Here's the Code.
Sorry about not inserting this sooner, I was in a rush to post...
rem the constants
#CONSTANT ship 1
#CONSTANT alien 2
#CONSTANT proton 20
rem the globals
GLOBAL speedadj
GLOBAL weaponadj
rem the regular varibles
x=screen width()
y=screen height()
rem loading the spaceships
load image "battlecruiser.bmp",ship
load image "proton.bmp",proton
rem setting up
randomize timer()
backdrop on
color backdrop 0
rem setting up the player sprite
sprite ship,x-25,y-25,1
shipwidth=sprite width(ship)
shipheight=sprite height(ship)
offset sprite ship,(shipwidth/2),shipheight-25
rem setting up the alien sprite
create animated sprite alien,"imposterUFOanim.bmp",13,1,alien
sprite alien,(x/2),(y/2),2
offset sprite alien,32,32
do
rem the keystates
if keystate(75)=1 : dec angle : endif
if keystate(77)=1 : inc angle : endif
if keystate(74)=1 and timer()>speedadj : speedadj=timer()+250 : dec thrust# : endif
if keystate(78)=1 and timer()>speedadj : speedadj=timer()+250 : inc thrust# : endif
if spacekey()=1 and timer()>weaponadj : weaponadj=timer()+2000 : sprite proton,sprite x(1),sprite y(1),20 : rotate sprite proton,(angle/5) : endif
rem code controling the torps collison and movement
if sprite exist(proton)
move sprite proton,5
if sprite hit(proton,alien)
play sprite 2,1,13,20
delete sprite proton : delete sprite alien
endif
endif
rem with angle and thrust data given, we can update the player ship
rotate sprite ship,(angle/5)
move sprite ship,(thrust#/50)
rem update alien ship position
if sprite exist(alien)
move sprite alien,.05
rotate sprite alien,10
endif
loop
wait key
end
The ship .bmp was 64x64, the Alien 832x64, the proton 7x7