I am making a game like the ULTIMA games that uses only sprites. It is in the early stages of development and I was testing the text to see if it would be overwritten by the sprites. It did and now I have tried just about everything I know to make it work if someone could look at my code and tell me what is wrong that would be greatly appreciated.
This is in DBP
REM Project: Xonarthia
REM Created: 4/16/2005 12:36:10 PM
REM
REM ***** Main Source File *****
REM
xworld=1 : open to read xworld,"world\xonarthia.wld"
dim numbers$(280)
dim coor$(14,20)
dim xpos(14,20)
dim ypos(14,20)
for x=1 to 280
read string xworld,numbers$(x)
next x
number=1
for x=1 to 14
for y=1 to 20
coor$(x,y)=numbers$(number)
inc number
next y
next x
`load background stuff
load image "media\background.bmp",10
draw to back
sprite 1000,0,0,10
draw to front
grass=1 : load image "media/grass.bmp",grass
water=2 : load image "media/water.bmp",water
wall=3 : load image "media/wall.bmp",wall
bush=4 : load image "media/bush.bmp",bush
boss=5 : load image "media/boss.bmp",boss
spritenum=1
for x=1 to 14
for y=1 to 20
if coor$(x,y)="1"
xpos(x)=x : ypos(y)=y
sprite spritenum,xpos(x)*100,ypos(y)*100,grass
inc spritenum
endif
if coor$(x,y)="2"
xpos(x)=x : ypos(y)=y
sprite spritenum,xpos(x)*100,ypos(y)*100,water
inc spritenum
endif
if coor$(x,y)="3"
xpos(x)=x : ypos(y)=y
sprite spritenum,xpos(x)*100,ypos(y)*100,wall
inc spritenum
endif
if coor$(x,y)="4"
xpos(x)=x : ypos(y)=y
sprite spritenum,xpos(x)*100,ypos(y)*100,bush
inc spritenum
endif
if coor$(x,y)="5"
xpos(x)=x : ypos(y)=y
sprite spritenum,xpos(x)*100,ypos(y)*100,boss
inc spritenum
endif
next x
next y
`load hero image
hero=500 : load image "media\hero.bmp",hero
sprite hero,300,200,hero
draw to back
`load statbar
stat=1+hero : load image "media\statbar.bmp",stat
sprite stat,0,500,stat
draw to front
plax=3 : play=2
do
ink 0,0
text 100,550,"This is a test. This is only a test."
if upkey()=1 and coor$(plax,play-1)<"2" and onesec=0 then inc landmovey,100 : dec play : onesec=1
if downkey()=1 and coor$(plax,play+1)<"2" and onesec=0 then dec landmovey,100 : inc play : onesec=1
if rightkey()=1 and coor$(plax+1,play)<"2" and onesec=0 then dec landmovex,100 : inc plax : onesec=1
if leftkey()=1 and coor$(plax-1,play)<"2" and onesec=0 then inc landmovex,100 : dec plax : onesec=1
if upkey()=0 and downkey()=0 and leftkey()=0 and rightkey()=0
okeydoke=1
else
okeydoke=0
endif
if okeydoke=1 then onesec=0
draw to back
spritenum=1
for x=1 to 14
for y=1 to 20
if coor$(x,y)="1" then sprite spritenum,(x*100)+landmovex,(y*100)+landmovey,grass : inc spritenum : set sprite spritenum,1,0
if coor$(x,y)="2" then sprite spritenum,(x*100)+landmovex,(y*100)+landmovey,water : inc spritenum : set sprite spritenum,1,0
if coor$(x,y)="3" then sprite spritenum,(x*100)+landmovex,(y*100)+landmovey,wall : inc spritenum : set sprite spritenum,1,0
if coor$(x,y)="4" then sprite spritenum,(x*100)+landmovex,(y*100)+landmovey,bush : inc spritenum : set sprite spritenum,1,0
if coor$(x,y)="5" then sprite spritenum,(x*100)+landmovex,(y*100)+landmovey,boss : inc spritenum : set sprite spritenum,1,0
next x
next y
draw to front
sync
loop
wait key
I have know idea what sflm stands for