mirror of
https://github.com/QB64-Phoenix-Edition/QB64pe.git
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1712 lines
70 KiB
QBasic
1712 lines
70 KiB
QBasic
CHDIR ".\programs\samples\pete\wetspot"
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' WETSPOT v0.9
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' by Angelo Mottola (C) 1996
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'
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' --------------------------------------------------------------------------
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' Well, this is my first game written in QBASIC.
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' Sorry, but I haven't so much time to add comments to this source, but
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' I think it's pretty simple to understand.
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' The target of this game is to kill every monster in less than 90 seconds
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' to gain next level. You control a little crab, and you must push bricks
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' towards your enemies to kill them. If you push a brick and besides it
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' there is another one, the block you pushed on will be destroyed, maybe
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' dropping a bonus. Bonuses are various, and someone has a particular
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' function (For example: Lightning will destroy every monster on the screen).
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' Not all bricks can be moved. Each level has three special blocks, and when
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' you put them together, you gain a special multiplier bonus (2x or 3x if
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' you put together two or three blocks).
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' Look out for monsters that follow you and good luck!!
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'
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' Controls are:
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'
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' Player One Player Two General
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' Left: 4 Left: A Pause: P
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' Right: 6 Right: D Quit: ESC
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' Up: 8 Up: W
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' Down: 5 Down: S
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' Fire: \ Fire: ENTER
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'
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' Since this is not the final version, it contains only 21 levels.
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' Final version will contain:
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'
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' - 100 levels (I hope so...)
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' - 8 different enemies
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' - Sound Blaster music and sound effects
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'
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' If you have any suggestion, mail me at
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'
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' ----------
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' eri@cdc.it
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' ----------
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'
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' --------------------------------------------------------------------------
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'
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'$DYNAMIC
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DEFINT A-Z
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DECLARE SUB Intro ()
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DECLARE SUB MainMenu ()
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DECLARE SUB GetSprites ()
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DECLARE SUB PlayGame ()
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DECLARE SUB OutText (x, y, t$)
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DECLARE SUB PrintStatBar ()
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DECLARE SUB LoadLevel ()
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DECLARE SUB DrawScreen ()
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DECLARE SUB Center (y, t$)
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DECLARE SUB Message (t$)
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DECLARE SUB CheckBlocks ()
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DECLARE SUB CheckObjects ()
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DECLARE SUB MoveEnemies ()
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DECLARE SUB KillPlayer (num)
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DECLARE SUB PrintValue (xv, yv, va)
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DECLARE SUB Delay (sbDT!)
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DECLARE FUNCTION PlayAgain ()
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TYPE BlockType
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Status AS INTEGER
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JustMoved AS INTEGER
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MovedBy AS INTEGER
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x AS INTEGER
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y AS INTEGER
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END TYPE
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TYPE PlayerType
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Score AS LONG
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Lives AS INTEGER
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NextLife AS LONG
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BonusE AS INTEGER
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BonusX AS INTEGER
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BonusT AS INTEGER
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BonusR AS INTEGER
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BonusA AS INTEGER
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Bonus AS INTEGER
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x AS INTEGER
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y AS INTEGER
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dir AS INTEGER
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NextDir AS INTEGER
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Spd AS INTEGER
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Cutter AS INTEGER
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Action AS INTEGER
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Frame AS INTEGER
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FrameDir AS INTEGER
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Special AS INTEGER
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Trapped AS INTEGER
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END TYPE
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TYPE ObjectType
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Typ AS INTEGER
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Time AS INTEGER
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x AS INTEGER
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y AS INTEGER
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Alone AS INTEGER
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END TYPE
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TYPE EnemyType
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Typ AS INTEGER
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dir AS INTEGER
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x AS INTEGER
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y AS INTEGER
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Flag1 AS INTEGER
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Flag2 AS INTEGER
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Flag3 AS INTEGER
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Changed AS INTEGER
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END TYPE
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CONST NONE = 0, MOVE = 1, FIRE = 2, NORMAL = 0, POTION = 1, WEB = -1
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CONST INACTIVE = 0, FIXEDBLOCK = 1, NORMALBLOCK = 2, SPECIALBLOCK = 3
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CONST NMOVINGDOWN = 4, NMOVINGRIGHT = 5, NMOVINGUP = 6, NMOVINGLEFT = 7
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CONST SMOVINGDOWN = 8, SMOVINGRIGHT = 9, SMOVINGUP = 10, SMOVINGLEFT = 11
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CONST FALSE = 0, TRUE = NOT FALSE
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DIM SHARED Cel(18, 12), Player(2) AS PlayerType, Block(170) AS BlockType
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DIM SHARED Object(60) AS ObjectType, Enemy(20) AS EnemyType
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DIM SHARED Crab&(100 * 40), Expl&(100 * 3), Wall&(100), CutHole&(100)
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DIM SHARED Hole&(100), Life&(20 * 2), Clock&(20), Flag&(20)
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DIM SHARED Number&(10 * 10), Disapp&(4 * 100), Null&(100)
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DIM SHARED Char&(20 * 46), FBlock&(100), NBlock&(100), SBlock&(100)
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DIM SHARED Obj&(100 * 27), Ball&(100 * 6), Ghost&(100 * 4), Slug&(100 * 10)
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DIM SHARED Robot&(100 * 16), Shadow&(100 * 12), Worm&(100 * 16)
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DIM SHARED Putty&(100 * 20), Spider&(100 * 19), Box&(1000), Killed
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DIM SHARED NumPlayer, Fx, Speed, Level, TimeLeft, s$(2), Pass, Value(10)
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DIM SHARED NumBlock, NumEnemy, NumObject, AbortGame, xA(4), yA(4)
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DIM SHARED Bonus(20), PotNum, Freezed, GameMode, Multi#, LastTime$
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DIM SHARED BonusAlone, Change, NumChange, NumWeb, MaxLevel
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xA(0) = 0: yA(0) = 0
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xA(1) = 0: yA(1) = 1
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xA(2) = 1: yA(2) = 0
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xA(3) = 0: yA(3) = -1
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xA(4) = -1: yA(4) = 0
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RESTORE
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FOR i = 1 TO 4: READ xA(i), yA(i): NEXT i
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FOR i = 1 TO 8: READ Value(i): NEXT i
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'ON ERROR GOTO ErrorHandle
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SCREEN 13
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GetSprites
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Intro
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DO
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MainMenu
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PlayGame
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IF NOT PlayAgain THEN EXIT DO
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LOOP
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SCREEN 0: WIDTH 80
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PRINT "WetSpot v0.9"
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PRINT "(C) by Angelo Mottola soft 1996"
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PRINT : PRINT "Final release will include:"
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PRINT " - 100 levels (I hope so...)"
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PRINT " - 8 different enemies"
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PRINT " - Sound Blaster Music and sound effects"
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PRINT " - More and more fun !!"
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PRINT : PRINT "Coming soon..."
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PRINT : END
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ErrorHandle:
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SCREEN 0: WIDTH 80: CLS
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COLOR 15, 1: LOCATE 1, 1: PRINT SPACE$(80);
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LOCATE 1, 1: PRINT "ERROR: ";
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SELECT CASE ERR
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CASE 53: PRINT "Game file not found !";
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CASE 61: PRINT "Disk full or error accessing disk.";
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CASE 70: PRINT "Disk access denied !";
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CASE 71: PRINT "Error accessing disk !";
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CASE ELSE: PRINT "Abnormal program termination (error code:", ERR, ").";
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END SELECT
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COLOR 7, 0: LOCATE 2, 1: PRINT "Coming back to system ..."
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END
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DATA 0,1,1,0,0,-1,-1,0,100,150,200,250,200,350,300,400,20,20
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REM $STATIC
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SUB Center (y, t$)
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x = (320 - (LEN(t$) * 7)) / 2
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OutText x, y, t$
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END SUB
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SUB CheckBlocks
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FOR B = 1 TO 170
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IF Block(B).Status <> 0 THEN
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SELECT CASE Block(B).Status
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CASE IS > 3
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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SELECT CASE Block(B).Status
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CASE NMOVINGDOWN
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IF Cel(Block(B).x, Block(B).y + 1) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).y = Block(B).y + 1
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Cel(Block(B).x, Block(B).y) = NORMALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = NORMALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE SMOVINGDOWN
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IF Cel(Block(B).x, Block(B).y + 1) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).y = Block(B).y + 1
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Cel(Block(B).x, Block(B).y) = SPECIALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = SPECIALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE NMOVINGRIGHT
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IF Cel(Block(B).x + 1, Block(B).y) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).x = Block(B).x + 1
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Cel(Block(B).x, Block(B).y) = NORMALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = NORMALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE SMOVINGRIGHT
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IF Cel(Block(B).x + 1, Block(B).y) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).x = Block(B).x + 1
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Cel(Block(B).x, Block(B).y) = SPECIALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = SPECIALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE NMOVINGUP
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IF Cel(Block(B).x, Block(B).y - 1) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).y = Block(B).y - 1
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Cel(Block(B).x, Block(B).y) = NORMALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = NORMALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE SMOVINGUP
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IF Cel(Block(B).x, Block(B).y - 1) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).y = Block(B).y - 1
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Cel(Block(B).x, Block(B).y) = SPECIALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = SPECIALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
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Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
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Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
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Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
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Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
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RANDOMIZE TIMER
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m = INT(RND(1) * 3) + 1
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IF m = 1 THEN
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w = INT(RND(1) * 20) + 1
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IF Bonus(w) = 15 THEN Bonus(w) = 14
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Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
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Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
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END IF
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END IF
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END IF
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CASE NMOVINGLEFT
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IF Cel(Block(B).x - 1, Block(B).y) < 1 THEN
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Cel(Block(B).x, Block(B).y) = 0: Block(B).x = Block(B).x - 1
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Cel(Block(B).x, Block(B).y) = NORMALBLOCK
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FOR nb = 1 TO 170
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IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
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NEXT nb
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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Block(B).JustMoved = FALSE
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ELSE
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IF Block(B).JustMoved = FALSE THEN
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Block(B).Status = NORMALBLOCK
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PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
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ELSE
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FOR o = 1 TO 60
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IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
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NEXT o
|
|
Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
|
|
Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
|
|
Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
|
|
Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
|
|
RANDOMIZE TIMER
|
|
m = INT(RND(1) * 3) + 1
|
|
IF m = 1 THEN
|
|
w = INT(RND(1) * 20) + 1
|
|
IF Bonus(w) = 15 THEN Bonus(w) = 14
|
|
Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
|
|
Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
|
|
END IF
|
|
END IF
|
|
END IF
|
|
CASE SMOVINGLEFT
|
|
IF Cel(Block(B).x - 1, Block(B).y) < 1 THEN
|
|
Cel(Block(B).x, Block(B).y) = 0: Block(B).x = Block(B).x - 1
|
|
Cel(Block(B).x, Block(B).y) = SPECIALBLOCK
|
|
FOR nb = 1 TO 170
|
|
IF Block(nb).x = Block(B).x AND Block(nb).y = Block(B).y AND nb <> B THEN Block(nb).Status = 0: EXIT FOR
|
|
NEXT nb
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
|
|
Block(B).JustMoved = FALSE
|
|
ELSE
|
|
IF Block(B).JustMoved = FALSE THEN
|
|
Block(B).Status = SPECIALBLOCK
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
|
|
ELSE
|
|
FOR o = 1 TO 60
|
|
IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
|
|
NEXT o
|
|
Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (10 * Multi#): PrintStatBar
|
|
Object(o).Typ = -3: Object(o).Time = 1: Object(o).Alone = FALSE
|
|
Object(o).x = Block(B).x * 16: Object(o).y = -8 + (Block(B).y * 16)
|
|
Block(B).Status = NONE: Cel(Block(B).x, Block(B).y) = 0
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Null&, PSET
|
|
RANDOMIZE TIMER
|
|
m = INT(RND(1) * 3) + 1
|
|
IF m = 1 THEN
|
|
w = INT(RND(1) * 20) + 1
|
|
IF Bonus(w) = 15 THEN Bonus(w) = 14
|
|
Object(o + 1).Typ = Bonus(w): Object(o + 1).Time = 50
|
|
Object(o + 1).x = Block(B).x * 16: Object(o + 1).y = -8 + (Block(B).y * 16)
|
|
END IF
|
|
END IF
|
|
END IF
|
|
END SELECT
|
|
xb = Block(B).x * 16: yb = -8 + (Block(B).y * 16)
|
|
FOR e = 1 TO 20
|
|
IF Enemy(e).Typ <> 0 THEN
|
|
IF Enemy(e).x > xb - 16 AND Enemy(e).x < xb + 16 THEN
|
|
IF Enemy(e).y > yb - 16 AND Enemy(e).y < yb + 16 THEN
|
|
FOR o = 1 TO 60: IF Object(o).Typ = 0 AND Object(o + 1).Typ = 0 THEN EXIT FOR
|
|
NEXT o
|
|
Object(o).Typ = -3: Object(o).Time = 1
|
|
Object(o).x = Enemy(e).x: Object(o).y = -8 + Enemy(e).y
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
IF Enemy(e).Typ = 3 AND Enemy(e).Flag3 <> 0 THEN PUT (Enemy(e).Flag1, -8 + Enemy(e).Flag2), Null&, PSET
|
|
Object(o + 1).Typ = (Value(Enemy(e).Typ) * Multi#): Object(o + 1).Time = 50
|
|
Object(o + 1).x = Enemy(e).x: Object(o + 1).y = -8 + Enemy(e).y
|
|
NumEnemy = NumEnemy - 1
|
|
Player(Block(B).MovedBy).Score = Player(Block(B).MovedBy).Score + (Value(Enemy(e).Typ) * Multi#)
|
|
Enemy(e).Typ = 0: PrintStatBar
|
|
END IF
|
|
END IF
|
|
END IF
|
|
NEXT e
|
|
FOR u = 1 TO NumPlayer
|
|
IF Player(u).x > xb - 16 AND Player(u).x < xb + 16 THEN
|
|
IF -8 + Player(u).y > yb - 16 AND -8 + Player(u).y < yb + 16 THEN
|
|
KillPlayer u
|
|
Player(u).Lives = Player(u).Lives - 1
|
|
Killed = TRUE: PrintStatBar
|
|
END IF
|
|
END IF
|
|
NEXT u
|
|
CASE FIXEDBLOCK
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), FBlock&, PSET
|
|
CASE NORMALBLOCK
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), NBlock&, PSET
|
|
CASE SPECIALBLOCK
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), SBlock&, PSET
|
|
IF Multi# = 1 THEN
|
|
IF Cel(Block(B).x + 1, Block(B).y) = SPECIALBLOCK THEN Multi# = 2
|
|
IF Cel(Block(B).x - 1, Block(B).y) = SPECIALBLOCK THEN Multi# = 2
|
|
IF Cel(Block(B).x, Block(B).y + 1) = SPECIALBLOCK THEN Multi# = 2
|
|
IF Cel(Block(B).x, Block(B).y - 1) = SPECIALBLOCK THEN Multi# = 2
|
|
END IF
|
|
IF Multi# = 2 THEN
|
|
IF (Cel(Block(B).x, Block(B).y + 1) = SPECIALBLOCK) AND (Cel(Block(B).x, Block(B).y - 1) = SPECIALBLOCK) THEN Multi# = 3
|
|
IF (Cel(Block(B).x + 1, Block(B).y) = SPECIALBLOCK) AND (Cel(Block(B).x - 1, Block(B).y) = SPECIALBLOCK) THEN Multi# = 3
|
|
END IF
|
|
CASE WEB
|
|
PUT (Block(B).x * 16, -8 + (Block(B).y * 16)), Spider&(1600), PSET
|
|
END SELECT
|
|
END IF
|
|
NEXT B
|
|
|
|
END SUB
|
|
|
|
SUB CheckObjects
|
|
FOR o = 1 TO 60
|
|
IF Object(o).Typ <> 0 THEN
|
|
Object(o).Time = Object(o).Time - 1
|
|
SELECT CASE Object(o).Typ
|
|
CASE -7
|
|
PUT (Object(o).x, Object(o).y), Disapp&(0), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -6: Object(o).Time = 3
|
|
CASE -6
|
|
PUT (Object(o).x, Object(o).y), Disapp&(100), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -5: Object(o).Time = 3
|
|
CASE -5
|
|
PUT (Object(o).x, Object(o).y), Disapp&(200), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -4: Object(o).Time = 3
|
|
CASE -4
|
|
PUT (Object(o).x, Object(o).y), Disapp&(300), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = 0: PUT (Object(o).x, Object(o).y), Null&, PSET
|
|
CASE -3
|
|
PUT (Object(o).x, Object(o).y), Expl&(0), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -2: Object(o).Time = 1
|
|
CASE -2
|
|
PUT (Object(o).x, Object(o).y), Expl&(100), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -1: Object(o).Time = 1
|
|
CASE -1
|
|
PUT (Object(o).x, Object(o).y), Expl&(200), PSET
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = 0: PUT (Object(o).x, Object(o).y), Null&, PSET
|
|
CASE 1 TO 27
|
|
PUT (Object(o).x, Object(o).y), Obj&((Object(o).Typ - 1) * 100), PSET
|
|
FOR p = 1 TO NumPlayer
|
|
IF Object(o).x > Player(p).x - 16 AND Object(o).x < Player(p).x + 16 THEN
|
|
IF Object(o).y > Player(p).y - 24 AND Object(o).y < Player(p).y + 8 THEN
|
|
SELECT CASE Object(o).Typ
|
|
CASE 1 TO 9
|
|
IF Object(o).Alone = TRUE THEN Object(o).Alone = FALSE: BonusAlone = FALSE
|
|
Player(p).Score = Player(p).Score + ((Object(o).Typ * 100) * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (Object(o).Typ * 100) * Multi#
|
|
Object(o).Time = 50
|
|
CASE 10 TO 12
|
|
IF Object(o).Alone = TRUE THEN Object(o).Alone = FALSE: BonusAlone = FALSE
|
|
Player(p).Score = Player(p).Score + ((1000 + ((Object(o).Typ - 10) * 500)) * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = ((1000 + ((Object(o).Typ - 10) * 500)) * Multi#): Object(o).Time = 50
|
|
CASE 13
|
|
Player(p).Score = Player(p).Score + (500 * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
Player(p).Cutter = TRUE
|
|
PUT ((304 * (p - 1)), 8), CutHole&, PSET
|
|
PUT ((304 * (p - 1)), 8), Obj&(1200), XOR
|
|
CASE 14
|
|
RANDOMIZE TIMER
|
|
m = INT(RND(1) * 4) + 1
|
|
SELECT CASE m
|
|
CASE 1
|
|
Player(p).Score = Player(p).Score + (3000 * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (3000 * Multi#): Object(o).Time = 50
|
|
CASE 2
|
|
RANDOMIZE TIMER
|
|
g = INT(RND(1) * 5) + 1
|
|
Change = g: NumChange = 0
|
|
FOR r = 1 TO 20
|
|
IF Enemy(r).Typ <> 0 THEN
|
|
Enemy(r).Changed = FALSE: NumChange = NumChange + 1
|
|
END IF
|
|
NEXT r
|
|
Object(o).Typ = (50 * Multi#): Object(o).Time = 50
|
|
Player(p).Score = Player(p).Score + (50 * Multi#): PrintStatBar
|
|
CASE 3
|
|
Player(p).Spd = 1
|
|
Object(o).Typ = (50 * Multi#): Object(o).Time = 50
|
|
Player(p).Score = Player(p).Score + (50 * Multi#): PrintStatBar
|
|
CASE 4
|
|
Player(p).Lives = Player(p).Lives + 1
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
Player(p).Score = Player(p).Score + (500 * Multi#): PrintStatBar
|
|
END SELECT
|
|
CASE 15
|
|
GameMode = POTION: NumEnemy = 1: Pass = -1
|
|
FOR f = 1 TO 170: IF Block(f).Status <> 0 THEN Block(f).Status = FIXEDBLOCK: PUT (Block(f).x * 16, -8 + (Block(f).y * 16)), FBlock&, PSET
|
|
NEXT f
|
|
FOR f = 1 TO 20: Enemy(f).Typ = 0: NEXT f
|
|
FOR f = 1 TO 60: Object(f).Typ = 0: NEXT f
|
|
PotNum = 0
|
|
FOR v = 1 TO 12: FOR vv = 1 TO 18
|
|
IF Cel(vv, v) = 0 THEN
|
|
PUT (vv * 16, -8 + (v * 16)), Null&, PSET
|
|
RANDOMIZE TIMER * TimeLeft
|
|
g = INT(RND(1) * 4) + 1
|
|
IF g = 1 AND PotNum < 50 THEN
|
|
PotNum = PotNum + 1
|
|
Object(PotNum).Typ = 21: Object(PotNum).Time = -1
|
|
Object(PotNum).x = vv * 16: Object(PotNum).y = -8 + (v * 16)
|
|
END IF
|
|
END IF
|
|
NEXT vv, v
|
|
TimeLeft = PotNum + (PotNum / 8)
|
|
Player(1).Special = 0: Player(2).Special = 0
|
|
CASE 16
|
|
Player(p).Score = Player(p).Score + (500 * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
TimeLeft = TimeLeft + 10
|
|
CASE 17
|
|
FOR w = 1 TO 20
|
|
IF Enemy(w).Typ <> 0 THEN
|
|
Enemy(w).Typ = 0
|
|
FOR j = 1 TO 60: IF Object(j).Typ = 0 THEN EXIT FOR
|
|
NEXT j
|
|
Object(j).Typ = -3: Object(j).Time = 3
|
|
Object(j).x = Enemy(w).x: Object(j).y = -8 + Enemy(w).y
|
|
END IF
|
|
NEXT w
|
|
NumEnemy = 0
|
|
Player(p).Score = Player(p).Score + (500 * Multi#)
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
CASE 18
|
|
Freezed = 500
|
|
Player(p).Score = Player(p).Score + (1000 * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
CASE 19
|
|
Pass = 1: Message "YOU ENTERED!": Level = Level + INT(RND(1) * 5)
|
|
CASE 20
|
|
Player(p).Lives = Player(p).Lives + 1
|
|
Player(p).Score = Player(p).Score + (500 * Multi#)
|
|
PrintStatBar
|
|
Object(o).Typ = (500 * Multi#): Object(o).Time = 50
|
|
CASE 21
|
|
Player(p).Special = Player(p).Special + 1
|
|
Object(o).Typ = 200: Object(o).Time = 50
|
|
PotNum = PotNum - 1: IF PotNum = 0 THEN Pass = 1
|
|
CASE 22 TO 26
|
|
Player(p).Score = Player(p).Score + (300 * Multi#)
|
|
PrintStatBar
|
|
SELECT CASE Object(o).Typ
|
|
CASE 22
|
|
IF Player(p).BonusE <> TRUE THEN Player(p).BonusE = TRUE: Player(p).Bonus = Player(p).Bonus + 1
|
|
CASE 23
|
|
IF Player(p).BonusX <> TRUE THEN Player(p).BonusX = TRUE: Player(p).Bonus = Player(p).Bonus + 1
|
|
CASE 24
|
|
IF Player(p).BonusT <> TRUE THEN Player(p).BonusT = TRUE: Player(p).Bonus = Player(p).Bonus + 1
|
|
CASE 25
|
|
IF Player(p).BonusR <> TRUE THEN Player(p).BonusR = TRUE: Player(p).Bonus = Player(p).Bonus + 1
|
|
CASE 26
|
|
IF Player(p).BonusA <> TRUE THEN Player(p).BonusA = TRUE: Player(p).Bonus = Player(p).Bonus + 1
|
|
END SELECT
|
|
PUT ((p - 1) * 304, 64 + ((Object(o).Typ - 22) * 16)), Hole&, PSET
|
|
PUT ((p - 1) * 304, 64 + ((Object(o).Typ - 22) * 16)), Obj&((Object(o).Typ - 1) * 100), XOR
|
|
IF Player(p).Bonus = 5 THEN
|
|
Player(p).Bonus = 0
|
|
Player(p).BonusE = FALSE
|
|
Player(p).BonusX = FALSE
|
|
Player(p).BonusT = FALSE
|
|
Player(p).BonusR = FALSE
|
|
Player(p).BonusA = FALSE
|
|
Player(p).Lives = Player(p).Lives + 1: PrintStatBar
|
|
FOR Z = 0 TO 11: PUT ((p - 1) * 304, 8 + (Z * 16)), Wall&, PSET: NEXT Z
|
|
END IF
|
|
Object(o).Typ = 300: Object(o).Time = 50
|
|
CASE 27
|
|
RANDOMIZE TIMER
|
|
ty = INT(RND(1) * 12) + 1
|
|
FOR bo = 1 TO 15
|
|
FOR sel = 1 TO 60
|
|
IF Object(sel).Typ = 0 THEN
|
|
Object(sel).Typ = ty: Object(sel).Time = 500
|
|
DO
|
|
RANDOMIZE TIMER
|
|
xo = INT(RND(1) * 18) + 1: yo = INT(RND(1) * 12) + 1
|
|
IF Cel(xo, yo) = 0 THEN EXIT DO
|
|
LOOP
|
|
Object(sel).x = xo * 16: Object(sel).y = -8 + (yo * 16)
|
|
EXIT FOR
|
|
END IF
|
|
NEXT sel
|
|
NEXT bo
|
|
Object(o).Typ = 0: PUT (Object(o).x, Object(o).y), Null&, PSET
|
|
END SELECT
|
|
END IF
|
|
END IF
|
|
NEXT p
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = -7: Object(o).Time = 3
|
|
CASE IS > 30
|
|
PrintValue Object(o).x, Object(o).y, Object(o).Typ
|
|
IF Object(o).Time = 0 THEN Object(o).Typ = 0: PUT (Object(o).x, Object(o).y), Null&, PSET
|
|
END SELECT
|
|
END IF
|
|
NEXT o
|
|
END SUB
|
|
|
|
SUB Delay (sbDT!)
|
|
IF sbDT! = 0! THEN EXIT SUB
|
|
sbstart! = TIMER
|
|
DO WHILE TIMER <= (sbstart! + sbDT!): LOOP
|
|
END SUB
|
|
|
|
SUB DrawScreen
|
|
FOR i = 1 TO 18: FOR ii = 1 TO 12
|
|
SELECT CASE Cel(i, ii)
|
|
CASE WEB: PUT (i * 16, -8 + (ii * 16)), Spider&(1600), PSET
|
|
CASE FIXEDBLOCK: PUT (i * 16, -8 + (ii * 16)), FBlock&, PSET
|
|
CASE NORMALBLOCK: PUT (i * 16, -8 + (ii * 16)), NBlock&, PSET
|
|
CASE SPECIALBLOCK: PUT (i * 16, -8 + (ii * 16)), SBlock&, PSET
|
|
END SELECT
|
|
NEXT ii, i
|
|
END SUB
|
|
|
|
SUB GetSprites
|
|
CLS : FOR i = 0 TO 255: PALETTE i, 0: NEXT i
|
|
DEF SEG = &HA000: BLOAD "wetspot.p13", 0
|
|
FOR i = 0 TO 1: FOR ii = 0 TO 19
|
|
GET (ii * 16, i * 16)-((ii * 16) + 15, (i * 16) + 15), Crab&((2000 * i) + (100 * ii))
|
|
NEXT ii, i
|
|
FOR i = 0 TO 2: GET (i * 16, 32)-((i * 16) + 15, 47), Expl&(i * 100): NEXT i
|
|
FOR i = 0 TO 4: GET ((i * 16) + 48, 32)-((i * 16) + 63, 47), Obj&((i * 100) + 2100): NEXT i
|
|
GET (128, 32)-(143, 47), Wall&: GET (144, 32)-(159, 47), Hole&
|
|
GET (304, 32)-(319, 47), CutHole&
|
|
FOR i = 0 TO 1: GET (160 + (i * 8), 32)-(167 + (i * 8), 39), Life&(i * 20): NEXT i
|
|
FOR i = 0 TO 9: GET (177 + (i * 4), 32)-(180 + (i * 4), 35), Number&(i * 10): NEXT i
|
|
GET (160, 40)-(167, 47), Clock&: GET (168, 40)-(175, 47), Flag&
|
|
FOR i = 0 TO 3: GET (224 + (i * 16), 32)-(239 + (i * 16), 47), Disapp&(i * 100): NEXT i
|
|
GET (288, 32)-(303, 47), Obj&(2600)
|
|
FOR i = 0 TO 44: GET (i * 7, 48)-((i * 7) + 6, 55), Char&(i * 20): NEXT i
|
|
GET (0, 190)-(6, 197), Char&(900): GET (0, 180)-(15, 195), Null&
|
|
FOR i = 0 TO 19: GET (i * 16, 56)-((i * 16) + 15, 71), Obj&(i * 100): NEXT i
|
|
FOR i = 0 TO 5: GET (i * 16, 72)-((i * 16) + 15, 87), Ball&(i * 100): NEXT i
|
|
FOR i = 0 TO 3: GET (96 + (i * 16), 72)-(111 + (i * 16), 87), Ghost&(i * 100): NEXT i
|
|
FOR i = 0 TO 9: GET (160 + (i * 16), 72)-(175 + (i * 16), 87), Slug&(i * 100): NEXT i
|
|
FOR i = 0 TO 15: GET (i * 16, 88)-((i * 16) + 15, 103), Robot&(i * 100): NEXT i
|
|
FOR i = 0 TO 15: GET (i * 16, 104)-((i * 16) + 15, 119), Worm&(i * 100): NEXT i
|
|
FOR i = 0 TO 19: GET (i * 16, 120)-((i * 16) + 15, 135), Putty&(i * 100): NEXT i
|
|
FOR i = 0 TO 18: GET (i * 16, 136)-((i * 16) + 15, 151), Spider&(i * 100): NEXT i
|
|
FOR i = 0 TO 11: GET (i * 16, 152)-((i * 16) + 15, 167), Shadow&(i * 100): NEXT i
|
|
CLS : PALETTE
|
|
END SUB
|
|
|
|
SUB Intro
|
|
' Sorry, but I haven't so much time to do an Intro for this game !!!
|
|
END SUB
|
|
|
|
SUB KillPlayer (num)
|
|
'TIMER OFF
|
|
PUT (Player(num).x, -8 + Player(num).y), Crab&(((num - 1) * 2000) + 1900), PSET
|
|
Delay .08
|
|
FOR q = 0 TO 2
|
|
PUT (Player(num).x, -8 + Player(num).y), Expl&(q * 100), PSET
|
|
Delay .08
|
|
NEXT q
|
|
PUT (Player(num).x, -8 + Player(num).y), Null&, PSET
|
|
END SUB
|
|
|
|
SUB LoadLevel
|
|
IF Level > MaxLevel THEN
|
|
SCREEN 0: WIDTH 80
|
|
PRINT "WetSpot v0.9"
|
|
PRINT "(C) by Angelo Mottola soft 1996"
|
|
PRINT : PRINT "Sorry, this demo version supports only" + STR$(MaxLevel) + " levels"
|
|
PRINT : PRINT "Final release will include:"
|
|
PRINT " - 100 levels (I hope so...)"
|
|
PRINT " - 8 different enemies"
|
|
PRINT " - Sound Blaster Music and sound effects"
|
|
PRINT " - More and more fun !!"
|
|
PRINT : PRINT "Coming soon..."
|
|
PRINT : END
|
|
END IF
|
|
CLS : FOR p = 0 TO 255: PALETTE p, 0: NEXT p
|
|
DEF SEG = &HA000: BLOAD "level" + LTRIM$(STR$(Level)) + ".p13", 0
|
|
GET (0, 0)-(15, 15), FBlock&: GET (16, 0)-(31, 15), NBlock&
|
|
GET (32, 0)-(47, 15), SBlock&: GET (68, 0)-(83, 15), Obj&(2000)
|
|
FOR i = 1 TO 18: FOR ii = 1 TO 12: Cel(i, ii) = 0: NEXT ii, i
|
|
NumBlock = 0: NumEnemy = 0
|
|
FOR i = 1 TO 170: Block(i).Status = INACTIVE: NEXT i
|
|
FOR i = 1 TO 20: Enemy(i).Typ = 0: NEXT i
|
|
FOR i = 1 TO 60: Object(i).Typ = 0: NEXT i
|
|
|
|
FOR i = 1 TO 18: FOR ii = 1 TO 12
|
|
SELECT CASE POINT(47 + i, ii - 1)
|
|
CASE 1
|
|
Cel(i, ii) = FIXEDBLOCK: NumBlock = NumBlock + 1
|
|
Block(NumBlock).Status = FIXEDBLOCK
|
|
Block(NumBlock).x = i: Block(NumBlock).y = ii
|
|
CASE 2
|
|
Cel(i, ii) = NORMALBLOCK: NumBlock = NumBlock + 1
|
|
Block(NumBlock).Status = NORMALBLOCK
|
|
Block(NumBlock).x = i: Block(NumBlock).y = ii
|
|
CASE 3
|
|
Cel(i, ii) = SPECIALBLOCK: NumBlock = NumBlock + 1
|
|
Block(NumBlock).Status = SPECIALBLOCK
|
|
Block(NumBlock).x = i: Block(NumBlock).y = ii
|
|
CASE 4
|
|
Player(1).x = i * 16: Player(1).y = ii * 16
|
|
CASE 5
|
|
Player(2).x = i * 16: Player(2).y = ii * 16
|
|
CASE 6, 7, 8, 9, 10, 11, 12, 13
|
|
NumEnemy = NumEnemy + 1
|
|
Enemy(NumEnemy).Typ = POINT(47 + i, ii - 1) - 5
|
|
Enemy(NumEnemy).dir = 1: Enemy(NumEnemy).x = i * 16: Enemy(NumEnemy).y = ii * 16
|
|
SELECT CASE POINT(47 + i, ii - 1)
|
|
CASE 6: Enemy(NumEnemy).Flag1 = 1: Enemy(NumEnemy).dir = 2
|
|
CASE 7: Enemy(NumEnemy).Flag1 = 1: Enemy(NumEnemy).Flag2 = INT(RND(1) * NumPlayer) + 1
|
|
CASE 8: Enemy(NumEnemy).Flag3 = 0
|
|
CASE 9: Enemy(NumEnemy).Flag1 = 1: Enemy(NumEnemy).Flag2 = FALSE: Enemy(NumEnemy).Flag3 = 1
|
|
CASE 10: Enemy(NumEnemy).Flag1 = 2: Enemy(NumEnemy).Flag2 = 1: Enemy(NumEnemy).Flag3 = 0
|
|
CASE 11: Enemy(NumEnemy).Flag1 = 1
|
|
CASE 12: Enemy(NumEnemy).Flag1 = 2
|
|
CASE 13: Enemy(NumEnemy).Flag1 = 4
|
|
END SELECT
|
|
CASE 14
|
|
Cel(i, ii) = WEB: NumBlock = NumBlock + 1
|
|
Block(NumBlock).Status = WEB
|
|
Block(NumBlock).x = i: Block(NumBlock).y = ii
|
|
END SELECT
|
|
NEXT ii, i
|
|
FOR i = 1 TO 20: Bonus(i) = POINT(47 + i, 12): NEXT i
|
|
CLS
|
|
PALETTE
|
|
END SUB
|
|
|
|
SUB MainMenu
|
|
CLS
|
|
DEF SEG = &HA000: BLOAD "title.p13", 0
|
|
PALETTE
|
|
Center 58, "BY ANGELO MOTTOLA SOFT 1996"
|
|
Center 82, "VERSION 0.9"
|
|
Center 103, "PRESS 1 FOR 1 PLAYER GAME"
|
|
Center 113, "PRESS 2 FOR 2 PLAYERS GAME"
|
|
Center 123, "PRESS ESC TO QUIT GAME!"
|
|
Center 145, "- FINAL VERSION COMING SOON !! -"
|
|
DO
|
|
k$ = INKEY$
|
|
IF k$ = "1" THEN NumPlayer = 1: EXIT DO
|
|
IF k$ = "2" THEN NumPlayer = 2: EXIT DO
|
|
IF k$ = CHR$(27) THEN NumPlayer = 0: EXIT DO
|
|
LOOP
|
|
|
|
IF NumPlayer = 0 THEN
|
|
SCREEN 0: WIDTH 80
|
|
PRINT "WetSpot v0.9"
|
|
PRINT "(C) by Angelo Mottola soft 1996"
|
|
PRINT : PRINT "Final version coming soon!!"
|
|
PRINT : END
|
|
END IF
|
|
|
|
CLS
|
|
END SUB
|
|
|
|
SUB Message (t$)
|
|
FOR i = 192 TO 96 STEP -4
|
|
GET (0, i)-(319, i + 7), Box&
|
|
Center i, t$
|
|
FOR t = 0 TO 5000: NEXT t
|
|
PUT (0, i), Box&, PSET
|
|
NEXT i
|
|
GET (0, 96)-(319, 103), Box&
|
|
Center 96, t$
|
|
q$ = INKEY$: WHILE (q$ <> CHR$(13) AND q$ <> "\"): q$ = INKEY$: WEND
|
|
PUT (0, 96), Box&, PSET
|
|
FOR i = 96 TO 8 STEP -4
|
|
GET (0, i)-(319, i + 7), Box&
|
|
Center i, t$
|
|
FOR t = 0 TO 5000: NEXT t
|
|
PUT (0, i), Box&, PSET
|
|
NEXT i
|
|
END SUB
|
|
|
|
SUB MoveEnemies
|
|
FOR e = 1 TO 20
|
|
IF Enemy(e).Typ <> 0 THEN
|
|
IF Change <> FALSE THEN
|
|
IF Enemy(e).Changed = FALSE THEN
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
Enemy(e).Changed = TRUE: Enemy(e).Typ = Change
|
|
NumChange = NumChange - 1
|
|
SELECT CASE Change
|
|
CASE 1
|
|
Enemy(e).Flag1 = 1
|
|
IF Enemy(e).dir = 1 OR Enemy(e).dir = 2 THEN Enemy(e).Flag2 = 1 ELSE Enemy(e).Flag2 = -1
|
|
CASE 2
|
|
Enemy(e).Flag1 = 1: Enemy(e).Flag2 = INT(RND(1) * NumPlayer) + 1
|
|
CASE 3
|
|
Enemy(e).Flag3 = 0
|
|
CASE 4
|
|
Enemy(e).Flag1 = 1: Enemy(e).Flag2 = FALSE: Enemy(e).Flag3 = 1
|
|
CASE 5
|
|
Enemy(e).Flag1 = 2: Enemy(e).Flag2 = 1: Enemy(e).Flag3 = 0
|
|
END SELECT
|
|
IF NumChange = 0 THEN Change = FALSE
|
|
END IF
|
|
END IF
|
|
END IF
|
|
SELECT CASE Enemy(e).Typ
|
|
CASE 1
|
|
IF Freezed = FALSE THEN
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
Enemy(e).dir = 0
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
Enemy(e).dir = d: Enemy(e).Flag1 = 1
|
|
IF Enemy(e).dir = 1 OR Enemy(e).dir = 2 THEN Enemy(e).Flag2 = 1 ELSE Enemy(e).Flag2 = -1
|
|
EXIT FOR
|
|
END IF
|
|
d = 0
|
|
NEXT h
|
|
END IF
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
Enemy(e).x = Enemy(e).x + xA(Enemy(e).dir)
|
|
Enemy(e).y = Enemy(e).y + yA(Enemy(e).dir)
|
|
Enemy(e).Flag1 = Enemy(e).Flag1 + Enemy(e).Flag2
|
|
IF Enemy(e).Flag1 = 0 THEN
|
|
Enemy(e).Flag1 = 8
|
|
ELSEIF Enemy(e).Flag1 = 9 THEN
|
|
Enemy(e).Flag1 = 1
|
|
END IF
|
|
END IF
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 2
|
|
IF Enemy(e).dir = 1 OR Enemy(e).dir = 3 THEN h = 0 ELSE h = 1
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Worm&((h * 800) + ((Enemy(e).Flag1 - 1) * 100)), PSET
|
|
CASE 2
|
|
IF Freezed = FALSE THEN
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
RANDOMIZE TIMER * TimeLeft
|
|
k = INT(RND(1) * 4) + 1
|
|
IF k < 4 THEN
|
|
k = INT(RND(1) * 100) + 1
|
|
IF k = 1 THEN Enemy(e).Flag2 = INT(RND(1) * NumPlayer) + 1
|
|
IF Player(Enemy(e).Flag2).x < Enemy(e).x THEN d = 4
|
|
IF Player(Enemy(e).Flag2).x > Enemy(e).x THEN d = 2
|
|
IF (Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) <> 0) THEN
|
|
IF Player(Enemy(e).Flag2).y < Enemy(e).y THEN d = 3
|
|
IF Player(Enemy(e).Flag2).y > Enemy(e).y THEN d = 1
|
|
END IF
|
|
IF Player(Enemy(e).Flag2).x = Enemy(e).x THEN
|
|
IF Player(Enemy(e).Flag2).y < Enemy(e).y THEN d = 3
|
|
IF Player(Enemy(e).Flag2).y > Enemy(e).y THEN d = 1
|
|
END IF
|
|
ELSE
|
|
d = INT(RND(1) * 4) + 1
|
|
END IF
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) <> 0 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) = 0 THEN
|
|
EXIT FOR
|
|
END IF
|
|
d = 0
|
|
NEXT h
|
|
END IF
|
|
Enemy(e).dir = d
|
|
END IF
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
Enemy(e).x = Enemy(e).x + (xA(Enemy(e).dir) * 2)
|
|
Enemy(e).y = Enemy(e).y + (yA(Enemy(e).dir) * 2)
|
|
Enemy(e).Flag1 = Enemy(e).Flag1 + 1
|
|
IF Enemy(e).Flag1 = 5 THEN Enemy(e).Flag1 = 1
|
|
END IF
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Robot&(((Enemy(e).dir - 1) * 400) + ((Enemy(e).Flag1 - 1) * 100)), PSET
|
|
CASE 3
|
|
IF Freezed = FALSE THEN
|
|
IF Enemy(e).Flag3 > 0 THEN
|
|
Enemy(e).Flag3 = Enemy(e).Flag3 - 1
|
|
IF Enemy(e).Flag3 MOD 2 = 0 THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Ghost&((Enemy(e).dir - 1) * 100), PSET
|
|
PUT (Enemy(e).Flag1, -8 + Enemy(e).Flag2), Null&, PSET
|
|
ELSE
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
PUT (Enemy(e).Flag1, -8 + Enemy(e).Flag2), Ghost&((Enemy(e).dir - 1) * 100), PSET
|
|
END IF
|
|
ELSE
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
Enemy(e).dir = 0
|
|
IF Cel((Enemy(e).x / 16) + xA(Enemy(e).dir), (Enemy(e).y / 16) + yA(Enemy(e).dir)) < 1 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
END IF
|
|
d = 0
|
|
NEXT h
|
|
ELSE
|
|
RANDOMIZE TIMER * TimeLeft
|
|
s = INT(RND(1) * 2) + 1
|
|
IF s = 1 THEN
|
|
k = INT(RND(1) * NunmPlayer) + 1
|
|
IF Player(k).x < Enemy(e).x THEN d = 4
|
|
IF Player(k).x > Enemy(e).x THEN d = 2
|
|
IF Player(k).y < Enemy(e).y THEN d = 3
|
|
IF Player(k).y > Enemy(e).y THEN d = 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
END IF
|
|
NEXT h
|
|
ELSE
|
|
Enemy(e).dir = d
|
|
END IF
|
|
END IF
|
|
END IF
|
|
k = INT(RND(1) * 25) + 1
|
|
IF k = 1 THEN
|
|
DO
|
|
RANDOMIZE TIMER * TimeLeft
|
|
xc = INT(RND(1) * 18) + 1: yc = INT(RND(1) * 12) + 1
|
|
IF Cel(xc, yc) = 0 THEN EXIT DO
|
|
LOOP
|
|
Enemy(e).Flag1 = Enemy(e).x: Enemy(e).Flag2 = Enemy(e).y
|
|
Enemy(e).Flag3 = 50: Enemy(e).dir = INT(RND(1) * 4) + 1
|
|
Enemy(e).x = xc * 16: Enemy(e).y = yc * 16
|
|
END IF
|
|
END IF
|
|
IF Enemy(e).Flag3 = 0 THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
Enemy(e).x = Enemy(e).x + xA(Enemy(e).dir)
|
|
Enemy(e).y = Enemy(e).y + yA(Enemy(e).dir)
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Ghost&((Enemy(e).dir - 1) * 100), PSET
|
|
END IF
|
|
END IF
|
|
ELSE
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Ghost&((Enemy(e).dir - 1) * 100), PSET
|
|
END IF
|
|
CASE 4
|
|
IF Freezed = FALSE THEN
|
|
IF Enemy(e).Flag2 > FALSE THEN
|
|
Enemy(e).Flag2 = Enemy(e).Flag2 - 1
|
|
IF Enemy(e).Flag2 = 5 THEN
|
|
FOR k = 1 TO 4
|
|
Find = FALSE
|
|
FOR h = 1 TO 20
|
|
IF Enemy(h).Typ < 1 THEN Find = TRUE: EXIT FOR
|
|
NEXT h
|
|
IF Find = TRUE THEN
|
|
IF Cel((Enemy(e).x / 16) + xA(k), (Enemy(e).y / 16) + yA(k)) = 0 THEN
|
|
Enemy(h).Typ = 9: Enemy(h).dir = k
|
|
Enemy(h).x = Enemy(e).x + (xA(k) * 16)
|
|
Enemy(h).y = Enemy(e).y + (yA(k) * 16)
|
|
END IF
|
|
END IF
|
|
NEXT k
|
|
END IF
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(800), PSET
|
|
ELSE
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
k = INT(RND(1) * 15) + 1
|
|
IF k = 1 THEN Enemy(e).Flag2 = 40: Enemy(e).dir = 0
|
|
IF k <> 1 THEN
|
|
IF Cel((Enemy(e).x / 16) + xA(Enemy(e).dir), (Enemy(e).y / 16) + yA(Enemy(e).dir)) <> 0 THEN
|
|
RANDOMIZE TIMER * TimeLeft
|
|
s = INT(RND(1) * 2) + 1
|
|
IF s = 1 THEN
|
|
k = INT(RND(1) * NunmPlayer) + 1
|
|
IF Player(k).x < Enemy(e).x THEN d = 4
|
|
IF Player(k).x > Enemy(e).x THEN d = 2
|
|
IF Player(k).y < Enemy(e).y THEN d = 3
|
|
IF Player(k).y > Enemy(e).y THEN d = 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) <> 0 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) = 0 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
ELSE
|
|
Enemy(e).dir = 0
|
|
END IF
|
|
NEXT h
|
|
ELSE
|
|
Enemy(e).dir = d
|
|
END IF
|
|
ELSE
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) = 0 THEN
|
|
EXIT FOR
|
|
ELSE
|
|
d = 0
|
|
END IF
|
|
NEXT h
|
|
Enemy(e).dir = d
|
|
END IF
|
|
ELSE
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) = 0 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
ELSE
|
|
d = 0
|
|
END IF
|
|
NEXT h
|
|
END IF
|
|
END IF
|
|
END IF
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
Enemy(e).x = Enemy(e).x + xA(Enemy(e).dir)
|
|
Enemy(e).y = Enemy(e).y + yA(Enemy(e).dir)
|
|
Enemy(e).Flag3 = Enemy(e).Flag3 + 1
|
|
IF Enemy(e).Flag3 = 20 THEN Enemy(e).Flag3 = 1
|
|
IF Enemy(e).Flag3 > 10 THEN j = 1 ELSE j = 0
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(((Enemy(e).dir - 1) * 200) + (j * 100)), PSET
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
END IF
|
|
ELSE
|
|
IF Enemy(e).Flag2 > FALSE THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(800), PSET
|
|
ELSE
|
|
IF Enemy(e).Flag3 > 10 THEN j = 1 ELSE j = 0
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(((Enemy(e).dir - 1) * 200) + (j * 100)), PSET
|
|
END IF
|
|
END IF
|
|
CASE 5
|
|
IF Freezed = FALSE THEN
|
|
IF Enemy(e).Flag3 > 0 THEN
|
|
Enemy(e).Flag3 = Enemy(e).Flag3 - 1
|
|
IF Enemy(e).Flag3 MOD 4 = 0 THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Spider&(1200 + ((Enemy(e).dir - 1) * 100)), PSET
|
|
ELSE
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Spider&(((Enemy(e).dir - 1) * 300) + 100), PSET
|
|
END IF
|
|
IF Enemy(e).Flag3 = 0 THEN
|
|
FOR nb = 1 TO 170
|
|
IF Block(nb).Status = 0 THEN EXIT FOR
|
|
NEXT nb
|
|
Block(nb).x = Enemy(e).x / 16: Block(nb).y = Enemy(e).y / 16
|
|
Block(nb).Status = WEB: Cel(Enemy(e).x / 16, Enemy(e).y / 16) = WEB
|
|
NumWeb = NumWeb + 1
|
|
END IF
|
|
ELSE
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
Enemy(e).dir = 0
|
|
IF Cel((Enemy(e).x / 16) + xA(Enemy(e).dir), (Enemy(e).y / 16) + yA(Enemy(e).dir)) < 1 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
END IF
|
|
d = 0
|
|
NEXT h
|
|
ELSE
|
|
RANDOMIZE TIMER * TimeLeft
|
|
s = INT(RND(1) * 4) + 1
|
|
IF s = 1 THEN
|
|
k = INT(RND(1) * NunmPlayer) + 1
|
|
IF Player(k).x < Enemy(e).x THEN d = 4
|
|
IF Player(k).x > Enemy(e).x THEN d = 2
|
|
IF Player(k).y < Enemy(e).y THEN d = 3
|
|
IF Player(k).y > Enemy(e).y THEN d = 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
FOR h = 1 TO 20
|
|
RANDOMIZE TIMER * TimeLeft
|
|
d = INT(RND(1) * 4) + 1
|
|
IF Cel((Enemy(e).x / 16) + xA(d), (Enemy(e).y / 16) + yA(d)) < 1 THEN
|
|
Enemy(e).dir = d
|
|
EXIT FOR
|
|
END IF
|
|
NEXT h
|
|
ELSE
|
|
Enemy(e).dir = d
|
|
END IF
|
|
END IF
|
|
END IF
|
|
k = INT(RND(1) * 20) + 1
|
|
IF k = 1 AND Cel(Enemy(e).x / 16, Enemy(e).y / 16) <> WEB THEN
|
|
IF NumWeb < 11 THEN Enemy(e).Flag3 = 50
|
|
END IF
|
|
END IF
|
|
IF Enemy(e).Flag3 = 0 THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
Enemy(e).x = Enemy(e).x + xA(Enemy(e).dir)
|
|
Enemy(e).y = Enemy(e).y + yA(Enemy(e).dir)
|
|
Enemy(e).Flag1 = Enemy(e).Flag1 + Enemy(e).Flag2
|
|
IF Enemy(e).Flag1 <> 2 THEN Enemy(e).Flag2 = -Enemy(e).Flag2
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Spider&(((Enemy(e).dir - 1) * 300) + ((Enemy(e).Flag1 - 1) * 100)), PSET
|
|
END IF
|
|
END IF
|
|
ELSE
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Spider&(((Enemy(e).dir - 1) * 300) + ((Enemy(e).Flag1 - 1) * 100)), PSET
|
|
END IF
|
|
IF Enemy(e).dir = 0 THEN Enemy(e).dir = 1
|
|
CASE 9
|
|
IF Freezed = FALSE THEN
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Null&, PSET
|
|
IF Enemy(e).x MOD 16 = 0 AND Enemy(e).y MOD 16 = 0 THEN
|
|
IF Cel((Enemy(e).x / 16) + xA(Enemy(e).dir), (Enemy(e).y / 16) + yA(Enemy(e).dir)) < 1 THEN
|
|
Enemy(e).x = Enemy(e).x + (xA(Enemy(e).dir) * 8)
|
|
Enemy(e).y = Enemy(e).y + (yA(Enemy(e).dir) * 8)
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(900), PSET
|
|
ELSE
|
|
Enemy(e).Typ = 0
|
|
FOR h = 1 TO 60
|
|
IF Object(h).Typ = 0 THEN EXIT FOR
|
|
NEXT h
|
|
Object(h).Typ = -3: Object(h).Time = 3
|
|
Object(h).x = Enemy(e).x
|
|
Object(h).y = -8 + Enemy(e).y
|
|
END IF
|
|
ELSE
|
|
Enemy(e).x = Enemy(e).x + (xA(Enemy(e).dir) * 8)
|
|
Enemy(e).y = Enemy(e).y + (yA(Enemy(e).dir) * 8)
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(900), PSET
|
|
END IF
|
|
ELSE
|
|
PUT (Enemy(e).x, -8 + Enemy(e).y), Slug&(900), PSET
|
|
END IF
|
|
END SELECT
|
|
GoOn = FALSE
|
|
FOR C = 1 TO NumPlayer
|
|
IF Enemy(e).x > Player(C).x - 16 AND Enemy(e).x < Player(C).x + 16 THEN
|
|
IF Enemy(e).y > Player(C).y - 16 AND Enemy(e).y < Player(C).y + 16 THEN
|
|
IF Enemy(e).Typ = 3 AND Enemy(e).Flag3 <> 0 THEN GoOn = TRUE
|
|
IF GoOn = FALSE THEN
|
|
KillPlayer C
|
|
Killed = TRUE ': TIMER OFF
|
|
Player(C).Lives = Player(C).Lives - 1: EXIT SUB
|
|
END IF
|
|
END IF
|
|
END IF
|
|
NEXT C
|
|
END IF
|
|
NEXT e
|
|
|
|
END SUB
|
|
|
|
SUB OutText (x, y, t$)
|
|
FOR i = 1 TO LEN(t$)
|
|
ChCode = ASC(MID$(t$, i, 1))
|
|
SELECT CASE ChCode
|
|
CASE 65 TO 90: Ch = ChCode - 65
|
|
CASE 48 TO 57: Ch = ChCode - 22
|
|
CASE 46: Ch = 36
|
|
CASE 58: Ch = 37
|
|
CASE 44: Ch = 38
|
|
CASE 59: Ch = 39
|
|
CASE 33: Ch = 40
|
|
CASE 63: Ch = 41
|
|
CASE 45: Ch = 42
|
|
CASE 43: Ch = 43
|
|
CASE 95: Ch = 44
|
|
CASE 32: Ch = 45
|
|
END SELECT
|
|
PUT (x, y), Char&(Ch * 20), PSET
|
|
x = x + 7
|
|
NEXT i
|
|
END SUB
|
|
|
|
FUNCTION PlayAgain
|
|
'
|
|
Center 96, "PLAY AGAIN ?"
|
|
DO
|
|
k$ = INKEY$: k$ = UCASE$(k$)
|
|
IF k$ = "Y" THEN PlayAgain = TRUE: EXIT DO
|
|
IF k$ = "N" THEN PlayAgain = FALSE: EXIT DO
|
|
LOOP
|
|
|
|
END FUNCTION
|
|
|
|
SUB PlayGame
|
|
|
|
MaxLevel = 21
|
|
Level = 1
|
|
FOR i = 1 TO 2
|
|
Player(i).Score = 0
|
|
Player(i).Lives = 3
|
|
Player(i).NextLife = 30000
|
|
Player(i).BonusE = FALSE
|
|
Player(i).BonusX = FALSE
|
|
Player(i).BonusT = FALSE
|
|
Player(i).BonusR = FALSE
|
|
Player(i).BonusA = FALSE
|
|
Player(i).Bonus = 0
|
|
Player(i).Cutter = FALSE
|
|
Player(i).Trapped = FALSE
|
|
NEXT i
|
|
IF NumPlayer = 1 THEN Player(2).Lives = 0
|
|
AbortGame = FALSE
|
|
DO
|
|
LoadLevel
|
|
FOR i = 0 TO 11: PUT (0, 8 + (i * 16)), Wall&, PSET
|
|
PUT (304, 8 + (i * 16)), Wall&, PSET: NEXT i
|
|
IF Player(1).Cutter = TRUE THEN PUT (0, 8), CutHole&, PSET: PUT (0, 8), Obj&(1200), XOR
|
|
IF Player(2).Cutter = TRUE THEN PUT (304, 8), CutHole&, PSET: PUT (304, 8), Obj&(1200), XOR
|
|
OutText 0, 0, "1UP": OutText 204, 0, "2UP"
|
|
PUT (128, 0), Clock&, PSET: PUT (167, 0), Flag&, PSET
|
|
PrintStatBar
|
|
DrawScreen
|
|
FOR i = 1 TO NumPlayer
|
|
Player(i).dir = 1
|
|
Player(i).NextDir = 0
|
|
Player(i).Frame = 2
|
|
Player(i).FrameDir = 1
|
|
Player(i).Action = NONE
|
|
Player(i).Spd = 2
|
|
IF Player(i).BonusE = TRUE THEN PUT ((i - 1) * 304, 64), Hole&, PSET: PUT ((i - 1) * 304, 64), Obj&(2100), XOR
|
|
IF Player(i).BonusX = TRUE THEN PUT ((i - 1) * 304, 80), Hole&, PSET: PUT ((i - 1) * 304, 80), Obj&(2200), XOR
|
|
IF Player(i).BonusT = TRUE THEN PUT ((i - 1) * 304, 96), Hole&, PSET: PUT ((i - 1) * 304, 96), Obj&(2300), XOR
|
|
IF Player(i).BonusR = TRUE THEN PUT ((i - 1) * 304, 112), Hole&, PSET: PUT ((i - 1) * 304, 112), Obj&(2400), XOR
|
|
IF Player(i).BonusA = TRUE THEN PUT ((i - 1) * 304, 128), Hole&, PSET: PUT ((i - 1) * 304, 128), Obj&(2500), XOR
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + ((Player(i).dir - 1) * 300) + ((Player(i).Frame - 1) * 100)), PSET
|
|
Player(i).Trapped = FALSE
|
|
NEXT i
|
|
FOR i = 1 TO 20
|
|
SELECT CASE Enemy(i).Typ
|
|
CASE 1: PUT (Enemy(i).x, -8 + Enemy(i).y), Worm&(800), PSET
|
|
CASE 2: PUT (Enemy(i).x, -8 + Enemy(i).y), Robot&(0), PSET
|
|
CASE 3: PUT (Enemy(i).x, -8 + Enemy(i).y), Ghost&(0), PSET
|
|
CASE 4: PUT (Enemy(i).x, -8 + Enemy(i).y), Slug&(0), PSET
|
|
CASE 5: PUT (Enemy(i).x, -8 + Enemy(i).y), Spider&(100), PSET
|
|
CASE 6: PUT (Enemy(i).x, -8 + Enemy(i).y), Shadow&(0), PSET
|
|
CASE 7: PUT (Enemy(i).x, -8 + Enemy(i).y), Putty&(100), PSET
|
|
CASE 8: PUT (Enemy(i).x, -8 + Enemy(i).y), Ball&(300), PSET
|
|
END SELECT
|
|
NEXT i
|
|
TimeLeft = 90: PrintStatBar
|
|
Message "READY!"
|
|
Pass = -1: Killed = FALSE
|
|
GameMode = NORMAL: Freezed = FALSE: Multi# = 1: Killed = FALSE
|
|
LastTime$ = TIME$: BonusAlone = FALSE: Change = FALSE
|
|
DO
|
|
StartT! = TIMER
|
|
|
|
DO: time1! = TIMER: LOOP UNTIL time1! <> time2!
|
|
time2! = time1!
|
|
|
|
k$ = INKEY$: k$ = UCASE$(k$)
|
|
SELECT CASE k$
|
|
CASE "2"
|
|
IF Player(1).Action <> FIRE THEN
|
|
IF Player(1).NextDir = 0 AND Player(1).Action = NONE THEN
|
|
Player(1).dir = 1: Player(1).NextDir = 1: Player(1).Action = MOVE
|
|
ELSE
|
|
Player(1).NextDir = 1: Player(1).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "6"
|
|
IF Player(1).Action <> FIRE THEN
|
|
IF Player(1).NextDir = 0 AND Player(1).Action = NONE THEN
|
|
Player(1).dir = 2: Player(1).NextDir = 2: Player(1).Action = MOVE
|
|
ELSE
|
|
Player(1).NextDir = 2: Player(1).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "8"
|
|
IF Player(1).Action <> FIRE THEN
|
|
IF Player(1).NextDir = 0 AND Player(1).Action = NONE THEN
|
|
Player(1).dir = 3: Player(1).NextDir = 3: Player(1).Action = MOVE
|
|
ELSE
|
|
Player(1).NextDir = 3: Player(1).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "4"
|
|
IF Player(1).Action <> FIRE THEN
|
|
IF Player(1).NextDir = 0 AND Player(1).Action = NONE THEN
|
|
Player(1).dir = 4: Player(1).NextDir = 4: Player(1).Action = MOVE
|
|
ELSE
|
|
Player(1).NextDir = 4: Player(1).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "5": IF Player(1).Action <> FIRE THEN Player(1).NextDir = 0: Player(1).Action = MOVE
|
|
CASE CHR$(13)
|
|
IF Player(1).Action = NONE THEN Player(1).Action = FIRE: Player(1).Frame = 1
|
|
CASE "X"
|
|
IF Player(2).Action <> FIRE THEN
|
|
IF Player(2).NextDir = 0 AND Player(2).Action = NONE THEN
|
|
Player(2).dir = 1: Player(2).NextDir = 1: Player(2).Action = MOVE
|
|
ELSE
|
|
Player(2).NextDir = 1: Player(2).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "D"
|
|
IF Player(2).Action <> FIRE THEN
|
|
IF Player(2).NextDir = 0 AND Player(2).Action = NONE THEN
|
|
Player(2).dir = 2: Player(2).NextDir = 2: Player(2).Action = MOVE
|
|
ELSE
|
|
Player(2).NextDir = 2: Player(2).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "W"
|
|
IF Player(2).Action <> FIRE THEN
|
|
IF Player(2).NextDir = 0 AND Player(2).Action = NONE THEN
|
|
Player(2).dir = 3: Player(2).NextDir = 3: Player(2).Action = MOVE
|
|
ELSE
|
|
Player(2).NextDir = 3: Player(2).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "A"
|
|
IF Player(2).Action <> FIRE THEN
|
|
IF Player(2).NextDir = 0 AND Player(2).Action = NONE THEN
|
|
Player(2).dir = 4: Player(2).NextDir = 4: Player(2).Action = MOVE
|
|
ELSE
|
|
Player(2).NextDir = 4: Player(2).Action = MOVE
|
|
END IF
|
|
END IF
|
|
CASE "S": IF Player(2).Action <> FIRE THEN Player(2).NextDir = 0: Player(2).Action = MOVE
|
|
CASE "\"
|
|
IF Player(2).Action = NONE THEN Player(2).Action = FIRE: Player(2).Frame = 1
|
|
CASE "P"
|
|
Message "PAUSE!"
|
|
CASE CHR$(27): AbortGame = TRUE: EXIT DO
|
|
END SELECT
|
|
FOR i = 1 TO NumPlayer
|
|
IF Player(i).Trapped = FALSE THEN
|
|
IF Player(i).Action <> NONE THEN PUT (Player(i).x, -8 + Player(i).y), Null&, PSET
|
|
SELECT CASE Player(i).Action
|
|
CASE MOVE
|
|
SELECT CASE Player(i).NextDir
|
|
CASE 0
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
Player(i).Action = NONE: Player(i).Frame = 2
|
|
END IF
|
|
CASE 1
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
IF Cel(Player(i).x / 16, (Player(i).y / 16) + 1) < 1 THEN Player(i).dir = Player(i).NextDir ELSE Player(i).dir = Player(i).NextDir: Player(i).Action = NONE
|
|
END IF
|
|
CASE 2
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
IF Cel((Player(i).x / 16) + 1, Player(i).y / 16) < 1 THEN Player(i).dir = Player(i).NextDir ELSE Player(i).dir = Player(i).NextDir: Player(i).Action = NONE
|
|
END IF
|
|
CASE 3
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
IF Cel(Player(i).x / 16, (Player(i).y / 16) - 1) < 1 THEN Player(i).dir = Player(i).NextDir ELSE Player(i).dir = Player(i).NextDir: Player(i).Action = NONE
|
|
END IF
|
|
CASE 4
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
IF Cel((Player(i).x / 16) - 1, Player(i).y / 16) < 1 THEN Player(i).dir = Player(i).NextDir ELSE Player(i).dir = Player(i).NextDir: Player(i).Action = NONE
|
|
END IF
|
|
END SELECT
|
|
SELECT CASE Player(i).dir
|
|
CASE 1
|
|
IF (Player(i).y) MOD 16 = 0 THEN
|
|
IF Cel(Player(i).x / 16, ((Player(i).y) / 16) + 1) > 0 THEN Player(i).Action = NONE: Player(i).Frame = 2
|
|
END IF
|
|
IF Player(i).Action = MOVE THEN
|
|
Player(i).y = Player(i).y + Player(i).Spd
|
|
Player(i).Frame = Player(i).Frame + Player(i).FrameDir
|
|
IF Player(i).Frame = 3 OR Player(i).Frame = 1 THEN Player(i).FrameDir = -Player(i).FrameDir
|
|
END IF
|
|
CASE 2
|
|
IF (Player(i).x) MOD 16 = 0 THEN
|
|
IF Cel((Player(i).x / 16) + 1, (Player(i).y) / 16) > 0 THEN Player(i).Action = NONE: Player(i).Frame = 2
|
|
END IF
|
|
IF Player(i).Action = MOVE THEN
|
|
Player(i).x = Player(i).x + Player(i).Spd
|
|
Player(i).Frame = Player(i).Frame + Player(i).FrameDir
|
|
IF Player(i).Frame = 3 OR Player(i).Frame = 1 THEN Player(i).FrameDir = -Player(i).FrameDir
|
|
END IF
|
|
CASE 3
|
|
IF (Player(i).y) MOD 16 = 0 THEN
|
|
IF Cel(Player(i).x / 16, ((Player(i).y) / 16) - 1) > 0 THEN Player(i).Action = NONE: Player(i).Frame = 2
|
|
END IF
|
|
IF Player(i).Action = MOVE THEN
|
|
Player(i).y = Player(i).y - Player(i).Spd
|
|
Player(i).Frame = Player(i).Frame + Player(i).FrameDir
|
|
IF Player(i).Frame = 3 OR Player(i).Frame = 1 THEN Player(i).FrameDir = -Player(i).FrameDir
|
|
END IF
|
|
CASE 4
|
|
IF (Player(i).x) MOD 16 = 0 THEN
|
|
IF Cel((Player(i).x / 16) - 1, (Player(i).y) / 16) > 0 THEN Player(i).Action = NONE: Player(i).Frame = 2
|
|
END IF
|
|
IF Player(i).Action = MOVE THEN
|
|
Player(i).x = Player(i).x - Player(i).Spd
|
|
Player(i).Frame = Player(i).Frame + Player(i).FrameDir
|
|
IF Player(i).Frame = 3 OR Player(i).Frame = 1 THEN Player(i).FrameDir = -Player(i).FrameDir
|
|
END IF
|
|
END SELECT
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + ((Player(i).dir - 1) * 300) + ((Player(i).Frame - 1) * 100)), PSET
|
|
CASE NONE
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + ((Player(i).dir - 1) * 300) + ((Player(i).Frame - 1) * 100)), PSET
|
|
CASE FIRE
|
|
SELECT CASE Player(i).Frame
|
|
CASE 1
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + ((Player(i).dir - 1) * 300) + 100), PSET
|
|
Player(i).Frame = Player(i).Frame + 1
|
|
CASE 2, 3, 4
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 1200 + ((Player(i).dir - 1) * 100)), PSET
|
|
Player(i).Frame = Player(i).Frame + 1
|
|
CASE 5
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 1200 + ((Player(i).dir - 1) * 100)), PSET
|
|
IF Player(i).dir = 1 THEN
|
|
FOR B = 1 TO 170
|
|
IF Block(B).Status = NORMALBLOCK OR Block(B).Status = SPECIALBLOCK THEN
|
|
IF Block(B).x = Player(i).x / 16 AND Block(B).y = (Player(i).y / 16) + 1 THEN
|
|
Block(B).Status = NMOVINGDOWN + ((Block(B).Status - 2) * 4)
|
|
Block(B).JustMoved = TRUE: Block(B).MovedBy = i
|
|
END IF
|
|
END IF
|
|
NEXT B
|
|
END IF
|
|
IF Player(i).dir = 2 THEN
|
|
FOR B = 1 TO 170
|
|
IF Block(B).Status = NORMALBLOCK OR Block(B).Status = SPECIALBLOCK THEN
|
|
IF Block(B).x = (Player(i).x / 16) + 1 AND Block(B).y = Player(i).y / 16 THEN
|
|
Block(B).Status = NMOVINGRIGHT + ((Block(B).Status - 2) * 4)
|
|
Block(B).JustMoved = TRUE: Block(B).MovedBy = i
|
|
END IF
|
|
END IF
|
|
NEXT B
|
|
END IF
|
|
IF Player(i).dir = 3 THEN
|
|
FOR B = 1 TO 170
|
|
IF Block(B).Status = NORMALBLOCK OR Block(B).Status = SPECIALBLOCK THEN
|
|
IF Block(B).x = Player(i).x / 16 AND Block(B).y = (Player(i).y / 16) - 1 THEN
|
|
Block(B).Status = NMOVINGUP + ((Block(B).Status - 2) * 4)
|
|
Block(B).JustMoved = TRUE: Block(B).MovedBy = i
|
|
END IF
|
|
END IF
|
|
NEXT B
|
|
END IF
|
|
IF Player(i).dir = 4 THEN
|
|
FOR B = 1 TO 170
|
|
IF Block(B).Status = NORMALBLOCK OR Block(B).Status = SPECIALBLOCK THEN
|
|
IF Block(B).x = (Player(i).x / 16) - 1 AND Block(B).y = Player(i).y / 16 THEN
|
|
Block(B).Status = NMOVINGLEFT + ((Block(B).Status - 2) * 4)
|
|
Block(B).JustMoved = TRUE: Block(B).MovedBy = i
|
|
END IF
|
|
END IF
|
|
NEXT B
|
|
END IF
|
|
Player(i).Frame = Player(i).Frame + 1
|
|
CASE 6
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + ((Player(i).dir - 1) * 300) + 100), PSET
|
|
Player(i).Action = NONE: Player(i).NextDir = 0: Player(i).Frame = 2
|
|
END SELECT
|
|
END SELECT
|
|
ELSE
|
|
Player(i).Trapped = Player(i).Trapped - 1
|
|
IF Player(i).Trapped = 0 THEN Player(i).NextDir = 0
|
|
PUT (Player(i).x, -8 + Player(i).y), Spider&(1700 + ((i - 1) * 100)), PSET
|
|
END IF
|
|
IF Player(i).x MOD 16 = 0 AND Player(i).y MOD 16 = 0 THEN
|
|
IF Cel(Player(i).x / 16, Player(i).y / 16) = -1 THEN
|
|
IF Player(i).Cutter = FALSE THEN Player(i).Trapped = 150
|
|
NumWeb = NumWeb - 1
|
|
FOR nb = 1 TO 170
|
|
IF Block(nb).x = Player(i).x / 16 AND Block(nb).y = Player(i).y / 16 THEN Block(nb).Status = 0: EXIT FOR
|
|
NEXT nb
|
|
Cel(Player(i).x / 16, Player(i).y / 16) = 0
|
|
END IF
|
|
END IF
|
|
NEXT i
|
|
CheckObjects
|
|
MoveEnemies
|
|
CheckBlocks
|
|
IF BonusAlone = FALSE AND GameMode = NORMAL THEN
|
|
RANDOMIZE TIMER
|
|
l = INT(RND(1) * 100) + 1
|
|
IF l = 1 THEN
|
|
FOR k = 1 TO 60: IF Object(k).Typ = 0 THEN EXIT FOR
|
|
NEXT k
|
|
Object(k).Typ = Bonus(INT(RND(1) * 20) + 1)
|
|
DO
|
|
xo = INT(RND(1) * 18) + 1
|
|
yo = INT(RND(1) * 12) + 1
|
|
IF Cel(xo, yo) = 0 THEN EXIT DO
|
|
LOOP
|
|
Object(k).x = xo * 16
|
|
Object(k).y = -8 + (yo) * 16
|
|
Object(k).Time = 400
|
|
Object(k).Alone = TRUE
|
|
BonusAlone = TRUE
|
|
END IF
|
|
END IF
|
|
IF TIME$ <> LastTime$ AND Pass = -1 THEN
|
|
LastTime$ = TIME$
|
|
TimeLeft = TimeLeft - 1
|
|
cl$ = LTRIM$(STR$(TimeLeft))
|
|
IF LEN(cl$) < 3 THEN cl$ = STRING$(3 - LEN(cl$), "0") + cl$
|
|
OutText 137, 0, cl$
|
|
END IF
|
|
IF TimeLeft = 0 THEN
|
|
Pass = 0
|
|
IF GameMode = NORMAL THEN
|
|
FOR q = 1 TO NumPlayer: Player(q).Lives = Player(q).Lives - 1
|
|
PUT (Player(q).x, -8 + Player(q).y), Crab&(((q - 1) * 2000) + 1900), PSET: NEXT q
|
|
Message "TIME UP!"
|
|
FOR i = 1 TO NumPlayer
|
|
KillPlayer i
|
|
NEXT i
|
|
Pass = -1
|
|
END IF
|
|
EXIT DO
|
|
END IF
|
|
IF Freezed > FALSE THEN Freezed = Freezed - 1
|
|
IF Killed = TRUE THEN Pass = -1: EXIT DO
|
|
IF NumEnemy = 0 AND Pass = -1 THEN Pass = 150
|
|
IF Pass <> -1 THEN Pass = Pass - 1: IF Pass = 0 THEN EXIT DO
|
|
DO: LOOP WHILE TIMER < StartT! + .001
|
|
LOOP
|
|
IF AbortGame = TRUE THEN
|
|
Message "GAME ABORTED!"
|
|
SCREEN 0: WIDTH 80
|
|
PRINT "WetSpot v0.9"
|
|
PRINT "(C) by Angelo Mottola soft 1996"
|
|
PRINT : PRINT "Final release will include:"
|
|
PRINT " - 100 levels (I hope so...)"
|
|
PRINT " - 8 different enemies"
|
|
PRINT " - Sound Blaster Music and sound effects"
|
|
PRINT " - More and more fun !!"
|
|
PRINT : PRINT "Coming soon..."
|
|
PRINT : END
|
|
END IF
|
|
IF Pass = 0 THEN
|
|
IF GameMode = NORMAL THEN
|
|
FOR i = 1 TO NumPlayer
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 100), PSET
|
|
NEXT i
|
|
Delay .08
|
|
FOR i = 1 TO NumPlayer
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 1600), PSET
|
|
NEXT i
|
|
Delay .08
|
|
FOR i = 1 TO NumPlayer
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 1700), PSET
|
|
NEXT i
|
|
Delay .08
|
|
FOR i = 1 TO NumPlayer
|
|
PUT (Player(i).x, -8 + Player(i).y), Crab&(((i - 1) * 2000) + 1800), PSET
|
|
NEXT i
|
|
WHILE INKEY$ <> "": WEND
|
|
q$ = INKEY$: WHILE (q$ <> CHR$(13) AND q$ <> "\"): q$ = INKEY$: WEND
|
|
Level = Level + 1
|
|
ELSE
|
|
FOR i = 1 TO NumPlayer
|
|
LINE (((i - 1) * 160) + 20, 50)-(((i - 1) * 160) + 140, 150), 0, BF
|
|
LINE (((i - 1) * 160) + 21, 51)-(((i - 1) * 160) + 139, 149), 27, B
|
|
LINE (((i - 1) * 160) + 22, 52)-(((i - 1) * 160) + 138, 148), 29, B
|
|
LINE (((i - 1) * 160) + 23, 53)-(((i - 1) * 160) + 137, 147), 31, B
|
|
OutText (((i - 1) * 160) + 39), 60, "POTION BONUS"
|
|
LINE (((i - 1) * 160) + 27, 75)-(((i - 1) * 160) + 133, 137), 29, B
|
|
PUT ((((i - 1) * 160) + 30), 79), Obj&(2000), PSET
|
|
te$ = "X " + LTRIM$(STR$(Player(i).Special)) + ": " + LTRIM$(STR$(Player(i).Special * 200))
|
|
OutText (((i - 1) * 160) + 53), 84, te$
|
|
PUT ((((i - 1) * 160) + 30), 97), Obj&(1500), PSET
|
|
te$ = "X " + LTRIM$(STR$(TimeLeft)) + ": " + LTRIM$(STR$(TimeLeft * 1000))
|
|
OutText (((i - 1) * 160) + 53), 102, te$
|
|
OutText (((i - 1) * 160) + 30), 115, "MULTIPLIER X" + LTRIM$(STR$(Multi#))
|
|
Tot# = (((Player(i).Special * 200) + (TimeLeft * 1000))) * Multi#
|
|
OutText (((i - 1) * 160) + 30), 125, "TOTAL : " + LTRIM$(STR$(Tot#))
|
|
Player(i).Score = Player(i).Score + Tot#
|
|
PrintStatBar
|
|
NEXT i
|
|
WHILE INKEY$ <> "": WEND
|
|
q$ = INKEY$: WHILE (q$ <> CHR$(13) AND q$ <> "\"): q$ = INKEY$: WEND
|
|
Level = Level + 1
|
|
END IF
|
|
ELSEIF Pass = -1 THEN
|
|
Player(1).Cutter = FALSE: Player(2).Cutter = FALSE
|
|
WHILE INKEY$ <> "": WEND
|
|
q$ = INKEY$: WHILE (q$ <> CHR$(13) AND q$ <> "\"): q$ = INKEY$: WEND
|
|
ELSE
|
|
WHILE INKEY$ <> "": WEND
|
|
q$ = INKEY$: WHILE (q$ <> CHR$(13) AND q$ <> "\"): q$ = INKEY$: WEND
|
|
END IF
|
|
IF NumPlayer = 2 THEN
|
|
IF Player(1).Lives < 0 OR Player(2).Lives < 0 THEN EXIT DO
|
|
ELSE
|
|
IF Player(1).Lives < 0 THEN EXIT DO
|
|
END IF
|
|
LOOP
|
|
Message "GAME OVER!"
|
|
END SUB
|
|
|
|
SUB PrintStatBar
|
|
FOR i = 1 TO 2
|
|
IF Player(i).Score > Player(i).NextLife THEN Player(i).NextLife = Player(i).NextLife * 2: Player(i).Lives = Player(i).Lives + 1
|
|
s$(i) = LTRIM$(STR$(Player(i).Score))
|
|
IF Player(i).Score = 0 THEN s$(i) = "00"
|
|
IF LEN(s$(i)) < 7 THEN s$(i) = STRING$(7 - LEN(s$(i)), " ") + s$(i)
|
|
OutText (((i - 1) * 204) + 28), 0, s$(i)
|
|
IF Player(i).Lives > 3 THEN
|
|
FOR ii = 0 TO 2: PUT ((((i - 1) * 204) + 91) + (ii * 8), 0), Life&((i - 1) * 20), PSET: NEXT ii
|
|
OutText (((i - 1) * 204) + 85), 0, LTRIM$(STR$(Player(i).Lives))
|
|
ELSE
|
|
FOR ii = 0 TO Player(i).Lives - 1: PUT ((((i - 1) * 204) + 91) + (ii * 8), 0), Life&((i - 1) * 20), PSET: NEXT ii
|
|
END IF
|
|
NEXT i
|
|
s$(1) = LTRIM$(STR$(TimeLeft))
|
|
IF LEN(s$(1)) < 3 THEN s$(1) = STRING$(3 - LEN(s$(1)), "0") + s$(1)
|
|
OutText 137, 0, s$(1)
|
|
s$(2) = LTRIM$(STR$(Level))
|
|
IF LEN(s$(2)) < 2 THEN s$(2) = STRING$(2 - LEN(s$(2)), "0") + s$(2)
|
|
OutText 176, 0, s$(2)
|
|
|
|
END SUB
|
|
|
|
SUB PrintValue (xv, yv, va)
|
|
v$ = LTRIM$(STR$(va))
|
|
ad = (16 - (LEN(v$) * 4)) / 2
|
|
FOR l = 1 TO LEN(v$)
|
|
PUT (xv + ad, yv + 6), Number&((ASC(MID$(v$, l, 1)) - 48) * 10), PSET
|
|
ad = ad + 4
|
|
NEXT l
|
|
END SUB
|
|
|