Posted: 4th Jun 2003 4:01
hi
it's just the begening of a game

you have a launcher grenade.....and you launch it
enjoy...

Arrow key:move
Mouse:rotate camera
leftclick:launch grenade

+ Code Snippet
Gosub Video
Gosub Initialisation_Variable
Gosub Creer_Texture
Gosub Creer_Environnement
Gosub Creer_Objet

`######################################################################################
do

   Gosub Inputs
   Gosub Update_Cam
   Gosub Position_Gun
   Gosub Update_Ciel


   if mouseclick()=1 then click=1
   if (mouseclick()=0) and (click=1)
      position object 500+bullet,x#,y#,z#
      rotate object 500+bullet,Ax#,Ay#,0
      move object 500+bullet,50
      BulletCoord#(bullet,1)=object position x(500+bullet)
      BulletCoord#(bullet,2)=object position y(500+bullet)
      BulletCoord#(bullet,3)=object position z(500+bullet)
      BulletSpeed#(bullet,2)=1000*sin(wrapvalue(Ax#+180))
      BulletSpeed#(bullet,1)=(1000*cos(Ax#))*sin(ay#)
      BulletSpeed#(bullet,3)=(1000*cos(Ax#))*cos(ay#)
      lance=1
      click=0
   endif

   gosub Gerer_Bullet
   if explosion<>0 then gosub Gerer_Explosion

   set cursor 0,0
   print Screen Fps()
   sync
loop
end
`############################################################################################
Video:
   autocam off
   sync on
   sync rate 0
   set camera range 1,3010
   backdrop off
   set display mode 640,480,16
   hide mouse
   randomize timer()
   print "relaxez..."
return
`********************************************************************************************
Initialisation_Variable:
x#=5000
z#=5000
lance=0
dim BulletCoord#(100,3)
dim BulletSpeed#(100,3)
Bullet=1
Grav#=0-500
dim Ptime#(900)
dim object#(900,10)
Return
`********************************************************************************************
Creer_Texture:
   Rem Ciel
   create bitmap 1,257,257
   ink rgb(0,62,242),0
   box 0,0,256,256
   ink rgb(0,0,50),0
   for i=1 to 20000
      dot rnd(255),rnd(255)
   next i
   get image 1,0,0,256,256
   delete bitmap 1


   Rem Arbres
   create bitmap 1,257,257
   for i=1 to 50
      ang=rnd(359)
      dist1=rnd(37)
      x=60+dist1*cos(ang)
      y=60+dist1*sin(ang)
      ink rgb(0,255,0),0
      for j=1 to 20
         circle x,y,j
      next j

      ink rgb(30,150,20),0
      for l=1 to 200
         ang=rnd(359)
         dist1=rnd(40)
         x=60+dist1*cos(ang)
         y=60+dist1*sin(ang)
         dot x,y
      next l

      ink rgb(125,77,15),0
      x2=rnd(15)+53
      y2=rnd(100)+95
      for k=1 to 12
         circle x2,y2,k
      next k
   next i
   blur bitmap 1,4
   get image 2,0,0,118,200
   delete bitmap 1

   rem Bonhomme tout nue
   create bitmap 1,256,256
   ink rgb(255,25,117),0
   box 50,5,90,50
   box 65,50,75,60
   box 40,60,100,150
   box 40,100,60,200
   box 80,100,100,200
   box 5,70,135,90
   get image 3,0,0,210,200
   blur bitmap 1,4
   get image 4,0,0,210,200
   delete bitmap 1

   Rem Herbe
   create bitmap 1,1025,1025
   ink rgb(0,90,20),0
   box 0,0,512,512
   ink rgb(0,60,5),0
   for i=1 to 20000
      dot rnd(512),rnd(512)
   next i
   rem terre
   ink rgb(110,57,0),0
   box 512,0,1024,512
   ink rgb(125,77,15),0
   for i=1 to 20000
      dot rnd(512)+512,rnd(512)
   next i
   get image 99,0,0,1024,1024
   delete bitmap 1

   rem mire
   create bitmap 1,51,51
   ink rgb(0,250,0),0
   box 10,24,22,26
   box 28,24,40,26
   box 24,10,26,22
   box 24,28,26,40
   ink rgb(255,0,0),0
   box 24,24,26,26
   get image 5,0,0,50,50
   delete bitmap 1

   create bitmap 1,128,128
   for n=1 to 5000
      x=rnd(32)+rnd(32)+rnd(32)+rnd(32):y=rnd(32)+rnd(32)+rnd(32)+rnd(32)
      i1=abs(64-x):i1=i1*i1:i2=abs(64-y):i2=i2*i2
      i=256-6*sqrt(i1+i2):ink rgb(255,i,0),0:dot x,y
   next n
   get image 6,0,0,128,128
   delete bitmap 1

   create bitmap 1,1025,1025
   for i=-150 to 640 step 50
      for j=-150 to 640 step 50
         paste image 6,i,j,1
      next j
   next i
   get image 7,0,0,640,640
   delete bitmap 1


Return
`********************************************************************************************
Creer_Environnement:
   make object sphere 1,6000
   set object 1,1,1,0
   texture object 1,1

   make matrix 1,10000,10000,20,20
   prepare matrix texture 1,99,2,2
   fill matrix 1,0.0,1
   randomize matrix 1,100
   update matrix 1

   fog on
   fog color rgb(0,61,236)
   fog distance 3010

   y#=get ground height(1,x#,z#)+150
return
`*********************************************************************************************
Creer_Objet:
   rem Fusil
   make object box 2,5,5,40
   set object rotation ZYX 2
   make object box 3,3,3,20
   make mesh from object 1,3
   delete object 3
   make object box 4,4,4,20
   make mesh from object 2,4
   delete object 4

   color limb 2,0,rgb(184,104,32)
   add limb 2,1,1
   delete mesh 1
   color limb 2,1,rgb(75,75,75)
   add limb 2,2,2
   delete mesh 2
   color limb 2,2,rgb(75,75,75)

   offset limb 2,1,0,0,20
   offset limb 2,2,0,4.5,0

   rem Arbre
   grosx#=300
   make object plain 3,grosx#,grosx#*1.6
   make mesh from object 1,3
   delete object 3
   for i=3 to 100
      make object i,1,0
      add limb i,1,1
      set object rotation ZYX i
      texture object i,2
      position object i,rnd(10000),0,rnd(10000)
      position object i,object position x(i),(grosx#*1.6/2)+get ground height(1,object position x(i),object position z(i)),object position z(i)
      yrotate object i,rnd(360)
      rotate limb i,1,0,90,0
      set object i,1,0,0
   next i
   delete mesh 1

   rem box pour bouger fusil
   make object cube 401,1
   set object rotation ZYX 401
   rem set object 401,1,0,0
   scale object 2,70,70,70
   glue object to limb 2,401,0
   position object 2,7,-5,20
   rotate object 2,350,350,0

   Make object Plain 402,10,10
   set object 402,1,0,1
   texture object 402,5
   lock object on 402
   position object 402,0,0,70
   ghost object on 402

   for i=1 to 100
      make object cylinder 500+i,10
      scale object 500+i,50,50,200
      set object rotation ZYX 500+i
      xrotate object 500+i,90
      fix object pivot 500+i
      position object 500+i,0,0,0
   next i

   make object sphere 899,200
   set object 899,1,0,0
   texture object 899,7
   ghost object on 899

   for i=701 to 846
      make object plain i,200+rnd(200),rnd(200)+200
      set object i,1,0,0
      texture object i,6
      ghost object on i
   next i

return
`***********************************************************************************************
Position_Gun:
   position object 401,x#,y#,z#
   rotate object 401,ax#,ay#,0
return
`***********************************************************************************************
Update_Ciel:
   Position Object 1,x#,y#,z#
Return
`***********************************************************************************************
Inputs:

   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6

   if direction<>0
      OldX#=X#
      OldY#=Y#
      OldZ#=Z#
      MoveAy#=wrapvalue(((Direction-1)*45)+Ay#)
      x#=oldx#+XValue(oldx#,oldz#,MoveAy#,5.0)
      y#=oldy#+YValue(oldx#,oldz#,MoveAy#,5.0)
      z#=oldz#+ZValue(oldx#,oldz#,MoveAy#,5.0)
      direction=0
   endif

   Ax#=wrapvalue(Ax#-(MouseMoveY()/2.0))
   Ay#=wrapvalue(Ay#+(MouseMoveX()/2.0))
Return
`***********************************************************************************************
Update_Cam:
   position camera x#,y#,z#
   rotate camera ax#,ay#,0
Return
`***********************************************************************************************
Gerer_Bullet:
   DifTime#=Timer()-BulletTime#
   BulletTime#=Timer()
   for i=1 to 100
      if BulletCoord#(i,1)<>0
         BulletSpeed#(i,2)=BulletSpeed#(i,2)+Grav#*(DifTime#/1000)
         BulletCoord#(i,1)=BulletCoord#(i,1)+BulletSpeed#(i,1)*(DifTime#/1000)
         BulletCoord#(i,2)=BulletCoord#(i,2)+BulletSpeed#(i,2)*(DifTime#/1000)
         BulletCoord#(i,3)=BulletCoord#(i,3)+BulletSpeed#(i,3)*(DifTime#/1000)
         position object 500+i,BulletCoord#(i,1),BulletCoord#(i,2),BulletCoord#(i,3)
         if BulletCoord#(i,2)<get ground height(1,BulletCoord#(i,1),BulletCoord#(i,3))
            explosion=i
            explosionX#=BulletCoord#(i,1)
            explosionY#=BulletCoord#(i,2)
            explosionZ#=BulletCoord#(i,3)
            Pacc#=-200
            for j=701 to 846
               object#(j,1)=BulletCoord#(i,1)
               object#(j,2)=BulletCoord#(i,2)
               object#(j,3)=BulletCoord#(i,3)
               VPXZ#=rnd(400)+200
               APY#=rnd(360)
               object#(j,7)=vpxz#*sin(apy#)
               object#(j,9)=vpxz#*cos(apy#)
               object#(j,8)=rnd(600)+300
               Ptime#(j)=timer()
               object#(j,5)=apy#
               object#(j,10)=90+rnd(90)
            next j
            position object 899,explosionx#,explosiony#,explosionz#
            for j=701 to 846
               position object j,object#(i,1),object#(i,2),object#(i,3)
            next j
            sync
            BulletCoord#(i,1)=0
            BulletCoord#(i,2)=0
            BulletCoord#(i,3)=0
         gama=500
         scale#=98
         CTime#=Timer()
         hide object 899
         endif
      endif
   next i
return
`***********************************************************************************************
Gerer_Explosion:

   if scale#>100
      if gama>255:gama=gama-10:set gamma gama,gama,gama:endif

      MaxYBullet#=Object#(701,2)
      for i=701 to 846
         position object i,object#(i,1),object#(i,2),object#(i,3)
         rotate object i,object#(i,4),object#(i,5),object#(i,6)
         object#(i,8)=object#(i,8)+Pacc#*((timer()-ptime#(i))/500.0)
         object#(i,1)=object#(i,1)+(object#(i,7)*((timer()-ptime#(i))/500.0))
         object#(i,3)=object#(i,3)+(object#(i,9)*((timer()-ptime#(i))/500.0))
         object#(i,2)=object#(i,2)+(object#(i,8)*((timer()-ptime#(i))/500.0))
         object#(i,4)=wrapvalue(object#(i,4)+(object#(i,10)*((timer()-ptime#(i))/500.0)))
         ptime#(i)=timer()
         if Object#(i,2)>MaxYBullet# then MaxYBullet#=Object#(i,2)
      next i
   endif

   if (MaxYBullet#<0) and (scale#>100) then Explosion=0
   if scale#<300
      Scale#=(Scale#^(1+(1*((timer()-Ctime#)/1000.0))))+(15*((timer()-Ctime#)/1000.0))
      Scale object 899,Scale#,scale#,scale#
   else
      hide object 899
   endif
   CTime#=Timer()
Return
`***********************************************************************************************


`################################################################################################
function Xvalue(x#,z#,ay#,L#)
zf#=(L#)*cos(ay#)
xf#=(L#)*sin(ay#)
lxzf#=sqrt(xf#^2.0+zf#^2.0)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction x2#

function Yvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction y2#

function Zvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction z2#
`***********************************************************************************************
Posted: 5th Jun 2003 22:18
Parameter problem at line 288:

if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8

Doesn't like it
Posted: 5th Jun 2003 23:38
I think there's an AND missing from the above.
Posted: 5th Jun 2003 23:40
+ Code Snippet
   if (upkey()) and (leftkey()) and (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) and (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) and  (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) and (NbTouche=2) then Direction=6


There you go
Posted: 5th Jun 2003 23:48
wow sorry

...
now a new version with MUSIC .....and ground deformation:

+ Code Snippet
Gosub Video
Gosub Initialisation_Variable
Gosub Creer_Music
Gosub Creer_Texture
Gosub Creer_Environnement
Gosub Creer_Objet
`######################################################################################
do

   Gosub Inputs
   Gosub Update_Cam
   Gosub Position_Gun
   Gosub Update_Ciel


   if mouseclick()=1 then click=1
   if (mouseclick()=0) and (click=1)
      position object 500+bullet,x#,y#,z#
      rotate object 500+bullet,Ax#,Ay#,0
      move object 500+bullet,50
      show object 500+bullet
      BulletCoord#(bullet,1)=object position x(500+bullet)
      BulletCoord#(bullet,2)=object position y(500+bullet)
      BulletCoord#(bullet,3)=object position z(500+bullet)
      BulletSpeed#(bullet,2)=1000*sin(wrapvalue(Ax#+180))
      BulletSpeed#(bullet,1)=(1000*cos(Ax#))*sin(ay#)
      BulletSpeed#(bullet,3)=(1000*cos(Ax#))*cos(ay#)
      lance=1
      click=0
   endif

   gosub Gerer_Bullet
   if explosion<>0 then gosub Gerer_Explosion

   set cursor 0,0
   print Screen Fps()
   sync
loop
end
`############################################################################################
Video:
   autocam off
   sync on
   sync rate 0
   set camera range 1,3010
   backdrop off
   set display mode 640,480,16
   hide mouse
   randomize timer()
   print "relaxez..."
return
`********************************************************************************************
Initialisation_Variable:
x#=5000
z#=5000
lance=0
dim BulletCoord#(100,3)
dim BulletSpeed#(100,3)
Bullet=1
Grav#=0-500
dim Ptime#(900)
dim object#(900,10)
Return
`********************************************************************************************
Creer_Texture:
   Rem Ciel
   create bitmap 1,257,257
   ink rgb(0,62,242),0
   box 0,0,256,256
   ink rgb(0,0,50),0
   for i=1 to 20000
      dot rnd(255),rnd(255)
   next i
   get image 1,0,0,256,256
   delete bitmap 1


   Rem Arbres
   create bitmap 1,257,257
   for i=1 to 50
      ang=rnd(359)
      dist1=rnd(37)
      x=60+dist1*cos(ang)
      y=60+dist1*sin(ang)
      ink rgb(0,255,0),0
      for j=1 to 20
         circle x,y,j
      next j

      ink rgb(30,150,20),0
      for l=1 to 200
         ang=rnd(359)
         dist1=rnd(40)
         x=60+dist1*cos(ang)
         y=60+dist1*sin(ang)
         dot x,y
      next l

      ink rgb(125,77,15),0
      x2=rnd(15)+53
      y2=rnd(100)+95
      for k=1 to 12
         circle x2,y2,k
      next k
   next i
   blur bitmap 1,4
   get image 2,0,0,118,200
   delete bitmap 1

   rem Bonhomme tout nue
   create bitmap 1,256,256
   ink rgb(255,25,117),0
   box 50,5,90,50
   box 65,50,75,60
   box 40,60,100,150
   box 40,100,60,200
   box 80,100,100,200
   box 5,70,135,90
   get image 3,0,0,210,200
   blur bitmap 1,4
   get image 4,0,0,210,200
   delete bitmap 1

   Rem Herbe
   create bitmap 1,1025,1025
   ink rgb(0,90,20),0
   box 0,0,512,512
   ink rgb(0,60,5),0
   for i=1 to 20000
      dot rnd(512),rnd(512)
   next i
   rem terre
   ink rgb(110,57,0),0
   box 512,0,1024,512
   ink rgb(125,77,15),0
   for i=1 to 20000
      dot rnd(512)+512,rnd(512)
   next i
   get image 99,0,0,1024,1024
   delete bitmap 1

   rem mire
   create bitmap 1,51,51
   ink rgb(0,250,0),0
   box 10,24,22,26
   box 28,24,40,26
   box 24,10,26,22
   box 24,28,26,40
   ink rgb(255,0,0),0
   box 24,24,26,26
   get image 5,0,0,50,50
   delete bitmap 1

   create bitmap 1,128,128
   for n=1 to 5000
      x=rnd(32)+rnd(32)+rnd(32)+rnd(32):y=rnd(32)+rnd(32)+rnd(32)+rnd(32)
      i1=abs(64-x):i1=i1*i1:i2=abs(64-y):i2=i2*i2
      i=256-6*sqrt(i1+i2):ink rgb(255,i,0),0:dot x,y
   next n
   get image 6,0,0,128,128
   delete bitmap 1

   create bitmap 1,1025,1025
   for i=-150 to 640 step 50
      for j=-150 to 640 step 50
         paste image 6,i,j,1
      next j
   next i
   get image 7,0,0,640,640
   delete bitmap 1


Return
`********************************************************************************************
Creer_Environnement:
   make object sphere 1,6000
   set object 1,1,1,0
   texture object 1,1

   make matrix 1,10000,10000,20,20
   prepare matrix texture 1,99,2,2
   fill matrix 1,0.0,1
   randomize matrix 1,100
   update matrix 1

   fog on
   fog color rgb(0,61,236)
   fog distance 3010

   y#=get ground height(1,x#,z#)+150
return
`*********************************************************************************************
Creer_Objet:
   rem Fusil
   make object box 2,5,5,40
   set object rotation ZYX 2
   make object box 3,3,3,20
   make mesh from object 1,3
   delete object 3
   make object box 4,4,4,20
   make mesh from object 2,4
   delete object 4

   color limb 2,0,rgb(184,104,32)
   add limb 2,1,1
   delete mesh 1
   color limb 2,1,rgb(75,75,75)
   add limb 2,2,2
   delete mesh 2
   color limb 2,2,rgb(75,75,75)

   offset limb 2,1,0,0,20
   offset limb 2,2,0,4.5,0

   rem Arbre
   grosx#=300
   make object plain 3,grosx#,grosx#*1.6
   make mesh from object 1,3
   delete object 3
   for i=3 to 100
      make object i,1,0
      add limb i,1,1
      set object rotation ZYX i
      texture object i,2
      position object i,rnd(10000),0,rnd(10000)
      position object i,object position x(i),(grosx#*1.6/2)+get ground height(1,object position x(i),object position z(i)),object position z(i)
      yrotate object i,rnd(360)
      rotate limb i,1,0,90,0
      set object i,1,0,0
   next i
   delete mesh 1

   rem box pour bouger fusil
   make object cube 401,1
   set object rotation ZYX 401
   rem set object 401,1,0,0
   scale object 2,70,70,70
   glue object to limb 2,401,0
   position object 2,7,-5,20
   rotate object 2,350,350,0

   Make object Plain 402,10,10
   set object 402,1,0,1
   texture object 402,5
   lock object on 402
   position object 402,0,0,70
   ghost object on 402

   for i=1 to 100
      make object cylinder 500+i,10
      scale object 500+i,50,50,200
      set object rotation ZYX 500+i
      xrotate object 500+i,90
      fix object pivot 500+i
      position object 500+i,0,0,0
   next i

   make object sphere 899,200
   set object 899,1,0,0
   texture object 899,7
   ghost object on 899

   for i=701 to 846
      make object plain i,200+rnd(200),rnd(200)+200
      set object i,1,0,0
      texture object i,6
      ghost object on i
   next i

return
`***********************************************************************************************
Position_Gun:
   position object 401,x#,y#,z#
   rotate object 401,ax#,ay#,0
return
`***********************************************************************************************
Update_Ciel:
   Position Object 1,x#,y#,z#
Return
`***********************************************************************************************
Inputs:

   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) and (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) and (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) and (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) and (NbTouche=2) then Direction=6

   if direction<>0
      OldX#=X#
      OldY#=Y#
      OldZ#=Z#
      MoveAy#=wrapvalue(((Direction-1)*45)+Ay#)
      x#=oldx#+XValue(oldx#,oldz#,MoveAy#,5.0)
      rem y#=oldy#+YValue(oldx#,oldz#,MoveAy#,5.0)
      z#=oldz#+ZValue(oldx#,oldz#,MoveAy#,5.0)
      y#=get ground height(1,x#,z#)+150
      direction=0
   endif

   Ax#=wrapvalue(Ax#-(MouseMoveY()/2.0))
   Ay#=wrapvalue(Ay#+(MouseMoveX()/2.0))
Return
`***********************************************************************************************
Update_Cam:
   position camera x#,y#,z#
   rotate camera ax#,ay#,0
Return
`***********************************************************************************************
Gerer_Bullet:
   DifTime#=Timer()-BulletTime#
   BulletTime#=Timer()
   for i=1 to 100
      if BulletCoord#(i,1)<>0
         BulletSpeed#(i,2)=BulletSpeed#(i,2)+Grav#*(DifTime#/1000)
         BulletCoord#(i,1)=BulletCoord#(i,1)+BulletSpeed#(i,1)*(DifTime#/1000)
         BulletCoord#(i,2)=BulletCoord#(i,2)+BulletSpeed#(i,2)*(DifTime#/1000)
         BulletCoord#(i,3)=BulletCoord#(i,3)+BulletSpeed#(i,3)*(DifTime#/1000)
         position object 500+i,BulletCoord#(i,1),BulletCoord#(i,2),BulletCoord#(i,3)
         if BulletCoord#(i,2)<get ground height(1,BulletCoord#(i,1),BulletCoord#(i,3))
            hide object 500+i
            explosion=i
            explosionX#=BulletCoord#(i,1)
            explosionY#=BulletCoord#(i,2)
            explosionZ#=BulletCoord#(i,3)
            Pacc#=-200
            for j=701 to 846
               object#(j,1)=BulletCoord#(i,1)
               object#(j,2)=BulletCoord#(i,2)
               object#(j,3)=BulletCoord#(i,3)
               VPXZ#=rnd(400)+200
               APY#=rnd(360)
               object#(j,7)=vpxz#*sin(apy#)
               object#(j,9)=vpxz#*cos(apy#)
               object#(j,8)=rnd(600)+300
               Ptime#(j)=timer()
               object#(j,5)=apy#
               object#(j,10)=90+rnd(90)
            next j
            position object 899,explosionx#,explosiony#,explosionz#
            for j=701 to 846
               position object j,object#(i,1),object#(i,2),object#(i,3)
            next j
            Gosub Deformer_Ground
            lowerY=BulletCoord#(i,2)
            BulletCoord#(i,1)=0
            BulletCoord#(i,2)=0
            BulletCoord#(i,3)=0
         gama=500
         scale#=98
         CTime#=Timer()
         hide object 899
         endif
      endif
   next i
return
`***********************************************************************************************
Gerer_Explosion:

   if scale#>100
      if gama>255:gama=gama-10:set gamma gama,gama,gama:endif

      MaxYBullet#=Object#(701,2)
      for i=701 to 846
         position object i,object#(i,1),object#(i,2),object#(i,3)
         rotate object i,object#(i,4),object#(i,5),object#(i,6)
         object#(i,8)=object#(i,8)+Pacc#*((timer()-ptime#(i))/500.0)
         object#(i,1)=object#(i,1)+(object#(i,7)*((timer()-ptime#(i))/500.0))
         object#(i,3)=object#(i,3)+(object#(i,9)*((timer()-ptime#(i))/500.0))
         object#(i,2)=object#(i,2)+(object#(i,8)*((timer()-ptime#(i))/500.0))
         object#(i,4)=wrapvalue(object#(i,4)+(object#(i,10)*((timer()-ptime#(i))/500.0)))
         ptime#(i)=timer()
         if Object#(i,2)>MaxYBullet# then MaxYBullet#=Object#(i,2)
      next i
   endif

   if (MaxYBullet#<LowerY) and (scale#>100) then Explosion=0
   if scale#<300
      Scale#=(Scale#^(1+(1*((timer()-Ctime#)/1000.0))))+(15*((timer()-Ctime#)/1000.0))
      Scale object 899,Scale#,scale#,scale#
   else
      hide object 899
   endif
   CTime#=Timer()
Return
`***********************************************************************************************
Creer_Music:
   if file exist("Banjo1.mid") then delete file "Banjo1.mid"
   open to write 1,"Banjo1.mid"
   Restore Music1
   Read Byte1
   while Byte1<>999
      write byte 1,Byte1
      read Byte1
   endwhile
   close file 1
   Load Music "Banjo1.mid",1
   Loop Music 1
Return
`***********************************************************************************************
Deformer_Ground:
   CarreauX=round(BulletCoord#(i,1)/(10000.0/20.0))
   CarreauZ=round(BulletCoord#(i,3)/(10000.0/20.0))
   set matrix height 1, CarreauX, CarreauZ,get matrix height(1, CarreauX, CarreauZ)-200
   set matrix height 1, CarreauX+1, CarreauZ,get matrix height(1, CarreauX+1, CarreauZ)-200
   set matrix height 1, CarreauX, CarreauZ+1,get matrix height(1, CarreauX, CarreauZ+1)-200
   set matrix height 1, CarreauX+1, CarreauZ+1,get matrix height(1, CarreauX+1, CarreauZ+1)-200

   if get matrix height(1, CarreauX, CarreauZ)<0-100 then set matrix height 1, CarreauX, CarreauZ,0-600
   if get matrix height(1, CarreauX+1, CarreauZ)<0-100 then set matrix height 1, CarreauX+1, CarreauZ,0-600
   if get matrix height(1, CarreauX, CarreauZ+1)<0-100 then set matrix height 1, CarreauX, CarreauZ+1,0-600
   if get matrix height(1, CarreauX+1, CarreauZ+1)<0-100 then set matrix height 1, CarreauX+1, CarreauZ+1,0-600
   rem CarreauX2=int(BulletCoord#(i,1)/(10000.0/20.0))
   rem CarreauZ2=int(BulletCoord#(i,3)/(10000.0/20.0))
   rem set matrix tile 1, CarreauX2, CarreauZ2, 2
   update matrix 1
return
`***********************************************************************************************
`################################################################################################
function Xvalue(x#,z#,ay#,L#)
zf#=(L#)*cos(ay#)
xf#=(L#)*sin(ay#)
lxzf#=sqrt(xf#^2.0+zf#^2.0)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction x2#

function Yvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction y2#

function Zvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction z2#
`***********************************************************************************************
function round(No#)
if (No#+0.5)>int((No#)+1) then No2#=int(No#)+1:else:No2#=int(No#)
endfunction No2#
`##################################################################################################
Music1:
Data 77,84,104,100,0,0,0,6,0,1,0,9,0,192,77,84,114,107,0,0,0,78,0,255,127,3,0,0,65,0
Data 255,2,42,67,111,112,121,114,105,103,104,116,32,40,67,41,32,49,57,57,49,32,98,121,32,86,111,121,101,116
Data 114,97,32,84,101,99,104,110,111,108,111,103,105,101,115,0,255,88,4,4,2,24,8,0,255,81,3,8,7,235
Data 0,255,89,2,0,0,0,255,47,0,77,84,114,107,0,0,0,33,0,255,33,1,0,0,255,3,20,68,105,120
Data 105,101,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,0,255,47,0,77,84,114,107,0,0,0,33,0
Data 255,33,1,0,0,255,3,20,67,111,112,121,114,105,103,104,116,32,40,67,41,32,49,57,57,48,32,32,0,255
Data 47,0,77,84,114,107,0,0,0,33,0,255,33,1,0,0,255,3,20,86,111,121,101,116,114,97,32,84,101,99
Data 104,110,111,108,111,103,105,101,115,0,255,47,0,77,84,114,107,0,0,3,176,0,255,33,1,1,0,255,3,20
Data 77,101,108,111,100,121,32,32,32,32,32,32,32,32,32,32,32,32,32,32,0,193,105,133,32,145,67,114,48,129
Data 67,64,0,145,64,114,48,129,64,64,0,145,60,114,33,129,60,64,63,145,60,114,32,129,60,64,64,145,60,114
Data 48,62,114,11,129,60,64,37,145,64,114,5,129,62,64,43,64,64,0,145,65,114,47,129,65,64,1,145,67,114
Data 48,129,67,64,48,145,67,114,32,129,67,64,64,145,67,114,90,129,67,64,6,145,64,114,58,129,64,64,38,145
Data 69,114,56,129,69,64,40,145,69,114,32,129,69,64,64,145,69,114,129,16,67,114,4,129,69,64,27,67,64,17
Data 145,69,114,129,11,129,69,64,5,145,67,114,42,129,67,64,6,145,69,114,39,129,69,64,9,145,71,114,48,129
Data 71,64,0,145,72,114,45,129,72,64,3,145,74,114,29,129,74,64,19,145,76,114,130,32,129,76,64,0,145,72
Data 114,41,129,72,64,7,145,67,114,43,129,67,64,5,145,72,114,130,32,67,114,6,129,72,64,42,67,64,0,145
Data 64,114,44,129,64,64,4,145,67,114,130,32,177,50,7,0,145,62,114,16,129,67,64,32,145,64,114,6,129,62
Data 64,42,145,60,114,3,129,64,64,129,98,60,64,59,145,67,114,48,64,114,22,129,67,64,10,64,64,16,145,60
Data 114,33,129,60,64,63,145,60,114,32,129,60,64,64,145,60,114,48,62,114,11,129,60,64,37,145,64,114,5,129
Data 62,64,43,64,64,0,145,65,114,47,129,65,64,1,145,67,114,48,129,67,64,48,145,67,114,32,129,67,64,64
Data 145,67,114,90,129,67,64,6,145,64,114,58,129,64,64,38,145,69,114,56,129,69,64,40,145,69,114,32,129,69
Data 64,64,145,69,114,129,16,67,114,4,129,69,64,27,67,64,17,145,69,114,129,11,129,69,64,5,145,67,114,42
Data 129,67,64,6,145,69,114,39,129,69,64,9,145,71,114,48,129,71,64,0,145,72,114,45,129,72,64,3,145,74
Data 114,29,129,74,64,19,145,76,114,130,32,129,76,64,0,145,72,114,41,129,72,64,7,145,67,114,43,129,67,64
Data 5,145,72,114,130,32,67,114,6,129,72,64,42,67,64,0,145,64,114,44,129,64,64,4,145,67,114,130,32,62
Data 114,16,129,67,64,32,145,64,114,6,129,62,64,42,145,60,114,3,129,64,64,129,98,60,64,59,145,67,114,70
Data 129,67,64,26,145,72,114,64,129,72,64,32,145,76,114,66,129,76,64,30,145,74,114,65,129,74,64,31,145,72
Data 114,66,129,72,64,30,145,69,114,34,129,69,64,62,145,72,114,129,64,129,72,64,0,145,69,114,40,129,69,64
Data 56,145,74,114,130,32,69,114,3,129,74,64,30,69,64,63,145,74,114,129,125,129,74,64,35,145,67,114,62,129
Data 67,64,34,145,72,114,56,129,72,64,40,145,76,114,60,129,76,64,36,145,74,114,129,4,129,74,64,12,145,72
Data 114,48,129,72,64,0,145,69,114,73,129,69,64,23,145,71,114,76,129,71,64,20,145,72,114,129,16,129,72,64
Data 0,145,69,114,48,129,69,64,0,145,67,114,96,129,67,64,0,145,64,114,80,129,64,64,16,145,72,114,129,9
Data 129,72,64,7,145,64,114,23,129,64,64,25,145,64,114,51,129,64,64,45,145,62,114,129,52,129,62,64,12,145
Data 64,114,90,129,64,64,6,145,60,114,130,32,129,60,64,0,145,64,114,95,129,64,64,1,145,62,114,130,18,129
Data 62,64,14,145,65,114,67,129,65,64,29,145,64,114,96,129,64,64,0,145,67,114,96,129,67,64,0,145,72,114
Data 129,16,129,72,64,0,145,64,114,25,129,64,64,23,145,64,114,48,129,64,64,48,145,62,114,129,64,129,62,64
Data 0,145,64,114,84,129,64,64,12,145,60,97,129,45,129,60,64,115,145,64,114,76,129,64,64,20,145,62,114,130
Data 8,129,62,64,24,145,65,114,71,129,65,64,25,145,64,114,96,129,64,64,0,145,67,114,88,129,67,64,8,145
Data 76,114,130,80,129,76,64,48,145,72,114,26,129,72,64,22,145,74,114,48,129,74,64,48,145,72,114,48,129,72
Data 64,0,255,47,0,77,84,114,107,0,0,2,118,0,255,33,1,1,0,255,3,20,66,97,115,115,32,32,32,32
Data 32,32,32,32,32,32,32,32,32,32,32,32,0,194,32,134,0,146,36,85,92,130,36,64,100,146,31,85,92,130
Data 31,64,100,146,36,85,92,130,36,64,4,146,31,85,92,130,31,64,4,146,38,85,92,130,38,64,4,146,40,85
Data 92,130,40,64,4,146,41,85,92,130,41,64,100,146,36,85,92,130,36,64,100,146,41,85,92,130,41,64,100,146
Data 36,85,92,130,36,64,100,146,43,85,92,130,43,64,100,146,36,85,92,130,36,64,100,146,40,85,92,130,40,64
Data 100,146,33,85,92,130,33,64,100,146,38,85,92,130,38,64,100,146,31,85,92,130,31,64,100,146,36,85,92,130
Data 36,64,4,146,31,85,96,130,31,64,0,146,33,85,96,130,33,64,0,146,35,85,96,130,35,64,0,146,36,85
Data 92,130,36,64,100,146,31,85,92,130,31,64,100,146,36,85,92,130,36,64,100,146,38,85,92,130,38,64,4,146
Data 40,85,96,130,40,64,0,146,41,85,92,130,41,64,100,146,36,85,92,130,36,64,100,146,41,85,92,130,41,64
Data 100,146,42,85,92,130,42,64,100,146,43,85,92,130,43,64,100,146,36,85,92,130,36,64,100,146,40,85,92,130
Data 40,64,100,146,33,85,92,130,33,64,100,146,38,85,92,130,38,64,100,146,31,85,92,130,31,64,4,146,35,85
Data 92,130,35,64,4,146,36,85,92,130,36,64,100,146,31,85,92,130,31,64,100,146,36,85,129,64,130,36,64,0
Data 146,40,78,129,54,130,40,64,10,146,41,103,129,26,130,41,64,38,146,41,93,129,30,130,41,64,34,146,38,96
Data 129,13,130,38,64,51,146,38,91,118,130,38,64,74,146,43,89,129,14,130,43,64,50,146,43,93,129,64,130,43
Data 64,0,146,36,84,129,61,130,36,64,3,146,40,91,129,58,130,40,64,6,146,41,89,129,56,130,41,64,8,146
Data 42,103,129,58,130,42,64,6,146,43,99,129,64,130,43,64,0,146,45,85,129,62,130,45,64,2,146,38,96,129
Data 62,130,38,64,2,146,31,96,129,64,130,31,64,0,146,36,85,92,130,36,64,100,146,31,85,92,130,31,64,100
Data 146,38,85,92,130,38,64,100,146,31,85,92,130,31,64,100,146,36,85,92,130,36,64,100,146,45,85,92,130,45
Data 64,100,146,38,85,92,130,38,64,100,146,31,96,129,64,130,31,64,0,146,36,85,92,130,36,64,100,146,31,85
Data 92,130,31,64,100,146,38,85,92,130,38,64,100,146,31,85,92,130,31,64,100,146,36,85,96,130,36,64,0,146
Data 38,85,96,130,38,64,0,146,40,85,131,0,130,40,64,0,146,31,85,48,130,31,64,0,146,35,85,48,130,35
Data 64,48,146,36,85,48,130,36,64,0,255,47,0,77,84,114,107,0,0,5,147,0,255,33,1,1,0,255,3,20
Data 67,104,111,114,100,115,32,32,32,32,32,32,32,32,32,32,32,32,32,32,0,195,24,134,96,147,72,96,0,67
Data 80,0,64,87,20,131,64,64,4,67,64,2,72,64,129,38,147,67,99,0,64,96,0,72,84,20,131,72,64,2
Data 64,64,2,67,64,129,40,147,67,96,0,64,90,0,72,91,20,131,72,64,2,64,64,2,67,64,129,40,147,70
Data 110,0,72,110,0,64,97,18,131,64,64,2,72,64,6,70,64,129,38,147,69,103,0,72,97,0,65,96,20,131
Data 65,64,4,69,64,0,72,64,129,40,147,69,115,0,72,91,0,65,91,22,131,65,64,1,69,64,0,72,64,129
Data 41,147,69,110,0,72,106,0,65,100,22,131,65,64,6,69,64,2,72,64,129,34,147,72,99,0,69,93,0,65
Data 90,26,131,69,64,2,65,64,8,72,64,129,28,147,72,103,0,76,99,0,67,96,22,131,67,64,6,72,64,0
Data 76,64,129,36,147,72,110,0,76,99,0,67,99,19,131,76,64,6,67,64,2,72,64,129,37,147,72,106,0,69
Data 103,0,64,97,22,131,64,64,4,69,64,6,72,64,129,32,147,72,100,0,69,103,0,64,99,18,131,64,64,10
Data 69,64,2,72,64,129,34,147,74,115,0,69,99,0,65,119,24,131,65,64,2,69,64,4,74,64,129,34,147,71
Data 106,0,67,96,0,62,90,26,131,62,64,4,67,64,12,71,64,129,22,147,72,99,0,67,106,0,64,96,22,131
Data 64,64,2,67,64,4,72,64,129,36,147,72,99,0,67,96,0,64,96,22,131,64,64,4,67,64,8,72,64,129
Data 30,147,72,103,0,76,99,0,67,87,20,131,67,64,6,72,64,0,76,64,129,38,147,76,119,0,72,100,0,67
Data 100,20,131,67,64,4,72,64,2,76,64,129,38,147,72,119,0,76,97,0,67,96,16,131,76,64,4,67,64,2
Data 72,64,129,42,147,70,93,0,74,103,0,64,99,18,131,64,64,14,74,64,2,70,64,129,30,147,72,100,0,65
Data 103,0,69,100,24,131,65,64,4,69,64,6,72,64,129,30,147,69,100,0,72,103,0,65,103,20,131,65,64,8
Data 69,64,4,72,64,129,32,147,69,99,0,72,110,0,65,91,18,131,65,64,12,69,64,6,72,64,129,28,147,66
Data 91,0,69,115,0,72,91,28,131,69,64,2,66,64,6,72,64,129,28,147,72,103,0,76,99,0,67,90,24,131
Data 67,64,6,72,64,2,76,64,129,32,147,76,100,0,67,99,0,72,97,26,131,67,64,2,72,64,4,76,64,129
Data 32,147,69,96,0,72,89,0,64,99,24,131,64,64,4,69,64,6,72,64,129,30,147,64,110,0,69,106,0,72
Data 106,26,131,69,64,2,64,64,10,72,64,129,26,147,69,110,0,74,106,0,65,100,24,131,65,64,4,69,64,4
Data 74,64,129,32,147,71,91,0,62,100,0,67,89,24,131,62,64,8,67,64,8,71,64,129,24,147,72,100,0,67
Data 99,0,64,99,24,131,64,64,4,67,64,4,72,64,129,32,147,67,110,0,72,100,0,64,103,22,131,64,64,4
Data 67,64,10,72,64,129,28,147,76,115,0,72,115,0,67,106,22,131,67,64,8,72,64,4,76,64,129,30,147,70
Data 106,0,72,119,0,67,106,0,76,110,22,131,67,64,4,70,64,2,72,64,2,76,64,129,34,147,72,106,0,69
Data 103,0,65,110,24,131,69,64,0,65,64,18,72,64,129,22,147,72,115,0,69,106,0,65,127,24,131,65,64,8
Data 69,64,2,72,64,129,30,147,69,119,0,74,106,0,66,99,24,131,66,64,6,69,64,6,74,64,129,28,147,74
Data 110,0,69,122,0,66,119,24,131,66,64,2,69,64,8,74,64,129,30,147,67,96,0,71,100,0,62,103,26,131
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Posted: 6th Jun 2003 0:01
sorry....not bad subjet
Posted: 6th Jun 2003 0:03
bad subjet...
Posted: 6th Jun 2003 19:54
blimey!!!!!!!!!!!!!!! that is incredible all with no media!!!!, ground deformation and music thats so cool
Posted: 6th Jun 2003 23:49
thx
Posted: 18th Jun 2003 3:52
WOW thats soo kewl. im gonna "explore" your code a little just casue im bored it really kewl though
Posted: 18th Jun 2003 4:00
Posted: 18th Jun 2003 6:08
christ that was funny
i'm wondering where i could get my hands on that weapon though, jebus powerful or WHAT!
Posted: 18th Jun 2003 20:48
ah ah

im happy to see some people who like my game !!!
Posted: 19th Jun 2003 4:07
lol thats awsome. love how u can blow huge holes in the ground. and I love the music too, how long did that take u?
Posted: 19th Jun 2003 7:04
hmmmmm aproxymatly... 6hours.... on 2 days...
Posted: 20th Jun 2003 0:31
I got a runtime error 504 - Cannot grab image due to an illegal area at line 139

thats this:
get image 99,0,0,1024,1024

strange, everyone else can run it :\
Posted: 20th Jun 2003 3:47
u try it in DBPro???
i made it in DDB V1.13

just try to ..take it smaker..

something like:
get image 99,1,1,1023,1023

or something like that....
Posted: 21st Jun 2003 19:10
OMG, this simply is amazing work !!!!!

it doesn t run properlly on dbp (if the line is changed as follows : get image 99,1,1,800,600 AND the screen resolution = 1024*768*16)
Im noob in programming but I m working on making the code work on dbp
Posted: 21st Jun 2003 19:17
groovy
Posted: 22nd Jun 2003 13:02
for me, it run without any problem with dbp ^^