Statistics: Posted by bungytheworm — Thu Aug 23, 2007 1:12 pm
Statistics: Posted by Mac — Thu Aug 23, 2007 9:42 am
Statistics: Posted by Raspberrypicker — Tue Aug 21, 2007 5:58 pm
Statistics: Posted by sid6.7 — Tue Aug 21, 2007 5:36 pm
Code:
DECLARE SUB delay (wat!)DECLARE SUB lose ()DECLARE SUB playermove (playery!, playerx!, keyed$)CLSTIMER ONplayerx = 40playery = 23row = 12column = 79count = 0move = 0DO start = TIMER count = count + 1 LOCATE 12, 35 PRINT "GET READY" IF count = 1 THEN 'lvl 1 ******************************************************************************* PLAY "a8 b8 g8" CLS LOCATE 1, 1 PRINT "lvl 1" PRINT "Avoid the ASCII characters using the arrow keys" FOR column = 1 TO 79 CALL playermove(playery, playerx, keyed$) LOCATE row, column PRINT " "; CHR$(141) LOCATE row + 1, column PRINT " "; CHR$(140); CHR$(140) LOCATE row + 2, column PRINT " "; CHR$(144) wat = .01 CALL delay(wat) IF (row = playery OR row + 1 = playery OR row + 2 = playery) AND column = playerx THEN lose NEXT END IF IF count = 2 THEN 'lvl 2 ****************************************************************************** PLAY "a8 b8 g8" COLOR 15, 1 CLS LOCATE 1, 1 PRINT "lvl 2" PRINT "READY?? " READ row, row1, row2, row3, row4, row5, row6, row7, row8, row9, row10 FOR column = 1 TO 79 CALL playermove(playery, playerx, keyed$) LOCATE row, column PRINT " "; CHR$(175) LOCATE row1, column PRINT " "; CHR$(175) LOCATE row2, column PRINT " "; CHR$(175) LOCATE row3, column PRINT " "; CHR$(175) LOCATE row4, column PRINT " "; CHR$(175) LOCATE row5, column PRINT " "; CHR$(175) LOCATE row6, column PRINT " "; CHR$(175) LOCATE row7, column PRINT " "; CHR$(175) LOCATE row8, column PRINT " "; CHR$(175) LOCATE row9, column PRINT " "; CHR$(175) LOCATE row10, column PRINT " "; CHR$(175) wat = .001 CALL delay(wat) IF (row = playery OR row1 = playery OR row2 = playery OR row3 = playery OR row4 = playery OR row5 = playery OR row6 = playery OR row7 = playery OR row8 = playery OR row9 = playery OR row10 = playery) AND (column = playerx) THEN lose NEXT END IF IF count = 3 THEN 'lvl 3 ****************************************************************************** PLAY "a8 b8 g8" COLOR 15, 4 CLS LOCATE 1, 1 PRINT "lvl 3" PRINT "TAKE COVER!!!!!!!!!! " FOR I = 4000 TO 1000 STEP -5 SOUND I, .1 NEXT column = 1 FOR row = 1 TO 23 CALL playermove(playery, playerx, keyed$) LOCATE row, column PRINT " " PRINT SPACE$(5); STRING$(34, CHR$(173)); SPACE$(1); STRING$(38, CHR$(173)) wat = .05 CALL delay(wat) IF (playerx > 5 AND playerx <> 40 AND playerx < 78) THEN IF (row = playery) THEN lose END IF NEXT END IF IF count = 4 THEN 'lvl 4 ****************************************************************************** PLAY "a8 b8 g8" COLOR 14, 0 CLS LOCATE 1, 1 PRINT "lvl 4" PRINT "Are you feeling lucky? Move your guy so he lands in the gap, then press g" b$ = CHR$(219) row = 1 column = 1 DO CALL playermove(playery, playerx, keyed$) LOOP UNTIL keyed$ = "g" FOR row = 1 TO 23 LOCATE row, 1 COLOR 4, 0 PRINT STRING$(80, b$) NEXT LOCATE 4, 1 PRINT STRING$(10, b$); SPACE$(3); STRING$(67, b$) COLOR 15, 1 LOCATE playery, playerx PRINT CHR$(153) IF (playery <> 4) AND (playerx <> 11 OR playerx <> 12 OR playerx <> 13) THEN lose END IF IF count = 5 THEN 'last lvl ****************************************************************************** PLAY "a8 b8 g8" COLOR 11, 1 CLS LOCATE 1, 1 PRINT "last lvl" PRINT "Thanx for playing my nooby game!" PRINT "Just move your guy to the exit and you win." DO LOCATE 22, 67 PRINT "E" CALL playermove(playery, playerx, keyed$) IF (playery = 22) AND (playerx = 67) THEN LOCATE 3, 1 PRINT " " PRINT "Did I trick you??? " PRINT "I kno, it was kind of cheap. :P " PRINT "But technically, E is an ASCII chracter" lose END IF LOOP 'notice the loop...there is no way of winning in case the hardcore gamers were wondering END IFLOOP UNTIL keyed$ = CHR$(27)DATA 13,14,15,16,17,18,19,20,21,22,23SUB delay (wat) StartingTime! = TIMER DO LOOP WHILE TIMER - StartingTime! < watEND SUBSUB lose LOCATE 24, 1 PRINT "HA HA! The ASCII symbols caught you!" PRINT "YOu LOsE!" PLAY "a8 b8 c4" ENDEND SUBSUB playermove (playery, playerx, keyed$) keyed$ = INKEY$ oldplayery = playery oldplayerx = playerx IF keyed$ = CHR$(0) + CHR$(72) THEN playery = playery - 1 IF keyed$ = CHR$(0) + CHR$(80) THEN playery = playery + 1 IF keyed$ = CHR$(0) + CHR$(75) THEN playerx = playerx - 1 IF keyed$ = CHR$(0) + CHR$(77) THEN playerx = playerx + 1 IF keyed$ = CHR$(27) THEN END LOCATE oldplayery, oldplayerx PRINT " " LOCATE playery, playerx PRINT CHR$(153) IF (playery <1>= 24) OR (playerx <1>= 80) THEN playery = oldplayery LOCATE 24, 1 PRINT "Oh no!!!!!!" PRINT "You fell off the face of the earth!!" END END IFEND SUB
Statistics: Posted by Raspberrypicker — Tue Aug 21, 2007 5:29 pm