Why is there no background.. hmm. Does PRo have some difficulty with paste image? I remember I had some problems with that command. sometimes it didn't show up and it left the screen blank. That drove me nuts. Perhaps I need to add in syncs.
sync on
`roll camera
load image "title_mess.bmp",2
paste image 2,0,0
sync
wait 100
load image "title.bmp",1
paste image 1,0,0
sync
wait 500
load music "ohno.mp3",1
if music playing(1)=0 then play music 1
suspend for key
repeat
until music playing(1)=0
load sound "boo.wav",2
play sound 2
repeat
until sound playing(2)=0
wait 1000
cls rgb(255,255,255)
wait 10
cls 0
load image "finish.bmp",5
load music "hello.mp3",5
load bitmap "bank.bmp",1
`Get sun monster
for a=1 to 4
get image a+9,(a-1)*71,0,a*71,88
next a
`cackle
cackle=10
`Get sun strip
get image 9,0,0,280,88
`Get BANK
get image 15,0,90,640,480
`get brick
get image 7,283,266,291,290
reset:
set current bitmap 0
`paste BANK
screen_v=0
paste image 15,0,90
sync
`text message
ink rgb(255,255,255),0
text 0,0,"You are in a room."
text 0,20,"This room holds no windows. You have required a body and now you search for rest."
`sun strips at top of level
sprite 9,0,0,9
sprite 8,286,0,9
`sun monster in ready position
sprite 10,140,0,10
`make player blob
create bitmap 2,18,40
cls rgb(0,255,0)
get image 16,0,0,18,40
`set to game screen
set current bitmap 0
`set floor heights
`screen(rooms, number of floors
DIM screen(2,1)
screen(0,0)=393
screen(1,0)=416
playx=10 : playy=300
jumpammo=0
sprite 1,playx,playy,16
set text opaque
do
`blob
sprite 1,playx,playy,16
`control blob
if leftkey()=1 then dec playx,4
if rightkey()=1 then inc playx,4
if spacekey()=1
if still_jumping=0 then jump=1
endif
`jump
if jump=1
dec playy,8
inc jumpammo
else
`if blob < floor at 393 move blob towards floor by increasing Y value
if playy<screen(screen_v,0) then inc playy,8
if playy>=screen(screen_v,0) then still_jumping=0
endif
if jumpammo > 20
jumpammo=0
jump=0
still_jumping=1
endif
rem Changing background screen views (screen_v).
if screen_v=0
if playx > 630
if screen_v=0
screen_v=1
playx=11
endif
endif
`no going to the left
if playx =< 0 then playx=0
`bring on the sun monster
inc homery,0.5
homerx=playx
sprite 10,homerx,homery,cackle
if homery >= playy
cls 0
print "DEAD"
gosub reset
endif
endif
if screen_v=1
cls 0
sprite 2,1,456,7
sprite 3,8,456,7
sprite 4,15,456,7
sprite 5,22,456,7
if playx > 32 then inc playy,8
if playy > 480
cls 0
print "DEAD"
wait 2000
sprite 2,0,480,7
sprite 3,0,480,7
sprite 4,0,480,7
sprite 5,0,480,7
gold=0
gosub reset
endif
`move sun strips just off screen
sprite 9,0,-89,9
sprite 8,0,-89,9
sprite 10,0,240,cackle
if playx < 10
if screen_v=1
screen_v=0
playx=629
sprite 2,0,480,7
sprite 3,0,480,7
sprite 4,0,480,7
sprite 5,0,480,7
playy=screen(0,0)
if screen_v=0
paste image 15,0,90
`text message
ink rgb(255,255,255),0
text 0,0,"You are in a room."
text 0,20,"This room holds no windows. You have required a body and now you search for rest."
endif
endif
endif
endif
sprite 10,240,0,cackle
inc cackle
if cackle=14 then cackle = 10
ink rgb(255,255,255),0
text 150,260,str$(cgold)
`update sprite
sync
`grab gold
if playx > 300
if playx < 340
if playy < 290
gold=1
ink rgb(255,0,0),0
text 300,300,str$(cgold)
ink rgb(255,255,255),0
endif
endif
endif
if playx < 75
if screen_V=0
if gold=1
inc cgold
gold=0
endif
endif
endif
if cgold =5
flash=10
sprite 1,320,420,16
sprite 10,240,0,10
if music playing(5)=0 then play music (5)
cls 0
repeat
inc daft
paste image 5,0,480-a
sync
a=a+1
if daft > 100 then hide sprite 9
if daft > 200 then hide sprite 8
if daft > 300
sprite 10,240,0,flash
inc flash
if flash =14 then flash = 10
endif
until music playing(5)=0
exit
endif
loop
end
ok syncs in after each paste image and I've re-numbered the images. I used duplicate images on the same image placeholder so perhaps it wasn't getting the correct picture. Try it again if you dare! mu hahahah. Erm, Still works in DBC btw.
**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "