Statistics: Posted by Mentat — Tue Jul 29, 2008 9:10 am
Statistics: Posted by TmEE — Tue Jul 29, 2008 4:44 am
Statistics: Posted by Ralph — Sun Jul 27, 2008 11:11 pm
Statistics: Posted by burger2227 — Sun Jul 27, 2008 3:32 pm
Statistics: Posted by Mentat — Sun Jul 27, 2008 2:38 pm
Code:
'''July 28, 2008: Changed GOTOs to DO/LOOPs'''July 27, 2008: Changes or additions by Ralph are identified with three'apostrophes, as in '''DIM grass(10, 10), path(10, 10), water(10, 10), tent(10, 10), scout(10, 10), scoutmask(10, 10)DIM oldscoutarea(10, 10), map(30, 15)'''SCREEN 13scoutx = 5scouty = 1FOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 1 THEN PSET (x, y), 10IF clr = 0 THEN PSET (x, y), 2NEXTNEXTGET (1, 1)-(10, 10), grassFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 6IF clr = 1 THEN PSET (x, y), 14NEXTNEXTGET (1, 1)-(10, 10), pathFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 3IF clr = 1 THEN PSET (x, y), 11NEXTNEXTGET (1, 1)-(10, 10), waterFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 6IF clr = 1 THEN PSET (x, y), 8IF clr = 2 THEN PSET (x, y), 0NEXTNEXTGET (1, 1)-(10, 10), tentFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 0IF clr = 1 THEN PSET (x, y), 5 '''was 2IF clr = 2 THEN PSET (x, y), 8IF clr = 3 THEN PSET (x, y), 14IF clr = 4 THEN PSET (x, y), 4NEXTNEXTGET (1, 1)-(10, 10), scoutFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr IF clr = 0 THEN PSET (x, y), 255 IF clr = 1 THEN PSET (x, y), 2 IF clr = 2 THEN PSET (x, y), 8 IF clr = 3 THEN PSET (x, y), 14 IF clr = 4 THEN PSET (x, y), 4 NEXTNEXTGET (1, 1)-(10, 10), scoutmaskCLSFOR y = 1 TO 15 FOR x = 1 TO 30 READ tilenumber map(x, y) = tilenumber ''' IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET NEXTNEXT'''Before PUTing the scout, GET the area where it will goGET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutareaPUT (scoutx * 10, scouty * 10), scoutmask, ANDPUT (scoutx * 10, scouty * 10), scout, OR'''********************************************************************DO DO '''Changed GOTOs to DO/LOOPs, on Mentat's good advice DO '''Changed GOTOs to DO/LOOPs, on Mentat's good advice p$ = "": WHILE p$ = "": p$ = INKEY$: WEND ''' p$ = RIGHT$(p$, 1) ''' LOOP UNTIL p$ = "H" OR p$ = "K" OR p$ = "M" OR p$ = "P" ''' oldscoutx = scoutx oldscouty = scouty IF p$ = "H" AND scouty > 1 THEN scouty = scouty - 1 IF p$ = "K" AND scoutx > 1 THEN scoutx = scoutx - 1 IF p$ = "M" AND scoutx < 30 THEN scoutx = scoutx + 1 IF p$ = "P" AND scouty < 15 THEN scouty = scouty + 1 '''Check for water area in next jump; if water, don't allow move IF map(scoutx, scouty) = 3 THEN scoutx = oldscoutx: scouty = oldscouty LOOP WHILE map(scoutx, scouty) = 3 ''' IF oldscoutx <> scoutx OR oldscouty <> scouty THEN '''RESTORE tilenumber '''REMarked outGOTO skip1 ''''''Following code disabled by above GOTO FOR y = 1 TO 15 FOR x = 1 TO 30 'READ tilenumber '''REMarked out by Ralph tilenumber = map(x, y) '''new, by Ralph IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET NEXT NEXTskip1: '''Restore oldscout's location with proper background PUT (oldscoutx * 10, oldscouty * 10), oldscoutarea, PSET ''' '''GET the new scout location area GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea ''' PUT (scoutx * 10, scouty * 10), scoutmask, AND PUT (scoutx * 10, scouty * 10), scout, OR END IFLOOP UNTIL p$ = CHR$(27)'''********************************************************************SYSTEMgrass:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,1,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,1,0,0,0DATA 0,1,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,1,0,0DATA 0,0,0,0,0,0,0,0,0,0path:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0water:DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,1,1,1,0DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,1,1,1,0DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0tent:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,0,0,0DATA 0,0,0,1,2,2,1,0,0,0DATA 0,0,1,1,2,2,1,1,0,0DATA 0,0,1,1,2,2,1,1,0,0DATA 0,1,1,1,2,2,1,1,1,0DATA 0,1,1,2,2,2,2,1,1,0DATA 1,1,1,2,2,2,2,1,1,1DATA 1,1,1,2,2,2,2,1,1,1scout:DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,1,0,0DATA 0,0,0,3,3,3,3,0,0,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,3,2,2,2,2,2,2,3,0DATA 0,0,2,2,2,2,2,2,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0scoutmask:DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,1,0,0DATA 0,0,0,3,3,3,3,0,0,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,3,2,2,2,2,2,2,3,0DATA 0,0,2,2,2,2,2,2,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0tilenumber:DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
Statistics: Posted by Ralph — Sun Jul 27, 2008 2:19 pm
Statistics: Posted by Ralph — Sun Jul 27, 2008 1:59 pm
Statistics: Posted by Mentat — Sun Jul 27, 2008 12:39 pm
Statistics: Posted by Ralph — Sun Jul 27, 2008 12:23 pm
Statistics: Posted by Mentat — Sun Jul 27, 2008 9:10 am
Code:
'''Changes or additions by Ralph are identified with three apostrophes '''DIM grass(10, 10), path(10, 10), water(10, 10), tent(10, 10), scout(10, 10), scoutmask(10, 10)DIM oldscoutarea(10, 10), map(30, 15)'''SCREEN 13scoutx = 5scouty = 1FOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 1 THEN PSET (x, y), 10IF clr = 0 THEN PSET (x, y), 2NEXTNEXTGET (1, 1)-(10, 10), grassFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 6IF clr = 1 THEN PSET (x, y), 14NEXTNEXTGET (1, 1)-(10, 10), pathFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 3IF clr = 1 THEN PSET (x, y), 11NEXTNEXTGET (1, 1)-(10, 10), waterFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 6IF clr = 1 THEN PSET (x, y), 8IF clr = 2 THEN PSET (x, y), 0NEXTNEXTGET (1, 1)-(10, 10), tentFOR y = 1 TO 10FOR x = 1 TO 10READ clrIF clr = 0 THEN PSET (x, y), 0IF clr = 1 THEN PSET (x, y), 5 '''was 2IF clr = 2 THEN PSET (x, y), 8IF clr = 3 THEN PSET (x, y), 14IF clr = 4 THEN PSET (x, y), 4NEXTNEXTGET (1, 1)-(10, 10), scoutFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr IF clr = 0 THEN PSET (x, y), 255 IF clr = 1 THEN PSET (x, y), 2 IF clr = 2 THEN PSET (x, y), 8 IF clr = 3 THEN PSET (x, y), 14 IF clr = 4 THEN PSET (x, y), 4 NEXTNEXTGET (1, 1)-(10, 10), scoutmaskCLSFOR y = 1 TO 15 FOR x = 1 TO 30 READ tilenumber map(x, y) = tilenumber ''' IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET NEXTNEXT'''Before PUTing the scout, GET the area where it will goGET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutareaPUT (scoutx * 10, scouty * 10), scoutmask, ANDPUT (scoutx * 10, scouty * 10), scout, OR'''********************************************************************DOagain1: ''' p$ = "": WHILE p$ = "": p$ = INKEY$: WEND ''' p$ = RIGHT$(p$, 1) ''' '''Check that an arrow key was pressed; if not, go to label again1: IF p$ <> "H" AND p$ <> "K" AND p$ <> "M" AND p$ <> "P" THEN GOTO again1 ''' oldscoutx = scoutx oldscouty = scouty IF p$ = "H" AND scouty > 1 THEN scouty = scouty - 1 IF p$ = "K" AND scoutx > 1 THEN scoutx = scoutx - 1 IF p$ = "M" AND scoutx < 30 THEN scoutx = scoutx + 1 IF p$ = "P" AND scouty < 15 THEN scouty = scouty + 1 '''Check for water area in next jump; if water, don't allow jump IF map(scoutx, scouty) = 3 THEN scoutx = oldscoutx scouty = oldscouty GOTO again1 END IF IF oldscoutx <> scoutx OR oldscouty <> scouty THEN '''RESTORE tilenumber '''REMarked outGOTO skip1 ''''''Following code disabled by above GOTO FOR y = 1 TO 15 FOR x = 1 TO 30 'READ tilenumber '''REMarked out by Ralph tilenumber = map(x, y) '''new, by Ralph IF tilenumber = 1 THEN PUT (x * 10, y * 10), grass, PSET IF tilenumber = 2 THEN PUT (x * 10, y * 10), path, PSET IF tilenumber = 3 THEN PUT (x * 10, y * 10), water, PSET IF tilenumber = 4 THEN PUT (x * 10, y * 10), tent, PSET NEXT NEXTskip1: '''Restore oldscout's location with proper background PUT (oldscoutx * 10, oldscouty * 10), oldscoutarea, PSET ''' '''GET the new scout location area GET (scoutx * 10, scouty * 10)-(scoutx * 10 + 10, scouty * 10 + 10), oldscoutarea ''' PUT (scoutx * 10, scouty * 10), scoutmask, AND PUT (scoutx * 10, scouty * 10), scout, OR END IFLOOP UNTIL p$ = CHR$(27)'''********************************************************************SYSTEMgrass:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,1,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,1,0,0,0DATA 0,1,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,1,0,0DATA 0,0,0,0,0,0,0,0,0,0path:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0water:DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,1,1,1,0DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,0,1,1,1,1,0DATA 0,0,0,0,0,0,0,0,0,0DATA 1,1,1,1,0,0,0,0,0,0tent:DATA 0,0,0,0,0,0,0,0,0,0DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,0,0,0DATA 0,0,0,1,2,2,1,0,0,0DATA 0,0,1,1,2,2,1,1,0,0DATA 0,0,1,1,2,2,1,1,0,0DATA 0,1,1,1,2,2,1,1,1,0DATA 0,1,1,2,2,2,2,1,1,0DATA 1,1,1,2,2,2,2,1,1,1DATA 1,1,1,2,2,2,2,1,1,1scout:DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,1,0,0DATA 0,0,0,3,3,3,3,0,0,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,3,2,2,2,2,2,2,3,0DATA 0,0,2,2,2,2,2,2,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0scoutmask:DATA 0,0,0,0,1,1,0,0,0,0DATA 0,0,0,1,1,1,1,1,0,0DATA 0,0,0,3,3,3,3,0,0,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,2,2,2,2,4,2,2,2,0DATA 0,3,2,2,2,2,2,2,3,0DATA 0,0,2,2,2,2,2,2,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0DATA 0,0,1,1,1,1,1,1,0,0tilenumber:DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
Statistics: Posted by Ralph — Sat Jul 26, 2008 10:03 pm
Code:
screenres 640, 480, 8'graphics imagesdim grass as integer ptr = imageCreate(10, 10)dim path as integer ptr = imageCreate(10, 10)dim water as integer ptr = imageCreate(10, 10)dim tent as integer ptr = imageCreate(10, 10)dim scout as integer ptr = imageCreate(10, 10)dim map(15, 30) as integer'initialize variablesdim scoutX as integer = 5dim scouty as integer = 1dim clr as integerdim x as integerdim y as integerdim key as stringdim vy as integerdim vx as integer'load grass tileFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr pset (x, y), clr NEXTNEXTGET (1, 1)-(10, 10), grass'load path tileFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr pset (x, y), clr NEXT xNEXT yGET (1, 1)-(10, 10), path'load water tileFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr pset (x, y), clr NEXT xNEXT yGET (1, 1)-(10, 10), water'load tent tileFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr pset (x, y), clr NEXT xNEXT yGET (1, 1)-(10, 10), tent'spriteFOR y = 1 TO 10 FOR x = 1 TO 10 READ clr pset (x, y), clr NEXT xNEXT yGET (1, 1)-(10, 10), scout'load mapFOR y = 1 TO 15 FOR x = 1 TO 30 read clr map(y, x) = clr NEXT xNEXT y DO 'Prevent flicker screenunlock screenlock cls 'keyboard input key = INKEY$ vy = 0 vx = 0 'move IF key = chr(255) + chr(72) THEN vy = -1 IF key = chr(255) + chr(80) THEN vy = 1 IF key = chr(255) + chr(75) THEN vx = -1 IF key = chr(255) + chr(77) THEN vx = 1 'Check against borders and water if scoutX + vx > 0 and scoutX + vx <31> 0 and scoutY + vy < 16 then if map(scouty + vy, scoutx + vx) <> 3 then scoutX += vx scouty += vy end if end if end if 'draw map FOR y = 1 TO 15 FOR x = 1 TO 30 IF map(y, x) = 1 THEN PUT (x * 10, y * 10), grass, PSET IF map(y, x) = 2 THEN PUT (x * 10, y * 10), path, PSET IF map(y, x) = 3 THEN PUT (x * 10, y * 10), water, PSET IF map(y, x) = 4 THEN PUT (x * 10, y * 10), tent, PSET NEXT x NEXT y 'Draw the little dude PUT (scoutX * 10, scoutY * 10), scout, transLOOP UNTIL multikey(1)'release imagesimageDestroy(grass)imageDestroy(path)imageDestroy(water)imageDestroy(tent)imageDestroy(scout)end'grassDATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2DATA 2, 2,10, 2, 2, 2, 2, 2, 2, 2DATA 2, 2, 2, 2, 2,10, 2, 2, 2, 2DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2DATA 2, 2, 2, 2, 2, 2,10, 2, 2, 2DATA 2,10, 2, 2, 2, 2, 2, 2, 2, 2DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2DATA 2, 2, 2, 2, 2, 2, 2,10, 2, 2DATA 2, 2, 2, 2, 2, 2, 2, 2, 2, 2'pathDATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,6,6,6,6,6,6'waterDATA 3, 3, 3, 3, 3, 3, 3, 3, 3, 3DATA 11,11,11,11, 3, 3, 3, 3, 3, 3DATA 3, 3, 3, 3, 3, 3, 3, 3, 3, 3DATA 3, 3, 3, 3, 3,11,11,11,11, 3DATA 3, 3, 3, 3, 3, 3, 3, 3, 3, 3DATA 11,11,11,11, 3, 3, 3, 3, 3, 3DATA 3, 3, 3, 3, 3, 3, 3, 3, 3, 3DATA 3, 3, 3, 3, 3,11,11,11,11, 3DATA 3, 3, 3, 3, 3, 3, 3, 3, 3, 3DATA 11,11,11,11, 3, 3, 3, 3, 3, 3'tentDATA 6,6,6,6,6,6,6,6,6,6DATA 6,6,6,6,8,8,6,6,6,6DATA 6,6,6,8,8,8,8,6,6,6DATA 6,6,6,8,0,0,8,6,6,6DATA 6,6,8,8,0,0,8,8,6,6DATA 6,6,8,8,0,0,8,8,6,6DATA 6,8,8,8,0,0,8,8,8,6DATA 6,8,8,0,0,0,0,8,8,6DATA 8,8,8,0,0,0,0,8,8,8DATA 8,8,8,0,0,0,0,8,8,8'scoutDATA 0 ,0 ,0 ,0 ,1 ,1 ,0 ,0 ,0 ,0DATA 0 ,0 ,0 ,1 ,1 ,1 ,1 ,1 ,0 ,0DATA 0 ,0 ,0 ,14,14,14,14,0 ,0 ,0DATA 0 ,8 ,8 ,8 ,8 ,4 ,8 ,8 ,8 ,0DATA 0 ,8 ,8 ,8 ,8 ,4 ,8 ,8 ,8 ,0DATA 0 ,14,8 ,8 ,8 ,8 ,8 ,8 ,14,0DATA 0 ,0 ,8 ,8 ,8 ,8 ,8 ,8 ,0 ,0DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0DATA 0 ,0 ,1 ,1 ,1 ,1 ,1 ,1 ,0 ,0'mapDATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,4,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,4,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,2,1,1,1,1,1,1,2,2,2,2,2,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,2,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,4,1,1,1,1,3,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3,3DATA 2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,3DATA 1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
Statistics: Posted by Mentat — Sat Jul 26, 2008 6:18 pm