I was looking this weekend on how to better manage my libraries. One thought was to include most of my common routines in a single large file and simply load that. What I found was that this caused the .EXE file size to grow considerably. I created a .BAS file that did nothing but a print statement and included this large library, of which zero routines were actually used. The file size was huge compared to using a very small library, of which zero routines were used.
Is there a switch or setting that I can use that will cause unused SUBs and Functions to be excluded at compile time if they are not used?
Back in the days, before Bud got too light, we had a decent thing going with Windows 10. You could simply delete or not use 'One-Drive' and everything else about that OS was fairly decent. Now let's venture a bit into the future to take a gander at Windows 12. In this future release, MS will probably maintain local file storage, but there seems to still be some internal push to have that replaced by Cloud storage and to switch to a service backed OS. Windows 10 users are already seeing messages pop up warning us about the end of days (end of Win10 support in 2025.) What that pop up doesn't tell us is we can download something called OPatch, for free non-commercial use, to get continued security updates if we want them. Oh, you could also just pay MS for an additional 3-years of full support, and all for the bargain basement price of just $427. No thanks.
So Win12 (The End of Days version) has been rumored to be coming in late 2024, but that wasn't written in stone. In contrast, the Mayan calendar also got the end of days wrong, and it actually was written in stone! To me, it seems a bit more likely that the release will coincide with the end of support of Win10.
In Win12 can expect AI 'features' but a lot of watchers also expect to see desktop pop up advertising. "We interrupt your college term paper for this important message from some gender queer freak encouraging you to get wasted on fewer calories."
So let's just hypothetically state that Windows 12, or beyond, does go 100% service based and adopts this uninstallable advertising component. What will Pete do? Simple, retire. I don't intend to spend my end of days living their end of days; but then again, I'm a pretty grouchy old bastard who doesn't have scores of years ahead of me to spend them using this new-age type of computer system. (Steve will argue by saying... "Pete, in what multiverse do you consider yourself 'pretty'?") Oh well...
Well, I finally got back to writing some code after another 2-months off. Maybe over the break I was ahead of my time, because politicians are now talking about bringing the country together. Well, that's what I was up to, in a smaller role, over the past two months. I authored the famous project to merge the Journal of American Medical Association (JAMA) together with the International Chiropractors Association (ICA) Perhaps you've already heard of it, JAMAICA!
And now back to coding...
Pete
- No man is an island entire of itself, but my island is punnier than your island.
for i=0 to n
circle (x(i), y(i)), 1, _rgba(255,0,0,10)
if x(i) < 0 then vx(i) = -vx(i)
if (x(i) > 100) then
if (y(i)>y01) and (y(i)<y02) or (y(i)>y11) and (y(i)<y12) then
nn(i) = 1
else
if nn(i) = 0 then
vx(i) = -vx(i)
end if
end if
end if
if nn(i) = 1 and x(i) > x0 then
vx(i) = 0
vy(i) = 0
end if
if ((y(i) < 0) or (y(i) > 480)) and nn(i)=0 then vy(i) = -vy(i)
Quote:REDIM arrays dynmicaly is not problem in small programs
but they eat lot of memory and they are time consuming in big programs
I was under impression by something Luke said, in previous forum I think or this one, that REDIM can replace all DIM statements without penalty in time or memory space.
(I'm not sure if this should be considered a "program" , or a "game" so I'm going to post under both threads.)
This is what I call "Atariman", it is my own lite version of 1985's "Little computer people" by David Crane. Atariman is a character I created for an Atari 2600 game I created in the batari language.
I have included an executable file and a screen saver file (.scr) so you can run it directly or set it as a screen saver. it does not save your progress, you do not have to feed him and what not like in the original.
Atariman will keep himself busy by watching his fish tank, making music, watching T.V. typing up his book, and more.
Here is a list of keyboard commands:
ESC Exit program
u Unmute
m mute
w Wake up
Arrow up Volume up
Arrow down Volume down
Arrow left Previous track / tv channel
Arrow right Next track / tv channel
To install the screen saver unzip the Atariman folder and right click on the .scr file and choose "Install". The screen saver starts up having the volume muted.
Const pgUpKey = 18688 'page up key
Const pgDwKey = 20736 'page down key
Dim Shared btimer%
Dim Shared volSet As Single
num = 26
Dim Shared tvc As Single
Randomize Timer
tvc = Int(myRandom(num))
Dim Shared srt% ' start trigger
srt% = 1
Dim Shared tvcv As Single ' tv chan veiw
tvcv = tvc
Dim Shared syntrc%
num = 5
syntrc% = Int(myRandom(num))
Dim Shared background_morning&
background_morning& = _LoadImage("background\LCP_morning_bk.png", 32)
Dim Shared background_day&
background_day& = _LoadImage("background\LCP_noon_bk.png", 32)
Dim Shared background_eve&
background_eve& = _LoadImage("background\LCP_eve_bk.png", 32)
Dim Shared background_night&
background_night& = _LoadImage("background\LCP_night_bk.png", 32)
Dim Shared background420&
background420& = _LoadImage("background\LCP_420_bk.png", 32)
Dim Shared sybthboard&
sybthboard& = _LoadImage("background\am_synthboaedsm.png ", 32)
Dim Shared atarilogo&
atarilogo& = _LoadImage("background\atari_logo_2.png ", 32)
Dim Shared telephone&
telephone& = _LoadImage("background\telephone.png ", 32)
Dim Shared telephoneOffHook&
telephoneOffHook& = _LoadImage("background\telephone_offHook.png ", 32)
Dim Shared rocket&
rocket& = _LoadImage("background\rocket.png ", 32)
Dim Shared monster&
monster& = _LoadImage("background\monster.png ", 32)
Dim Shared actionFigure&
actionFigure& = _LoadImage("background\actionFigure.png ", 32)
Dim Shared openBathDoor&
openBathDoor& = _LoadImage("background\bathroomDoorOpen1.png", 32)
Dim Shared dish&
dish& = _LoadImage("sprite\dish.png", 32)
Dim Shared dishDone&
dishDone& = _LoadImage("sprite\dishDone.png", 32)
Dim Shared blimpRt&
blimpRt& = _LoadImage("background\blimp_1.png", 32)
Dim Shared blimpLt&
blimpLt& = _LoadImage("background\blimp_2.png", 32)
Dim Shared blimpSmRt&
blimpSmRt& = _LoadImage("background\blimpSm_1.png", 32)
Dim Shared blimpSmLt&
blimpSmLt& = _LoadImage("background\blimpSm_2.png", 32)
Dim Shared blimpXtSmRt&
blimpXtSmRt& = _LoadImage("background\blimpXtSmRt.png", 32)
Dim Shared blimpXtSmLt&
blimpXtSmLt& = _LoadImage("background\blimpXtSmLt.png", 32)
Dim Shared hillRt&
hillRt& = _LoadImage("background\hills_2a.png ", 32)
Dim Shared hillLt&
hillLt& = _LoadImage("background\hills_2b.png ", 32)
Dim Shared aquarium&
aquarium& = _LoadImage("background\aquarium.png", 32)
Dim Shared bathDoorOccupied&
bathDoorOccupied& = _LoadImage("background\bathDoorOcupied.png", 32)
Dim Shared fish1&
fish1& = _LoadImage("background\fish1.png", 32)
Dim Shared fish2&
fish2& = _LoadImage("background\fish2.png", 32)
Dim Shared fish3&
fish3& = _LoadImage("background\fish3.png", 32)
Dim Shared fish4&
fish4& = _LoadImage("background\fish2.png", 32)
Dim Shared fish5&
fish5& = _LoadImage("background\fish2.png", 32)
Dim Shared fish6&
fish6& = _LoadImage("background\fish2.png", 32)
Dim Shared fish7&
fish7& = _LoadImage("background\fish2.png", 32)
Dim Shared fish8&
fish8& = _LoadImage("background\fish4.png", 32)
Dim Shared cloud1&
cloud1& = _LoadImage("background\cloud_1.png ", 32)
Dim Shared cloud2&
cloud2& = _LoadImage("background\cloud_2.png ", 32)
Dim Shared cloud3&
cloud3& = _LoadImage("background\cloud_3.png ", 32)
Dim Shared cloud4&
cloud4& = _LoadImage("background\cloud_4.png ", 32)
Dim Shared cloud5&
cloud5& = _LoadImage("background\cloud_5.png ", 32)
Dim Shared cloud6&
cloud6& = _LoadImage("background\cloud_6.png ", 32)
Dim Shared cloud7&
cloud7& = _LoadImage("background\cloud_7.png ", 32)
Dim Shared c1x As Single
Dim Shared c1y As Single
Dim Shared c2x As Single
Dim Shared c2y As Single
Dim Shared c3x As Single
Dim Shared c3y As Single
Dim Shared c4x As Single
Dim Shared c4y As Single
Dim Shared c5x As Single
Dim Shared c5y As Single
Dim Shared c6x As Single
Dim Shared c6y As Single
Dim Shared c7x As Single
Dim Shared c7y As Single
Dim Shared stdIn&
stdIn& = _LoadImage("sprite\am_1.png", 32)
Dim Shared trxlk%
trxlk% = 1
Dim Shared syn%
Dim Shared syntrx%
syntrx% = 2
Dim Shared tv&
Dim Shared tm$
Dim Shared s%
Dim Shared m%
Dim Shared h%
Dim Shared current_date$
current_date$ = Date$
Dim Shared frame&
Dim Shared frame2&
Dim Shared framesit3&
Dim Shared framesittv&
Dim Shared frame4&
Dim Shared frame5&
Dim Shared framesitkit&
Dim Shared tvframe&
Dim Shared synFrame%
Dim Shared synscframe&
Dim Shared synscframe2&
Dim Shared cookFrame&
Dim Shared washFrame&
Dim Shared starFrame%
Dim Shared sx As Single
Dim Shared sy As Single
Dim Shared floorNum%
Dim Shared xmove$
Randomize Timer
xmove$ = "left"
Dim Shared ymove$
ymove$ = "yoff"
Dim Shared change$
change$ = "coff"
Dim Shared cv As Integer 'change value
Dim Shared cv$ 'change value string
Dim Shared rmtimer As Integer
Dim Shared wash%
Dim Shared cookTimer%
Dim Shared cookTrig As Integer
Dim Shared rmtriglk As Integer
Dim Shared rmtriglk1a As Integer
Dim Shared rmtriglk1b As Integer
Dim Shared rmtriglk2a As Integer
Dim Shared rmtriglk2b As Integer
Dim Shared rmtriglk2c As Integer
Dim Shared rmtriglk2d As Integer
Dim Shared rmtriglk2e As Integer
Dim Shared rmtriglk3a As Integer
Dim Shared rmtriglk3b As Integer
Dim Shared rmTrigOff As Integer
Dim Shared sleepTrig%
Dim Shared rmtrlk$
Dim Shared rmtrlk1a$
Dim Shared rmtrlk1b$
rmtrlk$ = Str$(Int(rmtriglk))
rmtrlk1a$ = Str$(Int(rmtriglk1a))
rmtrlk1b$ = Str$(Int(rmtriglk1b))
Dim Shared rmtimer$
rmtimer$ = Str$(rmtimer)
Dim Shared xmvcpy$
Dim Shared ghost_sprite&
Dim Shared gx As Single
Dim Shared gy As Single
Dim Shared gx$
Dim Shared gy$
Type fish_type
x As Integer
y As Integer
move_right As Integer
move_up As Integer
sprite As Long
End Type
Dim Shared fish2(12) As fish_type 'creates the fish"array" with the size set to "num_fish"
Dim Shared f1x As Single
Dim Shared f2x As Single
Dim Shared f3x As Single
Dim Shared f4x As Single
Dim Shared f5x As Single
Dim Shared f6x As Single
Dim Shared f7x As Single
Dim Shared f8x As Single
Dim Shared f1y As Single
Dim Shared f2y As Single
Dim Shared f3y As Single
Dim Shared f4y As Single
Dim Shared f5y As Single
Dim Shared f6y As Single
Dim Shared f7y As Single
Dim Shared f8y As Single
Dim Shared f1xmove$
Dim Shared f2xmove$
Dim Shared f3xmove$
Dim Shared f4xmove$
Dim Shared f5xmove$
Dim Shared f6xmove$
Dim Shared f7xmove$
Dim Shared f8xmove$
Dim Shared f1ymove$
Dim Shared f2ymove$
Dim Shared f3ymove$
Dim Shared f4ymove$
Dim Shared f5ymove$
Dim Shared f6ymove$
Dim Shared f7ymove$
Dim Shared f8ymove$
'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and dark gray
'Circle (400, 320), 12, _RGB(0, 0, 0) 'circle with radius of 102 and dark gray
'Paint (265, 230), 8, _RGB(0, 0, 0) 'fill between the two dark gray circles with gray
'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and light gray
'*
'* Get the current time from the QuickBASIC built in variable TIME$
'* Since TIME$ is a string, we need to extract the hours, minutes and
'* seconds from it using LEFT$, RIGHT$ and MID$. Then, each of these
'* extractions need to be converted to a numeric value using VAL and
'* stored in their respective variables.
'*
'If s% = 0 Then s% = 60 'array counts 1 to 60 not 0 to 59
'previoussecond% = s% 'hold current second for later use
'm% = Int(Val(Mid$(Time$, 4, 2))) 'extract minutes from TIME$
'If m% = 0 Then m% = 60 'array counts 1 to 60 not 0 to 59
'previousminute% = m% 'hold current minute for later use
'h% = Int(Val(Left$(Time$, 2))) 'extract hour from TIME$
'If h% >= 12 Then h% = h% - 12 'convert from military time
'If h% = 0 Then h% = 12 'count from 1 to 12 not 0 to 11
'previoushour% = h% 'hold current hour for later use
'*
'* Start of main program loop
'If s% <> previoussecond% Then 'has a second elapsed?
'Locate 22, 17 'print the time on the screen at
'Print Time$; 'position 22, 17
'* Since a second has elapsed we need to erase the old second hand
'* position and draw the new position
'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(previoussecond%), clock(previoussecond%)
'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(s%), clock(s%)
'previoussecond% = s% 'hold current second for later use
'If m% <> previousminute% Then 'has a minute elapsed?
'* Since a minute has elapsed we need to erase the old hour hand position
'Circle (400, 320), 90, _RGB(0, 0, 0), -clock(previousminute%), clock(previousminute%)
'prseviousminute% = m% 'hold current minute for later use
'End If
'*
'* Draw the current minute hand position
'*
'Circle (400, 320), 90, _RGB(0, 255, 255), -clock(m%), clock(m%)
'If h% <> previoushour% Then 'has an hour elapsed?
'* Since an hour has elapsed we need to erase the old hour hand position
'Circle (400, 320), 75, _RGB(255, 255, 0), -clock(previoushour% * 5), clock(previoushour% * 5)
'previoushour% = h% 'hold current hour for later use
'End If
'*
'* Draw the current hour hand position
'*
' Circle (400, 320), 75, _RGB(0, 0, 0), -clock(h% * 5), clock(h% * 5)
'End If
's% = Val(Right$(Time$, 2)) 'extract time again and do all over
'If s% = 0 Then s% = 60
'm% = Val(Mid$(Time$, 4, 2))
'If m% = 0 Then m% = 60
'h% = Val(Left$(Time$, 2))
'If h% >= 12 Then h% = h% - 12
'If h% = 0 Then h% = 12
End Sub
Sub starGenerator
Circle (starFieldAX%, starFieldAy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldBX%, starFieldBy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldCX%, starFieldCy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldDX%, starFieldDy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldEX%, starFieldEy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldFX%, starFieldFy%), 0.5, _RGB(255, 255, 255)
Circle (starFieldGX%, starFieldGy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldHX%, starFieldHy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldIX%, starFieldIy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldJX%, starFieldJy%), 0.5, _RGB(255, 255, 255)
Circle (starFieldKX%, starFieldKy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldLX%, starFieldLy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldMX%, starFieldMy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldNX%, starFieldNy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldOX%, starFieldOy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldPX%, starFieldPy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldQX%, starFieldQy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldRX%, starFieldRy%), 0.4, _RGB(255, 255, 255)
If starTimer% > 5 And starTimer% < 10 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
If starTimer% > 20 And starTimer% < 25 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
If starTimer% > 40 And starTimer% < 45 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
End Sub
Sub clock_color_day
Dim cx As Integer
Dim cy As Integer
cx = 320
cy = 240
Shared h%, tm$
Circle (cx%, cy%), 150, BLUE
Paint (cx%, cy%), YELLOW, BLUE
Circle (cx%, cy%), 145, BLUE
Circle (cx%, cy%), 140, YELLOW
Paint (cx%, cy%), LIGHTBLUE, BLUE
Color LIGHTYELLOW, LIGHTBLUE
'If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (cx% - 118, cy%), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6)
Color _RGB32(255, 150, 0), LIGHTBLUE
'If fntComputer& > 0 Then _Font fntComputer&
_PrintString (cx% - 100, cy% - 50), "kn0ne"
Circle (cx%, cy%), BLUE
Color LIGHTYELLOW, LIGHTBLUE
'If fdt& > 0 Then _Font fdt&
_PrintString (cx% - 112, cy% + 30), current_date$
'_PrintString (x% - 23, y% - 75), Str$(Int((Rnd * 2)) + 1)
Circle (cx%, cy%), 125, BLUE
Circle (cx%, cy%), 160, YELLOW
Circle (cx%, cy%), 170, BLUE
Circle (cx%, cy%), 123, BLUE
Circle (cx%, cy%), 158, YELLOW
Circle (cx%, cy%), 168, BLUE
End Sub
Sub trigers
If rmtriglk1a = 1 Then
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk1b = 1 Then
rmtriglk1a = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2a = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2b = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2c = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2d = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2e = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk3a = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
'rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk3b = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
'rmtriglk3a = 0
rmTrigOff = 0
End If
If rmTrigOff = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
End If
End Sub
Sub gottaGo
If bowel% = 6 Then
If floorNum% = 1 Then change$ = "cup"
If floorNum% = 2 Then change$ = "coff"
If floorNum% = 3 Then change$ = "cdown"
End If
End Sub
Sub sound_large_bubbles
t~& = t~& + 1
If t~& = 3000 Then
t~& = 1
End If
Select Case t~&
Case 1 To 35
_SndVol lb&, 0.20
_SndLoop lb&
Case 1420 To 1460
_SndVol lb&, 0.20
_SndLoop lb&
Case 2400 To 2440
_SndVol lb&, 0.20
_SndLoop lb&
Case Else
_SndVol lb&, 0
End Select
End Sub
Sub changeChanAndTrax
btimer% = btimer% + 1
If btimer% > 10 Then btimer% = 0
If _KeyDown(rtKey) And btimer% = 1 Then
tvplaying
tvchanview
tvc = tvc + 1
_PutImage (220, 220), kn0ne&
If tvc > 26 Then tvc = 1
End If
If _KeyDown(ltKey) And btimer% = 1 Then
tvplaying
tvchanview
tvc = tvc - 1
_PutImage (220, 220), kn0ne&
If tvc < 1 Then tvc = 26
End If
If _KeyDown(rtKey) And btimer% = 1 Then
stoptrx
syntrx% = syntrx% + 1
_PutImage (220, 220), kn0ne&
If syntrx% > 23 Then syntrx% = 1
End If
If _KeyDown(ltKey) And btimer% = 1 Then
stoptrx
syntrx% = syntrx% - 1
_PutImage (220, 220), kn0ne&
If syntrx% < 1 Then syntrx% = 23
End If
End Sub
Sub volControl
btimer% = btimer% + 1
If btimer% > 10 Then btimer% = 0
If _KeyDown(mKey) Or _KeyDown(77) Then
mute% = 1
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(uKey) Or _KeyDown(85) Then
mute% = 0
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(upKey) And btimer% = 1 Then
If volSet < 10.1 Then volSet = volSet + 0.05
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(dwKey) And btimer% = 1 Then
If volSet > 0.01 Then volSet = volSet - 0.05
_PutImage (220, 220), kn0ne&
End If
If tvtrig% = 1 Then
Select Case tvc
Case 1
_SndLoop tvsnd1&
If mute% = 0 Then _SndVol tvsnd1&, volSet Else _SndVol tvsnd1&, 0.0
Case 2
_SndLoop tvsnd2&
If mute% = 0 Then _SndVol tvsnd2&, volSet Else _SndVol tvsnd2&, 0.0
Case 3
_SndLoop tvsnd3&
If mute% = 0 Then _SndVol tvsnd3&, volSet Else _SndVol tvsnd3&, 0.0
Case 4
_SndLoop tvsnd4&
If mute% = 0 Then _SndVol tvsnd4&, volSet Else _SndVol tvsnd4&, 0.0
Case 5
_SndLoop tvsnd5&
If mute% = 0 Then _SndVol tvsnd5&, volSet Else _SndVol tvsnd5&, 0.0
Case 6
_SndLoop tvsnd6&
If mute% = 0 Then _SndVol tvsnd6&, volSet Else _SndVol tvsnd6&, 0.0
Case 7
_SndLoop tvsnd7&
If mute% = 0 Then _SndVol tvsnd7&, volSet Else _SndVol tvsnd7&, 0.0
Case 8
_SndLoop tvsnd8&
If mute% = 0 Then _SndVol tvsnd8&, volSet Else _SndVol tvsnd8&, 0.0
Case 9
_SndLoop tvsnd9&
If mute% = 0 Then _SndVol tvsnd9&, volSet Else _SndVol tvsnd9&, 0.0
Case 10
_SndLoop tvsnd10&
If mute% = 0 Then _SndVol tvsnd10&, volSet Else _SndVol tvsnd10&, 0.0
Case 11
_SndLoop tvsnd11&
If mute% = 0 Then _SndVol tvsnd11&, volSet Else _SndVol tvsnd11&, 0.0
Case 12
_SndLoop tvsnd12&
If mute% = 0 Then _SndVol tvsnd12&, volSet Else _SndVol tvsnd12&, 0.0
Case 13
_SndLoop tvsnd13&
If mute% = 0 Then _SndVol tvsnd13&, volSet Else _SndVol tvsnd13&, 0.0
Case 14
_SndLoop tvsnd14&
If mute% = 0 Then _SndVol tvsnd14&, volSet Else _SndVol tvsnd14&, 0.0
Case 15
_SndLoop tvsnd15&
If mute% = 0 Then _SndVol tvsnd15&, volSet Else _SndVol tvsnd15&, 0.0
Case 16
_SndLoop tvsnd16&
If mute% = 0 Then _SndVol tvsnd16&, volSet Else _SndVol tvsnd16&, 0.0
Case 17
_SndLoop tvsnd17&
If mute% = 0 Then _SndVol tvsnd17&, volSet Else _SndVol tvsnd17&, 0.0
Case 18
_SndLoop tvsnd18&
If mute% = 0 Then _SndVol tvsnd18&, volSet Else _SndVol tvsnd18&, 0.0
Case 19
_SndLoop tvsnd19&
If mute% = 0 Then _SndVol tvsnd19&, volSet Else _SndVol tvsnd19&, 0.0
Case 20
_SndLoop tvsnd20&
If mute% = 0 Then _SndVol tvsnd20&, volSet Else _SndVol tvsnd20&, 0.0
Case 21
_SndLoop tvsnd21&
If mute% = 0 Then _SndVol tvsnd21&, volSet Else _SndVol tvsnd21&, 0.0
Case 22
_SndLoop tvsnd22&
If mute% = 0 Then _SndVol tvsnd22&, volSet Else _SndVol tvsnd22&, 0.0
Case 23
_SndLoop tvsnd23&
If mute% = 0 Then _SndVol tvsnd23&, volSet Else _SndVol tvsnd23&, 0.0
Case 24
_SndLoop tvsnd24&
If mute% = 0 Then _SndVol tvsnd24&, volSet Else _SndVol tvsnd24&, 0.0
Case 25
_SndLoop tvsnd25&
If mute% = 0 Then _SndVol tvsnd25&, volSet Else _SndVol tvsnd25&, 0.0
Case 26
_SndLoop tvsnd26&
If mute% = 0 Then _SndVol tvsnd26&, volSet Else _SndVol tvsnd26&, 0.0
End Select
End If
Select Case xmove$
Case "left"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "foodLt"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
_SndLoop sndBurp&
If mute% = 0 Then _SndVol sndBurp&, volSet Else _SndVol sndBurp&, 0.0
Case "right"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "foodRt"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "xoff"
_SndStop sndWalk&
Case "stairup"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "stairdw"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "tvsit"
_SndStop sndWalk&
Case "sit_type_a"
_SndStop sndWalk&
Case "sit_type_b"
_SndStop sndWalk&
Case "fishTank"
_SndStop sndWalk&
Case "brushTeeth"
_SndStop sndWalk&
_SndLoop sndBrushTeeth&
If mute% = 0 Then _SndVol sndBrushTeeth&, volSet Else _SndVol sndBrushTeeth&, 0.0
Case "cook"
_SndStop sndWalk&
_SndLoop sndCook&
If mute% = 0 Then _SndVol sndCook&, volSet Else _SndVol sndCook&, 0.0
Case "eat"
_SndStop sndWalk&
_SndLoop sndEat&
If mute% = 0 Then _SndVol sndEat&, volSet Else _SndVol sndEat&, 0.0
Case "washHand"
_SndStop sndWalk&
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "wash"
_SndStop sndWalk&
_SndLoop sndDishWash&
If mute% = 0 Then _SndVol sndDishWash&, volSet Else _SndVol sndDishWash&, 0.0
Case "washHand"
_SndStop sndWashHands&
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "synth"
_SndStop sndWalk&
Case "sleep"
_SndStop sndWalk&
_SndLoop sleeeep&
If mute% = 0 Then _SndVol sleeeep&, volSet Else _SndVol sleeeep&, 0.0
Case "move_not"
_SndStop sndWalk&
End Select
Select Case sndBathRm$
Case "doorClose"
_SndStop sndWalk&
_SndLoop sndBathDoorClose&
If mute% = 0 Then _SndVol sndBathDoorClose&, volSet Else _SndVol sndBathDoorClose&, 0.0
Case "poop"
_SndLoop sndPoop&
If mute% = 0 Then _SndVol sndPoop&, volSet Else _SndVol sndPoop&, 0.0
Case "washHand"
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "flush"
_SndLoop sndFlush&
If mute% = 0 Then _SndVol sndFlush&, volSet Else _SndVol sndFlush&, 0.0
End Select
If floorNum% = 1 And mute% = 0 And sx > 350 Then
_SndLoop b&
_SndVol b&, volSet
sound_large_bubbles
Else
_SndVol b&, 0.00
End If
End Sub
Sub background
If h% > 0 And h% <= 5 Then _PutImage , background_night&
If h% > 5 And h% <= 11 Then _PutImage , background_morning&
If h% > 11 And h% <= 16 Then _PutImage , background_day&
If h% > 15 And h% <= 19 Then _PutImage , background_eve&
If h% > 18 And h% < 25 Then _PutImage , background_night&
If h% = 0 Then _PutImage , background_night&
'''stars'''
If h% >= 0 And h% <= 5 Or h% > 18 And h% <= 23 Then
starGenerator
End If
' sun
_ClearColor (_RGB(0, 0, 0)), sun&
If h% > 5 And h% <= 6 Then _PutImage (-50, 190), sun& ' -6am
If h% > 6 And h% <= 7 Then _PutImage (-10, 150), sun& ' -7am
If h% > 7 And h% <= 8 Then _PutImage (10, 100), sun& ' -8am
If h% > 8 And h% <= 9 Then _PutImage (30, 60), sun& ' -9am
If h% > 9 And h% <= 10 Then _PutImage (110, 10), sun& ' -10am
If h% > 10 And h% <= 11 Then _PutImage (175, -15), sun& ' -11am
If h% > 11 And h% <= 12 Then _PutImage (240, -40), sun& 'noon
If h% > 12 And h% <= 13 Then _PutImage (400, -15), sun& '1pm
If h% > 13 And h% <= 14 Then _PutImage (440, 10), sun& '2pm
If h% > 14 And h% <= 15 Then _PutImage (500, 70), sun& '3pm
If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm
If h% > 16 And h% <= 17 Then _PutImage (560, 150), sun& '5pm
If h% > 17 And h% <= 18 Then _PutImage (550, 210), sun& '-6pm
'moon
_ClearColor (_RGB(0, 0, 0)), moon&
If h% > 18 And h% <= 19 Then _PutImage (-10, 210), moon& ' -7pm
If h% > 19 And h% <= 20 Then _PutImage (5, 100), moon& ' -8pm
If h% > 20 And h% <= 21 Then _PutImage (30, 60), moon& ' -9pm
If h% > 21 And h% <= 22 Then _PutImage (110, 10), moon& ' -10pm
If h% > 22 And h% <= 23 Then _PutImage (175, -15), moon& ' -11pm
If h% = 0 Then _PutImage (240, -40), moon& ' -midnight
If h% > 0 And h% <= 1 Then _PutImage (400, -15), moon& '1am
If h% > 1 And h% <= 2 Then _PutImage (440, -15), moon& '2am
If h% > 2 And h% <= 3 Then _PutImage (500, 70), moon& '3am
If h% > 3 And h% <= 4 Then _PutImage (520, 110), moon& '4am
If h% > 4 And h% <= 5 Then _PutImage (560, 170), moon& '5am
'blimp
If blimpSize% = 3 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpXtSmRt&
_PutImage (blimpX, blimpY), blimpXtSmRt&
blimpX = blimpX + 0.12
Color GREEN, _RGB(255, 255, 255)
If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
_PrintString (blimpX + 4, blimpY + 4), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpXtSmLt&
_PutImage (blimpX, blimpY), blimpXtSmLt&
blimpX = blimpX - 0.12
Color GREEN, _RGB(255, 255, 255)
If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
_PrintString (blimpX + 5, blimpY + 4), "kn0ne"
End If
End If
If blimpSize% = 2 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpSmRt&
_PutImage (blimpX, blimpY), blimpSmRt&
blimpX = blimpX + 0.15
Color GREEN, _RGB(255, 255, 255)
If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (blimpX + 8, blimpY + 8), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpSmLt&
_PutImage (blimpX, blimpY), blimpSmLt&
blimpX = blimpX - 0.15
Color GREEN, _RGB(255, 255, 255)
If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (blimpX + 9, blimpY + 8), "kn0ne"
End If
End If
If blimpSize% = 1 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpRt&
_PutImage (blimpX, blimpY), blimpRt&
blimpX = blimpX + 0.20
Color GREEN, _RGB(255, 255, 255)
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (blimpX + 15, blimpY + 15), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpLt&
_PutImage (blimpX, blimpY), blimpLt&
blimpX = blimpX - 0.20
Color GREEN, _RGB(255, 255, 255)
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (blimpX + 17, blimpY + 15), "kn0ne"
End If
End If
If blimpX > 800 Then
blimpRight = 0
blimpRT:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimpRT:
End If
If blimpX < -800 Then
blimpRight = 1
blimpLt:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimpLt:
End If
If f1xmove$ = "left" Then f1x = f1x - 0.2
If f2xmove$ = "left" Then f2x = f2x - 0.3
If f3xmove$ = "left" Then f3x = f3x - 0.02
If f4xmove$ = "left" Then f4x = f4x - 0.2
If f5xmove$ = "left" Then f5x = f5x - 0.3
If f6xmove$ = "left" Then f6x = f6x - 0.1
If f7xmove$ = "left" Then f7x = f7x - 0.1
If f8xmove$ = "left" Then f8x = f8x - 0.02
If f1xmove$ = "right" Then f1x = f1x + 0.2
If f2xmove$ = "right" Then f2x = f2x + 0.2
If f3xmove$ = "right" Then f3x = f3x + 0.03
If f4xmove$ = "right" Then f4x = f4x + 0.2
If f5xmove$ = "right" Then f5x = f5x + 0.2
If f6xmove$ = "right" Then f6x = f6x + 0.1
If f7xmove$ = "right" Then f7x = f7x + 0.1
If f8xmove$ = "right" Then f8x = f8x + 0.01
If f1ymove$ = "up" Then f1y = f1y - 0.06
If f2ymove$ = "up" Then f2y = f2y - 0.08
If f3ymove$ = "up" Then f3y = f3y - 0.03
If f4ymove$ = "up" Then f4y = f4y - 0.06
If f5ymove$ = "up" Then f5y = f5y - 0.08
If f6ymove$ = "up" Then f6y = f6y - 0.1
If f7ymove$ = "up" Then f7y = f7y - 0.1
If f1ymove$ = "down" Then f1y = f1y + 0.08
If f2ymove$ = "down" Then f2y = f2y + 0.05
If f3ymove$ = "down" Then f3y = f3y + 0.06
If f4ymove$ = "down" Then f4y = f4y + 0.08
If f5ymove$ = "down" Then f5y = f5y + 0.05
If f6ymove$ = "down" Then f6y = f6y + 0.06
If f7ymove$ = "down" Then f7y = f7y + 0.06
If f1y > 350 Then f1ymove$ = "up"
If f1y < 345 Then f1ymove$ = "down"
If f1x < 433 Then f1xmove$ = "right"
If f1x > 475 Then f1xmove$ = "left"
If f2y > 350 Then f2ymove$ = "up"
If f2y < 345 Then f2ymove$ = "down"
If f2x < 433 Then f2xmove$ = "right"
If f2x > 485 Then f2xmove$ = "left"
If f3y > 350 Then f3ymove$ = "up"
If f3y < 345 Then f3ymove$ = "down"
If f3x < 433 Then f3xmove$ = "right"
If f3x > 475 Then f3xmove$ = "left"
If f4y > 350 Then f4ymove$ = "up"
If f4y < 345 Then f4ymove$ = "down"
If f4x < 433 Then f4xmove$ = "right"
If f4x > 475 Then f4xmove$ = "left"
If f5y > 350 Then f5ymove$ = "up"
If f5y < 345 Then f5ymove$ = "down"
If f5x < 433 Then f5xmove$ = "right"
If f5x > 485 Then f5xmove$ = "left"
If f6y > 350 Then f6ymove$ = "up"
If f6y < 345 Then f6ymove$ = "down"
If f6x < 433 Then f6xmove$ = "right"
If f6x > 475 Then f6xmove$ = "left"
If f7y > 350 Then f7ymove$ = "up"
If f7y < 345 Then f7ymove$ = "down"
If f7x < 433 Then f7xmove$ = "right"
If f7x > 475 Then f7xmove$ = "left"
If f8y > 350 Then f8ymove$ = "up"
If f8y < 345 Then f8ymove$ = "down"
If f8x < 435 Then f8xmove$ = "right"
If f8x > 475 Then f8xmove$ = "left"
If cloudDirection% = 0 Then c1x = c1x + 0.18
If cloudDirection% = 0 Then c2x = c2x + 0.16
If cloudDirection% = 0 Then c3x = c3x + 0.19
If cloudDirection% = 0 Then c4x = c4x + 0.17
If cloudDirection% = 0 Then c5x = c5x + 0.18
If cloudDirection% = 0 Then c6x = c6x + 0.25
If cloudDirection% = 0 Then c7x = c7x + 0.15
Randomize Timer
If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -950) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
Randomize Timer
If cloudDirection% = 1 Then c1x = c1x - 0.18
If cloudDirection% = 1 Then c2x = c2x - 0.16
If cloudDirection% = 1 Then c3x = c3x - 0.19
If cloudDirection% = 1 Then c4x = c4x - 0.17
If cloudDirection% = 1 Then c5x = c5x - 0.17
If cloudDirection% = 1 Then c6x = c6x - 0.25
If cloudDirection% = 1 Then c7x = c7x - 0.15
Randomize Timer
If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 2 Then c1x = c1x + 0.12
If cloudDirection% = 2 Then c2x = c2x + 0.16
If cloudDirection% = 2 Then c3x = c3x + 0.19
If cloudDirection% = 2 Then c4x = c4x + 0.17
If cloudDirection% = 2 Then c5x = c5x + 0.18
If cloudDirection% = 2 Then c6x = c6x + 0.22
If cloudDirection% = 2 Then c7x = c7x + 0.15
Randomize Timer
If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 14 Then c1x = c1x - 0.88
If cloudDirection% = 14 Then c2x = c2x - 0.86
If cloudDirection% = 14 Then c3x = c3x - 0.89
If cloudDirection% = 14 Then c4x = c4x - 0.87
If cloudDirection% = 14 Then c5x = c5x - 0.84
If cloudDirection% = 14 Then c6x = c6x - 0.90
If cloudDirection% = 14 Then c7x = c7x - 0.85
Randomize Timer
If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 2300) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 15 Then c1x = c1x + 1.05
If cloudDirection% = 15 Then c2x = c2x + 1.07
If cloudDirection% = 15 Then c3x = c3x + 1.29
If cloudDirection% = 15 Then c4x = c4x + 1.27
If cloudDirection% = 15 Then c5x = c5x + 1.28
If cloudDirection% = 15 Then c6x = c6x + 1.30
If cloudDirection% = 15 Then c7x = c7x + 1.04
Randomize Timer
If cloudDirection% = 15 Then If c1x > 800 Then c1x = (Rnd * -1800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c4x > 985 Then c4x = (Rnd * -2600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 1152 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 5 Then c1x = c1x + 0.38
If cloudDirection% = 5 Then c2x = c2x + 0.36
If cloudDirection% = 5 Then c3x = c3x + 0.39
If cloudDirection% = 5 Then c4x = c4x + 0.37
If cloudDirection% = 5 Then c5x = c5x + 0.34
If cloudDirection% = 5 Then c6x = c6x + 0.40
If cloudDirection% = 5 Then c7x = c7x + 0.35
Randomize Timer
If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -1200) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1900) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 6 Then c1x = c1x + 0.38
If cloudDirection% = 6 Then c2x = c2x + 0.36
If cloudDirection% = 6 Then c3x = c3x + 0.39
If cloudDirection% = 6 Then c4x = c4x + 0.37
If cloudDirection% = 6 Then c5x = c5x + 0.34
If cloudDirection% = 6 Then c6x = c6x + 0.40
If cloudDirection% = 6 Then c7x = c7x + 0.35
Randomize Timer
If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 0 Then c1x = c1x + 0.18
If cloudDirection% = 0 Then c2x = c2x + 0.16
If cloudDirection% = 0 Then c3x = c3x + 0.19
If cloudDirection% = 0 Then c4x = c4x + 0.17
If cloudDirection% = 0 Then c5x = c5x + 0.18
If cloudDirection% = 0 Then c6x = c6x + 0.25
If cloudDirection% = 0 Then c7x = c7x + 0.15
If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
'' create speed variable so i can set the speed value at a random speed
If cloudDirection% = 1 Then c1x = c1x - 0.18
If cloudDirection% = 1 Then c2x = c2x - 0.16
If cloudDirection% = 1 Then c3x = c3x - 0.19
If cloudDirection% = 1 Then c4x = c4x - 0.17
If cloudDirection% = 1 Then c5x = c5x - 0.17
If cloudDirection% = 1 Then c6x = c6x - 0.25
If cloudDirection% = 1 Then c7x = c7x - 0.15
If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 2 Then c1x = c1x + 0.12
If cloudDirection% = 2 Then c2x = c2x + 0.16
If cloudDirection% = 2 Then c3x = c3x + 0.19
If cloudDirection% = 2 Then c4x = c4x + 0.17
If cloudDirection% = 2 Then c5x = c5x + 0.18
If cloudDirection% = 2 Then c6x = c6x + 0.22
If cloudDirection% = 2 Then c7x = c7x + 0.15
If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 14 Then c1x = c1x - 0.88
If cloudDirection% = 14 Then c2x = c2x - 0.86
If cloudDirection% = 14 Then c3x = c3x - 0.89
If cloudDirection% = 14 Then c4x = c4x - 0.87
If cloudDirection% = 14 Then c5x = c5x - 0.84
If cloudDirection% = 14 Then c6x = c6x - 0.90
If cloudDirection% = 14 Then c7x = c7x - 0.85
If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 15 Then c1x = c1x + 1.05
If cloudDirection% = 15 Then c2x = c2x + 1.07
If cloudDirection% = 15 Then c3x = c3x + 1.29
If cloudDirection% = 15 Then c4x = c4x + 1.27
If cloudDirection% = 15 Then c5x = c5x + 1.28
If cloudDirection% = 15 Then c6x = c6x + 1.30
If cloudDirection% = 15 Then c7x = c7x + 1.04
If cloudDirection% = 15 Then If c1x > 700 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c3x > 800 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c4x > 885 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 1152 Then If c5x > 800 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c6x > 750 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 5 Then c1x = c1x + 0.38
If cloudDirection% = 5 Then c2x = c2x + 0.36
If cloudDirection% = 5 Then c3x = c3x + 0.39
If cloudDirection% = 5 Then c4x = c4x + 0.37
If cloudDirection% = 5 Then c5x = c5x + 0.34
If cloudDirection% = 5 Then c6x = c6x + 0.40
If cloudDirection% = 5 Then c7x = c7x + 0.35
If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 6 Then c1x = c1x + 0.38
If cloudDirection% = 6 Then c2x = c2x + 0.36
If cloudDirection% = 6 Then c3x = c3x + 0.39
If cloudDirection% = 6 Then c4x = c4x + 0.37
If cloudDirection% = 6 Then c5x = c5x + 0.34
If cloudDirection% = 6 Then c6x = c6x + 0.40
If cloudDirection% = 6 Then c7x = c7x + 0.35
If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
''atari sign
_ClearColor (_RGB(0, 0, 0)), atarilogo&
_PutImage (400, 110), atarilogo&
End Sub
Sub ghost_timer
Select Case h%
Case 1
If m% >= 11 And m% <= 26 Then ghost
If m% >= 45 And m% <= 53 Then ghost
End Select
Select Case h%
Case 2
If m% >= 2 And m% <= 18 Then ghost
If m% >= 34 And m% <= 48 Then ghost
End Select
Select Case h%
Case 3
If m% >= 3 And m% <= 58 Then ghost
End Select
Select Case h%
Case 4
If m% >= 1 And m% <= 8 Then ghost
If m% >= 23 And m% <= 31 Then ghost
End Select
Select Case h%
Case 5
If m% >= 35 And m% <= 39 Then ghost
If m% >= 5 And m% <= 9 Then ghost
End Select
Select Case h%
Case 6
If m% >= 45 And m% <= 58 Then ghost
If m% >= 6 And m% <= 12 Then ghost
End Select
Select Case h%
Case 7
If m% >= 2 And m% <= 8 Then
ghost
Else
If m% >= 37 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 8
If m% >= 2 And m% <= 8 Then
ghost
Else
If m% >= 42 And m% < 47 Then ghost
End If
End Select
Select Case h%
Case 9
If m% >= 8 And m% <= 12 Then
ghost
Else
If m% >= 39 And m% < 46 Then ghost
End If
End Select
Select Case h%
Case 10
If m% >= 10 And m% <= 16 Then
ghost
Else
If m% >= 48 And m% < 53 Then ghost
End If
End Select
Select Case h%
Case 11
If m% >= 3 And m% <= 9 Then
ghost
Else
If m% >= 48 And m% < 52 Then ghost
End If
End Select
Select Case h%
Case 12
If m% >= 2 And m% <= 11 Then
ghost
Else
If m% >= 23 And m% < 31 Then ghost
End If
End Select
Select Case h%
Case 13
If m% >= 13 And m% <= 17 Then
ghost
Else
If m% >= 45 And m% < 51 Then ghost
End If
End Select
Select Case h%
Case 14
If m% >= 4 And m% <= 9 Then
ghost
Else
If m% >= 23 And m% < 28 Then ghost
End If
End Select
Select Case h%
Case 15
If m% >= 3 And m% <= 13 Then
ghost
Else
If m% >= 32 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 16
If m% > 19 And m% <= 40 Then
ghost
Else
If m% > 52 And m% <= 57 Then ghost
End If
End Select
Select Case h%
Case 17
If m% >= 14 And m% <= 19 Then
ghost
Else
If m% >= 34 And m% < 38 Then ghost
End If
End Select
Select Case h%
Case 18
If m% >= 12 And m% <= 17 Then
ghost
Else
If m% >= 38 And m% < 44 Then ghost
End If
End Select
Select Case h%
Case 19
If m% >= 3 And m% <= 7 Then
ghost
Else
If m% >= 45 And m% < 52 Then ghost
End If
End Select
Select Case h%
Case 20
If m% >= 10 And m% < 26 Then
ghost
Else
If m% >= 39 And m% < 57 Then ghost
End If
End Select
Select Case h%
Case 21
If m% >= 14 And m% < 24 Then
ghost
Else
If m% >= 41 And m% < 53 Then ghost
End If
End Select
Select Case h%
Case 22
If m% >= 10 And m% <= 14 Then
ghost
Else
If m% >= 39 And m% < 44 Then ghost
End If
End Select
Select Case h%
Case 23
If m% >= 11 And m% <= 17 Then
ghost
Else
If m% >= 37 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 0
If m% >= 12 And m% <= 18 Then
ghost
Else
If m% >= 33 And m% < 39 Then ghost
End If
End Select
End Sub
Sub ghost
frame4& = frame4& + 1
If frame4& > 40 Then frame4& = 1
Select Case frame4&
Case 1
ghost_sprite& = _LoadImage("sprite\ghost_1a.png", 32)
Case 10
ghost_sprite& = _LoadImage("sprite\ghost_1b.png", 32)
Case 20
ghost_sprite& = _LoadImage("sprite\ghost_1c.png", 32)
Case 30
ghost_sprite& = _LoadImage("sprite\ghost_1d.png", 32)
End Select
Select Case gx$
Case "left"
gx = gx - 0.2
Case "right"
gx = gx + 0.2
Case "off"
gx = gx - 0
End Select
Select Case gy$
Case "up"
gy = gy - 0.2
Case "down"
gy = gy + 0.2
Case "off"
gy = gy - 0
End Select
Select Case gx
Case Is < 115
gx$ = "right"
Case Is > 474
gx$ = "left"
End Select
Select Case gy
Case Is > 355
gy$ = "up"
Case Is < 100
gy$ = "down"
End Select
If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) > Int(gx) Then
gx = gx + .5
End If
If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) < Int(gx) Then
gx = gx - .5
End If
End Sub
Sub foodRtTime
If cookTrig% >= 10 Then
rmtriglk1a = 1
rmtriglk3a = 0
rmtriglk3b = 0
rmtriglk2c = 0
rmtriglk1b = 0
tvtrig% = 0
tvplaying
stoptrx
If floorNum% > 1 Then
change$ = "cdown"
End If
If floorNum% = 1 And sx >= 225 Then
xmove$ = "left"
End If
End If
End Sub
Sub room_triggers
If floorNum% = 1 And cookTrig >= 10 And Int(sx) <= 125 Then
cookFrame& = cookFrame& + 1
cookTimer% = cookTimer% + 1
xmove$ = "cook"
If cookTimer% >= 2500 Then
xmove$ = "foodRt"
rmtimer = 2000
rmtriglk1a = 1
cookTrig = 0
cookTimer% = 0
_SndStop sndCook&
End If
End If
If rmtriglk1a = 1 And xmove$ = "foodRt" And Int(sx) = 250 And Int(sy) = 330 Then
xmove$ = "eat"
End If
If xmove$ = "eat" Then rmtimer = rmtimer - 1: framesitkit& = framesitkit& + 1
If rmtimer <= 1 Then _SndStop sndEat&: wash% = 1: xmove$ = "foodLt": rmtimer = 2500: rmtriglk1a = 0
If floorNum% = 1 And wash% = 1 And Int(sx) = 200 Then
rmtimer = rmtimer - 1
xmove$ = "wash"
_SndStop sndBurp&
If rmtimer <= 1 Then _SndStop sndDishWash&: xmove$ = "left": wash% = 0: rmtimer = 800
End If
If floorNum% = 1 And Int(sx) = 370 Then xmvcpy$ = xmove$
If floorNum% = 1 And Int(sx) = 410 Then xmvcpy$ = xmove$
If rmtriglk1b = 1 And Int(sx) = 390 And Int(sy) = 330 Then
framesit3& = framesit3& + 1
rmtimer = rmtimer - 1
xmove$ = "fishTank"
End If
If rmtimer <= 1 Then xmove$ = xmvcpy$: change$ = "coff": rmtimer = 800: rmtriglk1b = 0
If floorNum% = 2 And Int(sx) = 300 And Int(sy) = 230 Then xmvcpy$ = xmove$
If floorNum% = 2 And Int(sx) = 320 And Int(sy) = 230 Then xmvcpy$ = xmove$
If rmtriglk2b = 1 And Int(sx) = 315 And Int(sy) < 231 And Int(sy) > 224 Then
frame2& = frame2& + 1
rmtimer = rmtimer - 1
xmove$ = "brushTeeth"
End If
If rmtimer <= 1 Then xmove$ = "left": rmtimer = 500: rmtriglk2b = 0: sy = 230: _SndStop sndBrushTeeth&
Dim bathGo%
If bathTimer% = 3810 Then bathTimer% = 0
If floorNum% = 2 And rmtriglk2d = 1 And Int(sx) = 380 Then
bathGo% = 1
bowel% = 0
handWash% = 0
End If
If bathGo% = 1 Then
_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
_PutImage (353, 210), bathDoorOccupied&
End If
If bathGo% = 1 Then bathTimer% = bathTimer% + 1
If bathGo% = 1 And bathTimer% < 50 Then
_PutImage (353, 208), openBathDoor&
xmove$ = "bathroom"
End If
If bathTimer% >= 15 And bathTimer% < 75 Then
sndBathRm$ = "doorClose"
_PutImage (-353, -208), openBathDoor&
End If
If bathTimer% >= 75 Then _SndStop sndBathDoorClose&
If bathTimer% >= 150 Then sndBathRm$ = "poop" ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathTimer% >= 2500 Then _SndStop sndPoop& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathTimer% >= 3000 And bathTimer% < 3050 Then sndBathRm$ = "flush"
If bathTimer% >= 3800 Then _SndStop sndFlush& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathGo% = 1 And bathTimer% >= 3600 Then
'_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
'_PutImage (-353, -210), bathDoorOccupied&
_PutImage (353, 208), openBathDoor&
xmove$ = "bathroom"
End If
If bathTimer% >= 3700 And bathTimer% < 3800 Then
sy = 215
xmove$ = "left"
_PutImage (-353, -208), openBathDoor&
_SndVol sndBathDoorClose&, 2.0
_SndLoop sndBathDoorClose&
End If
If bathTimer% >= 3880 Then _SndStop sndBathDoorClose&
If bathTimer% >= 3700 Then bathGo% = 1
If bathTimer% >= 3800 Then bathGo% = 2: rmtriglk2e = 1
If bathGo% = 1 And Int(sx) <> 380 Then bathTimer% = bathTimer% + 1: handWash% = 0
If rmtriglk2e = 1 And handWash% < 1350 Then handWash% = handWash% + 1
If handWash% < 1000 And floorNum% = 2 And Int(sx) = 315 And rmtriglk2e = 1 Then
sy = 215
xmove$ = "washHand"
bathGo% = 0
rmtriglk2e = 0
rmtriglk2d = 0
End If
If handWash% > 1000 And handWash% < 1350 Then
xmove$ = "left"
_SndStop sndWashHands&
sy = 230
bathGo% = 0
rmtriglk2e = 0
bowel% = 0
End If
If handWash% > 1300 Then
bathGo% = 0
rmtriglk2e = 0
End If
If rmtriglk2c = 1 And Int(sx) = 450 And floorNum% = 2 Then
num = 23
Randomize Timer
syntrx% = Int(myRandom(num))
End If
If rmtriglk2c = 1 And Int(sx) = 458 And floorNum% = 2 Then
sy = 212
rmtimer = rmtimer - 1
xmove$ = "synth"
synthAction
_PutImage (428, 210), synth_action&
_ClearColor (_RGB(0, 0, 0)), synth_scope&
_PutImage (494, 227), synth_scope&
End If
If rmtimer <= 1 Then
xmove$ = "right": rmtimer = 12000: sy = 230: rmtriglk2c = 0: stoptrx
End If
If floorNum% = 3 And Int(sx) = 235 And rmtriglk3a = 1 And xmove$ = "left" Then xmvcpy$ = xmove$
If floorNum% = 3 And Int(sx) = 225 And rmtriglk3a = 1 And xmove$ = "right" Then xmvcpy$ = xmove$
If tvtrig% = 1 And Int(sx) = 230 And floorNum% = 3 Then
framesittv& = framesittv& + 1
rmtimer = rmtimer - 1
num = 22
Randomize Timer
tvchanview
xmove$ = "tvsit"
End If
If rmtimer <= 1 Then
xmove$ = xmvcpy$: rmtimer = 1200: rmtriglk3a = 0
End If
Select Case tvtrig%
Case 1
tvflicker
End Select
Dim typejob%
If floorNum% = 3 And Int(sx) = 375 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 4) + 1: If typejob% = 4 Then rmtimer = 1100 Else rmtimer = 800
If floorNum% = 3 And Int(sx) = 390 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 2) + 1
If rmtriglk3b = 1 And Int(sx) = 380 And floorNum% = 3 Then sx = 385: sy = 100
If rmtriglk3b = 1 And Int(sx) = 385 And floorNum% = 3 Then
synFrame% = synFrame% + 1
rmtimer = rmtimer - 1
If typejob% = 4 Then xmove$ = "sit_type_b" Else xmove$ = "sit_type_a"
End If
If rmtimer <= 1 Then
xmove$ = "right": rmtimer = 800: rmtriglk3b = 0: sx = 400: sy = 120
papertrig = 1: _SndStop typew&
End If
End Sub
Sub tvplaying
Dim isPlaying1%
isPlaying1% = _SndPlaying(tvsnd1&)
Dim isPlaying2%
isPlaying2% = _SndPlaying(tvsnd2&)
Dim isPlaying3%
isPlaying3% = _SndPlaying(tvsnd3&)
Dim isPlaying4%
isPlaying4% = _SndPlaying(tvsnd4&)
Dim isPlaying5%
isPlaying5% = _SndPlaying(tvsnd5&)
Dim isPlaying6%
isPlaying6% = _SndPlaying(tvsnd6&)
Dim isPlaying7%
isPlaying7% = _SndPlaying(tvsnd7&)
Dim isPlaying8%
isPlaying8% = _SndPlaying(tvsnd8&)
Dim isPlaying9%
isPlaying9% = _SndPlaying(tvsnd9&)
Dim isPlaying10%
isPlaying10% = _SndPlaying(tvsnd10&)
Dim isPlaying11%
isPlaying11% = _SndPlaying(tvsnd11&)
Dim isPlaying12%
isPlaying12% = _SndPlaying(tvsnd12&)
Dim isPlaying13%
isPlaying13% = _SndPlaying(tvsnd13&)
Dim isPlaying14%
isPlaying14% = _SndPlaying(tvsnd14&)
Dim isPlaying15%
isPlaying15% = _SndPlaying(tvsnd15&)
Dim isPlaying16%
isPlaying16% = _SndPlaying(tvsnd16&)
Dim isPlaying17%
isPlaying17% = _SndPlaying(tvsnd17&)
Dim isPlaying18%
isPlaying18% = _SndPlaying(tvsnd18&)
Dim isPlaying19%
isPlaying19% = _SndPlaying(tvsnd19&)
Dim isPlaying20%
isPlaying20% = _SndPlaying(tvsnd20&)
Dim isPlaying21%
isPlaying21% = _SndPlaying(tvsnd21&)
Dim isPlaying22%
isPlaying22% = _SndPlaying(tvsnd22&)
Dim isPlaying23%
isPlaying23% = _SndPlaying(tvsnd23&)
Dim isPlaying24%
isPlaying24% = _SndPlaying(tvsnd24&)
Dim isPlaying25%
isPlaying25% = _SndPlaying(tvsnd25&)
Dim isPlaying26%
isPlaying26% = _SndPlaying(tvsnd26&)
If isPlaying1% = -1 Then
_SndVol tvsnd1&, 0.00
End If
If isPlaying2% = -1 Then
_SndVol tvsnd2&, 0.00
End If
If isPlaying3% = -1 Then
_SndVol tvsnd3&, 0.00
End If
If isPlaying4% = -1 Then
_SndVol tvsnd4&, 0.00
End If
If isPlaying5% = -1 Then
_SndVol tvsnd5&, 0.00
End If
If isPlaying6% = -1 Then
_SndVol tvsnd6&, 0.00
End If
If isPlaying7% = -1 Then
_SndVol tvsnd7&, 0.00
End If
If isPlaying8% = -1 Then
_SndVol tvsnd8&, 0.00
End If
If isPlaying9% = -1 Then
_SndVol tvsnd9&, 0.00
End If
If isPlaying10% = -1 Then
_SndVol tvsnd10&, 0.00
End If
If isPlaying11% = -1 Then
_SndVol tvsnd11&, 0.00
End If
If isPlaying12% = -1 Then
_SndVol tvsnd12&, 0.00
End If
If isPlaying13% = -1 Then
_SndVol tvsnd13&, 0.00
End If
If isPlaying14% = -1 Then
_SndVol tvsnd14&, 0.00
End If
If isPlaying15% = -1 Then
_SndVol tvsnd15&, 0.00
End If
If isPlaying16% = -1 Then
_SndVol tvsnd16&, 0.00
End If
If isPlaying17% = -1 Then
_SndVol tvsnd17&, 0.00
End If
If isPlaying18% = -1 Then
_SndVol tvsnd18&, 0.00
End If
If isPlaying19% = -1 Then
_SndVol tvsnd19&, 0.00
End If
If isPlaying20% = -1 Then
_SndVol tvsnd20&, 0.00
End If
If isPlaying21% = -1 Then
_SndVol tvsnd21&, 0.00
End If
If isPlaying22% = -1 Then
_SndVol tvsnd22&, 0.00
End If
If isPlaying23% = -1 Then
_SndVol tvsnd23&, 0.00
End If
If isPlaying24% = -1 Then
_SndVol tvsnd24&, 0.00
End If
If isPlaying25% = -1 Then
_SndVol tvsnd25&, 0.00
End If
If isPlaying26% = -1 Then
_SndVol tvsnd26&, 0.00
End If
End Sub
Sub bowels
Randomize Timer
bowel% = (Rnd * 9) + 1
If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1
End Sub
Sub atariMan_sprite
volControl
changeChanAndTrax
Dim xm As Integer
synscframe& = synscframe& + 1
synscframe2& = synscframe2& + 1
frame& = frame& + 1
If frame& > 30 Then frame& = 1
If frame2& > 90 Then frame2& = 1
starTimer% = starTimer% + 1
If starTimer% > 60 Then starTimer% = 0
starFrame% = starFrame% + 1
If starFrame% > 300 Then starFrame% = 1
washFrame& = washFrame& + 1
If washFrame& > 90 Then washFrame& = 1
If ymove$ = "up" Then sy = sy - 0.3
If ymove$ = "down" Then sy = sy + 0.3
If ymove$ = "yoff" Then sy = sy - 0
'''''''''''''1st to 2nd floor '''''''''''''''''
If change$ = "cup" And floorNum% = 1 And Int(sx) = 328 Then ymove$ = "up": xmove$ = "stairup": floorNum% = 0
If change$ = "cup" And floorNum% = 0 And Int(sy) = 278 Then xmove$ = "left"
If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 280 Then xmove$ = "left"
If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 230 Then
If rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk2c = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk3a = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "cup"
If rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "coff"
End If
If floorNum% = 0 And Int(sy) = 230 Then floorNum% = 2
If floorNum% = 1 And sx > 475 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
If cv = 0 Then cv = 1
Select Case cv
Case 1
change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 6000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
Case 2
change$ = "cup": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
Case 3
change$ = "cup": rmtriglk3a = 1: xmove$ = "left": rmtimer = 800: cookTrig = cookTrig + 1: bowels
Case 4
change$ = "cup": rmTrigOff = 1: xmove$ = "left": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
Case 5
change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 3000: bowels
End Select
End If
''''''''''''''2nd to 1st floor ''''''''''''''''
If change$ = "cdown" And floorNum% = 2 And Int(sx) = 255 Then ymove$ = "down": xmove$ = "right"
If change$ = "cdown" And floorNum% = 2 And Int(sy) = 231 Then floorNum% = 0
If change$ = "cdown" And floorNum% = 0 And Int(sx) = 328 Then xmove$ = "stairdw"
If change$ = "cdown" And floorNum% = 0 And Int(sy) = 330 Then
If rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 1: change$ = "coff"
If rmtriglk1b = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 1: change$ = "coff"
If rmtriglk2a = 1 Or rmtriglk2b = 1 Then ymove$ = "yoff": xmove$ = "washHand": floorNum% = 1: change$ = "coff"
If rmtriglk3a = 1 Or rmtriglk3b = 1 Or rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "sleep": floorNum% = 1: change$ = "coff"
End If
'bedtime
If ampm$ = " A.M." And h% = 12 Then sleepTrig% = 20
If ampm$ = " A.M." And wakeUp% = 0 And h% >= 1 And h% <= 5 Then sleepTrig% = 20
If ampm$ = " P.M." And wakeUp% = 0 And h% > 9 And h% <= 11 Then sleepTrig% = 20
If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
If floorNum% = 2 And sleepTrig% >= 20 And sx < 175 And rmtriglk2a = 1 Then
GoSub sleeep:
Else
GoSub awake:
End If
sleeep:
If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
'If rmtriglk2a = 1 And floorNum% = 2 And Int(sx) = 175 And rmtriglk2a = 1 Then sx = 150: sy = 280
If floorNum% = 2 And Int(sx) = 150 And rmtriglk2a = 1 Then
sleepTimer% = sleepTimer% + 1
sx = 150: sy = 242
xmove$ = "sleep"
End If
'''wake up'''
If _KeyDown(wKey) Or _KeyDown(WKeyCap) Then
sleepTrig% = 0
wakeUp% = 1
xmove$ = "right"
sx = 175: sy = 230
rmtriglk2a = 0
rmtriglk2b = 1
rmtimer = 1900
_SndStop sleeeep&
_PutImage (320, 240), atarilogo&
End If
If sleepTimer% = 0 Then _SndStop sleeeep&
awake:
If floorNum% = 2 And rmtriglk2a = 0 And sx < 175 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 1
change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 1800: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 2
change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 3
change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 4
change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 3500: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 5
change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
End Select
End If
If floorNum% = 2 And sx > 475 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 1
change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
Case 2
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 3
change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
Case 4
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 5
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
End Select
End If
''''''''''''''2nd to 3rd floor ''''''''''''''''
If change$ = "cup" And floorNum% = 2 And Int(sx) = 283 Then floorNum% = 4: ymove$ = "up": xmove$ = "stairup"
If change$ = "cup" And floorNum% = 4 And Int(sy) = 170 Then xmove$ = "right"
If change$ = "cup" And floorNum% = 4 And Int(sx) = 350 Then
ymove$ = "yoff": xmove$ = "left": floorNum% = 3: change$ = "coff": rmtriglk3a = 1: wakeUp% = 0
End If
''''''''''''''3rd to 2nd floor ''''''''''''''''
If change$ = "cdown" And floorNum% = 3 And Int(sx) = 350 Then ymove$ = "down": xmove$ = "left"
If change$ = "cdown" And floorNum% = 3 And Int(sy) = 125 Then floorNum% = 5
If change$ = "cdown" And floorNum% = 5 And Int(sx) = 275 Then xmove$ = "stairdw"
If floorNum% = 5 And Int(sy) = 230 Then
If rmtriglk2c = 1 Or rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk1b = 1 Or rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "cdown"
End If
If floorNum% = 3 And sx > 425 Then
Randomize Timer
cv = Int(Rnd * 4) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 1
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 2
change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 3
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 4
change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
End Select
End If
If floorNum% = 3 And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then
paper& = _LoadImage("sprite\am_paper.png", 32)
_ClearColor _RGB(0, 0, 0), paper&
_PutImage (sx + 25, sy + 20), paper&
End If
If floorNum% = 3 And xmove$ = "left" And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then papertrig = 0
Select Case xmove$
Case "left"
sx = sx - 0.4: move_lt
Case "right"
sx = sx + 0.4: move_rt
Case "xoff"
sx = sx - 0: move_not
Case "stairup"
sx = sx - 0: stairs_up
Case "stairdw"
sx = sx - 0: stairs_down
Case "eat"
sx = sx - 0: eat
Case "tvsit"
sx = sx - 0: tvsit
Case "sit_type_a"
sx = sx - 0: sit_type_a
Case "sit_type_b"
sx = sx - 0: sit_type_b
Case "fishTank"
sx = sx - 0: fishTank
Case "brushTeeth"
sx = sx - 0: brushTeeth
Case "synth"
sx = sx - 0: synthPlay
Case "sleep"
sx = sx - 0: sleeep
Case "cook"
sx = sx - 0: cooking
Case "foodRt"
sx = sx + 0.4: move_rt_food
Case "foodLt"
sx = sx - 0.4: move_lt_food
Case "wash"
sy = 325: sx = sx - 0: washDish
Case "washHand"
sx = sx - 0: washHand
Case "bathroom"
sx = sx - 0: bathroom
Case "moveNot"
sx = sx - 0: move_not
End Select
_ClearColor _RGB(0, 0, 0), atariMan&
_PutImage (sx, sy), atariMan&
End Sub
Sub move_rt
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
End Sub
Sub move_rt_food
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dish&
_PutImage (sx + 20, sy + 25), dish&
End Sub
Sub move_lt_food
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2a.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dishDone&
_PutImage (sx - 10, sy + 25), dishDone&
End Sub
Sub synthPlay
synthTraxView
_ClearColor (_RGB(255, 255, 255)), atariMan&
synFrame% = synFrame% + 1
If synFrame% > 1150 Then synFrame% = 0
Select Case synFrame%
Case 1
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 50
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 75
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 95
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 115
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 205
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 225
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 245
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 335
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 360.
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 365
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 385
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 405
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 425
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 530
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 660
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 680
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 700
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 720
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 740
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 760
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 780
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 740
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 760
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 780
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 810
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 840
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 870
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 900
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 930
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 960
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 990
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 1020
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 1050
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 1080
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 1100
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 1130
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
End Select
Select Case syntrx%
Case 1
_SndLoop Buskerdroid_I_Want_You&
If mute% = 0 Then _SndVol Buskerdroid_I_Want_You&, volSet Else _SndVol Buskerdroid_I_Want_You&, 0.0
Case 2
_SndLoop Buskerdroid_Gameboy_Love&
If mute% = 0 Then _SndVol Buskerdroid_Gameboy_Love&, volSet Else _SndVol Buskerdroid_Gameboy_Love&, 0.0
Case 3
_SndLoop hostsngoblins&
If mute% = 0 Then _SndVol hostsngoblins&, volSet Else _SndVol hostsngoblins&, 0.0
Case 4
_SndLoop Buskerdroid_3Distortion&
If mute% = 0 Then _SndVol Buskerdroid_3Distortion&, volSet Else _SndVol Buskerdroid_3Distortion&, 0.0
Case 5
_SndLoop mrsaturn&
If mute% = 0 Then _SndVol mrsaturn&, volSet Else _SndVol mrsaturn&, 0.0
Case 6
_SndLoop SuperMarioBros3&
If mute% = 0 Then _SndVol SuperMarioBros3&, volSet Else _SndVol SuperMarioBros3&, 0.0
Case 7
_SndLoop drMario&
If mute% = 0 Then _SndVol drMario&, volSet Else _SndVol drMario&, 0.0
Case 8
_SndLoop decisivebattle&
If mute% = 0 Then _SndVol decisivebattle&, volSet Else _SndVol decisivebattle&, 0.0
Case 9
_SndLoop Earthbound&
If mute% = 0 Then _SndVol Earthbound&, volSet Else _SndVol Earthbound&, 0.0
Case 10
_SndLoop streetsofdesolation&
If mute% = 0 Then _SndVol streetsofdesolation&, volSet Else _SndVol streetsofdesolation&, 0.0
Case 11
_SndLoop Woooooaaaaagh&
If mute% = 0 Then _SndVol Woooooaaaaagh&, volSet Else _SndVol Woooooaaaaagh&, 0.0
Case 12
_SndLoop SuperMarioLand&
If mute% = 0 Then _SndVol SuperMarioLand&, volSet Else _SndVol SuperMarioLand&, 0.0
Case 13
_SndLoop marblemadnass&
If mute% = 0 Then _SndVol marblemadnass&, volSet Else _SndVol marblemadnass&, 0.0
Case 14
_SndLoop SuperMarioLandlevel1&
If mute% = 0 Then _SndVol SuperMarioLandlevel1&, volSet Else _SndVol SuperMarioLandlevel1&, 0.0
Case 15
_SndLoop thetrial&
If mute% = 0 Then _SndVol thetrial&, volSet Else _SndVol thetrial&, 0.0
Case 16
_SndLoop themoon&
If mute% = 0 Then _SndVol themoon&, volSet Else _SndVol themoon&, 0.0
Case 17
_SndLoop SuperMarioBros3bitgen&
If mute% = 0 Then _SndVol SuperMarioBros3bitgen&, volSet Else _SndVol SuperMarioBros3bitgen&, 0.0
Case 18
_SndLoop ChronoTrigger&
If mute% = 0 Then _SndVol ChronoTrigger&, volSet Else _SndVol ChronoTrigger&, 0.0
Case 19
_SndLoop Buskerdroid_Blast&
If mute% = 0 Then _SndVol Buskerdroid_Blast&, volSet Else _SndVol Buskerdroid_Blast&, 0.0
Case 20
_SndLoop redsoil&
If mute% = 0 Then _SndVol redsoil&, volSet Else _SndVol redsoil&, 0.0
Case 21
_SndLoop Buskerdroid_God_Bless_His_Mess&
If mute% = 0 Then _SndVol Buskerdroid_God_Bless_His_Mess&, volSet Else _SndVol Buskerdroid_God_Bless_His_Mess&, 0.0
Case 22
_SndLoop Halo&
If mute% = 0 Then _SndVol Halo&, volSet Else _SndVol Halo&, 0.0
Case 23
_SndLoop mutecity&
If mute% = 0 Then _SndVol mutecity&, volSet Else _SndVol mutecity&, 0.0
End Select
End Sub
Sub stoptrx
Dim trxplaing%
trxplaing% = _SndPlaying(mutecity&)
If trxplaing% = -1 Then _SndStop mutecity&
trxplaing% = _SndPlaying(redsoil&)
If trxplaing% = -1 Then _SndStop redsoil&
trxplaing% = _SndPlaying(hostsngoblins&)
If trxplaing% = -1 Then _SndStop hostsngoblins&
trxplaing% = _SndPlaying(Halo&)
If trxplaing% = -1 Then _SndStop Halo&
trxplaing% = _SndPlaying(mrsaturn&)
If trxplaing% = -1 Then _SndStop mrsaturn&
trxplaing% = _SndPlaying(SuperMarioBros3&)
If trxplaing% = -1 Then _SndStop SuperMarioBros3&
trxplaing% = _SndPlaying(SuperMarioBros3bitgen&)
If trxplaing% = -1 Then _SndStop SuperMarioBros3bitgen&
trxplaing% = _SndPlaying(drMario&)
If trxplaing% = -1 Then _SndStop drMario&
trxplaing% = _SndPlaying(decisivebattle&)
If trxplaing% = -1 Then _SndStop decisivebattle&
trxplaing% = _SndPlaying(Earthbound&)
If trxplaing% = -1 Then _SndStop Earthbound&
trxplaing% = _SndPlaying(streetsofdesolation&)
If trxplaing% = -1 Then _SndStop streetsofdesolation&
trxplaing% = _SndPlaying(Woooooaaaaagh&)
If trxplaing% = -1 Then _SndStop Woooooaaaaagh&
trxplaing% = _SndPlaying(SuperMarioLand&)
If trxplaing% = -1 Then _SndStop SuperMarioLand&
trxplaing% = _SndPlaying(marblemadnass&)
If trxplaing% = -1 Then _SndStop marblemadnass&
trxplaing% = _SndPlaying(SuperMarioLandlevel1&)
If trxplaing% = -1 Then _SndStop SuperMarioLandlevel1&
trxplaing% = _SndPlaying(thetrial&)
If trxplaing% = -1 Then _SndStop thetrial&
trxplaing% = _SndPlaying(themoon&)
If trxplaing% = -1 Then _SndStop themoon&
trxplaing% = _SndPlaying(hostsngoblins&)
If trxplaing% = -1 Then _SndStop hostsngoblins&
trxplaing% = _SndPlaying(ChronoTrigger&)
If trxplaing% = -1 Then _SndStop ChronoTrigger&
trxplaing% = _SndPlaying(Buskerdroid_Blast&)
If trxplaing% = -1 Then _SndStop Buskerdroid_Blast&
trxplaing% = _SndPlaying(Buskerdroid_Gameboy_Love&)
If trxplaing% = -1 Then _SndStop Buskerdroid_Gameboy_Love&
trxplaing% = _SndPlaying(Buskerdroid_God_Bless_His_Mess&)
If trxplaing% = -1 Then _SndStop Buskerdroid_God_Bless_His_Mess&
trxplaing% = _SndPlaying(Buskerdroid_3Distortion&)
If trxplaing% = -1 Then _SndStop Buskerdroid_3Distortion&
trxplaing% = _SndPlaying(Buskerdroid_I_Want_You&)
If trxplaing% = -1 Then _SndStop Buskerdroid_I_Want_You&
End Sub
Sub synthAction
If synscframe& > 125 Then synscframe& = 0
Select Case synscframe&
Case 1
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
Case 20
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 40
synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
Case 60
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 80
synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
Case 100
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 120
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
End Select
If synscframe2& > 60 Then synscframe2& = 1
Select Case synscframe2&
Case 1
synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)
Case 20
synth_action& = _LoadImage("sprite\am_synth_action_2.png", 32)
Case 40
synth_action& = _LoadImage("sprite\am_synth_action_3.png", 32)
End Select
End Sub
Sub move_lt
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2a.png", 32)
End Select
End Sub
Sub sleeep
If sleepTimer% > 850 Then sleepTimer% = 1
Select Case sleepTimer%
Case 1
atariMan& = _LoadImage("background\sleep\am_sleep_1a.png", 32)
Case 75
atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
Case 400
atariMan& = _LoadImage("background\sleep\am_sleep_1b.png", 32)
Case 750
atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
End Select
End Sub
Sub stairs_down
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
End Sub
Sub stairs_up
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_stair_up.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_stair_upa.png", 32)
End Select
End Sub
Sub fishTank
framesit3& = framesit3& + 1
If framesit3& > 1600 Then framesit3& = 1
Select Case framesit3&
Case 1
atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 425
atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
Case 1050
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1075
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
Case 1400
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1425
atariMan& = _LoadImage("sprite\am_sit2_1a.png", 32)
Case 1450
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1475
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
End Select
End Sub
Sub washDish
Select Case washFrame&
Case 1
atariMan& = _LoadImage("sprite\washDish1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\washDish1b.png", 32)
Case 30
atariMan& = _LoadImage("sprite\washDish1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\washDish2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\washDish2b.png", 32)
Case 75
atariMan& = _LoadImage("sprite\washDish2c.png", 32)
End Select
End Sub
Sub washHand
Select Case washFrame&
Case 1
atariMan& = _LoadImage("sprite\washDish1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\washDish1b.png", 32)
Case 30
atariMan& = _LoadImage("sprite\washDish1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\washDish2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\washDish2b.png", 32)
Case 75
atariMan& = _LoadImage("sprite\washDish2c.png", 32)
End Select
End Sub
Sub eat
If framesitkit& > 200 Then framesitkit& = 1
Select Case framesitkit&
Case 1
atariMan& = _LoadImage("sprite\am_eat_a.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_eat_a2.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 125
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 145
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 165
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dish&
_PutImage (sx + 5, sy + 35), dish&
End Sub
Sub tvflicker
tvframe& = tvframe& + 1
If tvframe& > 700 Then tvframe& = 1
If tvframe& > 0 And tvframe& < 100 Then
tv& = _LoadImage("background\LCP_tv_1.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 100 And tvframe& < 200 Then
tv& = _LoadImage("background\LCP_tv_2.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 200 And tvframe& < 300 Then
tv& = _LoadImage("background\LCP_tv_3.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 300 And tvframe& < 400 Then
tv& = _LoadImage("background\LCP_tv_4.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 400 And tvframe& < 500 Then
tv& = _LoadImage("background\LCP_tv_5.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 500 And tvframe& < 600 Then
tv& = _LoadImage("background\LCP_tv_6.png", 32)
_PutImage (162, 135), tv&
End If
End Sub
Sub tvchanview
Dim tvc$
tvc$ = Str$(tvc)
Color WHITE, BLACK
If fntComputer& > 0 Then _Font fntComputer&
If tvtrig% = 1 Then _PrintString (220, 80), "Atariman is watching channel:" + tvc$
End Sub
Sub synthTraxView
Dim traxName$
Select Case syntrx%
Case 1
traxName$ = Buskerdroid_I_Want_You$
Case 2
traxName$ = Buskerdroid_Gameboy_Love$
Case 3
traxName$ = hostsngoblins$
Case 4
traxName$ = Buskerdroid_3Distortion$
Case 5
traxName$ = mrsaturn$
Case 6
traxName$ = SuperMarioBros3$
Case 7
traxName$ = drMario$
Case 8
traxName$ = decisivebattl$
Case 9
traxName$ = Earthbound$
Case 10
traxName$ = streetsofdesolation$
Case 11
traxName$ = Woooooaaaaagh$
Case 12
traxName$ = SuperMarioLand$
Case 13
traxName$ = marblemadnass$
Case 14
traxName$ = SuperMarioLandlevel1$
Case 15
traxName$ = thetrial$
Case 16
traxName$ = themoon$
Case 17
traxName$ = SuperMarioBros3bitgen$
Case 18
traxName$ = ChronoTrigger$
Case 19
traxName$ = Buskerdroid_Blast$
Case 20
traxName$ = redsoil$
Case 21
traxName$ = Buskerdroid_God_Bless_His_Mess$
Case 22
traxName$ = Halo$
Case 23
traxName$ = mutecity$
End Select
Color WHITE, BLACK
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (220, 80), "Atariman is working on the track:"
_PrintString (220, 90), traxName$
End Sub
Sub sittv
If framesittv& > 680 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 70
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 100
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 120
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 150
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 170
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 190
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 200
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 210
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 220
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 230
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 240
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 260
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 280
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 290
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 310
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 320
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 330
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 360
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 370
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 380
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 390
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 410
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 420
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 430
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 440
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 460
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 470
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 540
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 590
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 610
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 630
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 650
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 670
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
End Select
End Sub
Sub tvsit
volControl
If framesittv& > 680 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 70
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 100
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 120
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 150
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 170
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 190
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 200
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 210
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 220
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 230
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 240
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 260
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 280
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 290
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 310
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 320
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 330
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 360
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 370
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 380
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 390
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 410
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 420
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 430
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 440
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 460
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 470
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 540
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 590
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 610
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 630
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 650
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 670
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
End Select
End Sub
Sub sit_type_a
volControl
_SndLoop typew&
If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0
frame5& = frame5& + 1
If frame5& > 860 Then frame5& = 1: offHook% = 0
Select Case frame5&
Case 1
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 10
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 20
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 30
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 40
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 45
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 50
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 65
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 70
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 75
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 80
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 90
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 95
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 100
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 105
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 110
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 115
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 120
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 125
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 135
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 145
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 155
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 165
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 175
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 185
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 195
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 205
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 215
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 225
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 235
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 245
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 255
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 265
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 275
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 285
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 295
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 300
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 305
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 315
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 325
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 335
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 345
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 355
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 365
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 375
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 385
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 395
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 405
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 415
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 425
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 435
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 445
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 455
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 465
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 475
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 485
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 495
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 505
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 510
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 515
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 520
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 525
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 535
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 545
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 555
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 565
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 575
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 585
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 595
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 600
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 605
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 610
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 615
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 620
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 630
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 640
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 650
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 660
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 670
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 680
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 690
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 700
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 710
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 720
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 730
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 740
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 750
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 760
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 770
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 780
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 790
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 800
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 810
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 820
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 825
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 830
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 835
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 840
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 845
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 850
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
End Select
End Sub
Sub sit_type_b
volControl
_SndLoop typew&
If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0
frame5& = frame5& + 1
If frame5& > 800 Then frame5& = 1: offHook% = 0
Select Case frame5&
Case 1
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
offHook% = 1
Case 20
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 40
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 80
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 100
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 120
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 140
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 160
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 180
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 200
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 220
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 240
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 260
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 280
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 300
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 320
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 340
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 360
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
offHook% = 1
Case 380
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 400
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 420
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 440
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 460
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 480
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 500
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 520
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 540
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 560
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 580
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 600
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 620
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 640
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 660
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 680
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 700
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 720
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 740
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 760
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 780
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
End Select
End Sub
Sub brushTeeth
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_sink_1.png", 32): sy = 225
Case 15
atariMan& = _LoadImage("sprite\am_sink_1a.png", 32): sy = 225
End Select
End Sub
Sub cooking
If cookFrame& > 140 Then cookFrame& = 1
Select Case cookFrame&
Case 1
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 35
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 50
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 65
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 75
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 85
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 95
atariMan& = _LoadImage("sprite\am_cook_1b.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), atariMan&
_PutImage (125, 330), atariMan&
End Sub
Sub move_not
atariMan& = _LoadImage("sprite\am_1a.png", 32)
End Sub
Sub bathroom
_ClearColor (_RGB(0, 0, 0)), atariMan&
atariMan& = _LoadImage("sprite\amBathroom.png", 32)
End Sub
Sub four_twenty
If framesittv& > 600 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_sit_2a.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
End Select
tvframe& = tvframe& + 1
If tvframe& > 700 Then tvframe& = 1
If tvframe& > 0 And tvframe& < 100 Then
tv& = _LoadImage("background\LCP_tv_1.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 100 And tvframe& < 200 Then
tv& = _LoadImage("background\LCP_tv_2.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 200 And tvframe& < 300 Then
tv& = _LoadImage("background\LCP_tv_3.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 300 And tvframe& < 400 Then
tv& = _LoadImage("background\LCP_tv_4.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 400 And tvframe& < 500 Then
tv& = _LoadImage("background\LCP_tv_5.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 500 And tvframe& < 600 Then
tv& = _LoadImage("background\LCP_tv_6.png", 32)
_PutImage (162, 135), tv&
End If
End Sub
Sub convert_to_12hr
Select Case h%
Case Is > 12
h% = h% - 12
ampm$ = " P.M."
Case 12
ampm$ = " P.M."
Case Is = 0
h% = h% + 12
ampm$ = " A.M."
Case Is > 0
ampm$ = " A.M."
End Select
End Sub
Sub weekday
Dim C As Integer
Dim S1 As Single
Dim S2 As Single
Dim S3 As Single
Dim WkDay As Integer
Dim day$
Dim Wday$
Dim M As Integer
Dim month$
Dim year$
Dim moon$
Dim D As Integer
Dim Y As Integer
month$ = Left$(Date$, 2): M = Val(month$)
day$ = Mid$(Date$, 4, 2): D = Val(day$)
day$ = Str$(D) ' eliminate any leading zeros
year$ = Right$(Date$, 4): Y = Val(year$)
If M < 3 Then M = M + 12: Y = Y - 1 'add 12 to Jan - Feb month, -1 year
C = Y \ 100: Y = Y Mod 100 'split century and year number
S1 = (C \ 4) - (2 * C) - 1 'century leap
S2 = (5 * Y) \ 4 '4 year leap
S3 = 26 * (M + 1) \ 10 'days in months
WkDay = (S1 + S2 + S3 + D) Mod 7 'weekday total remainder
If WkDay < 0 Then WkDay = WkDay + 7 'Adjust negative results to 0 to 6
Select Case M
Case 1: moon$ = "January"
Case 2: moon$ = "February"
Case 3: moon$ = "March"
Case 4: moon$ = "April"
Case 5: moon$ = "May"
Case 6: moon$ = "June"
Case 7: moon$ = "July"
Case 8: moon$ = "August"
Case 9: moon$ = "September"
Case 10: moon$ = "October"
Case 11: moon$ = "November"
Case 12: moon$ = "December"
End Select
Select Case WkDay
Case 0: Wday$ = "Sunday"
Case 1: Wday$ = "Monday"
Case 2: Wday$ = "Tuesday"
Case 3: Wday$ = "Wednesday"
Case 4: Wday$ = "Thursday"
Case 5: Wday$ = "Friday"
Case 6: Wday$ = "Saturday"
End Select
Color WHITE, _RGB(7, 36, 15)
If fntComputerSm& > 0 Then _Font fntComputer&
_PrintString (220, 420), "Today is " + Wday$ + ", " + moon$ + day$ + ", " + year$ + Space$(10)
_PrintString (295, 435), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6) + ampm$
End Sub
Function myRandom (x As Single)
myRandom = (Rnd * x) + 1
End Function
Sub area_52
''' need to still do list '''
''' sleep ------------------------
''' aquarium --------------------
''' eat ---------------------------
''' optional '''
'' drink water
'' shower
''put in items from past games ----------------------
'' add hills to sandwich the sun and moon
End Sub
(I'm not sure if this should be considered a "program" , or a "game" so I'm going to post under both threads.)
This is what I call "Atariman", it is my own lite version of 1985's "Little computer people" by David Crane. Atariman is a character I created for an Atari 2600 game I created in the batari language.
I have included an executable file and a screen saver file (.scr) so you can run it directly or set it as a screen saver. it does not save your progress, you do not have to feed him and what not like in the original.
Atariman will keep himself busy by watching his fish tank, making music, watching T.V. typing up his book, and more.
Here is a list of keyboard commands:
ESC Exit program
u Unmute
m mute
w Wake up
Arrow up Volume up
Arrow down Volume down
Arrow left Previous track / tv channel
Arrow right Next track / tv channel
To install the screen saver unzip the Atariman folder and right click on the .scr file and choose "Install". The screen saver starts up having the volume muted.
Const pgUpKey = 18688 'page up key
Const pgDwKey = 20736 'page down key
Dim Shared btimer%
Dim Shared volSet As Single
num = 26
Dim Shared tvc As Single
Randomize Timer
tvc = Int(myRandom(num))
Dim Shared srt% ' start trigger
srt% = 1
Dim Shared tvcv As Single ' tv chan veiw
tvcv = tvc
Dim Shared syntrc%
num = 5
syntrc% = Int(myRandom(num))
Dim Shared background_morning&
background_morning& = _LoadImage("background\LCP_morning_bk.png", 32)
Dim Shared background_day&
background_day& = _LoadImage("background\LCP_noon_bk.png", 32)
Dim Shared background_eve&
background_eve& = _LoadImage("background\LCP_eve_bk.png", 32)
Dim Shared background_night&
background_night& = _LoadImage("background\LCP_night_bk.png", 32)
Dim Shared background420&
background420& = _LoadImage("background\LCP_420_bk.png", 32)
Dim Shared sybthboard&
sybthboard& = _LoadImage("background\am_synthboaedsm.png ", 32)
Dim Shared atarilogo&
atarilogo& = _LoadImage("background\atari_logo_2.png ", 32)
Dim Shared telephone&
telephone& = _LoadImage("background\telephone.png ", 32)
Dim Shared telephoneOffHook&
telephoneOffHook& = _LoadImage("background\telephone_offHook.png ", 32)
Dim Shared rocket&
rocket& = _LoadImage("background\rocket.png ", 32)
Dim Shared monster&
monster& = _LoadImage("background\monster.png ", 32)
Dim Shared actionFigure&
actionFigure& = _LoadImage("background\actionFigure.png ", 32)
Dim Shared openBathDoor&
openBathDoor& = _LoadImage("background\bathroomDoorOpen1.png", 32)
Dim Shared dish&
dish& = _LoadImage("sprite\dish.png", 32)
Dim Shared dishDone&
dishDone& = _LoadImage("sprite\dishDone.png", 32)
Dim Shared blimpRt&
blimpRt& = _LoadImage("background\blimp_1.png", 32)
Dim Shared blimpLt&
blimpLt& = _LoadImage("background\blimp_2.png", 32)
Dim Shared blimpSmRt&
blimpSmRt& = _LoadImage("background\blimpSm_1.png", 32)
Dim Shared blimpSmLt&
blimpSmLt& = _LoadImage("background\blimpSm_2.png", 32)
Dim Shared blimpXtSmRt&
blimpXtSmRt& = _LoadImage("background\blimpXtSmRt.png", 32)
Dim Shared blimpXtSmLt&
blimpXtSmLt& = _LoadImage("background\blimpXtSmLt.png", 32)
Dim Shared hillRt&
hillRt& = _LoadImage("background\hills_2a.png ", 32)
Dim Shared hillLt&
hillLt& = _LoadImage("background\hills_2b.png ", 32)
Dim Shared aquarium&
aquarium& = _LoadImage("background\aquarium.png", 32)
Dim Shared bathDoorOccupied&
bathDoorOccupied& = _LoadImage("background\bathDoorOcupied.png", 32)
Dim Shared fish1&
fish1& = _LoadImage("background\fish1.png", 32)
Dim Shared fish2&
fish2& = _LoadImage("background\fish2.png", 32)
Dim Shared fish3&
fish3& = _LoadImage("background\fish3.png", 32)
Dim Shared fish4&
fish4& = _LoadImage("background\fish2.png", 32)
Dim Shared fish5&
fish5& = _LoadImage("background\fish2.png", 32)
Dim Shared fish6&
fish6& = _LoadImage("background\fish2.png", 32)
Dim Shared fish7&
fish7& = _LoadImage("background\fish2.png", 32)
Dim Shared fish8&
fish8& = _LoadImage("background\fish4.png", 32)
Dim Shared cloud1&
cloud1& = _LoadImage("background\cloud_1.png ", 32)
Dim Shared cloud2&
cloud2& = _LoadImage("background\cloud_2.png ", 32)
Dim Shared cloud3&
cloud3& = _LoadImage("background\cloud_3.png ", 32)
Dim Shared cloud4&
cloud4& = _LoadImage("background\cloud_4.png ", 32)
Dim Shared cloud5&
cloud5& = _LoadImage("background\cloud_5.png ", 32)
Dim Shared cloud6&
cloud6& = _LoadImage("background\cloud_6.png ", 32)
Dim Shared cloud7&
cloud7& = _LoadImage("background\cloud_7.png ", 32)
Dim Shared c1x As Single
Dim Shared c1y As Single
Dim Shared c2x As Single
Dim Shared c2y As Single
Dim Shared c3x As Single
Dim Shared c3y As Single
Dim Shared c4x As Single
Dim Shared c4y As Single
Dim Shared c5x As Single
Dim Shared c5y As Single
Dim Shared c6x As Single
Dim Shared c6y As Single
Dim Shared c7x As Single
Dim Shared c7y As Single
Dim Shared stdIn&
stdIn& = _LoadImage("sprite\am_1.png", 32)
Dim Shared trxlk%
trxlk% = 1
Dim Shared syn%
Dim Shared syntrx%
syntrx% = 2
Dim Shared tv&
Dim Shared tm$
Dim Shared s%
Dim Shared m%
Dim Shared h%
Dim Shared current_date$
current_date$ = Date$
Dim Shared frame&
Dim Shared frame2&
Dim Shared framesit3&
Dim Shared framesittv&
Dim Shared frame4&
Dim Shared frame5&
Dim Shared framesitkit&
Dim Shared tvframe&
Dim Shared synFrame%
Dim Shared synscframe&
Dim Shared synscframe2&
Dim Shared cookFrame&
Dim Shared washFrame&
Dim Shared starFrame%
Dim Shared sx As Single
Dim Shared sy As Single
Dim Shared floorNum%
Dim Shared xmove$
Randomize Timer
xmove$ = "left"
Dim Shared ymove$
ymove$ = "yoff"
Dim Shared change$
change$ = "coff"
Dim Shared cv As Integer 'change value
Dim Shared cv$ 'change value string
Dim Shared rmtimer As Integer
Dim Shared wash%
Dim Shared cookTimer%
Dim Shared cookTrig As Integer
Dim Shared rmtriglk As Integer
Dim Shared rmtriglk1a As Integer
Dim Shared rmtriglk1b As Integer
Dim Shared rmtriglk2a As Integer
Dim Shared rmtriglk2b As Integer
Dim Shared rmtriglk2c As Integer
Dim Shared rmtriglk2d As Integer
Dim Shared rmtriglk2e As Integer
Dim Shared rmtriglk3a As Integer
Dim Shared rmtriglk3b As Integer
Dim Shared rmTrigOff As Integer
Dim Shared sleepTrig%
Dim Shared rmtrlk$
Dim Shared rmtrlk1a$
Dim Shared rmtrlk1b$
rmtrlk$ = Str$(Int(rmtriglk))
rmtrlk1a$ = Str$(Int(rmtriglk1a))
rmtrlk1b$ = Str$(Int(rmtriglk1b))
Dim Shared rmtimer$
rmtimer$ = Str$(rmtimer)
Dim Shared xmvcpy$
Dim Shared ghost_sprite&
Dim Shared gx As Single
Dim Shared gy As Single
Dim Shared gx$
Dim Shared gy$
Type fish_type
x As Integer
y As Integer
move_right As Integer
move_up As Integer
sprite As Long
End Type
Dim Shared fish2(12) As fish_type 'creates the fish"array" with the size set to "num_fish"
Dim Shared f1x As Single
Dim Shared f2x As Single
Dim Shared f3x As Single
Dim Shared f4x As Single
Dim Shared f5x As Single
Dim Shared f6x As Single
Dim Shared f7x As Single
Dim Shared f8x As Single
Dim Shared f1y As Single
Dim Shared f2y As Single
Dim Shared f3y As Single
Dim Shared f4y As Single
Dim Shared f5y As Single
Dim Shared f6y As Single
Dim Shared f7y As Single
Dim Shared f8y As Single
Dim Shared f1xmove$
Dim Shared f2xmove$
Dim Shared f3xmove$
Dim Shared f4xmove$
Dim Shared f5xmove$
Dim Shared f6xmove$
Dim Shared f7xmove$
Dim Shared f8xmove$
Dim Shared f1ymove$
Dim Shared f2ymove$
Dim Shared f3ymove$
Dim Shared f4ymove$
Dim Shared f5ymove$
Dim Shared f6ymove$
Dim Shared f7ymove$
Dim Shared f8ymove$
'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and dark gray
'Circle (400, 320), 12, _RGB(0, 0, 0) 'circle with radius of 102 and dark gray
'Paint (265, 230), 8, _RGB(0, 0, 0) 'fill between the two dark gray circles with gray
'Circle (400, 320), 20, _RGB(0, 0, 0) 'circle with radius of 110 and light gray
'*
'* Get the current time from the QuickBASIC built in variable TIME$
'* Since TIME$ is a string, we need to extract the hours, minutes and
'* seconds from it using LEFT$, RIGHT$ and MID$. Then, each of these
'* extractions need to be converted to a numeric value using VAL and
'* stored in their respective variables.
'*
'If s% = 0 Then s% = 60 'array counts 1 to 60 not 0 to 59
'previoussecond% = s% 'hold current second for later use
'm% = Int(Val(Mid$(Time$, 4, 2))) 'extract minutes from TIME$
'If m% = 0 Then m% = 60 'array counts 1 to 60 not 0 to 59
'previousminute% = m% 'hold current minute for later use
'h% = Int(Val(Left$(Time$, 2))) 'extract hour from TIME$
'If h% >= 12 Then h% = h% - 12 'convert from military time
'If h% = 0 Then h% = 12 'count from 1 to 12 not 0 to 11
'previoushour% = h% 'hold current hour for later use
'*
'* Start of main program loop
'If s% <> previoussecond% Then 'has a second elapsed?
'Locate 22, 17 'print the time on the screen at
'Print Time$; 'position 22, 17
'* Since a second has elapsed we need to erase the old second hand
'* position and draw the new position
'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(previoussecond%), clock(previoussecond%)
'Circle (400, 320), 100, _RGB(0, 0, 0), -clock(s%), clock(s%)
'previoussecond% = s% 'hold current second for later use
'If m% <> previousminute% Then 'has a minute elapsed?
'* Since a minute has elapsed we need to erase the old hour hand position
'Circle (400, 320), 90, _RGB(0, 0, 0), -clock(previousminute%), clock(previousminute%)
'prseviousminute% = m% 'hold current minute for later use
'End If
'*
'* Draw the current minute hand position
'*
'Circle (400, 320), 90, _RGB(0, 255, 255), -clock(m%), clock(m%)
'If h% <> previoushour% Then 'has an hour elapsed?
'* Since an hour has elapsed we need to erase the old hour hand position
'Circle (400, 320), 75, _RGB(255, 255, 0), -clock(previoushour% * 5), clock(previoushour% * 5)
'previoushour% = h% 'hold current hour for later use
'End If
'*
'* Draw the current hour hand position
'*
' Circle (400, 320), 75, _RGB(0, 0, 0), -clock(h% * 5), clock(h% * 5)
'End If
's% = Val(Right$(Time$, 2)) 'extract time again and do all over
'If s% = 0 Then s% = 60
'm% = Val(Mid$(Time$, 4, 2))
'If m% = 0 Then m% = 60
'h% = Val(Left$(Time$, 2))
'If h% >= 12 Then h% = h% - 12
'If h% = 0 Then h% = 12
End Sub
Sub starGenerator
Circle (starFieldAX%, starFieldAy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldBX%, starFieldBy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldCX%, starFieldCy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldDX%, starFieldDy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldEX%, starFieldEy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldFX%, starFieldFy%), 0.5, _RGB(255, 255, 255)
Circle (starFieldGX%, starFieldGy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldHX%, starFieldHy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldIX%, starFieldIy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldJX%, starFieldJy%), 0.5, _RGB(255, 255, 255)
Circle (starFieldKX%, starFieldKy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldLX%, starFieldLy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldMX%, starFieldMy%), 0.2, _RGB(255, 255, 255)
Circle (starFieldNX%, starFieldNy%), 0.4, _RGB(255, 255, 255)
Circle (starFieldOX%, starFieldOy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldPX%, starFieldPy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldQX%, starFieldQy%), 0.3, _RGB(255, 255, 255)
Circle (starFieldRX%, starFieldRy%), 0.4, _RGB(255, 255, 255)
If starTimer% > 5 And starTimer% < 10 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
If starTimer% > 20 And starTimer% < 25 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
If starTimer% > 40 And starTimer% < 45 Then
Randomize Timer: Circle (Rnd * 640, Rnd * 75), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle (Rnd * 100, Rnd * 230), 0.1, _RGB(255, 255, 255)
Randomize Timer: Circle ((Rnd * 640) + 530, Rnd * 230), 0.1, _RGB(255, 255, 255)
End If
End Sub
Sub clock_color_day
Dim cx As Integer
Dim cy As Integer
cx = 320
cy = 240
Shared h%, tm$
Circle (cx%, cy%), 150, BLUE
Paint (cx%, cy%), YELLOW, BLUE
Circle (cx%, cy%), 145, BLUE
Circle (cx%, cy%), 140, YELLOW
Paint (cx%, cy%), LIGHTBLUE, BLUE
Color LIGHTYELLOW, LIGHTBLUE
'If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (cx% - 118, cy%), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6)
Color _RGB32(255, 150, 0), LIGHTBLUE
'If fntComputer& > 0 Then _Font fntComputer&
_PrintString (cx% - 100, cy% - 50), "kn0ne"
Circle (cx%, cy%), BLUE
Color LIGHTYELLOW, LIGHTBLUE
'If fdt& > 0 Then _Font fdt&
_PrintString (cx% - 112, cy% + 30), current_date$
'_PrintString (x% - 23, y% - 75), Str$(Int((Rnd * 2)) + 1)
Circle (cx%, cy%), 125, BLUE
Circle (cx%, cy%), 160, YELLOW
Circle (cx%, cy%), 170, BLUE
Circle (cx%, cy%), 123, BLUE
Circle (cx%, cy%), 158, YELLOW
Circle (cx%, cy%), 168, BLUE
End Sub
Sub trigers
If rmtriglk1a = 1 Then
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk1b = 1 Then
rmtriglk1a = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2a = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2b = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2c = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2d = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk2e = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk3a = 0
rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk3a = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
'rmtriglk3b = 0
rmTrigOff = 0
End If
If rmtriglk3b = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
'rmtriglk3a = 0
rmTrigOff = 0
End If
If rmTrigOff = 1 Then
rmtriglk1a = 0
rmtriglk1b = 0
rmtriglk2a = 0
rmtriglk2b = 0
rmtriglk2c = 0
rmtriglk2d = 0
rmtriglk2e = 0
rmtriglk3a = 0
rmtriglk3b = 0
End If
End Sub
Sub gottaGo
If bowel% = 6 Then
If floorNum% = 1 Then change$ = "cup"
If floorNum% = 2 Then change$ = "coff"
If floorNum% = 3 Then change$ = "cdown"
End If
End Sub
Sub sound_large_bubbles
t~& = t~& + 1
If t~& = 3000 Then
t~& = 1
End If
Select Case t~&
Case 1 To 35
_SndVol lb&, 0.20
_SndLoop lb&
Case 1420 To 1460
_SndVol lb&, 0.20
_SndLoop lb&
Case 2400 To 2440
_SndVol lb&, 0.20
_SndLoop lb&
Case Else
_SndVol lb&, 0
End Select
End Sub
Sub changeChanAndTrax
btimer% = btimer% + 1
If btimer% > 10 Then btimer% = 0
If _KeyDown(rtKey) And btimer% = 1 Then
tvplaying
tvchanview
tvc = tvc + 1
_PutImage (220, 220), kn0ne&
If tvc > 26 Then tvc = 1
End If
If _KeyDown(ltKey) And btimer% = 1 Then
tvplaying
tvchanview
tvc = tvc - 1
_PutImage (220, 220), kn0ne&
If tvc < 1 Then tvc = 26
End If
If _KeyDown(rtKey) And btimer% = 1 Then
stoptrx
syntrx% = syntrx% + 1
_PutImage (220, 220), kn0ne&
If syntrx% > 23 Then syntrx% = 1
End If
If _KeyDown(ltKey) And btimer% = 1 Then
stoptrx
syntrx% = syntrx% - 1
_PutImage (220, 220), kn0ne&
If syntrx% < 1 Then syntrx% = 23
End If
End Sub
Sub volControl
btimer% = btimer% + 1
If btimer% > 10 Then btimer% = 0
If _KeyDown(mKey) Or _KeyDown(77) Then
mute% = 1
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(uKey) Or _KeyDown(85) Then
mute% = 0
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(upKey) And btimer% = 1 Then
If volSet < 10.1 Then volSet = volSet + 0.05
_PutImage (220, 220), kn0ne&
End If
If _KeyDown(dwKey) And btimer% = 1 Then
If volSet > 0.01 Then volSet = volSet - 0.05
_PutImage (220, 220), kn0ne&
End If
If tvtrig% = 1 Then
Select Case tvc
Case 1
_SndLoop tvsnd1&
If mute% = 0 Then _SndVol tvsnd1&, volSet Else _SndVol tvsnd1&, 0.0
Case 2
_SndLoop tvsnd2&
If mute% = 0 Then _SndVol tvsnd2&, volSet Else _SndVol tvsnd2&, 0.0
Case 3
_SndLoop tvsnd3&
If mute% = 0 Then _SndVol tvsnd3&, volSet Else _SndVol tvsnd3&, 0.0
Case 4
_SndLoop tvsnd4&
If mute% = 0 Then _SndVol tvsnd4&, volSet Else _SndVol tvsnd4&, 0.0
Case 5
_SndLoop tvsnd5&
If mute% = 0 Then _SndVol tvsnd5&, volSet Else _SndVol tvsnd5&, 0.0
Case 6
_SndLoop tvsnd6&
If mute% = 0 Then _SndVol tvsnd6&, volSet Else _SndVol tvsnd6&, 0.0
Case 7
_SndLoop tvsnd7&
If mute% = 0 Then _SndVol tvsnd7&, volSet Else _SndVol tvsnd7&, 0.0
Case 8
_SndLoop tvsnd8&
If mute% = 0 Then _SndVol tvsnd8&, volSet Else _SndVol tvsnd8&, 0.0
Case 9
_SndLoop tvsnd9&
If mute% = 0 Then _SndVol tvsnd9&, volSet Else _SndVol tvsnd9&, 0.0
Case 10
_SndLoop tvsnd10&
If mute% = 0 Then _SndVol tvsnd10&, volSet Else _SndVol tvsnd10&, 0.0
Case 11
_SndLoop tvsnd11&
If mute% = 0 Then _SndVol tvsnd11&, volSet Else _SndVol tvsnd11&, 0.0
Case 12
_SndLoop tvsnd12&
If mute% = 0 Then _SndVol tvsnd12&, volSet Else _SndVol tvsnd12&, 0.0
Case 13
_SndLoop tvsnd13&
If mute% = 0 Then _SndVol tvsnd13&, volSet Else _SndVol tvsnd13&, 0.0
Case 14
_SndLoop tvsnd14&
If mute% = 0 Then _SndVol tvsnd14&, volSet Else _SndVol tvsnd14&, 0.0
Case 15
_SndLoop tvsnd15&
If mute% = 0 Then _SndVol tvsnd15&, volSet Else _SndVol tvsnd15&, 0.0
Case 16
_SndLoop tvsnd16&
If mute% = 0 Then _SndVol tvsnd16&, volSet Else _SndVol tvsnd16&, 0.0
Case 17
_SndLoop tvsnd17&
If mute% = 0 Then _SndVol tvsnd17&, volSet Else _SndVol tvsnd17&, 0.0
Case 18
_SndLoop tvsnd18&
If mute% = 0 Then _SndVol tvsnd18&, volSet Else _SndVol tvsnd18&, 0.0
Case 19
_SndLoop tvsnd19&
If mute% = 0 Then _SndVol tvsnd19&, volSet Else _SndVol tvsnd19&, 0.0
Case 20
_SndLoop tvsnd20&
If mute% = 0 Then _SndVol tvsnd20&, volSet Else _SndVol tvsnd20&, 0.0
Case 21
_SndLoop tvsnd21&
If mute% = 0 Then _SndVol tvsnd21&, volSet Else _SndVol tvsnd21&, 0.0
Case 22
_SndLoop tvsnd22&
If mute% = 0 Then _SndVol tvsnd22&, volSet Else _SndVol tvsnd22&, 0.0
Case 23
_SndLoop tvsnd23&
If mute% = 0 Then _SndVol tvsnd23&, volSet Else _SndVol tvsnd23&, 0.0
Case 24
_SndLoop tvsnd24&
If mute% = 0 Then _SndVol tvsnd24&, volSet Else _SndVol tvsnd24&, 0.0
Case 25
_SndLoop tvsnd25&
If mute% = 0 Then _SndVol tvsnd25&, volSet Else _SndVol tvsnd25&, 0.0
Case 26
_SndLoop tvsnd26&
If mute% = 0 Then _SndVol tvsnd26&, volSet Else _SndVol tvsnd26&, 0.0
End Select
End If
Select Case xmove$
Case "left"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "foodLt"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
_SndLoop sndBurp&
If mute% = 0 Then _SndVol sndBurp&, volSet Else _SndVol sndBurp&, 0.0
Case "right"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "foodRt"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "xoff"
_SndStop sndWalk&
Case "stairup"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "stairdw"
_SndLoop sndWalk&
If mute% = 0 Then _SndVol sndWalk&, volSet Else _SndVol sndWalk&, 0.0
Case "tvsit"
_SndStop sndWalk&
Case "sit_type_a"
_SndStop sndWalk&
Case "sit_type_b"
_SndStop sndWalk&
Case "fishTank"
_SndStop sndWalk&
Case "brushTeeth"
_SndStop sndWalk&
_SndLoop sndBrushTeeth&
If mute% = 0 Then _SndVol sndBrushTeeth&, volSet Else _SndVol sndBrushTeeth&, 0.0
Case "cook"
_SndStop sndWalk&
_SndLoop sndCook&
If mute% = 0 Then _SndVol sndCook&, volSet Else _SndVol sndCook&, 0.0
Case "eat"
_SndStop sndWalk&
_SndLoop sndEat&
If mute% = 0 Then _SndVol sndEat&, volSet Else _SndVol sndEat&, 0.0
Case "washHand"
_SndStop sndWalk&
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "wash"
_SndStop sndWalk&
_SndLoop sndDishWash&
If mute% = 0 Then _SndVol sndDishWash&, volSet Else _SndVol sndDishWash&, 0.0
Case "washHand"
_SndStop sndWashHands&
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "synth"
_SndStop sndWalk&
Case "sleep"
_SndStop sndWalk&
_SndLoop sleeeep&
If mute% = 0 Then _SndVol sleeeep&, volSet Else _SndVol sleeeep&, 0.0
Case "move_not"
_SndStop sndWalk&
End Select
Select Case sndBathRm$
Case "doorClose"
_SndStop sndWalk&
_SndLoop sndBathDoorClose&
If mute% = 0 Then _SndVol sndBathDoorClose&, volSet Else _SndVol sndBathDoorClose&, 0.0
Case "poop"
_SndLoop sndPoop&
If mute% = 0 Then _SndVol sndPoop&, volSet Else _SndVol sndPoop&, 0.0
Case "washHand"
_SndLoop sndWashHands&
If mute% = 0 Then _SndVol sndWashHands&, volSet Else _SndVol sndWashHands&, 0.0
Case "flush"
_SndLoop sndFlush&
If mute% = 0 Then _SndVol sndFlush&, volSet Else _SndVol sndFlush&, 0.0
End Select
If floorNum% = 1 And mute% = 0 And sx > 350 Then
_SndLoop b&
_SndVol b&, volSet
sound_large_bubbles
Else
_SndVol b&, 0.00
End If
End Sub
Sub background
If h% > 0 And h% <= 5 Then _PutImage , background_night&
If h% > 5 And h% <= 11 Then _PutImage , background_morning&
If h% > 11 And h% <= 16 Then _PutImage , background_day&
If h% > 15 And h% <= 19 Then _PutImage , background_eve&
If h% > 18 And h% < 25 Then _PutImage , background_night&
If h% = 0 Then _PutImage , background_night&
'''stars'''
If h% >= 0 And h% <= 5 Or h% > 18 And h% <= 23 Then
starGenerator
End If
' sun
_ClearColor (_RGB(0, 0, 0)), sun&
If h% > 5 And h% <= 6 Then _PutImage (-50, 190), sun& ' -6am
If h% > 6 And h% <= 7 Then _PutImage (-10, 150), sun& ' -7am
If h% > 7 And h% <= 8 Then _PutImage (10, 100), sun& ' -8am
If h% > 8 And h% <= 9 Then _PutImage (30, 60), sun& ' -9am
If h% > 9 And h% <= 10 Then _PutImage (110, 10), sun& ' -10am
If h% > 10 And h% <= 11 Then _PutImage (175, -15), sun& ' -11am
If h% > 11 And h% <= 12 Then _PutImage (240, -40), sun& 'noon
If h% > 12 And h% <= 13 Then _PutImage (400, -15), sun& '1pm
If h% > 13 And h% <= 14 Then _PutImage (440, 10), sun& '2pm
If h% > 14 And h% <= 15 Then _PutImage (500, 70), sun& '3pm
If h% > 15 And h% <= 16 Then _PutImage (520, 110), sun& '4pm
If h% > 16 And h% <= 17 Then _PutImage (560, 150), sun& '5pm
If h% > 17 And h% <= 18 Then _PutImage (550, 210), sun& '-6pm
'moon
_ClearColor (_RGB(0, 0, 0)), moon&
If h% > 18 And h% <= 19 Then _PutImage (-10, 210), moon& ' -7pm
If h% > 19 And h% <= 20 Then _PutImage (5, 100), moon& ' -8pm
If h% > 20 And h% <= 21 Then _PutImage (30, 60), moon& ' -9pm
If h% > 21 And h% <= 22 Then _PutImage (110, 10), moon& ' -10pm
If h% > 22 And h% <= 23 Then _PutImage (175, -15), moon& ' -11pm
If h% = 0 Then _PutImage (240, -40), moon& ' -midnight
If h% > 0 And h% <= 1 Then _PutImage (400, -15), moon& '1am
If h% > 1 And h% <= 2 Then _PutImage (440, -15), moon& '2am
If h% > 2 And h% <= 3 Then _PutImage (500, 70), moon& '3am
If h% > 3 And h% <= 4 Then _PutImage (520, 110), moon& '4am
If h% > 4 And h% <= 5 Then _PutImage (560, 170), moon& '5am
'blimp
If blimpSize% = 3 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpXtSmRt&
_PutImage (blimpX, blimpY), blimpXtSmRt&
blimpX = blimpX + 0.12
Color GREEN, _RGB(255, 255, 255)
If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
_PrintString (blimpX + 4, blimpY + 4), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpXtSmLt&
_PutImage (blimpX, blimpY), blimpXtSmLt&
blimpX = blimpX - 0.12
Color GREEN, _RGB(255, 255, 255)
If fntComputerXtSm& > 0 Then _Font fntComputerXtSm&
_PrintString (blimpX + 5, blimpY + 4), "kn0ne"
End If
End If
If blimpSize% = 2 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpSmRt&
_PutImage (blimpX, blimpY), blimpSmRt&
blimpX = blimpX + 0.15
Color GREEN, _RGB(255, 255, 255)
If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (blimpX + 8, blimpY + 8), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpSmLt&
_PutImage (blimpX, blimpY), blimpSmLt&
blimpX = blimpX - 0.15
Color GREEN, _RGB(255, 255, 255)
If fntComputerSm& > 0 Then _Font fntComputerSm&
_PrintString (blimpX + 9, blimpY + 8), "kn0ne"
End If
End If
If blimpSize% = 1 Then
If blimpRight = 1 Then
_ClearColor (_RGB(0, 0, 0)), blimpRt&
_PutImage (blimpX, blimpY), blimpRt&
blimpX = blimpX + 0.20
Color GREEN, _RGB(255, 255, 255)
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (blimpX + 15, blimpY + 15), "kn0ne"
End If
If blimpRight = 0 Then
_ClearColor (_RGB(0, 0, 0)), blimpLt&
_PutImage (blimpX, blimpY), blimpLt&
blimpX = blimpX - 0.20
Color GREEN, _RGB(255, 255, 255)
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (blimpX + 17, blimpY + 15), "kn0ne"
End If
End If
If blimpX > 800 Then
blimpRight = 0
blimpRT:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimpRT:
End If
If blimpX < -800 Then
blimpRight = 1
blimpLt:
Randomize Timer
blimpSize% = (Rnd * 3) + 1
If blimpSize% > 3 Then GoTo blimpLt:
End If
If f1xmove$ = "left" Then f1x = f1x - 0.2
If f2xmove$ = "left" Then f2x = f2x - 0.3
If f3xmove$ = "left" Then f3x = f3x - 0.02
If f4xmove$ = "left" Then f4x = f4x - 0.2
If f5xmove$ = "left" Then f5x = f5x - 0.3
If f6xmove$ = "left" Then f6x = f6x - 0.1
If f7xmove$ = "left" Then f7x = f7x - 0.1
If f8xmove$ = "left" Then f8x = f8x - 0.02
If f1xmove$ = "right" Then f1x = f1x + 0.2
If f2xmove$ = "right" Then f2x = f2x + 0.2
If f3xmove$ = "right" Then f3x = f3x + 0.03
If f4xmove$ = "right" Then f4x = f4x + 0.2
If f5xmove$ = "right" Then f5x = f5x + 0.2
If f6xmove$ = "right" Then f6x = f6x + 0.1
If f7xmove$ = "right" Then f7x = f7x + 0.1
If f8xmove$ = "right" Then f8x = f8x + 0.01
If f1ymove$ = "up" Then f1y = f1y - 0.06
If f2ymove$ = "up" Then f2y = f2y - 0.08
If f3ymove$ = "up" Then f3y = f3y - 0.03
If f4ymove$ = "up" Then f4y = f4y - 0.06
If f5ymove$ = "up" Then f5y = f5y - 0.08
If f6ymove$ = "up" Then f6y = f6y - 0.1
If f7ymove$ = "up" Then f7y = f7y - 0.1
If f1ymove$ = "down" Then f1y = f1y + 0.08
If f2ymove$ = "down" Then f2y = f2y + 0.05
If f3ymove$ = "down" Then f3y = f3y + 0.06
If f4ymove$ = "down" Then f4y = f4y + 0.08
If f5ymove$ = "down" Then f5y = f5y + 0.05
If f6ymove$ = "down" Then f6y = f6y + 0.06
If f7ymove$ = "down" Then f7y = f7y + 0.06
If f1y > 350 Then f1ymove$ = "up"
If f1y < 345 Then f1ymove$ = "down"
If f1x < 433 Then f1xmove$ = "right"
If f1x > 475 Then f1xmove$ = "left"
If f2y > 350 Then f2ymove$ = "up"
If f2y < 345 Then f2ymove$ = "down"
If f2x < 433 Then f2xmove$ = "right"
If f2x > 485 Then f2xmove$ = "left"
If f3y > 350 Then f3ymove$ = "up"
If f3y < 345 Then f3ymove$ = "down"
If f3x < 433 Then f3xmove$ = "right"
If f3x > 475 Then f3xmove$ = "left"
If f4y > 350 Then f4ymove$ = "up"
If f4y < 345 Then f4ymove$ = "down"
If f4x < 433 Then f4xmove$ = "right"
If f4x > 475 Then f4xmove$ = "left"
If f5y > 350 Then f5ymove$ = "up"
If f5y < 345 Then f5ymove$ = "down"
If f5x < 433 Then f5xmove$ = "right"
If f5x > 485 Then f5xmove$ = "left"
If f6y > 350 Then f6ymove$ = "up"
If f6y < 345 Then f6ymove$ = "down"
If f6x < 433 Then f6xmove$ = "right"
If f6x > 475 Then f6xmove$ = "left"
If f7y > 350 Then f7ymove$ = "up"
If f7y < 345 Then f7ymove$ = "down"
If f7x < 433 Then f7xmove$ = "right"
If f7x > 475 Then f7xmove$ = "left"
If f8y > 350 Then f8ymove$ = "up"
If f8y < 345 Then f8ymove$ = "down"
If f8x < 435 Then f8xmove$ = "right"
If f8x > 475 Then f8xmove$ = "left"
If cloudDirection% = 0 Then c1x = c1x + 0.18
If cloudDirection% = 0 Then c2x = c2x + 0.16
If cloudDirection% = 0 Then c3x = c3x + 0.19
If cloudDirection% = 0 Then c4x = c4x + 0.17
If cloudDirection% = 0 Then c5x = c5x + 0.18
If cloudDirection% = 0 Then c6x = c6x + 0.25
If cloudDirection% = 0 Then c7x = c7x + 0.15
Randomize Timer
If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -950) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
Randomize Timer
If cloudDirection% = 1 Then c1x = c1x - 0.18
If cloudDirection% = 1 Then c2x = c2x - 0.16
If cloudDirection% = 1 Then c3x = c3x - 0.19
If cloudDirection% = 1 Then c4x = c4x - 0.17
If cloudDirection% = 1 Then c5x = c5x - 0.17
If cloudDirection% = 1 Then c6x = c6x - 0.25
If cloudDirection% = 1 Then c7x = c7x - 0.15
Randomize Timer
If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 2 Then c1x = c1x + 0.12
If cloudDirection% = 2 Then c2x = c2x + 0.16
If cloudDirection% = 2 Then c3x = c3x + 0.19
If cloudDirection% = 2 Then c4x = c4x + 0.17
If cloudDirection% = 2 Then c5x = c5x + 0.18
If cloudDirection% = 2 Then c6x = c6x + 0.22
If cloudDirection% = 2 Then c7x = c7x + 0.15
Randomize Timer
If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 14 Then c1x = c1x - 0.88
If cloudDirection% = 14 Then c2x = c2x - 0.86
If cloudDirection% = 14 Then c3x = c3x - 0.89
If cloudDirection% = 14 Then c4x = c4x - 0.87
If cloudDirection% = 14 Then c5x = c5x - 0.84
If cloudDirection% = 14 Then c6x = c6x - 0.90
If cloudDirection% = 14 Then c7x = c7x - 0.85
Randomize Timer
If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 2300) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 15 Then c1x = c1x + 1.05
If cloudDirection% = 15 Then c2x = c2x + 1.07
If cloudDirection% = 15 Then c3x = c3x + 1.29
If cloudDirection% = 15 Then c4x = c4x + 1.27
If cloudDirection% = 15 Then c5x = c5x + 1.28
If cloudDirection% = 15 Then c6x = c6x + 1.30
If cloudDirection% = 15 Then c7x = c7x + 1.04
Randomize Timer
If cloudDirection% = 15 Then If c1x > 800 Then c1x = (Rnd * -1800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c4x > 985 Then c4x = (Rnd * -2600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 1152 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 5 Then c1x = c1x + 0.38
If cloudDirection% = 5 Then c2x = c2x + 0.36
If cloudDirection% = 5 Then c3x = c3x + 0.39
If cloudDirection% = 5 Then c4x = c4x + 0.37
If cloudDirection% = 5 Then c5x = c5x + 0.34
If cloudDirection% = 5 Then c6x = c6x + 0.40
If cloudDirection% = 5 Then c7x = c7x + 0.35
Randomize Timer
If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -1200) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1900) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 6 Then c1x = c1x + 0.38
If cloudDirection% = 6 Then c2x = c2x + 0.36
If cloudDirection% = 6 Then c3x = c3x + 0.39
If cloudDirection% = 6 Then c4x = c4x + 0.37
If cloudDirection% = 6 Then c5x = c5x + 0.34
If cloudDirection% = 6 Then c6x = c6x + 0.40
If cloudDirection% = 6 Then c7x = c7x + 0.35
Randomize Timer
If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 0 Then c1x = c1x + 0.18
If cloudDirection% = 0 Then c2x = c2x + 0.16
If cloudDirection% = 0 Then c3x = c3x + 0.19
If cloudDirection% = 0 Then c4x = c4x + 0.17
If cloudDirection% = 0 Then c5x = c5x + 0.18
If cloudDirection% = 0 Then c6x = c6x + 0.25
If cloudDirection% = 0 Then c7x = c7x + 0.15
If cloudDirection% = 0 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 0 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
'' create speed variable so i can set the speed value at a random speed
If cloudDirection% = 1 Then c1x = c1x - 0.18
If cloudDirection% = 1 Then c2x = c2x - 0.16
If cloudDirection% = 1 Then c3x = c3x - 0.19
If cloudDirection% = 1 Then c4x = c4x - 0.17
If cloudDirection% = 1 Then c5x = c5x - 0.17
If cloudDirection% = 1 Then c6x = c6x - 0.25
If cloudDirection% = 1 Then c7x = c7x - 0.15
If cloudDirection% = 1 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 1 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 2 Then c1x = c1x + 0.12
If cloudDirection% = 2 Then c2x = c2x + 0.16
If cloudDirection% = 2 Then c3x = c3x + 0.19
If cloudDirection% = 2 Then c4x = c4x + 0.17
If cloudDirection% = 2 Then c5x = c5x + 0.18
If cloudDirection% = 2 Then c6x = c6x + 0.22
If cloudDirection% = 2 Then c7x = c7x + 0.15
If cloudDirection% = 2 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 2 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 14 Then c1x = c1x - 0.88
If cloudDirection% = 14 Then c2x = c2x - 0.86
If cloudDirection% = 14 Then c3x = c3x - 0.89
If cloudDirection% = 14 Then c4x = c4x - 0.87
If cloudDirection% = 14 Then c5x = c5x - 0.84
If cloudDirection% = 14 Then c6x = c6x - 0.90
If cloudDirection% = 14 Then c7x = c7x - 0.85
If cloudDirection% = 14 Then If c1x < -500 Then c1x = (Rnd * 1600) + 700: c1y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c2x < -425 Then c2x = (Rnd * 2400) + 700: c2y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c3x < -360 Then c3x = (Rnd * 1600) + 700: c3y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c4x < -225 Then c4x = (Rnd * 1600) + 700: c4y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c5x < -580 Then c5x = (Rnd * 1600) + 700: c5y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c6x < -175 Then c6x = (Rnd * 2400) + 700: c6y = (Rnd * 50) + 10
If cloudDirection% = 14 Then If c7x < -620 Then c7x = (Rnd * 1600) + 700: c7y = (Rnd * 50) + 10
If cloudDirection% = 15 Then c1x = c1x + 1.05
If cloudDirection% = 15 Then c2x = c2x + 1.07
If cloudDirection% = 15 Then c3x = c3x + 1.29
If cloudDirection% = 15 Then c4x = c4x + 1.27
If cloudDirection% = 15 Then c5x = c5x + 1.28
If cloudDirection% = 15 Then c6x = c6x + 1.30
If cloudDirection% = 15 Then c7x = c7x + 1.04
If cloudDirection% = 15 Then If c1x > 700 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c3x > 800 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c4x > 885 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 1152 Then If c5x > 800 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c6x > 750 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 15 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 5 Then c1x = c1x + 0.38
If cloudDirection% = 5 Then c2x = c2x + 0.36
If cloudDirection% = 5 Then c3x = c3x + 0.39
If cloudDirection% = 5 Then c4x = c4x + 0.37
If cloudDirection% = 5 Then c5x = c5x + 0.34
If cloudDirection% = 5 Then c6x = c6x + 0.40
If cloudDirection% = 5 Then c7x = c7x + 0.35
If cloudDirection% = 5 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 5 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
If cloudDirection% = 6 Then c1x = c1x + 0.38
If cloudDirection% = 6 Then c2x = c2x + 0.36
If cloudDirection% = 6 Then c3x = c3x + 0.39
If cloudDirection% = 6 Then c4x = c4x + 0.37
If cloudDirection% = 6 Then c5x = c5x + 0.34
If cloudDirection% = 6 Then c6x = c6x + 0.40
If cloudDirection% = 6 Then c7x = c7x + 0.35
If cloudDirection% = 6 Then If c1x > 800 Then c1x = (Rnd * -800) + -100: c1y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c2x > 865 Then c2x = (Rnd * -2400) + -100: c2y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c3x > 1200 Then c3x = (Rnd * -1600) + -100: c3y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c4x > 985 Then c4x = (Rnd * -1600) + -100: c4y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c5x > 1200 Then c5x = (Rnd * -1600) + -100: c5y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c6x > 1000 Then c6x = (Rnd * -2400) + -100: c6y = (Rnd * 50) + 10
If cloudDirection% = 6 Then If c7x > 752 Then c7x = (Rnd * -1600) + -100: c7y = (Rnd * 50) + 10
''atari sign
_ClearColor (_RGB(0, 0, 0)), atarilogo&
_PutImage (400, 110), atarilogo&
End Sub
Sub ghost_timer
Select Case h%
Case 1
If m% >= 11 And m% <= 26 Then ghost
If m% >= 45 And m% <= 53 Then ghost
End Select
Select Case h%
Case 2
If m% >= 2 And m% <= 18 Then ghost
If m% >= 34 And m% <= 48 Then ghost
End Select
Select Case h%
Case 3
If m% >= 3 And m% <= 58 Then ghost
End Select
Select Case h%
Case 4
If m% >= 1 And m% <= 8 Then ghost
If m% >= 23 And m% <= 31 Then ghost
End Select
Select Case h%
Case 5
If m% >= 35 And m% <= 39 Then ghost
If m% >= 5 And m% <= 9 Then ghost
End Select
Select Case h%
Case 6
If m% >= 45 And m% <= 58 Then ghost
If m% >= 6 And m% <= 12 Then ghost
End Select
Select Case h%
Case 7
If m% >= 2 And m% <= 8 Then
ghost
Else
If m% >= 37 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 8
If m% >= 2 And m% <= 8 Then
ghost
Else
If m% >= 42 And m% < 47 Then ghost
End If
End Select
Select Case h%
Case 9
If m% >= 8 And m% <= 12 Then
ghost
Else
If m% >= 39 And m% < 46 Then ghost
End If
End Select
Select Case h%
Case 10
If m% >= 10 And m% <= 16 Then
ghost
Else
If m% >= 48 And m% < 53 Then ghost
End If
End Select
Select Case h%
Case 11
If m% >= 3 And m% <= 9 Then
ghost
Else
If m% >= 48 And m% < 52 Then ghost
End If
End Select
Select Case h%
Case 12
If m% >= 2 And m% <= 11 Then
ghost
Else
If m% >= 23 And m% < 31 Then ghost
End If
End Select
Select Case h%
Case 13
If m% >= 13 And m% <= 17 Then
ghost
Else
If m% >= 45 And m% < 51 Then ghost
End If
End Select
Select Case h%
Case 14
If m% >= 4 And m% <= 9 Then
ghost
Else
If m% >= 23 And m% < 28 Then ghost
End If
End Select
Select Case h%
Case 15
If m% >= 3 And m% <= 13 Then
ghost
Else
If m% >= 32 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 16
If m% > 19 And m% <= 40 Then
ghost
Else
If m% > 52 And m% <= 57 Then ghost
End If
End Select
Select Case h%
Case 17
If m% >= 14 And m% <= 19 Then
ghost
Else
If m% >= 34 And m% < 38 Then ghost
End If
End Select
Select Case h%
Case 18
If m% >= 12 And m% <= 17 Then
ghost
Else
If m% >= 38 And m% < 44 Then ghost
End If
End Select
Select Case h%
Case 19
If m% >= 3 And m% <= 7 Then
ghost
Else
If m% >= 45 And m% < 52 Then ghost
End If
End Select
Select Case h%
Case 20
If m% >= 10 And m% < 26 Then
ghost
Else
If m% >= 39 And m% < 57 Then ghost
End If
End Select
Select Case h%
Case 21
If m% >= 14 And m% < 24 Then
ghost
Else
If m% >= 41 And m% < 53 Then ghost
End If
End Select
Select Case h%
Case 22
If m% >= 10 And m% <= 14 Then
ghost
Else
If m% >= 39 And m% < 44 Then ghost
End If
End Select
Select Case h%
Case 23
If m% >= 11 And m% <= 17 Then
ghost
Else
If m% >= 37 And m% < 41 Then ghost
End If
End Select
Select Case h%
Case 0
If m% >= 12 And m% <= 18 Then
ghost
Else
If m% >= 33 And m% < 39 Then ghost
End If
End Select
End Sub
Sub ghost
frame4& = frame4& + 1
If frame4& > 40 Then frame4& = 1
Select Case frame4&
Case 1
ghost_sprite& = _LoadImage("sprite\ghost_1a.png", 32)
Case 10
ghost_sprite& = _LoadImage("sprite\ghost_1b.png", 32)
Case 20
ghost_sprite& = _LoadImage("sprite\ghost_1c.png", 32)
Case 30
ghost_sprite& = _LoadImage("sprite\ghost_1d.png", 32)
End Select
Select Case gx$
Case "left"
gx = gx - 0.2
Case "right"
gx = gx + 0.2
Case "off"
gx = gx - 0
End Select
Select Case gy$
Case "up"
gy = gy - 0.2
Case "down"
gy = gy + 0.2
Case "off"
gy = gy - 0
End Select
Select Case gx
Case Is < 115
gx$ = "right"
Case Is > 474
gx$ = "left"
End Select
Select Case gy
Case Is > 355
gy$ = "up"
Case Is < 100
gy$ = "down"
End Select
If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) > Int(gx) Then
gx = gx + .5
End If
If Int(gy) > Int(sy) - 50 And Int(gy) < Int(sy) + 50 And Int(sx) < Int(gx) Then
gx = gx - .5
End If
End Sub
Sub foodRtTime
If cookTrig% >= 10 Then
rmtriglk1a = 1
rmtriglk3a = 0
rmtriglk3b = 0
rmtriglk2c = 0
rmtriglk1b = 0
tvtrig% = 0
tvplaying
stoptrx
If floorNum% > 1 Then
change$ = "cdown"
End If
If floorNum% = 1 And sx >= 225 Then
xmove$ = "left"
End If
End If
End Sub
Sub room_triggers
If floorNum% = 1 And cookTrig >= 10 And Int(sx) <= 125 Then
cookFrame& = cookFrame& + 1
cookTimer% = cookTimer% + 1
xmove$ = "cook"
If cookTimer% >= 2500 Then
xmove$ = "foodRt"
rmtimer = 2000
rmtriglk1a = 1
cookTrig = 0
cookTimer% = 0
_SndStop sndCook&
End If
End If
If rmtriglk1a = 1 And xmove$ = "foodRt" And Int(sx) = 250 And Int(sy) = 330 Then
xmove$ = "eat"
End If
If xmove$ = "eat" Then rmtimer = rmtimer - 1: framesitkit& = framesitkit& + 1
If rmtimer <= 1 Then _SndStop sndEat&: wash% = 1: xmove$ = "foodLt": rmtimer = 2500: rmtriglk1a = 0
If floorNum% = 1 And wash% = 1 And Int(sx) = 200 Then
rmtimer = rmtimer - 1
xmove$ = "wash"
_SndStop sndBurp&
If rmtimer <= 1 Then _SndStop sndDishWash&: xmove$ = "left": wash% = 0: rmtimer = 800
End If
If floorNum% = 1 And Int(sx) = 370 Then xmvcpy$ = xmove$
If floorNum% = 1 And Int(sx) = 410 Then xmvcpy$ = xmove$
If rmtriglk1b = 1 And Int(sx) = 390 And Int(sy) = 330 Then
framesit3& = framesit3& + 1
rmtimer = rmtimer - 1
xmove$ = "fishTank"
End If
If rmtimer <= 1 Then xmove$ = xmvcpy$: change$ = "coff": rmtimer = 800: rmtriglk1b = 0
If floorNum% = 2 And Int(sx) = 300 And Int(sy) = 230 Then xmvcpy$ = xmove$
If floorNum% = 2 And Int(sx) = 320 And Int(sy) = 230 Then xmvcpy$ = xmove$
If rmtriglk2b = 1 And Int(sx) = 315 And Int(sy) < 231 And Int(sy) > 224 Then
frame2& = frame2& + 1
rmtimer = rmtimer - 1
xmove$ = "brushTeeth"
End If
If rmtimer <= 1 Then xmove$ = "left": rmtimer = 500: rmtriglk2b = 0: sy = 230: _SndStop sndBrushTeeth&
Dim bathGo%
If bathTimer% = 3810 Then bathTimer% = 0
If floorNum% = 2 And rmtriglk2d = 1 And Int(sx) = 380 Then
bathGo% = 1
bowel% = 0
handWash% = 0
End If
If bathGo% = 1 Then
_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
_PutImage (353, 210), bathDoorOccupied&
End If
If bathGo% = 1 Then bathTimer% = bathTimer% + 1
If bathGo% = 1 And bathTimer% < 50 Then
_PutImage (353, 208), openBathDoor&
xmove$ = "bathroom"
End If
If bathTimer% >= 15 And bathTimer% < 75 Then
sndBathRm$ = "doorClose"
_PutImage (-353, -208), openBathDoor&
End If
If bathTimer% >= 75 Then _SndStop sndBathDoorClose&
If bathTimer% >= 150 Then sndBathRm$ = "poop" ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathTimer% >= 2500 Then _SndStop sndPoop& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathTimer% >= 3000 And bathTimer% < 3050 Then sndBathRm$ = "flush"
If bathTimer% >= 3800 Then _SndStop sndFlush& ': _ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&: _PutImage (353, 210), bathDoorOccupied&
If bathGo% = 1 And bathTimer% >= 3600 Then
'_ClearColor (_RGB(0, 0, 0)), bathDoorOccupied&
'_PutImage (-353, -210), bathDoorOccupied&
_PutImage (353, 208), openBathDoor&
xmove$ = "bathroom"
End If
If bathTimer% >= 3700 And bathTimer% < 3800 Then
sy = 215
xmove$ = "left"
_PutImage (-353, -208), openBathDoor&
_SndVol sndBathDoorClose&, 2.0
_SndLoop sndBathDoorClose&
End If
If bathTimer% >= 3880 Then _SndStop sndBathDoorClose&
If bathTimer% >= 3700 Then bathGo% = 1
If bathTimer% >= 3800 Then bathGo% = 2: rmtriglk2e = 1
If bathGo% = 1 And Int(sx) <> 380 Then bathTimer% = bathTimer% + 1: handWash% = 0
If rmtriglk2e = 1 And handWash% < 1350 Then handWash% = handWash% + 1
If handWash% < 1000 And floorNum% = 2 And Int(sx) = 315 And rmtriglk2e = 1 Then
sy = 215
xmove$ = "washHand"
bathGo% = 0
rmtriglk2e = 0
rmtriglk2d = 0
End If
If handWash% > 1000 And handWash% < 1350 Then
xmove$ = "left"
_SndStop sndWashHands&
sy = 230
bathGo% = 0
rmtriglk2e = 0
bowel% = 0
End If
If handWash% > 1300 Then
bathGo% = 0
rmtriglk2e = 0
End If
If rmtriglk2c = 1 And Int(sx) = 450 And floorNum% = 2 Then
num = 23
Randomize Timer
syntrx% = Int(myRandom(num))
End If
If rmtriglk2c = 1 And Int(sx) = 458 And floorNum% = 2 Then
sy = 212
rmtimer = rmtimer - 1
xmove$ = "synth"
synthAction
_PutImage (428, 210), synth_action&
_ClearColor (_RGB(0, 0, 0)), synth_scope&
_PutImage (494, 227), synth_scope&
End If
If rmtimer <= 1 Then
xmove$ = "right": rmtimer = 12000: sy = 230: rmtriglk2c = 0: stoptrx
End If
If floorNum% = 3 And Int(sx) = 235 And rmtriglk3a = 1 And xmove$ = "left" Then xmvcpy$ = xmove$
If floorNum% = 3 And Int(sx) = 225 And rmtriglk3a = 1 And xmove$ = "right" Then xmvcpy$ = xmove$
If tvtrig% = 1 And Int(sx) = 230 And floorNum% = 3 Then
framesittv& = framesittv& + 1
rmtimer = rmtimer - 1
num = 22
Randomize Timer
tvchanview
xmove$ = "tvsit"
End If
If rmtimer <= 1 Then
xmove$ = xmvcpy$: rmtimer = 1200: rmtriglk3a = 0
End If
Select Case tvtrig%
Case 1
tvflicker
End Select
Dim typejob%
If floorNum% = 3 And Int(sx) = 375 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 4) + 1: If typejob% = 4 Then rmtimer = 1100 Else rmtimer = 800
If floorNum% = 3 And Int(sx) = 390 Then xmvcpy$ = xmove$: tvtrig% = 1: typejob% = (Rnd * 2) + 1
If rmtriglk3b = 1 And Int(sx) = 380 And floorNum% = 3 Then sx = 385: sy = 100
If rmtriglk3b = 1 And Int(sx) = 385 And floorNum% = 3 Then
synFrame% = synFrame% + 1
rmtimer = rmtimer - 1
If typejob% = 4 Then xmove$ = "sit_type_b" Else xmove$ = "sit_type_a"
End If
If rmtimer <= 1 Then
xmove$ = "right": rmtimer = 800: rmtriglk3b = 0: sx = 400: sy = 120
papertrig = 1: _SndStop typew&
End If
End Sub
Sub tvplaying
Dim isPlaying1%
isPlaying1% = _SndPlaying(tvsnd1&)
Dim isPlaying2%
isPlaying2% = _SndPlaying(tvsnd2&)
Dim isPlaying3%
isPlaying3% = _SndPlaying(tvsnd3&)
Dim isPlaying4%
isPlaying4% = _SndPlaying(tvsnd4&)
Dim isPlaying5%
isPlaying5% = _SndPlaying(tvsnd5&)
Dim isPlaying6%
isPlaying6% = _SndPlaying(tvsnd6&)
Dim isPlaying7%
isPlaying7% = _SndPlaying(tvsnd7&)
Dim isPlaying8%
isPlaying8% = _SndPlaying(tvsnd8&)
Dim isPlaying9%
isPlaying9% = _SndPlaying(tvsnd9&)
Dim isPlaying10%
isPlaying10% = _SndPlaying(tvsnd10&)
Dim isPlaying11%
isPlaying11% = _SndPlaying(tvsnd11&)
Dim isPlaying12%
isPlaying12% = _SndPlaying(tvsnd12&)
Dim isPlaying13%
isPlaying13% = _SndPlaying(tvsnd13&)
Dim isPlaying14%
isPlaying14% = _SndPlaying(tvsnd14&)
Dim isPlaying15%
isPlaying15% = _SndPlaying(tvsnd15&)
Dim isPlaying16%
isPlaying16% = _SndPlaying(tvsnd16&)
Dim isPlaying17%
isPlaying17% = _SndPlaying(tvsnd17&)
Dim isPlaying18%
isPlaying18% = _SndPlaying(tvsnd18&)
Dim isPlaying19%
isPlaying19% = _SndPlaying(tvsnd19&)
Dim isPlaying20%
isPlaying20% = _SndPlaying(tvsnd20&)
Dim isPlaying21%
isPlaying21% = _SndPlaying(tvsnd21&)
Dim isPlaying22%
isPlaying22% = _SndPlaying(tvsnd22&)
Dim isPlaying23%
isPlaying23% = _SndPlaying(tvsnd23&)
Dim isPlaying24%
isPlaying24% = _SndPlaying(tvsnd24&)
Dim isPlaying25%
isPlaying25% = _SndPlaying(tvsnd25&)
Dim isPlaying26%
isPlaying26% = _SndPlaying(tvsnd26&)
If isPlaying1% = -1 Then
_SndVol tvsnd1&, 0.00
End If
If isPlaying2% = -1 Then
_SndVol tvsnd2&, 0.00
End If
If isPlaying3% = -1 Then
_SndVol tvsnd3&, 0.00
End If
If isPlaying4% = -1 Then
_SndVol tvsnd4&, 0.00
End If
If isPlaying5% = -1 Then
_SndVol tvsnd5&, 0.00
End If
If isPlaying6% = -1 Then
_SndVol tvsnd6&, 0.00
End If
If isPlaying7% = -1 Then
_SndVol tvsnd7&, 0.00
End If
If isPlaying8% = -1 Then
_SndVol tvsnd8&, 0.00
End If
If isPlaying9% = -1 Then
_SndVol tvsnd9&, 0.00
End If
If isPlaying10% = -1 Then
_SndVol tvsnd10&, 0.00
End If
If isPlaying11% = -1 Then
_SndVol tvsnd11&, 0.00
End If
If isPlaying12% = -1 Then
_SndVol tvsnd12&, 0.00
End If
If isPlaying13% = -1 Then
_SndVol tvsnd13&, 0.00
End If
If isPlaying14% = -1 Then
_SndVol tvsnd14&, 0.00
End If
If isPlaying15% = -1 Then
_SndVol tvsnd15&, 0.00
End If
If isPlaying16% = -1 Then
_SndVol tvsnd16&, 0.00
End If
If isPlaying17% = -1 Then
_SndVol tvsnd17&, 0.00
End If
If isPlaying18% = -1 Then
_SndVol tvsnd18&, 0.00
End If
If isPlaying19% = -1 Then
_SndVol tvsnd19&, 0.00
End If
If isPlaying20% = -1 Then
_SndVol tvsnd20&, 0.00
End If
If isPlaying21% = -1 Then
_SndVol tvsnd21&, 0.00
End If
If isPlaying22% = -1 Then
_SndVol tvsnd22&, 0.00
End If
If isPlaying23% = -1 Then
_SndVol tvsnd23&, 0.00
End If
If isPlaying24% = -1 Then
_SndVol tvsnd24&, 0.00
End If
If isPlaying25% = -1 Then
_SndVol tvsnd25&, 0.00
End If
If isPlaying26% = -1 Then
_SndVol tvsnd26&, 0.00
End If
End Sub
Sub bowels
Randomize Timer
bowel% = (Rnd * 9) + 1
If bowel% = 3 Or bowel% = 6 Then rmtriglk2d = 1
End Sub
Sub atariMan_sprite
volControl
changeChanAndTrax
Dim xm As Integer
synscframe& = synscframe& + 1
synscframe2& = synscframe2& + 1
frame& = frame& + 1
If frame& > 30 Then frame& = 1
If frame2& > 90 Then frame2& = 1
starTimer% = starTimer% + 1
If starTimer% > 60 Then starTimer% = 0
starFrame% = starFrame% + 1
If starFrame% > 300 Then starFrame% = 1
washFrame& = washFrame& + 1
If washFrame& > 90 Then washFrame& = 1
If ymove$ = "up" Then sy = sy - 0.3
If ymove$ = "down" Then sy = sy + 0.3
If ymove$ = "yoff" Then sy = sy - 0
'''''''''''''1st to 2nd floor '''''''''''''''''
If change$ = "cup" And floorNum% = 1 And Int(sx) = 328 Then ymove$ = "up": xmove$ = "stairup": floorNum% = 0
If change$ = "cup" And floorNum% = 0 And Int(sy) = 278 Then xmove$ = "left"
If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 280 Then xmove$ = "left"
If change$ = "cup" And floorNum% = 0 And ymove$ = "up" And Int(sy) = 230 Then
If rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk2c = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk3a = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "cup"
If rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "coff"
End If
If floorNum% = 0 And Int(sy) = 230 Then floorNum% = 2
If floorNum% = 1 And sx > 475 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
If cv = 0 Then cv = 1
Select Case cv
Case 1
change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 6000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
Case 2
change$ = "cup": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: bowels
Case 3
change$ = "cup": rmtriglk3a = 1: xmove$ = "left": rmtimer = 800: cookTrig = cookTrig + 1: bowels
Case 4
change$ = "cup": rmTrigOff = 1: xmove$ = "left": rmtimer = 4500: cookTrig = cookTrig + 1: bowels
Case 5
change$ = "coff": rmtriglk1b = 1: xmove$ = "left": rmtimer = 3000: bowels
End Select
End If
''''''''''''''2nd to 1st floor ''''''''''''''''
If change$ = "cdown" And floorNum% = 2 And Int(sx) = 255 Then ymove$ = "down": xmove$ = "right"
If change$ = "cdown" And floorNum% = 2 And Int(sy) = 231 Then floorNum% = 0
If change$ = "cdown" And floorNum% = 0 And Int(sx) = 328 Then xmove$ = "stairdw"
If change$ = "cdown" And floorNum% = 0 And Int(sy) = 330 Then
If rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 1: change$ = "coff"
If rmtriglk1b = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 1: change$ = "coff"
If rmtriglk2a = 1 Or rmtriglk2b = 1 Then ymove$ = "yoff": xmove$ = "washHand": floorNum% = 1: change$ = "coff"
If rmtriglk3a = 1 Or rmtriglk3b = 1 Or rmTrigOff = 1 Then ymove$ = "yoff": xmove$ = "sleep": floorNum% = 1: change$ = "coff"
End If
'bedtime
If ampm$ = " A.M." And h% = 12 Then sleepTrig% = 20
If ampm$ = " A.M." And wakeUp% = 0 And h% >= 1 And h% <= 5 Then sleepTrig% = 20
If ampm$ = " P.M." And wakeUp% = 0 And h% > 9 And h% <= 11 Then sleepTrig% = 20
If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
If floorNum% = 2 And sleepTrig% >= 20 And sx < 175 And rmtriglk2a = 1 Then
GoSub sleeep:
Else
GoSub awake:
End If
sleeep:
If sleepTrig% >= 20 Then rmtriglk2a = 1 Else rmtriglk2a = 0
'If rmtriglk2a = 1 And floorNum% = 2 And Int(sx) = 175 And rmtriglk2a = 1 Then sx = 150: sy = 280
If floorNum% = 2 And Int(sx) = 150 And rmtriglk2a = 1 Then
sleepTimer% = sleepTimer% + 1
sx = 150: sy = 242
xmove$ = "sleep"
End If
'''wake up'''
If _KeyDown(wKey) Or _KeyDown(WKeyCap) Then
sleepTrig% = 0
wakeUp% = 1
xmove$ = "right"
sx = 175: sy = 230
rmtriglk2a = 0
rmtriglk2b = 1
rmtimer = 1900
_SndStop sleeeep&
_PutImage (320, 240), atarilogo&
End If
If sleepTimer% = 0 Then _SndStop sleeeep&
awake:
If floorNum% = 2 And rmtriglk2a = 0 And sx < 175 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 1
change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 1800: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 2
change$ = "coff": rmtriglk2c = 1: xmove$ = "right": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 3
change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 4
change$ = "cdown": rmtriglk1b = 1: xmove$ = "right": rmtimer = 3500: cookTrig = cookTrig + 1: rmtriglk2e = 0
Case 5
change$ = "cup": rmtriglk3a = 1: xmove$ = "right": rmtimer = 800: cookTrig = cookTrig + 1: rmtriglk2e = 0
End Select
End If
If floorNum% = 2 And sx > 475 Then
Randomize Timer
cv = Int(Rnd * 5) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 1
change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
Case 2
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 3
change$ = "coff": xmove$ = "left": rmtimer = 500: cookTrig = cookTrig + 1
Case 4
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
Case 5
change$ = "coff": rmtriglk2c = 1: xmove$ = "left": rmtimer = 12000: num = 23: Randomize Timer: syntrx% = Int(myRandom(num)): stoptrx: cookTrig = cookTrig + 1
End Select
End If
''''''''''''''2nd to 3rd floor ''''''''''''''''
If change$ = "cup" And floorNum% = 2 And Int(sx) = 283 Then floorNum% = 4: ymove$ = "up": xmove$ = "stairup"
If change$ = "cup" And floorNum% = 4 And Int(sy) = 170 Then xmove$ = "right"
If change$ = "cup" And floorNum% = 4 And Int(sx) = 350 Then
ymove$ = "yoff": xmove$ = "left": floorNum% = 3: change$ = "coff": rmtriglk3a = 1: wakeUp% = 0
End If
''''''''''''''3rd to 2nd floor ''''''''''''''''
If change$ = "cdown" And floorNum% = 3 And Int(sx) = 350 Then ymove$ = "down": xmove$ = "left"
If change$ = "cdown" And floorNum% = 3 And Int(sy) = 125 Then floorNum% = 5
If change$ = "cdown" And floorNum% = 5 And Int(sx) = 275 Then xmove$ = "stairdw"
If floorNum% = 5 And Int(sy) = 230 Then
If rmtriglk2c = 1 Or rmtriglk2d = 1 Then ymove$ = "yoff": xmove$ = "right": floorNum% = 2: change$ = "coff"
If rmtriglk1b = 1 Or rmtriglk1a = 1 Then ymove$ = "yoff": xmove$ = "left": floorNum% = 2: change$ = "cdown"
End If
If floorNum% = 3 And sx > 425 Then
Randomize Timer
cv = Int(Rnd * 4) + 1
Select Case cv
Case 0
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 1
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 2
change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 3
change$ = "coff": rmtriglk3b = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
Case 4
change$ = "coff": rmtriglk3a = 1: xmove$ = "left": rmtimer = 1600: cookTrig = cookTrig + 1
End Select
End If
If floorNum% = 3 And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then
paper& = _LoadImage("sprite\am_paper.png", 32)
_ClearColor _RGB(0, 0, 0), paper&
_PutImage (sx + 25, sy + 20), paper&
End If
If floorNum% = 3 And xmove$ = "left" And Int(sx) > 400 And Int(sx) < 425 And papertrig = 1 Then papertrig = 0
Select Case xmove$
Case "left"
sx = sx - 0.4: move_lt
Case "right"
sx = sx + 0.4: move_rt
Case "xoff"
sx = sx - 0: move_not
Case "stairup"
sx = sx - 0: stairs_up
Case "stairdw"
sx = sx - 0: stairs_down
Case "eat"
sx = sx - 0: eat
Case "tvsit"
sx = sx - 0: tvsit
Case "sit_type_a"
sx = sx - 0: sit_type_a
Case "sit_type_b"
sx = sx - 0: sit_type_b
Case "fishTank"
sx = sx - 0: fishTank
Case "brushTeeth"
sx = sx - 0: brushTeeth
Case "synth"
sx = sx - 0: synthPlay
Case "sleep"
sx = sx - 0: sleeep
Case "cook"
sx = sx - 0: cooking
Case "foodRt"
sx = sx + 0.4: move_rt_food
Case "foodLt"
sx = sx - 0.4: move_lt_food
Case "wash"
sy = 325: sx = sx - 0: washDish
Case "washHand"
sx = sx - 0: washHand
Case "bathroom"
sx = sx - 0: bathroom
Case "moveNot"
sx = sx - 0: move_not
End Select
_ClearColor _RGB(0, 0, 0), atariMan&
_PutImage (sx, sy), atariMan&
End Sub
Sub move_rt
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
End Sub
Sub move_rt_food
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dish&
_PutImage (sx + 20, sy + 25), dish&
End Sub
Sub move_lt_food
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2a.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dishDone&
_PutImage (sx - 10, sy + 25), dishDone&
End Sub
Sub synthPlay
synthTraxView
_ClearColor (_RGB(255, 255, 255)), atariMan&
synFrame% = synFrame% + 1
If synFrame% > 1150 Then synFrame% = 0
Select Case synFrame%
Case 1
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 50
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 75
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 95
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 115
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 205
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 225
atariMan& = _LoadImage("sprite\am_sit_synth_a.png", 32)
Case 245
atariMan& = _LoadImage("sprite\am_sit_synth_ab.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_sit_synth_ac.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 335
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 360.
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 365
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 385
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 405
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 425
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_sit_synth_b.png", 32)
Case 530
atariMan& = _LoadImage("sprite\am_sit_synth_bb.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_sit_synth_bc.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 660
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 680
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 700
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 720
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 740
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 760
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 780
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 740
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 760
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 780
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 810
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 840
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 870
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 900
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 930
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 960
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 990
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 1020
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 1050
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
Case 1080
atariMan& = _LoadImage("sprite\am_sit_synth_c.png", 32)
Case 1100
atariMan& = _LoadImage("sprite\am_sit_synth_cb.png", 32)
Case 1130
atariMan& = _LoadImage("sprite\am_sit_synth_cc.png", 32)
End Select
Select Case syntrx%
Case 1
_SndLoop Buskerdroid_I_Want_You&
If mute% = 0 Then _SndVol Buskerdroid_I_Want_You&, volSet Else _SndVol Buskerdroid_I_Want_You&, 0.0
Case 2
_SndLoop Buskerdroid_Gameboy_Love&
If mute% = 0 Then _SndVol Buskerdroid_Gameboy_Love&, volSet Else _SndVol Buskerdroid_Gameboy_Love&, 0.0
Case 3
_SndLoop hostsngoblins&
If mute% = 0 Then _SndVol hostsngoblins&, volSet Else _SndVol hostsngoblins&, 0.0
Case 4
_SndLoop Buskerdroid_3Distortion&
If mute% = 0 Then _SndVol Buskerdroid_3Distortion&, volSet Else _SndVol Buskerdroid_3Distortion&, 0.0
Case 5
_SndLoop mrsaturn&
If mute% = 0 Then _SndVol mrsaturn&, volSet Else _SndVol mrsaturn&, 0.0
Case 6
_SndLoop SuperMarioBros3&
If mute% = 0 Then _SndVol SuperMarioBros3&, volSet Else _SndVol SuperMarioBros3&, 0.0
Case 7
_SndLoop drMario&
If mute% = 0 Then _SndVol drMario&, volSet Else _SndVol drMario&, 0.0
Case 8
_SndLoop decisivebattle&
If mute% = 0 Then _SndVol decisivebattle&, volSet Else _SndVol decisivebattle&, 0.0
Case 9
_SndLoop Earthbound&
If mute% = 0 Then _SndVol Earthbound&, volSet Else _SndVol Earthbound&, 0.0
Case 10
_SndLoop streetsofdesolation&
If mute% = 0 Then _SndVol streetsofdesolation&, volSet Else _SndVol streetsofdesolation&, 0.0
Case 11
_SndLoop Woooooaaaaagh&
If mute% = 0 Then _SndVol Woooooaaaaagh&, volSet Else _SndVol Woooooaaaaagh&, 0.0
Case 12
_SndLoop SuperMarioLand&
If mute% = 0 Then _SndVol SuperMarioLand&, volSet Else _SndVol SuperMarioLand&, 0.0
Case 13
_SndLoop marblemadnass&
If mute% = 0 Then _SndVol marblemadnass&, volSet Else _SndVol marblemadnass&, 0.0
Case 14
_SndLoop SuperMarioLandlevel1&
If mute% = 0 Then _SndVol SuperMarioLandlevel1&, volSet Else _SndVol SuperMarioLandlevel1&, 0.0
Case 15
_SndLoop thetrial&
If mute% = 0 Then _SndVol thetrial&, volSet Else _SndVol thetrial&, 0.0
Case 16
_SndLoop themoon&
If mute% = 0 Then _SndVol themoon&, volSet Else _SndVol themoon&, 0.0
Case 17
_SndLoop SuperMarioBros3bitgen&
If mute% = 0 Then _SndVol SuperMarioBros3bitgen&, volSet Else _SndVol SuperMarioBros3bitgen&, 0.0
Case 18
_SndLoop ChronoTrigger&
If mute% = 0 Then _SndVol ChronoTrigger&, volSet Else _SndVol ChronoTrigger&, 0.0
Case 19
_SndLoop Buskerdroid_Blast&
If mute% = 0 Then _SndVol Buskerdroid_Blast&, volSet Else _SndVol Buskerdroid_Blast&, 0.0
Case 20
_SndLoop redsoil&
If mute% = 0 Then _SndVol redsoil&, volSet Else _SndVol redsoil&, 0.0
Case 21
_SndLoop Buskerdroid_God_Bless_His_Mess&
If mute% = 0 Then _SndVol Buskerdroid_God_Bless_His_Mess&, volSet Else _SndVol Buskerdroid_God_Bless_His_Mess&, 0.0
Case 22
_SndLoop Halo&
If mute% = 0 Then _SndVol Halo&, volSet Else _SndVol Halo&, 0.0
Case 23
_SndLoop mutecity&
If mute% = 0 Then _SndVol mutecity&, volSet Else _SndVol mutecity&, 0.0
End Select
End Sub
Sub stoptrx
Dim trxplaing%
trxplaing% = _SndPlaying(mutecity&)
If trxplaing% = -1 Then _SndStop mutecity&
trxplaing% = _SndPlaying(redsoil&)
If trxplaing% = -1 Then _SndStop redsoil&
trxplaing% = _SndPlaying(hostsngoblins&)
If trxplaing% = -1 Then _SndStop hostsngoblins&
trxplaing% = _SndPlaying(Halo&)
If trxplaing% = -1 Then _SndStop Halo&
trxplaing% = _SndPlaying(mrsaturn&)
If trxplaing% = -1 Then _SndStop mrsaturn&
trxplaing% = _SndPlaying(SuperMarioBros3&)
If trxplaing% = -1 Then _SndStop SuperMarioBros3&
trxplaing% = _SndPlaying(SuperMarioBros3bitgen&)
If trxplaing% = -1 Then _SndStop SuperMarioBros3bitgen&
trxplaing% = _SndPlaying(drMario&)
If trxplaing% = -1 Then _SndStop drMario&
trxplaing% = _SndPlaying(decisivebattle&)
If trxplaing% = -1 Then _SndStop decisivebattle&
trxplaing% = _SndPlaying(Earthbound&)
If trxplaing% = -1 Then _SndStop Earthbound&
trxplaing% = _SndPlaying(streetsofdesolation&)
If trxplaing% = -1 Then _SndStop streetsofdesolation&
trxplaing% = _SndPlaying(Woooooaaaaagh&)
If trxplaing% = -1 Then _SndStop Woooooaaaaagh&
trxplaing% = _SndPlaying(SuperMarioLand&)
If trxplaing% = -1 Then _SndStop SuperMarioLand&
trxplaing% = _SndPlaying(marblemadnass&)
If trxplaing% = -1 Then _SndStop marblemadnass&
trxplaing% = _SndPlaying(SuperMarioLandlevel1&)
If trxplaing% = -1 Then _SndStop SuperMarioLandlevel1&
trxplaing% = _SndPlaying(thetrial&)
If trxplaing% = -1 Then _SndStop thetrial&
trxplaing% = _SndPlaying(themoon&)
If trxplaing% = -1 Then _SndStop themoon&
trxplaing% = _SndPlaying(hostsngoblins&)
If trxplaing% = -1 Then _SndStop hostsngoblins&
trxplaing% = _SndPlaying(ChronoTrigger&)
If trxplaing% = -1 Then _SndStop ChronoTrigger&
trxplaing% = _SndPlaying(Buskerdroid_Blast&)
If trxplaing% = -1 Then _SndStop Buskerdroid_Blast&
trxplaing% = _SndPlaying(Buskerdroid_Gameboy_Love&)
If trxplaing% = -1 Then _SndStop Buskerdroid_Gameboy_Love&
trxplaing% = _SndPlaying(Buskerdroid_God_Bless_His_Mess&)
If trxplaing% = -1 Then _SndStop Buskerdroid_God_Bless_His_Mess&
trxplaing% = _SndPlaying(Buskerdroid_3Distortion&)
If trxplaing% = -1 Then _SndStop Buskerdroid_3Distortion&
trxplaing% = _SndPlaying(Buskerdroid_I_Want_You&)
If trxplaing% = -1 Then _SndStop Buskerdroid_I_Want_You&
End Sub
Sub synthAction
If synscframe& > 125 Then synscframe& = 0
Select Case synscframe&
Case 1
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
Case 20
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 40
synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
Case 60
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 80
synth_scope& = _LoadImage("sprite\am_synth_scope_3_sm.png", 32)
Case 100
synth_scope& = _LoadImage("sprite\am_synth_scope_2_sm.png", 32)
Case 120
synth_scope& = _LoadImage("sprite\am_synth_scope_1_sm.png", 32)
End Select
If synscframe2& > 60 Then synscframe2& = 1
Select Case synscframe2&
Case 1
synth_action& = _LoadImage("sprite\am_synth_action_1.png", 32)
Case 20
synth_action& = _LoadImage("sprite\am_synth_action_2.png", 32)
Case 40
synth_action& = _LoadImage("sprite\am_synth_action_3.png", 32)
End Select
End Sub
Sub move_lt
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2a.png", 32)
End Select
End Sub
Sub sleeep
If sleepTimer% > 850 Then sleepTimer% = 1
Select Case sleepTimer%
Case 1
atariMan& = _LoadImage("background\sleep\am_sleep_1a.png", 32)
Case 75
atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
Case 400
atariMan& = _LoadImage("background\sleep\am_sleep_1b.png", 32)
Case 750
atariMan& = _LoadImage("background\sleep\am_sleep_1c.png", 32)
End Select
End Sub
Sub stairs_down
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_2.png", 32)
End Select
End Sub
Sub stairs_up
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_stair_up.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_stair_upa.png", 32)
End Select
End Sub
Sub fishTank
framesit3& = framesit3& + 1
If framesit3& > 1600 Then framesit3& = 1
Select Case framesit3&
Case 1
atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 425
atariMan& = _LoadImage("sprite\am_sit2_1.png", 32)
Case 1050
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1075
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
Case 1400
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1425
atariMan& = _LoadImage("sprite\am_sit2_1a.png", 32)
Case 1450
atariMan& = _LoadImage("sprite\am_sit2_1b.png", 32)
Case 1475
atariMan& = _LoadImage("sprite\am_sit2_1c.png", 32)
End Select
End Sub
Sub washDish
Select Case washFrame&
Case 1
atariMan& = _LoadImage("sprite\washDish1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\washDish1b.png", 32)
Case 30
atariMan& = _LoadImage("sprite\washDish1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\washDish2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\washDish2b.png", 32)
Case 75
atariMan& = _LoadImage("sprite\washDish2c.png", 32)
End Select
End Sub
Sub washHand
Select Case washFrame&
Case 1
atariMan& = _LoadImage("sprite\washDish1.png", 32)
Case 15
atariMan& = _LoadImage("sprite\washDish1b.png", 32)
Case 30
atariMan& = _LoadImage("sprite\washDish1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\washDish2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\washDish2b.png", 32)
Case 75
atariMan& = _LoadImage("sprite\washDish2c.png", 32)
End Select
End Sub
Sub eat
If framesitkit& > 200 Then framesitkit& = 1
Select Case framesitkit&
Case 1
atariMan& = _LoadImage("sprite\am_eat_a.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_eat_a2.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 125
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 145
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
Case 165
atariMan& = _LoadImage("sprite\am_eat_b2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_eat_b.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), dish&
_PutImage (sx + 5, sy + 35), dish&
End Sub
Sub tvflicker
tvframe& = tvframe& + 1
If tvframe& > 700 Then tvframe& = 1
If tvframe& > 0 And tvframe& < 100 Then
tv& = _LoadImage("background\LCP_tv_1.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 100 And tvframe& < 200 Then
tv& = _LoadImage("background\LCP_tv_2.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 200 And tvframe& < 300 Then
tv& = _LoadImage("background\LCP_tv_3.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 300 And tvframe& < 400 Then
tv& = _LoadImage("background\LCP_tv_4.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 400 And tvframe& < 500 Then
tv& = _LoadImage("background\LCP_tv_5.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 500 And tvframe& < 600 Then
tv& = _LoadImage("background\LCP_tv_6.png", 32)
_PutImage (162, 135), tv&
End If
End Sub
Sub tvchanview
Dim tvc$
tvc$ = Str$(tvc)
Color WHITE, BLACK
If fntComputer& > 0 Then _Font fntComputer&
If tvtrig% = 1 Then _PrintString (220, 80), "Atariman is watching channel:" + tvc$
End Sub
Sub synthTraxView
Dim traxName$
Select Case syntrx%
Case 1
traxName$ = Buskerdroid_I_Want_You$
Case 2
traxName$ = Buskerdroid_Gameboy_Love$
Case 3
traxName$ = hostsngoblins$
Case 4
traxName$ = Buskerdroid_3Distortion$
Case 5
traxName$ = mrsaturn$
Case 6
traxName$ = SuperMarioBros3$
Case 7
traxName$ = drMario$
Case 8
traxName$ = decisivebattl$
Case 9
traxName$ = Earthbound$
Case 10
traxName$ = streetsofdesolation$
Case 11
traxName$ = Woooooaaaaagh$
Case 12
traxName$ = SuperMarioLand$
Case 13
traxName$ = marblemadnass$
Case 14
traxName$ = SuperMarioLandlevel1$
Case 15
traxName$ = thetrial$
Case 16
traxName$ = themoon$
Case 17
traxName$ = SuperMarioBros3bitgen$
Case 18
traxName$ = ChronoTrigger$
Case 19
traxName$ = Buskerdroid_Blast$
Case 20
traxName$ = redsoil$
Case 21
traxName$ = Buskerdroid_God_Bless_His_Mess$
Case 22
traxName$ = Halo$
Case 23
traxName$ = mutecity$
End Select
Color WHITE, BLACK
If fntComputer& > 0 Then _Font fntComputer&
_PrintString (220, 80), "Atariman is working on the track:"
_PrintString (220, 90), traxName$
End Sub
Sub sittv
If framesittv& > 680 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 70
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 100
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 120
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 150
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 170
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 190
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 200
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 210
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 220
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 230
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 240
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 260
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 280
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 290
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 310
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 320
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 330
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 360
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 370
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 380
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 390
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 410
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 420
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 430
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 440
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 460
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 470
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 540
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 590
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 610
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 630
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 650
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 670
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
End Select
End Sub
Sub tvsit
volControl
If framesittv& > 680 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 10
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 20
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 40
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 70
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 90
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 100
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 110
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 120
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 130
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 140
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 150
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 160
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 170
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 180
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 190
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 200
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 210
atariMan& = _LoadImage("sprite\am_420_a2.png", 32)
Case 220
atariMan& = _LoadImage("sprite\am_420_a3.png", 32)
Case 230
atariMan& = _LoadImage("sprite\am_420_a4.png", 32)
Case 240
atariMan& = _LoadImage("sprite\am_420_a.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 260
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 270
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 280
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 290
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 310
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 320
atariMan& = _LoadImage("sprite\am_420_b2.png", 32)
Case 330
atariMan& = _LoadImage("sprite\am_420_b3.png", 32)
Case 340
atariMan& = _LoadImage("sprite\am_420_b4.png", 32)
Case 350
atariMan& = _LoadImage("sprite\am_420_b.png", 32)
Case 360
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 370
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 380
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 390
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 400
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 410
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 420
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 430
atariMan& = _LoadImage("sprite\am_420_c4.png", 32)
Case 440
atariMan& = _LoadImage("sprite\am_420_c.png", 32)
Case 450
atariMan& = _LoadImage("sprite\am_420_c2.png", 32)
Case 460
atariMan& = _LoadImage("sprite\am_420_c3.png", 32)
Case 470
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 480
atariMan& = _LoadImage("sprite\am_420_d3.png", 32)
Case 490
atariMan& = _LoadImage("sprite\am_420_d4.png", 32)
Case 500
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 510
atariMan& = _LoadImage("sprite\am_420_d.png", 32)
Case 520
atariMan& = _LoadImage("sprite\am_420_d2.png", 32)
Case 540
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 550
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 560
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 570
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 580
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 590
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 600
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 610
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 620
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
Case 630
atariMan& = _LoadImage("sprite\am_420_e2.png", 32)
Case 640
atariMan& = _LoadImage("sprite\am_420_e3.png", 32)
Case 650
atariMan& = _LoadImage("sprite\am_420_e4.png", 32)
Case 670
atariMan& = _LoadImage("sprite\am_420_e.png", 32)
End Select
End Sub
Sub sit_type_a
volControl
_SndLoop typew&
If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0
frame5& = frame5& + 1
If frame5& > 860 Then frame5& = 1: offHook% = 0
Select Case frame5&
Case 1
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 10
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 20
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 30
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 40
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 45
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 50
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 65
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 70
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 75
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 80
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 90
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 95
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 100
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 105
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 110
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 115
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 120
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 125
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 135
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 145
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 155
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 165
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 175
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 185
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 195
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 205
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 215
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 225
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 235
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 245
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 255
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 265
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 275
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 285
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 295
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 300
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 305
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 315
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 325
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 335
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 345
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 355
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 365
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 375
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 385
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 395
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 405
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 415
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 425
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 435
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 445
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 455
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 465
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 475
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 485
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 495
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 505
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 510
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 515
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 520
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 525
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 535
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 545
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 555
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 565
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 575
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 585
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 595
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 600
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 605
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 610
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 615
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 620
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 630
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 640
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 650
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 660
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 670
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 680
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 690
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 700
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 710
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 720
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 730
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 740
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 750
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 760
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 770
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 780
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 790
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 800
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 810
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 820
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 825
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 830
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 835
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 840
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 845
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 850
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
End Select
End Sub
Sub sit_type_b
volControl
_SndLoop typew&
If mute% = 0 Then _SndVol typew&, 0.5 Else _SndVol typew&, 0.0
frame5& = frame5& + 1
If frame5& > 800 Then frame5& = 1: offHook% = 0
Select Case frame5&
Case 1
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
offHook% = 1
Case 20
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 40
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 60
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 80
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 100
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 120
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 140
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 160
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 180
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 200
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 220
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 240
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 260
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 280
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 300
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 320
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 340
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 360
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
offHook% = 1
Case 380
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 400
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 420
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 440
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 460
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 480
atariMan& = _LoadImage("sprite\am_sit_phone_4.png", 32): sx = 385: sy = 100
Case 500
atariMan& = _LoadImage("sprite\am_sit_phone_4a.png", 32): sx = 385: sy = 100
Case 520
atariMan& = _LoadImage("sprite\am_sit_phone_4b.png", 32): sx = 385: sy = 100
Case 540
atariMan& = _LoadImage("sprite\am_sit_phone_4c.png", 32): sx = 385: sy = 100
Case 560
atariMan& = _LoadImage("sprite\am_sit_phone_4d.png", 32): sx = 385: sy = 100
Case 580
atariMan& = _LoadImage("sprite\am_sit_phone_4e.png", 32): sx = 385: sy = 100
Case 600
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 620
atariMan& = _LoadImage("sprite\am_sit_4a.png", 32): sx = 385: sy = 100
Case 640
atariMan& = _LoadImage("sprite\am_sit_4b.png", 32): sx = 385: sy = 100
Case 660
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
Case 680
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 700
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 720
atariMan& = _LoadImage("sprite\am_sit_4.png", 32): sx = 385: sy = 100
Case 740
atariMan& = _LoadImage("sprite\am_sit_4d.png", 32): sx = 385: sy = 100
Case 760
atariMan& = _LoadImage("sprite\am_sit_4e.png", 32): sx = 385: sy = 100
Case 780
atariMan& = _LoadImage("sprite\am_sit_4c.png", 32): sx = 385: sy = 100
End Select
End Sub
Sub brushTeeth
Select Case frame&
Case 1
atariMan& = _LoadImage("sprite\am_sink_1.png", 32): sy = 225
Case 15
atariMan& = _LoadImage("sprite\am_sink_1a.png", 32): sy = 225
End Select
End Sub
Sub cooking
If cookFrame& > 140 Then cookFrame& = 1
Select Case cookFrame&
Case 1
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 15
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 30
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 35
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 45
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 50
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 60
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 65
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 75
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 80
atariMan& = _LoadImage("sprite\am_cook_1c.png", 32)
Case 85
atariMan& = _LoadImage("sprite\am_cook_1a.png", 32)
Case 95
atariMan& = _LoadImage("sprite\am_cook_1b.png", 32)
End Select
_ClearColor (_RGB(0, 0, 0)), atariMan&
_PutImage (125, 330), atariMan&
End Sub
Sub move_not
atariMan& = _LoadImage("sprite\am_1a.png", 32)
End Sub
Sub bathroom
_ClearColor (_RGB(0, 0, 0)), atariMan&
atariMan& = _LoadImage("sprite\amBathroom.png", 32)
End Sub
Sub four_twenty
If framesittv& > 600 Then framesittv& = 1
Select Case framesittv&
Case 1
atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
Case 250
atariMan& = _LoadImage("sprite\am_sit_2a.png", 32)
Case 300
atariMan& = _LoadImage("sprite\am_sit_2.png", 32)
End Select
tvframe& = tvframe& + 1
If tvframe& > 700 Then tvframe& = 1
If tvframe& > 0 And tvframe& < 100 Then
tv& = _LoadImage("background\LCP_tv_1.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 100 And tvframe& < 200 Then
tv& = _LoadImage("background\LCP_tv_2.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 200 And tvframe& < 300 Then
tv& = _LoadImage("background\LCP_tv_3.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 300 And tvframe& < 400 Then
tv& = _LoadImage("background\LCP_tv_4.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 400 And tvframe& < 500 Then
tv& = _LoadImage("background\LCP_tv_5.png", 32)
_PutImage (162, 135), tv&
End If
If tvframe& > 500 And tvframe& < 600 Then
tv& = _LoadImage("background\LCP_tv_6.png", 32)
_PutImage (162, 135), tv&
End If
End Sub
Sub convert_to_12hr
Select Case h%
Case Is > 12
h% = h% - 12
ampm$ = " P.M."
Case 12
ampm$ = " P.M."
Case Is = 0
h% = h% + 12
ampm$ = " A.M."
Case Is > 0
ampm$ = " A.M."
End Select
End Sub
Sub weekday
Dim C As Integer
Dim S1 As Single
Dim S2 As Single
Dim S3 As Single
Dim WkDay As Integer
Dim day$
Dim Wday$
Dim M As Integer
Dim month$
Dim year$
Dim moon$
Dim D As Integer
Dim Y As Integer
month$ = Left$(Date$, 2): M = Val(month$)
day$ = Mid$(Date$, 4, 2): D = Val(day$)
day$ = Str$(D) ' eliminate any leading zeros
year$ = Right$(Date$, 4): Y = Val(year$)
If M < 3 Then M = M + 12: Y = Y - 1 'add 12 to Jan - Feb month, -1 year
C = Y \ 100: Y = Y Mod 100 'split century and year number
S1 = (C \ 4) - (2 * C) - 1 'century leap
S2 = (5 * Y) \ 4 '4 year leap
S3 = 26 * (M + 1) \ 10 'days in months
WkDay = (S1 + S2 + S3 + D) Mod 7 'weekday total remainder
If WkDay < 0 Then WkDay = WkDay + 7 'Adjust negative results to 0 to 6
Select Case M
Case 1: moon$ = "January"
Case 2: moon$ = "February"
Case 3: moon$ = "March"
Case 4: moon$ = "April"
Case 5: moon$ = "May"
Case 6: moon$ = "June"
Case 7: moon$ = "July"
Case 8: moon$ = "August"
Case 9: moon$ = "September"
Case 10: moon$ = "October"
Case 11: moon$ = "November"
Case 12: moon$ = "December"
End Select
Select Case WkDay
Case 0: Wday$ = "Sunday"
Case 1: Wday$ = "Monday"
Case 2: Wday$ = "Tuesday"
Case 3: Wday$ = "Wednesday"
Case 4: Wday$ = "Thursday"
Case 5: Wday$ = "Friday"
Case 6: Wday$ = "Saturday"
End Select
Color WHITE, _RGB(7, 36, 15)
If fntComputerSm& > 0 Then _Font fntComputer&
_PrintString (220, 420), "Today is " + Wday$ + ", " + moon$ + day$ + ", " + year$ + Space$(10)
_PrintString (295, 435), Right$("0" + LTrim$(Str$(h%)), 2) + Right$(tm$, 6) + ampm$
End Sub
Function myRandom (x As Single)
myRandom = (Rnd * x) + 1
End Function
Sub area_52
''' need to still do list '''
''' sleep ------------------------
''' aquarium --------------------
''' eat ---------------------------
''' optional '''
'' drink water
'' shower
''put in items from past games ----------------------
'' add hills to sandwich the sun and moon
End Sub