can someone help put a timer on my game. PLEASSSEEE!!!!!!!
Rem Project: RoadTerrain
Rem Created: 02/08/2002 17:53:00
rem Tested for: U6.0
rem Init for best performance
sync on : sync rate 60 : backdrop off : hide mouse
if check display mode(1024,768,32)=1 then set display mode 1024,768,32
rem Loading screen
rem load bitmap "media\gfx\backdrop.jpg",1
rem copy bitmap 1,0,0,640,480,0,0,0,screen width(),screen height()
rem sync : delete bitmap 1
rem Setup strapline
rem gosub _create_strap
rem Setup terrain
load image "media\world\rock.bmp",1
load bitmap "media\world\land.bmp",1
for m=0 to 7
make matrix 1+m,512,512,32,32 : position matrix 1+m,0,-2,512*m
prepare matrix texture 1+m,1,33,33 : set matrix texture 1+m,2,1
next m
set current bitmap 1
lock pixels
tc=1
for z=0 to 31
for x=0 to 31
col=point(x,z)
h#=rgbr(col)/4.0
for m=0 to 7
set matrix height 1+m,x,z,h#
set matrix tile 1+m,31-x,z,tc
next m
inc tc
next x
inc tc
next z
unlock pixels
delete bitmap 1
for m=0 to 7 : update matrix 1+m : next m
set current bitmap 0
rem Create high quality road surface
load image "C:\Users\Public\Pictures\Sample Pictures\dirt1.jpg",11
for r=0 to 7
make object plain 11+r,128,512
position object 11+r,256+10,0.025,512*r
texture object 11+r,11
xrotate object 11+r,90
set object texture 11+r,1,1
scale object texture 11+r,2,8
next r
rem Load sky and set it up
set camera range 2.5,15000
load object "media\sky\os.x",1
position object 1,256,30,0
set object texture 1,2,1
set object light 1,0
set object cull 1,0
yrotate object 1,270
scale object 1,250,250,250
rem Setup mountain range
set image colorkey 255,0,255
load image "media\sky\mountains.bmp",4
make object plain 4,1024*20.5,128*20.5
set object texture 4,2,1
set object light 4,0
set object 4,1,1,0
texture object 4,4
rem create character
rem for c=0 to 1
rem Load bike
make object cube 101,50
load image "E:\Disaster Dash\media\lax.bmp",7
scale object 101,50,50,50
texture object 101,7
position object 101,0,10,400
make object collision box 101,-25,135,-25,25,35,25,0
rem make object
make object cube 102,50
load image "E:\Disaster Dash\media\laxd.bmp",8
scale object 102,100,100,100
texture object 102,8
position object 102,200,25,400
make object collision box 102,-25,135,-25,25,35,25,0
rem Create shadow for bike
make object plain obj+2,256,256
load image "media\bike\shadow.bmp",obj+2
scale object obj+2,15,15,15
texture object obj+2,obj+2
xrotate object obj+2,90
ghost object on obj+2,1
set object light obj+2,0
rem next c
rem Create ten trees for road
set image colorkey 0,0,0
load image "media\world\tree.bmp",501
for tr=1 to 10
make object plain 500+tr,128,128
r=rnd(1)
if r=0 then position object 500+tr,160-rnd(400),64,51*(100+rnd(150))
rem if r=1 then position object 500+tr,370+rnd(400),64,51*(100+rnd(150))
texture object 500+tr,501
set object 500+tr,1,1,1
set object cull 500+tr,0
next tr
rem Setup camera, light
set point light 0,256,300,256
set camera fov 120
rotate camera 0,0,0
set ambient light 50
rem Load bike sound
load 3dsound "media\sounds\car.wav",1 : position sound 1,30000,30000,30000 : loop sound 1
load music "media\sounds\music.mp3",1 : loop music 1
rem Init bike variables
carx#=240
ss#=100
rem Main loop
do
position object 101,object position x (101),object position y (101),camera position z ()+100
if keystate(203)=1
bl#=object position x(101)
dec bl#,5
position object 101,bl#,object position y(101),object position z(101)
endif
if keystate(205)=1
bl#=object position x(101)
inc bl#,5
position object 101,bl#,object position y(101),object position z(101)
endif
rem Move bike on road
roadz#=roadz#+15.0
rem STER side#=wrapvalue(side#+0.3)
if roadz#>=512.0
rem move camera back
roadz#=roadz#-512.0
rem trees as relative
for tr=1 to 10
position object 500+tr,object position x(500+tr),64,object position z(500+tr)-512
next tr
endif
position camera 256+(sin(side#)*10),12+(cos(side#)*5),roadz#+(sin(side#)*20)
xrotate camera 10
rem Position main light
position light 0,200,800,roadz#
rem Make third matrix rise up over time
rem position matrix 8,0,-2+(((512-roadz#)/10.0)*-1),512*7
rem Keep sky and mountains in place
position object 1,256,15,roadz#
position object 4,256,400,roadz#+(4684)
yrotate object 1,wrapvalue(object angle y(1)-0.1)
rem Keep bike in place
rem for c=0 to 1
rem Position bike and parts
if c=0
rem position object 5+(c*100),240+cos(carx#)*8,0,roadz#+35+(sin(ss#*15)*5)
rem position object 7+(c*100),240+cos(carx#)*8,0.25,roadz#+35+(sin(ss#*15)*5)
else
rem position object 5+(c*100),270-cos(carx#)*8,0,roadz#+35+(cos(ss#*15)*5)
rem position object 7+(c*100),270-cos(carx#)*8,0.5,roadz#+35+(cos(ss#*15)*5)
endif
rem zrotate object 5+(c*100),cos(carx#)*4
rem Rotate bike wheels
heada#=wrapvalue(heada#+2)
rem if limb exist(5+(c*100),1)=1
rem t=7 : rotate limb 5+(c*100),t,0,wrapvalue(cos(heada#)*20),0
rem t=3 : rotate limb 5+(c*100),t,wrapvalue(limb angle x(5+(c*100),t)-35),0,0
rem t=5 : rotate limb 5+(c*100),t,wrapvalue(limb angle x(5+(c*100),t)-35),0,0
rem endif
rem next c
rem Move trees and wrap them
for tr=1 to 10
rem move tree
position object 500+tr,object position x(500+tr),64,object position z(500+tr)-15
rem wrap tree
if object position z(500+tr)<-512
r=rnd(1)
if r=0 then position object 500+tr,160-rnd(400),64,51*(100+rnd(150))
if r=1 then position object 500+tr,370+rnd(400),64,51*(100+rnd(150))
endif
next tr
rem Move mountains closer and closer
if ss#<150 then ss#=ss#+0.05
scale object 4,ss#,ss#,ss#
rem Set sound position for bike
position listener 256,5+(cos(side#)*5),roadz#+(sin(side#)*35)
position sound 1,carx#,0,roadz#+35
scale listener 0.25
rem Move strap line
rem gosub _control_strap
rem Update screen
sync
rem Endloop
loop
rem Demo Subroutines
rem _create_strap:
rem load image "media\gfx\prompt.bmp",2
rem load image "media\gfx\strapblank.bmp",3
rem strapx1=0 : sprite 1,strapx1,480-63,2
rem strapx2=1024 : sprite 2,strapx2,480-63,2
rem set sprite alpha 1,196 : set sprite alpha 2,196
rem return
rem _control_strap:
rem dec strapx1 : if strapx1<=-1024 then strapx1=strapx2+1023
rem dec strapx2 : if strapx2<=-1023 then strapx2=strapx1+1024
rem sprite 1,strapx1,screen height()-63,2
rem sprite 2,strapx2,screen height()-63,3
rem return
In carbonade how do you make it so when you touch the steps the game is over and you lose