sync on
backdrop on
color backdrop rgb(0,0,0)
make object cube 102,4
make object cube 103,3
make object cube 104,3
make object cube 105,3
make object cube 106,3
position object 103,-10,0,0
position object 104,10,0,0
position object 105,20,0,0
position object 106,-20,0,0
color object 102,rgb(50,100,50)
ink rgb(255,0,0),0
y=100
do
position object 102,ox#,oy#,oz#
position camera 0,oy#,oz#-50
if rightkey()=1 then ox#=ox#+1
if leftkey()=1 then ox#=ox#-1
if object collision(102,104)>0
center text 325,y,"Instructions"
gosub Instructions
endif
if object collision(102,103)>0
center text 325,100,"Play"
if spacekey()=1 then exit
endif
if object collision(102,105)>0
center text 325,100,"Load"
endif
if object collision(102,106)>0
center text 325,100,"Quit"
if spacekey()=1 then end
endif
sync
loop
for n=102 to 106
delete object n
next n
`System Settings
sync on
sync rate 0
hide mouse
load image "cliff01.bmp",1
`Matrix
make matrix 1,430,10000,10,100
position matrix 1,-20,-15,0
prepare matrix texture 1,1,4,4
update matrix 1
set mipmap mode 2
`Backdrop
backdrop on
color backdrop rgb(54,54,54)
`Fog
fog on
fog distance 1000
fog color rgb(64,64,64)
for x=1 to 100
set camera range 1,1000
make object cube x,60
color object x,rgb(0,rnd(155)+60,0)
position object x,rnd(400),0,rnd(10000)
if object collision(x,0)>0
repeat
position object x,rnd(400),0,rnd(10000)
until object collision(x,0)=0
endif
next x
make object cylinder 102,10
position object 102,rnd(400),0,rnd(5000)
while object collision(102,0)>0
position object 102,rnd(400),0,rnd(5000)
endwhile
color object 102,rgb(255,255,0)
make object cone 101,30
position camera x#,y#+50,z#-100
z#=-200
do
position object 101,x#,y#,z#
if leftkey()=1 and x#>0 then dec x#,2
if rightkey()=1 and x#<385 then inc x#,2
if leftkey()=1 then n#=n#+14
if rightkey()=1 then n#=n#-14
if object collision(101,102)>0 then dec damage,2:shrinker=1
if object collision(101,0)>0 then inc damage,1
color object 101,rgb(255-dmg,255-dmg,255-dmg)
rotate object 101,0,14+n#,0
position camera x#,y#+50,z#-100
set cursor 0,0
if object collision(101,0)>0
ink rgb(255,0,0),0
else
ink rgb(200,0,0),0
endif
box 0,0,100-damage,20
if damage>=100 then end
n#=0
inc z#,8
dmg=damage*2
if z#=>10500 then gosub round2
sync
loop
Instructions:
center text 320,260,"Dodge the cubes"
center text 320,280,"Hit the small objects to get new items"
return
function make image()
cls rgb(255,0,0)
get image 1,0,0,10,10
endfunction
round2:
sync off
for all=1 to 102
delete object all
next all
cls
backdrop off
ink rgb(255,255,255),0
if shrinker=1
print "You obtained an Item: Shrinker Outfit"
print "Info: Suit-Reduces size"
wait key
else
print "You made it to round 2!"
wait key
endif
cls
if shrinker=1
print "Equip Shrinker? (y)es or (n)o?"
do
if inkey$()="y" then wearshrinker=1:exit
if inkey$()="n" then wearshrinker=0:exit
sync
loop
endif
center text 320,240,"Round 2!"
wait 1000
sync on
cls
backdrop on
color backdrop rgb(54,54,54)
delete matrix 1
make matrix 1,430,10000,10,100
position matrix 1,-20,-15,0
prepare matrix texture 1,1,4,4
update matrix 1
for x=1 to 100
make object cube x,60
color object x,rgb(0,rnd(155)+60,0)
position object x,rnd(400),0,rnd(10000)
if object collision(x,0)>0
repeat
position object x,rnd(400),0,rnd(10000)
sync
until object collision(x,0)=0
endif
sync
next x
make object cylinder 102,10
position object 102,rnd(400),0,rnd(5000)
while object collision(102,0)>0
position object 102,rnd(400),0,rnd(5000)
sync
endwhile
color object 102,rgb(255,255,0)
if wearshrinker=1
make object cone 101,20
color object 101,rgb(255,255,0)
endif
if wearshrinker=0
make object cone 101,30
color object 101,rgb(255,255,255)
endif
position camera x#,y#+50,z#-100
z#=-200
sync on
do
position object 101,x#,y#,z#
if leftkey()=1 and x#>0 then dec x#,2
if rightkey()=1 and x#<385 then inc x#,2
if leftkey()=1 then n#=n#+14
if rightkey()=1 then n#=n#-14
if object collision(101,102)>0 then dec damage,2:shrinker=1
if object collision(101,0)>0 then inc damage,1
`color object 101,rgb(255-dmg,255-dmg,255-dmg)
rotate object 101,0,14+n#,0
position camera x#,y#+50,z#-100
set cursor 0,0
if object collision(101,0)>0
ink rgb(255,0,0),0
else
ink rgb(200,0,0),0
endif
box 0,0,100-damage,20
if damage>=100 then end
n#=0
inc z#,8
dmg=damage*2
if z#=>10500 then gosub round3
sync
loop
round3:
See if you can get the media... It's under media browser>bitmaps>textures>arcade>stone>cliff01
I'm going to work on the moving forward thing.
[EDIT]
Basic of it... I'm starting on the timer next...
sync on
backdrop on
color backdrop rgb(0,0,0)
make object cube 102,4
make object cube 103,3
make object cube 104,3
make object cube 105,3
make object cube 106,3
position object 103,-10,0,0
position object 104,10,0,0
position object 105,20,0,0
position object 106,-20,0,0
color object 102,rgb(50,100,50)
ink rgb(255,0,0),0
y=100
do
position object 102,ox#,oy#,oz#
position camera 0,oy#,oz#-50
if rightkey()=1 then ox#=ox#+1
if leftkey()=1 then ox#=ox#-1
if object collision(102,104)>0
center text 325,y,"Instructions"
gosub Instructions
endif
if object collision(102,103)>0
center text 325,100,"Play"
if spacekey()=1 then exit
endif
if object collision(102,105)>0
center text 325,100,"Load"
endif
if object collision(102,106)>0
center text 325,100,"Quit"
if spacekey()=1 then end
endif
sync
loop
for n=102 to 106
delete object n
next n
`System Settings
sync on
sync rate 0
hide mouse
load image "cliff01.bmp",1
`Matrix
make matrix 1,430,10000,10,100
position matrix 1,-20,-15,0
prepare matrix texture 1,1,4,4
update matrix 1
set mipmap mode 2
`Backdrop
backdrop on
color backdrop rgb(54,54,54)
`Fog
fog on
fog distance 1000
fog color rgb(64,64,64)
for x=1 to 100
set camera range 1,1000
make object cube x,60
color object x,rgb(0,rnd(155)+60,0)
position object x,rnd(400),0,rnd(10000)
if object collision(x,0)>0
repeat
position object x,rnd(400),0,rnd(10000)
until object collision(x,0)=0
endif
next x
make object cylinder 102,10
position object 102,rnd(400),0,rnd(5000)
while object collision(102,0)>0
position object 102,rnd(400),0,rnd(5000)
endwhile
color object 102,rgb(255,255,0)
make object cone 101,30
position camera x#,y#+50,z#-100
z#=-200
do
position object 101,x#,y#,z#
if leftkey()=1 and x#>0 then dec x#,2
if rightkey()=1 and x#<385 then inc x#,2
if leftkey()=1 then n#=n#+14
if rightkey()=1 then n#=n#-14
if object collision(101,102)>0 then dec damage,2:shrinker=1
if object collision(101,0)>0 then inc damage,1
color object 101,rgb(255-dmg,255-dmg,255-dmg)
rotate object 101,0,14+n#,0
position camera x#,y#+50,z#-100
set cursor 0,0
if object collision(101,0)>0
ink rgb(255,0,0),0
else
ink rgb(200,0,0),0
endif
box 0,0,100-damage,20
if damage>=100 then end
n#=0
if upkey()=1 then inc z#,8
dmg=damage*2
if z#=>10500 then gosub round2
sync
loop
Instructions:
center text 320,260,"Dodge the cubes"
center text 320,280,"Hit the small objects to get new items"
return
function make image()
cls rgb(255,0,0)
get image 1,0,0,10,10
endfunction
round2:
sync off
for all=1 to 102
delete object all
next all
cls
backdrop off
ink rgb(255,255,255),0
if shrinker=1
print "You obtained an Item: Shrinker Outfit"
print "Info: Suit-Reduces size"
wait key
else
print "You made it to round 2!"
wait key
endif
cls
if shrinker=1
print "Equip Shrinker? (y)es or (n)o?"
do
if inkey$()="y" then wearshrinker=1:exit
if inkey$()="n" then wearshrinker=0:exit
sync
loop
endif
center text 320,240,"Round 2!"
wait 1000
sync on
cls
backdrop on
color backdrop rgb(54,54,54)
delete matrix 1
make matrix 1,430,10000,10,100
position matrix 1,-20,-15,0
prepare matrix texture 1,1,4,4
update matrix 1
for x=1 to 100
make object cube x,60
color object x,rgb(0,rnd(155)+60,0)
position object x,rnd(400),0,rnd(10000)
if object collision(x,0)>0
repeat
position object x,rnd(400),0,rnd(10000)
sync
until object collision(x,0)=0
endif
sync
next x
make object cylinder 102,10
position object 102,rnd(400),0,rnd(5000)
while object collision(102,0)>0
position object 102,rnd(400),0,rnd(5000)
sync
endwhile
color object 102,rgb(255,255,0)
if wearshrinker=1
make object cone 101,20
color object 101,rgb(255,255,0)
endif
if wearshrinker=0
make object cone 101,30
color object 101,rgb(255,255,255)
endif
position camera x#,y#+50,z#-100
z#=-200
sync on
do
position object 101,x#,y#,z#
if leftkey()=1 and x#>0 then dec x#,2
if rightkey()=1 and x#<385 then inc x#,2
if leftkey()=1 then n#=n#+14
if rightkey()=1 then n#=n#-14
if object collision(101,102)>0 then dec damage,2:shrinker=1
if object collision(101,0)>0 then inc damage,1
`color object 101,rgb(255-dmg,255-dmg,255-dmg)
rotate object 101,0,14+n#,0
position camera x#,y#+50,z#-100
set cursor 0,0
if object collision(101,0)>0
ink rgb(255,0,0),0
else
ink rgb(200,0,0),0
endif
box 0,0,100-damage,20
if damage>=100 then end
n#=0
if upkey()=1 then inc z#,8
dmg=damage*2
if z#=>10500 then gosub round3
sync
loop
round3:
Easier and simpler then I would have thought.
I urge you to watch the film "Who killed the electric car". Support electric cars! Did you know their used to be more electric cars then gassoline cars?