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DarkBASIC Professional Discussion / Just some annoying complaints...

Author
Message
Ole Sparky
23
Years of Service
User Offline
Joined: 6th Dec 2002
Location: United States
Posted: 17th Mar 2003 05:51
1. Why does the 'Rotate Sprite' command rotate the sprite AROUND a circle instead of simply turning it. If one wants to make a top-down game, when the directional keys are ressed, you need to change the loacation of the sprite on the screen, and doing a fully rotateable character is absolutely INSANE.

2. Why do you have to run the program in order to make an .exe file? It's unessecary, and makes you have to run and then quit your program just to make a final version.

3. Code that I wrote in DarkBASIC Classic won't work when I copy-and-paste it into DBPro; why not? All the commands are supposedly recognized by DBPro, but nothing works!

Can somebody please tell me why DBPro is like this?
#@&*(%$()!!!
indi
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 17th Mar 2003 06:04
1. Why does the 'Rotate Sprite' command rotate the sprite AROUND a circle instead of simply turning it. If one wants to make a top-down game, when the directional keys are ressed, you need to change the loacation of the sprite on the screen, and doing a fully rotateable character is absolutely INSANE.



use the offset sprite commands




2. Why do you have to run the program in order to make an .exe file? It's unessecary, and makes you have to run and then quit your program just to make a final version.

f4 compiles and validates
f5 makes an exe


3. Code that I wrote in DarkBASIC Classic won't work when I copy-and-paste it into DBPro; why not? All the commands are supposedly recognized by DBPro, but nothing works!

please supply error codes or some source to try to help you more in that dept.
what version are u running also

Ole Sparky
23
Years of Service
User Offline
Joined: 6th Dec 2002
Location: United States
Posted: 17th Mar 2003 06:32
#1: Ok, I'll try that tomorrow.

#2: Yeah, but F5 also runs the program.

#3:
XRQStartUp:
print "Jungle Warfare"
print " "
print "Press any key to start."
suspend for key
cls

XRQLoad:
rem Set Player position
sprite1x = 295
sprite1y = 100

rem Set Bullet position
sprite2x = 295
sprite2y = 100

rem Set Enemy position
sprite3x = 0
sprite3y = 0
sprite4x = 590
sprite4y = 0
sprite5x = 0
sprite5y = 430
sprite6x = 590
sprite6y = 430

rem Set Enemy Bullet position
sprite7x = 0
sprite7y = 0
sprite8x = 590
sprite8y = 0
sprite9x = 0
sprite9y = 430
sprite10x = 590
sprite10y = 430
sprite31x = 195
sprite31y = -700

rem Set saved positions
oldsp1x = sprite1x
oldsp1y = sprite1y
oldsp2x = sprite2x
oldsp2y = sprite2y
oldsp3x = sprite3x
oldsp3y = sprite3y
oldsp4x = sprite4x
oldsp4y = sprite4y
oldsp5x = sprite5x
oldsp5y = sprite5y
oldsp6x = sprite6x
oldsp6y = sprite6y
oldsp7x = sprite7x
oldsp7y = sprite7y
oldsp8x = sprite8x
oldsp8y = spritey8
oldsp9x = sprite9x
oldsp9y = sprite9y
oldsp10x = sprite10x
oldsp10y = sprite10y
oldsp31x = sprite31x
oldsp31y = sprite31y

rem Load Player bitmaps, make sprite

load bitmap "BG1.bmp"
get image 77,0,0,640,480
sprite 31,sprite31x,sprite31y,77
scale sprite 31,200

load bitmap "AgentXUp.bmp"
get image 1,0,0,50,50
sprite 1,sprite1x,sprite1y,1

load bitmap "AgentXLeft.bmp"
get image 2,0,0,50,50

load bitmap "AgentXRight.bmp"
get image 3,0,0,50,50

load bitmap "AgentXDown.bmp"
get image 4,0,0,50,50

rem Load Bullet sprite, make sprite
load bitmap "Bullet.bmp"
get image 9,0,0,50,50
get image 19,0,0,50,50
sprite 2,sprite2x,sprite2y,9
sprite 7,sprite7x,sprite7y,12
sprite 8,sprite8x,sprite8y,12
sprite 9,sprite9x,sprite9y,12
sprite 10,sprite10x,sprite10y,12

rem Load Enemy sprite, make sprite
load bitmap "EnemyUp.bmp"
get image 11,0,0,50,50

load bitmap "EnemyLeft.bmp"
get image 12,0,0,50,50

load bitmap "EnemyRight.bmp"
get image 13,0,0,50,50

load bitmap "EnemyDown.bmp"
get image 14,0,0,50,50

sprite 3,sprite3x,sprite3y,11
sprite 4,sprite4x,sprite4y,11
sprite 5,sprite5x,sprite5y,11
sprite 6,sprite6x,sprite6y,11

load bitmap "Black.bmp"

rem Set Bullet firing status and Bullet countdown status
bulletfire = 0
bullettime = 5

rem Set Enemy Bullet firing status and Enemy Bullet countdown status
e3bulletfire = 0
e3bullettime = 4
e4bulletfire = 0
e4bullettime = 4
e5bulletfire = 0
e5bullettime = 4
e6bulletfire = 0
e6bullettime = 4

rem Set initial Player orientation
orient = 1

rem Set initial Enemy orientation
e3orient = 5
e4orient = 6
e5orient = 7
e6orient = 8

rem Set whether Enemy exists or not
enemy3 = 1
enemy4 = 1
enemy5 = 1
enemy6 = 1

rem Make sure all sprites are displayed
show all sprites

rem Set Player health
playerhealth = 1000

XRQMainRoutine:
wait 1
cls
rem wait 1
rem Set 'new' saved positions
oldsp1x = sprite1x
oldsp1y = sprite1y
oldsp2x = sprite2x
oldsp2y = sprite2y
oldsp3x = sprite3x
oldsp3y = sprite3y
oldsp4x = sprite4x
oldsp4y = sprite4y
oldsp5x = sprite5x
oldsp5y = sprite5y
oldsp6x = sprite6x
oldsp6y = sprite6y
oldsp7x = sprite7x
oldsp7y = sprite7y
oldsp8x = sprite8x
oldsp8y = sprite8y
oldsp9x = sprite9x
oldsp9y = sprite9y
oldsp10x = sprite10x
oldsp10y = sprite10y
oldsp31x = sprite31x
oldsp31y = sprite31y

rem Set Enemy firing randomness

rem Check Player Health
if playerhealth < 1 then playerhealth = 0
if playerhealth = 0 then goto XRQPlayerHit else

rem Check various attributes of Bullet
if bulletfire = 1 then bullettime = bullettime - 1 else
if bullettime = 0 then bulletfire = 0 else
if bulletfire = 0 then bullettime = 5
if bulletfire = 0 then sprite2x = sprite1x
if bulletfire = 0 then sprite2y = sprite1y
if bulletfire = 0 then oldsp2x = oldsp1x
if bulletfire = 0 then oldsp2y = oldsp1y
if bulletfire = 0 then hide sprite 2 else

rem Check various attributes of Enemy Bullets
if e3bulletfire = 1 then e3bullettime = e3bullettime - 1 else
if e3bullettime = 0 then e3bulletfire = 0 else
if e3bulletfire = 0 then e3bullettime = 4
if e3bulletfire = 0 then sprite7x = sprite3x
if e3bulletfire = 0 then sprite7y = sprite3y
if e3bulletfire = 0 then oldsp7x = oldsp3x
if e3bulletfire = 0 then oldsp7y = oldsp3y
if e3bulletfire = 0 then hide sprite 7 else

if e4bulletfire = 1 then e4bullettime = e4bullettime - 1 else
if e4bullettime = 0 then e4bulletfire = 0 else
if e4bulletfire = 0 then e4bullettime = 4
if e4bulletfire = 0 then sprite8x = sprite4x
if e4bulletfire = 0 then sprite8y = sprite4y
if e4bulletfire = 0 then oldsp8x = oldsp4x
if e4bulletfire = 0 then oldsp8y = oldsp4y
if e4bulletfire = 0 then hide sprite 8 else

if e5bulletfire = 1 then e5bullettime = e5bullettime - 1 else
if e5bullettime = 0 then e5bulletfire = 0 else
if e5bulletfire = 0 then e5bullettime = 4
if e5bulletfire = 0 then sprite9x = sprite5x
if e5bulletfire = 0 then sprite9y = sprite5y
if e5bulletfire = 0 then oldsp9x = oldsp5x
if e5bulletfire = 0 then oldsp9y = oldsp5y
if e5bulletfire = 0 then hide sprite 9 else

if e6bulletfire = 1 then e6bullettime = e6bullettime - 1 else
if e6bullettime = 0 then e6bulletfire = 0 else
if e6bulletfire = 0 then e6bullettime = 4
if e6bulletfire = 0 then sprite10x = sprite6x
if e6bulletfire = 0 then sprite10y = sprite6y
if e6bulletfire = 0 then oldsp10x = oldsp6x
if e6bulletfire = 0 then oldsp10y = oldsp6y
if e6bulletfire = 0 then hide sprite 10 else

XRQPlayerMove:
rem Determine if Player sprite is to be moved and move it if it needs to be
if upkey() = 1 and sprite collision(1,31)<1 then sprite3y = oldsp3y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite4y = oldsp4y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite5y = oldsp5y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite6y = oldsp6y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite7y = oldsp7y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite8y = oldsp8y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite9y = oldsp9y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite10y = oldsp10y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then sprite31y = oldsp31y + 1 else
if upkey() = 1 and sprite collision(1,31)<1 then orient = 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite3x = oldsp3x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite4x = oldsp4x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite5x = oldsp5x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite6x = oldsp6x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite7x = oldsp7x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite8x = oldsp8x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite9x = oldsp9x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite10x = oldsp10x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then sprite31x = oldsp31x + 1 else
if leftkey() = 1 and sprite collision(1,31)<1 then orient = 2 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite3x = oldsp3x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite4x = oldsp4x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite5x = oldsp5x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite6x = oldsp6x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite7x = oldsp7x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite8x = oldsp8x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite9x = oldsp9x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite10x = oldsp10x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then sprite31x = oldsp31x - 1 else
if rightkey() = 1 and sprite collision(1,31)<1 then orient = 3 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite3y = oldsp3y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite4y = oldsp4y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite5y = oldsp5y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite6y = oldsp6y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite7y = oldsp7y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite8y = oldsp8y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite9y = oldsp9y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite10y = oldsp10y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then sprite31y = oldsp31y - 1 else
if downkey() = 1 and sprite collision(1,31)<1 then orient = 4 else

rem if upkey() = 1 then cls
rem if downkey() = 1 then cls
rem if leftkey() = 1 then cls
rem if rightkey() = 1 then cls

rem Check for diagonals
if upkey() and leftkey() = 1 then orient = 5 else
if rightkey() and upkey() = 1 then orient = 6 else
if leftkey() and downkey() = 1 then orient = 7 else
if rightkey() and downkey() = 1 then orient = 8 else
if returnkey() = 1 then bulletfire = 1 else

XRQMoveBullet:
rem Move Bullet if it needs to be moved
if bulletfire = 1 then show sprite 2 else
if bulletfire = 1 and orient = 1 then sprite2y = oldsp2y - 4 else
if bulletfire = 1 and orient = 2 then sprite2x = oldsp2x - 4 else
if bulletfire = 1 and orient = 3 then sprite2x = oldsp2x + 4 else
if bulletfire = 1 and orient = 4 then sprite2y = oldsp2y + 4 else

rem Check for diagonals
if bulletfire = 1 and orient = 5 then sprite2x = oldsp2x - 4 else
if bulletfire = 1 and orient = 5 then sprite2y = oldsp2y - 4 else

if bulletfire = 1 and orient = 6 then sprite2x = oldsp2x + 4 else
if bulletfire = 1 and orient = 6 then sprite2y = oldsp2y - 4 else

if bulletfire = 1 and orient = 7 then sprite2x = oldsp2x - 4 else
if bulletfire = 1 and orient = 7 then sprite2y = oldsp2y + 4 else

if bulletfire = 1 and orient = 8 then sprite2x = oldsp2x + 4 else
if bulletfire = 1 and orient = 8 then sprite2y = oldsp2y + 4 else

XRQMoveEnemyBullet:
rem Move Enemy Bullets if they needs to be moved
if e3bulletfire = 1 then show sprite 7 else
if e3bulletfire = 1 and e3orient = 1 then sprite7y = oldsp7y - 4 else
if e3bulletfire = 1 and e3orient = 2 then sprite7x = oldsp7x - 4 else
if e3bulletfire = 1 and e3orient = 3 then sprite7x = oldsp7x + 4 else
if e3bulletfire = 1 and e3orient = 4 then sprite7y = oldsp7y + 4 else

if e4bulletfire = 1 then show sprite 8 else
if e4bulletfire = 1 and e4orient = 1 then sprite8y = oldsp8y - 4 else
if e4bulletfire = 1 and e4orient = 2 then sprite8x = oldsp8x - 4 else
if e4bulletfire = 1 and e4orient = 3 then sprite8x = oldsp8x + 4 else
if e4bulletfire = 1 and e4orient = 4 then sprite2y = oldsp8y + 4 else

if e5bulletfire = 1 then show sprite 9 else
if e5bulletfire = 1 and e5orient = 1 then sprite9y = oldsp9y - 4 else
if e5bulletfire = 1 and e5orient = 2 then sprite9x = oldsp9x - 4 else
if e5bulletfire = 1 and e5orient = 3 then sprite9x = oldsp9x + 4 else
if e5bulletfire = 1 and e5orient = 4 then sprite9y = oldsp9y + 4 else

if e6bulletfire = 1 then show sprite 10 else
if e6bulletfire = 1 and e6orient = 1 then sprite10y = oldsp10y - 4 else
if e6bulletfire = 1 and e6orient = 2 then sprite10x = oldsp10x - 4 else
if e6bulletfire = 1 and e6orient = 3 then sprite10x = oldsp10x + 4 else
if e6bulletfire = 1 and e6orient = 4 then sprite10y = oldsp10y + 4 else

rem Check for diagonals
if e3bulletfire = 1 and e3orient = 5 then sprite7x = oldsp7x - 4 else
if e3bulletfire = 1 and e3orient = 5 then sprite7y = oldsp7y - 4 else

if e4bulletfire = 1 and e4orient = 6 then sprite8x = oldsp8x + 4 else
if e4bulletfire = 1 and e4orient = 6 then sprite8y = oldsp8y - 4 else

if e5bulletfire = 1 and e5orient = 7 then sprite9x = oldsp9x - 4 else
if e5bulletfire = 1 and e5orient = 7 then sprite9y = oldsp9y + 4 else

if e6bulletfire = 1 and e6orient = 8 then sprite10x = oldsp10x + 4 else
if e6bulletfire = 1 and e6orient = 8 then sprite10y = oldsp10y + 4 else

XRQEnemyOrient:
rem Orient the Enemy Sprites
if sprite3x > sprite1x and enemy3 = 1 then e3orient = 2 else
if sprite3x < sprite1x and enemy3 = 1 then e3orient = 3 else
if sprite3y > sprite1y and enemy3 = 1 then e3orient = 1 else
if sprite3y < sprite1y and enemy3 = 1 then e3orient = 4 else

if sprite4x > sprite1x and enemy4 = 1 then e4orient = 2 else
if sprite4x < sprite1x and enemy4 = 1 then e4orient = 3 else
if sprite4y > sprite1y and enemy4 = 1 then e4orient = 1 else
if sprite4y < sprite1y and enemy4 = 1 then e4orient = 4 else

if sprite5x > sprite1x and enemy5 = 1 then e5orient = 2 else
if sprite5x < sprite1x and enemy5 = 1 then e5orient = 3 else
if sprite5y > sprite1y and enemy5 = 1 then e5orient = 1 else
if sprite5y < sprite1y and enemy5 = 1 then e5orient = 4 else

if sprite6x > sprite1x and enemy6 = 1 then e6orient = 2 else
if sprite6x < sprite1x and enemy6 = 1 then e6orient = 3 else
if sprite6y > sprite1y and enemy6 = 1 then e6orient = 1 else
if sprite6y < sprite1y and enemy6 = 1 then e6orient = 4 else

rem Check for Enemy diagonals

if sprite3x > sprite1x and sprite3y > sprite1y and enemy3 = 1 then e3orient = 5 else
if sprite3x < sprite1x and sprite3y < sprite1y and enemy3 = 1 then e3orient = 8 else
if sprite3x < sprite1x and sprite3y > sprite1y and enemy3 = 1 then e3orient = 6 else
if sprite3x > sprite1x and sprite3y < sprite1y and enemy3 = 1 then e3orient = 7 else

if sprite4x > sprite1x and sprite4y > sprite1y and enemy4 = 1 then e4orient = 5 else
if sprite4x < sprite1x and sprite4y < sprite1y and enemy4 = 1 then e4orient = 8 else
if sprite4x < sprite1x and sprite4y > sprite1y and enemy4 = 1 then e4orient = 6 else
if sprite4x > sprite1x and sprite4y < sprite1y and enemy4 = 1 then e4orient = 7 else

if sprite5x > sprite1x and sprite5y > sprite1y and enemy5 = 1 then e5orient = 5 else
if sprite5x < sprite1x and sprite5y < sprite1y and enemy5 = 1 then e5orient = 8 else
if sprite5x < sprite1x and sprite5y > sprite1y and enemy5 = 1 then e5orient = 6 else
if sprite5x > sprite1x and sprite5y < sprite1y and enemy5 = 1 then e5orient = 7 else

if sprite6x > sprite1x and sprite6y > sprite1y and enemy6 = 1 then e6orient = 5 else
if sprite6x < sprite1x and sprite6y < sprite1y and enemy6 = 1 then e6orient = 8 else
if sprite6x < sprite1x and sprite6y > sprite1y and enemy6 = 1 then e6orient = 6 else
if sprite6x > sprite1x and sprite6y < sprite1y and enemy6 = 1 then e6orient = 7 else

XRQEnemyMove:
rem Move Enemy sprite
if sprite3x > sprite1x and enemy3 = 1 and sprite collision(3,31)<1 and sprite1x - sprite3x < 200 or sprite3x - sprite1x < 200 then sprite3x = oldsp3x - 3 else
if sprite3x < sprite1x and enemy3 = 1 and sprite collision(3,31)<1 then sprite3x = oldsp3x + 3 else
if sprite3y > sprite1y and enemy3 = 1 and sprite collision(3,31)<1 then sprite3y = oldsp3y - 3 else
if sprite3y < sprite1y and enemy3 = 1 and sprite collision(3,31)<1 then sprite3y = oldsp3y + 3 else
if sprite4x > sprite1x and enemy4 = 1 and sprite collision(4,31)<1 then sprite4x = oldsp4x - 3 else
if sprite4x < sprite1x and enemy4 = 1 and sprite collision(4,31)<1 then sprite4x = oldsp4x + 3 else
if sprite4y > sprite1y and enemy4 = 1 and sprite collision(4,31)<1 then sprite4y = oldsp4y - 3 else
if sprite4y < sprite1y and enemy4 = 1 and sprite collision(4,31)<1 then sprite4y = oldsp4y + 3 else
if sprite5x > sprite1x and enemy5 = 1 and sprite collision(5,31)<1 then sprite5x = oldsp5x - 3 else
if sprite5x < sprite1x and enemy5 = 1 and sprite collision(5,31)<1 then sprite5x = oldsp5x + 3 else
if sprite5y > sprite1y and enemy5 = 1 and sprite collision(5,31)<1 then sprite5y = oldsp5y - 3 else
if sprite5y < sprite1y and enemy5 = 1 and sprite collision(5,31)<1 then sprite5y = oldsp5y + 3 else
if sprite6x > sprite1x and enemy6 = 1 and sprite collision(6,31)<1 then sprite6x = oldsp6x - 3 else
if sprite6x < sprite1x and enemy6 = 1 and sprite collision(6,31)<1 then sprite6x = oldsp6x + 3 else
if sprite6y > sprite1y and enemy6 = 1 and sprite collision(6,31)<1 then sprite6y = oldsp6y - 3 else
if sprite6y < sprite1y and enemy6 = 1 and sprite collision(6,31)<1 then sprite6y = oldsp6y + 3 else
if e3fire = 1 then e3bulletfire = 1 else
if e4fire = 1 then e4bulletfire = 1 else
if e5fire = 1 then e5bulletfire = 1 else
if e6fire = 1 then e6bulletfire = 1 else

XRQCollisionCheck:
oldsp3x = sprite3x
oldsp3y = sprite3y
oldsp4x = sprite4x
oldsp4y = sprite4y
oldsp5x = sprite5x
oldsp5y = sprite5y
oldsp6x = sprite6x
oldsp6y = sprite6y
oldsp7x = sprite7x
oldsp7y = sprite7y
oldsp8x = sprite8x
oldsp8y = sprite8y
oldsp9x = sprite9x
oldsp9y = sprite9y
oldsp10x = sprite10x
oldsp10y = sprite10y

rem Determine if Player, Enemy, or Bullet has hit something and react accordingly
if sprite collision(1,31)>0 and orient = 3 then sprite1x = oldsp1x - 10
if sprite collision(1,31)>0 and orient = 1 then sprite1y = oldsp1y - 10
if sprite collision(1,31)>0 and orient = 2 then sprite1x = oldsp1x + 10
if sprite collision(1,31)>0 and orient = 4 then sprite1y = oldsp1y + 10
if sprite collision(1,31)>0 and orient = 5 then sprite1x = oldsp1x + 10
if sprite collision(1,31)>0 and orient = 5 then sprite1y = oldsp1y + 10
if sprite collision(1,31)>0 and orient = 6 then sprite1x = oldsp1x - 10
if sprite collision(1,31)>0 and orient = 6 then sprite1y = oldsp1y + 10
if sprite collision(1,31)>0 and orient = 7 then sprite1x = oldsp1x + 10
if sprite collision(1,31)>0 and orient = 7 then sprite1y = oldsp1y - 10
if sprite collision(1,31)>0 and orient = 8 then sprite1x = oldsp1x - 10
if sprite collision(1,31)>0 and orient = 8 then sprite1y = oldsp1y - 10

if sprite collision(2,31)>0 then sprite2x = sprite1x
if sprite collision(2,31)>0 then sprite2y = sprite1y

if sprite collision(1,3)>0 then playerhealth = playerhealth - 1 else
if sprite collision(2,3)>0 and bulletfire = 1 then enemy3 = 0 else
if sprite collision(2,3)>0 then delete sprite 2
if sprite collision(1,4)>0 then playerhealth = playerhealth - 1 else
if sprite collision(2,4)>0 and bulletfire = 1 then enemy4 = 0 else
if sprite collision(2,4)>0 then delete sprite 2
if sprite collision(1,5)>0 then playerhealth = playerhealth - 1 else
if sprite collision(2,5)>0 and bulletfire = 1 then enemy5 = 0 else
if sprite collision(2,5)>0 then delete sprite 2
if sprite collision(1,6)>0 then playerhealth = playerhealth - 1 else
if sprite collision(2,6)>0 and bulletfire = 1 then enemy6 = 0 else
if sprite collision(2,6)>0 then delete sprite 2
if sprite collision(1,7)>0 then playerhealth = playerhealth - 10
if sprite collision(1,8)>0 then playerhealth = playerhealth - 10
if sprite collision(1,9)>0 then playerhealth = playerhealth - 10
if sprite collision(1,10)>0 then playerhealth = playerhealth - 10

rem Determine if enemies have hit map
if sprite collision(3,31)>0 and e3orient = 3 then sprite3x = oldsp3x + 10
if sprite collision(3,31)>0 and e3orient = 1 then sprite3y = oldsp3y + 10
if sprite collision(4,31)>0 and e4orient = 3 then sprite4x = oldsp4x + 10
if sprite collision(4,31)>0 and e4orient = 1 then sprite4y = oldsp4y + 10
if sprite collision(5,31)>0 and e5orient = 3 then sprite5x = oldsp5x + 10
if sprite collision(5,31)>0 and e5orient = 1 then sprite5y = oldsp5y + 10
if sprite collision(6,31)>0 and e6orient = 3 then sprite6x = oldsp6x + 10
if sprite collision(6,31)>0 and e6orient = 1 then sprite6y = oldsp6y + 10


if sprite collision(3,31)>0 and e3orient = 2 then sprite3x = oldsp3x - 10
if sprite collision(3,31)>0 and e3orient = 4 then sprite3y = oldsp3y - 10
if sprite collision(4,31)>0 and e4orient = 2 then sprite4x = oldsp4x - 10
if sprite collision(4,31)>0 and e4orient = 4 then sprite4y = oldsp4y - 10
if sprite collision(5,31)>0 and e5orient = 2 then sprite5x = oldsp5x - 10
if sprite collision(5,31)>0 and e5orient = 4 then sprite5y = oldsp5y - 10
if sprite collision(6,31)>0 and e6orient = 2 then sprite6x = oldsp6x - 10
if sprite collision(6,31)>0 and e6orient = 4 then sprite6y = oldsp6y - 10


if sprite collision(3,31)>0 and e3orient = 5 then sprite3x = oldsp3x - 10
if sprite collision(3,31)>0 and e3orient = 5 then sprite3y = oldsp3y - 10
if sprite collision(4,31)>0 and e4orient = 5 then sprite4x = oldsp4x + 10
if sprite collision(4,31)>0 and e4orient = 5 then sprite4y = oldsp4y + 10
if sprite collision(5,31)>0 and e5orient = 5 then sprite5x = oldsp5x + 10
if sprite collision(5,31)>0 and e5orient = 5 then sprite5y = oldsp5y + 10
if sprite collision(6,31)>0 and e6orient = 5 then sprite6x = oldsp6x + 10
if sprite collision(6,31)>0 and e6orient = 5 then sprite6y = oldsp6y + 10


if sprite collision(3,31)>0 and e3orient = 6 then sprite3x = oldsp3x + 10
if sprite collision(3,31)>0 and e3orient = 6 then sprite3y = oldsp3y - 10
if sprite collision(4,31)>0 and e4orient = 6 then sprite4x = oldsp4x - 10
if sprite collision(4,31)>0 and e4orient = 6 then sprite4y = oldsp4y + 10
if sprite collision(5,31)>0 and e5orient = 6 then sprite5x = oldsp5x - 10
if sprite collision(5,31)>0 and e5orient = 6 then sprite5y = oldsp5y + 10
if sprite collision(6,31)>0 and e6orient = 6 then sprite6x = oldsp6x - 10
if sprite collision(6,31)>0 and e6orient = 6 then sprite6y = oldsp6y + 10


if sprite collision(3,31)>0 and e3orient = 7 then sprite3x = oldsp3x - 10
if sprite collision(3,31)>0 and e3orient = 7 then sprite3y = oldsp3y + 10
if sprite collision(4,31)>0 and e4orient = 7 then sprite4x = oldsp4x + 10
if sprite collision(4,31)>0 and e4orient = 7 then sprite4y = oldsp4y - 10
if sprite collision(5,31)>0 and e5orient = 7 then sprite5x = oldsp5x + 10
if sprite collision(5,31)>0 and e5orient = 7 then sprite5y = oldsp5y - 10
if sprite collision(6,31)>0 and e6orient = 7 then sprite6x = oldsp6x + 10
if sprite collision(6,31)>0 and e6orient = 7 then sprite6y = oldsp6y - 10


if sprite collision(3,31)>0 and e3orient = 8 then sprite3x = oldsp3x + 10
if sprite collision(3,31)>0 and e3orient = 8 then sprite3y = oldsp3y + 10
if sprite collision(4,31)>0 and e4orient = 8 then sprite4x = oldsp4x - 10
if sprite collision(4,31)>0 and e4orient = 8 then sprite4y = oldsp4y - 10
if sprite collision(5,31)>0 and e5orient = 8 then sprite5x = oldsp5x - 10
if sprite collision(5,31)>0 and e5orient = 8 then sprite5y = oldsp5y - 10
if sprite collision(6,31)>0 and e6orient = 8 then sprite6x = oldsp6x - 10
if sprite collision(6,31)>0 and e6orient = 8 then sprite6y = oldsp6y - 10


rem Determine if one Enemy has hit another +
if sprite collision(3,4)>0 and e3orient = 3 then sprite3x = oldsp3x + 10
if sprite collision(3,4)>0 and e3orient = 1 then sprite3y = oldsp3y + 10
if sprite collision(3,5)>0 and e3orient = 3 then sprite3x = oldsp3x + 10
if sprite collision(3,5)>0 and e3orient = 1 then sprite3y = oldsp3y + 10
if sprite collision(3,6)>0 and e3orient = 3 then sprite3x = oldsp3x + 10
if sprite collision(3,6)>0 and e3orient = 1 then sprite3y = oldsp3y + 10
if sprite collision(4,3)>0 and e4orient = 3 then sprite4x = oldsp4x - 10
if sprite collision(4,3)>0 and e4orient = 1 then sprite4y = oldsp4y - 10
if sprite collision(4,5)>0 and e4orient = 3 then sprite4x = oldsp4x + 10
if sprite collision(4,5)>0 and e4orient = 1 then sprite4y = oldsp4y + 10
if sprite collision(4,6)>0 and e4orient = 3 then sprite4x = oldsp4x + 10
if sprite collision(4,6)>0 and e4orient = 1 then sprite4y = oldsp4y + 10
if sprite collision(5,3)>0 and e5orient = 3 then sprite5x = oldsp5x - 10
if sprite collision(5,3)>0 and e5orient = 1 then sprite5y = oldsp5y - 10
if sprite collision(5,4)>0 and e5orient = 3 then sprite5x = oldsp5x - 10
if sprite collision(5,4)>0 and e5orient = 1 then sprite5y = oldsp5y - 10
if sprite collision(5,6)>0 and e5orient = 3 then sprite5x = oldsp5x + 10
if sprite collision(5,6)>0 and e5orient = 1 then sprite5y = oldsp5y + 10
if sprite collision(6,3)>0 and e6orient = 3 then sprite6x = oldsp6x - 10
if sprite collision(6,3)>0 and e6orient = 1 then sprite6y = oldsp6y - 10
if sprite collision(6,4)>0 and e6orient = 3 then sprite6x = oldsp6x - 10
if sprite collision(6,4)>0 and e6orient = 1 then sprite6y = oldsp6y - 10
if sprite collision(6,5)>0 and e6orient = 3 then sprite6x = oldsp6x - 10
if sprite collision(6,5)>0 and e6orient = 1 then sprite6y = oldsp6y - 10


if sprite collision(3,4)>0 and e3orient = 2 then sprite3x = oldsp3x - 10
if sprite collision(3,4)>0 and e3orient = 4 then sprite3y = oldsp3y - 10
if sprite collision(3,5)>0 and e3orient = 2 then sprite3x = oldsp3x - 10
if sprite collision(3,5)>0 and e3orient = 4 then sprite3y = oldsp3y - 10
if sprite collision(3,6)>0 and e3orient = 2 then sprite3x = oldsp3x - 10
if sprite collision(3,6)>0 and e3orient = 4 then sprite3y = oldsp3y - 10
if sprite collision(4,3)>0 and e4orient = 2 then sprite4x = oldsp4x + 10
if sprite collision(4,3)>0 and e4orient = 4 then sprite4y = oldsp4y + 10
if sprite collision(4,5)>0 and e4orient = 2 then sprite4x = oldsp4x - 10
if sprite collision(4,5)>0 and e4orient = 4 then sprite4y = oldsp4y - 10
if sprite collision(4,6)>0 and e4orient = 2 then sprite4x = oldsp4x - 10
if sprite collision(4,6)>0 and e4orient = 4 then sprite4y = oldsp4y - 10
if sprite collision(5,3)>0 and e5orient = 2 then sprite5x = oldsp5x + 10
if sprite collision(5,3)>0 and e5orient = 4 then sprite5y = oldsp5y + 10
if sprite collision(5,4)>0 and e5orient = 2 then sprite5x = oldsp5x + 10
if sprite collision(5,4)>0 and e5orient = 4 then sprite5y = oldsp5y + 10
if sprite collision(5,6)>0 and e5orient = 2 then sprite5x = oldsp5x - 10
if sprite collision(5,6)>0 and e5orient = 4 then sprite5y = oldsp5y - 10
if sprite collision(6,3)>0 and e6orient = 2 then sprite6x = oldsp6x + 10
if sprite collision(6,3)>0 and e6orient = 4 then sprite6y = oldsp6y + 10
if sprite collision(6,4)>0 and e6orient = 2 then sprite6x = oldsp6x + 10
if sprite collision(6,4)>0 and e6orient = 4 then sprite6y = oldsp6y + 10
if sprite collision(6,5)>0 and e6orient = 2 then sprite6x = oldsp6x + 10
if sprite collision(6,5)>0 and e6orient = 4 then sprite6y = oldsp6y + 10


if sprite collision(3,4)>0 and e3orient = 5 then sprite3x = oldsp3x + 10
if sprite collision(3,4)>0 and e3orient = 5 then sprite3y = oldsp3y + 10
if sprite collision(3,5)>0 and e3orient = 5 then sprite3x = oldsp3x + 10
if sprite collision(3,5)>0 and e3orient = 5 then sprite3y = oldsp3y + 10
if sprite collision(3,6)>0 and e3orient = 5 then sprite3x = oldsp3x + 10
if sprite collision(3,6)>0 and e3orient = 5 then sprite3y = oldsp3y + 10
if sprite collision(4,3)>0 and e4orient = 5 then sprite4x = oldsp4x - 10
if sprite collision(4,3)>0 and e4orient = 5 then sprite4y = oldsp4y - 10
if sprite collision(4,5)>0 and e4orient = 5 then sprite4x = oldsp4x + 10
if sprite collision(4,5)>0 and e4orient = 5 then sprite4y = oldsp4y + 10
if sprite collision(4,6)>0 and e4orient = 5 then sprite4x = oldsp4x + 10
if sprite collision(4,6)>0 and e4orient = 5 then sprite4y = oldsp4y + 10
if sprite collision(5,3)>0 and e5orient = 5 then sprite5x = oldsp5x - 10
if sprite collision(5,3)>0 and e5orient = 5 then sprite5y = oldsp5y - 10
if sprite collision(5,4)>0 and e5orient = 5 then sprite5x = oldsp5x - 10
if sprite collision(5,4)>0 and e5orient = 5 then sprite5y = oldsp5y - 10
if sprite collision(5,6)>0 and e5orient = 5 then sprite5x = oldsp5x + 10
if sprite collision(5,6)>0 and e5orient = 5 then sprite5y = oldsp5y + 10
if sprite collision(6,3)>0 and e6orient = 5 then sprite6x = oldsp6x - 10
if sprite collision(6,3)>0 and e6orient = 5 then sprite6y = oldsp6y - 10
if sprite collision(6,4)>0 and e6orient = 5 then sprite6x = oldsp6x - 10
if sprite collision(6,4)>0 and e6orient = 5 then sprite6y = oldsp6y - 10
if sprite collision(6,5)>0 and e6orient = 5 then sprite6x = oldsp6x - 10
if sprite collision(6,5)>0 and e6orient = 5 then sprite6y = oldsp6y - 10


if sprite collision(3,4)>0 and e3orient = 6 then sprite3x = oldsp3x - 10
if sprite collision(3,4)>0 and e3orient = 6 then sprite3y = oldsp3y + 10
if sprite collision(3,5)>0 and e3orient = 6 then sprite3x = oldsp3x - 10
if sprite collision(3,5)>0 and e3orient = 6 then sprite3y = oldsp3y + 10
if sprite collision(3,6)>0 and e3orient = 6 then sprite3x = oldsp3x - 10
if sprite collision(3,6)>0 and e3orient = 6 then sprite3y = oldsp3y + 10
if sprite collision(4,3)>0 and e4orient = 6 then sprite4x = oldsp4x + 10
if sprite collision(4,3)>0 and e4orient = 6 then sprite4y = oldsp4y - 10
if sprite collision(4,5)>0 and e4orient = 6 then sprite4x = oldsp4x - 10
if sprite collision(4,5)>0 and e4orient = 6 then sprite4y = oldsp4y + 10
if sprite collision(4,6)>0 and e4orient = 6 then sprite4x = oldsp4x - 10
if sprite collision(4,6)>0 and e4orient = 6 then sprite4y = oldsp4y + 10
if sprite collision(5,3)>0 and e5orient = 6 then sprite5x = oldsp5x + 10
if sprite collision(5,3)>0 and e5orient = 6 then sprite5y = oldsp5y - 10
if sprite collision(5,4)>0 and e5orient = 6 then sprite5x = oldsp5x + 10
if sprite collision(5,4)>0 and e5orient = 6 then sprite5y = oldsp5y - 10
if sprite collision(5,6)>0 and e5orient = 6 then sprite5x = oldsp5x - 10
if sprite collision(5,6)>0 and e5orient = 6 then sprite5y = oldsp5y + 10
if sprite collision(6,3)>0 and e6orient = 6 then sprite6x = oldsp6x + 10
if sprite collision(6,3)>0 and e6orient = 6 then sprite6y = oldsp6y - 10
if sprite collision(6,4)>0 and e6orient = 6 then sprite6x = oldsp6x + 10
if sprite collision(6,4)>0 and e6orient = 6 then sprite6y = oldsp6y - 10
if sprite collision(6,5)>0 and e6orient = 6 then sprite6x = oldsp6x + 10
if sprite collision(6,5)>0 and e6orient = 6 then sprite6y = oldsp6y - 10


if sprite collision(3,4)>0 and e3orient = 7 then sprite3x = oldsp3x + 10
if sprite collision(3,4)>0 and e3orient = 7 then sprite3y = oldsp3y - 10
if sprite collision(3,5)>0 and e3orient = 7 then sprite3x = oldsp3x + 10
if sprite collision(3,5)>0 and e3orient = 7 then sprite3y = oldsp3y - 10
if sprite collision(3,6)>0 and e3orient = 7 then sprite3x = oldsp3x + 10
if sprite collision(3,6)>0 and e3orient = 7 then sprite3y = oldsp3y - 10
if sprite collision(4,3)>0 and e4orient = 7 then sprite4x = oldsp4x - 10
if sprite collision(4,3)>0 and e4orient = 7 then sprite4y = oldsp4y + 10
if sprite collision(4,5)>0 and e4orient = 7 then sprite4x = oldsp4x + 10
if sprite collision(4,5)>0 and e4orient = 7 then sprite4y = oldsp4y - 10
if sprite collision(4,6)>0 and e4orient = 7 then sprite4x = oldsp4x + 10
if sprite collision(4,6)>0 and e4orient = 7 then sprite4y = oldsp4y - 10
if sprite collision(5,3)>0 and e5orient = 7 then sprite5x = oldsp5x - 10
if sprite collision(5,3)>0 and e5orient = 7 then sprite5y = oldsp5y + 10
if sprite collision(5,4)>0 and e5orient = 7 then sprite5x = oldsp5x - 10
if sprite collision(5,4)>0 and e5orient = 7 then sprite5y = oldsp5y + 10
if sprite collision(5,6)>0 and e5orient = 7 then sprite5x = oldsp5x + 10
if sprite collision(5,6)>0 and e5orient = 7 then sprite5y = oldsp5y - 10
if sprite collision(6,3)>0 and e6orient = 7 then sprite6x = oldsp6x - 10
if sprite collision(6,3)>0 and e6orient = 7 then sprite6y = oldsp6y + 10
if sprite collision(6,4)>0 and e6orient = 7 then sprite6x = oldsp6x - 10
if sprite collision(6,4)>0 and e6orient = 7 then sprite6y = oldsp6y + 10
if sprite collision(6,5)>0 and e6orient = 7 then sprite6x = oldsp6x - 10
if sprite collision(6,5)>0 and e6orient = 7 then sprite6y = oldsp6y + 10


if sprite collision(3,4)>0 and e3orient = 8 then sprite3x = oldsp3x - 10
if sprite collision(3,4)>0 and e3orient = 8 then sprite3y = oldsp3y - 10
if sprite collision(3,5)>0 and e3orient = 8 then sprite3x = oldsp3x - 10
if sprite collision(3,5)>0 and e3orient = 8 then sprite3y = oldsp3y - 10
if sprite collision(3,6)>0 and e3orient = 8 then sprite3x = oldsp3x - 10
if sprite collision(3,6)>0 and e3orient = 8 then sprite3y = oldsp3y - 10
if sprite collision(4,3)>0 and e4orient = 8 then sprite4x = oldsp4x + 10
if sprite collision(4,3)>0 and e4orient = 8 then sprite4y = oldsp4y + 10
if sprite collision(4,5)>0 and e4orient = 8 then sprite4x = oldsp4x - 10
if sprite collision(4,5)>0 and e4orient = 8 then sprite4y = oldsp4y - 10
if sprite collision(4,6)>0 and e4orient = 8 then sprite4x = oldsp4x - 10
if sprite collision(4,6)>0 and e4orient = 8 then sprite4y = oldsp4y - 10
if sprite collision(5,3)>0 and e5orient = 8 then sprite5x = oldsp5x + 10
if sprite collision(5,3)>0 and e5orient = 8 then sprite5y = oldsp5y + 10
if sprite collision(5,4)>0 and e5orient = 8 then sprite5x = oldsp5x + 10
if sprite collision(5,4)>0 and e5orient = 8 then sprite5y = oldsp5y + 10
if sprite collision(5,6)>0 and e5orient = 8 then sprite5x = oldsp5x - 10
if sprite collision(5,6)>0 and e5orient = 8 then sprite5y = oldsp5y - 10
if sprite collision(6,3)>0 and e6orient = 8 then sprite6x = oldsp6x + 10
if sprite collision(6,3)>0 and e6orient = 8 then sprite6y = oldsp6y + 10
if sprite collision(6,4)>0 and e6orient = 8 then sprite6x = oldsp6x + 10
if sprite collision(6,4)>0 and e6orient = 8 then sprite6y = oldsp6y + 10
if sprite collision(6,5)>0 and e6orient = 8 then sprite6x = oldsp6x + 10
if sprite collision(6,5)>0 and e6orient = 8 then sprite6y = oldsp6y + 10


XRQDrawSprites:
sprite 31,sprite31x,sprite31y,77
rem Draw existing sprites
if orient = 1 then sprite 1,sprite1x,sprite1y,1
if orient = 2 then sprite 1,sprite1x,sprite1y,2
if orient = 3 then sprite 1,sprite1x,sprite1y,3
if orient = 4 then sprite 1,sprite1x,sprite1y,4
if orient = 5 then sprite 1,sprite1x,sprite1y,1
if orient = 6 then sprite 1,sprite1x,sprite1y,3
if orient = 7 then sprite 1,sprite1x,sprite1y,2
if orient = 8 then sprite 1,sprite1x,sprite1y,4
sprite 2,sprite2x,sprite2y,9

rem *

if enemy3 = 0 then sprite3x = -100000
if enemy3 = 0 then sprite3y = -100000
if enemy4 = 0 then sprite4x = -100000
if enemy4 = 0 then sprite4y = 100000
if enemy5 = 0 then sprite5x = 100000
if enemy5 = 0 then sprite5y = -100000
if enemy6 = 0 then sprite6x = 100000
if enemy6 = 0 then sprite6y = 100000
if enemy3 = 0 then oldsp3x = -100000
if enemy3 = 0 then oldsp3y = -100000
if enemy4 = 0 then oldsp4x = -100000
if enemy4 = 0 then oldsp4y = 100000
if enemy5 = 0 then oldsp5x = 100000
if enemy5 = 0 then oldsp5y = -100000
if enemy6 = 0 then oldsp6x = 100000
if enemy6 = 0 then oldsp6y = 100000

rem *

if e3orient = 1 then sprite 3,sprite3x,sprite3y,11
if e3orient = 2 then sprite 3,sprite3x,sprite3y,12
if e3orient = 3 then sprite 3,sprite3x,sprite3y,13
if e3orient = 4 then sprite 3,sprite3x,sprite3y,14
if e3orient = 5 then sprite 3,sprite3x,sprite3y,11
if e3orient = 6 then sprite 3,sprite3x,sprite3y,13
if e3orient = 7 then sprite 3,sprite3x,sprite3y,12
if e3orient = 8 then sprite 3,sprite3x,sprite3y,14

if e4orient = 1 then sprite 4,sprite4x,sprite4y,11
if e4orient = 2 then sprite 4,sprite4x,sprite4y,12
if e4orient = 3 then sprite 4,sprite4x,sprite4y,13
if e4orient = 4 then sprite 4,sprite4x,sprite4y,14
if e4orient = 5 then sprite 4,sprite4x,sprite4y,11
if e4orient = 6 then sprite 4,sprite4x,sprite4y,13
if e4orient = 7 then sprite 4,sprite4x,sprite4y,12
if e4orient = 8 then sprite 4,sprite4x,sprite4y,14

if e5orient = 1 then sprite 5,sprite5x,sprite5y,11
if e5orient = 2 then sprite 5,sprite5x,sprite5y,12
if e5orient = 3 then sprite 5,sprite5x,sprite5y,13
if e5orient = 4 then sprite 5,sprite5x,sprite5y,14
if e5orient = 5 then sprite 5,sprite5x,sprite5y,11
if e5orient = 6 then sprite 5,sprite5x,sprite5y,13
if e5orient = 7 then sprite 5,sprite5x,sprite5y,12
if e5orient = 8 then sprite 5,sprite5x,sprite5y,14

if e6orient = 1 then sprite 6,sprite6x,sprite6y,11
if e6orient = 2 then sprite 6,sprite6x,sprite6y,12
if e6orient = 3 then sprite 6,sprite6x,sprite6y,13
if e6orient = 4 then sprite 6,sprite6x,sprite6y,14
if e6orient = 5 then sprite 6,sprite6x,sprite6y,11
if e6orient = 6 then sprite 6,sprite6x,sprite6y,13
if e6orient = 7 then sprite 6,sprite6x,sprite6y,12
if e6orient = 8 then sprite 6,sprite6x,sprite6y,14

sprite 7,sprite7x,sprite7y,19
sprite 8,sprite8x,sprite8y,19
sprite 9,sprite9x,sprite9y,19
sprite 10,sprite10x,sprite10y,19


goto XRQMainRoutine

XRQPlayerHit:
hide sprite 3
wait 100
hide sprite 4
wait 100
hide sprite 5
wait 100
hide sprite 6
wait 1
hide sprite 2
wait 500
hide sprite 1
wait 500
print "Game Over"

--

I have v1.08 of DB1 and I don't know how to find out what version of DBPro I have.

#@&*(%$()!!!
Ole Sparky
23
Years of Service
User Offline
Joined: 6th Dec 2002
Location: United States
Posted: 17th Mar 2003 06:35
Sorry I didn't use a code snippet pulldown, but the last time I did that it messed up my code...

In DB1, that code will make a top-down shooter with a player character and four enemies. There are things about it that I could do better, and I know, but it runs perfectly fine in DB1... but it's REALLY slow.

In DBPro, that code runs super-fast, but two of the enemies don't move or shoot, and the other two and the player just move off the screen REALLY fast.

#@&*(%$()!!!

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Server time is: 2026-07-11 04:22:48
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