Ok I see the plains being loaded before the game starts, and I adjusted the firing code to shoot the plains instead of sprite, but when the game actually starts there are no plains visible, even if I shoot them.
heres some of my code (the main loop, the sprite loading sub and the firing sub)
set display mode 1024,768,32
gosub init
gosub loadplains
hide mouse
sync on : sync rate 25
do
if debug=TRUE then gosub debug
gosub regen
gosub drawbars
gosub drawship
gosub enemy
gosub takeinput
gosub moveship
gosub primaryfire
gosub secondaryfire
gosub updenemy
gosub updscreen
gosub collisions
gosub checkgameover
sync
loop
loadplains:
draw to front
backdrop off
make object plain 1000,1100,900
position object 1000,0,0,-1
color object 1000,rgb(80,10,0)
for i =1 to 25
make object plain i,3,25
hide object i
color object i,rgb(255,0,0)
`I think that's yellowish. not sure...
ghost object on i
yrotate object i,90
fix object pivot i
next i
delete object 1000
cls
return
primaryfire:
if controlkey()=TRUE and lasrdy=TRUE and ship#(3,1)>=4
for num1=1 to 25
if object visible(num1)=FALSE and bullet(num1,1)=TRUE then bullet(num1,1)=FALSE
if object visible(num1)=TRUE and bullet(num,1)=FALSE then hide object num1
next num1
num=1
repeat
inc num
if num>=25 then num =1
until bullet(num,1)=FALSE
show object num
position object num,ship#(4,2)-25,ship#(4,1)+22,-2
bullet(num,1)=TRUE
lasrdy=FALSE
ship#(3,1)=ship#(3,1)-4
play sound 2
fired=timer()
endif
if timer()-fired>=200 then lasrdy=TRUE
return
and the code thats supposed to move the plains
i=1
for i=1 to 25
if bullet(i,1)=TRUE
position object i,object position x(i),object position y(i)-wep#(1,1),-2
if object in screen(1)=FALSE
hide object i
bullet(i,1)=FALSE
endif
endif
next i