Hi there i have been working on a 2d shooter game my asteroids dont appear and the missile dosen't fire the code has been played about with by multiple people maybe you can help.
Much love
REM Project: FinalGame
REM Created: 04/05/2011 13:38:27
REM
REM ***** Main Source File *****
REM
REM Project: space
REM Created: 28/01/2010 14:18:42
REM
REM ***** Main Source File *****
REM
#constant SHIP 2
#constant firstasteroid 51
#constant firstmissile 101
global keyspressed as byte
global angle as integer
global lastfired as integer
global dim missilemoves(9)
global missileno as integer
hide mouse
InitialiseGame()
do
handlekeyboard()
handlemissiles()
` handleasteroids()
` Createasteroids()
loop
Function InitialiseGame()
SET DISPLAY MODE 1280,1024,32
Sync rate 100
Set display mode 1280,1024,32
Set image colorkey 255,255,255
load image "shooter.png",SHIP
SPRITE SHIP, SCREEN WIDTH()/2, SCREEN HEIGHT()/2,2
OFFSET SPRITE SHIP, SPRITE WIDTH(SHIP)/2, SPRITE HEIGHT(SHIP)/2
lastfired=timer()
set image colorkey 255, 255, 255
load image "missile.png",3
missileno=firstmissile
for c= 0 to 9
missilemoves(c)=0
next c
randomize timer()
LOAD IMAGE "bar.png", 4
xpos = 300
do
for x = 0 to -1000 step -1
PASTE IMAGE 4,x,1
ypos = mousey()
sync
sprite ship,xpos,ypos,ship
next x
loop
endfunction
Function handlekeyboard()
keyspressed=0
if keystate(57)=1
launchmissile()
endif
endfunction
function Launchmissile()
if sprite exist(missileno)
exitfunction
endif
sprite missileno,sprite x(SHIP),sprite Y(SHIP),3
offset sprite missileno,sprite width(missileno)/2, sprite height(missileno)/2
rotate sprite missileno, 45
move sprite missileno, 30
lastfired = timer()
missileno=missileno mod 10 + firstmissile
endfunction
function HandleMissiles
for spriteno = firstmissile to firstmissile +10
if sprite exist(spriteno)
move sprite spriteno,15
spritehit = sprite hit(spriteno,0)
if spritehit >1
delete sprite spritehit
delete sprite spriteno
post = spriteno - firstmissile
missilemoves(post)= 0
else
post = spriteno - firstmissile
inc missilemoves(post)
if missilemoves(post)>=150
delete sprite spriteno
missilemoves(post)=0
endif
endif
endif
next spriteno
endfunction
function createasteroids()
create animated sprite firstasteroid, "asteroid.bmp", 5,1,1
offset sprite firstasteroid, sprite width(firstasteroid)/2,sprite height (firstasteroid)/2
for spriteno = firstasteroid + 1 to firstasteroid + 9
clone sprite firstasteroid, spriteno
next spriteno
endfunction
function startpositionforAsteroids()
for spriteNo = firstasteroid + 1 to firstasteroid
x = screen width()
y = rnd(screen height())
angle = 9
sprite spriteno,x,5,y,
rotate sprite spriteno, angle,
next spriteNo
endfunction
function handleasteroids()
for spriteno = firstasteroid to firstasteroid + 9
if sprite exist(spriteno)
move sprite spriteno,1
if sprite Y(spriteno)<0
sprite spriteno,sprite x (spriteno),screen height (),1
endif
if sprite y(spriteno)>screen height()
sprite spriteno, sprite x(spriteno),0,4
endif
if sprite x(spriteno)<0
sprite spriteno,screen width(), sprite y(spriteno),1
endif
if sprite x(spriteno)>screen width ()
sprite spriteno, 0,sprite y(spriteno),1
endif
play sprite spriteno,5,1,40
endif
next spriteno
endfunction