Yea I wasn't paying attention and here is my code to the whole thing.
type SPRITET
x as integer
y as integer
speedx as integer
speedy as integer
alpha as integer
endtype
dim hunter (num) as SPRITET
global angle as integer = 0
global num as integer = 15
sync on
sync rate 20
hide mouse
color backdrop rgb (0, 0, 255)
backdrop on
set image colorkey 255, 0, 255
make camera 7
set current camera 0
set camera range 1, 7000
create animated sprite 1, "harry.bmp", 12, 8, 1
create animated sprite 2, "harryn.bmp", 1, 1, 2
create animated sprite 3, "hunter.bmp", 11 , 1, 3
sprite 1, screen width()/2, screen height()/2, 1
sprite 3, screen width()/4, screen height()/4, 3
for n = 4 to num
clone sprite 3, n
sprite n, rnd(screen width()), rnd(screen height()), 3
size sprite n, 50, 50
next n
set sprite priority 1, 1
load music "beethoven.mp3", 21
load sound "swing.wav", 20
offset sprite 1, 32, 32
size sprite 1, 50, 50
size sprite 3, 50, 50
do
play music 21
move()
colide()
sync
loop
function move()
if spacekey() then play sound 20
if upkey()= 1 then move sprite 1, 5
if upkey() = 1 then play sprite 1, 63, 70, 1
if downkey() = 1 then move sprite 1, -5
if downkey() = 1 then play sprite 1, 71, 78, 1
if shiftkey() = 1 then play sprite 1, 14, 26, 1
if spacekey()= 1 then play sprite 1, 1, 13, 1
if leftkey() then angle = wrapvalue(angle - 5)
if rightkey() then angle = wrapvalue(angle + 5)
rotate sprite 1, angle
endfunction
function colide()
if sprite hit (1,n) && spacekey() = 1 then play sprite 3, 1, 11, 3
if sprite hit (1,n) && shiftkey() = 1 then play sprite 3, 1, 11, 3
endfunction
Thanks again.