Here it is.
Remstart
The Castle Of Questions
By Sahil Sanghvi and Cameron Kesig
Date Created - 1.14.13
Date Last Updated - 3.8.13
Remend
REM Startup Section
sync rate 12000
hide mouse
cls 1
load bitmap "E:\advanced tech\edutainment\Game Images\images\splash.bmp"
sync
REM Control Input
do
if Keystate(scancode()) =1 then gosub Mainsection
sync
loop
REM *** Loading Music
Load music "E:\advanced tech\edutainment\Music\Bangin Horns.mp3",7
Mainsection:
cls
load bitmap "E:\advanced tech\edutainment\Game Images\images\instructions.bmp"
set text size 50 : set text font "french sciript 93" : ink rgb(153,51,153),0
center text 310,400, "Press any key to continue"
wait key
cls
REM *** Loading Music
Load music "E:\advanced tech\edutainment\Music\Bangin Horns.mp3",7
Gosub LevelOne:
REM *** Room
_roomlabel:
ink rgb(225,0,0),0 : set text size 16
text 0,0, "Find the hidden letter that is somwhere in the room. Then, press that key to get the questions for the level."
text 0,18, "If you are correct, then you will automatically go to the next question."
wait key
cls
REM *** Music
Play music 7
loop music 7
set music volume 7,200
REM *** Man
load object "E:\advanced tech\edutainment\models\Man\roomdemo.x",1
set object specular 1,0
xrotate object 1,270
fix object pivot 1
rotate object 1,0,180,0
set object speed 1,12
make object collision box 1,-40,0,-40,40,150,40,1
position object 1, 0,0,0
set object collision on 1
REM *** Room
REM *** Room images
load image "E:\advanced tech\edutainment\Game Images\images\Qmark.bmp",9,0
load image "E:\advanced tech\edutainment\Game Images\images\flo.bmp",10,0
load image "E:\advanced tech\edutainment\Game Images\images\window.bmp",11,0
load image "E:\advanced tech\edutainment\Game Images\images\wall.bmp",12,0
REM *** Floor
make object plain 2,1000,1000
xrotate object 2,270
texture object 2,10
REM *** The north wall
Make object plain 3,1000,1000
position object 3,0,500,500
texture object 3,11
REM *** The west wall
make object plain 4,1000,1000
position object 4,-500,500,0
yrotate object 4,90
texture object 4,12
REM *** The east wall
make object plain 5,1000,1000
position object 5,500,500,0
yrotate object 5,90
texture object 5,12
REM *** The South Wall
make object plain 6,1000,1000
position object 6,0,500,-500
texture object 6,12
REM *** The Question Totems
Make object box 8,50,500,50
position object 8,250,250,70
texture object 8,9
make object collision box 1,225,0,70,275,500,20,1
set object collision on 8
REM *** Camera Variables
sync
facing# = 180
REM *** Controls and Camera Movement
do
if upkey() then move object 1,1: walk = 1
if downkey() then move object 1,-1 : walk = 1
if leftkey() then yrotate object 1, wrapvalue(object angle y(1)-4) : walk = 1
if leftkey() then facing# = facing# - 4.5
if rightkey() then yrotate object 1, wrapvalue(object angle y(1)+4) : walk = 1
if rightkey() then facing# = facing# + 4.5
if inkey$()="h" then gosub LevelOneQuestionOne:
if Inkey$()="q"
for x = 1 to 100
if object exist(x) = 1 then delete object x
next x
gosub EndSection
endif
sync
set camera to follow object position x(1), object position y(1), object position z(1), facing#, 300, 200, 200, 1
sync
loop
_Restart:
REM ** Starting over...
do
load bitmap "E:\advanced tech\edutainment\Game Images\images\splash.bmp"
sync
if Keystate(scancode()) =1 then gosub Mainsection
sync
loop
Rem *** Level one
_WrongAnswer:
cls
do
text 200,200, "Wrong Answer. Press 'esc' to exit."
loop
LevelOne:
load bitmap "E:\advanced tech\edutainment\Game Images\images\one.bmp"
wait 1000
cls
goto _roomlabel
LevelOneQuestionOne:
cls
for x = 1 to 100
delete object (x)
next x
sync
cls
sync on
do
load bitmap "E:\advanced tech\edutainment\Game Images\Question Bitmaps\L1Q1.bmp"
sync
if inkey$()="a" then goto _WrongAnswer
if inkey$()="b" then goto _WrongAnswer
if inkey$()="c" then goto _CorrectAnswerLevelOneQ1
if inkey$()="d" then goto _WrongAnswer
loop
-Sa