HangMan by Cerberus27th Jan 2004 20:31
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Summary A hangman program with a few diferences Description Instead of having a hanged man the main screen shows 10 shields, when these are all gone the game is over. Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com set display mode 1024,768,32 cls 0 randomize rnd(10000) name=20 dim letter$(40) dim Ltr$(40) dim name$(name) set text size 48 load bitmap "front.bmp",1 load bitmap "win.bmp",2 load bitmap "lose.bmp",3 copy bitmap 1,0 ok: set text size 48 set current bitmap 0 check=1 for f=0 to 40 letter$(f)="" ltr$(f)="" next f l=0 ink rgb(255,255,0),0 m=0 restore for f=0 to name-1 read name$(f) next f sc=0 x=20:y=600 goes=0 ll: aa$="" nme=name-1 nm=rnd(nme) nme$=lower$(name$(nm)) lname=len(nme$) for f=1 to lname letter$(f-1)=mid$(nme$,f) ltr$(f-1)="*" next f set text size 48 hide mouse goes=0 xx=0 for p=1 to lname aa$=aa$+upper$(ltr$(p-1)) `center text x,y,upper$(ltr$(p-1)) `x=x+20 next p text x,y,aa$ do set cursor 10,320 input "Type in a letter and press enter - ";a$ aa$="" check=1 inc goes if a$<>"" ink rgb(0,0,0),0 box 10,315,410,345 ink rgb(255,255,0),0 endif for f=1 to lname if a$=letter$(f-1) ltr$(f-1)=a$ letter$(f-1)="*" ink rgb(0,0,00),0 box 0,590,600,640 ink rgb(255,255,0),0 aa$="" for p=1 to lname aa$=aa$+upper$(ltr$(p-1)) next p text x,y,aa$+" " inc l if check>0 if goes>0 dec goes dec check endif endif endif next f if l=lname gosub welldone wait key copy bitmap 1,0 ink rgb(0,0,00),0 box 0,590,600,640 ink rgb(255,255,0),0 goto ok endif gosub draw loop welldone: cls 0 copy bitmap 2,0 r=255 g=0 b=0 ink rgb(r,g,b),0 set text size 220 center text 512,10,"WELL DONE" set text size 148 center text 512,260,upper$(nme$) set text size 120 center text 512,500,"PRESS A KEY" set text size 48 return draw: if goes=1 ink rgb(0,0,0),0 box 130,30,195,100 ink rgb(255,255,0),0 endif if goes=2 ink rgb(0,0,0),0 box 200,30,260,100 ink rgb(255,255,0),0 endif if goes=3 ink rgb(0,0,0),0 box 265,30,325,100 ink rgb(255,255,0),0 endif if goes=4 ink rgb(0,0,0),0 box 330,30,390,100 ink rgb(255,255,0),0 endif if goes=5 ink rgb(0,0,0),0 box 395,30,455,100 ink rgb(255,255,0),0 endif if goes=6 ink rgb(0,0,0),0 box 130,105,195,170 ink rgb(255,255,0),0 endif if goes=7 ink rgb(0,0,0),0 box 200,105,260,170 ink rgb(255,255,0),0 endif if goes=8 ink rgb(0,0,0),0 box 265,105,325,170 ink rgb(255,255,0),0 endif if goes=9 ink rgb(0,0,0),0 box 330,105,390,170 ink rgb(255,255,0),0 endif if goes=10 ink rgb(0,0,0),0 box 395,105,455,170 ink rgb(255,255,0),0 ink rgb(0,0,0),0 box 0,300,1023,768 copy bitmap 3,0 r=255 g=0 b=0 ink rgb(r,g,b),0 set text size 240 CENTER text 512,10,"HANG MAN" set text size 148 center text 512,600,"PRESS A KEY" wait key cls 0 copy bitmap 1,0 goto ok endif return ` first ten data "Elephant" data "Rhinosaurus" data "Giraffe" data "Hippopotamus" data "Lioness" data "Leopard" data "Gazelle" data "Antelope" data "Anteater" data "Anaconda" ` second ten data "Molecule" data "Radiation" data "Atomic" data "Nucleus" data "Ionization" data "Reaction" data "Osmosis" data "Conduction" data "Convection" data "Transference" |