Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
xXAXeDentalXx
User Offline
Joined: 14th Feb 2017
Location:
Posted: 24th Feb 2017 16:25
i am trying to expand the room, when i try it wont work
REM *****************************************

[img]null[/img]
REM *** START SYSTEM SETUP SECTION

sync on : sync rate 60
autocam off
hide mouse
randomize timer()
backdrop on
draw to front

REM *** STOP SYSTEM SETUP SECTION
REM *****************************************

REM *****************************************
REM *** START INTRO SECTION
REM *** INTRO SECTION HEADER

REM DECLARE VARIABLES
REM SCREEN DISPLAY
cls 0
load image "images/splash_example.bmp", 1
ink rgb(0,0,0),0 : set text font "arial" : set text size 14 : set text to bold : set text transparent
center text 320,420,"Developed by Jason Holm and Your Name Here"
center text 320,434,"Copyright (c) 2004 Ingenious Student Labs"

REM LOAD SOUNDS
Load Music "Music Triumph.mp3",1
loop music 1
Load sound "sounds/music_loop.wav",1 : set sound volume 1,50
Load sound "sounds/music_end.wav",2 : set sound volume 2,50
Load sound "sounds/game_start.wav",3 : set sound volume 3,50
Load sound "sounds/fruit_little.wav",4 : set sound volume 4,50
Load sound "sounds/fruit_super.wav",5
Load sound "sounds/jump.wav",6
REM SOUND EFFECTS
loop sound 1
REM SPECIAL EFFECTS
REM REFRESH SCREEN
sync

REM *** INTRO SECTION LOOP

do
REM SCREEN DISPLAY
REM CONTROL INPUT
paste image 1, 0, 0
if Keystate(scancode())=1 then gosub OptionsSection
REM REFRESH SCREEN
sync
loop

REM *** END INTRO SECTION
REM *****************************************

REM *****************************************
REM *** START OPTIONS SECTION
REM *** OPTIONS SECTION HEADER

OptionsSection:
REM DECLARE VARIABLES
REM SCREEN DISPLAY
REM SOUND EFFECTS
REM SPECIAL EFFECTS
REM REFRESH SCREEN

REM *** OPTIONS SECTION LOOP[img]null[/img][href]null[/href][spoiler][quote=][center]

REM CONTROL INPUT
REM REFRESH SCREEN

REM *** END OPTIONS SECTION
REM *****************************************

REM *****************************************
REM *** START MAIN SECTION
REM *** MAIN SECTION HEADER

MainSection:
REM DECLARE VARIABLES
MyTimer = 1509 : rem MyTimer / sync rate = seconds on timer (approx.)
Gravity# = 1 : rem How powerful gravity is
MyPower = 10 : rem How strong the player can jump
MySpeed = 9 : rem How fast the player can run



MyScore = 0 : rem Starting score is 0
MyAcceleration# = 0.0 : rem Start without jumping or falling

REM LOAD IMAGES
Load image "images/can_label.bmp",1
Load image "images/wall_north.bmp",2
Load image "images/wall_east.bmp",3
Load image "images/wall_south.bmp",4
Load image "images/wall_west.bmp",5
Load image "images/can_lid.bmp",99
Load image "images/bonus.bmp",100
load image "images/snowy_floor.bmp",12
load image "images/steps_texture.bmp",21
rem create a floor texture
create bitmap 6,32,32
cls rgb(0,155,0)
ink rgb(0,145,0),0
box 4,4,12,12
get image 6,0,0,32,32
delete bitmap 6

REM OBJECT CREATION

Rem Player Character
make object cylinder 1,50
scale object 1,100,140,100
texture object 1,1
position object 1,0,35,0
make object collision box 1,-25,-35,-25,25,35,25,0

make object sphere 99,50
Scale object 99, 100,90,90
xrotate Object 99,90
yrotate object 99,30
zrotate object 99,0
make mesh from object 1,99
delete object 99
rem By playing with the limb scale I am attempting to get the can cover correctly aligned with the can. Orignal values :100,0,100
add limb 1,1,1
link limb 1,0,1
offset limb 1,1,-1,25,-8
rem original scale values: 100,0,100
scale limb 1,1,98,0,75
texture limb 1,1,99

rem Walls



rem East Wall
make object box 3,2000,1000,10
rotate object 3,0,90,0
position object 3, 1005,500,0
texture object 3,3

rem North Wall
make object box 4,2000,1000,10
rotate object 4,0,180,0
position object 4, 0,500,-1005
texture object 4,4

rem West Wall
make object box 5,2000,1000,10
rotate object 5,0,270,0
position object 5, -1005,500,0
texture object 5,5

rem Floor
make object box 6,200000,100000,20000 : position object 6,0,-500,0 : color object 6,rgb(0,255,0)
make object collision box 6,-100000,-50000,-100000,100000,50000,100000,0
texture object 6,12 : scale object texture 6,500000,500000

rem Steps
for t=0 to 5
make object box t+7,50,10,50
position object t+7,0,5+(t*20),100+(t*100)
texture object 7,21
make object collision box t+7,-25,-5,-25,25,5,25,0
next t
texture object 8,21
texture object 9,21
texture object 10,21
texture object 11,21
texture object 12,21
rem Fruits
NumberOfFruits = 20
FruitColor = 0
for t = 1 to NumberOfFruits

if FruitColor = 0
r = 255 : g = 0
endif
if FruitColor = 1
r = 255 : g = 255
endif
if FruitColor = 2
r = 0 : g = 255
endif
if FruitColor = 3
r = 255 : g = 125
endif
FruitColor = FruitColor + 1
if FruitColor = 4 then FruitColor = 0

make object sphere t + NumberOfFruits ,50
color object t + NumberOfFruits , rgb(r,g,0)
position object t + NumberOfFruits ,Rnd(1900)-950,30,Rnd(1900)-950
make object collision box t + NumberOfFruits ,-25,-25,-25,25,25,25,0
next t

rem Super Fruit
make object sphere 100,100
texture object 100,100
position object 100 ,0,180,725
make object collision box 100,-50,-50,-50,50,50,50,0

REM LOAD MODELS
REM SET COLLISIONS
REM SET CAMERA
REM SOUND EFFECTS
play sound 3
REM SPECIAL EFFECTS
REM REFRESH SCREEN
sync

REM *** MAIN SECTION LOOP
do
if scancode()=0 then exit
loop
do
REM SPECIAL EFFECTS
REM OBJECT ORIENTATIONS
P1X# = object position X(1)
P1Y# = object position Y(1)
P1Z# = object position Z(1)
A1X = object angle X(1)
A1Y = object angle Y(1)
A1Z = object angle Z(1)
REM CAMERA ORIENTATIONS
cpX# = camera position X()
cpY# = camera position Y()
cpZ# = camera position Z()
caX# = camera angle X()
caY# = camera angle Y()
caZ# = camera angle Z()
REM LIVE SCREEN DISPLAY
ink rgb(255,255,255),0 : set text size 16 : set text to bold : set text transparent
center text 320,420,"USE ARROW KEYS TO MOVE | PRESS SPACE BAR TO JUMP"
center text 320,440,"PRESS 'Q' TO QUIT"
set cursor 0,0
print "Seconds Left: ";(MyTimer/60)+1
Rem at 60 frames a second, every timer countdown is 1/60th of a second,
Rem so this will display the time left as whole seconds
set cursor 0,20
print "SCORE: ";MyScore

REM CONTROL INPUT

if Spacekey()=1 and MyAcceleration# = 0.0 : rem Make sure I've fully landed before I can jump again
P1Y# = P1Y# - Gravity# : rem Look below me
position object 1, P1X#,P1Y#,P1Z# : rem Feel below me
for t = 6 to 12
if object collision(1,t)>0 : rem If feel a solid object below me
MyAcceleration# = MyPower : rem Prepare to jump!
play sound 6
endif
next t
P1Y# = P1Y# + Gravity# : rem Look up
position object 1, P1X#,P1Y#,P1Z# : rem Move back
endif

if Upkey()=1 then move object 1,MySpeed
if Downkey()=1 then move object 1,0-MySpeed
if Leftkey()=1 then A1Y = wrapvalue(A1Y-(MySpeed/3))
if Rightkey()=1 then A1Y = wrapvalue(A1Y+(MySpeed/3))

if Inkey$()="q"
for x = 1 to 100
if object exist(x) = 1 then delete object x
next x
`backdrop off
gosub EndSection
endif
REM TRANSFORM OBJECTS
REM MOVE OBJECTS
Yrotate object 1,A1Y

REM CHECK FOR COLLISION
rem Now that I've moved, record the new position
P1Xcol# = object position X(1)
P1Zcol# = object position Z(1)

Rem Arena Collision - Keep the player inside the walls


Rem Steps Collision

StepsHit = 0 : rem Get ready to start checking collisions
for CheckStep = 7 to 12 : rem Check all 7 step objects one at a time
if object collision(1,CheckStep)>0 : rem If I'm touching the object I'm currently checking
StepsHit = StepsHit + 1 : rem Mark me up for a collision
endif
next t : rem Check next step object

Rem Reset Collision Positions

if StepsHit > 0 : rem If I hit any steps
position object 1, P1X#,P1Y#,P1Z# : rem Put me back where I was
else : rem If I'm not hitting a step, I might be hitting a wall
position object 1, P1Xcol#,P1Y#,P1Zcol# : rem Keep me inside the walls - just in case
P1X# = P1Xcol# : P1Z# = P1Zcol# : rem Reset collision variables
endif

A1Y# = object angle Y(1) : rem Record the angle I'm facing

Rem Gravity Effects

if MyAcceleration# = 0.0 : rem If I'm not moving up or down
EmptySpace = 0 : ObjectsChecked = 0 : rem Get ready to start checking collisions
for CheckObject = 6 to 12 : rem Check the floor and every step object
if object collision(1,CheckObject)>0 : rem If I'm touching something
P1Y# = P1Y# - Gravity# : rem Look below me
position object 1, P1X#,P1Y#,P1Z# : rem Feel below me
if object collision(1,CheckObject) = 0 : rem If I feel only air
EmptySpace = EmptySpace + 1 : rem Mark up a free space
endif : rem I'm touching something, but it's not below me
P1Y# = P1Y# + Gravity# : rem Look up
position object 1, P1X#,P1Y#,P1Z# : rem Move back
else : rem If I'm not touching anything
EmptySpace = EmptySpace + 1 : rem rem Mark up a free space
endif
ObjectsChecked = ObjectsChecked + 1 : rem Done with that one!
next CheckObject : rem On to the next one!
if EmptySpace = ObjectsChecked : rem If I've checked all the objects and nothing is below me
MyAcceleration# = MyAcceleration# - Gravity# : rem Gravity begins to pull
endif
endif

if MyAcceleration# <> 0.0 : rem If I'm moving
P1Y# = P1Y# + MyAcceleration# : rem Find where I'm going
position object 1, P1X#,P1Y#,P1Z# : rem Put me there
EmptySpace = 0 : ObjectsChecked = 0 : rem Get ready to start checking collisions
for CheckObject = 6 to 12 : rem Check the floor and every step object
if object collision(1,CheckObject)>0 : rem If I hit an object
P1Y# = P1Y# - MyAcceleration# : rem Find where I was
position object 1, P1X#,P1Y#,P1Z# : rem Put me back
MyAcceleration# = 0.0 : rem Stop me from moving
else : rem If the space I'm going to is just air
EmptySpace = EmptySpace + 1 : rem rem Mark up a free space
endif
ObjectsChecked = ObjectsChecked + 1 : rem Done with that one!
next CheckObject : rem On to the next one!
if EmptySpace = ObjectsChecked : rem If I've checked all the objects and nothing is in my path
MyAcceleration# = MyAcceleration# - Gravity# : rem Gravity pulls more
endif
endif

Rem Sphere Collision

for t = 1 to NumberOfFruits : rem If I hit one of the little fruits
if Object collision(1,t + NumberOfFruits)>0
play sound 4
MyScore = MyScore + 100 : rem How many points each little fruit is worth

` delete object t + NumberOfFruits
exclude object on t + NumberOfFruits
endIf
next t

If Object collision(1,100)>0 : rem If I hit the super fruit
play sound 5
exclude object on 100
MyScore = MyScore + 1000 : rem How many points the super fruit is worth
endIf
REM MOVE CAMERA
cpZ# = Newzvalue(P1Z#,A1Y-180,200)
cpX# = Newxvalue(P1X#,A1Y-180,200)
if cpX#<-999 then cpX#=-999
if cpZ#<-999 then cpZ#=-999
if cpX#>999 then cpX#=999
if cpZ#>999 then cpZ#=999
Position camera cpX#,P1Y#+65,cpZ#
Point camera P1X#,P1Y#+35,P1Z#
REM REFRESH SCREEN
sync

rem Check Timer
if MyTimer = 0 : rem If the game is over
for x = 1 to 100 : rem Check all the game object
if object exist(x) = 1 then delete object x
next x
`backdrop off
gosub EndSection
endif
if MyTimer > 0 then MyTimer = MyTimer - 1 : rem Timer countdown

loop

REM *** STOP MAIN SECTION
REM *****************************************

REM *****************************************
REM *** START END SECTION
REM *** END SECTION HEADER

EndSection:
REM DECLARE VARIABLES
REM SCREEN DISPLAY


REM SOUND EFFECTS
stop sound 1
play sound 2
REM SPECIAL EFFECTS
REM REFRESH SCREEN
sync

REM *** END SECTION LOOP
do
if scancode()=0 then exit
loop
do

center text 320,200,"YOUR SCORE: "+str$(MyScore)
center text 320,240,"PLAY AGAIN [Y/N]?"
REM CONTROL INPUT
if Inkey$()="y"
loop sound 1
gosub OptionsSection
endif

if Inkey$()="n"
cls : end
endif
REM REFRESH SCREEN
sync
loop

end
REM *** STOP END SECTION
REM *****************************************
i've got you in my sights
zero32
User Offline
Joined: 28th Jul 2016
Location:
Posted: 24th Feb 2017 19:40
please upload the sounds and images. we can only guess what the game should look like without them.
please use code tags.
please post your what you did try.
smerf
12
Years of Service
User Offline
Joined: 24th Feb 2005
Location: nm usa
Posted: 24th Feb 2017 23:55
where is your code for expanding the walls? I don't see object 3-6 being called again for positioning purposes and when is it supposed to expand? jump function does not work also
A child's dream never dies.





Derek Darkly
5
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 26th Feb 2017 15:03
Please understand, we can't load "images/splash_example.bmp"

Please zip your entire program by highlighting and right click> SEND TO>COMPESSED (zipped) FOLDER.
Otherwise just post the part of the code you need to fix.
Send your parents to noisy sprite demo hell... enter the D-Zone

Login to post a reply

Server time is: 2017-07-20 21:36:46
Your offset time is: 2017-07-20 21:36:46