12-23-2025, 08:54 AM
(This post was last modified: 12-23-2025, 08:55 AM by Unseen Machine.)
A and D change lanes, W accelerates, Space Jumps and R restarts when youre dead...
It's a premise not a FINAL but I DID NOT write a single line...i just gave a prompt to Google, few tweaks and BOOM!
Unseen
Code: (Select All)
' SkyRoads 2025: Wide Lanes, Golden Path, Triangle Ship
$RESIZE:ON
SCREEN _NEWIMAGE(1024, 768, 32)
_TITLE "SKYROADS 2025: PRO WIDE"
DECLARE LIBRARY
SUB gluPerspective (BYVAL fovy AS DOUBLE, BYVAL aspect AS DOUBLE, BYVAL zNear AS DOUBLE, BYVAL zFar AS DOUBLE)
SUB gluLookAt (BYVAL eyex AS DOUBLE, BYVAL eyey AS DOUBLE, BYVAL eyez AS DOUBLE, BYVAL cx AS DOUBLE, BYVAL cy AS DOUBLE, BYVAL cz AS DOUBLE, BYVAL ux AS DOUBLE, BYVAL uy AS DOUBLE, BYVAL uz AS DOUBLE)
END DECLARE
' --- Core Constants ---
CONST MAX_DIST = 150, MIN_SPEED = 0.25, MAX_SPEED = 1.3
TYPE Tile: active AS INTEGER: x AS SINGLE: z AS SINGLE: END TYPE
DIM SHARED road(1 TO MAX_DIST, -2 TO 2) AS Tile
DIM SHARED px, py, pz, pvx, pvy, pSpeed, lives, state, on_ground
lives = 3: state = 0
GOSUB BuildLevel: GOSUB ResetPlayer
DO
_LIMIT 60
IF state = 0 THEN GOSUB UpdateLogic
CLS
IF state = 1 THEN
COLOR _RGB32(255, 50, 50): _PRINTSTRING (420, 350), "GAME OVER - PRESS R"
IF _KEYDOWN(114) OR _KEYDOWN(82) THEN lives = 3: state = 0: GOSUB BuildLevel: GOSUB ResetPlayer
END IF
GOSUB DrawUI
_DISPLAY
LOOP
UpdateLogic:
' 1. Forward Momentum & Min Speed
IF _KEYDOWN(119) OR _KEYDOWN(87) THEN pSpeed = pSpeed + 0.01 ELSE pSpeed = pSpeed - 0.004
IF pSpeed < MIN_SPEED THEN pSpeed = MIN_SPEED
IF pSpeed > MAX_SPEED THEN pSpeed = MAX_SPEED
' 2. Wide-Lane Steering
IF _KEYDOWN(97) OR _KEYDOWN(65) THEN pvx = -0.18
IF _KEYDOWN(100) OR _KEYDOWN(68) THEN pvx = 0.18
px = px + pvx: pvx = pvx * 0.8: pz = pz - pSpeed
' 3. Gravity & Conditional Jump (Ground Check)
IF _KEYDOWN(32) AND on_ground = 1 THEN pvy = 0.4: on_ground = 0
py = py + pvy: pvy = pvy - 0.018
' 4. Path-First Collision
iz = INT(ABS(pz) / 3) + 1: ix = INT(px / 2.5 + 0.5)
on_ground = 0
IF iz >= 1 AND iz <= MAX_DIST AND ix >= -2 AND ix <= 2 THEN
IF road(iz, ix).active AND py <= 0 AND py > -0.8 THEN
py = 0: pvy = 0: on_ground = 1
END IF
END IF
' 5. Death/Reset
IF py < -6 THEN lives = lives - 1: IF lives <= 0 THEN state = 1 ELSE GOSUB ResetPlayer
RETURN
BuildLevel:
RANDOMIZE TIMER
FOR z = 1 TO MAX_DIST: FOR x = -2 TO 2: road(z, x).active = 0: NEXT: NEXT
currLane = 0
FOR z = 1 TO MAX_DIST
' The "Walker" chooses a lane to guarantee a route
IF z MOD 5 = 0 THEN currLane = currLane + (INT(RND * 3) - 1)
IF currLane < -2 THEN currLane = -1 ELSE IF currLane > 2 THEN currLane = 1
road(z, currLane).active = 1
road(z, currLane).x = currLane * 2.5: road(z, currLane).z = -z * 3
' Fill start zone (Rows 1-8)
IF z <= 8 THEN FOR i = -2 TO 2: road(z, i).active = 1: road(z, i).x = i * 2.5: road(z, i).z = -z * 3: NEXT
NEXT: RETURN
ResetPlayer:
px = 0: py = 0: pz = 0: pSpeed = MIN_SPEED: pvy = 0: pvx = 0: on_ground = 1: RETURN
DrawUI:
COLOR _RGB32(255, 255, 255)
_PRINTSTRING (10, 10), "LIVES:" + STR$(lives)
_PRINTSTRING (10, 30), "SPEED:" + STR$(INT(pSpeed * 100))
IF on_ground THEN _PRINTSTRING (10, 50), "STATUS: GROUNDED" ELSE _PRINTSTRING (10, 50), "STATUS: AIRBORNE"
RETURN
SUB _GL
_GLCLEAR _GL_COLOR_BUFFER_BIT OR _GL_DEPTH_BUFFER_BIT
_GLMATRIXMODE _GL_PROJECTION: _GLLOADIDENTITY
gluPerspective 60, 1024 / 768, 0.1, 200
_GLMATRIXMODE _GL_MODELVIEW: _GLLOADIDENTITY
gluLookAt px, py + 3.5, pz + 8, px, py + 1, pz - 15, 0, 1, 0
' Render Wide Road
FOR z = 1 TO MAX_DIST: FOR x = -2 TO 2
IF road(z, x).active THEN
_GLCOLOR3F 0.1, 0.4, 0.8: DrawBox road(z, x).x, -0.2, road(z, x).z, 1.2, 0.1, 1.45
END IF
NEXT: NEXT
' Draw Triangle Ship (3D Pyramid)
_GLPUSHMATRIX: _GLTRANSLATEF px, py + 0.3, pz
_GLBEGIN _GL_TRIANGLES
_GLCOLOR3F 1, 0.8, 0 ' Nose
_GLVERTEX3F 0, 0.1, -1.0: _GLVERTEX3F -0.4, -0.2, 0.4: _GLVERTEX3F 0.4, -0.2, 0.4
_GLCOLOR3F 0.7, 0.5, 0 ' Side R
_GLVERTEX3F 0, 0.1, -1.0: _GLVERTEX3F 0.4, -0.2, 0.4: _GLVERTEX3F 0, -0.3, 0.4
_GLCOLOR3F 0.9, 0.6, 0 ' Side L
_GLVERTEX3F 0, 0.1, -1.0: _GLVERTEX3F -0.4, -0.2, 0.4: _GLVERTEX3F 0, -0.3, 0.4
_GLEND: _GLPOPMATRIX
END SUB
SUB DrawBox (x, y, z, sx, sy, sz)
_GLPUSHMATRIX: _GLTRANSLATEF x, y, z: _GLBEGIN _GL_QUADS
_GLVERTEX3F -sx, sy, sz: _GLVERTEX3F sx, sy, sz: _GLVERTEX3F sx, -sy, sz: _GLVERTEX3F -sx, -sy, sz
_GLVERTEX3F -sx, sy, -sz: _GLVERTEX3F sx, sy, -sz: _GLVERTEX3F sx, sy, sz: _GLVERTEX3F -sx, sy, sz
_GLEND: _GLPOPMATRIX
END SUB
It's a premise not a FINAL but I DID NOT write a single line...i just gave a prompt to Google, few tweaks and BOOM!
Unseen

