walk through a park of falling rocks by blood scent10th Apr 2006 18:36
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Summary I remmed the media so don't worry, if i forgot anything that i was supposed to rem just diy. the media comes with dark basicpro, so just drag it into the program to enjoy full the Description Please email me with your high scores. (frankietheg123@yahoo.com) Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com REM Project: walk through the park of falling rocks REM Created: 8/19/2005 7:01:29 PM REM ***** Main Source File ***** REM REM Project: created bitmap REM Created: 8/17/2005 8:05:15 PM REM REM ***** Main Source File ***** REM REM Project: created bitmap REM Created: 8/17/2005 8:05:15 PM REM REM ***** Main Source File ***** setupsprites() animate() end rem setup game function setupsprites() rem initialize randomize timer() set text size 50 hide mouse sync on : sync rate 100 remstart load sound "impactsow.wav",1 load sound "impactsexplosion.wav",2 load sound "impactsla.wav",3 load music "mp3music triumph.mp3",1 loop music 1 remend rem draw the figures create bitmap 2,70,70 set current bitmap 2 ink rgb(255,255,255),rgb(15,204,14) rem sync : cls : sync sync rem head box 10,0,20,10 rem body line 15,10,15,35 rem left leg line 15,35,4,55 rem right leg line 15,35,26,55 rem get image for sprite get image 1,4,0,26,55 cls rem head box 10,0,20,10 rem body line 15,10,15,35 rem unileg line 15,35,15,55 get image 2,9,0,21,55 cls rgb(0,0,0) ink rgb(10,0,0),rgb(0,0,0) cls rgb(0,0,0) circle 10,10,10 get image 3,0,0,20,20 set current bitmap 0 ink rgb(255,255,255),rgb(255,0,0) sync : cls rgb(0,0,0) : sync rem make sprite sprite 1,screen width()-50,screen height()-110,1 hide sprite 1 sprite 2,screen width()-45,screen height()-110,2 line 0,screen height()-55,screen width()+100,screen height()-55 sync endfunction rem animation function function animate() rem if switch =1 show sprite 1,if 2, show spite 2 switch=2 rem setup positions x#=screen width()-50 x2#=screen width()-45 posx#=rnd(screen width()-50) rem color screen ink rgb(255,255,255),rgb(0,0,0) sync : sync loop sound 3 rem main game loop do rem ptint steps taken to screen text screen width()/2-100,0,str$(walk#) ink rgb(255,255,255),rgb(0,0,0) sync box screen width()/2-100,0,50,50 sync rem open or close legs if switch=2 walk#=walk#+1 hide sprite 1 show sprite 2 sleep 180 sync text screen width()/2-100,0,str$(walk#) ink rgb(255,255,255),rgb(0,0,0) sync box screen width()/2-100,0,50,50 sync switch=1 else show sprite 1 hide sprite 2 switch=2 sleep 180 sync text screen width()/2-100,0,str$(walk#) ink rgb(255,255,255),rgb(0,0,0) sync box screen width()/2-100,0,50,50 sync endif rem logic to control movement if x#<=0 and w=0 w=1 x#=x#+5 x2#=x2#+5 endif if x#<screen width()-35 and w=1 x#=x#+5 x2#=x2#+5 endif if x#>=screen width()-35 and w=1 w=0 x#=x#-5 x2#=x2#-5 endif if x#>0 and w=0 x#=x#-5 x2#=x2#-5 endif rem position sprites sprite 1,x#,screen height()-110,1 sprite 2,x2#,screen height()-110,2 sprite 3,xpos#,ypos#,3 sync rem make falling rocks positions ypos#=ypos#+35 if ypos#>screen height()-85 rem play sound 2 ypos#=0 xpos#=rnd(screen width()-35) endif rem check for collision if sprite hit(3,1) rem pause sound 3 rem play spound if rock hits player rem play sound 1 rem print steps taken in middle of screen set cursor screen width()/2-50,screen height()/2-50 print "";walk#;" steps taken" sync rem wait for key,then end wait key end endif rem end check rem print steps to screen text screen width()/2-100,0,str$(walk#) ink rgb(255,255,255),rgb(0,0,0) sync box screen width()/2-100,0,50,50 sync rem go back to do loop endfunction |