2d Shoot 'Em Up Engine by Skeletor19th Jul 2004 17:47
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Summary This is the old version Description To download the new version go to my website Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com ` This is a 2d Shoot Em Up engine by Stephen Sokolowski ` Use this as a Basis to make your own Shoot em up games ` To Start your Game, Enter the Name of it In the Title Screen sync on sync rate 40 hide mouse `Title Screen hide mouse set text font "times new roman" set text size 20 center text 320,0,"Enter Game Title Here" set text size 20 `Please keep the following line in your game!! center text 320,80, "Made By: 2d Shoot Em Up Engine" set text size 20 center text 320,125, "Enter Game Description" center text 320,145, "Add more to Game Description if needed" set text size 20 center text 320,190,"CONTROLS:" set text size 20 center text 320,230, "Space Bar : Fires guns" center text 320,260, "UpKey : Reloads guns" center text 320,290, "Leftkey : Strafes player left" center text 320,320, "Rightkey : Strafes player right" set text size 20 center text 320,390, "PRESS ANY KEY TO CONTINUE" wait key cls RANDOMIZE TIMER() `Load your Images in the order below!!!! `-------------------------------------------------- `-------------------------------------------------- `NOTE: IF YOU DO NOT LOAD IMAGES AS SAID BELOW `YOUR GAME WILL NOT WORK!!!!!!! `-------------------------------------------------- `-------------------------------------------------- `Load Player Image as Image #1 load image ".bmp",1 `Load Player Life Image as Image #2 load image ".bmp",2 `Load Player Bullet as Image #3 load image ".bmp",3 `Load Background Image as Image #4 load image ".bmp",4 `-------------------------- `NOTE THERE IS NOT IMAGE 5 `SKIP TO IMAGE #6 `-------------------------- `Load Your Shield as Image #6 `"Shield" is what is used to protect the Player Character `Example is say a SandBag load image ".bmp",6 `Load Ammo Image as Image #7 load image ".bmp",7 `Load Boss Enemy as Image #8 load image ".bmp",8 `Load Boss Bullet as Image #9 load image ".bmp",9 `Load Enemies as Image #10 load image ".bmp",10 `Load Enemy Bullets as Image #11 load image ".bmp",11 `------------------------------------------------------------------- `Do not change the numbers just put your own sounds in that resemble `The type of sound that is needed `------------------------------------------------------------------- `Load a Sound for the Players Guns load sound ".wav",1 `Load a Sound to Reload Players Guns load sound ".wav",2 `Load a Sound to make a squish or injure noise for enemies load sound ".wav",3 `Load a Sound to make a injured noise for Enemies load sound ".wav",4 `Load a Sound that Resembles impact or a Hit load sound ".wav",5 `Load your music load music ".mid",1 play music 1 `This Will Paste your Background image to the screen `Make your Background image 640, 480 paste image 4, 20,40 `Change These varibles so Your Bullet sprite comes out of `Your Player sprites Guns `If you do not change these your bullet make come out of `Your Images body or arm BulletOutOfGunX = 32 BulletOutOfGunY = 418 `Change These Varibles so your BossBullet sprite come outs `of your Boss's gun `If you do not change these your bullet make come out of `Your Images body or arm BossBulletOutOfGunX = 45 BossBulletOutOfGunY = 45 `Change These Varibles so your bullet sprite comes out of `Your Enemy Sprites Guns `If you do not change these your bullet make come out of `Your Images body or arm EnemyBulletOutOfGunX = 25 EnemyBulletOutofGunY = 55 `NOTE CHANGE THE FOLLOWING CODE IN BETWEEN THE = SIGNS IF YOU WOULD LIKE `=============================================== `Controls the Speed for the Players Bullet `Change value if you want BulletSpeed = 10 `The Amount of Ammo Clips Ammo = 3 `Boss Stats `Change Values if you like BossLife = 6 BossBulletSpeed = 10 BossSpeed = 3 `Speed the first wave of enemies move at EnemySpeed = 2 `Speed the first wave of enemies Bullets will move at EnemyBulletSpeed = 7 `Also See LINES 610, 611 `And See LINES 679, 680 `Position the Shield/Barrier ShieldX = 280 ShieldY = 350 `================================================ `Coordinates for player PlayerX = 300 PlayerY = 400 `Lifes PlayerLifes = 3 lifes = 3 Bullets = 76 `Comes Out of Gun (Adjust to match your Player Sprites Gun) BulletX = PlayerX + BulletOutOfGunX BulletY = BulletOutOfGunY MoveBoss = rnd(1) BossX = rnd(500) BossY = rnd(200) BossBulletX = BossX + BossBulletOutOfGunX BossBulletY = BossY + BossBulletOutOfGunY `Position our first Wave of Enemys `Create an Array for the Enemies X coordinates dim EnemyX(15) EnemyX(1) = rnd(500) EnemyX(2) = rnd(500) EnemyX(3) = rnd(500) EnemyX(4) = rnd(500) EnemyX(5) = rnd(500) `This Will be for our second wave of Enemies EnemyX(6) = rnd(500) EnemyX(7) = rnd(500) EnemyX(8) = rnd(500) EnemyX(9) = rnd(500) EnemyX(10) = rnd(500) `This Will be for our Third Wave of Enemies EnemyX(11) = rnd(500) EnemyX(12) = rnd(500) EnemyX(13) = rnd(500) EnemyX(14) = rnd(500) EnemyX(15) = rnd(500) `Create an Array for the Enemies Y coordinates dim EnemyY(15) EnemyY(1) = rnd(200) EnemyY(2) = rnd(200) EnemyY(3) = rnd(200) EnemyY(4) = rnd(200) EnemyY(5) = rnd(200) `This Will be for our second wave of Enemies EnemyY(6) = rnd(200) EnemyY(7) = rnd(200) EnemyY(8) = rnd(200) EnemyY(9) = rnd(200) EnemyY(10) = rnd(200) `This Will be for our Third wave of Enemies EnemyY(11) = rnd(200) EnemyY(12) = rnd(200) EnemyY(13) = rnd(200) EnemyY(14) = rnd(200) EnemyY(15) = rnd(200) `Move Enemy sprite dim MoveEnemy(15) MoveEnemy(1) = rnd(1) MoveEnemy(2) = rnd(1) MoveEnemy(3) = rnd(1) MoveEnemy(4) = rnd(1) MoveEnemy(5) = rnd(1) `This Will be for our second wave of Enemies MoveEnemy(6) = rnd(1) MoveEnemy(7) = rnd(1) MoveEnemy(8) = rnd(1) MoveEnemy(9) = rnd(1) MoveEnemy(10) = rnd(1) `This Will be for our Third wave of Enemies MoveEnemy(11) = rnd(1) MoveEnemy(12) = rnd(1) MoveEnemy(13) = rnd(1) MoveEnemy(14) = rnd(1) MoveEnemy(15) = rnd(1) `Position Bullet to come out of Enemy or Enemy Gun. `You will have to fix these variables so the Bullets `Come out of your enemy sprites properly. Dim EnemyBulletX(15) EnemyBulletX(1) = EnemyX(1) + EnemyBulletOutOfGunX EnemyBulletX(2) = EnemyX(2) + EnemyBulletOutOfGunX EnemyBulletX(3) = EnemyX(3) + EnemyBulletOutOfGunX EnemyBulletX(4) = EnemyX(4) + EnemyBulletOutOfGunX EnemyBulletX(5) = EnemyX(5) + EnemyBulletOutOfGunX `This Will be for our second wave of Enemies EnemyBulletX(6) = EnemyX(6) + EnemyBulletOutOfGunX EnemyBulletX(7) = EnemyX(7) + EnemyBulletOutOfGunX EnemyBulletX(8) = EnemyX(8) + EnemyBulletOutOfGunX EnemyBulletX(9) = EnemyX(9) + EnemyBulletOutOfGunX EnemyBulletX(10) = EnemyX(10) + EnemyBulletOutOfGunX `This Will be for our Third wave of Enemies EnemyBulletX(11) = EnemyX(11) + EnemyBulletOutOfGunX EnemyBulletX(12) = EnemyX(12) + EnemyBulletOutOfGunX EnemyBulletX(13) = EnemyX(13) + EnemyBulletOutOfGunX EnemyBulletX(14) = EnemyX(14) + EnemyBulletOutOfGunX EnemyBulletX(15) = EnemyX(15) + EnemyBulletOutOfGunX Dim EnemyBulletY(15) EnemyBulletY(1) = EnemyY(1) + EnemyBulletOutOfGunY EnemyBulletY(2) = EnemyY(2) + EnemyBulletOutOfGunY EnemyBulletY(3) = EnemyY(3) + EnemyBulletOutOfGunY EnemyBulletY(4) = EnemyY(4) + EnemyBulletOutOfGunY EnemyBulletY(5) = EnemyY(5) + EnemyBulletOutOfGunY `This Will be for our second wave of Enemies EnemyBulletY(6) = EnemyY(6) + EnemyBulletOutOfGunY EnemyBulletY(7) = EnemyY(7) + EnemyBulletOutOfGunY EnemyBulletY(8) = EnemyY(8) + EnemyBulletOutOfGunY EnemyBulletY(9) = EnemyY(9) + EnemyBulletOutOfGunY EnemyBulletY(10) = EnemyY(10) + EnemyBulletOutOfGunY `This Will be for our Third wave of Enemies EnemyBulletY(11) = EnemyY(11) + EnemyBulletOutOfGunY EnemyBulletY(12) = EnemyY(12) + EnemyBulletOutOfGunY EnemyBulletY(13) = EnemyY(13) + EnemyBulletOutOfGunY EnemyBulletY(14) = EnemyY(14) + EnemyBulletOutOfGunY EnemyBulletY(15) = EnemyY(15) + EnemyBulletOutOfGunY `These next 6 Lines position your Player Life Icons `=================================================== life3x = 480 life3y = 20 life2x = 500 life2y = 20 life1x = 520 life1y = 20 `=================================================== `This Positions the Players Ammo in the top center of the screen `You shouldnt need to change the values here dim PosBulletX(20) PosBulletX(1) = 220 PosBulletX(2) = 230 PosBulletX(3) = 240 PosBulletX(4) = 250 PosBulletX(5) = 260 PosBulletX(6) = 270 PosBulletX(7) = 280 PosBulletX(8) = 290 PosBulletX(9) = 300 PosBulletX(10) = 310 PosBulletX(11) = 320 PosBulletX(12) = 330 PosBulletX(13) = 340 PosBulletX(14) = 350 PosBulletX(15) = 360 PosBulletX(16) = 370 PosBulletX(17) = 380 PosBulletX(18) = 390 PosBulletX(19) = 400 PosBulletX(20) = 410 dim PosBulletY(20) PosBulletY(1) = 25 PosBulletY(2) = 25 PosBulletY(3) = 25 PosBulletY(4) = 25 PosBulletY(5) = 25 PosBulletY(6) = 25 PosBulletY(7) = 25 PosBulletY(8) = 25 PosBulletY(9) = 25 PosBulletY(10) = 25 PosBulletY(11) = 25 PosBulletY(12) = 25 PosBulletY(13) = 25 PosBulletY(14) = 25 PosBulletY(15) = 25 PosBulletY(16) = 25 PosBulletY(17) = 25 PosBulletY(18) = 25 PosBulletY(19) = 25 PosBulletY(20) = 25 set text opaque set text size 20 `Enter Your Game Title Here `--------------------------------- text 25,1, "Enter Game Title Here" `--------------------------------- text 480,1, "Player Lifes: " text 280,1, "Ammo Clips: 3" `----------------------------------------------------- `-----------------M_A_I_N--L_O_O_P-------------------- `----------------------------------------------------- do `The following lines below implement the Controls stated on the `Title Screen `Moves the Player to the left if leftkey() = 1 then playerX = playerX - 3 `Moves the Player to the Right if rightkey() = 1 then playerX = playerX + 3 `This code is stating that if the Bullets variable is less then 57 and the upkey is pressed `And The Player Has Ammo left then Reload the Guns and restore the Bullet sprites under Ammo Clips if bullets < 56 and upkey() = 1 and ammo > 0 then ReloadBullets = 1 `If Spacekey is pressed then fire bullets if spacekey() = 1 and bullets >= 56 then firing = 1 `This fires the Players Bullet if firing = 1 dec BulletY,BulletSpeed endif `If firing = 0 then Make sure that the players Bullet Follows `The Player as he moves if firing = 0 BulletX = playerX + BulletOutOfGunX BulletY = BulletOutOfGunY endif `If the Bullet is shot then Delete a Bullet under Ammo clips and `Play Gun sounds if bullety <= 390 and BulletY >= 385 then DeleteBullets = 1 : play sound 1 `Fire Boss Bullets BossBulletY = BossBulletY + BossBulletSpeed `Move Boss if MoveBoss = 0 then Inc BossX,BossSpeed if MoveBoss = 1 then Dec BossX,BossSpeed `Boss Boundarys if BossX < 10 then MoveBoss = 0 if BossX > 565 then MoveBoss = 1 `Boss Bullet Boundarys if BossBulletY > 500 then BossBulletX = BossX + BossBulletOutOfGunX : BossBulletY = BossY + BossBulletOutofGunY `The Following Lines of code will fire the Enemies Bullets. for EnemyFire = 1 to 15 EnemyBulletY(EnemyFire) = EnemyBulletY(EnemyFire) + EnemyBulletSpeed next EnemyFire `Move Enemy for a = 1 to 15 if MoveEnemy(a) = 0 then EnemyX(a) = EnemyX(a) + EnemySpeed if MoveEnemy(a) = 1 then EnemyX(a) = EnemyX(a) - EnemySpeed next a `Player Boundarys if playerX < 10 then playerX = 11 if playerX > 565 then playerX = 564 `Bullet Boundarys if BulletY < 50 then firing = 0 : BulletX = playerX + BulletOutOfGunX : BulletY = BulletOutOfGunY `Enemy Boundarys for EB = 1 to 15 if EnemyX(EB) < 10 then MoveEnemy(EB) = 0 if EnemyX(EB) > 565 then MoveEnemy(EB) = 1 next EB `Enemy Bullet Boundarys for EBB = 1 to 15 if EnemyBulletY(EBB) > 500 then EnemyBulletX(EBB) = EnemyX(EBB) + EnemyBulletOutOfGunX : EnemyBulletY(EBB) = EnemyY(EBB) + EnemyBulletOutOfGunY next EBB sprite 3,BulletX,BulletY,3 sprite 1,playerX,playerY,1 sprite 4,ShieldX,ShieldY,6 sprite 101,EnemyX(1),EnemyY(1),10 sprite 102,EnemyX(2),EnemyY(2),10 sprite 103,EnemyX(3),EnemyY(3),10 sprite 104,EnemyX(4),EnemyY(4),10 sprite 105,EnemyX(5),EnemyY(5),10 sprite 301,EnemyBulletX(1),EnemyBulletY(1),11 sprite 302,EnemyBulletX(2),EnemyBulletY(2),11 sprite 303,EnemyBulletX(3),EnemyBulletY(3),11 sprite 304,EnemyBulletX(4),EnemyBulletY(4),11 sprite 305,EnemyBulletX(5),EnemyBulletY(5),11 sprite 5, life3x,life3y,2 sprite 6, life2x,life2y,2 sprite 7, life1x,life1y,2 sprite 56, PosBulletX(1),PosBulletY(1),7 sprite 57, PosBulletX(2),PosBulletY(2),7 sprite 58, PosBulletX(3),PosBulletY(3),7 sprite 59, PosBulletX(4),PosBulletY(4),7 sprite 60, PosBulletX(5),PosBulletY(5),7 sprite 61, PosBulletX(6),PosBulletY(6),7 sprite 62, PosBulletX(7),PosBulletY(7),7 sprite 63, PosBulletX(8),PosBulletY(8),7 sprite 64, PosBulletX(9),PosBulletY(9),7 sprite 65, PosBulletX(10),PosBulletY(10),7 sprite 66, PosBulletX(11),PosBulletY(11),7 sprite 67, PosBulletX(12),PosBulletY(12),7 sprite 68, PosBulletX(13),PosBulletY(13),7 sprite 69, PosBulletX(14),PosBulletY(14),7 sprite 70, PosBulletX(15),PosBulletY(15),7 sprite 71, PosBulletX(16),PosBulletY(16),7 sprite 72, PosBulletX(17),PosBulletY(17),7 sprite 73, PosBulletX(18),PosBulletY(18),7 sprite 74, PosBulletX(19),PosBulletY(19),7 sprite 75, PosBulletX(20),PosBulletY(20),7 `Delete the Bullet sprites under Ammo Clips if DeleteBullets = 1 bullets = bullets - 1 * 1 if Bullets = 74 then PosBulletX(20) = 680 : PosBulletY(20) = 680 if Bullets = 73 then PosBulletX(19) = 680 : PosBulletY(19) = 680 if Bullets = 72 then PosBulletX(18) = 680 : PosBulletY(18) = 680 if Bullets = 71 then PosBulletX(17) = 680 : PosBulletY(17) = 680 if Bullets = 70 then PosBulletX(16) = 680 : PosBulletY(16) = 680 if Bullets = 69 then PosBulletX(15) = 680 : PosBulletY(15) = 680 if Bullets = 68 then PosBulletX(14) = 680 : PosBulletY(14) = 680 if Bullets = 67 then PosBulletX(13) = 680 : PosBulletY(13) = 680 if Bullets = 66 then PosBulletX(12) = 680 : PosBulletY(12) = 680 if Bullets = 65 then PosBulletX(11) = 680 : PosBulletY(11) = 680 if Bullets = 64 then PosBulletX(10) = 680 : PosBulletY(10) = 680 if Bullets = 63 then PosBulletX(9) = 680 : PosBulletY(9) = 680 if Bullets = 62 then PosBulletX(8) = 680 : PosBulletY(8) = 680 if Bullets = 61 then PosBulletX(7) = 680 : PosBulletY(7) = 680 if Bullets = 60 then PosBulletX(6) = 680 : PosBulletY(6) = 680 if Bullets = 59 then PosBulletX(5) = 680 : PosBulletY(5) = 680 if Bullets = 58 then PosBulletX(4) = 680 : PosBulletY(4) = 680 if Bullets = 57 then PosBulletX(3) = 680 : PosBulletY(3) = 680 if Bullets = 56 then PosBulletX(2) = 680 : PosBulletY(2) = 680 if Bullets = 55 then PosBulletX(1) = 680 : PosBulletY(1) = 680 deletebullets = 0 endif if ReloadBullets = 1 bullets = 76 PosBulletX(1) = 220 PosBulletX(2) = 230 PosBulletX(3) = 240 PosBulletX(4) = 250 PosBulletX(5) = 260 PosBulletX(6) = 270 PosBulletX(7) = 280 PosBulletX(8) = 290 PosBulletX(9) = 300 PosBulletX(10) = 310 PosBulletX(11) = 320 PosBulletX(12) = 330 PosBulletX(13) = 340 PosBulletX(14) = 350 PosBulletX(15) = 360 PosBulletX(16) = 370 PosBulletX(17) = 380 PosBulletX(18) = 390 PosBulletX(19) = 400 PosBulletX(20) = 410 PosBulletY(1) = 25 PosBulletY(2) = 25 PosBulletY(3) = 25 PosBulletY(4) = 25 PosBulletY(5) = 25 PosBulletY(6) = 25 PosBulletY(7) = 25 PosBulletY(8) = 25 PosBulletY(9) = 25 PosBulletY(10) = 25 PosBulletY(11) = 25 PosBulletY(12) = 25 PosBulletY(13) = 25 PosBulletY(14) = 25 PosBulletY(15) = 25 PosBulletY(16) = 25 PosBulletY(17) = 25 PosBulletY(18) = 25 PosBulletY(19) = 25 PosBulletY(20) = 25 Ammo = Ammo - 1 * 1 text 280,1, "Ammo Clips: " + STR$(Ammo) play sound 2 ReloadBullets = 0 endif if sprite hit(3,4) = 1 BulletX = PlayerX + BulletOutOfGunX BulletY = BulletOutOfGunY firing = 0 endif `This code acknowldges the Talibans bullet against sandbag for C = 301 to 305 if sprite hit(c,4) = 1 play sound 5 delete sprite (c) d = c - 300 EnemyBulletX(d) = EnemyX(d) + EnemyBulletOutOfGunX EnemyBulletY(d) = EnemyY(d) + EnemyBulletOutOfGunY endif next C `EnmB = EnemyBullet for EnmB = 301 to 305 if sprite hit(1,EnmB) = 1 delete sprite 1 play sound 3 PlayerX = 300 PlayerY = 400 lifes = lifes - 1 * 1 sleep 1000 endif next EnmB if lifes = 2 then delete sprite 7 : life1x = 680 : life1y = 680 if lifes = 1 then delete sprite 6 : life2x = 680 : life2y = 680 if lifes = 0 then delete sprite 5 : life3x = 680 : life3y = 680 : center text 320,260, "Game Over!" : sleep 2000 : end `If players Bullet Hits for PB = 101 to 105 if sprite hit(PB,3) = 1 SecondWave = SecondWave + 1 delete sprite PB play sound 4 firing = 0 BulletX = PlayerX + BulletOutOfGunX BulletY = PlayerY KillEnemy = PB - 100 KillBullet = PB + 200 delete sprite PB delete sprite KillBullet EnemyBulletX(KillEnemy) = 2000 EnemyBulletY(KillEnemy) = 2000 EnemyX(KillEnemy) = 2000 EnemyY(KillEnemy) = 2000 endif next PB `Second Wave of Enemies if SecondWave = 5 sprite 106,EnemyX(6),EnemyY(6),10 sprite 107,EnemyX(7),EnemyY(7),10 sprite 108,EnemyX(8),EnemyY(8),10 sprite 109,EnemyX(9),EnemyY(9),10 sprite 110,EnemyX(10),EnemyY(10),10 sprite 306,EnemyBulletX(6),EnemyBulletY(6),11 sprite 307,EnemyBulletX(7),EnemyBulletY(7),11 sprite 308,EnemyBulletX(8),EnemyBulletY(8),11 sprite 309,EnemyBulletX(9),EnemyBulletY(9),11 sprite 310,EnemyBulletX(10),EnemyBulletY(10),11 EnemyBulletSpeed = 8 EnemySpeed = 3 `If players Bullet Hits for PB2 = 106 to 110 if sprite hit(PB2,3) = 1 delete sprite PB2 play sound 4 firing = 0 BulletX = PlayerX + BulletOutOfGunX BulletY = PlayerY KillEnemy2 = PB2 - 100 KillBullet2 = PB2 + 200 delete sprite PB2 delete sprite KillBullet2 EnemyBulletX(KillEnemy2) = 2000 EnemyBulletY(KillEnemy2) = 2000 EnemyX(KillEnemy2) = 2000 EnemyY(KillEnemy2) = 2000 ThirdWave = ThirdWave + 1 endif next PB2 `Acknowledge Taliban Bullet against Sand bag for C2 = 306 to 310 if sprite hit(C2,4) = 1 play sound 5 delete sprite (C2) D2 = C2 - 300 EnemyBulletX(d2) = EnemyX(d2) + EnemyBulletOutOfGunX EnemyBulletY(d2) = EnemyY(d2) + EnemyBulletOutOfGunY endif next C2 `Enemy Bullet hits player for EnmB2 = 306 to 310 if sprite hit(1,EnmB2) = 1 delete sprite 1 play sound 3 PlayerX = 300 PlayerY = 400 lifes = lifes - 1 * 1 sleep 1000 endif next EnmB2 if lifes = 2 then delete sprite 7 : life1x = 680 : life1y = 680 if lifes = 1 then delete sprite 6 : life2x = 680 : life2y = 680 if lifes = 0 then delete sprite 5 : life3x = 680 : life3y = 680 : center text 320,260, "Game Over!" : sleep 2000 : end `End of SecondWave endif ` Third Wave if ThirdWave = 5 sprite 111,EnemyX(11),EnemyY(11),10 sprite 112,EnemyX(12),EnemyY(12),10 sprite 113,EnemyX(13),EnemyY(13),10 sprite 114,EnemyX(14),EnemyY(14),10 sprite 115,EnemyX(15),EnemyY(15),10 sprite 311,EnemyBulletX(11),EnemyBulletY(11),11 sprite 312,EnemyBulletX(12),EnemyBulletY(12),11 sprite 313,EnemyBulletX(13),EnemyBulletY(13),11 sprite 314,EnemyBulletX(14),EnemyBulletY(14),11 sprite 315,EnemyBulletX(15),EnemyBulletY(15),11 EnemyBulletSpeed = 12 EnemySpeed = 4 `If players Bullet Hits for PB3 = 111 to 115 if sprite hit(PB3,3) = 1 delete sprite PB3 play sound 4 firing = 0 BulletX = PlayerX + BulletOutOfGunX BulletY = PlayerY KillEnemy3 = PB3 - 100 KillBullet3 = PB3 + 200 delete sprite PB3 delete sprite KillBullet3 EnemyBulletX(KillEnemy3) = 2000 EnemyBulletY(KillEnemy3) = 2000 EnemyX(KillEnemy3) = 2000 EnemyY(KillEnemy3) = 2000 BossBattle = BossBattle + 1 endif next PB3 `Acknowledge Taliban Bullet against Sand bag for C3 = 311 to 315 if sprite hit(C3,4) = 1 play sound 5 delete sprite (C3) D3 = C3 - 300 EnemyBulletX(d3) = EnemyX(d3) + EnemyBulletOutOfGunX EnemyBulletY(d3) = EnemyY(d3) + EnemyBulletOutOfGunY endif next C3 `Taliban Bullet hits player for EnmB3 = 311 to 315 if sprite hit(1,EnmB3) = 1 delete sprite 1 play sound 3 PlayerX = 300 PlayerY = 400 lifes = lifes - 1 * 1 sleep 1000 endif next EnmB3 if lifes = 2 then delete sprite 7 : life1x = 680 : life1y = 680 if lifes = 1 then delete sprite 6 : life2x = 680 : life2y = 680 if lifes = 0 then delete sprite 5 : life3x = 680 : life3y = 680 : center text 320,260, "Game Over!" : sleep 2000 : end `End Third Wave endif if BossBattle = 5 sprite 8,BossX,BossY,8 sprite 9,BossBulletX,BossBulletY,9 if sprite hit(8,3) = 1 play sound 4 firing = 0 BulletX = PlayerX + BulletOutOfGunX BulletY = PlayerY + BulletOutOfGunY BossLife = BossLife - 1 * 1 MoveBoss = 0 endif if sprite hit(1,9) = 1 delete sprite 1 play sound 3 PlayerX = 300 PlayerY = 400 lifes = lifes - 1 * 1 sleep 1000 endif if lifes = 2 then delete sprite 7 : life1x = 680 : life1y = 680 if lifes = 1 then delete sprite 6 : life2x = 680 : life2y = 680 if lifes = 0 then delete sprite 5 : life3x = 680 : life3y = 680 : center text 320,260, "Game Over!" : sleep 2000 : end if BossLife < 1 delete sprite 110 delete sprite 111 BossX = 2000 BossY = 2000 BossBulletX = 2000 BossBulletY = 2000 `Enter The Following Information that Applies to your game `----------------------------------------------------------------- text 200,260, "You Have Defeated Saddam and His Army!!" `----------------------------------------------------------------- sleep 2000 end endif if sprite hit(9,4) = 1 play sound 5 FireBullet = 1 endif if FireBullet = 1 delete sprite 9 BossBulletX = BossX + BossBulletOutOfGunX BossBulletY = BossY + BossBulletOutOfGunY FireBullet = 0 endif `End BossBattle endif sync loop |