on my most recent post I realized that I had given you guys that wrong code. I cannot edit my post yet because they have to approve of it, and I won't be able to edit my post before (I'm assuming) someone posts on it. I will try to edit my post when I get home, but as of now, here is the actual code:
REM *** START SYSTEM SETUP SECTION
autocam on
sync off
REM *** STOP SYSTEM SETUP SECTION
REM *****************************************
rem main menu
MainMenu:
sync on
sync rate 30
do
cls
ink rgb(255,255,255),0
text 0,100,"NEW GAME"
text 0,130,"LOAD"
text 0,160,"OPTIONS"
text 0,190,"QUIT"
`NEW GAME
if mousex() > 0 and mousex() < 100 and mousey() > 100 and mousey() < 120 then ink rgb(0,0,100),0 : text 0,100,"NEW GAME"
if mousex() > 0 and mousex() < 100 and mousey() > 100 and mousey() < 120 and mouseclick()=1 then gosub loadall
`LOAD
if mousex() > 0 and mousex() < 100 and mousey() > 130 and mousey() < 150 then ink rgb(0,0,100),0 : text 0,130,"LOAD"
if mousex() > 0 and mousex() < 100 and mousey() > 130 and mousey() < 150 and mouseclick()=1 then text 100,120,"YOU CLICKED LOAD"
`OPTIONS
if mousex() > 0 and mousex() < 100 and mousey() > 160 and mousey() < 180 then ink rgb(0,0,100),0 : text 0,160,"OPTIONS"
if mousex() > 0 and mousex() < 100 and mousey() > 160 and mousey() < 180 and mouseclick()=1 then text 100,120,"YOU CLICKED OPTIONS"
`QUIT
if mousex() > 0 and mousex() < 100 and mousey() > 190 and mousey() < 210 then ink rgb(0,0,100),0 : text 0,190,"QUIT"
if mousex() > 0 and mousex() < 100 and mousey() > 190 and mousey() < 210 and mouseclick()=1 then end
sync
loop
loadall:
load image "E:\new edutainment project\images\arrow key.bmp",2
load image "E:\new edutainment project\images\NUMBERS\1.bmp",1
load image "E:\new edutainment project\images\NUMBERS\2.bmp",200
load image "E:\new edutainment project\images\NUMBERS\3.bmp",3
load image "E:\new edutainment project\images\NUMBERS\4.bmp",4
load image "E:\new edutainment project\images\NUMBERS\5.bmp",5
load image "E:\new edutainment project\images\NUMBERS\6.bmp",6
load image "E:\new edutainment project\images\NUMBERS\7.bmp",7
load image "E:\new edutainment project\images\NUMBERS\8.bmp",8
load image "E:\new edutainment project\images\NUMBERS\9.bmp",9
load image "E:\new edutainment project\images\NUMBERS\10.bmp",10
load image "E:\new edutainment project\images\NUMBERS\11.bmp",11
load image "E:\new edutainment project\images\NUMBERS\12.bmp",12
load image "E:\new edutainment project\images\NUMBERS\13.bmp",13
load image "E:\new edutainment project\images\NUMBERS\14.bmp",14
load image "E:\new edutainment project\images\NUMBERS\15.bmp",15
load image "E:\new edutainment project\images\NUMBERS\16.bmp",16
load image "E:\new edutainment project\images\NUMBERS\17.bmp",17
load image "E:\new edutainment project\images\NUMBERS\18.bmp",18
load image "E:\new edutainment project\images\NUMBERS\19.bmp",19
load image "E:\new edutainment project\images\NUMBERS\20.bmp",20
load image "E:\new edutainment project\images\NUMBERS\20.bmp",20
load image "E:\new edutainment project\images\NUMBERS\21.bmp",21
load image "E:\new edutainment project\images\NUMBERS\22.bmp",22
load image "E:\new edutainment project\images\NUMBERS\23.bmp",23
load image "E:\new edutainment project\images\FP Brighter.bmp",100
rem 1st rotate cube
make object cube 65,10
texture object 65,2
position object 65,-210,100,300
make mesh from object 1,65
add limb 65,1,1
scale limb 65,1,100,1000,0
show limb 65,1
offset limb 65,1,0,20,0
make object from limb 1000,65,1,1
position object 1000,-210,100,300
remove limb 65,1
hide object 1000
rem 2nd rotate cube
make object cube 66,10
texture object 66,2
position object 66,-110,100,300
make mesh from object 1,66
add limb 66,1,1
scale limb 66,1,100,1000,0
show limb 66,1
offset limb 66,1,0,20,0
make object from limb 1001,66,1,1
position object 1001,-110,100,300
remove limb 66,1
hide object 1001
rem 3rd rotate cube
make object cube 67,10
texture object 67,2
position object 67,-10,100,300
make mesh from object 1,67
add limb 67,1,1
scale limb 67,1,100,1000,0
show limb 67,1
offset limb 67,1,0,20,0
make object from limb 1002,67,1,1
position object 1002,-10,100,300
remove limb 67,1
hide object 1002
rem 4th rotate cube
make object cube 68,10
texture object 68,2
position object 68,90,100,300
make mesh from object 1,68
add limb 68,1,1
scale limb 68,1,100,1000,0
show limb 68,1
offset limb 68,1,0,20,0
make object from limb 1003,68,1,1
position object 1003,90,100,300
remove limb 68,1
hide object 1003
rem 5th rotate cube
make object cube 69,10
texture object 69,2
position object 69,-260,50,300
make mesh from object 1,69
add limb 69,1,1
scale limb 69,1,100,1000,0
show limb 69,1
offset limb 69,1,0,20,0
make object from limb 1004,69,1,1
position object 1004,-260,50,300
remove limb 69,1
hide object 1004
rem 6th rotate cube
make object cube 70,10
texture object 70,2
position object 70,-160,50,300
make mesh from object 1,70
add limb 70,1,1
scale limb 70,1,100,1000,0
show limb 70,1
offset limb 70,1,0,20,0
make object from limb 1005,70,1,1
position object 1005,-160,50,300
remove limb 70,1
hide object 1005
rem 7th rotate cube
make object cube 71,10
texture object 71,2
position object 71,-60,50,300
make mesh from object 1,71
add limb 71,1,1
scale limb 71,1,100,1000,0
show limb 71,1
offset limb 71,1,0,20,0
make object from limb 1006,71,1,1
position object 1006,-60,50,300
remove limb 71,1
hide object 1006
rem 8th rotate cube
make object cube 72,10
texture object 72,2
position object 72,40,50,300
make mesh from object 1,72
add limb 72,1,1
scale limb 72,1,100,1000,0
show limb 72,1
offset limb 72,1,0,20,0
make object from limb 1007,72,1,1
position object 1007,40,50,300
remove limb 72,1
hide object 1007
rem 9th rotate cube
make object cube 73,10
texture object 73,2
position object 73,140,50,300
make mesh from object 1,73
add limb 73,1,1
scale limb 73,1,100,1000,0
show limb 73,1
offset limb 73,1,0,20,0
make object from limb 1008,73,1,1
position object 1008,140,50,300
remove limb 73,1
hide object 1008
rem 10th rotate cube
make object cube 74,10
texture object 74,2
position object 74,-210,0,300
make mesh from object 1,74
add limb 74,1,1
scale limb 74,1,100,1000,0
show limb 74,1
offset limb 74,1,0,20,0
make object from limb 1009,74,1,1
position object 1009,-210,0,300
remove limb 74,1
hide object 1009
rem 11th rotate cube
make object cube 75,10
texture object 75,2
position object 75,-110,0,300
make mesh from object 1,75
add limb 75,1,1
scale limb 75,1,100,1000,0
show limb 75,1
offset limb 75,1,0,20,0
make object from limb 1010,75,1,1
position object 1010,-110,0,300
remove limb 75,1
hide object 1010
rem 12th rotate cube
make object cube 76,10
texture object 76,2
position object 76,-10,0,300
make mesh from object 1,76
add limb 76,1,1
scale limb 76,1,100,1000,0
show limb 76,1
offset limb 76,1,0,20,0
make object from limb 1011,76,1,1
position object 1011,-10,0,300
remove limb 76,1
hide object 1011
rem 13th rotate cube
make object cube 77,10
texture object 77,2
position object 77,90,0,300
make mesh from object 1,77
add limb 77,1,1
scale limb 77,1,100,1000,0
show limb 77,1
offset limb 77,1,0,20,0
make object from limb 1012,77,1,1
position object 1012,90,0,300
remove limb 77,1
hide object 1012
rem 14th rotate cube
make object cube 78,10
texture object 78,2
position object 78,-260,-50,300
make mesh from object 1,78
add limb 78,1,1
scale limb 78,1,100,1000,0
show limb 78,1
offset limb 78,1,0,20,0
make object from limb 1013,78,1,1
position object 1013,-260,-50,300
remove limb 78,1
hide object 1013
rem 15th rotate cube
make object cube 79,10
texture object 79,2
position object 79,-160,-50,300
make mesh from object 1,79
add limb 79,1,1
scale limb 79,1,100,1000,0
show limb 79,1
offset limb 79,1,0,20,0
make object from limb 1014,79,1,1
position object 1014,-160,-50,300
remove limb 79,1
hide object 1014
rem 16th rotate cube
make object cube 80,10
texture object 80,2
position object 80,-60,-50,300
make mesh from object 1,80
add limb 80,1,1
scale limb 80,1,100,1000,0
show limb 80,1
offset limb 80,1,0,20,0
make object from limb 1015,80,1,1
position object 1015,-60,-50,300
remove limb 80,1
hide object 1015
rem 17th rotate cube
make object cube 81,10
texture object 81,2
position object 81,40,-50,300
make mesh from object 1,81
add limb 81,1,1
scale limb 81,1,100,1000,0
show limb 81,1
offset limb 81,1,0,20,0
make object from limb 1016,81,1,1
position object 1016,40,-50,300
remove limb 81,1
hide object 1016
rem 18th rotate cube
make object cube 82,10
texture object 82,2
position object 82,140,-50,300
make mesh from object 1,82
add limb 82,1,1
scale limb 82,1,100,1000,0
show limb 82,1
offset limb 82,1,0,20,0
make object from limb 1017,82,1,1
position object 1017,140,-50,300
remove limb 82,1
hide object 1017
rem 19th rotate cube
make object cube 83,10
texture object 83,2
position object 83,-210,-100,300
make mesh from object 1,83
add limb 83,1,1
scale limb 83,1,100,1000,0
show limb 83,1
offset limb 83,1,0,20,0
make object from limb 1018,83,1,1
position object 1018,-210,-100,300
remove limb 83,1
hide object 1018
rem 20th rotate cube
make object cube 84,10
texture object 84,2
position object 84,-110,-100,300
make mesh from object 1,84
add limb 84,1,1
scale limb 84,1,100,1000,0
show limb 84,1
offset limb 84,1,0,20,0
make object from limb 1019,84,1,1
position object 1019,-110,-100,300
remove limb 84,1
hide object 1019
rem 21st rotate cube
make object cube 85,10
texture object 85,2
position object 85,-10,-100,300
make mesh from object 1,85
add limb 85,1,1
scale limb 85,1,100,1000,0
show limb 85,1
offset limb 85,1,0,20,0
make object from limb 1020,85,1,1
position object 1020,-10,-100,300
remove limb 85,1
hide object 1020
rem 22nd rotate cube
make object cube 86,10
texture object 86,2
position object 86,90,-100,300
make mesh from object 1,86
add limb 86,1,1
scale limb 86,1,100,1000,0
show limb 86,1
offset limb 86,1,0,20,0
make object from limb 1021,86,1,1
position object 1021,90,-100,300
remove limb 86,1
hide object 1021
rem first row
for t=2 to 6
make object cube t,20
position object t,-360+(t-1)*100,100,300
make mesh from object 1,t
add limb t,1,1
scale limb t,1,100,100,100
next t
rem second row
for t=7 to 10
make object cube t,20
position object t,-310+(t-6)*100,50,300
make mesh from object 1,t
add limb t,1,1
scale limb t,1,100,100,100
next t
rem third row
for t=11 to 15
make object cube t,20
position object t,-360+(t-10)*100,0,300
make mesh from object 1,t
add limb t,1,1
scale limb t,1,100,100,100
next t
rem fourth row
for t=16 to 19
make object cube t,20
position object t,-310+(t-15)*100,-50,300
make mesh from object 1,t
add limb t,1,1
scale limb t,1,100,100,100
next t
rem fifth row
for t=20 to 24
make object cube t,20
position object t,-360+(t-19)*100,-100,300
make mesh from object 1,t
add limb t,1,1
scale limb t,1,100,100,100
next t
rem texture cubes
texture object 2,1
texture object 3,200
for t=4 to 23
texture object t,t-1
next t
rem walls
make object box 45,445,220,0
position object 45,-60,0,311
color object 45,rgb(0,255,0)
texture object 45,100
make object box 46,624,220,0
position object 46,162,0,0
color object 46,rgb(0,255,0)
yrotate object 46,90
texture object 46,100
make object box 47,445,617,0
position object 47,-60,110,8
rotate object 47,90,0,0
color object 47,rgb(0,200,0)
texture object 47,100
make object box 50,445,617,0
position object 50,-60,-110,8
rotate object 50,90,0,0
color object 50,rgb(0,200,0)
texture object 50,100
make object box 48,445,220,0
position object 48,-60,0,-300
color object 48,rgb(0,255,0)
texture object 48,100
make object box 49,624,220,0
position object 49,-280,0,0
color object 49,rgb(0,255,0)
yrotate object 49,90
texture object 49,100
gosub MainSection
MainSection:
cls 0 : backdrop on
make object cube 1,30
position object 1,-60,-80,100
color object 1,rgb(0,255,0)
do
P1X# = object position X(1)
P1Y# = object position Y(1)
P1Z# = object position Z(1)
A1X = object angle X(1)
A1Y = object angle Y(1)
A1Z = object angle Z(1)
cpX# = camera position X()
cpY# = camera position Y()
cpZ# = camera position Z()
caX# = camera angle X()
caY# = camera angle Y()
caZ# = camera angle Z()
cpZ# = Newzvalue(P1Z#,A1Y-180,200)
cpX# = Newxvalue(P1X#,A1Y-180,200)
Position camera cpX#,P1Y#+65,cpZ#
Point camera P1X#,P1Y#+35,P1Z#
if Upkey()=1 then move object 1,10
if downkey()=1 then move object 1,-10
if Leftkey()=1 then A1Y = wrapvalue(A1Y-5)
if Rightkey()=1 then A1Y = wrapvalue(A1Y+5)
If SHiftkey()=1 then move object up 1,10
If controlkey()=1 then move object up 1,-10
REM ROTATING BOX/ARROW COLLISION EVENT
A1Z65 = object angle Z(65)
A1Z1000 = object angle Z(1000)
A1Z66 = object angle Z(66)
A1Z1001 = object angle Z(1001)
A1Z67 = object angle Z(67)
A1Z1002 = object angle Z(1002)
A1Z68 = object angle Z(68)
A1Z1003 = object angle Z(1003)
A1Z69 = object angle Z(69)
A1Z1004 = object angle Z(1004)
A1Z70 = object angle Z(70)
A1Z1005 = object angle Z(1005)
A1Z71 = object angle Z(71)
A1Z1006 = object angle Z(1006)
A1Z72 = object angle Z(72)
A1Z1007 = object angle Z(1007)
A1Z73 = object angle Z(73)
A1Z1008 = object angle Z(1008)
A1Z74 = object angle Z(74)
A1Z1009 = object angle Z(1009)
A1Z75 = object angle Z(75)
A1Z1010 = object angle Z(1010)
A1Z76 = object angle Z(76)
A1Z1011 = object angle Z(1011)
A1Z77 = object angle Z(77)
A1Z1012 = object angle Z(1012)
A1Z78 = object angle Z(78)
A1Z1013 = object angle Z(1013)
A1Z79 = object angle Z(79)
A1Z1014 = object angle Z(1014)
A1Z80 = object angle Z(80)
A1Z1015 = object angle Z(1015)
A1Z81 = object angle Z(81)
A1Z1016 = object angle Z(1016)
A1Z82 = object angle Z(82)
A1Z1017 = object angle Z(1017)
A1Z83 = object angle Z(83)
A1Z1018 = object angle Z(1018)
A1Z84 = object angle Z(84)
A1Z1019 = object angle Z(1019)
A1Z85 = object angle Z(85)
A1Z1020 = object angle Z(1020)
A1Z86 = object angle Z(86)
A1Z1021 = object angle Z(1021)
REM BOX/ARROW ROTATE EVENT
if inkey$()="a" OR inkey$()="A"
zrotate object 65,A1Z65+90
zrotate object 1000,A1Z1000+90
wait 100
ENDIF
if inkey$()="b" or inkey$()="B"
zrotate object 66,A1Z66+90
zrotate object 1001,A1Z1001+90
wait 100
ENDIF
if inkey$()="c" or inkey$()="C"
zrotate object 67,A1Z67+90
zrotate object 1002,A1Z1002+90
wait 100
endif
if inkey$()="d" or inkey$()="D"
zrotate object 68,A1Z68+90
zrotate object 1003,A1Z1003+90
wait 100
endif
if inkey$()="e" or inkey$()="E"
zrotate object 69,A1Z69+90
zrotate object 1004,A1Z1004+90
wait 100
endif
if inkey$()="f" or inkey$()="F"
zrotate object 70,A1Z70+90
zrotate object 1005,A1Z1005+90
wait 100
endif
if inkey$()="g" or inkey$()="G"
zrotate object 71,A1Z71+90
zrotate object 1006,A1Z1006+90
wait 100
endif
if inkey$()="h" or inkey$()="H"
zrotate object 72,A1Z72+90
zrotate object 1007,A1Z1007+90
wait 100
endif
if inkey$()="i" or inkey$()="I"
zrotate object 73,A1Z73+90
zrotate object 1008,A1Z1008+90
wait 100
endif
if inkey$()="j" or inkey$()="J"
zrotate object 74,A1Z74+90
zrotate object 1009,A1Z1009+90
wait 100
endif
if inkey$()="k" or inkey$()="K"
zrotate object 75,A1Z75+90
zrotate object 1010,A1Z1010+90
wait 100
endif
if inkey$()="l" or inkey$()="L"
zrotate object 76,A1Z76+90
zrotate object 1011,A1Z1011+90
wait 100
endif
if inkey$()="m" or inkey$()="M"
zrotate object 77,A1Z77+90
zrotate object 1012,A1Z1012+90
wait 100
endif
if inkey$()="n" OR inkey$()="N"
zrotate object 78,A1Z78+90
zrotate object 1013,A1Z1013+90
wait 100
ENDIF
if inkey$()="o" or inkey$()="O"
zrotate object 79,A1Z79+90
zrotate object 1014,A1Z1014+90
wait 100
ENDIF
if inkey$()="p" or inkey$()="P"
zrotate object 80,A1Z80+90
zrotate object 1015,A1Z1015+90
wait 100
endif
if inkey$()="q" or inkey$()="Q"
zrotate object 81,A1Z81+90
zrotate object 1016,A1Z1016+90
wait 100
endif
if inkey$()="r" or inkey$()="R"
zrotate object 82,A1Z82+90
zrotate object 1017,A1Z1017+90
wait 100
endif
if inkey$()="s" or inkey$()="S"
zrotate object 83,A1Z83+90
zrotate object 1018,A1Z1018+90
wait 100
endif
if inkey$()="t" or inkey$()="T"
zrotate object 84,A1Z84+90
zrotate object 1019,A1Z1019+90
wait 100
endif
if inkey$()="u" or inkey$()="U"
zrotate object 85,A1Z85+90
zrotate object 1020,A1Z1020+90
wait 100
endif
if inkey$()="v" or inkey$()="V"
zrotate object 86,A1Z86+90
zrotate object 1021,A1Z1021+90
wait 100
ENDIF
REM ARROW COLLISION EVENTS
if object collision (1004,2) and object collision (1000,2)
color object 2,rgb(255,0,0)
else
color object 2,rgb(255,255,255)
endif
if object collision (1000,3) and object collision (1001,3) or object collision (1000,3) and object collision (1005,3) or object collision (1001,3) and object collision (1005,3)
color object 3,rgb(255,0,0)
else
color object 3,rgb(255,255,255)
endif
if object collision (1002,4) and object collision (1001,4) or object collision (1006,4) and object collision (1001,4) or object collision (1002,4) and object collision (1006,4)
color object 4,rgb(255,0,0)
else
color object 4,rgb(255,255,255)
endif
if object collision (1002,5) and object collision (1003,5) or object collision (1007,5) and object collision (1003,5) or object collision (1002,5) and object collision (1007,5)
color object 5,rgb(255,0,0)
else
color object 5,rgb(255,255,255)
endif
if object collision (1003,6) and object collision (1008,6)
color object 6,rgb(255,0,0)
else
color object 6,rgb(255,255,255)
endif
if object collision (1004,7) and object collision (1000,7) or object collision (1005,7) and object collision (1000,7) or object collision (1005,7) and object collision (1004,7) or object collision (1009,7) and object collision (1000,7) or object collision (1005,7) and object collision (1009,7) or object collision (1009,7) and object collision (1004,7)
color object 7,rgb(255,0,0)
else
color object 7,rgb(255,255,255)
endif
if object collision (1006,8) and object collision (1005,8) or object collision (1005,8) and object collision (1001,8) or object collision (1006,8) and object collision (1001,8) or object collision (1010,8) and object collision (1001,8) or object collision (1006,8) and object collision (1010,8) or object collision (1010,8) and object collision (1005,8)
color object 8,rgb(255,0,0)
else
color object 8,rgb(255,255,255)
endif
if object collision (1007,9) and object collision (1006,9) or object collision (1006,9) and object collision (1002,9) or object collision (1007,9) and object collision (1002,9) or object collision (1011,9) and object collision (1002,9) or object collision (1007,9) and object collision (1011,9) or object collision (1011,9) and object collision (1006,9)
color object 9,rgb(255,0,0)
else
color object 9,rgb(255,255,255)
endif
if object collision (1003,10) and object collision (1007,10) or object collision (1003,10) and object collision (1008,10) or object collision (1003,10) and object collision (1012,10)
color object 10,rgb(255,0,0)
else
color object 10,rgb(255,255,255)
endif
if object collision (1007,10) and object collision (1008,10) or object collision (1007,10) and object collision (1012,10) or object collision (1008,10) and object collision (1012,10)
color object 10,rgb(255,0,0)
else
color object 10,rgb(255,255,255)
endif
if object collision (1004,11) and object collision (1009,11) or object collision (1004,11) and object collision (1013,11) or object collision (1009,11) and object collision (1013,11)
color object 11,rgb(255,0,0)
else
color object 11,rgb(255,255,255)
endif
if object collision (1005,12) and object collision (1009,12) or object collision (1005,12) and object collision (1010,12) or object collision (1005,12) and object collision (1014,12)
color object 12,rgb(255,0,0)
else
color object 12,rgb(255,255,255)
endif
if object collision (1009,12) and object collision (1010,12) or object collision (1009,12) and object collision (1014,12) or object collision (1010,12) and object collision (1014,12)
color object 12,rgb(255,0,0)
else
color object 12,rgb(255,255,255)
endif
if object collision (1006,13) and object collision (1010,13) or object collision (1006,13) and object collision (1011,13) or object collision (1006,13) and object collision (1015,13)
color object 13,rgb(255,0,0)
else
color object 13,rgb(255,255,255)
endif
if object collision (1010,13) and object collision (1011,13) or object collision (1010,13) and object collision (1015,13) or object collision (1011,13) and object collision (1015,13)
color object 13,rgb(255,0,0)
else
color object 13,rgb(255,255,255)
endif
if object collision (1007,14) and object collision (1011,14) or object collision (1007,14) and object collision (1012,14) or object collision (1007,14) and object collision (1016,14)
color object 14,rgb(255,0,0)
else
color object 14,rgb(255,255,255)
endif
if object collision (1011,14) and object collision (1012,14) or object collision (1011,14) and object collision (1016,14) or object collision (1012,14) and object collision (1016,14)
color object 14,rgb(255,0,0)
else
color object 14,rgb(255,255,255)
endif
if object collision (1008,15) and object collision (1012,15) or object collision (1008,15) and object collision (1017,15) or object collision (1012,15) and object collision (1017,15)
color object 15,rgb(255,0,0)
else
color object 15,rgb(255,255,255)
endif
if object collision (1009,16) and object collision (1013,16) or object collision (1009,16) and object collision (1014,16) or object collision (1009,16) and object collision (1018,16)
color object 16,rgb(255,0,0)
else
color object 16,rgb(255,255,255)
endif
if object collision (1013,16) and object collision (1014,16) or object collision (1013,16) and object collision (1018,16) or object collision (1014,16) and object collision (1018,16)
color object 16,rgb(255,0,0)
else
color object 16,rgb(255,255,255)
endif
if object collision (1010,17) and object collision (1014,17) or object collision (1010,17) and object collision (1015,17) or object collision (1010,17) and object collision (1019,17)
color object 17,rgb(255,0,0)
else
color object 17,rgb(255,255,255)
endif
if object collision (1014,16) and object collision (1015,16) or object collision (1014,17) and object collision (1019,17) or object collision (1014,17) and object collision (1019,17)
color object 17,rgb(255,0,0)
else
color object 17,rgb(255,255,255)
endif
if object collision (1011,18) and object collision (1015,18) or object collision (1011,18) and object collision (1016,18) or object collision (1011,18) and object collision (1020,18)
color object 18,rgb(255,0,0)
else
color object 18,rgb(255,255,255)
endif
if object collision (1015,18) and object collision (1016,18) or object collision (1015,18) and object collision (1020,18) or object collision (1016,18) and object collision (1020,18)
color object 18,rgb(255,0,0)
else
color object 18,rgb(255,255,255)
endif
if object collision (1012,19) and object collision (1016,19) or object collision (1012,19) and object collision (1017,19) or object collision (1012,19) and object collision (1021,19)
color object 19,rgb(255,0,0)
else
color object 19,rgb(255,255,255)
endif
if object collision (1016,19) and object collision (1017,19) or object collision (1016,19) and object collision (1021,19) or object collision (1017,19) and object collision (1021,19)
color object 19,rgb(255,0,0)
else
color object 19,rgb(255,255,255)
endif
if object collision (1013,20) and object collision (1018,20)
color object 20,rgb(255,0,0)
else
color object 20,rgb(255,255,255)
endif
if object collision (1014,21) and object collision (1018,21) or object collision (1014,21) and object collision (1019,21) or object collision (1018,21) and object collision (1019,21)
color object 21,rgb(255,0,0)
else
color object 21,rgb(255,255,255)
endif
if object collision (1015,22) and object collision (1019,22) or object collision (1015,22) and object collision (1020,22) or object collision (1019,22) and object collision (1020,22)
color object 22,rgb(255,0,0)
else
color object 22,rgb(255,255,255)
endif
if object collision (1016,23) and object collision (1020,23) or object collision (1016,23) and object collision (1021,23) or object collision (1020,23) and object collision (1021,23)
color object 23,rgb(255,0,0)
else
color object 23,rgb(255,255,255)
endif
if object collision (1017,24) and object collision (1021,24)
color object 24,rgb(255,0,0)
else
color object 24,rgb(255,255,255)
endif
yrotate object 1,A1Y
loop
EndSection:
cls 0
ink rgb(255,255,255),0 : set text font "times" : set text size 20 : set text to bold : set text transparent
center text 400,540,"PLAY AGAIN [y/n]?"
sync
do
if Inkey$()="y" then gosub MainSection
if Inkey$()="n"
cls : end
endif
Sync
loop
REM *** STOP END SECTION
REM *****************************************
I realize this is extremely long, but I am not sure exactly what someone would need to help me. thanks!