'=========================================================================== ' Subject: BALLOON X Date: 03-09-96 (16:53) ' Author: Manny Najera Code: QB, QBasic, PDS ' Origin: www.flashgames.com Packet: GAMES.ABC '=========================================================================== '--------------------------------------------------------------------------- 'Balloon X v2.1 - Written By Manny Najera ' ' 'How To Play: ' 'In a nutshell, you fly your little balloon around, looking for gems. 'You need to get gems in order to go on to the next level. 'But beware! There are missle-thingys and torpedos and shrapnel 'bombs and other menaces that you have to look out for. '--> Just press F1 during the game to see the instructions. ' 'Other Info: ' 'If you are running this in Qbasic, you may see some unexpected images 'during screen transitions. I made this on a 486sx 25mhz, so some of 'you other guys might have to turn turbo off. Basic isn't too well with 'keeping a consistent speed. ' 'Special Stuff: ' 'Much thanks to Simon, the guy who sat next to me in word processing class! 'He's the one that said that this game was too hard and came up with the 'idea of making the coin enemys into extra life thingys. ' 'The source code is pretty cheap and choppy, who knows if you can use 'it? If you plan to use my code or ideas, Email me first and we'll 'talk. Don't rip code without permission! ' '--------------------------------------------------------------------------- DEFINT A-Z OPTION BASE 1 '$DYNAMIC 'Declares and such DECLARE SUB MakeQuits () DECLARE SUB MakeHelpScreen () DECLARE SUB Center (Row, Text$, C) DECLARE SUB CreateTable () DECLARE SUB MakeStars (NumStars%) DECLARE SUB GetKey () DECLARE SUB ProcessMotion () DECLARE SUB DrawBalloon () DECLARE SUB MakeTitleScreen () DECLARE SUB DoMenu () DECLARE SUB MakeIntroScreen () DECLARE SUB DoIntro () DECLARE SUB DoExit () DECLARE SUB StartGame () DECLARE SUB DrawArena () DECLARE SUB MainGame () DECLARE SUB LevDis () DECLARE SUB DoTorpedo (lev) DECLARE SUB MakeInfo () DECLARE SUB SeeInfo () DECLARE SUB DoMissle (lev) DECLARE SUB DoItem () DECLARE SUB DoBItem () DECLARE SUB DeadDuck () DECLARE SUB Initit () DECLARE SUB DrawBlankArena () DECLARE SUB StartBonus () DECLARE SUB DoBomb (lev) DECLARE SUB DoDemoMode () DECLARE SUB LevelClear () DECLARE SUB DoCheapEnding () DECLARE FUNCTION PointHit% (Hx, Hy) DECLARE FUNCTION BoxHit% (Hx1, Hy1, hx2, hy2) RANDOMIZE TIMER 'OPENING TEXT COLOR 15, 0: PRINT "Balloon X v2.01" PRINT "Free memory bytes:"; FRE(-1) 'Just wanna see how much PRINT "Loading..." 'I can stuff in... 'DEFS DEF Fnr (X) = INT(RND * X) + 1 'TYPES TYPE BItemType X AS INTEGER Y AS INTEGER Ym AS INTEGER num AS INTEGER Active AS INTEGER Clock AS INTEGER END TYPE TYPE BombType Active AS INTEGER Clock AS INTEGER Rclock AS INTEGER Anclock AS INTEGER AnFlag AS INTEGER Fx AS INTEGER Fy AS INTEGER Sx AS INTEGER Sy AS INTEGER END TYPE TYPE HighType 'I was gonna make a high PlayerName AS STRING * 3 'score table, but I wanted PlayerScore AS DOUBLE 'to contain everything in PlayerDate AS STRING * 10 'a single BAS file PlayerLevel AS INTEGER 'You can make one with this type... END TYPE TYPE NormalType Score AS DOUBLE Level AS INTEGER Gems AS INTEGER GemReq AS INTEGER Lives AS INTEGER END TYPE TYPE BalloonType W AS INTEGER H AS INTEGER X AS INTEGER Y AS INTEGER Xm AS INTEGER Ym AS INTEGER Anclock AS INTEGER AnFlag AS INTEGER Dead AS INTEGER DeadClock AS INTEGER Dx AS INTEGER Dy AS INTEGER END TYPE TYPE MenuType num AS INTEGER Clock AS INTEGER END TYPE TYPE TorpedoType X AS INTEGER Y AS INTEGER Xm AS INTEGER Ym AS INTEGER Active AS INTEGER ActCount AS INTEGER Exploding AS INTEGER Ecount AS INTEGER Ex AS INTEGER Exx AS INTEGER Eyy AS INTEGER LoCount AS INTEGER Count AS INTEGER Fx AS INTEGER Fy AS INTEGER END TYPE TYPE CoinType 'I was gonna have this enemy called X AS INTEGER 'THE COINS, just coins that spin at you Y AS INTEGER 'in sine waves, but they made the game Xm AS INTEGER 'way too hard. Active AS INTEGER ActCount AS INTEGER Anclock AS INTEGER AnFlag AS INTEGER END TYPE TYPE MissleType X AS INTEGER Y AS INTEGER Xm AS INTEGER Active AS INTEGER ActCount AS INTEGER END TYPE TYPE ItemType X AS INTEGER Y AS INTEGER Active AS INTEGER ActCount AS INTEGER num AS INTEGER EndCount AS INTEGER END TYPE TYPE StarType X AS INTEGER Y AS INTEGER Ym AS INTEGER T AS INTEGER C AS INTEGER END TYPE 'DIMS DIM SHARED BItem(5) AS BItemType DIM SHARED Bomb(30) AS BombType DIM SHARED Star(60) AS StarType DIM SHARED Item AS ItemType DIM SHARED XSin(360) AS SINGLE, Xcos(360) AS SINGLE DIM SHARED C(10) AS CoinType DIM SHARED Missle(10) AS MissleType DIM SHARED High AS HighType DIM SHARED Current AS NormalType DIM SHARED Bal AS BalloonType DIM SHARED Menu AS MenuType DIM SHARED ManX, ManY, LDF, l$, Active, Mp DIM SHARED Tor(100) AS TorpedoType DIM SHARED Bl AS DOUBLE 'READS DIM SHARED Torpm(16) FOR I = 1 TO 16 READ Torpm(I) NEXT DIM SHARED Torp(16) FOR I = 1 TO 16 READ Torp(I) NEXT DIM SHARED Pl(30) FOR I = 1 TO 30 READ Pl(I) NEXT DIM SHARED P5(30) FOR I = 1 TO 30 READ P5(I) NEXT DIM SHARED P1(30) FOR I = 1 TO 30 READ P1(I) NEXT DIM SHARED Mrm(22) FOR I = 1 TO 22 READ Mrm(I) NEXT DIM SHARED Mr(22) FOR I = 1 TO 22 READ Mr(I) NEXT DIM SHARED Mlm(22) FOR I = 1 TO 22 READ Mlm(I) NEXT DIM SHARED Ml(22) FOR I = 1 TO 22 READ Ml(I) NEXT DIM SHARED Coin3m(16) FOR I = 1 TO 16 READ Coin3m(I) NEXT DIM SHARED Coin3(16) FOR I = 1 TO 16 READ Coin3(I) NEXT DIM SHARED Coin2m(16) FOR I = 1 TO 16 READ Coin2m(I) NEXT DIM SHARED Coin2(16) FOR I = 1 TO 16 READ Coin2(I) NEXT DIM SHARED Coin1m(16) FOR I = 1 TO 16 READ Coin1m(I) NEXT DIM SHARED Coin1(16) FOR I = 1 TO 16 READ Coin1(I) NEXT DIM SHARED Bal5m(28) FOR I = 1 TO 28 READ Bal5m(I) NEXT DIM SHARED Bal5(28) FOR I = 1 TO 28 READ Bal5(I) NEXT DIM SHARED Bal4m(28) FOR I = 1 TO 28 READ Bal4m(I) NEXT DIM SHARED Bal4(28) FOR I = 1 TO 28 READ Bal4(I) NEXT DIM SHARED Bal3m(28) FOR I = 1 TO 28 READ Bal3m(I) NEXT DIM SHARED Bal3(28) FOR I = 1 TO 28 READ Bal3(I) NEXT DIM SHARED Bal2m(28) FOR I = 1 TO 28 READ Bal2m(I) NEXT DIM SHARED Bal2(28) FOR I = 1 TO 28 READ Bal2(I) NEXT DIM SHARED Bal1m(28) FOR I = 1 TO 28 READ Bal1m(I) NEXT DIM SHARED Bal1(28) FOR I = 1 TO 28 READ Bal1(I) NEXT DIM SHARED Up(38) FOR I = 1 TO 38 READ Up(I) NEXT DIM SHARED Right(38) FOR I = 1 TO 38 READ Right(I) NEXT DIM SHARED Q(38) FOR I = 1 TO 38 READ Q(I) NEXT DIM SHARED Left(38) FOR I = 1 TO 38 READ Left(I) NEXT DIM SHARED F1(38) FOR I = 1 TO 38 READ F1(I) NEXT DIM SHARED Down(38) FOR I = 1 TO 38 READ Down(I) NEXT DIM SHARED Alt(38) FOR I = 1 TO 38 READ Alt(I) NEXT DIM SHARED Title(548) FOR I = 1 TO 548 READ Title(I) NEXT DIM SHARED Icon(38) FOR I = 1 TO 38 READ Icon(I) NEXT DIM SHARED Iconm(38) FOR I = 1 TO 38 READ Iconm(I) NEXT DIM SHARED Manny(380) FOR I = 1 TO 380 READ Manny(I) NEXT DIM SHARED Score(82) FOR I = 1 TO 82 READ Score(I) NEXT DIM SHARED me(2002) FOR I = 1 TO 2002 READ me(I) NEXT DIM SHARED Gop(146) FOR I = 1 TO 146 READ Gop(I) NEXT DIM SHARED Message(44) AS STRING * 39 FOR I = 1 TO 44 READ Message(I) NEXT DIM SHARED G(5) AS STRING FOR I = 1 TO 5 READ G(I) NEXT DIM SHARED Bomb1(18) FOR I = 1 TO 18 READ Bomb1(I) NEXT DIM SHARED Bomb1m(18) FOR I = 1 TO 18 READ Bomb1m(I) NEXT DIM SHARED Bomb2(18) FOR I = 1 TO 18 READ Bomb2(I) NEXT DIM SHARED Bomb2m(18) FOR I = 1 TO 18 READ Bomb2m(I) NEXT DIM SHARED Bomb3(18) FOR I = 1 TO 18 READ Bomb3(I) NEXT DIM SHARED Bomb3m(18) FOR I = 1 TO 18 READ Bomb3m(I) NEXT DIM SHARED Bomb4(18) FOR I = 1 TO 18 READ Bomb4(I) NEXT DIM SHARED Bomb4m(18) FOR I = 1 TO 18 READ Bomb4m(I) NEXT DIM SHARED Lc(164) FOR I = 1 TO 164 READ Lc(I) NEXT 'PREDS Initit FOR I = 1 TO 60 Star(I).X = Fnr(305) + 10 Star(I).Y = Fnr(180) + 10 Star(I).T = Fnr(3) SELECT CASE Star(I).T CASE 1 Star(I).C = 8 CASE 2 Star(I).C = 7 CASE 3 Star(I).C = 15 END SELECT NEXT 'MAIN CODE Mp = 1 CreateTable 'Sin/Cos table... for all the explosions CLS DrawArena SCREEN 7, 0, 1, 0 'This makes no sense at all... MakeIntroScreen PCOPY 1, 0 MakeInfo MakeHelpScreen MakeQuits SCREEN 7, 0, 1, 0 DoIntro MakeTitleScreen DoMenu 'Here are all the graphics for the game 'Get statement??? 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&H80FF,&H0002,&HFFAF,&HFFFF,&H0FC0,&H80CA,&HFB01,&H0350 DATA &HFEFF,&H32A0,&H80FF,&H0001,&HFF55,&HFFFF,&H07C0,&H80FF DATA &H0001,&HFF55,&HFFFF,&H07C0,&H80FF,&H0001,&HFF55,&HFFFF DATA &H07C0,&H4040,&H7D02,&H05AA,&HD4FD,&H1800,&H80FF,&H8001 DATA &HFFBF,&HFFFF,&H02C0,&H80FF,&H8001,&HFFBF,&HFFFF,&H02C0 DATA &H80FF,&H8001,&HFFBF,&HFFFF,&H02C0,&H4082,&H3F02,&H3F40 DATA &HFAFF,&H3DA0,&H80DF,&H0001,&HFF57,&HFFFF,&H00C0,&H80DF DATA &H0001,&HFF57,&HFFFF,&H00C0,&H80DF,&H0001,&HFF57,&HFFFF DATA &H00C0,&H4020,&HFF02,&H3FA8,&HF5F7,&H1000,&HC0FF,&HC800 DATA &HFFAF,&HFFFF,&H00E0,&HC0FF,&HC800,&HFFAF,&HFFFF,&H00E0 DATA &HC0FF,&HC800,&HFFAF,&HFFFF,&H00E0,&H808A,&H3703,&HFF50 DATA &HFEFF,&H0A98 DATA &H0040,&H0009,&HFFC0,&HFFFF,&H3FFC,&HFFFF,&H0000,&H0000 DATA &H0000,&H0000,&H003F,&H0000,&HC003,&H0000,&H0000,&H0000 DATA &H0000,&H0000,&HFF80,&HFFFF,&H1FF8,&HFFFF,&H0000,&H0000 DATA &H0000,&H0000,&H007F,&H0000,&HE007,&H0000,&H0000,&H0000 DATA &H0000,&H0000,&HC13F,&H7000,&HC9F3,&H7098,&H0000,&H0000 DATA &H0000,&H0000,&H3EC0,&H8FFF,&H360C,&H8F67,&H0000,&H0000 DATA &H0000,&H0000,&H813F,&H2000,&HC973,&H2090,&H0000,&H0000 DATA &H0000,&H0000,&H7EC0,&HDFFF,&H368C,&HDF6F,&H0000,&H0000 DATA &H0000,&H0000,&H9930,&H2633,&HC973,&H2793,&H0000,&H0000 DATA &H0000,&H0000,&H66CF,&HD9CC,&H368C,&HD86C,&H0000,&H0000 DATA &H0000,&H0000,&H9930,&H2433,&HC973,&H2792,&H0000,&H0000 DATA &H0000,&H0000,&H66CF,&HDBCC,&H368C,&HD86D,&H0000,&H0000 DATA &H0000,&H0000,&H993C,&H2733,&HC9F3,&HE713,&H0000,&H0000 DATA &H0000,&H0000,&H66C3,&HD8CC,&H360C,&H18EC,&H0000,&H0000 DATA &H0000,&H0000,&H8980,&H2033,&H18F8,&H6730,&H0000,&H0000 DATA &H0000,&H0000,&H767F,&HDFCC,&HE707,&H98CF,&H0000,&H0000 DATA &H0000,&H0000,&HC9C1,&H3033,&H3CFC,&H6778,&H0000,&H0000 DATA &H0000,&H0000,&H363E,&HCFCC,&HC303,&H9887,&H0000,&H0000 DATA &H0000,&H0000 DATA "Hello everyone!" DATA "" DATA "Everyone thought I was stingy for not" DATA "letting anyone see my source code, so" DATA "I finnaly did it. Even though I made" DATA "this little game in Qb 4.5, I left it" DATA "uncompiled for your enjoyment." DATA "" DATA "The only reason I'm letting you guys" DATA "see this one is becuase I learned much" DATA "by looking at everyone else's code so" DATA "I thought it only fair." DATA "" DATA "The program structure is really crappy" DATA "on this I know. There are tons of" DATA "optimizations you could probably do," DATA "but why even try?" DATA "" DATA "This game is pretty cool, considering" DATA "the time it took to make it." DATA "I did this in a week starting May 19." DATA "I decided I was too cool for the" DATA "freshman class trip so I got stuck here" DATA "sitting in front of the computer." DATA "So, I erased C++, re-installed Qb 4.5" DATA "and I went to work on a game where" DATA "shrapnel flies left and right." DATA "" DATA "Balloon X is the sequel to" DATA "Balloon X.O.G, which had Adlib sound." DATA "Why did I change it? Well, the" DATA "original (O.G.) was made with all the" DATA "things you could only do with Qb 4.5." DATA "I decided to make one for the Qbasic" DATA "kids. HE HE!" DATA "" DATA "Sorry it's so big." DATA "" DATA "If any of you guys want to make a" DATA "game with me in Basic, C, or Pas," DATA "let me know." DATA "I'm getting really bored." DATA "" DATA "Manny Najera" DATA "Collect 2 Gems" DATA "Collect 4 Gems" DATA "Collect 6 Gems" DATA "Collect 8 Gems" DATA "Collect 10 Gems" DATA &H0005,&H0008,&H1010,&H1010,&H2828,&H2828,&H2020,&H2020 DATA &H0000,&H7100,&H1010,&HEB10,&H0000,&HFB00,&H0000,&HFB00 DATA &H0000,&H7100 DATA &H0005,&H0008,&HEBEB,&HEBEB,&HD3D3,&HD3D3,&HDBDB,&HDBDB DATA &H8A8A,&H8A8A,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000 DATA &H8A8A,&H8A8A DATA &H0005,&H0008,&H1010,&H1010,&H2020,&H2020,&H2020,&H2020 DATA &H0000,&H7100,&H1010,&HEB10,&H0000,&HFB00,&H0000,&HFB00 DATA &H0000,&H7100 DATA &H0005,&H0008,&HEBEB,&HEBEB,&HDBDB,&HDBDB,&HDBDB,&HDBDB DATA &H8A8A,&H8A8A,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000 DATA &H8A8A,&H8A8A DATA &H0005,&H0008,&H0000,&H0000,&H2020,&H2020,&H2020,&H2020 DATA &H0000,&H7100,&H1010,&HEB10,&H0000,&HFB00,&H0000,&HFB00 DATA &H0000,&H7100 DATA &H0005,&H0008,&HFBFB,&HFBFB,&HDBDB,&HDBDB,&HDBDB,&HDBDB DATA &H8A8A,&H8A8A,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000 DATA &H8A8A,&H8A8A DATA &H0005,&H0008,&H0000,&H0000,&H0000,&H0000,&H2020,&H2020 DATA &H0000,&H7000,&H1010,&HE810,&H0000,&HF800,&H0000,&HF800 DATA &H0000,&H7000 DATA &H0005,&H0008,&HF8F8,&HF8F8,&HF8F8,&HF8F8,&HD8D8,&HD8D8 DATA &H8888,&H8888,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000 DATA &H8888,&H8888 DATA &H0042,&H0009,&HFF3F,&HFCFF,&H13F8,&HFFFF,&H00FF,&H0000 DATA &H0000,&H0000,&H0000,&H00C0,&H0300,&HEC07,&H0000,&H0000 DATA &H0000,&H0000,&H0000,&H0000,&HFF3F,&HFCFF,&H13F0,&HFFFF DATA &H00FF,&H0000,&H0000,&H0000,&H0000,&H00C0,&H0300,&HEC0F DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&HC33F,&H0C33 DATA &HF3E7,&H0C0E,&H003F,&H0000,&H0000,&H0000,&H0000,&H3CC0 DATA &HF3CC,&H0C18,&HF3F1,&H00C0,&H0000,&H0000,&H0000,&H0000 DATA &H813F,&H0432,&HF2E7,&H0804,&H003F,&H0000,&H0000,&H0000 DATA &H0000,&H7EC0,&HFBCD,&H0D18,&HF7FB,&H00C0,&H0000,&H0000 DATA &H0000,&H0000,&H993F,&H6432,&HF2E7,&HC964,&H00FF,&H0000 DATA &H0000,&H0000,&H0000,&H66C0,&H9BCD,&H0D18,&H369B,&H0000 DATA &H0000,&H0000,&H0000,&H0000,&H913F,&H4432,&HF2E7,&HC944 DATA &H00FF,&H0000,&H0000,&H0000,&H0000,&H6EC0,&HBBCD,&H0D18 DATA &H36BB,&H0000,&H0000,&H0000,&H0000,&H0000,&H9F3F,&H7C22 DATA &HF2E7,&HC97C,&H00FF,&H0000,&H0000,&H0000,&H0000,&H60C0 DATA &H83DD,&H0D18,&H3683,&H0000,&H0000,&H0000,&H0000,&H0000 DATA &H8380,&H0C06,&H12F0,&H490C,&H00FF,&H0000,&H0000,&H0000 DATA &H0000,&H7C7F,&HF3F9,&HED0F,&HB6F3,&H0000,&H0000,&H0000 DATA &H0000,&H0000,&HC3C0,&H0C8F,&H13F8,&H490E,&H00FF,&H0000 DATA &H0000,&H0000,&H0000,&H3C3F,&HF370,&HEC07,&HB6F1,&H0000 DATA &H0000,&H0000,&H0000,&H0000 REM $STATIC FUNCTION BoxHit% (Hx1, Hy1, hx2, hy2) Bhx = Bal.X + 7 Bhy = Bal.Y + 7 IF Bal.X > Hx1 AND Bhx < hx2 AND Bhy > Hy1 AND Bal.Y < hy2 THEN BoxHit% = 1 GOTO EBox END IF BoxHit% = 0 EBox: END FUNCTION SUB Center (Row, Text$, C) COLOR C LOCATE Row, 21 - (LEN(Text$) / 2) PRINT Text$ COLOR 15 END SUB SUB CreateTable FOR I = 1 TO 360 XSin(I) = SIN(I) Xcos(I) = COS(I) NEXT END SUB SUB DeadDuck FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT COLOR 15, 1 SCREEN 7, 0, 2, 0 CLS LINE (0, 0)-(319, 199), 1, BF PUT (160 - 32, 100), Gop, PSET PCOPY 2, 0 A$ = INPUT$(1) SCREEN 7, 0, 0, 2 COLOR 15, 0 MakeTitleScreen DoMenu END SUB SUB DoBItem FOR I = 1 TO 5 IF BItem(I).Active = 0 THEN BItem(I).Clock = BItem(I).Clock + 1 END IF IF BItem(I).Clock = 50 THEN BItem(I).X = Fnr(290) + 10 BItem(I).Y = 11 BItem(I).Ym = Fnr(3) + 3 BItem(I).Active = 1 BItem(I).num = Fnr(2) BItem(I).Clock = Fnr(30) END IF IF BItem(I).Active = 1 THEN BItem(I).Y = BItem(I).Y + BItem(I).Ym END IF IF BItem(I).Y > 180 THEN BItem(I).Active = 0 BItem(I).Y = 300 END IF IF BItem(I).Active = 1 THEN SELECT CASE BItem(I).num CASE 1 PUT (BItem(I).X, BItem(I).Y), P1, PSET CASE 2 PUT (BItem(I).X, BItem(I).Y), P5, PSET END SELECT IF BoxHit%(BItem(I).X - 5, BItem(I).Y - 5, BItem(I).X + 15, BItem(I).Y + 10) = 1 THEN BItem(I).Active = 0 SELECT CASE BItem(I).num CASE 1 Current.Score = Current.Score + 100 CASE 2 Current.Score = Current.Score + 500 END SELECT END IF END IF NEXT END SUB SUB DoBomb (lev) FOR I = 1 TO lev Bomb(I).Clock = Bomb(I).Clock + 1 IF Bomb(I).Anclock < 21 THEN Bomb(I).AnFlag = 1 IF Bomb(I).Anclock > 20 AND Bomb(I).Anclock < 41 THEN Bomb(I).AnFlag = 2 IF Bomb(I).Anclock > 40 AND Bomb(I).Anclock < 61 THEN Bomb(I).AnFlag = 3 IF Bomb(I).Anclock > 60 AND Bomb(I).Anclock < 81 THEN Bomb(I).AnFlag = 4 IF Bomb(I).Active = 0 THEN Bomb(I).Anclock = Bomb(I).Anclock + 1 SELECT CASE Bomb(I).AnFlag CASE 1 PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb1m, AND PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb1, XOR CASE 2 PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb2m, AND PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb2, XOR CASE 3 PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb3m, AND PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb3, XOR CASE 4 PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb4m, AND PUT (Bomb(I).Sx, Bomb(I).Sy), Bomb4, XOR END SELECT END IF IF Bomb(I).Rclock = 200 THEN Bomb(I).Anclock = 0 Bomb(I).AnFlag = 1 Bomb(I).Active = 0 Bomb(I).Rclock = 0 Bomb(I).Clock = 0 Bomb(I).Sx = Fnr(300) + 10 Bomb(I).Sy = Fnr(180) + 11 END IF IF Bomb(I).Clock = 80 THEN Bomb(I).Active = 1 END IF IF Bomb(I).Active = 1 THEN Bomb(I).Rclock = Bomb(I).Rclock + 4 FOR T = 1 TO 40 STEP 2 Bomb(I).Fx = Bomb(I).Sx + Xcos(T) * Bomb(I).Rclock Bomb(I).Fy = Bomb(I).Sy + XSin(T) * Bomb(I).Rclock IF Bomb(I).Fx < 0 OR Bomb(I).Fx > 320 OR Bomb(I).Fy < 11 OR Bomb(I).Fy > 198 THEN GOTO Clip PSET (Bomb(I).Fx, Bomb(I).Fy), 14 IF PointHit%(Bomb(I).Fx, Bomb(I).Fy) = 1 THEN Bal.Dead = 1 Bal.Dx = Bal.X Bal.Dy = Bal.Y END IF Clip: NEXT END IF NEXT END SUB SUB DoCheapEnding SCREEN 7, 0, 7, 0 MakeStars 300 Scsc$ = "Final Score:" + STR$(Current.Score) Center 2, "YOU WON?", 15 Center 4, "To tell you the truth...", 3 Center 6, "I can't even get past level 2.", 5 Center 10, "Look man...", 8 Center 12, "This game has no plot,", 2 Center 14, "Therefore it can have no ending.", 2 Center 17, "Just remember,", 9 Center 20, "The spirit of Balloon X is in YOU!", 15 Center 23, Scsc$, 14 FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT PCOPY 7, 1 FOR T = 120 TO -4 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP UNTIL INKEY$ <> "" FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT MakeTitleScreen DoMenu END SUB SUB DoDemoMode FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT PCOPY 3, 1 SCREEN 7, 0, 1, 1 FOR T = 120 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT Dl = 0 DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 Dl = Dl + 1 IF Dl = 600 THEN Dl = 0 EXIT DO END IF Center 13, "Demo Mode", 15 DoTorpedo 3 DoMissle 3 DoBomb 2 DoItem SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP UNTIL INKEY$ <> "" FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT MakeTitleScreen DoMenu END SUB SUB DoExit FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT SCREEN 7, 0, 1, 0 CLS MakeStars 300 Center 5, "- Programming -", 15 Center 8, "Manny Najera", 4 Center 11, "- Graphics -", 15 Center 14, "Manny Najera", 9 Center 17, "- Game Design -", 15 Center 20, "Manny Najera", 12 FOR T = 120 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP UNTIL INKEY$ <> "" END END SUB SUB DoIntro A$ = INPUT$(1) LINE (ManX, ManY)-(ManX + 54, ManY + 27), 0, BF FOR T = 1 TO 200 STEP 5 SCREEN 7, 0, 2, 0: PCOPY 1, 2 FOR N = 1 TO 40 STEP 2 PSET (ManX + 20 + XSin(N) * T, ManY + 13 + Xcos(N) * T), 9 PSET (ManX + 20 + XSin(N) * 2 * T, ManY + 13 + Xcos(N) * N), 12 PSET (ManX + 20 + XSin(N) * N, ManY + 13 + Xcos(N) * 2 * T), 1 NEXT SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT END SUB SUB DoItem IF Item.Active = 0 THEN Item.ActCount = Item.ActCount + 1 Item.X = 500 END IF IF Item.ActCount = 200 THEN Item.Active = 1 Item.X = Fnr(290) + 10 Item.Y = Fnr(170) + 11 Item.num = Fnr(4) Item.EndCount = 0 Item.ActCount = 0 END IF 'w13 h7 IF BoxHit%(Item.X, Item.Y, Item.X + 15, Item.Y + 10) = 1 THEN Item.X = 400 SELECT CASE Item.num CASE 1 Current.Score = Current.Score + 100 CASE 2 Current.Score = Current.Score + 500 CASE 3 Current.Gems = Current.Gems + 1 CASE 4 Current.Lives = Current.Lives + 1 END SELECT Item.EndCount = 100 Item.Active = 0 END IF IF Item.Active = 1 THEN Item.EndCount = Item.EndCount + 1 SELECT CASE Item.num CASE 1 PUT (Item.X, Item.Y), P1, PSET CASE 2 PUT (Item.X, Item.Y), P5, PSET CASE 3 PUT (Item.X, Item.Y), Icon, PSET CASE 4 PUT (Item.X, Item.Y), Coin1, PSET END SELECT IF BoxHit%(Item.X, Item.Y, Item.X + 13, Item.Y + 7) = 1 THEN Item.X = 400 SELECT CASE Item.num CASE 1 Current.Score = Current.Score + 100 CASE 2 Current.Score = Current.Score + 500 CASE 3 Current.Gems = Current.Gems + 1 CASE 4 Curremt.Lives = Current.Lives + 1 END SELECT Item.EndCount = 100 Item.X = 500 Item.Active = 0 END IF END IF IF Item.EndCount = 100 THEN Item.Active = 0 END SUB SUB DoMenu Menu.Clock = 0 DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 Menu.Clock = Menu.Clock + 1 IF Menu.Clock = 400 THEN Menu.Clock = 0 DrawArena DoDemoMode END IF Choice$ = UCASE$(INKEY$) SELECT CASE Choice$ CASE CHR$(0) + CHR$(72) Menu.num = Menu.num - 1 IF Menu.num < 1 THEN Menu.num = 1 CASE CHR$(0) + CHR$(80) Menu.num = Menu.num + 1 IF Menu.num > 3 THEN Menu.num = 3 CASE CHR$(13) GOTO ProChoice END SELECT SELECT CASE Menu.num CASE 1 PUT (100, 111), Iconm, AND PUT (100, 111), Icon, XOR CASE 2 PUT (100, 143), Iconm, AND PUT (100, 143), Icon, XOR CASE 3 PUT (100, 175), Iconm, AND PUT (100, 175), Icon, XOR END SELECT SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP ProChoice: SELECT CASE Menu.num CASE 1 Current.Gems = 0 Current.Level = 1 Current.Score = 0 StartGame CASE 2 SeeInfo CASE 3 DoExit END SELECT END SUB SUB DoMissle (lev) FOR I = 1 TO 3 + lev IF Missle(I).Active = 0 THEN Missle(I).ActCount = Missle(I).ActCount + 1 END IF IF Missle(I).ActCount = 100 AND Missle(I).Active = 0 THEN Missle(I).Active = 1 Missle(I).Y = Fnr(180) + 10 Missle(I).Xm = Fnr(6) Missle(I).X = 3 END IF IF Missle(I).Active = 1 THEN Missle(I).X = Missle(I).X + Missle(I).Xm PUT (Missle(I).X, Missle(I).Y), Mrm, AND PUT (Missle(I).X, Missle(I).Y), Mr, XOR IF BoxHit%(Missle(I).X, Missle(I).Y, Missle(I).X + 10, Missle(I).Y + 10) = 1 THEN Bal.Dead = 1 Bal.Dx = Bal.X Bal.Dy = Bal.Y END IF IF Missle(I).X > 300 THEN Missle(I).Active = 0 Missle(I).ActCount = 0 END IF END IF NEXT END SUB SUB DoTorpedo (lev) FOR I = 1 TO 2 + lev IF Tor(I).Active = 0 THEN Tor(I).ActCount = Tor(I).ActCount + 1 END IF IF Tor(I).ActCount = 100 AND Tor(I).Active = 0 THEN Tor(I).LoCount = Fnr(140) + 10 Tor(I).Count = 0 Tor(I).ActCount = 0 Tor(I).Active = 1 Tor(I).Ecount = 0 Tor(I).X = Fnr(180) + 10 Tor(I).Y = 185 Tor(I).Ym = -1 Tor(I).Ex = Fnr(130) + 50 END IF IF Tor(I).Active = 1 THEN Tor(I).Count = Tor(I).Count + 1 Tor(I).Y = Tor(I).Y + Tor(I).Ym IF Tor(I).Y < 11 THEN Tor(I).Active = 0 IF Tor(I).Exploding = 0 THEN PUT (Tor(I).X, Tor(I).Y), Torpm, AND PUT (Tor(I).X, Tor(I).Y), Torp, XOR END IF IF Tor(I).Count = Tor(I).LoCount AND Tor(I).Exploding = 0 AND Tor(I).Ecount = 0 AND Tor(I).Active = 1 THEN Tor(I).Exx = Tor(I).X Tor(I).Eyy = Tor(I).Y Tor(I).Exploding = 1 END IF IF Tor(I).Exploding = 1 AND Tor(I).Active = 1 THEN Tor(I).Ecount = Tor(I).Ecount + 5 FOR T = 1 TO 6 Tor(I).Fx = Tor(I).Exx + XSin(T) * Tor(I).Ecount Tor(I).Fy = Tor(I).Eyy + Xcos(T) * Tor(I).Ecount IF Tor(I).Fx < 0 OR Tor(I).Fx > 320 OR Tor(I).Fy < 11 OR Tor(I).Fy > 198 THEN GOTO TClip PSET (Tor(I).Fx, Tor(I).Fy), 14 IF PointHit%(Tor(I).Fx, Tor(I).Fy) THEN Bal.Dead = 1 Bal.Dx = Bal.X Bal.Dy = Bal.Y END IF TClip: NEXT IF Tor(I).Ecount > 200 THEN Tor(I).ActCount = 0 Tor(I).Active = 0 Tor(I).Exploding = 0 Tor(I).Exx = -200 Tor(I).Eyy = -200 END IF END IF END IF NEXT END SUB SUB DrawArena SCREEN 7, 0, 3, 0 CLS MakeStars 300 LINE (0, 0)-(319, 10), 0, BF PUT (0, 0), Score, PSET LINE (0, 11)-(319, 199), 15, B LINE (1, 12)-(318, 198), 7, B LINE (2, 13)-(317, 197), 8, B LOCATE 1, 1: PRINT "Score:" LOCATE 1, 14: PRINT "Lives:" LOCATE 1, 27: PRINT "Gems:" END SUB SUB DrawBalloon IF Bal.Dead = 1 THEN Bal.DeadClock = Bal.DeadClock + 5 IF Bal.DeadClock = 100 THEN Bal.DeadClock = 0 Current.Lives = Current.Lives - 1 Bal.Dead = 0 END IF IF Current.Lives = -1 THEN DeadDuck FOR T = 1 TO 40 STEP 2 PSET (Bal.Dx + XSin(T) * Bal.DeadClock, Bal.Dy + Xcos(T) * Bal.DeadClock), 4 NEXT IF Current.Lives = 0 THEN GOTO Finishdraw END IF IF Bal.Anclock = 80 THEN Bal.Anclock = 0 IF Bal.Anclock < 80 THEN Bal.Anclock = Bal.Anclock + 1 IF Bal.Anclock > 0 AND Bal.Anclock < 11 THEN Bal.AnFlag = 1 PUT (Bal.X, Bal.Y), Bal1m, AND PUT (Bal.X, Bal.Y), Bal1, XOR GOTO Finishdraw END IF IF Bal.Anclock > 10 AND Bal.Anclock < 21 THEN Bal.AnFlag = 2 PUT (Bal.X, Bal.Y), Bal2m, AND PUT (Bal.X, Bal.Y), Bal2, XOR GOTO Finishdraw END IF IF Bal.Anclock > 20 AND Bal.Anclock < 31 THEN Bal.AnFlag = 3 PUT (Bal.X, Bal.Y), Bal3m, AND PUT (Bal.X, Bal.Y), Bal3, XOR GOTO Finishdraw END IF IF Bal.Anclock > 30 AND Bal.Anclock < 41 THEN Bal.AnFlag = 4 PUT (Bal.X, Bal.Y), Bal4m, AND PUT (Bal.X, Bal.Y), Bal4, XOR GOTO Finishdraw END IF IF Bal.Anclock > 40 AND Bal.Anclock < 51 THEN Bal.AnFlag = 5 PUT (Bal.X, Bal.Y), Bal5m, AND PUT (Bal.X, Bal.Y), Bal5, XOR GOTO Finishdraw END IF IF Bal.Anclock > 50 AND Bal.Anclock < 61 THEN Bal.AnFlag = 4 PUT (Bal.X, Bal.Y), Bal4m, AND PUT (Bal.X, Bal.Y), Bal4, XOR GOTO Finishdraw END IF IF Bal.Anclock > 60 AND Bal.Anclock < 71 THEN Bal.AnFlag = 3 PUT (Bal.X, Bal.Y), Bal3m, AND PUT (Bal.X, Bal.Y), Bal3, XOR GOTO Finishdraw END IF IF Bal.Anclock > 70 AND Bal.Anclock < 81 THEN Bal.AnFlag = 2 PUT (Bal.X, Bal.Y), Bal2m, AND PUT (Bal.X, Bal.Y), Bal2, XOR GOTO Finishdraw END IF Finishdraw: END SUB SUB DrawBlankArena SCREEN 7, 0, 1, 0 CLS LINE (0, 0)-(319, 10), 0, BF PUT (0, 0), Score, PSET LINE (0, 11)-(319, 199), 15, B LINE (1, 12)-(318, 198), 7, B LINE (2, 13)-(317, 197), 8, B END SUB SUB GetKey Move$ = INKEY$ SELECT CASE Move$ CASE CHR$(0) + CHR$(77) Bal.Xm = Bal.Xm + 1 CASE CHR$(0) + CHR$(75) Bal.Xm = Bal.Xm - 1 CASE CHR$(0) + CHR$(72) Bal.Ym = Bal.Ym - 1 CASE CHR$(0) + CHR$(80) Bal.Ym = Bal.Ym + 1 CASE CHR$(0) + CHR$(59) IF Active = 1 THEN SCREEN 7, 0, 2, 4 A$ = INPUT$(1) SCREEN 7, 0, 2, 0 END IF CASE CHR$(0) + CHR$(16) IF Active = 1 THEN SCREEN 7, 0, 2, 5 DO Ans$ = UCASE$(INKEY$) LOOP UNTIL Ans$ = "Y" OR Ans$ = "N" IF Ans$ = "Y" THEN Active = 0 FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT MakeTitleScreen DoMenu END IF ELSE SCREEN 7, 0, 2, 0 END IF END SELECT END SUB SUB Initit FOR I = 1 TO 3 Bomb(I).Sx = Fnr(300) + 10 Bomb(I).Sy = Fnr(180) + 11 Bomb(I).Active = 0 Bomb(I).Rclock = 0 Bomb(I).Clock = 0 NEXT Bal.DeadClock = 0 Bal.Dead = 0 Bal.X = 155 Bal.Y = 95 Bal.AnFlag = 1 Bal.Anclock = 0 Bal.W = 7 Bal.H = 13 Menu.num = 1 ManX = (320 / 2) - (54 / 2) ManY = (200 / 2) - 13 Active = 0 FOR I = 1 TO 10 C(I).Anclock = Fnr(90) Tor(I).ActCount = 0 Tor(I).Active = 0 Tor(I).Exploding = 0 Tor(I).Ecount = 0 Missle(I).Active = 0 Missle(I).ActCount = 0 Tor(I).LoCount = 0 NEXT I END SUB SUB LevDis LDF = LDF + 1 Center 12, l$, 15 Center 14, G(Current.Level), 14 END SUB SUB LevelClear FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT A$ = INKEY$ PCOPY 3, 1 SCREEN 7, 0, 1, 1 SCREEN 7, 0, 2, 0 LINE (0, 0)-(319, 199), 1, BF PUT (160 - 33, 100), Lc, PSET PCOPY 2, 0 A$ = INPUT$(1) Current.Level = Current.Level + 1 Current.Gems = 0 StartBonus DrawArena PCOPY 3, 1 SCREEN 7, 0, 1, 1 FOR T = 120 TO -4 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT MainGame END SUB SUB MainGame Active = 1 LDF = 0 l$ = "Level " + STR$(Current.Level) SELECT CASE Current.Level CASE 1 Current.GemReq = 2 CASE 2 Current.GemReq = 4 CASE 3 Current.GemReq = 6 CASE 4 Current.GemReq = 8 CASE 5 Current.GemReq = 10 END SELECT FOR T = 200 TO 0 STEP -5 SCREEN 7, 0, 2, 0: PCOPY 1, 2 FOR N = 1 TO 40 STEP 2 PSET (Bal.X + XSin(N) * T, Bal.Y + Xcos(N) * T), 4 NEXT SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT Cl = Current.Level - 2 Active = 1 DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 IF LDF < 100 THEN LevDis GetKey ProcessMotion DoTorpedo Current.Level 'DoMissle Current.Level Un-comment this for missles, they suck though! DoBomb Current.Level - 1 'the hit detection is freakin nasty because DoItem 'I needed SPEED! Missles suck #@&$! DrawBalloon IF Current.Gems = Current.GemReq THEN SELECT CASE Current.Level CASE 5 DoCheapEnding 'Screw the ending! CASE ELSE LevelClear END SELECT END IF LOCATE 1, 8: PRINT Current.Score LOCATE 1, 21: PRINT Current.Lives LOCATE 1, 33: PRINT Current.Gems PCOPY 2, 0 LOOP Active = 0 END SUB SUB MakeHelpScreen SCREEN 7, 0, 4, 0 MakeStars 300 LINE (0, 31)-(320, 31), 15 Center 3, "CONTROLS", 9 COLOR 15 LOCATE 7, 11: PRINT "Move Up" LOCATE 10, 11: PRINT "Move Down" LOCATE 13, 11: PRINT "Move Left" LOCATE 16, 11: PRINT "Move Right" LOCATE 19, 11: PRINT "This Screen" LOCATE 22, 11: PRINT "Quit Game" PUT (220, 48), Up, PSET PUT (220, 72), Down, PSET PUT (220, 96), Left, PSET PUT (220, 120), Right, PSET PUT (220, 144), F1, PSET PUT (220, 168), Alt, PSET PUT (240, 168), Q, PSET END SUB SUB MakeInfo SCREEN 7, 0, 6, 6 MakeStars 300 LINE (0, 0)-(85, 105), 15, B LINE (1, 1)-(84, 104), 7, B LINE (2, 2)-(83, 103), 8, B PUT (3, 3), me, PSET COLOR 7 LOCATE 3, 13: PRINT "NAME:" LOCATE 8, 13: PRINT "AGE:" LOCATE 12, 13: PRINT "OCCUPATION:" COLOR 9 LOCATE 3, 19: PRINT "Manny Najera" LOCATE 8, 18: PRINT "15" LOCATE 12, 26: PRINT "Student" COLOR 11 LOCATE 15, 4: PRINT "- to scroll, ESC to exit" PUT (0, 110), Up, PSET PUT (10, 110), Down, PSET LINE (0, 120)-(319, 120), 15 LINE (0, 121)-(319, 197), 0, BF LINE (0, 198)-(319, 198), 15 END SUB SUB MakeIntroScreen MakeStars 300 PUT ((320 / 2) - (54 / 2), (200 / 2) - 13), Manny, PSET END SUB SUB MakeQuits SCREEN 7, 0, 5, 0 MakeStars 300 Center 12, "Quit Game? (Y/N)", 15 END SUB SUB MakeStars (NumStars%) FOR I = 1 TO NumStars% MCr = Fnr(3) SELECT CASE MCr CASE 1 MCol = 8 CASE 2 MCol = 7 CASE 3 MCol = 15 END SELECT Mx = Fnr(320) my = Fnr(200) PSET (Mx, my), MCol NEXT END SUB SUB MakeTitleScreen SCREEN 7, 0, 1, 0 CLS MakeStars 300 LINE (108 - 20, 47 - 20)-(108 + 120, 47 + 40), 0, BF PUT (108, 47), Title, PSET LINE (108 - 20, 47 - 20)-(108 + 120, 47 + 40), 4, B LINE (108 - 21, 47 - 21)-(108 + 121, 47 + 41), 12, B LINE (108 - 22, 47 - 22)-(108 + 122, 47 + 42), 15, B Center 16, "Start Game", 4 Center 20, "Author Info", 9 Center 24, "Exit", 12 FOR T = 84 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT END SUB FUNCTION PointHit% (Hx, Hy) IF Hx > Bal.X AND Hx < Bal.X + 7 AND Hy > Bal.Y AND Hy < Bal.Y + 7 THEN PointHit% = 1 ELSE PointHit% = 0 END FUNCTION SUB ProcessMotion IF Bal.Xm > 3 THEN Bal.Xm = 3 IF Bal.Xm < -3 THEN Bal.Xm = -3 IF Bal.Ym > 3 THEN Bal.Ym = 3 IF Bal.Ym < -3 THEN Bal.Ym = -3 Bal.X = Bal.X + Bal.Xm Bal.Y = Bal.Y + Bal.Ym IF Bal.X < 4 THEN Bal.X = 4 Bal.Xm = 0 GOTO FinishBof END IF IF (Bal.X + Bal.W) > 315 THEN Bal.X = (315 - Bal.W) Bal.Xm = 0 GOTO FinishBof END IF IF Bal.Y < 14 THEN Bal.Y = 14 Bal.Ym = 0 GOTO FinishBof END IF IF (Bal.Y + Bal.H) > 195 THEN Bal.Y = (195 - Bal.H) Bal.Ym = 0 GOTO FinishBof END IF FinishBof: END SUB SUB SeeInfo FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT PCOPY 6, 1 COLOR 9 FOR T = 84 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 Mt$ = UCASE$(INKEY$) SELECT CASE Mt$ CASE CHR$(0) + CHR$(72) Mp = Mp - 1 IF Mp = 0 THEN Mp = 1 CASE CHR$(0) + CHR$(80) Mp = Mp + 1 IF Mp = 39 THEN Mp = 38 CASE CHR$(27) EXIT DO END SELECT LOCATE 17, 1 FOR I = Mp TO Mp + 6 PRINT Message(I) NEXT SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP FOR T = 1 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT Mp = 1 MakeTitleScreen DoMenu END SUB SUB StartBonus DrawBlankArena FOR T = 84 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT Bl = 10 DO SCREEN 7, 0, 2, 0: PCOPY 1, 2 Bl = Bl - .03 IF Bl < 0 THEN EXIT DO D$ = STR$(INT(Bl)) + " seconds left" Center 12, D$, 15 Center 14, "Grab as many goodies as you can!", 12 LOCATE 1, 6: PRINT Current.Score FOR I = 1 TO 60 Star(I).Y = Star(I).Y + Star(I).T IF Star(I).Y > 197 THEN Star(I).Y = 11 PSET (Star(I).X, Star(I).Y), Star(I).C NEXT I GetKey ProcessMotion DoBItem DrawBalloon SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 LOOP FOR T = 0 TO 84 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(T, 200), 1, BF LINE (80, 0)-(80 + T, 200), 1, BF LINE (160, 0)-(160 + T, 200), 1, BF LINE (240, 0)-(240 + T, 200), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT END SUB SUB StartGame Initit Current.Lives = 5 Current.Score = 0 Current.Level = 1 FOR T = 1 TO 120 STEP 4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT PCOPY 3, 1 SCREEN 7, 0, 1, 1 FOR T = 120 TO 0 STEP -4 SCREEN 7, 0, 2, 0: PCOPY 1, 2 LINE (0, 0)-(320, T), 1, BF LINE (0, 200)-(320, 200 - T), 1, BF SCREEN 7, 0, 0, 0: PCOPY 2, 0: PCOPY 1, 2 NEXT Active = 1 Initit MainGame END SUB