较算法结束 ********

Call CheckWin

End Sub

Public Function NumsWin(ByVal n As Long) As Long

'根据输入的棋盘布局 n*n 计算总共有多少种获胜组合

'假定棋盘为 10 * 10 相应的棋盘数组就是 Table(9, 9)

'水平方向 每一列获胜组合是6 共10列 6*10=60

'垂直方向 每一行获胜组合是6 共10行 8*10=60

'正对角线方向 6 + (5 + 4 + 3 + 2 + 1) * 2 = 36

'反对角线方向 6 + (5 + 4 + 3 + 2 + 1) * 2 = 36

'总的获胜组合数为 60 + 60 + 36 + 36 = 192

Dim i As Long, t As Long

For i = n - 5 To 1 Step -1: t = t + i: Next

NumsWin = 2 * (2 * t + n - 4) + 2 * n * (n - 4)

End Function

基于VB6.0射击游戏的实现急急!!!!!求救

你是要源程序,还是要安装软件?????

角色击中标志

为了使程序中的仙人掌、游戏角色和射击时发射的子弹可以移动,需要向项目中添加定时器tmrMouseCnt和Timer1,在这两个定时响应函数中完成不同对象的移动功能。在游戏运行后,为了使用户可以通过键盘和鼠标来操作游戏的角色,实现射击的功能,需要添加鼠标消息和键盘消息处理函数。例如,对于角色1来说,可以通过上下键来移动,空格键来射击,对于角色2来说,鼠标左右键控制移动,双击实现射击。在射击过程中,要处理两个细节,一个细节是子弹与仙人掌及角色的区域重叠问题,当子弹与仙人掌重叠时让子弹隐藏起来,与角色重叠时表示击中目标,游戏结束。这里需要判断何时两个区域有重叠,解决这个问题的方法是使用API函数IntersectRect,用它来判断两个区域是否有重叠。另一个细节是子弹射击过程中需要添加"呼啸"的声音和击中目标时添加人物惨叫的声音,来达到逼真的效果,为了实现这个功能,需要向程序中添加语音文件(程序中的语音文件分别为:BANG.WAV和OH!!.WAV),然后通过API函数sndPlaySound来实现。另外,在对象移动的过程中,需要注意移动到边缘位置的情况处理。

程序的具体实现代码如下:

SHOOTOUT.BAS

Option Explicit

' Data type required by the IntersectRect function

Type tRect

Left As Long

Top As Long

Right As Long

Bottom As Long

End Type

' Windows API rectangle functions

Declare Function IntersectRect Lib "user32" (lpDestRect As tRect, lpSrc1Rect As tRect, lpSrc2Rect As tRect) As Long

' Functions and constants used to play sounds.

Declare Function sndPlaySound Lib "winmm.dll" Alias "sndPlaySoundA" (ByVal lpszSoundName As String, ByVal uFlags As Long) As Long

' Constant used with sndPlaySound function

Global Const SND_ASYNC = H1

'----------------------------------------------------------

' SHOOTOUT.FRM

Option Explicit

' KeyCodes for keyboard action.

Const KEY_SPACE = H20

Const KEY_UP = H26

Const KEY_DOWN = H28

' Number of Twips to move player on each key or mouse event.

Const PlayerIncrement = 45

' Constants for mouse action.

Const NO_BUTTON = 0

Const LBUTTON = 1

Const RBUTTON = 2

' Boolean that indicates if mouse button has been pressed down.

Dim MouseButtonDown As Integer

' Number of bullets either player can have in use at one time.

Const NUM_BULLETS = 6

' Booleans indicating if player 0 or player 1 have just fired.

Dim GunFired(0 To 1) As Integer

' Start the game by enabling the main timer and hiding the start button.

Private Sub btnStart_Click()

Timer1.Enabled = True

btnStart.Visible = False

End Sub

' Check if the two Images intersect, using the IntersectRect API call.

Private Function Collided(imgA As Image, imgB As Image) As Integer

Dim A As tRect

Dim B As tRect

Dim ResultRect As tRect

' Copy information into tRect structure

A.Left = imgA.Left

A.Top = imgA.Top

B.Left = imgB.Left

B.Top = imgB.Top

' Calculate the right and bottoms of rectangles needed by the API call.

A.Right = A.Left + imgA.Width - 1

A.Bottom = A.Top + imgA.Height - 1

B.Right = B.Left + imgB.Width - 1

B.Bottom = B.Top + imgB.Height - 1

' IntersectRect will only return 0 (false) if the

' two rectangles do NOT intersect.

Collided = IntersectRect(ResultRect, A, B)

End Function

' Double-clicking the mouse fires Player 1's gun.

Private Sub Form_DblClick()

Dim rc As Integer

If Not Timer1.Enabled Then Exit Sub

GunFired(1) = True

rc = sndPlaySound(App.Path "\BANG.WAV", SND_ASYNC)

End Sub

' This event handles Player 0's game action via the keyboard.

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)

Dim rc As Integer

Static InKeyDown As Integer

If Not Timer1.Enabled Then Exit Sub

If InKeyDown Then Exit Sub

InKeyDown = True

DoEvents

Select Case KeyCode

Case KEY_UP

imgPlayer(0).Top = imgPlayer(0).Top - PlayerIncrement

If imgPlayer(0).Top 0 Then imgPlayer(0).Top = 0

Case KEY_SPACE

GunFired(0) = True

rc = sndPlaySound(App.Path "\BANG.WAV", SND_ASYNC)

Case KEY_DOWN

imgPlayer(0).Top = imgPlayer(0).Top + PlayerIncrement

If imgPlayer(0).Top (picDesert.ScaleHeight -

imgPlayer(0).Height) Then

imgPlayer(0).Top = picDesert.ScaleHeight -

imgPlayer(0).Height

End If

End Select

InKeyDown = False

End Sub

Private Sub Form_Load()

Dim i As Integer

Timer1.Interval = 22

Timer1.Enabled = False

MouseButtonDown = NO_BUTTON

For i = 1 To NUM_BULLETS - 1

Load imgLBullet(i)

Load imgRBullet(i)

Next

End Sub

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)

MouseButtonDown = Button

End Sub

Private Sub Form_MouseUp(Button As Integer, Shift As Integer, X As Single, Y As Single)

MouseButtonDown = NO_BUTTON

End Sub

' The main game timer.

Private Sub Timer1_Timer()

Const CactusIncrement = 30

Const BulletIncrement = 300

Const NumCacti = 2

Dim i As Integer

Dim rc As Integer

' Move the roving cacti.

For i = 0 To NumCacti - 1

imgCactus(i).Top = imgCactus(i).Top - CactusIncrement

If imgCactus(i).Top -imgCactus(i).Height Then

imgCactus(i).Top = picDesert.Height

End If

Next

' Did player 0 fire a bullet?

If GunFired(0) Then

GunFired(0) = False

' Find a spare (invisible) bullet.

For i = 0 To NUM_BULLETS - 1

If Not imgLBullet(i).Visible Then

imgLBullet(i).Top = imgPlayer(0).Top

imgLBullet(i).Left = imgPlayer(0).Left +

(imgPlayer(0).Width / 2)

imgLBullet(i).Visible = True

Exit For

End If

Next

End If

' Did player 1 fire a bullet?

If GunFired(1) Then

GunFired(1) = False

' Find a spare (invisible) bullet.

For i = 0 To NUM_BULLETS - 1

If Not imgRBullet(i).Visible Then

imgRBullet(i).Top = imgPlayer(1).Top

imgRBullet(i).Left = imgPlayer(1).Left -

(imgPlayer(1).Width / 2)

imgRBullet(i).Visible = True

Exit For

End If

Next

End If

' Move Visible Bullets

For i = 0 To NUM_BULLETS - 1

' Move player 0's bullets.

If imgLBullet(i).Visible Then

imgLBullet(i).Left = imgLBullet(i).Left + BulletIncrement

If Collided(imgLBullet(i), imgCactus(0)) Then

imgLBullet(i).Visible = False

ElseIf Collided(imgLBullet(i), imgCactus(1)) Then

imgLBullet(i).Visible = False

ElseIf imgLBullet(i).Left picDesert.ScaleWidth Then

imgLBullet(i).Visible = False

ElseIf Collided(imgLBullet(i), imgPlayer(1)) Then

imgLBullet(i).Visible = False

imgPlayer(1).Picture = imgRIP.Picture

Timer1.Enabled = False

rc = sndPlaySound(App.Path "\OH!!.WAV", SND_ASYNC)

End If

End If

' Move player 1's bullets.

If imgRBullet(i).Visible Then

imgRBullet(i).Left = imgRBullet(i).Left - BulletIncrement

If Collided(imgRBullet(i), imgCactus(0)) Then

imgRBullet(i).Visible = False

ElseIf Collided(imgRBullet(i), imgCactus(1)) Then

imgRBullet(i).Visible = False

ElseIf imgRBullet(i).Left -imgRBullet(i).Width Then

imgRBullet(i).Visible = False

ElseIf Collided(imgRBullet(i), imgPlayer(0)) Then

imgRBullet(i).Visible = False

imgPlayer(0).Picture = imgRIP.Picture

Timer1.Enabled = False

rc = sndPlaySound(App.Path "\OH!!.WAV", SND_ASYNC)

End If

End If

Next

End Sub

' Handle Player 1's movement (up and down).

Private Sub tmrMouseCntl_Timer()

If Not Timer1.Enabled Then Exit Sub

Select Case MouseButtonDown

Case RBUTTON

imgPlayer(1).Top = imgPlayer(1).Top - PlayerIncrement

If imgPlayer(1).Top 0 Then imgPlayer(1).Top = 0

Case LBUTTON

imgPlayer(1).Top = imgPlayer(1).Top + PlayerIncrement

If imgPlayer(1).Top (picDesert.ScaleHeight -

imgPlayer(1).Height) Then

imgPlayer(1).Top = picDesert.ScaleHeight -

imgPlayer(1).Height

End If

End Select

End Sub

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