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old QB Defender game - anyone want to try to bring this up to speed?
#11
News

I have run it in DosBox  Qbasic

Well the sound can be heard!
There is no music.
The movement of scene is slow. 
Using the keyboard and no Joystick there are two errors: if you push hardly  the movement keys, you get on the screen garbage with multiple starship or part of starship moving with your "real starship. 
And if you shoot and destroy an alien, the explosion moves on the screen together the hero starship!
More... when you shoot the game becomes very slow!

It will fine to test a compiled version of this game!
Reply
#12
(04-01-2023, 12:24 AM)TerryRitchie Wrote: I'll take a look at it. Thanks for posting.
(03-29-2023, 10:08 PM)mnrvovrfc Wrote: It stopped being "QB-DEF-FN-DER".
(03-31-2023, 05:34 PM)TempodiBasic Wrote: running it in QB64pe after turnig  DEF FNRND into FUNCTION FNRND  I got a broken game that leaves so  many garbage on the screen.
Putting a _LIMIT 10 into main loop the result does not change.
(04-01-2023, 02:15 PM)TempodiBasic Wrote: It will fine to test a compiled version of this game!

Below is the latest version of the code which runs without blowing up.
The attached archive contains a couple of font files you will need.

It's hacked to accept keyboard input using _BUTTON. 

I added some code to prevent certain buttons (reverse direction, fire, smartbomb) from repeating if held down, but it wasn't working for the "Reverse" control (spacebar). It may need changing to use a different key?

I added some variables for additional controls, but not yet implemented.

Hey mnrvovrfc, I tried changing "common shared" to "dim shared" and the IDE started throwing strange errors.

The original download is from Tim Truman's old site backed up at archive.org

Finally here is some more detailed info on the original game:
Code: (Select All)
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' QB64 Defender v0.27.00
' Updated by madscijr Mar-Apr 2023, to sort of work with QB64 & QB64PE.
' There is still a lot of work to be done to get this fully working,
' and be more faithful to the original arcade game by Williams Electronics.
'
' The original version of this game is from Tim Truman's AOL site
' backed up at archive.org at:
' https://web.archive.org/web/20050324100845/http://members.aol.com/Timtruman/Qbasic/Games/qbdefend.htm
'
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' Name    : QBdefend.bas
' Author  : Tim Truman
' Type    : Freeware
' Date    : 4/28/95
' Revised : 1/31/97
'
' Copyright (c) 1997 Tim Truman
'
' CompuServe - 74734,2203
' AOL        - TimTruman
' NET        - TimTruman@AOL.COM
'
' Visit my FTP site at :
' ftp.aol.members/TimTruman
'
' This program may be freely distributed providing no changes are
' made to the source code or it's support files. This program
' may not be distributed compiled.
'
' Feel free to rip out any code you may find of use.
'
' Thanks for downloading my program. This is dedicated to
' those who said it could not be done!
' This was one of my earlist Qbasic programs so the code may be
' a little crude. The adlib routines for instance have been
' replaced in later programs with playback routines that are
' much smaller. If you have my FX program you know these playback
' routines have come a long way.
'
' But after all these years it's I think it's still a good looking
' program. Enjoy!
'
' Notes:
' For best results run this program under dos mode in WIN 95 and
' have a gamepad handy.
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' All about Defender:
'
' The Defender bible?
' Defender: The Last Word by Doug Mahugh (Jan 21, 2013)
' https://www.dougmahugh.com/defender/
'
' The ARCade ARChive: Defender ROMs, sounds, images, etc.:
' https://arcarc.xmission.com/Arcade%20by%20Title/Defender/
'
' The ARCade ARChive: Stargate ROMs, sounds, images, etc:
' https://arcarc.xmission.com/Arcade%20by%20Title/Stargate/
'
' Defender arcade machine manual:
' https://www.gamesdatabase.org/Media/SYSTEM/Arcade//Manual/formated/Defender_-_1980_-_Williams,_Inc..pdf
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

DefInt A-Z

'NONEXISTING SUBS WHICH WERE DECLARED BUT NOT PRESENT OR CALLED IN THE CODE:
'DECLARE SUB printme ()
'DECLARE SUB herosprite () ' draw and initalize main sprite
'DECLARE SUB printtime () ' debbugger tool
'DECLARE SUB createimplode (x, y)
'DECLARE SUB newgame ()

' BOOLEAN VALUES
Const FALSE = 0
Const TRUE = Not FALSE

' SETTINGS
Const cFPS = 30

' SOUND EFFECTS
Const cMutantExplodeSound = 0
Const cHeroFiringSound = 1
Const cCallForHelpSound = 2
Const cMutantConvertedSound = 3
Const cMutantFiringSound = 4
Const cBomerSound = 5
Const cSwarmerSound = 6
Const cColonistDiedSound = 7

Type sprite
    x As Integer ' virtual location
    y As Integer '
    oldx As Integer ' old location for erase
    oldy As Integer '
    px As Integer ' physical x
    py As Integer ' physical y
    cx As Integer ' counter
    cy As Integer '
    vx As Integer ' velocity
    vy As Integer '
    rx As Integer ' radar x
    ry As Integer '
    oldrx As Integer
    oldry As Integer
    dirx As Integer '
    diry As Integer
    h As Integer ' hight
    w As Integer ' width
    mem1 As Integer ' save something
    mem2 As Integer '
    eras As Integer ' erase
    health As Integer ' alive
    dir As Integer ' various, usually referenced for movement
    thrust As Integer ' for hero ship
    mode As Integer ' various
    toplay As Integer ' how many to play
    played As Integer ' how many have been played
End Type ' sprite

Type explode
    set As Integer
    x As Integer
    y As Integer
    size As Integer
    colour As Integer
    c1 As Integer
    c2 As Integer
End Type ' explode

' GLOBAL VARIABLES
Common Shared speed, keyspeed, delay
Common Shared minx, miny, maxx, maxy, topy, boty, qtrx, thrdx
Common Shared fieldw, fieldh, fieldx
Common Shared radarx, radary, radarsx, radarsy, radarw, radarh, radarwrapx
Common Shared pickup
Common Shared level, newlevel
Common Shared maxaliensinplay, aliensinplay
Common Shared hero As sprite, heroimage() As Integer
Common Shared grabber() As sprite, maxgrabbers, numgrabbers
Common Shared chaser As sprite
Common Shared mutant() As sprite
Common Shared bomer() As sprite, maxbomers, numbomers
Common Shared bomb As sprite
Common Shared blocker As sprite, maxblockers
Common Shared spinner As sprite, maxspinners
Common Shared spinette As sprite
Common Shared col() As sprite, maxcolonists
Common Shared herolaser() As sprite, maxherolasers
Common Shared alienshot As sprite
Common Shared alienbolt() As sprite, maxalienbolts
Common Shared tracker As sprite
Common Shared chunk() As sprite, maxchunks
Common Shared exp1 As explode

' FOR (EVENTUALLY) CONFIGURABLE KEYBOARD MAPPING:
Common Shared INPUT_MOVE_UP%
Common Shared INPUT_MOVE_DOWN%
Common Shared INPUT_MOVE_LEFT%
Common Shared INPUT_MOVE_RIGHT%
Common Shared INPUT_UP%
Common Shared INPUT_DOWN%
Common Shared INPUT_THRUST%
Common Shared INPUT_REVERSE%
Common Shared INPUT_FIRE%
Common Shared INPUT_SMARTBOMB%
Common Shared INPUT_HYPERSPACE%
Common Shared INPUT_INVISIO%
Common Shared INPUT_FASTER%
Common Shared INPUT_SLOWER%
Common Shared INPUT_SKIP_LEVEL%
Common Shared INPUT_QUIT%

' FOR NON-REPEATABLE KEYS:
Common Shared bReverse%: bReverse% = FALSE
Common Shared bFire%: bFire% = FALSE
Common Shared bSmartBomb%: bSmartBomb% = FALSE
Common Shared bHyperspace%: bHyperspace% = FALSE
Common Shared bFaster%: bFaster% = FALSE
Common Shared bSlower%: bSlower% = FALSE

' FOR KICKING US OUT OF THE GAME LOOP WHEN THE PLAYER QUITS
Common Shared bIsPlaying%: bIsPlaying% = FALSE

' SET VARIABLES TO MAXIMUM ARRAY SIZES
maxaliensinplay = 10 ' most on playfield
maxherolasers = 3 '
maxalienbolts = 1
maxcolonists = 10
maxgrabbers = 15
maxbomers = 2
maxchunks = 20

' OTHER SETTINGS
speed = 1
keyspeed = 8
delay = 0

' MAP KEYBOARD
' up, down, thrust, reverse, fire, smart bomb, quit
' A   Z     K       {space}  M     N           {esc}
INPUT_MOVE_UP% = KeyCode_Up%
INPUT_MOVE_DOWN% = KeyCode_Left%
INPUT_MOVE_LEFT% = KeyCode_Down%
INPUT_MOVE_RIGHT% = KeyCode_Right%
INPUT_UP% = KeyCode_A%
INPUT_DOWN% = KeyCode_Z%
INPUT_THRUST% = KeyCode_K%
INPUT_REVERSE% = KeyCode_Spacebar%
INPUT_FIRE% = KeyCode_M%
INPUT_SMARTBOMB% = KeyCode_N%
INPUT_HYPERSPACE% = KeyCode_L%
INPUT_INVISIO% = KeyCode_Semicolon%
INPUT_FASTER% = KeyCode_Equal%
INPUT_SLOWER% = KeyCode_Minus%
INPUT_SKIP_LEVEL% = KeyCode_F1%
INPUT_QUIT% = KeyCode_Escape%

' MORE VARIABLES
Dim herolaser(maxherolasers) As sprite
Dim alienbolt(maxalienbolts) As sprite
Dim col(maxcolonists) As sprite
Dim grabber(maxgrabbers) As sprite
Dim mutant(maxcolonists) As sprite
Dim bomer(maxbomers) As sprite
Dim chunk(maxchunks) As sprite

' LOCAL VARIABLES
Dim in$

' MAIN OUTER LOOP
Do
    Cls
   
    ' MENU INPUT LOOP
    Do
        Print "1. Start Game"
        Print "2. Game Rules"
        Print "3. Controls"
        Print "4. Test keyboard"
        Print "5. Quit"
        Input "Selection"; in$
        in$ = Left$(_Trim$(in$), 1)
        If InStr(",1,2,3,4,5,", "," + in$ + ",") > 0 Then
            Exit Do
        Else
            Print
            Print "*** Please select 1, 2, 3, 4 or 5. ***"
            Print
        End If
    Loop ' MENU INPUT LOOP
   
    If in$ = "1" Then
        ' PLAY GAME
       
        Randomize Timer
       
        ' THIS STUFF CAN PROBABLY GO:
        Out &H60, &HF3 ' fast typematic rate with min delay
        Sleep (1) ' let hardware settle
        Out &H60, 0
       
        'GameControls

        a = timepassed(20, 0) ' set up counters
        setfxmode ' set screen mode and variables

        p3x5numfnt -999, 0, 0, 0 ' load fonts
        p5x7ascfnt -999, 0, "", 0

        createhero
       
        bIsPlaying% = TRUE
       
        ' MAIN GAME LOOP
        Do
            levels
            endgame
            starfield
            processgpi
            collision
            movesprites
            creategrabber
            createbomer
            createchaser
            createspinner
            createtracker
            'For i = 1 To delay: Next
           
            If bIsPlaying% = FALSE Then
                Screen 0
                Exit Do
            End If
           
            _Limit cFPS
        Loop ' MAIN GAME LOOP
        _KeyClear: '_Delay 1 ' CLEAR KEYBOARD BUFFER
       
    ElseIf in$ = "2" Then
        ' DISPLAY GAME RULES
        GameRules
       
    ElseIf in$ = "3" Then
        ' DISPLAY CONTROLS
        GameControls
       
    ElseIf in$ = "4" Then
        ' TEST KEYBOARD
        KeyboardTest2
       
    Else
        ' QUIT PROGRAM
        Exit Do
    End If

Loop ' MAIN OUTER LOOP

' EXIT
Screen 0
Print "Press any key to exit"
Sleep
System

' /////////////////////////////////////////////////////////////////////////////
' TEST ROUTINE

Sub DumpTextColors
    Dim MyString$
    Dim iLoop%
    Dim NextChar$
    Dim NextColor%
   
    Screen 0
   
    MyString$ = "0123456789ABCDEF"
   
    Cls
    For iLoop% = 1 To Len(MyString$)
        NextChar$ = Mid$(MyString$, iLoop%, 1)
       
        NextColor% = (iLoop% - 1) Mod 15 ' avoid color 16 (black) and any colors >16 (blinking, etc.)
       
        ' SHOW BLACK ON DIFFERENT COLOR BACKGROUND
        If NextColor% <> cBlack% Then
            Color NextColor%, cBlack%
        Else
            Color NextColor%, cLtGray%
        End If
       
        Print NextChar$;
       
        Color cLtGray%, cBlack%
        Print " " + Right$("00" + _Trim$(Str$(NextColor%)), 2)
    Next iLoop%
    Print
    Color cLtGray%, cBlack%
   
    'Print "PRESS ANY KEY TO EXIT"
    'Sleep
End Sub 'DumpTextColors

' /////////////////////////////////////////////////////////////////////////////
' KEYBOARD INPUT TEST

Sub KeyboardTest2
    Const cLeft = 0
    Const cRight = 1
    Dim pX%: pX% = 10
    Dim pY%: pY% = 15
    Dim oX%: oX% = 0
    Dim oY%: oY% = 0
    Dim yMin%: yMin% = 14
    Dim yMax%: yMax% = 25
    Dim xMin%: xMin% = 1
    Dim xMax%: xMax% = 79
    Dim pDir%: pDir% = cRight
    Dim oDir%: oDir% = pDir%
    Dim MyString$
    Dim note%
    Dim bReverse%: bReverse% = FALSE
    Dim bFire%: bFire% = FALSE
    Dim bSmartBomb%: bSmartBomb% = FALSE
    Dim bRedraw%: bRedraw% = TRUE
   
    Cls
    Locate 1, 1
    Color cCyan%, cBlack%
    Print "------------------------------------------------------------------------------"
    Color cYellow%, cBlack%: Print "DEFENDER KEYBOARD INPUT TEST:"
    Color cWhite%, cBlue%: Print "A";: Color cPeriwinkle%, cBlack%: Print ".........up"
    Color cWhite%, cRed%: Print "Z";: Color cPeriwinkle%, cBlack%: Print ".........down"
    Color cWhite%, cBlue%: Print "K";: Color cPeriwinkle%, cBlack%: Print ".........thrust"
    Color cWhite%, cRed%: Print "{space}";: Color cPeriwinkle%, cBlack%: Print "...reverse direction"
    Color cWhite%, cBlue%: Print "M.";: Color cPeriwinkle%, cBlack%: Print "........fire"
    Color cWhite%, cRed%: Print "N";: Color cPeriwinkle%, cBlack%: Print ".........smart bomb"
    Color cWhite%, cBlue%: Print "{escape}";: Color cPeriwinkle%, cBlack%: Print "..quit"
    Print
    Color cWhite%, cBlack%
    Print "oX%=?? oY%=?? MyString$=?" ' line=11
    Print "pX%=?? pY%=??     pDir%=?" ' line=12
    '      1234567890123456789012345678901234567890123456789012345678901234567890123456789
    '               1111111111222222222233333333334444444444555555555566666666667777777777
    Color cCyan%, cBlack%
    Print "------------------------------------------------------------------------------"
   
    Do
        ' GET DIRECTION
        If pDir% = cRight Then
            MyString$ = ">"
        ElseIf pDir% = cLeft Then
            MyString$ = "<"
        Else
            MyString$ = "?"
        End If
       
        ' SHOW VALUES
        Locate 11, 5: Color cLtBlue%, cBlack%:
        Print Right$("  " + _Trim$(Str$(oX%)), 2);
        Locate 11, 12: Color cLtBlue%, cBlack%:
        Print Right$("  " + _Trim$(Str$(oY%)), 2);
        Locate 11, 25: Color cLtBlue%, cBlack%:
        Print MyString$;
        Locate 12, 5: Color cLtRed%, cBlack%:
        Print Right$("  " + _Trim$(Str$(pX%)), 2);
        Locate 12, 12: Color cLtRed%, cBlack%:
        Print Right$("  " + _Trim$(Str$(pY%)), 2);
        Locate 12, 25: Color cLtRed%, cBlack%:
        Print IIFSTR$(pDir% = cRight, "cRight", IIFSTR$(pDir% = cLeft, "cLeft", "?")) + "      ";
       
        ' DRAW PLAYER
        If bRedraw% Then
            If oY% > 0 And oX% > 0 Then
                Locate oY%, oX%
                Color cLtBlue%, cBlack%: Print " ";
            End If
            Locate pY%, pX%
            Color cLtBlue%, cBlack%: Print MyString$;
            oX% = pX%
            oY% = pY%
            bRedraw% = FALSE
        End If
       
        ' GET INPUT
        While _DeviceInput(1): Wend ' clear and update the keyboard buffer
       
        ' UP/DOWN
        If _Button(INPUT_UP%) Then
            pY% = pY% - 1: If pY% < yMin% Then pY% = yMin%
            iLastKey% = INPUT_UP%
            If (pY% <> oY%) Then bRedraw% = TRUE
        ElseIf _Button(INPUT_DOWN%) Then
            pY% = pY% + 1: If pY% > yMax% Then pY% = yMax%
            iLastKey% = INPUT_DOWN%
            If (pY% <> oY%) Then bRedraw% = TRUE
        End If
       
        ' THRUST
        If _Button(INPUT_THRUST%) Then
            If pDir% = cRight Then
                pX% = pX% + 1: If pX% > xMax% Then pX% = xMin%
                If (pX% <> oX%) Then bRedraw% = TRUE
            ElseIf pDir% = cLeft Then
                pX% = pX% - 1: If pX% < xMin% Then pX% = xMax%
                If (pX% <> oX%) Then bRedraw% = TRUE
            End If
            iLastKey% = INPUT_THRUST%
        End If
       
        ' REVERSE
        If _Button(INPUT_REVERSE%) Then
            If bReverse% = FALSE Then
                If pDir% = cRight Then
                    pDir% = cLeft: bRedraw% = TRUE
                Else
                    pDir% = cRight: bRedraw% = TRUE
                End If
                bReverse% = TRUE
            End If
        Else
            bReverse% = FALSE
        End If
       
        If _Button(INPUT_FIRE%) Then
            If bFire% = FALSE Then
                'note% = iPlayer * 100 + (iButton * 25)
                note% = 3 * 100 + (2 * 25)
                If note% > 4186 Then note% = 4186
                Sound note%, .75
                bFire% = TRUE
            End If
        Else
            bFire% = FALSE
        End If
       
        If _Button(INPUT_SMARTBOMB%) Then
            If bSmartBomb% = FALSE% Then
                'note% = iPlayer * 100 + (iButton * 25)
                note% = 2 * 100 + (3 * 25)
                If note% > 4186 Then note% = 4186
                Sound note%, .75
                bSmartBomb% = TRUE
            End If
        Else
            bSmartBomb% = FALSE
        End If
       
        ' ALWAYS READY TO QUIT
        If _Button(INPUT_QUIT%) Then
            Exit Do
        End If
       
        ' SET GAME SPEED IN FPS
        _Limit cFPS
    Loop 'UNTIL _KEYHIT = 27 ' ESCAPE to quit
   
    'Locate 24, 1
    _KeyClear: '_Delay 1 ' CLEAR KEYBOARD BUFFER
End Sub ' KeyboardTest2

' /////////////////////////////////////////////////////////////////////////////
' plays the sounds
' UNDER CONSTRUCTION

Sub PlaySound (num)
    Select Case (num)
        Case cMutantExplodeSound: ' mutant exploding
            ' (TBD)
        Case cHeroFiringSound: ' hero firing
            ' (TBD)
        Case cCallForHelpSound: ' colonist pick up warning
            ' (TBD)
        Case cMutantConvertedSound: ' mutant converted
            ' (TBD)
        Case cMutantFiringSound: ' mutant firing
            ' (TBD)
        Case cBomerSound: ' bomer noise
            ' (TBD)
        Case cSwarmerSound: ' create chunks
            ' (TBD)
    End Select
End Sub ' PlaySound

' /////////////////////////////////////////////////////////////////////////////
' detect collisions

Sub collision
    Shared collidex, collidey ' for chunks
    Shared pickup
    Static top(), left(), bottom(), right(), didthis

    If didthis = 0 Then
        Dim top(1)
        Dim left(1)
        Dim bottom(1)
        Dim right(1)
        didthis = 1
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against grabbers. ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxgrabbers
        If Not (grabber(a).x < 0) Or (grabber(a).x > maxx) Then
            'IF (grabber(a).y > hero.y + hero.h) THEN EXIT FOR
            'IF (grabber(a).y + grabber(a).h < hero.y) THEN EXIT FOR
            If (grabber(a).health > 0) And (hero.health > 0) Then
                top(0) = hero.y
                left(0) = hero.x
                bottom(0) = hero.y + hero.h
                right(0) = hero.x + hero.w

                top(1) = grabber(a).y
                left(1) = grabber(a).x
                bottom(1) = grabber(a).y + grabber(a).h
                right(1) = grabber(a).x + grabber(a).w

                If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                    ' (DO NOTHING)
                Else
                    grabber(a).health = grabber(a).health - 1
                    hero.health = hero.health - 1
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against mutants. ³³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxcolonists
        If Not (mutant(a).x < 0) Or (mutant(a).x > maxx) Then
            'IF (mutant(a).y > hero.y + hero.h) THEN EXIT FOR
            'IF (mutant(a).y + mutant(a).h < hero.y) THEN EXIT FOR
            If mutant(a).health Then 'AND hero.health THEN
                top(0) = hero.y
                left(0) = hero.x
                bottom(0) = hero.y + hero.h
                right(0) = hero.x + hero.w

                top(1) = mutant(a).y
                left(1) = mutant(a).x
                bottom(1) = mutant(a).y + mutant(a).h
                right(1) = mutant(a).x + mutant(a).w

                If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                    ' (DO NOTHING)
                Else
                    mutant(a).health = mutant(a).health - 1
                    hero.health = hero.health - 1
                    createchunks hero.x, hero.y
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against alienshots. ³³³³³³³³³³³³³³³³³³³

    If alienshot.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = alienshot.y
        left(1) = alienshot.x
        bottom(1) = alienshot.y + alienshot.h
        right(1) = alienshot.x + alienshot.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            alienshot.health = 0
            If hero.mode = 1 Then ' holding coloinist
                col(hero.mem1).health = 0 ' colonist takes shot
                pickup = 0 ' another may be picked up
                hero.mode = 0
            Else
                hero.health = hero.health - 1
            End If
            createchunks hero.x, hero.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against spinettes. ³³³³³³³³³³³³³³³³³³³³

    If spinette.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = spinette.y
        left(1) = spinette.x
        bottom(1) = spinette.y + spinette.h
        right(1) = spinette.x + spinette.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            spinette.health = 0
            If hero.mode = 1 Then ' holding coloinist
                col(hero.mem1).health = 0 ' colonist takes shot
                pickup = 0 ' another may be picked up
                hero.mode = 0
            Else
                hero.health = hero.health - 1
            End If
            createchunks hero.x, hero.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against colonists. ³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxcolonists
        If col(a).health And col(a).mode = 1 And col(a).dir = 0 Then
            If (col(a).y > hero.y + hero.h) Then Exit For
            If (col(a).y + col(a).h < hero.y) Then Exit For

            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = col(a).y
            left(1) = col(a).x
            bottom(1) = col(a).y + col(a).h
            right(1) = col(a).x + col(a).w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                col(a).mode = 2
                hero.mode = 1
                hero.mem1 = a
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against grabbers. ³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if laser is dead
            If herolaser(a).dir = 1 Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            ElseIf herolaser(a).dir = 0 Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            For b = 0 To maxgrabbers
                If (grabber(b).x > minx) Or (grabber(b).x < maxx) Then
                    If grabber(b).health Then ' don't bother if grabber is dead
                        top(1) = grabber(b).y
                        left(1) = grabber(b).x
                        bottom(1) = grabber(b).y + grabber(b).h
                        right(1) = grabber(b).x + grabber(b).w

                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                            ' (DO NOTHING)
                        Else
                            grabber(b).health = grabber(b).health - 1
                            herolaser(a).health = FALSE
                            If grabber(b).health = 0 Then
                                PlaySound cMutantExplodeSound
                                'PlaySound cSwarmerSound
                                If exp1.set = 0 Then
                                    exp1.set = 1
                                    exp1.x = herolaser(a).x
                                    exp1.y = herolaser(a).y
                                    exp1.size = 15
                                    exp1.colour = 2
                                End If
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against mutants ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then
            top(0) = herolaser(a).y
            left(0) = herolaser(a).x
            bottom(0) = herolaser(a).y
            right(0) = herolaser(a).x

            For b = 0 To maxcolonists
                If mutant(b).health Then ' don't bother if mutant is dead
                    top(1) = mutant(b).y
                    left(1) = mutant(b).x
                    bottom(1) = mutant(b).y + mutant(b).h
                    right(1) = mutant(b).x + mutant(b).w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        mutant(b).health = mutant(b).health - 1
                        herolaser(a).health = FALSE
                       
                        PlaySound cMutantExplodeSound
                       
                        If mutant(b).health = 0 Then
                            createchunks herolaser(a).x, herolaser(a).y
                           
                            PlaySound cMutantExplodeSound
                           
                            If exp1.set = 0 Then
                                exp1.set = 1
                                exp1.x = herolaser(a).x
                                exp1.y = herolaser(a).y
                                exp1.size = 15
                                exp1.colour = 4
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against bomers. ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then
            If herolaser(a).dir Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            Else
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            For b = 0 To maxbomers
                If (bomer(b).x > minx) And (bomer(b).x < maxx) Then
                    If bomer(b).health Then
                        top(1) = bomer(b).y
                        left(1) = bomer(b).x
                        bottom(1) = bomer(b).y + bomer(b).h
                        right(1) = bomer(b).x + bomer(b).w

                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                            ' (DO NOTHING)
                        Else
                            bomer(b).health = bomer(b).health - 1
                            herolaser(a).health = FALSE
                           
                            PlaySound cMutantExplodeSound
                           
                            If bomer(b).health = 0 Then
                                createchunks herolaser(a).x, herolaser(a).y
                                PlaySound cMutantExplodeSound
                                'PlaySound cSwarmerSound
                               
                                If exp1.set = 0 Then
                                    exp1.set = 1
                                    exp1.x = herolaser(a).x
                                    exp1.y = herolaser(a).y
                                    exp1.size = 15
                                    exp1.colour = 3
                                End If
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against blockers. ³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if missle is dead
            If herolaser(a).dir Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            Else
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            If (blocker.x > minx) And (blocker.x < maxx) Then
                If blocker.health Then ' don't bother if mutant is dead
                    top(1) = blocker.y
                    left(1) = blocker.x
                    bottom(1) = blocker.y + blocker.h
                    right(1) = blocker.x + blocker.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        blocker.health = blocker.health - 1
                        createchunks herolaser(a).x, herolaser(a).y
                        blocker.vy = 0
                        If blocker.health = 0 Then
                            hero.vx = hero.mem2 ' restore hero x velocity
                            PlaySound cMutantExplodeSound
                        End If
                    End If
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against spinners ³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if laser is dead
            top(0) = herolaser(a).y
            left(0) = herolaser(a).x
            bottom(0) = herolaser(a).y
            right(0) = herolaser(a).x

            If (spinner.x > minx) And (spinner.x < maxx) Then
                If spinner.health Then ' don't bother if mutant is dead
                    top(1) = spinner.y - spinner.w
                    left(1) = spinner.x - spinner.w
                    bottom(1) = spinner.y + spinner.w
                    right(1) = spinner.x + spinner.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        spinner.health = spinner.health - 1
                        createchunks herolaser(a).x, herolaser(a).y
                        herolaser(a).health = 0
                        If spinner.health = 0 Then
                            PlaySound cMutantExplodeSound
                            'PlaySound cSwarmerSound
                           
                            If exp1.set = 0 Then
                                exp1.set = 1
                                exp1.x = herolaser(a).x
                                exp1.y = herolaser(a).y
                                exp1.size = 15
                                exp1.colour = 9
                            End If
                        End If
                    End If
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against blockers. ³³³³³³³³³³³³³³³³³³³³³

    If blocker.health Then
        If (blocker.x > minx) And (blocker.x < maxx) Then
            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = blocker.y
            left(1) = blocker.x
            bottom(1) = blocker.y + blocker.h
            right(1) = blocker.x + blocker.w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                If blocker.mem1 = hero.dir Then hero.vx = 0
                hero.y = blocker.y
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against chasers. ³³³³³³³³³³³³³³³³³³³³³³

    If chaser.health Then
        If (chaser.x > minx) And (chaser.x < maxx) Then
            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = chaser.y
            left(1) = chaser.x
            bottom(1) = chaser.y + chaser.h
            right(1) = chaser.x + chaser.w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                'hero.health = hero.health - 1
                chaser.health = 0
                PlaySound cMutantExplodeSound
                createchunks chaser.x, chaser.y
                createchunks chaser.x, chaser.y
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against chasers. ³³³³³³³³³³³³³³³³³³³³

    If chaser.health Then
        If (chaser.x > minx) And (chaser.x < maxx) Then
            If Not (chaser.y > hero.y + hero.h) And Not (chaser.y < hero.y) Then
                For a = 0 To maxherolasers
                    top(0) = herolaser(a).y
                    left(0) = herolaser(a).x
                    bottom(0) = herolaser(a).y
                    right(0) = herolaser(a).x

                    top(1) = chaser.y
                    left(1) = chaser.x
                    bottom(1) = chaser.y + chaser.h
                    right(1) = chaser.x + chaser.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        chaser.health = 0
                        createchunks chaser.x, chaser.y
                       
                        'PlaySound cMutantExplodeSound
                        PlaySound cSwarmerSound
                       
                        If exp1.set = 0 Then
                            exp1.set = 1
                            exp1.x = herolaser(a).x
                            exp1.y = herolaser(a).y
                            exp1.size = 15
                            exp1.colour = 15
                        End If
                    End If
                Next a
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against alienbombs. ³³³³³³³³³³³³³³³³³³³

    If bomb.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = bomb.y
        left(1) = bomb.x
        bottom(1) = bomb.y + bomb.h
        right(1) = bomb.x + bomb.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            bomb.health = 0
            hero.health = hero.health - 1
            createchunks bomb.x, bomb.y
            createchunks bomb.x, bomb.y
            createchunks bomb.x, bomb.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against colonists. ³³³³³³³³³³³³³³³³³³
    'For a = 0 To maxherolasers
    '    If col(a).y < maxy - col(a).h Then
    '        If (col(a).x > minx) And (col(a).x < maxx) Then
    '            If herolaser(a).health Then
    '                If herolaser(a).dir Then
    '                    top(0) = herolaser(a).y
    '                    left(0) = herolaser(a).x
    '                    bottom(0) = herolaser(a).y
    '                    right(0) = herolaser(a).x
    '                Else
    '                    top(0) = herolaser(a).y
    '                    left(0) = herolaser(a).x
    '                    bottom(0) = herolaser(a).y
    '                    right(0) = herolaser(a).x
    '                End If
    '
    '                For b = 0 To maxcolonists
    '                    If col(b).health Then
    '                        top(1) = col(b).y
    '                        left(1) = col(b).x
    '                        bottom(1) = col(b).y + col(b).h
    '                        right(1) = col(b).x + col(b).w
    '                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
    '                            ' (DO NOTHING)
    '                        Else
    '                            grabber(col(b).mem1).mode = 0
    '                            col(b).mem1 = 0 ' clear memory
    '                            col(b).mode = 0
    '                            col(b).health = 0
    '                            pickup = 0 ' set for another
    '                            herolaser(a).health = FALSE
    '                            createchunks herolaser(a).x, herolaser(a).y
    '                            PlaySound cColonistDiedSound
    '                        End If
    '                    End If
    '                Next b
    '            End If
    '        End If
    '    End If
    'Next a
End Sub ' collision

' /////////////////////////////////////////////////////////////////////////////

Sub createalienbolt (x, y)
    For a = 0 To maxalienbolts
        If alienbolt(a).health = 0 And alienbolt(a).eras = 0 Then ' empty spot
            If timepassed(2, .6) = 0 Then Exit Sub
            alienbolt(a).x = x + 5
            alienbolt(a).y = y + 5
            alienbolt(a).mem1 = x
            alienbolt(a).mem2 = y
            alienbolt(a).oldx = alienbolt(a).x
            alienbolt(a).oldy = alienbolt(a).y
            alienbolt(a).vx = hero.x
            alienbolt(a).vy = hero.y
            alienbolt(a).h = 1
            alienbolt(a).w = 1
            alienbolt(a).eras = 0
            alienbolt(a).health = 20
            alienbolt(a).thrust = 0
            Exit For
        End If
    Next a
End Sub ' createalienbolt

' /////////////////////////////////////////////////////////////////////////////
' Finds an empty spot in the alienshot array and initalize it
' with a shot. Figures aim based on location of our hero.
' x = physical x location to shoot from
' y = physical y location to shot from

Sub createalienshot (x, y)
    If alienshot.health = 0 And alienshot.eras = 0 Then
        PlaySound cMutantFiringSound
       
        alienshot.health = maxx
       
        'x = x + RandomNum(-5)
        'y = y + RandomNum(-5)
       
        If x > hero.x Then alienshot.dirx = 0
        If x < hero.x Then alienshot.dirx = 1
        If y > hero.y Then alienshot.diry = 0
        If y < hero.y Then alienshot.diry = 1

        'IF hero.x < x THEN
        '    alienshot.dir = 1
        'END IF

        'IF hero.x > x THEN
        '    alienshot.dir = 0
        'END IF

        alienshot.vx = 6
        alienshot.vy = 6
        alienshot.x = x
        alienshot.y = y
        alienshot.oldx = alienshot.x
        alienshot.oldy = alienshot.y
        alienshot.mem2 = 0
        alienshot.h = 2
        alienshot.w = 2
        alienshot.eras = 0
        alienshot.thrust = 0
    End If
End Sub ' createalienshot

' /////////////////////////////////////////////////////////////////////////////

Sub createblocker
    If blocker.health = 0 And blocker.eras = 0 Then
        blocker.vy = 1
        blocker.px = 0
        blocker.py = 0
        blocker.dir = RandomNum(2)
        blocker.h = 10
        blocker.w = 10
        blocker.eras = 0
        blocker.health = 10
        blocker.mem1 = 0
        blocker.mem2 = 0
        blocker.thrust = 0
        blocker.x = RandomNum(fieldw)
        blocker.y = 100
        blocker.cy = 0
        blocker.oldx = blocker.x
        blocker.oldy = blocker.y
    End If
End Sub ' createblocker

' /////////////////////////////////////////////////////////////////////////////

Sub createbomb (x, y)
    If bomb.health = 0 And bomb.eras = 0 Then
        If timepassed(10, .5) = 0 Then Exit Sub
       
        PlaySound cBomerSound
       
        bomb.health = (maxy * 5)

        If hero.y < y Then
            bomb.dir = 1
        End If

        If hero.y > y Then
            bomb.dir = 0
        End If

        If x > hero.x Then
            bomb.vx = 1
        End If

        If x < hero.x Then
            bomb.vx = -1
        End If

        bomb.vy = 8
        'bomb.cy = 10
        bomb.x = x
        bomb.y = y
        bomb.oldx = bomb.x
        bomb.oldy = bomb.y
        bomb.mem2 = 0
        bomb.h = 2
        bomb.w = 2
        bomb.eras = 0
        bomb.thrust = 0
    End If
End Sub ' createbomb

' /////////////////////////////////////////////////////////////////////////////

Sub createbomer
    If bomer(0).played = bomer(0).toplay Then Exit Sub
    If timepassed(3, .9) = 0 Then Exit Sub

    For a = 0 To maxbomers
        If bomer(a).health = 0 And bomer(a).eras = 0 Then
            bomer(a).px = 0
            bomer(a).py = 0
            bomer(a).dir = RandomNum(2)
            bomer(a).h = 6
            bomer(a).w = 6
            bomer(a).eras = 0
            bomer(a).health = 1
            bomer(a).mem1 = 0
            bomer(a).mem2 = 0
            bomer(a).thrust = 0
            bomer(a).mode = 0
            bomer(a).x = (RandomNum(fieldw - maxx)) + maxx
            bomer(a).y = RandomNum(maxy - (25 + 35)) + 35
            bomer(a).oldx = bomer(a).x
            bomer(a).oldy = bomer(a).y
            bomer(0).played = bomer(0).played + 1
            Exit Sub
        End If
    Next a
End Sub ' createbomer

' /////////////////////////////////////////////////////////////////////////////

Sub createchaser
    If timepassed(4, 1) = 0 Then Exit Sub
    If chaser.toplay = chaser.played Then Exit Sub
    If (chaser.health = 0 And chaser.eras = 0) Then
        chaser.cx = 0
        chaser.cy = 0
        chaser.px = 0
        chaser.py = 0
        chaser.h = 3
        chaser.w = 15
        chaser.eras = 0
        chaser.health = 1
        chaser.mem1 = 0
        chaser.mem2 = 0
        chaser.thrust = 0
        chaser.mode = 0
        chaser.x = (RandomNum(fieldw - maxx)) + maxx
        chaser.y = RandomNum(maxy - (25 + 35)) + 35
        chaser.oldx = chaser.x
        chaser.oldy = chaser.y
        chaser.played = chaser.played + 1
        Exit Sub
    End If
End Sub ' createchaser

' /////////////////////////////////////////////////////////////////////////////
' Find an empty spot in the array and initalize it with a chunk
' Chunks fly out when things collide .

Sub createchunks (x, y)
    For a = 0 To maxchunks
        If chunk(a).health = 0 And chunk(a).eras = 0 Then ' empty spot
            chunk(a).x = x
            chunk(a).y = y
            chunk(a).oldx = chunk(a).x
            chunk(a).oldy = chunk(a).y

            If RandomNum(2) Then ' randomly select velocitys
                chunk(a).vx = RandomNum(2) + speed
            Else
                chunk(a).vx = RandomNum(-2) - speed
            End If

            If RandomNum(2) Then
                chunk(a).vy = RandomNum(2) + speed
            Else
                chunk(a).vy = RandomNum(-2) - speed
            End If

            chunk(a).h = 1
            chunk(a).w = 1
            chunk(a).eras = 0 ' erase flag
            chunk(a).health = 50 ' life of a chunk
            chunk(a).thrust = 0
            If ct = 5 Then Exit For ' found one
            ct = ct + 1
        End If
    Next a
End Sub ' createchunks

' /////////////////////////////////////////////////////////////////////////////

Sub createcolonists
    For a = 0 To maxcolonists
        col(a).x = RandomNum(fieldw)
        col(a).y = (fieldh - 5)
        col(a).oldx = col(a).x
        col(a).oldy = col(a).y
        col(a).vx = 0
        col(a).vy = 0
        col(a).dir = 0
        col(a).h = 5
        col(a).w = 2
        col(a).eras = 0
        col(a).health = 1
        col(a).mode = 0
        col(a).mem1 = 0
        col(a).mem2 = 0
    Next a
End Sub ' createcolonists

' /////////////////////////////////////////////////////////////////////////////
' create grabber

Sub creategrabber
    If grabber(0).played = grabber(0).toplay Then
        If timepassed(0, 8) Then grabber(0).played = grabber(0).played - 1
        Exit Sub
    End If

    If timepassed(1, .9) = 0 Then Exit Sub ' aliens appear about 1 per sec

    For a = 0 To maxgrabbers
        If (grabber(a).health = 0 And grabber(a).eras = 0 And grabber(a).mode = 0) Then
            grabber(a).cx = 0
            grabber(a).cy = 0
            grabber(a).px = 0
            grabber(a).py = 0
            grabber(a).dirx = RandomNum(2)
            grabber(a).h = 8
            grabber(a).w = 8
            grabber(a).eras = 0
            grabber(a).health = 1
            grabber(a).mem1 = 0 ' used when picking up colonist
            grabber(a).mem2 = 0 ' used to determine if fired missle
            grabber(a).thrust = 0
            grabber(a).mode = 0
            grabber(a).x = (RandomNum(fieldw - maxx)) + maxx
            grabber(a).y = RandomNum(maxy - (25 + 35)) + 35
            grabber(a).oldx = grabber(a).x
            grabber(a).oldy = grabber(a).y
            grabber(0).played = grabber(0).played + 1
            Exit Sub
        End If
    Next a
End Sub ' creategrabber

DefSng A-Z

' /////////////////////////////////////////////////////////////////////////////
' hero ship is draw here and its variables initialized.
' This will possible be loaded from disk in the future

Sub createhero
    DefInt A-Z
    If hero.x = 0 Then
        Dim heroimage(75, 1) As Integer

        Line (0, 0)-(25, 15), 0, BF ' clear the area
        PSet (0, 0), 0 ' set graphics cursor
        Line -(10, 10), 0 ' move down and over a little
        Line -(5, 15), 9 ' defender facing right
        Line -(25, 15), 9
        Line -(10, 10), 9
        Paint Step(2, 2), 1, 9

        Line (30, 0)-(55, 15), 0, BF ' clear the area
        PSet (30, 0), 0 ' set graphics cursor
        Line -(50, 10), 0 ' move down and over a little
        Line -(55, 15), 9 ' defender facing left
        Line -(35, 15), 9
        Line (37, 15)-(49, 11), 9
        Paint Step(2, 2), 1, 9

        Get (5, 10)-(25, 15), heroimage(0, 0) ' get facing right
        Get (35, 10)-(55, 15), heroimage(0, 1) ' get facing left

        Put (5, 10), heroimage(0, 0) ' hide the evidence
        Put (35, 10), heroimage(0, 1)
    End If

    hero.x = 130 ' set sprite variables for
    hero.y = maxy / 2 ' starting location
    hero.oldx = hero.x ' so old location can be erased
    hero.oldy = hero.y
    hero.vx = 5
    hero.vy = 2
    hero.mem2 = hero.vx
    hero.h = 5 ' highth of image
    hero.w = 20 ' width of image
    hero.eras = 0 ' erase flag
    hero.health = 4 ' sprite active
    hero.thrust = 0
    hero.cx = 10
End Sub ' createhero

' /////////////////////////////////////////////////////////////////////////////
' find an empty spot in the heromissle array and initalizes with a
' new missle.

Sub createherolaser
    For a = 0 To maxherolasers
        If herolaser(a).health = 0 And hero.health Then
            If hero.dir Then ' firing left
                herolaser(a).x = hero.x
                herolaser(a).y = hero.y + hero.h
                herolaser(a).dir = 1
            Else ' firing right
                herolaser(a).x = hero.x + hero.w
                herolaser(a).y = hero.y + hero.h
                herolaser(a).dir = 0
            End If
            herolaser(a).oldx = herolaser(a).x
            herolaser(a).oldy = herolaser(a).y
            herolaser(a).mem1 = herolaser(a).oldx
            herolaser(a).mem2 = herolaser(a).oldy
            herolaser(a).vx = 4 + speed
            herolaser(a).vy = 0
            herolaser(a).h = 1
            herolaser(a).w = 50
            herolaser(a).eras = 0
            herolaser(a).health = 1
           
            PlaySound cHeroFiringSound
           
            Exit For
        End If
    Next a
End Sub ' createherolaser

' /////////////////////////////////////////////////////////////////////////////
' create mutant

Sub createmutant (x, y)
    For a = 0 To maxcolonists
        If mutant(a).health = 0 And mutant(a).eras = 0 Then
            mutant(a).px = 0
            mutant(a).py = 0
            mutant(a).dir = 0
            mutant(a).h = 8
            mutant(a).w = 8
            mutant(a).eras = 0
            mutant(a).health = 1
            mutant(a).mem1 = 0
            mutant(a).mem2 = 0
            mutant(a).thrust = 0
            mutant(a).mode = 0
            mutant(a).x = x
            mutant(a).y = y
            mutant(a).oldx = mutant(a).x
            mutant(a).oldy = mutant(a).y
            Exit For
        End If
    Next a
End Sub ' createmutant

' /////////////////////////////////////////////////////////////////////////////

Sub createspinette (x, y)
    If spinette.health = 0 And spinette.eras = 0 Then
        If timepassed(8, .5) = 0 Then Exit Sub
       
        If x > hero.x Then spinette.dirx = 1
        If x < hero.x Then spinette.dirx = 0
        If y > hero.y Then spinette.diry = 0
        If y < hero.y Then spinette.diry = 1

        spinette.vx = 5
        spinette.vy = 5
        spinette.px = x
        spinette.py = y
        spinette.x = x
        spinette.y = y
        spinette.oldx = spinette.x
        spinette.oldy = spinette.y
        spinette.mem1 = 0
        spinette.mem2 = 0
        spinette.h = 2
        spinette.w = 2
        spinette.health = 1
    End If
End Sub ' createspinette

' /////////////////////////////////////////////////////////////////////////////

Sub createspinner
    If spinner.toplay = spinner.played Then Exit Sub

    If (spinner.health = 0 And spinner.eras = 0) Then
        If timepassed(5, 1) = 0 Then Exit Sub
        spinner.cx = 0
        spinner.cy = 0
        spinner.px = 0
        spinner.py = 0
        spinner.h = 8
        spinner.w = 8
        spinner.eras = 0
        spinner.health = 3
        spinner.mem1 = -6
        spinner.mem2 = -1
        spinner.thrust = 0
        spinner.mode = 0
        spinner.x = (RandomNum(fieldw - maxx)) + maxx
        spinner.y = RandomNum(maxy - topy) + topy
        spinner.oldx = spinner.x
        spinner.oldy = spinner.y
        spinner.played = spinner.played + 1
    End If
End Sub ' createspinner

' /////////////////////////////////////////////////////////////////////////////

Sub createtracker
    If tracker.toplay = tracker.played Then Exit Sub

    If (tracker.health = 0 And tracker.eras = 0) Then
        'IF timepassed(5, 1) = 0 THEN EXIT SUB
        tracker.cx = 0
        tracker.cy = 0
        tracker.px = 0
        tracker.py = 0
        tracker.h = 8
        tracker.w = 8
        tracker.eras = 0
        tracker.health = 1
        tracker.mem1 = 150
        tracker.mem2 = 0
        tracker.thrust = 0
        tracker.mode = 0
        tracker.x = (RandomNum(fieldw - maxx)) + maxx
        tracker.y = RandomNum(maxy - topy) + topy
        tracker.oldx = tracker.x
        tracker.oldy = tracker.y
        tracker.played = tracker.played + 1
    End If
End Sub ' createtracker

' /////////////////////////////////////////////////////////////////////////////

Sub drawboundrys
    Line (minx, maxy - 6)-(maxx, maxy - 6), 1
    Line (minx, miny + 35)-(maxx, miny + 35), 1
End Sub ' drawboundrys

' /////////////////////////////////////////////////////////////////////////////
' draws stationary elements of the playscreen

Sub drawplayscreen
    Line (radarx - 31, radary)-(radarx + radarw - 28, radary + radarh), 1, B
    'LINE (radarx - (radarw / 2), radary)-(radarx + radarw - (radarw / 3), radary + radarh), 1, B
    Line (radarx, radary + 1)-(radarx + 20, radary + 1), 1
    Line (minx, topy - 1)-(maxx, topy - 1), 1
    p5x7ascfnt 5, 5, "Level", 2
    p5x7ascfnt 30, 5, Str$(level), 2
End Sub ' drawplayscreen

' /////////////////////////////////////////////////////////////////////////////

Sub endgame
    Static a, b, c
    If hero.health <= 1 Then
        If a = 0 Then
            If timepassed(6, 2) Then a = 1
            createchunks hero.x + RandomNum(25), hero.y + RandomNum(10)
            If exp1.set = 0 Then
                exp1.set = 1
                exp1.x = hero.x + RandomNum(25)
                exp1.y = hero.y + RandomNum(25)
                exp1.size = RandomNum(35)
                exp1.colour = 14
            End If
        ElseIf a = 1 Then
            exp1.set = 1
            exp1.x = hero.x + RandomNum(25)
            exp1.y = hero.y + RandomNum(10)
            exp1.size = 100
            exp1.colour = 14
            hero.health = 0
            a = 2
        ElseIf a = 2 Then
            If timepassed(7, 6) Then
                Cls
                a = 0
                Color 7
                Print "Play again (y,n) ?";

                If usepages Then PCopy 1, 0
               
                Do
                    a$ = InKey$
                Loop While a$ = ""
               
                If a$ = "n" Or a$ = "N" Then
                    'End
                    bIsPlaying% = FALSE
                    Exit Sub
                End If
               
                Cls
                level = 0
                hero.health = 4
            End If
        End If
    End If
End Sub ' endgame

' /////////////////////////////////////////////////////////////////////////////

Sub killsprites
    For a = 0 To maxcolonists
        mutant(a).health = 0
    Next a

    For a = 0 To maxchunks
        chunk(a).health = 0
    Next a

    For a = 0 To maxgrabbers
        grabber(a).health = 0
    Next a
    grabber(0).played = 0

    For a = 0 To maxcolonists
        mutant(a).health = 0
    Next a

    For a = 0 To maxbomers
        bomer(a).health = 0
    Next a

    blocker.health = 0
    shot.health = 0
    bomb.health = 0
    chaser.health = 0

    chaser.played = 0
    bomer(0).played = 0
    grabber(0).played = 0

    exp1.set = 0
End Sub ' killsprites

' /////////////////////////////////////////////////////////////////////////////
' If all aliens have been killed next level is set up.

Sub levels
    Static proceed

    If (aliensinplay = 0 And timepassed(9, 4) = 1) Or level = 0 Then ' delay a little
        Cls
        If usepages Then PCopy 1, 0
        Sleep (1) ' delay a little
        killsprites ' reset sprites

        Select Case (level)
            Case 0
                maxgrabbers = 3 ' on playfield at once
                grabber(0).toplay = 5 ' amount to play
                grabber(0).vx = 6: grabber(0).vy = 6 ' velocitys
                alienshot.vx = 5
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 12: mutant(0).vy = 6
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                maxbomers = 0: bomer(0).toplay = 0
                maxcolonists = 1
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 10: bomer(0).vy = 10
                'blocker.mode = 1
                'createblocker
            Case 1
                maxgrabbers = 6 ' on playfield at once
                grabber(0).toplay = 8 ' amount to play
                grabber(0).vx = 6: grabber(0).vy = 6 ' velocitys
                alienshot.vx = 5
                mutant(0).vx = 6: mutant(0).vy = 6
                ' chaser.toplay = 2
                ' chaser.vx = 4: chaser.vy = 8
                maxbomers = 1: bomer(0).toplay = 1
                maxcolonists = 5
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 10: bomer(0).vy = 10
            Case 2
                maxgrabbers = 6 ' on playfield at once
                grabber(0).toplay = 10 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                mutant(0).vx = 5: mutant(0).vy = 5
                maxcolonists = 5
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 8: bomer(0).vy = 8
            Case 3
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 12 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 5: mutant(0).vy = 5
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 4
                bomer(0).vx = 8: bomer(0).vy = 8
                'blocker.mode = 1
                'createblocker
                maxcolonists = 6
            Case 4
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 12 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 4: mutant(0).vy = 4
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 7: bomer(0).vy = 7
                'blocker.mode = 1
                'createblocker
                maxcolonists = 7
            Case 5
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 16 ' amount to play
                grabber(0).vx = 4: grabber(0).vy = 4 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 4: mutant(0).vy = 4
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                spinner.toplay = 1
                spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 6: bomer(0).vy = 6
                maxcolonists = 7
            Case 6
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 3: grabber(0).vy = 3 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 3: mutant(0).vy = 3
                chaser.toplay = 2
                chaser.vx = 4: chaser.vy = 7
                spinner.toplay = 3
                spinner.vy = 20
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 5: bomer(0).vy = 5
                maxcolonists = 7
            Case 7
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 3: mutant(0).vy = 3
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 3
                spinner.vy = 4
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 3: bomer(0).vy = 3
                maxcolonists = 8
            Case 8
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 1: chaser.vy = 3
                spinner.toplay = 3
                spinner.vy = 4
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 2: bomer(0).vy = 2
                maxcolonists = 8
            Case 9
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 5
                spinner.vy = 1
                maxbomers = 2
                bomer(0).toplay = 6
                bomer(0).vx = 1: bomer(0).vy = 1
                maxcolonists = 8
            Case 10
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 1: grabber(0).vy = 1 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 5
                spinner.vy = 1
                maxbomers = 2
                bomer(0).toplay = 6
                bomer(0).vx = 1: bomer(0).vy = 1
                maxcolonists = 8
            Case Else
                Cls
                Screen 0
                Width 80
                Print " Thats all for now. "
                Print " Hope to here from ya. "
                Print " "
                Print ""
                Print " "
               
                'End
                bIsPlaying% = FALSE
                Exit Sub
        End Select

        ' cleanup variables
        pickup = 0 ' allow colonist pickups
        level = level + 1 ' advance level

        drawplayscreen
        createcolonists
    End If
End Sub ' levels

' /////////////////////////////////////////////////////////////////////////////
' Handle movement of all sprites based on user input or there movement
' algorithms. Sprites are drawn and removed here .Radar positions
' are calculated and placed on screen

Sub movesprites
    Static c1
    aliensinplay = 0 ' reset grabber body count

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ grabber ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxgrabbers
        PSet (grabber(a).oldrx, grabber(a).oldry), 0

        If Not ((grabber(a).x < -10) Or (grabber(a).x > maxx)) Then ' Colonist on screen
            If grabber(a).eras Then
                Line (grabber(a).oldx, grabber(a).y)-(grabber(a).oldx + grabber(a).w, grabber(a).y + grabber(a).h), 0, BF
            End If
        End If
        grabber(a).eras = FALSE
        ' Shot while desending ?
        If grabber(a).health = 0 And grabber(a).mode = 1 Then
            pickup = 0 ' reset  pickup
            grabber(a).mode = 0 ' reset grabber
        End If

        If grabber(a).health Then
            aliensinplay = aliensinplay + 1
            traitsgrabber a ' personality and movement
            grabber(a).rx = (grabber(a).x / radarsx) + radarx ' radar location
            grabber(a).ry = grabber(a).y / radarsy + radary
            If grabber(a).rx > (radarwrapx + radarx) Then grabber(a).rx = grabber(a).rx - radarw
            grabber(a).oldrx = grabber(a).rx
            grabber(a).oldry = grabber(a).ry
            grabber(a).oldx = grabber(a).x
            grabber(a).eras = TRUE

            If Not ((grabber(a).x < -10) Or (grabber(a).x > maxx)) Then ' visable ?
                Line (grabber(a).x, grabber(a).y)-(grabber(a).x + grabber(a).w, grabber(a).y + grabber(a).h), 2, BF
                'p3x5nfnt grabber(a).x, grabber(a).y, a, 2
                grabber(a).px = Point(0)
                grabber(a).py = Point(1)
            End If
            PSet (grabber(a).rx, grabber(a).ry), 2
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ mutant ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxcolonists
        PSet (mutant(a).oldrx, mutant(a).oldry), 0
        If (mutant(a).x > -10) And (mutant(a).x < maxx) Then
            If mutant(a).eras Then
                Line (mutant(a).oldx, mutant(a).y)-(mutant(a).oldx + mutant(a).w, mutant(a).y + mutant(a).h), 0, BF
            End If
        End If
        mutant(a).eras = FALSE

        If mutant(a).health Then
            aliensinplay = aliensinplay + 1
            traitsmutant a ' personality and movement
            mutant(a).rx = (mutant(a).x / radarsx) + radarx ' radar location
            mutant(a).ry = mutant(a).y / radarsy + radary
            If mutant(a).rx > (radarwrapx + radarx) Then mutant(a).rx = mutant(a).rx - radarw
            mutant(a).oldrx = mutant(a).rx
            mutant(a).oldry = mutant(a).ry
            mutant(a).oldx = mutant(a).x
            mutant(a).oldy = mutant(a).y
            If (mutant(a).x > miny) And (mutant(a).x < maxx) Then
                Line (mutant(a).x, mutant(a).y)-(mutant(a).x + mutant(a).w, mutant(a).y + mutant(a).h), 4, BF
                mutant(a).px = Point(0)
                mutant(a).py = Point(1)
            End If
            PSet (mutant(a).rx, mutant(a).ry), 4
            mutant(a).eras = TRUE
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ chaser ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (chaser.oldrx, chaser.oldry), 0
    If (chaser.x > -10) And (chaser.x < maxx) Then
        If chaser.eras Then
            Line (chaser.oldx, chaser.y)-(chaser.oldx + chaser.w, chaser.y + chaser.h), 0, BF
        End If
    End If
    chaser.eras = FALSE

    If chaser.health Then
        aliensinplay = aliensinplay + 1
        traitschaser a ' personality and movement
        chaser.rx = (chaser.x / radarsx) + radarx ' radar location
        chaser.ry = chaser.y / radarsy + radary
        If chaser.rx > (radarwrapx + radarx) Then chaser.rx = chaser.rx - radarw
        chaser.oldrx = chaser.rx
        chaser.oldry = chaser.ry
        chaser.oldx = chaser.x
        chaser.oldy = chaser.y
        If (chaser.x > miny) And (chaser.x < maxx) Then
            Line (chaser.x, chaser.y)-(chaser.x + chaser.w, chaser.y + chaser.h), 15, B
            chaser.px = Point(0)
            chaser.py = Point(1)
        End If
        PSet (chaser.rx, chaser.ry), 15
        chaser.eras = TRUE
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ bomer ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxbomers
        PSet (bomer(a).oldrx, bomer(a).oldry), 0
        If Not ((bomer(a).x < -10) Or (bomer(a).x > maxx)) Then
            If bomer(a).eras Then
                Line (bomer(a).oldx, bomer(a).y)-(bomer(a).oldx + bomer(a).w, bomer(a).y + bomer(a).h), 0, BF
                Line (bomer(a).oldx + bomer(a).w, bomer(a).oldy + bomer(a).h)-(bomer(a).oldx + bomer(a).w + bomer(a).w, bomer(a).oldy + bomer(a).h + bomer(a).h), 0, B
            End If
        End If
        bomer(a).eras = FALSE
        If bomer(a).health Then
            aliensinplay = aliensinplay + 1
            traitsbomer a ' personality and movement
            bomer(a).rx = (bomer(a).x / radarsx) + radarx ' radar location
            bomer(a).ry = bomer(a).y / radarsy + radary
            If bomer(a).rx > (radarwrapx + radarx) Then bomer(a).rx = bomer(a).rx - radarw
            bomer(a).oldrx = bomer(a).rx
            bomer(a).oldry = bomer(a).ry
            bomer(a).oldx = bomer(a).x
            bomer(a).oldy = bomer(a).y
            bomer(a).eras = TRUE
            If Not ((bomer(a).x < -10) Or (bomer(a).x > maxx)) Then ' visable ?
                Line (bomer(a).x, bomer(a).y)-(bomer(a).x + bomer(a).w, bomer(a).y + bomer(a).h), 3, B
                Line (bomer(a).x + bomer(a).w, bomer(a).y + bomer(a).h)-(bomer(a).x + bomer(a).w + bomer(a).w, bomer(a).y + bomer(a).h + bomer(a).h), 3, B
                bomer(a).px = Point(0)
                bomer(a).py = Point(1)
            End If
            PSet (bomer(a).rx, bomer(a).ry), 3
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ spinner ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (spinner.oldrx, spinner.oldry), 0

    If Not ((spinner.x < -10) Or (spinner.x > maxx)) Then
        If spinner.eras Then
            Circle (spinner.oldx, spinner.oldy), spinner.w, 0, spinner.mem1, spinner.mem2
            'p5x7ascfnt spinner.oldx, spinner.oldy, "", 0
        End If
    End If
    spinner.eras = FALSE

    If spinner.health Then
        aliensinplay = aliensinplay + 1
        traitsspinner a ' personality and movement
        spinner.rx = (spinner.x / radarsx) + radarx ' radar location
        spinner.ry = spinner.y / radarsy + radary
        If spinner.rx > (radarwrapx + radarx) Then spinner.rx = spinner.rx - radarw
        spinner.oldrx = spinner.rx
        spinner.oldry = spinner.ry
        spinner.oldx = spinner.x
        spinner.oldy = spinner.y
        spinner.eras = TRUE
        If Not ((spinner.x < -10) Or (spinner.x > maxx)) Then ' visable ?
            c1 = (c1 + 1) Mod 16
            If c1 = 15 Then
                spinner.mem1 = spinner.mem1 + 1
                spinner.mem2 = spinner.mem2 + 1
                If spinner.mem1 = 0 Then spinner.mem1 = -6
                If spinner.mem2 = 0 Then spinner.mem2 = -6
            End If
            Circle (spinner.x, spinner.y), spinner.w, 9, spinner.mem1, spinner.mem2
            'p5x7ascfnt spinner.x, spinner.y, "", 9
            spinner.px = Point(0)
            spinner.py = Point(1)
        End If
        PSet (spinner.rx, spinner.ry), 9
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ spinette ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    ' (spinners weapon)
    If Not ((spinette.x < minx - spinette.w) Or (spinette.x > maxx + spinette.w)) Then
        If spinette.eras Then
            Circle (spinette.oldx, spinette.oldy), spinette.w, 0
            PSet (spinette.x, spinette.y), 0
        End If
    End If
    spinette.eras = FALSE

    If spinette.health Then
        aliensinplay = aliensinplay + 1
        traitsspinette ' movement
        spinette.eras = TRUE
        spinette.oldx = spinette.x
        spinette.oldy = spinette.y
        If Not ((spinette.x < minx - spinette.w) Or (spinette.x > maxx + spinette.w)) Then
            Circle (spinette.x, spinette.y), spinette.w, 9
            PSet (spinette.x, spinette.y), strobe
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ tracker ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If Not ((tracker.x < -10) Or (tracker.x > maxx)) Then
        If tracker.eras Then
            p5x7ascfnt tracker.oldx, tracker.oldy, "", 0
        End If
    End If
    tracker.eras = FALSE

    If tracker.health Then
        aliensinplay = aliensinplay + 1
        traitstracker a ' personality and movement
        If tracker.rx > (radarwrapx + radarx) Then tracker.rx = tracker.rx - radarw
        tracker.oldx = tracker.x
        tracker.oldy = tracker.y
        tracker.eras = TRUE
        If Not ((tracker.x < -10) Or (tracker.x > maxx)) Then ' visable ?
            p5x7ascfnt tracker.x, tracker.y, "", 9
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ blocker ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (blocker.oldrx, blocker.oldry), 0
    If Not ((blocker.x < -10) Or (blocker.x > maxx)) Then
        If blocker.eras Then
            Line (blocker.oldx, blocker.y)-(blocker.oldx + blocker.w, blocker.y + blocker.h), 0, BF
        End If
    End If
    blocker.eras = FALSE

    If blocker.health Then
        traitsblocker ' personality and movement
        blocker.rx = (blocker.x / radarsx) + radarx ' radar location
        blocker.ry = blocker.y / radarsy + radary
        If blocker.rx > (radarwrapx + radarx) Then blocker.rx = blocker.rx - radarw
        blocker.oldrx = blocker.rx
        blocker.oldry = blocker.ry
        blocker.oldx = blocker.x
        blocker.oldy = blocker.y
        blocker.eras = TRUE
        If Not ((blocker.x < -10) Or (blocker.x > maxx)) Then ' visable ?
            'LINE (blocker(a).x, blocker(a).y)-(blocker(a).x + blocker(a).w, blocker(a).y + blocker(a).h), 3, BF
            PSet (blocker.x, blocker.y), 3
            Line -(blocker.x + blocker.w, blocker.y), 3
            Line -(blocker.x + (blocker.w) / 2, blocker.y + blocker.h), 3
            Line -(blocker.x, blocker.y), 2
            'blocker(a).px = POINT(0)
            'blocker(a).py = POINT(1)
        End If
        PSet (blocker.rx, blocker.ry), 3
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ hero lasers ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxherolasers
        If herolaser(a).eras Then ' erase old location
            Line (herolaser(a).oldx, herolaser(a).oldy)-(herolaser(a).mem1, herolaser(a).mem2), 0
            herolaser(a).eras = FALSE
        End If
        If herolaser(a).health Then
            herolaser(a).oldx = herolaser(a).x ' save old location
            herolaser(a).oldy = herolaser(a).y
            Select Case herolaser(a).dir
                Case 1 ' fired left
                    If herolaser(a).x > minx Then
                        herolaser(a).x = herolaser(a).x - herolaser(a).vx
                        If herolaser(a).mem1 > herolaser(a).x + herolaser(a).w Then
                            herolaser(a).mem1 = herolaser(a).mem1 - herolaser(a).vx
                        End If
                    Else
                        herolaser(a).mem1 = herolaser(a).mem1 - herolaser(a).vx
                    End If
                    Line (herolaser(a).x, herolaser(a).y)-(herolaser(a).mem1, herolaser(a).mem2), 7
                    herolaser(a).eras = TRUE ' set erase flag
                    If herolaser(a).mem1 < minx Then
                        herolaser(a).health = FALSE ' restore array element
                    End If
                Case 0 ' fired right
                    If herolaser(a).x < maxx Then
                        herolaser(a).x = herolaser(a).x + herolaser(a).vx
                        If herolaser(a).mem1 < herolaser(a).x - herolaser(a).w Then
                            herolaser(a).mem1 = herolaser(a).mem1 + herolaser(a).vx
                        End If
                    Else
                        herolaser(a).mem1 = herolaser(a).mem1 + herolaser(a).vx
                    End If
                    Line (herolaser(a).x, herolaser(a).y)-(herolaser(a).mem1, herolaser(a).mem2), 7
                    If herolaser(a).mem1 > maxx Then
                        herolaser(a).health = FALSE ' restore array element
                    End If
            End Select
            herolaser(a).eras = TRUE ' set erase flag
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ chunks ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxchunks
        If chunk(a).eras Then ' erase old location
            PSet (chunk(a).oldx, chunk(a).oldy), 0
            chunk(a).eras = FALSE
        End If
        If chunk(a).health Then ' dead chunk ?
            chunk(a).oldx = chunk(a).x ' save old location
            chunk(a).oldy = chunk(a).y
            aliensinplay = aliensinplay + 1
            If chunk(a).y > topy And chunk(a).y < boty Then ' bounds check
                PSet (chunk(a).x, chunk(a).y), strobe ' draw chunks
                chunk(a).thrust = chunk(a).thrust + 1
                If chunk(a).thrust = 4 Then ' slow movement
                    chunk(a).x = chunk(a).x + chunk(a).vx
                    chunk(a).y = chunk(a).y + chunk(a).vy ' move chunk
                    chunk(a).eras = TRUE ' erase later
                    chunk(a).health = chunk(a).health - 1 ' shorten life
                    chunk(a).thrust = 0
                End If
            Else
                chunk(a).health = FALSE ' open array element
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ explosion 1 ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If exp1.set Then
        If exp1.size > exp1.y - topy Then exp1.size = exp1.y - topy
        If exp1.x < maxx Then
            exp1.c1 = exp1.c1 + 1
            If exp1.c1 < exp1.size Then
                Circle (exp1.x, exp1.y), exp1.c1, exp1.colour
                Paint (exp1.x, exp1.y), exp1.colour, exp1.colour
                exp1.c2 = Abs(exp1.c1 - 2)
                Circle (exp1.x, exp1.y), exp1.c2, 0
                Paint (exp1.x, exp1.y), 0, 0
            ElseIf exp1.c1 >= exp1.size Then
                Circle (exp1.x, exp1.y), exp1.size, 13
                Paint (exp1.x, exp1.y), 1, 13
                Circle (exp1.x, exp1.y), exp1.size, 0
                Paint (exp1.x, exp1.y), 0, 0
                createchunks exp1.x, exp1.y
                createchunks exp1.x, exp1.y
                exp1.c1 = 0
                exp1.set = 0
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ hero ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If hero.eras Then
        Line (hero.oldx, hero.oldy)-(hero.oldx + hero.w, hero.oldy + hero.h), 0, BF
        hero.eras = FALSE
    End If
    PSet (hero.oldrx, hero.oldry), 0
    If hero.health > 0 Then
        hero.oldrx = hero.rx: hero.oldry = hero.ry ' radar
        hero.rx = (hero.x / radarsx) + radarx
        hero.ry = hero.y / radarsy + radary
        If hero.rx > (radarwrapx + radarx) Then col(a).rx = col(a).rx - radarw
        PSet (hero.rx, hero.ry), 7
       
        'traitshero ' controled user input
       
        processgpi
        If hero.dir Then ' facing left
            If hero.x <= thrdx Then ' fall back ?
                hero.x = hero.x + speed ' fall to left
                hero.thrust = hero.thrust - speed
            End If
            Put (hero.x, hero.y), heroimage(0, 1), PSet
            Line (hero.x + hero.w - 3, hero.y)-(hero.x + hero.w, hero.y + 3), strobe
        Else ' facing right
            If hero.x >= qtrx Then ' fall back ?
                hero.x = hero.x - speed ' fall to left
                hero.thrust = hero.thrust + speed
            End If
            Put (hero.x, hero.y), heroimage(0, 0), PSet
            Line (hero.x + 3, hero.y)-(hero.x, hero.y + 3), strobe
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ alien shots ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If alienshot.eras Then ' erase old location
        Line (alienshot.x, alienshot.y)-(alienshot.x + alienshot.w, alienshot.y + alienshot.h), 0, B
        alienshot.eras = FALSE
    End If
    If alienshot.health Then
        traitsalienshot
        alienshot.oldx = alienshot.x ' save old location
        alienshot.oldy = alienshot.y
        Line (alienshot.x, alienshot.y)-(alienshot.x + alienshot.w, alienshot.y + alienshot.h), 14, B
        alienshot.eras = TRUE
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ alien bombs ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If bomb.eras Then ' erase old location
        Line (bomb.x, bomb.y)-(bomb.x + bomb.w, bomb.y + bomb.h), 0, BF
        bomb.eras = FALSE
    End If
    If bomb.health Then
        If (bomb.x > minx) And (bomb.x < maxx) And (bomb.y > topy) And (bomb.y < boty) Then
            bomb.x = bomb.x - hero.thrust
            If bomb.dir = 1 Then
                bomb.cy = bomb.cy + 1
                If bomb.cy = bomb.vy Then
                    bomb.y = bomb.y - speed
                    bomb.x = bomb.x - speed - bomb.vx
                    bomb.cy = 0
                End If
            ElseIf bomb.dir = 0 Then
                bomb.cy = bomb.cy + 1
                If bomb.cy = bomb.vy Then
                    bomb.y = bomb.y + speed
                    bomb.x = bomb.x + speed + bomb.vx
                    bomb.cy = 0
                End If
            End If
            bomb.oldx = bomb.x ' save old location
            bomb.oldy = bomb.y
            colour = strobe
            Line (bomb.x, bomb.y)-(bomb.x + bomb.w, bomb.y + bomb.h), colour, BF
            bomb.health = bomb.health - 1 ' shorten life
            bomb.eras = TRUE
        Else
            bomb.health = 0
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ colonists ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxcolonists
        PSet (col(a).oldrx, col(a).oldry), 0
        If Not ((col(a).x < -10) Or (col(a).x > maxx)) Then ' Colonist on screen
            If col(a).eras Then
                Line (col(a).oldx, col(a).y)-(col(a).oldx + col(a).w, col(a).y + col(a).h), 0, BF
            End If
        End If
        col(a).eras = FALSE
        If col(a).health Then ' sprite is alive
            traitscolonist a
            col(a).rx = (col(a).x / radarsx) + radarx ' radar location
            col(a).ry = col(a).y / radarsy + radary
            If col(a).rx > (radarwrapx + radarx) Then col(a).rx = col(a).rx - radarw
            col(a).oldrx = col(a).rx ' save old spot
            col(a).oldry = col(a).ry
            col(a).oldx = col(a).x ' save old spot
            col(a).oldy = col(a).y
            col(a).eras = TRUE ' erase it later
            If Not ((col(a).x < -10) Or (col(a).x > maxx)) Then ' Colonist on screen
                Line (col(a).x, col(a).y)-(col(a).x + col(a).w, col(a).y + col(a).h), 14, BF
                'col(a).px = POINT(0)
                'col(a).py = POINT(1)
                'p3x5numfnt col(a).px - col(a).w, col(a).py - col(a).h, a, 4
            End If
            PSet (col(a).rx, col(a).ry), 14
        End If
    Next a
End Sub ' movesprites

' /////////////////////////////////////////////////////////////////////////////
' fonts
' Print num at location (x,y) in attribute colour.

Sub p3x5numfnt (x, y, num, colour)
    Static a3x5numfnt()
    If x = -999 Then
        Dim a3x5numfnt(9, 2, 4)
        Def Seg = VarSeg(a3x5numfnt(0, 0, 0)) ' load in image file
        BLoad "NUM3X5.FNT", 0
        Def Seg
    End If

    text$ = LTrim$(Str$(num))
    length = Len(text$) - 1

    For ptr = 0 To length
        n = Asc(Mid$(text$, ptr + 1, 1)) - 48
        For h = 0 To 4
            For w = 0 To 2
                If a3x5numfnt(n, w, h) = 1 Then PSet (w + x + kernx, y + h), colour
            Next w
        Next h
        kernx = kernx + 4
    Next ptr
End Sub ' p3x5numfnt

' /////////////////////////////////////////////////////////////////////////////
' x and y set screen location to start printing contents of text$.
' Text$ can contain any valid ascii character between 0 and 127.
' colour is the color you would like

Sub p5x7ascfnt (x, y, text$, colour)
    Static a5x7ascfnt()
   
    If x = -999 Then
        Dim a5x7ascfnt(127, 4, 6)
        Def Seg = VarSeg(a5x7ascfnt(0, 0, 0)) ' load in image file
        BLoad "ASCII5X7.FNT", 0
        Def Seg
    End If

    l = Len(text$) ' How many times to loop?
    If l = 0 Then Exit Sub ' Nothing to do.

    For ptr = 0 To l - 1 ' -1 is for Mid$ unability to deal with a zero
        piece$ = Mid$(text$, ptr + 1, 1) ' look at each piece of string
        n = Asc(piece$) ' assign it's ascii value

        Select Case (piece$) ' adjust lower case letter down where nessesary
            ' looks nice
            Case "g"
                kerny = kerny + 2
            Case "j"
                kerny = kerny + 2
            Case "p"
                kerny = kerny + 2
            Case "q"
                kerny = kerny + 2
            Case "y"
                kerny = kerny + 2
        End Select

        ' write the character
        For h = 0 To 6
            For w = 0 To 4
                If a5x7ascfnt(n, w, h) = 1 Then
                    PSet (x + w + kernx, y + h + kerny), colour
                End If
            Next
        Next h

        Select Case (piece$) ' Kern adjusment
            ' adjust x value for even spacing
            Case "i"
                kernx = kernx + 2
            Case "j"
                kernx = kernx + 5
            Case "l"
                kernx = kernx + 2
            Case "r"
                kernx = kernx + 5
            Case "."
                kernx = kernx + 3
            Case "("
                kernx = kernx + 3
            Case ")"
                kernx = kernx + 3
            Case "'"
                kernx = kernx + 2
            Case "!"
                kernx = kernx + 2
            Case Else
                kernx = kernx + 6
        End Select
       
        kerny = 0
    Next ptr
End Sub ' p5x7ascfnt

' /////////////////////////////////////////////////////////////////////////////

Sub GameRules
    Cls
    Color cYellow: Print "DEFENDER"
    Print
   
    Color cLtGray%
    Print "Blast Alien Ships"
    Print "Blast landers carrying humanoids"
    Print "before they mutate. Catch falling"
    Print "Humanoids - 500 points; Return"
    Print "them to surface - 500 points."
    Print "Bonus for surviving humanoids"
    Print "after each alien wave."
    Print "Hyperspace - Warp To Another"
    Print "Quadrant - Caution"
    Print "Smart Bomb - Destroys Enemies"
    Print "On Screen"
    Print "Bonus Ship and Smart Bomb"
    Print "every 10,000 Points"
    Print
   
    Color cYellow%: Print "Press any key to continue."
   
    Do: Loop While InKey$ = ""
End Sub ' GameRules

' /////////////////////////////////////////////////////////////////////////////

Sub GameControls
    Cls
    Color cYellow: Print "DEFENDER"
    Print
    Color cWhite%: Print "Controls:"
    Color cLtGray%: Print "Up..................";: Color cCyan%: Print KeyDescription$(INPUT_UP%)
    Color cLtGray%: Print "Down................";: Color cCyan%: Print KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Thrust..............";: Color cCyan%: Print KeyDescription$(INPUT_THRUST%)
    Color cLtGray%: Print "Reverse Direction...";: Color cCyan%: Print KeyDescription$(INPUT_REVERSE%)
    Color cLtGray%: Print "Fire................";: Color cCyan%: Print KeyDescription$(INPUT_FIRE%)
    Color cLtGray%: Print "Smart Bomb..........";: Color cCyan%: Print KeyDescription$(INPUT_SMARTBOMB%)
    Color cLtGray%: Print "Hyperspace..........";: Color cCyan%: Print KeyDescription$(INPUT_HYPERSPACE%)
    Color cLtGray%: Print "Invisio.............";: Color cCyan%: Print KeyDescription$(INPUT_INVISIO%)
    'Print
    Color cWhite%: Print "Alternate Controls:"
    Color cLtGray%: Print "Up..................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_UP%)
    Color cLtGray%: Print "Down................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%)
    Color cLtGray%: Print "Left................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_LEFT%)
    Color cLtGray%: Print "Right...............";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_RIGHT%)
    'Print
    Color cWhite%: Print "Special Keys:"
    Color cLtGray%: Print "Quit Current Game...";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Slow Down Game......";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Speed Up game.......";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    'Print
    Color cWhite%: Print "Cheat Keys:"
    Color cLtGray%: Print "Skip to next level..";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    'Print
    Color cYellow%: Print "Press any key to continue."
   
    Do: Loop While InKey$ = ""
End Sub ' GameControls

' /////////////////////////////////////////////////////////////////////////////
' process game play input

' NEW VERSION USES QB64 KEYBOARD INPUT

Sub processgpi
    ' GET INPUT
    While _DeviceInput(1): Wend ' clear and update the keyboard buffer
   
    ' QUIT?
    If _Button(INPUT_QUIT%) Then
        'End
        bIsPlaying% = FALSE
        Exit Sub
    End If
   
    ' UP/DOWN
    If _Button(INPUT_UP%) Then
        hero.y = hero.y - speed - keyspeed
    ElseIf _Button(INPUT_DOWN%) Then
        hero.y = hero.y + speed + keyspeed
        hero.cy = 0
    End If
   
    ' THRUST
    If _Button(INPUT_THRUST%) Then
        'If hero.dir Then ' facing left
        If hero.dir = 1 Then ' facing left
            hero.thrust = -speed - keyspeed
        Else ' facing right
            hero.thrust = speed + keyspeed
        End If
    End If
   
    '' DIRECTIONAL THRUST:
    'If _Button(INPUT_LEFT%) Then
    '   hero.thrust = -speed - keyspeed
    '   hero.dir = 1
    'End If
    'If _Button(INPUT_RIGHT%) Then
    '   hero.thrust = speed + keyspeed
    '   hero.dir = 0
    'End If
   
    ' REVERSE
    If _Button(INPUT_REVERSE%) Then
        If bReverse% = FALSE Then
            If hero.dir = 1 Then ' facing left
                hero.dir = 0
            Else ' facing right
                hero.dir = 1
            End If
            bReverse% = TRUE
        Else
            bReverse% = FALSE
        End If
    End If
   
    ' FIRE
    If _Button(INPUT_FIRE%) Then
        If bFire% = FALSE Then
            createherolaser
            bFire% = TRUE
        End If
    Else
        bFire% = FALSE
    End If
   
    If _Button(INPUT_SMARTBOMB%) Then
        If bSmartBomb% = FALSE% Then
            ' (TBD)
            bSmartBomb% = TRUE
        End If
    Else
        bSmartBomb% = FALSE
    End If
   
    ' SLOW DOWN GAME
    ' + , =
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   delay = delay - 100
    '   If delay < 0 Then
    '       delay = 0
    '       speed = speed + 1
    '       If speed > 6 Then speed = 6
    '   End If
    'End If
       
    ' SPEED UP GAME
    ' - , _
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   speed = speed - 1
    '   If speed < 1 Then speed = 1
    '   delay = delay + 100
    'End If
   
    ' CHEAT KEY: SKIP TO NEXT LEVEL
    ' Function key 1
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   level = level + 1
    'End If
   
    ' CHECK VALUES
    If hero.y < topy Then
        hero.y = topy
    End If
    If hero.y > maxy - col(0).h - hero.h - 2 Then
        hero.y = maxy - col(0).h - hero.h - 2
    End If
    If hero.x < 0 Then
        hero.x = minx
    End If
    If hero.x > (maxx - hero.vx - hero.w) Then
        hero.x = maxx - hero.w - 1
    End If
End Sub ' processgpi

' /////////////////////////////////////////////////////////////////////////////
' setscreen and scales relavent varables

Sub setfxmode
    Screen 13
    minx = 0 ' actual physical coordinates of screen mode
    miny = 0
    'maxx = 649
    'maxy = 199
    maxx = 319
    maxy = 199
    qtrx = maxx / 4
    thrdx = qtrx * 3
    topy = miny + (maxy / 7) ' + 28       ' top and bottom physical boundrys
    boty = maxy - 5
    fieldw = maxx * 4 ' virtual play field
    fieldh = maxy
    radarsx = 16 ' radar scale down
    radarsy = 8
    radarw = fieldw / radarsx ' physical radar size
    radarh = fieldh / radarsy
    radarx = (maxx / 2) - 10 ' physical radar location
    radary = 1
    radarwrapx = (radarw / 2) + (radarw / 9) ' for radar wrap
    radar2thrd = radar1thrd * 2
End Sub ' setfxmode

' /////////////////////////////////////////////////////////////////////////////

Sub starfield
    Shared maxx, maxy
    Static first, oldstarx() As Integer, oldstary() As Integer
    Static starx() As Integer, stary() As Integer, starspeed() As Integer
    Static starvx() As Integer, ns

    If ns = 0 Then ' First time here initialize values
        ns = 25 ' Number of stars
        Dim oldstarx(ns) As Integer
        Dim oldstary(ns) As Integer
        Dim starx(ns) As Integer
        Dim stary(ns) As Integer
        Dim starspeed(ns) As Integer
        Dim starvx(ns) As Integer
        For c = 0 To ns
            stary(c) = RandomNum(maxy - (25 + 35)) + 35
            starx(c) = RandomNum(maxx)
            starspeed(c) = 1 'RandomNum(2) + 1
        Next c
    End If

    For c = 0 To ns ' erase old points
        PSet (starx(c), stary(c)), 0
    Next c

    ' ** use a delay here if you dont use page switching  **
    'FOR x! = 0 TO 1000: NEXT

    'IF hero.thrust THEN LOCATE 1, 1: PRINT hero.dir; hero.thrust
    If (hero.dir = 1) And hero.thrust Then
        For c = 0 To ns
            oldstary(c) = stary(c) ' save position to erase oldstar
            oldstarx(c) = starx(c)
            If oldstary(c) = 0 Then
                stary(c) = RandomNum(maxy - (topy + 35)) + 35
                starspeed(c) = 1 'RandomNum(2) + 1
                oldstary(c) = stary(c)
            End If
            'starvx(c) = ((starvx(c) + 1) MOD 4)
            'IF starvx(c) = 3 THEN starx(c) = starx(c) + starspeed(c)
            starx(c) = starx(c) - hero.thrust
            If starx(c) > maxx Then
                stary(c) = 0
                starx(c) = 0
            End If
        Next c
    End If

    If hero.dir = 0 And hero.thrust Then
        For c = 0 To ns
            oldstary(c) = stary(c) ' save position to erase oldstar
            oldstarx(c) = starx(c)
            If oldstary(c) = maxy Then
                stary(c) = RandomNum(maxy - (topy + 35)) + 35
                starspeed(c) = 1 ' RandomNum(2) + 1
                oldstary(c) = stary(c)
            End If
            'starvx(c) = ((starvx(c) + 1) MOD 4)
            'IF starvx(c) = 3 THEN starx(c) = starx(c) - starspeed(c)
            starx(c) = starx(c) - hero.thrust
            If starx(c) < 1 Then
                stary(c) = maxy
                starx(c) = maxx
            End If
        Next c
    End If

    For c = 0 To ns
        PSet (starx(c), stary(c)), 7
    Next c
End Sub ' starfield

' /////////////////////////////////////////////////////////////////////////////
' returns next color
' returns color

Function strobe
    Static colour
    colour = (colour + 1) Mod 16
    strobe = colour
End Function ' strobe

' /////////////////////////////////////////////////////////////////////////////
' check for passage of time

Function timepassed (n, tsecs!)
    Static getclock(), oldtsecs!(), time1!()
    If tsecs! = 0 Then
        Dim getclock(n)
        Dim oldtsecs!(n)
        Dim time1!(n)
    End If
    If tsecs! <> oldtsecs!(n) Then getclock(n) = 0 ' reset
    If getclock(n) = 0 Then
        time1!(n) = Timer
        getclock(n) = 1
        oldtsecs!(n) = tsecs!
    Else
        If Abs(Timer - time1!(n)) >= tsecs! Then
            timepassed = 1
            getclock(n) = 0
        Else
            timepassed = 0
        End If
    End If
End Function ' timepassed

' /////////////////////////////////////////////////////////////////////////////

Sub traitsalienshot
    'IF (alienshot.x > minx) AND (alienshot.x < maxx) AND (alienshot.y > topy) AND (alienshot.y < boty) THEN
    '  alienshot.x = alienshot.x - hero.thrust
    '  IF alienshot.dir = 1 THEN
    '    alienshot.cx = alienshot.cx + 1
    '    IF alienshot.cx = alienshot.vx THEN
    '      alienshot.x = alienshot.x - speed
    '      alienshot.cx = 0
    '    END IF
    '  ELSEIF alienshot.dir = 0 THEN
    '    alienshot.cx = alienshot.cx + 1
    '    IF alienshot.cx = alienshot.vx THEN
    '      alienshot.x = alienshot.x + speed
    '      alienshot.cx = 0
    '    END IF
    '  END IF
    '  alienshot.y = alienshot.y + alienshot.vy

    If hero.thrust Then alienshot.x = alienshot.x - hero.thrust

    If alienshot.dirx = 0 Then
        alienshot.cx = alienshot.cx + 1
        If alienshot.cx > alienshot.vx Then
            alienshot.x = alienshot.x - speed
            alienshot.cx = 0
        End If
    End If

    If alienshot.dirx = 1 Then
        alienshot.cx = alienshot.cx + 1
        If alienshot.cx > alienshot.vx Then
            alienshot.x = alienshot.x + speed
            alienshot.cx = 0

        End If
    End If

    If alienshot.diry = 0 Then
        alienshot.cy = alienshot.cy + 1
        If alienshot.cy > alienshot.vy Then
            alienshot.y = alienshot.y - speed
            alienshot.cy = 0
        End If
    End If

    If alienshot.diry = 1 Then
        alienshot.cy = alienshot.cy + 1
        If alienshot.cy > alienshot.vy Then
            alienshot.y = alienshot.y + speed
            alienshot.cy = 0
        End If
    End If

    If alienshot.x > maxx Or alienshot.x < minx Then alienshot.health = 0
    If alienshot.x > fieldw Then alienshot.x = 0 ' bounds check
    If alienshot.x < 0 Then alienshot.x = fieldw
    If alienshot.y < topy + alienshot.h Then
        alienshot.health = 0
        'PRINT "ahloha"
    End If
    If alienshot.y > boty - alienshot.h Then
        alienshot.health = 0
    End If
End Sub ' traitsalienshot

' /////////////////////////////////////////////////////////////////////////////

Sub traitsblocker
    If hero.thrust Then blocker.x = blocker.x - hero.thrust

    blocker.cy = blocker.cy + 1
    If blocker.cy = blocker.vy Then
        If blocker.dir Then
            blocker.y = blocker.y + speed
        Else
            blocker.y = blocker.y - speed
        End If
        blocker.cy = 0
    End If

    If blocker.x > fieldw Then blocker.x = 0 ' bounds check
    If blocker.x < 0 Then blocker.x = fieldw

    If blocker.y > boty - blocker.h Then ' bounds check
        'IF blocker.mode = 0 THEN
        '    blocker.y = topy
        'ELSEIF blocker.mode = 1 THEN
        blocker.dir = 0
        'END IF
    End If

    If blocker.y < topy + blocker.vy Then
        'IF blocker.mode = 0 THEN
        '    blocker.y = boty - blocker.h
        'ELSEIF blocker.mode = 1 THEN
        blocker.dir = 1
        'END IF
    End If
End Sub ' traitsblocker

' /////////////////////////////////////////////////////////////////////////////

Sub traitsbomer (a)
    If hero.thrust Then bomer(a).x = bomer(a).x - hero.thrust

    If (bomer(a).x > minx) And (bomer(a).x < maxx - bomer(a).w) Then ' Shoot at hero.
        createbomb bomer(a).px, bomer(a).py
    End If

    bomer(a).cx = bomer(a).cx + 1
    If bomer(0).vx < bomer(a).cx Then
        If bomer(a).dir Then
            bomer(a).x = bomer(a).x + speed
        Else
            bomer(a).x = bomer(a).x - speed
        End If
        bomer(a).cx = 0
    End If

    bomer(a).cy = bomer(a).cy + 1
    If bomer(0).vy < bomer(a).cy Then
        If bomer(a).dir Then
            bomer(a).y = bomer(a).y + speed
        Else
            bomer(a).y = bomer(a).y - speed
        End If
        bomer(a).cy = 0
    End If

    If bomer(a).x > fieldw Then bomer(a).x = 0 ' bounds check
    If bomer(a).x < 0 Then bomer(a).x = fieldw
   
    If bomer(a).y > boty - bomer(a).h Then bomer(a).y = topy + bomer(a).h ' bounds check
    If bomer(a).y < topy + bomer(a).h Then bomer(a).y = boty - bomer(a).h
End Sub ' traitsbomer

' /////////////////////////////////////////////////////////////////////////////

Sub traitschaser (a)
    If hero.thrust Then chaser.x = chaser.x - hero.thrust

    ' match hero.y when on screen
    If chaser.x > minx And chaser.x < maxx Then
        If chaser.y < hero.y Then
            chaser.cy = chaser.cy + 1
            If chaser.vy = chaser.cy Then
                chaser.y = chaser.y + speed
                chaser.cy = 0
            End If
        End If
        If chaser.y > hero.y Then
            chaser.cy = chaser.cy + 1
            If chaser.vy = chaser.cy Then
                chaser.y = chaser.y - speed
                chaser.cy = 0
            End If
        End If
        chaser.mem1 = 1
    End If

    ' find hero.x after being found
    If chaser.mem1 = 1 Then
        If chaser.x < minx Or chaser.px > maxx Then speedier = 1 Else speedier = 0
        chaser.cx = chaser.cx + 1
        If chaser.x > hero.x Then
            If chaser.vx <= chaser.cx Then
                chaser.x = chaser.x - speed - speedier
                chaser.cx = 0
            End If
        ElseIf chaser.x < hero.x Then
            If chaser.vx <= chaser.cx Then
                chaser.x = chaser.x + speed + speedier
                chaser.cx = 0
            End If
        End If
    End If

    If chaser.x > fieldw Then chaser.x = 0 ' bounds check
    If chaser.x < 0 Then chaser.x = fieldw

    If chaser.y < topy Then chaser.y = topy
    If chaser.y > boty - chaser.h Then chaser.y = boty - chaser.h
End Sub ' traitschaser

' /////////////////////////////////////////////////////////////////////////////

Sub traitscolonist (a)
    'IF hero.thrust THEN ' move according to hero
    col(a).x = col(a).x - hero.thrust
    If col(a).x > fieldw Then col(a).x = 0
    If col(a).x < 0 Then col(a).x = fieldw
    col(a).eras = TRUE
    'END IF

    If col(a).mode = 1 Then ' grabber has colonist
        If (grabber(col(a).mem1).health > 0) Then
            col(a).cx = col(a).cx + 1
            If col(a).cx >= grabber(0).vy Then
                col(a).y = col(a).y - speed
                col(a).cx = 0
            End If
            col(a).mem2 = col(a).y ' in case grabber gets shot
        Else ' grabber was shot
            col(a).cx = ((col(a).cx + 1) Mod 8)
            If col(a).vy >= col(a).cx Then ' slow down the drop
                col(a).y = col(a).y + speed
                If col(a).y > maxy - 6 Then
                    grabber(col(a).mem1).mode = 0 ' reset variables
                    col(a).mem1 = 0
                    col(a).mode = 0
                    col(a).dir = 0
                    pickup = 0
                    b = timepassed(11, 1) ' reset timer 11
                    If col(a).mem2 < maxy - 75 Then
                        createchunks col(a).x, col(a).y - 10
                        col(a).health = 0
                    End If
                End If
            End If
        End If
    ElseIf col(a).mode = 2 Then ' hero got em
        col(a).x = hero.x: col(a).y = hero.y
        col(a).dir = 1
        col(a).mem2 = col(a).y
        If timepassed(11, 3) Then col(a).mode = 1
        If hero.y > boty - 10 Then col(a).mode = 1
    End If
End Sub ' traitscolonist

' /////////////////////////////////////////////////////////////////////////////
' Grabber personality defined here.
' inteligence for aliens

Sub traitsgrabber (a)
    Shared pickup
    Static ctr1, ctr2, ctr3
   
    'IF hero.thrust THEN
    grabber(a).x = grabber(a).x - hero.thrust

    If (grabber(a).x > minx) And (grabber(a).x < maxx) Then ' Shoot at hero.
        createalienshot grabber(a).px, grabber(a).py
    End If

    Select Case grabber(a).mode
        Case 0 ' looking for colonist
            grabber(a).cx = grabber(a).cx + 1
            If grabber(0).vx <= grabber(a).cx Then
                If grabber(a).dirx = 0 Then
                    grabber(a).x = grabber(a).x + speed
                ElseIf grabber(a).dirx = 1 Then
                    grabber(a).x = grabber(a).x - speed
                End If
                'ctr1 = ctr1 + 1
                grabber(a).cx = 0
            End If
            If level < 5 Then
                If ctr1 > 200 Then grabber(a).diry = 1
                If ctr1 > 310 Then grabber(a).diry = 3
                If ctr1 > 400 Then grabber(a).diry = 0
                If ctr1 > 490 Then ctr1 = 0
                If ctr1 > 200 And ctr1 < 490 Then
                    grabber(a).cy = grabber(a).cy + 1
                    If grabber(0).vy = grabber(a).cy Then
                        If grabber(a).diry = 0 Then
                            grabber(a).y = grabber(a).y + speed
                        ElseIf grabber(a).diry = 1 Then
                            grabber(a).y = grabber(a).y - speed
                        End If
                        grabber(a).cy = 0
                    End If
                End If
            Else
                ' (DO NOTHING)
            End If

            If pickup = 0 Then
                ' COLOR strobe
                ' LOCATE 1, 1: PRINT "looking"
                For b = 0 To maxcolonists '  pick up only when visible 
                    ' IF (col(b).x > 0) AND (col(b).x < maxx) AND col(b).health THEN
                    If col(b).health Then
                        If grabber(a).x = col(b).x Then ' got that sucker
                            If RandomNum(2) = 0 Then ' pick at random
                                grabber(a).mode = 1 ' pick up  mode
                                grabber(a).mem1 = b ' remember the colonist
                                col(b).mem1 = a ' remember the grabber
                                pickup = 1
                            End If
                        End If
                    End If
                    ' END IF
                Next b
            End If

        Case 1 ' desend over victom  ;)
            'COLOR strobe
            'LOCATE 1, 10: PRINT "desending"
            grabber(a).cy = grabber(a).cy + 1

            If grabber(a).cy = grabber(0).vy Then
                grabber(a).y = grabber(a).y + speed
                grabber(a).cy = 0
            End If

            If grabber(a).y > maxy - grabber(a).h - 5 Then
                grabber(a).y = maxy - grabber(a).h - 5
                grabber(a).mode = 2
                PlaySound cCallForHelpSound
            End If

        Case 2 ' pick up victom
            'COLOR strobe
            'LOCATE 1, 20: PRINT "Picking up"

            grabber(a).cy = grabber(a).cy + 1
            If grabber(a).cy = grabber(0).vy Then
                grabber(a).y = grabber(a).y - speed
                col(grabber(a).mem1).mode = 1
                grabber(a).cy = 0
            End If

            If grabber(a).y < topy Then ' did grabber reach top ?
                grabber(a).y = topy
                grabber(a).mode = 3
            End If
           
            ' convert to mental grabber
        Case 3
            'COLOR strobe
            'LOCATE 1, 31: PRINT "Mental  "
            col(grabber(a).mem1).health = 0
            col(grabber(a).mem1).mode = 0
            grabber(a).mode = 0
            grabber(a).mem1 = 0
            grabber(a).health = 0
            pickup = 0
           
            PlaySound cMutantConvertedSound
           
            createmutant grabber(a).x, grabber(a).y
    End Select

    If grabber(a).y > boty - grabber(a).h Then grabber(a).y = topy ' bounds check
    If grabber(a).y < topy Then grabber(a).y = boty - grabber(a).h

    If grabber(a).x > fieldw Then grabber(a).x = 0 ' bounds check
    If grabber(a).x < 0 Then grabber(a).x = fieldw
End Sub ' traitsgrabber

' /////////////////////////////////////////////////////////////////////////////
' OLD GAMEPAD CODE:

' hero controled by user input
'
'Sub traitshero
'    hero.oldy = hero.y
'    hero.oldx = hero.x
'    hero.eras = TRUE
'    degrees = joystick
'    hero.thrust = FALSE
'
'    'IF hero.x <= thrdx THEN' fall back ?
'    '    hero.x = hero.x + speed ' fall to left
'    '    hero.thrust = hero.thrust - speed
'    '    degrees = 270
'    'END IF
'    'IF hero.x >= qtrx THEN ' fall back ?
'    '    hero.x = hero.x - speed ' fall to left
'    '    hero.thrust = hero.thrust + speed
'    '    degrees = 90
'    'END IF
'
'    Select Case (degrees)
'        Case 1 ' north
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'        Case 45 ' north east
'            'hero.y = hero.y - hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'
'            hero.thrust = speed
'            hero.dir = 0
'        Case 90 ' east
'            hero.thrust = speed
'            hero.dir = 0
'        Case 135 ' south east
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'            hero.thrust = speed
'            hero.dir = 0
'        Case 180 ' south
'            'hero.y = hero.y + hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'        Case 225 ' south west
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'            hero.thrust = -speed
'            hero.dir = 1
'        Case 270 ' west
'            hero.thrust = -speed
'            hero.dir = 1
'        Case 315 ' north west
'            'hero.y = hero.y - hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'            hero.thrust = -speed
'            hero.dir = 1
'    End Select
'
'    ' joystick buttons
'    Select Case (joybutt)
'        Case (1)
'            createherolaser
'        Case (2)
'            createherolaser
'    End Select
'
'    If hero.y < topy Then hero.y = topy
'    If hero.y > maxy - col(0).h - hero.h - 2 Then hero.y = maxy - col(0).h - hero.h - 2
'
'    If hero.x < 0 Then hero.x = minx
'    If hero.x > (maxx - hero.vx - hero.w) Then hero.x = maxx - hero.w - 1
'End Sub ' traitshero
'
' /////////////////////////////////////////////////////////////////////////////
' mutant is aggresive and pissed off

Sub traitsmutant (a)
    If hero.thrust Then mutant(a).x = mutant(a).x - hero.thrust

    If mutant(a).x > minx And mutant(a).x < maxx Then ' mutant on screen
        'createalienbolt mutant(a).x, mutant(a).y
        'createalienshot mutant(a).px, mutant(a).py
    End If

    mutant(a).cx = (mutant(a).cx + 1) Mod (mutant(0).vx + 1)
    If mutant(0).vx = mutant(a).cx Then
        If mutant(a).px > hero.x Then mutant(a).x = mutant(a).x - RandomNum(speed + 1)
        If mutant(a).px < hero.x Then mutant(a).x = mutant(a).x + RandomNum(speed + 1)
    End If

    mutant(a).cy = (mutant(a).cy + 1) Mod (mutant(0).vy + 1)
    If mutant(0).vy = mutant(a).cy Then
        If mutant(a).y > hero.y Then mutant(a).y = mutant(a).y - RandomNum(speed + 1)
        If mutant(a).y < hero.y Then mutant(a).y = mutant(a).y + RandomNum(speed + 1)
    End If

    If RandomNum(2) Then
        mutant(a).y = mutant(a).y + RandomNum(speed + 1)
    Else
        mutant(a).y = mutant(a).y - RandomNum(speed + 1)
    End If

    If RandomNum(2) Then
        mutant(a).x = mutant(a).x + RandomNum(speed + 1)
    Else
        mutant(a).x = mutant(a).x - RandomNum(speed + 1)
    End If

    If mutant(a).x > fieldw Then mutant(a).x = 0 ' bounds check
    If mutant(a).x < 0 Then mutant(a).x = fieldw

    If mutant(a).y < topy Then mutant(a).y = topy
    If mutant(a).y > boty - mutant(a).h Then mutant(a).y = boty - mutant(a).h
End Sub ' traitsmutant

' /////////////////////////////////////////////////////////////////////////////

Sub traitsspinette
    If hero.thrust Then spinette.x = spinette.x - hero.thrust

    If spinette.dirx = 0 Then
        spinette.cx = spinette.cx + 1
        If spinette.cx > spinette.vx Then
            spinette.x = spinette.x - speed
            spinette.cx = 0
        End If
    End If

    If spinette.dirx = 1 Then
        spinette.cx = spinette.cx + 1
        If spinette.cx > spinette.vx Then
            spinette.x = spinette.x + speed
            spinette.cx = 0

        End If
    End If

    If spinette.diry = 0 Then
        spinette.cy = spinette.cy + 1
        If spinette.cy > spinette.vy Then
            spinette.y = spinette.y - speed
            spinette.cy = 0
        End If
    End If

    If spinette.diry = 1 Then
        spinette.cy = spinette.cy + 1
        If spinette.cy > spinette.vy Then
            spinette.y = spinette.y + speed
            spinette.cy = 0
        End If
    End If

    If spinette.x > maxx Or spinette.x < minx Then spinette.health = 0
    If spinette.x > fieldw Then spinette.x = 0 ' bounds check
    If spinette.x < 0 Then spinette.x = fieldw

    If spinette.y < topy + spinette.h + spinette.h Then spinette.health = 0 'spinette.y = boty - spinette.h
    If spinette.y > boty - spinette.h Then spinette.health = 0 'spinette.y = topy + spinette.h
End Sub ' traitsspinette

' /////////////////////////////////////////////////////////////////////////////

Sub traitsspinner (a)
    Static c1

    If hero.thrust Then spinner.x = spinner.x - hero.thrust

    If (spinner.x > minx) And (spinner.x < maxx) Then ' Shoot at hero.
        createspinette spinner.x, spinner.y
    End If

    spinner.cy = spinner.cy + 1

    If spinner.dir = 0 Then
        If spinner.cy >= spinner.vy Then
            spinner.y = spinner.y + speed
            spinner.cy = 0
            c1 = (c1 + 1) Mod 20: If c1 = 0 Then spinner.dir = 1
        End If
    ElseIf spinner.dir = 1 Then
        If spinner.cy >= spinner.vy Then
            spinner.y = spinner.y - speed
            spinner.cy = 0
            c1 = (c1 + 1) Mod 20: If c1 = 0 Then spinner.dir = 0
        End If
    End If

    If spinner.x > fieldw Then spinner.x = 0 ' bounds check
    If spinner.x < 0 Then spinner.x = fieldw

    If spinner.y < topy + spinner.h Then spinner.y = boty - spinner.h
    If spinner.y > boty - spinner.h Then spinner.y = topy + spinner.h
End Sub ' traitsspinner

' /////////////////////////////////////////////////////////////////////////////

Sub traitstracker (a)
    Locate 1, 1: Print tracker.x

    If hero.thrust Then tracker.x = tracker.x - hero.thrust

    If (tracker.x > minx) And (tracker.x < maxx) Then ' Shoot at hero.
        'createalienshot tracker.x, tracker.y
    End If

    If tracker.x > hero.x + (tracker.mem1) Then
        'tracker.x = tracker.x + 1
    End If

    If tracker.x < hero.x - (tracker.mem1) Then
        'tracker.x = tracker.x - 1
    End If

    If tracker.x > fieldw Then tracker.x = 0 ' bounds check
    If tracker.x < 0 Then tracker.x = fieldw

    If tracker.y < topy + tracker.h Then tracker.y = boty - tracker.h
    If tracker.y > boty - tracker.h Then tracker.y = topy + tracker.h
End Sub ' traitstracker

' ################################################################################################################################################################
' BEGIN GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################

' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for integers

Function IIF (Condition, IfTrue, IfFALSE)
    If Condition Then IIF = IfTrue Else IIF = IfFALSE
End Function

' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for strings

Function IIFSTR$ (Condition, IfTrue$, IfFALSE$)
    If Condition Then IIFSTR$ = IfTrue$ Else IIFSTR$ = IfFALSE$
End Function

' /////////////////////////////////////////////////////////////////////////////
' returns random number

Function RandomNum (num)
    RandomNum = Int(Rnd * num)
End Function 'RandomNum

' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.

Function RandomNumber% (Min%, Max%)
    Dim NumSpread%

    ' SET RANDOM SEED
    'Randomize ' Initialize random-number generator.
    Randomize Timer

    ' GET RANDOM # Min%-Max%
    'RandomNumber = Int((Max * Rnd) + Min) ' generate number

    NumSpread% = (Max% - Min%) + 1

    RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%

End Function ' RandomNumber%

' /////////////////////////////////////////////////////////////////////////////

Function StrPadLeft$ (sValue As String, iWidth As Integer)
    StrPadLeft$ = Right$(String$(iWidth, " ") + sValue, iWidth)
End Function ' StrPadLeft$

' /////////////////////////////////////////////////////////////////////////////

Function StrPadRight$ (sValue As String, iWidth As Integer)
    StrPadRight$ = Left$(sValue + String$(iWidth, " "), iWidth)
End Function ' StrPadRight$

' ################################################################################################################################################################
' END GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################

' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################

Function KeyCode_Escape% ()
    KeyCode_Escape% = 2
End Function

Function KeyCode_F1% ()
    KeyCode_F1% = 60
End Function

Function KeyCode_F2% ()
    KeyCode_F2% = 61
End Function

Function KeyCode_F3% ()
    KeyCode_F3% = 62
End Function

Function KeyCode_F4% ()
    KeyCode_F4% = 63
End Function

Function KeyCode_F5% ()
    KeyCode_F5% = 64
End Function

Function KeyCode_F6% ()
    KeyCode_F6% = 65
End Function

Function KeyCode_F7% ()
    KeyCode_F7% = 66
End Function

Function KeyCode_F8% ()
    KeyCode_F8% = 67
End Function

Function KeyCode_F9% ()
    KeyCode_F9% = 68
End Function

'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
    KeyCode_F10% = 17408
End Function

Function KeyCode_F11% ()
    KeyCode_F11% = 88
End Function

Function KeyCode_F12% ()
    KeyCode_F12% = 89
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
    KeyCode_PrintScreen% = -44
End Function

Function KeyCode_ScrollLock% ()
    KeyCode_ScrollLock% = 71
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
    KeyCode_PauseBreak% = 31053
End Function

Function KeyCode_Tilde% ()
    KeyCode_Tilde% = 42
End Function

Function KeyCode_1% ()
    KeyCode_1% = 3
End Function

Function KeyCode_2% ()
    KeyCode_2% = 4
End Function

Function KeyCode_3% ()
    KeyCode_3% = 5
End Function

Function KeyCode_4% ()
    KeyCode_4% = 6
End Function

Function KeyCode_5% ()
    KeyCode_5% = 7
End Function

Function KeyCode_6% ()
    KeyCode_6% = 8
End Function

Function KeyCode_7% ()
    KeyCode_7% = 9
End Function

Function KeyCode_8% ()
    KeyCode_8% = 10
End Function

Function KeyCode_9% ()
    KeyCode_9% = 11
End Function

Function KeyCode_0% ()
    KeyCode_0% = 12
End Function

Function KeyCode_Minus% ()
    KeyCode_Minus% = 13
End Function

Function KeyCode_Equal% ()
    KeyCode_Equal% = 14
End Function

Function KeyCode_BkSp% ()
    KeyCode_BkSp% = 15
End Function

Function KeyCode_Ins% ()
    KeyCode_Ins% = 339
End Function

Function KeyCode_Home% ()
    KeyCode_Home% = 328
End Function

Function KeyCode_PgUp% ()
    KeyCode_PgUp% = 330
End Function

Function KeyCode_Del% ()
    KeyCode_Del% = 340
End Function

Function KeyCode_End% ()
    KeyCode_End% = 336
End Function

Function KeyCode_PgDn% ()
    KeyCode_PgDn% = 338
End Function

Function KeyCode_NumLock% ()
    KeyCode_NumLock% = 326
End Function

Function KeyCode_KeypadSlash% ()
    KeyCode_KeypadSlash% = 310
End Function

Function KeyCode_KeypadMultiply% ()
    KeyCode_KeypadMultiply% = 56
End Function

Function KeyCode_KeypadMinus% ()
    KeyCode_KeypadMinus% = 75
End Function

Function KeyCode_Keypad7Home% ()
    KeyCode_Keypad7Home% = 72
End Function

Function KeyCode_Keypad8Up% ()
    KeyCode_Keypad8Up% = 73
End Function

Function KeyCode_Keypad9PgUp% ()
    KeyCode_Keypad9PgUp% = 74
End Function

Function KeyCode_KeypadPlus% ()
    KeyCode_KeypadPlus% = 79
End Function

Function KeyCode_Keypad4Left% ()
    KeyCode_Keypad4Left% = 76
End Function

Function KeyCode_Keypad5% ()
    KeyCode_Keypad5% = 77
End Function

Function KeyCode_Keypad6Right% ()
    KeyCode_Keypad6Right% = 78
End Function

Function KeyCode_Keypad1End% ()
    KeyCode_Keypad1End% = 80
End Function

Function KeyCode_Keypad2Down% ()
    KeyCode_Keypad2Down% = 81
End Function

Function KeyCode_Keypad3PgDn% ()
    KeyCode_Keypad3PgDn% = 82
End Function

Function KeyCode_KeypadEnter% ()
    KeyCode_KeypadEnter% = 285
End Function

Function KeyCode_Keypad0Ins% ()
    KeyCode_Keypad0Ins% = 83
End Function

Function KeyCode_KeypadPeriodDel% ()
    KeyCode_KeypadPeriodDel% = 84
End Function

Function KeyCode_Tab% ()
    KeyCode_Tab% = 16
End Function

Function KeyCode_Q% ()
    KeyCode_Q% = 17
End Function

Function KeyCode_W% ()
    KeyCode_W% = 18
End Function

Function KeyCode_E% ()
    KeyCode_E% = 19
End Function

Function KeyCode_R% ()
    KeyCode_R% = 20
End Function

Function KeyCode_T% ()
    KeyCode_T% = 21
End Function

Function KeyCode_Y% ()
    KeyCode_Y% = 22
End Function

Function KeyCode_U% ()
    KeyCode_U% = 23
End Function

Function KeyCode_I% ()
    KeyCode_I% = 24
End Function

Function KeyCode_O% ()
    KeyCode_O% = 25
End Function

Function KeyCode_P% ()
    KeyCode_P% = 26
End Function

Function KeyCode_BracketLeft% ()
    KeyCode_BracketLeft% = 27
End Function

Function KeyCode_BracketRight% ()
    KeyCode_BracketRight% = 28
End Function

Function KeyCode_Backslash% ()
    KeyCode_Backslash% = 44
End Function

Function KeyCode_CapsLock% ()
    KeyCode_CapsLock% = 59
End Function

Function KeyCode_A% ()
    KeyCode_A% = 31
End Function

Function KeyCode_S% ()
    KeyCode_S% = 32
End Function

Function KeyCode_D% ()
    KeyCode_D% = 33
End Function

Function KeyCode_F% ()
    KeyCode_F% = 34
End Function

Function KeyCode_G% ()
    KeyCode_G% = 35
End Function

Function KeyCode_H% ()
    KeyCode_H% = 36
End Function

Function KeyCode_J% ()
    KeyCode_J% = 37
End Function

Function KeyCode_K% ()
    KeyCode_K% = 38
End Function

Function KeyCode_L% ()
    KeyCode_L% = 39
End Function

Function KeyCode_Semicolon% ()
    KeyCode_Semicolon% = 40
End Function

Function KeyCode_Apostrophe% ()
    KeyCode_Apostrophe% = 41
End Function

Function KeyCode_Enter% ()
    KeyCode_Enter% = 29
End Function

Function KeyCode_ShiftLeft% ()
    KeyCode_ShiftLeft% = 43
End Function

Function KeyCode_Z% ()
    KeyCode_Z% = 45
End Function

Function KeyCode_X% ()
    KeyCode_X% = 46
End Function

Function KeyCode_C% ()
    KeyCode_C% = 47
End Function

Function KeyCode_V% ()
    KeyCode_V% = 48
End Function

Function KeyCode_B% ()
    KeyCode_B% = 49
End Function

Function KeyCode_N% ()
    KeyCode_N% = 50
End Function

Function KeyCode_M% ()
    KeyCode_M% = 51
End Function

Function KeyCode_Comma% ()
    KeyCode_Comma% = 52
End Function

Function KeyCode_Period% ()
    KeyCode_Period% = 53
End Function

Function KeyCode_Slash% ()
    KeyCode_Slash% = 54
End Function

Function KeyCode_ShiftRight% ()
    KeyCode_ShiftRight% = 55
End Function

Function KeyCode_Up% ()
    KeyCode_Up% = 329
End Function

Function KeyCode_Left% ()
    KeyCode_Left% = 332
End Function

Function KeyCode_Down% ()
    KeyCode_Down% = 337
End Function

Function KeyCode_Right% ()
    KeyCode_Right% = 334
End Function

Function KeyCode_CtrlLeft% ()
    KeyCode_CtrlLeft% = 30
End Function

Function KeyCode_WinLeft% ()
    KeyCode_WinLeft% = 348
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
    KeyCode_AltLeft% = -30764
End Function

Function KeyCode_Spacebar% ()
    KeyCode_Spacebar% = 58
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
    KeyCode_AltRight% = -30765
End Function

Function KeyCode_WinRight% ()
    KeyCode_WinRight% = 349
End Function

Function KeyCode_Menu% ()
    KeyCode_Menu% = 350
End Function

Function KeyCode_CtrlRight% ()
    KeyCode_CtrlRight% = 286
End Function

' /////////////////////////////////////////////////////////////////////////////
' Receives
' KeyCode% = the key code to get the description for

Function KeyDescription$ (KeyCode%)
    Dim MyString As String
    Select Case (KeyCode%)
        Case KeyCode_Escape%:
            MyString = "Escape"
        Case KeyCode_F1%:
            MyString = "F1"
        Case KeyCode_F2%:
            MyString = "F2"
        Case KeyCode_F3%:
            MyString = "F3"
        Case KeyCode_F4%:
            MyString = "F4"
        Case KeyCode_F5%:
            MyString = "F5"
        Case KeyCode_F6%:
            MyString = "F6"
        Case KeyCode_F7%:
            MyString = "F7"
        Case KeyCode_F8%:
            MyString = "F8"
        Case KeyCode_F9%:
            MyString = "F9"
        Case KeyCode_F10%: ' 17408 = _KEYDOWN CODE, NOT _BUTTON CODE
            MyString = "F10"
        Case KeyCode_F11%:
            MyString = "F11"
        Case KeyCode_F12%:
            MyString = "F12"
        Case KeyCode_PrintScreen%: ' -44 = _KEYHIT CODE, NOT _BUTTON CODE
            MyString = "Print Screen"
        Case KeyCode_ScrollLock%:
            MyString = "Scroll Lock"
        Case KeyCode_PauseBreak%: ' 31053 = _KEYHIT CODE, NOT _BUTTON CODE
            MyString = "Pause/Break"
        Case KeyCode_Tilde%:
            MyString = "`"
        Case KeyCode_1%:
            MyString = "1"
        Case KeyCode_2%:
            MyString = "2"
        Case KeyCode_3%:
            MyString = "3"
        Case KeyCode_4%:
            MyString = "4"
        Case KeyCode_5%:
            MyString = "5"
        Case KeyCode_6%:
            MyString = "6"
        Case KeyCode_7%:
            MyString = "7"
        Case KeyCode_8%:
            MyString = "8"
        Case KeyCode_9%:
            MyString = "9"
        Case KeyCode_0%:
            MyString = "0"
        Case KeyCode_Minus%:
            MyString = "-"
        Case KeyCode_Equal%:
            MyString = "="
        Case KeyCode_BkSp%:
            MyString = "Backspace"
        Case KeyCode_Ins%:
            MyString = "Insert"
        Case KeyCode_Home%:
            MyString = "Home"
        Case KeyCode_PgUp%:
            MyString = "Page Up"
        Case KeyCode_Del%:
            MyString = "Delete"
        Case KeyCode_End%:
            MyString = "End"
        Case KeyCode_PgDn%:
            MyString = "Page Down"
        Case KeyCode_NumLock%:
            MyString = "Num Lock"
        Case KeyCode_KeypadSlash%:
            MyString = "[keypad] /"
        Case KeyCode_KeypadMultiply%:
            MyString = "[keypad] *"
        Case KeyCode_KeypadMinus%:
            MyString = "[keypad] -"
        Case KeyCode_Keypad7Home%:
            MyString = "[keypad] 7/Home"
        Case KeyCode_Keypad8Up%:
            MyString = "[keypad] 8"
        Case KeyCode_Keypad9PgUp%:
            MyString = "[keypad] 9/PgUp"
        Case KeyCode_KeypadPlus%:
            MyString = "[keypad] +"
        Case KeyCode_Keypad4Left%:
            MyString = "[keypad] 4/Left"
        Case KeyCode_Keypad5%:
            MyString = "[keypad] 5"
        Case KeyCode_Keypad6Right%:
            MyString = "[keypad] 6/Right"
        Case KeyCode_Keypad1End%:
            MyString = "[keypad] 1/End"
        Case KeyCode_Keypad2Down%:
            MyString = "[keypad] 2/Down"
        Case KeyCode_Keypad3PgDn%:
            MyString = "[keypad] 3/PgDn"
        Case KeyCode_KeypadEnter%:
            MyString = "[keypad] Enter"
        Case KeyCode_Keypad0Ins%:
            MyString = "[keypad] 0/Ins"
        Case KeyCode_KeypadPeriodDel%:
            MyString = "[keypad] ./Del"
        Case KeyCode_Tab%:
            MyString = "Tab"
        Case KeyCode_Q%:
            MyString = "Q"
        Case KeyCode_W%:
            MyString = "W"
        Case KeyCode_E%:
            MyString = "E"
        Case KeyCode_R%:
            MyString = "R"
        Case KeyCode_T%:
            MyString = "T"
        Case KeyCode_Y%:
            MyString = "Y"
        Case KeyCode_U%:
            MyString = "U"
        Case KeyCode_I%:
            MyString = "I"
        Case KeyCode_O%:
            MyString = "O"
        Case KeyCode_P%:
            MyString = "P"
        Case KeyCode_BracketLeft%:
            MyString = "["
        Case KeyCode_BracketRight%:
            MyString = "]"
        Case KeyCode_Backslash%:
            MyString = "\"
        Case KeyCode_CapsLock%:
            MyString = "Caps Lock"
        Case KeyCode_A%:
            MyString = "A"
        Case KeyCode_S%:
            MyString = "S"
        Case KeyCode_D%:
            MyString = "D"
        Case KeyCode_F%:
            MyString = "F"
        Case KeyCode_G%:
            MyString = "G"
        Case KeyCode_H%:
            MyString = "H"
        Case KeyCode_J%:
            MyString = "J"
        Case KeyCode_K%:
            MyString = "K"
        Case KeyCode_L%:
            MyString = "L"
        Case KeyCode_Semicolon%:
            MyString = ";"
        Case KeyCode_Apostrophe%:
            MyString = "'"
        Case KeyCode_Enter%:
            MyString = "Enter"
        Case KeyCode_ShiftLeft%:
            MyString = "Shift Left"
        Case KeyCode_Z%:
            MyString = "Z"
        Case KeyCode_X%:
            MyString = "X"
        Case KeyCode_C%:
            MyString = "C"
        Case KeyCode_V%:
            MyString = "V"
        Case KeyCode_B%:
            MyString = "B"
        Case KeyCode_N%:
            MyString = "N"
        Case KeyCode_M%:
            MyString = "M"
        Case KeyCode_Comma%:
            MyString = ","
        Case KeyCode_Period%:
            MyString = "."
        Case KeyCode_Slash%:
            MyString = "/"
        Case KeyCode_ShiftRight%:
            MyString = "Shift Right"
        Case KeyCode_Up%:
            MyString = "Up"
        Case KeyCode_Left%:
            MyString = "Left"
        Case KeyCode_Down%:
            MyString = "Down"
        Case KeyCode_Right%:
            MyString = "Right"
        Case KeyCode_CtrlLeft%:
            MyString = "Ctrl Left"
        Case KeyCode_WinLeft%:
            MyString = "Win Left"
        Case KeyCode_AltLeft%: ' -30764 = _KEYHIT CODE NOT _BUTTON CODE
            MyString = "Alt Left"
        Case KeyCode_Spacebar%:
            MyString = "Spacebar"
        Case KeyCode_AltRight%: ' -30765 = _KEYHIT CODE NOT _BUTTON CODE
            MyString = "Alt Right"
        Case KeyCode_WinRight%:
            MyString = "Win Right"
        Case KeyCode_Menu%:
            MyString = "Menu"
        Case KeyCode_CtrlRight%:
            MyString = "Ctrl Right"
        Case Else:
            ' UNKNOWN VALUE
            MyString = "_BUTTON(" + _Trim$(Str$(KeyCode%)) + ")"
    End Select ' KeyCode%
   
    KeyDescription$ = MyString
End Function ' KeyDescription$

' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################

' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN COLOR CODE FUNCTIONS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Function cBlack%
    cBlack% = 0
End Function

Function cBlue%
    cBlue% = 1
End Function

Function cGreen%
    cGreen% = 2
End Function

Function cLtBlue%
    cLtBlue% = 3
End Function

Function cRed%
    cRed% = 4
End Function

Function cPurple%
    cPurple% = 5
End Function

Function cOrange%
    cOrange% = 6
End Function

Function cWhite%
    cWhite% = 7
End Function

Function cGray%
    cGray% = 8
End Function

Function cPeriwinkle%
    cPeriwinkle% = 9
End Function

Function cLtGreen%
    cLtGreen% = 10
End Function

Function cCyan%
    cCyan% = 11
End Function

Function cLtRed%
    cLtRed% = 12
End Function

Function cPink%
    cPink% = 13
End Function

Function cYellow%
    cYellow% = 14
End Function

Function cLtGray%
    cLtGray% = 15
End Function
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END COLOR CODE FUNCTIONS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------


Attached Files
.7z   QB64DEFEND_v0-27.7z (Size: 20.32 KB / Downloads: 50)
Reply
#13
I just remembered I had the Williams classics cartridge for Super NES, but I spent far more time playing Joust than Defender...

I learned something about this latest presented source code. That CONST has become worthless. Declaring a function that returns a constant offers the chance of typing that "constant". Also another function like CHR$() could be used for the constant value to return if desired, and it could be built up in a variety of ways. Could use another user function, and could even employ recursion with moderation. What I'm trying to say is that I'm not used to seeing source code with a function definition which is just "function_name = value".

I proposed the thing about "COMMON SHARED" because the original source code might have depended on other separate files, especially those not written in BASIC, to be compiled by QuickBASIC or BASIC PDS and not interpreted by QBasic.
Reply
#14
(04-01-2023, 09:36 PM)i'm mnrvovrfc Wrote: I just remembered I had the Williams classics cartridge for Super NES, but I spent far more time playing Joust than Defender...

I learned something about this latest presented source code. That CONST has become worthless. Declaring a function that returns a constant offers the chance of typing that "constant". Also another function like CHR$() could be used for the constant value to return if desired, and it could be built up in a variety of ways. Could use another user function, and could even employ recursion with moderation. What I'm trying to say is that I'm not used to seeing source code with a function definition which is just "function_name = value".

I proposed the thing about "COMMON SHARED" because the original source code might have depended on other separate files, especially those not written in BASIC, to be compiled by QuickBASIC or BASIC PDS and not interpreted by QBasic.

I only know the IDE gives me no errors with the COMMON, and it blows up with DIM SHARED.

As far as constants, they can be shared variables - all the programmer has to do is remember not to change the values. Or they can be functions, and they can't make that error. Either way, it's just a way to assign a meaningful word to a value. Which is better, you can judge by how happy people are with them. Does one perform faster? Does one lead to more programmer errors? Is one costlier to implement and maintain? Maybe it doesn't matter. But I agree we should be able to assign a type to constants.
Reply
#15
Hi MadSciJr
fine and hard your work on this oldQbasic code.

I'm tuning on the OUT /INP emulated into QB64pe!

I'm sorry but running the code posted by you at #12 I can appreciate your menù for game.
I have not understood why do you scramble KeyLeft and KeyDown?
I have tested keyboard with a good result  for A,Z, N,M,K and spacebar.
Buuut running the game (option 1) is terrible!
Because  1 starship moves without any key pressed.  2. graphic makes garbage if you try to move Up/Down the starship.  3. graphic makes garbage is you fire with starship.  Graphic is too fast and I must use on my PC a _limit 10 at the place of _limit cFPS (=30).

I hope that this my feedback should be useful for you that are working on it!
Reply
#16
(04-02-2023, 03:26 PM)TempodiBasic Wrote: fine and hard your work on this oldQbasic code.
I'm tuning on the OUT /INP emulated into QB64pe!

I haven't even looked at that yet. To start with I have been focusing on fixing the keyboard input. I also removed all the old adlib sound code - we can replace it with playing samples later (at one of those links they had WAV files of some of the sounds, the rest can be found online or pulled out of MAME).

(04-02-2023, 03:26 PM)TempodiBasic Wrote: I'm sorry but running the code posted by you at #12 I can appreciate your menù for game.

I just put in those very primitive menus to keep things simple for now.
The final game would have real menus and option screens that match the look of the real game, like TerryRitchie did in "Widescreen Asteroids".

(04-02-2023, 03:26 PM)TempodiBasic Wrote: I have not understood why do you scramble KeyLeft and KeyDown?

That's not from "Scramble". Sorry, I should have explained what I was doing. The original controls (up, down, thrust, reverse) are hard to use for a lot of people. But they are also part of the challenge of the game! But for beginners or people who just prefer a standard 4-directional joystick (actually 8-directional if we count diagonal movement), I want to include using the arrow keys to move up/down/right/left. So if you are pointing in one direction and the player presses the other way, the code will check the current direction the ship is facing: if they are facing the opposite direction then reverse direction else thrust. I have not added that code yet, just added some variables for it.

(04-02-2023, 03:26 PM)TempodiBasic Wrote: I have tested keyboard with a good result  for A,Z, N,M,K and spacebar.
Buuut running the game (option 1) is terrible!
Because  1 starship moves without any key pressed.  2. graphic makes garbage if you try to move Up/Down the starship.  3. graphic makes garbage is you fire with starship.  Graphic is too fast and I must use on my PC a _limit 10 at the place of _limit cFPS (=30).

Yes it is a mess. I think it can be fixed, but one step at a time!

(04-02-2023, 03:26 PM)TempodiBasic Wrote: I hope that this my feedback should be useful for you that are working on it!

Thanks for your feedback, it is a big help :-)
Reply
#17
Tagged: TerryRitchie, RokCoder, TempodiBasic, mnrvovrfc

(04-01-2023, 02:15 PM)TempodiBasic Wrote: I have not understood why do you scramble KeyLeft and KeyDown?

I did a quick update to add the 4-way control option (called "directional thrust" in the code).
You can now use the arrow keys to move in a given direction (the standard controls also work).
I also changed the FPS to 10 per Tempodi (this can be changed at line 80).

Code: (Select All)
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' QB64 Defender v0.28.00
' Updated by madscijr Mar-Apr 2023, to sort of work with QB64 & QB64PE.
' There is still a lot of work to be done to get this fully working,
' and be more faithful to the original arcade game by Williams Electronics.
'
' The original version of this game is from Tim Truman's AOL site
' backed up at archive.org at:
' https://web.archive.org/web/20050324100845/http://members.aol.com/Timtruman/Qbasic/Games/qbdefend.htm
'
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' Name    : QBdefend.bas
' Author  : Tim Truman
' Type    : Freeware
' Date    : 4/28/95
' Revised : 1/31/97
'
' Copyright (c) 1997 Tim Truman
'
' CompuServe - 74734,2203
' AOL        - TimTruman
' NET        - TimTruman@AOL.COM
'
' Visit my FTP site at :
' ftp.aol.members/TimTruman
'
' This program may be freely distributed providing no changes are
' made to the source code or it's support files. This program
' may not be distributed compiled.
'
' Feel free to rip out any code you may find of use.
'
' Thanks for downloading my program. This is dedicated to
' those who said it could not be done!
' This was one of my earlist Qbasic programs so the code may be
' a little crude. The adlib routines for instance have been
' replaced in later programs with playback routines that are
' much smaller. If you have my FX program you know these playback
' routines have come a long way.
'
' But after all these years it's I think it's still a good looking
' program. Enjoy!
'
' Notes:
' For best results run this program under dos mode in WIN 95 and
' have a gamepad handy.
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' All about Defender:
'
' The Defender bible?
' Defender: The Last Word by Doug Mahugh (Jan 21, 2013)
' https://www.dougmahugh.com/defender/
'
' The ARCade ARChive: Defender ROMs, sounds, images, etc.:
' https://arcarc.xmission.com/Arcade%20by%20Title/Defender/
'
' The ARCade ARChive: Stargate ROMs, sounds, images, etc:
' https://arcarc.xmission.com/Arcade%20by%20Title/Stargate/
'
' Defender arcade machine manual:
' https://www.gamesdatabase.org/Media/SYSTEM/Arcade//Manual/formated/Defender_-_1980_-_Williams,_Inc..pdf
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

DefInt A-Z

'NONEXISTING SUBS WHICH WERE DECLARED BUT NOT PRESENT OR CALLED IN THE CODE:
'DECLARE SUB printme ()
'DECLARE SUB herosprite () ' draw and initalize main sprite
'DECLARE SUB printtime () ' debbugger tool
'DECLARE SUB createimplode (x, y)
'DECLARE SUB newgame ()

' BOOLEAN VALUES
Const FALSE = 0
Const TRUE = Not FALSE

' SETTINGS
Const cFPS = 10

' SOUND EFFECTS
Const cMutantExplodeSound = 0
Const cHeroFiringSound = 1
Const cCallForHelpSound = 2
Const cMutantConvertedSound = 3
Const cMutantFiringSound = 4
Const cBomerSound = 5
Const cSwarmerSound = 6
Const cColonistDiedSound = 7

Type sprite
    x As Integer ' virtual location
    y As Integer '
    oldx As Integer ' old location for erase
    oldy As Integer '
    px As Integer ' physical x
    py As Integer ' physical y
    cx As Integer ' counter
    cy As Integer '
    vx As Integer ' velocity
    vy As Integer '
    rx As Integer ' radar x
    ry As Integer '
    oldrx As Integer
    oldry As Integer
    dirx As Integer '
    diry As Integer
    h As Integer ' hight
    w As Integer ' width
    mem1 As Integer ' save something
    mem2 As Integer '
    eras As Integer ' erase
    health As Integer ' alive
    dir As Integer ' various, usually referenced for movement
    thrust As Integer ' for hero ship
    mode As Integer ' various
    toplay As Integer ' how many to play
    played As Integer ' how many have been played
End Type ' sprite

Type explode
    set As Integer
    x As Integer
    y As Integer
    size As Integer
    colour As Integer
    c1 As Integer
    c2 As Integer
End Type ' explode

' GLOBAL VARIABLES
Common Shared speed, keyspeed, delay
Common Shared minx, miny, maxx, maxy, topy, boty, qtrx, thrdx
Common Shared fieldw, fieldh, fieldx
Common Shared radarx, radary, radarsx, radarsy, radarw, radarh, radarwrapx
Common Shared pickup
Common Shared level, newlevel
Common Shared maxaliensinplay, aliensinplay
Common Shared hero As sprite, heroimage() As Integer
Common Shared grabber() As sprite, maxgrabbers, numgrabbers
Common Shared chaser As sprite
Common Shared mutant() As sprite
Common Shared bomer() As sprite, maxbomers, numbomers
Common Shared bomb As sprite
Common Shared blocker As sprite, maxblockers
Common Shared spinner As sprite, maxspinners
Common Shared spinette As sprite
Common Shared col() As sprite, maxcolonists
Common Shared herolaser() As sprite, maxherolasers
Common Shared alienshot As sprite
Common Shared alienbolt() As sprite, maxalienbolts
Common Shared tracker As sprite
Common Shared chunk() As sprite, maxchunks
Common Shared exp1 As explode

' FOR (EVENTUALLY) CONFIGURABLE KEYBOARD MAPPING:
Common Shared INPUT_MOVE_UP%
Common Shared INPUT_MOVE_DOWN%
Common Shared INPUT_MOVE_LEFT%
Common Shared INPUT_MOVE_RIGHT%
Common Shared INPUT_UP%
Common Shared INPUT_DOWN%
Common Shared INPUT_THRUST%
Common Shared INPUT_REVERSE%
Common Shared INPUT_FIRE%
Common Shared INPUT_SMARTBOMB%
Common Shared INPUT_HYPERSPACE%
Common Shared INPUT_INVISIO%
Common Shared INPUT_FASTER%
Common Shared INPUT_SLOWER%
Common Shared INPUT_SKIP_LEVEL%
Common Shared INPUT_QUIT%

' FOR NON-REPEATABLE KEYS:
Common Shared bReverse%: bReverse% = FALSE
Common Shared bFire%: bFire% = FALSE
Common Shared bSmartBomb%: bSmartBomb% = FALSE
Common Shared bHyperspace%: bHyperspace% = FALSE
Common Shared bFaster%: bFaster% = FALSE
Common Shared bSlower%: bSlower% = FALSE

' FOR KICKING US OUT OF THE GAME LOOP WHEN THE PLAYER QUITS
Common Shared bIsPlaying%: bIsPlaying% = FALSE

' SET VARIABLES TO MAXIMUM ARRAY SIZES
maxaliensinplay = 10 ' most on playfield
maxherolasers = 3 '
maxalienbolts = 1
maxcolonists = 10
maxgrabbers = 15
maxbomers = 2
maxchunks = 20

' OTHER SETTINGS
speed = 1
keyspeed = 8
delay = 0

' MAP KEYBOARD
' up, down, thrust, reverse, fire, smart bomb, quit
' A   Z     K       {space}  M     N           {esc}
INPUT_MOVE_UP% = KeyCode_Up%
INPUT_MOVE_DOWN% = KeyCode_Down%
INPUT_MOVE_LEFT% = KeyCode_Left%
INPUT_MOVE_RIGHT% = KeyCode_Right%
INPUT_UP% = KeyCode_A%
INPUT_DOWN% = KeyCode_Z%
INPUT_THRUST% = KeyCode_K%
INPUT_REVERSE% = KeyCode_Spacebar%
INPUT_FIRE% = KeyCode_M%
INPUT_SMARTBOMB% = KeyCode_N%
INPUT_HYPERSPACE% = KeyCode_L%
INPUT_INVISIO% = KeyCode_Semicolon%
INPUT_FASTER% = KeyCode_Equal%
INPUT_SLOWER% = KeyCode_Minus%
INPUT_SKIP_LEVEL% = KeyCode_F1%
INPUT_QUIT% = KeyCode_Escape%

' MORE VARIABLES
Dim herolaser(maxherolasers) As sprite
Dim alienbolt(maxalienbolts) As sprite
Dim col(maxcolonists) As sprite
Dim grabber(maxgrabbers) As sprite
Dim mutant(maxcolonists) As sprite
Dim bomer(maxbomers) As sprite
Dim chunk(maxchunks) As sprite

' LOCAL VARIABLES
Dim in$

' MAIN OUTER LOOP
Do
    Cls
   
    ' MENU INPUT LOOP
    Do
        Print "1. Start Game"
        Print "2. Game Rules"
        Print "3. Controls"
        Print "4. Remap controls"
        Print "5. Test keyboard"
        Print "6. Quit"
        Input "Selection"; in$
        in$ = Left$(_Trim$(in$), 1)
        If InStr(",1,2,3,4,5,6,", "," + in$ + ",") > 0 Then
            Exit Do
        Else
            Print
            Print "*** Please select 1, 2, 3, 4, 5 or 6. ***"
            Print
        End If
    Loop ' MENU INPUT LOOP
   
    If in$ = "1" Then
        ' PLAY GAME
       
        Randomize Timer
       
        ' THIS STUFF CAN PROBABLY GO:
        Out &H60, &HF3 ' fast typematic rate with min delay
        Sleep (1) ' let hardware settle
        Out &H60, 0
       
        'GameControls

        a = timepassed(20, 0) ' set up counters
        setfxmode ' set screen mode and variables

        p3x5numfnt -999, 0, 0, 0 ' load fonts
        p5x7ascfnt -999, 0, "", 0

        createhero
       
        bIsPlaying% = TRUE
       
        ' MAIN GAME LOOP
        Do
            levels
            endgame
            starfield
            processgpi
            collision
            movesprites
            creategrabber
            createbomer
            createchaser
            createspinner
            createtracker
            'For i = 1 To delay: Next
           
            If bIsPlaying% = FALSE Then
                Screen 0
                Exit Do
            End If
           
            _Limit cFPS
        Loop ' MAIN GAME LOOP
        _KeyClear: '_Delay 1 ' CLEAR KEYBOARD BUFFER
       
    ElseIf in$ = "2" Then
        ' DISPLAY GAME RULES
        GameRules
       
    ElseIf in$ = "3" Then
        ' DISPLAY CONTROLS
        GameControls
       
    ElseIf in$ = "4" Then
        ' REMAP CONTROLS
        RemapControls
       
    ElseIf in$ = "5" Then
        ' TEST KEYBOARD
        KeyboardTest2
       
    Else
        ' QUIT PROGRAM
        Exit Do
    End If

Loop ' MAIN OUTER LOOP

' EXIT
Screen 0
Print "Press any key to exit"
Sleep
System

' /////////////////////////////////////////////////////////////////////////////
' TEST ROUTINE

Sub DumpTextColors
    Dim MyString$
    Dim iLoop%
    Dim NextChar$
    Dim NextColor%
   
    Screen 0
   
    MyString$ = "0123456789ABCDEF"
   
    Cls
    For iLoop% = 1 To Len(MyString$)
        NextChar$ = Mid$(MyString$, iLoop%, 1)
       
        NextColor% = (iLoop% - 1) Mod 15 ' avoid color 16 (black) and any colors >16 (blinking, etc.)
       
        ' SHOW BLACK ON DIFFERENT COLOR BACKGROUND
        If NextColor% <> cBlack% Then
            Color NextColor%, cBlack%
        Else
            Color NextColor%, cLtGray%
        End If
       
        Print NextChar$;
       
        Color cLtGray%, cBlack%
        Print " " + Right$("00" + _Trim$(Str$(NextColor%)), 2)
    Next iLoop%
    Print
    Color cLtGray%, cBlack%
   
    'Print "PRESS ANY KEY TO EXIT"
    'Sleep
End Sub 'DumpTextColors

' /////////////////////////////////////////////////////////////////////////////
' KEYBOARD INPUT TEST

Sub KeyboardTest2
    Const cLeft = 0
    Const cRight = 1
    Dim pX%: pX% = 10
    Dim pY%: pY% = 15
    Dim oX%: oX% = 0
    Dim oY%: oY% = 0
    Dim yMin%: yMin% = 14
    Dim yMax%: yMax% = 25
    Dim xMin%: xMin% = 1
    Dim xMax%: xMax% = 79
    Dim pDir%: pDir% = cRight
    Dim oDir%: oDir% = pDir%
    Dim MyString$
    Dim note%
    Dim bReverse%: bReverse% = FALSE
    Dim bFire%: bFire% = FALSE
    Dim bSmartBomb%: bSmartBomb% = FALSE
    Dim bRedraw%: bRedraw% = TRUE
   
    Cls
    Locate 1, 1
    Color cCyan%, cBlack%
    Print "------------------------------------------------------------------------------"
    Color cYellow%, cBlack%: Print "DEFENDER KEYBOARD INPUT TEST:"
    Color cWhite%, cBlue%: Print "A";: Color cPeriwinkle%, cBlack%: Print ".........up"
    Color cWhite%, cRed%: Print "Z";: Color cPeriwinkle%, cBlack%: Print ".........down"
    Color cWhite%, cBlue%: Print "K";: Color cPeriwinkle%, cBlack%: Print ".........thrust"
    Color cWhite%, cRed%: Print "{space}";: Color cPeriwinkle%, cBlack%: Print "...reverse direction"
    Color cWhite%, cBlue%: Print "M.";: Color cPeriwinkle%, cBlack%: Print "........fire"
    Color cWhite%, cRed%: Print "N";: Color cPeriwinkle%, cBlack%: Print ".........smart bomb"
    Color cWhite%, cBlue%: Print "{escape}";: Color cPeriwinkle%, cBlack%: Print "..quit"
    Print
    Color cWhite%, cBlack%
    Print "oX%=?? oY%=?? MyString$=?" ' line=11
    Print "pX%=?? pY%=??     pDir%=?" ' line=12
    '      1234567890123456789012345678901234567890123456789012345678901234567890123456789
    '               1111111111222222222233333333334444444444555555555566666666667777777777
    Color cCyan%, cBlack%
    Print "------------------------------------------------------------------------------"
   
    Do
        ' GET DIRECTION
        If pDir% = cRight Then
            MyString$ = ">"
        ElseIf pDir% = cLeft Then
            MyString$ = "<"
        Else
            MyString$ = "?"
        End If
       
        ' SHOW VALUES
        Locate 11, 5: Color cLtBlue%, cBlack%:
        Print Right$("  " + _Trim$(Str$(oX%)), 2);
        Locate 11, 12: Color cLtBlue%, cBlack%:
        Print Right$("  " + _Trim$(Str$(oY%)), 2);
        Locate 11, 25: Color cLtBlue%, cBlack%:
        Print MyString$;
        Locate 12, 5: Color cLtRed%, cBlack%:
        Print Right$("  " + _Trim$(Str$(pX%)), 2);
        Locate 12, 12: Color cLtRed%, cBlack%:
        Print Right$("  " + _Trim$(Str$(pY%)), 2);
        Locate 12, 25: Color cLtRed%, cBlack%:
        Print IIFSTR$(pDir% = cRight, "cRight", IIFSTR$(pDir% = cLeft, "cLeft", "?")) + "      ";
       
        ' DRAW PLAYER
        If bRedraw% Then
            If oY% > 0 And oX% > 0 Then
                Locate oY%, oX%
                Color cLtBlue%, cBlack%: Print " ";
            End If
            Locate pY%, pX%
            Color cLtBlue%, cBlack%: Print MyString$;
            oX% = pX%
            oY% = pY%
            bRedraw% = FALSE
        End If
       
        ' GET INPUT
        While _DeviceInput(1): Wend ' clear and update the keyboard buffer
       
        ' UP/DOWN
        If _Button(INPUT_UP%) Then
            pY% = pY% - 1: If pY% < yMin% Then pY% = yMin%
            iLastKey% = INPUT_UP%
            If (pY% <> oY%) Then bRedraw% = TRUE
        ElseIf _Button(INPUT_DOWN%) Then
            pY% = pY% + 1: If pY% > yMax% Then pY% = yMax%
            iLastKey% = INPUT_DOWN%
            If (pY% <> oY%) Then bRedraw% = TRUE
        End If
       
        ' THRUST
        If _Button(INPUT_THRUST%) Then
            If pDir% = cRight Then
                pX% = pX% + 1: If pX% > xMax% Then pX% = xMin%
                If (pX% <> oX%) Then bRedraw% = TRUE
            ElseIf pDir% = cLeft Then
                pX% = pX% - 1: If pX% < xMin% Then pX% = xMax%
                If (pX% <> oX%) Then bRedraw% = TRUE
            End If
            iLastKey% = INPUT_THRUST%
        End If
       
        ' REVERSE
        If _Button(INPUT_REVERSE%) Then
            If bReverse% = FALSE Then
                If pDir% = cRight Then
                    pDir% = cLeft: bRedraw% = TRUE
                Else
                    pDir% = cRight: bRedraw% = TRUE
                End If
                bReverse% = TRUE
            End If
        Else
            bReverse% = FALSE
        End If
       
        ' -----------------------------------------------------------------------------
        ' BEGIN ALSO SUPPORT STANDARD 4-DIRECTIONAL JOYSTICK!
        ' -----------------------------------------------------------------------------
        ' UP/DOWN
        If _Button(INPUT_MOVE_UP%) Then
            pY% = pY% - 1: If pY% < yMin% Then pY% = yMin%
            'iLastKey% = INPUT_MOVE_UP%
            If (pY% <> oY%) Then bRedraw% = TRUE
        ElseIf _Button(INPUT_MOVE_DOWN%) Then
            pY% = pY% + 1: If pY% > yMax% Then pY% = yMax%
            'iLastKey% = INPUT_MOVE_DOWN%
            If (pY% <> oY%) Then bRedraw% = TRUE
        End If
        ' DIRECTIONAL THRUST = LEFT/RIGHT
        If _Button(INPUT_MOVE_LEFT%) Then
            ' ARE WE ALREADY FACING LEFT?
            If pDir% = cLeft Then
                ' THRUST
                pX% = pX% - 1: If pX% < xMin% Then pX% = xMax%
            Else
                ' REVERSE
                pDir% = cLeft
            End If
            ' ALWAYS REDRAW
            bRedraw% = TRUE
        ElseIf _Button(INPUT_MOVE_RIGHT%) Then
            ' ARE WE ALREADY FACING RIGHT?
            If pDir% = cRight Then
                ' THRUST
                pX% = pX% + 1: If pX% > xMax% Then pX% = xMin%
            Else
                ' REVERSE
                pDir% = cRight
            End If
            ' ALWAYS REDRAW
            bRedraw% = TRUE
        End If
        ' -----------------------------------------------------------------------------
        ' END ALSO SUPPORT STANDARD 4-DIRECTIONAL JOYSTICK!
        ' -----------------------------------------------------------------------------
       
        If _Button(INPUT_FIRE%) Then
            If bFire% = FALSE Then
                'note% = iPlayer * 100 + (iButton * 25)
                note% = 3 * 100 + (2 * 25)
                If note% > 4186 Then note% = 4186
                Sound note%, .75
                bFire% = TRUE
            End If
        Else
            bFire% = FALSE
        End If
       
        If _Button(INPUT_SMARTBOMB%) Then
            If bSmartBomb% = FALSE% Then
                'note% = iPlayer * 100 + (iButton * 25)
                note% = 2 * 100 + (3 * 25)
                If note% > 4186 Then note% = 4186
                Sound note%, .75
                bSmartBomb% = TRUE
            End If
        Else
            bSmartBomb% = FALSE
        End If
       
        ' ALWAYS READY TO QUIT
        If _Button(INPUT_QUIT%) Then
            Exit Do
        End If
       
        ' SET GAME SPEED IN FPS
        _Limit cFPS
    Loop 'UNTIL _KEYHIT = 27 ' ESCAPE to quit
   
    'Locate 24, 1
    _KeyClear: '_Delay 1 ' CLEAR KEYBOARD BUFFER
End Sub ' KeyboardTest2

' /////////////////////////////////////////////////////////////////////////////
' plays the sounds
' UNDER CONSTRUCTION

Sub PlaySound (num)
    Select Case (num)
        Case cMutantExplodeSound: ' mutant exploding
            ' (TBD)
        Case cHeroFiringSound: ' hero firing
            ' (TBD)
        Case cCallForHelpSound: ' colonist pick up warning
            ' (TBD)
        Case cMutantConvertedSound: ' mutant converted
            ' (TBD)
        Case cMutantFiringSound: ' mutant firing
            ' (TBD)
        Case cBomerSound: ' bomer noise
            ' (TBD)
        Case cSwarmerSound: ' create chunks
            ' (TBD)
    End Select
End Sub ' PlaySound

' /////////////////////////////////////////////////////////////////////////////
' detect collisions

Sub collision
    Shared collidex, collidey ' for chunks
    Shared pickup
    Static top(), left(), bottom(), right(), didthis

    If didthis = 0 Then
        Dim top(1)
        Dim left(1)
        Dim bottom(1)
        Dim right(1)
        didthis = 1
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against grabbers. ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxgrabbers
        If Not (grabber(a).x < 0) Or (grabber(a).x > maxx) Then
            'IF (grabber(a).y > hero.y + hero.h) THEN EXIT FOR
            'IF (grabber(a).y + grabber(a).h < hero.y) THEN EXIT FOR
            If (grabber(a).health > 0) And (hero.health > 0) Then
                top(0) = hero.y
                left(0) = hero.x
                bottom(0) = hero.y + hero.h
                right(0) = hero.x + hero.w

                top(1) = grabber(a).y
                left(1) = grabber(a).x
                bottom(1) = grabber(a).y + grabber(a).h
                right(1) = grabber(a).x + grabber(a).w

                If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                    ' (DO NOTHING)
                Else
                    grabber(a).health = grabber(a).health - 1
                    hero.health = hero.health - 1
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against mutants. ³³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxcolonists
        If Not (mutant(a).x < 0) Or (mutant(a).x > maxx) Then
            'IF (mutant(a).y > hero.y + hero.h) THEN EXIT FOR
            'IF (mutant(a).y + mutant(a).h < hero.y) THEN EXIT FOR
            If mutant(a).health Then 'AND hero.health THEN
                top(0) = hero.y
                left(0) = hero.x
                bottom(0) = hero.y + hero.h
                right(0) = hero.x + hero.w

                top(1) = mutant(a).y
                left(1) = mutant(a).x
                bottom(1) = mutant(a).y + mutant(a).h
                right(1) = mutant(a).x + mutant(a).w

                If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                    ' (DO NOTHING)
                Else
                    mutant(a).health = mutant(a).health - 1
                    hero.health = hero.health - 1
                    createchunks hero.x, hero.y
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against alienshots. ³³³³³³³³³³³³³³³³³³³

    If alienshot.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = alienshot.y
        left(1) = alienshot.x
        bottom(1) = alienshot.y + alienshot.h
        right(1) = alienshot.x + alienshot.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            alienshot.health = 0
            If hero.mode = 1 Then ' holding coloinist
                col(hero.mem1).health = 0 ' colonist takes shot
                pickup = 0 ' another may be picked up
                hero.mode = 0
            Else
                hero.health = hero.health - 1
            End If
            createchunks hero.x, hero.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against spinettes. ³³³³³³³³³³³³³³³³³³³³

    If spinette.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = spinette.y
        left(1) = spinette.x
        bottom(1) = spinette.y + spinette.h
        right(1) = spinette.x + spinette.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            spinette.health = 0
            If hero.mode = 1 Then ' holding coloinist
                col(hero.mem1).health = 0 ' colonist takes shot
                pickup = 0 ' another may be picked up
                hero.mode = 0
            Else
                hero.health = hero.health - 1
            End If
            createchunks hero.x, hero.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against colonists. ³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxcolonists
        If col(a).health And col(a).mode = 1 And col(a).dir = 0 Then
            If (col(a).y > hero.y + hero.h) Then Exit For
            If (col(a).y + col(a).h < hero.y) Then Exit For

            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = col(a).y
            left(1) = col(a).x
            bottom(1) = col(a).y + col(a).h
            right(1) = col(a).x + col(a).w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                col(a).mode = 2
                hero.mode = 1
                hero.mem1 = a
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against grabbers. ³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if laser is dead
            If herolaser(a).dir = 1 Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            ElseIf herolaser(a).dir = 0 Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            For b = 0 To maxgrabbers
                If (grabber(b).x > minx) Or (grabber(b).x < maxx) Then
                    If grabber(b).health Then ' don't bother if grabber is dead
                        top(1) = grabber(b).y
                        left(1) = grabber(b).x
                        bottom(1) = grabber(b).y + grabber(b).h
                        right(1) = grabber(b).x + grabber(b).w

                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                            ' (DO NOTHING)
                        Else
                            grabber(b).health = grabber(b).health - 1
                            herolaser(a).health = FALSE
                            If grabber(b).health = 0 Then
                                PlaySound cMutantExplodeSound
                                'PlaySound cSwarmerSound
                                If exp1.set = 0 Then
                                    exp1.set = 1
                                    exp1.x = herolaser(a).x
                                    exp1.y = herolaser(a).y
                                    exp1.size = 15
                                    exp1.colour = 2
                                End If
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against mutants ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then
            top(0) = herolaser(a).y
            left(0) = herolaser(a).x
            bottom(0) = herolaser(a).y
            right(0) = herolaser(a).x

            For b = 0 To maxcolonists
                If mutant(b).health Then ' don't bother if mutant is dead
                    top(1) = mutant(b).y
                    left(1) = mutant(b).x
                    bottom(1) = mutant(b).y + mutant(b).h
                    right(1) = mutant(b).x + mutant(b).w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        mutant(b).health = mutant(b).health - 1
                        herolaser(a).health = FALSE
                       
                        PlaySound cMutantExplodeSound
                       
                        If mutant(b).health = 0 Then
                            createchunks herolaser(a).x, herolaser(a).y
                           
                            PlaySound cMutantExplodeSound
                           
                            If exp1.set = 0 Then
                                exp1.set = 1
                                exp1.x = herolaser(a).x
                                exp1.y = herolaser(a).y
                                exp1.size = 15
                                exp1.colour = 4
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against bomers. ³³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then
            If herolaser(a).dir Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            Else
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            For b = 0 To maxbomers
                If (bomer(b).x > minx) And (bomer(b).x < maxx) Then
                    If bomer(b).health Then
                        top(1) = bomer(b).y
                        left(1) = bomer(b).x
                        bottom(1) = bomer(b).y + bomer(b).h
                        right(1) = bomer(b).x + bomer(b).w

                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                            ' (DO NOTHING)
                        Else
                            bomer(b).health = bomer(b).health - 1
                            herolaser(a).health = FALSE
                           
                            PlaySound cMutantExplodeSound
                           
                            If bomer(b).health = 0 Then
                                createchunks herolaser(a).x, herolaser(a).y
                                PlaySound cMutantExplodeSound
                                'PlaySound cSwarmerSound
                               
                                If exp1.set = 0 Then
                                    exp1.set = 1
                                    exp1.x = herolaser(a).x
                                    exp1.y = herolaser(a).y
                                    exp1.size = 15
                                    exp1.colour = 3
                                End If
                            End If
                        End If
                    End If
                End If
            Next b
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against blockers. ³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if missle is dead
            If herolaser(a).dir Then
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            Else
                top(0) = herolaser(a).y
                left(0) = herolaser(a).x
                bottom(0) = herolaser(a).y
                right(0) = herolaser(a).x
            End If

            If (blocker.x > minx) And (blocker.x < maxx) Then
                If blocker.health Then ' don't bother if mutant is dead
                    top(1) = blocker.y
                    left(1) = blocker.x
                    bottom(1) = blocker.y + blocker.h
                    right(1) = blocker.x + blocker.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        blocker.health = blocker.health - 1
                        createchunks herolaser(a).x, herolaser(a).y
                        blocker.vy = 0
                        If blocker.health = 0 Then
                            hero.vx = hero.mem2 ' restore hero x velocity
                            PlaySound cMutantExplodeSound
                        End If
                    End If
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against spinners ³³³³³³³³³³³³³³³³³³³³

    For a = 0 To maxherolasers
        If herolaser(a).health Then ' don't bother if laser is dead
            top(0) = herolaser(a).y
            left(0) = herolaser(a).x
            bottom(0) = herolaser(a).y
            right(0) = herolaser(a).x

            If (spinner.x > minx) And (spinner.x < maxx) Then
                If spinner.health Then ' don't bother if mutant is dead
                    top(1) = spinner.y - spinner.w
                    left(1) = spinner.x - spinner.w
                    bottom(1) = spinner.y + spinner.w
                    right(1) = spinner.x + spinner.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        spinner.health = spinner.health - 1
                        createchunks herolaser(a).x, herolaser(a).y
                        herolaser(a).health = 0
                        If spinner.health = 0 Then
                            PlaySound cMutantExplodeSound
                            'PlaySound cSwarmerSound
                           
                            If exp1.set = 0 Then
                                exp1.set = 1
                                exp1.x = herolaser(a).x
                                exp1.y = herolaser(a).y
                                exp1.size = 15
                                exp1.colour = 9
                            End If
                        End If
                    End If
                End If
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against blockers. ³³³³³³³³³³³³³³³³³³³³³

    If blocker.health Then
        If (blocker.x > minx) And (blocker.x < maxx) Then
            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = blocker.y
            left(1) = blocker.x
            bottom(1) = blocker.y + blocker.h
            right(1) = blocker.x + blocker.w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                If blocker.mem1 = hero.dir Then hero.vx = 0
                hero.y = blocker.y
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against chasers. ³³³³³³³³³³³³³³³³³³³³³³

    If chaser.health Then
        If (chaser.x > minx) And (chaser.x < maxx) Then
            top(0) = hero.y
            left(0) = hero.x
            bottom(0) = hero.y + hero.h
            right(0) = hero.x + hero.w

            top(1) = chaser.y
            left(1) = chaser.x
            bottom(1) = chaser.y + chaser.h
            right(1) = chaser.x + chaser.w

            If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                ' (DO NOTHING)
            Else
                'hero.health = hero.health - 1
                chaser.health = 0
                PlaySound cMutantExplodeSound
                createchunks chaser.x, chaser.y
                createchunks chaser.x, chaser.y
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against chasers. ³³³³³³³³³³³³³³³³³³³³

    If chaser.health Then
        If (chaser.x > minx) And (chaser.x < maxx) Then
            If Not (chaser.y > hero.y + hero.h) And Not (chaser.y < hero.y) Then
                For a = 0 To maxherolasers
                    top(0) = herolaser(a).y
                    left(0) = herolaser(a).x
                    bottom(0) = herolaser(a).y
                    right(0) = herolaser(a).x

                    top(1) = chaser.y
                    left(1) = chaser.x
                    bottom(1) = chaser.y + chaser.h
                    right(1) = chaser.x + chaser.w

                    If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
                        ' (DO NOTHING)
                    Else
                        chaser.health = 0
                        createchunks chaser.x, chaser.y
                       
                        'PlaySound cMutantExplodeSound
                        PlaySound cSwarmerSound
                       
                        If exp1.set = 0 Then
                            exp1.set = 1
                            exp1.x = herolaser(a).x
                            exp1.y = herolaser(a).y
                            exp1.size = 15
                            exp1.colour = 15
                        End If
                    End If
                Next a
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero ship against alienbombs. ³³³³³³³³³³³³³³³³³³³

    If bomb.health Then
        top(0) = hero.y
        left(0) = hero.x
        bottom(0) = hero.y + hero.h
        right(0) = hero.x + hero.w

        top(1) = bomb.y
        left(1) = bomb.x
        bottom(1) = bomb.y + bomb.h
        right(1) = bomb.x + bomb.w

        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
            ' (DO NOTHING)
        Else
            bomb.health = 0
            hero.health = hero.health - 1
            createchunks bomb.x, bomb.y
            createchunks bomb.x, bomb.y
            createchunks bomb.x, bomb.y
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³ Check hero lasers against colonists. ³³³³³³³³³³³³³³³³³³
    'For a = 0 To maxherolasers
    '    If col(a).y < maxy - col(a).h Then
    '        If (col(a).x > minx) And (col(a).x < maxx) Then
    '            If herolaser(a).health Then
    '                If herolaser(a).dir Then
    '                    top(0) = herolaser(a).y
    '                    left(0) = herolaser(a).x
    '                    bottom(0) = herolaser(a).y
    '                    right(0) = herolaser(a).x
    '                Else
    '                    top(0) = herolaser(a).y
    '                    left(0) = herolaser(a).x
    '                    bottom(0) = herolaser(a).y
    '                    right(0) = herolaser(a).x
    '                End If
    '
    '                For b = 0 To maxcolonists
    '                    If col(b).health Then
    '                        top(1) = col(b).y
    '                        left(1) = col(b).x
    '                        bottom(1) = col(b).y + col(b).h
    '                        right(1) = col(b).x + col(b).w
    '                        If (left(0) >= right(1)) Or (left(1) > right(0)) Or (top(0) > bottom(1)) Or (top(1) > bottom(0)) Then
    '                            ' (DO NOTHING)
    '                        Else
    '                            grabber(col(b).mem1).mode = 0
    '                            col(b).mem1 = 0 ' clear memory
    '                            col(b).mode = 0
    '                            col(b).health = 0
    '                            pickup = 0 ' set for another
    '                            herolaser(a).health = FALSE
    '                            createchunks herolaser(a).x, herolaser(a).y
    '                            PlaySound cColonistDiedSound
    '                        End If
    '                    End If
    '                Next b
    '            End If
    '        End If
    '    End If
    'Next a
End Sub ' collision

' /////////////////////////////////////////////////////////////////////////////

Sub createalienbolt (x, y)
    For a = 0 To maxalienbolts
        If alienbolt(a).health = 0 And alienbolt(a).eras = 0 Then ' empty spot
            If timepassed(2, .6) = 0 Then Exit Sub
            alienbolt(a).x = x + 5
            alienbolt(a).y = y + 5
            alienbolt(a).mem1 = x
            alienbolt(a).mem2 = y
            alienbolt(a).oldx = alienbolt(a).x
            alienbolt(a).oldy = alienbolt(a).y
            alienbolt(a).vx = hero.x
            alienbolt(a).vy = hero.y
            alienbolt(a).h = 1
            alienbolt(a).w = 1
            alienbolt(a).eras = 0
            alienbolt(a).health = 20
            alienbolt(a).thrust = 0
            Exit For
        End If
    Next a
End Sub ' createalienbolt

' /////////////////////////////////////////////////////////////////////////////
' Finds an empty spot in the alienshot array and initalize it
' with a shot. Figures aim based on location of our hero.
' x = physical x location to shoot from
' y = physical y location to shot from

Sub createalienshot (x, y)
    If alienshot.health = 0 And alienshot.eras = 0 Then
        PlaySound cMutantFiringSound
       
        alienshot.health = maxx
       
        'x = x + RandomNum(-5)
        'y = y + RandomNum(-5)
       
        If x > hero.x Then alienshot.dirx = 0
        If x < hero.x Then alienshot.dirx = 1
        If y > hero.y Then alienshot.diry = 0
        If y < hero.y Then alienshot.diry = 1

        'IF hero.x < x THEN
        '    alienshot.dir = 1
        'END IF

        'IF hero.x > x THEN
        '    alienshot.dir = 0
        'END IF

        alienshot.vx = 6
        alienshot.vy = 6
        alienshot.x = x
        alienshot.y = y
        alienshot.oldx = alienshot.x
        alienshot.oldy = alienshot.y
        alienshot.mem2 = 0
        alienshot.h = 2
        alienshot.w = 2
        alienshot.eras = 0
        alienshot.thrust = 0
    End If
End Sub ' createalienshot

' /////////////////////////////////////////////////////////////////////////////

Sub createblocker
    If blocker.health = 0 And blocker.eras = 0 Then
        blocker.vy = 1
        blocker.px = 0
        blocker.py = 0
        blocker.dir = RandomNum(2)
        blocker.h = 10
        blocker.w = 10
        blocker.eras = 0
        blocker.health = 10
        blocker.mem1 = 0
        blocker.mem2 = 0
        blocker.thrust = 0
        blocker.x = RandomNum(fieldw)
        blocker.y = 100
        blocker.cy = 0
        blocker.oldx = blocker.x
        blocker.oldy = blocker.y
    End If
End Sub ' createblocker

' /////////////////////////////////////////////////////////////////////////////

Sub createbomb (x, y)
    If bomb.health = 0 And bomb.eras = 0 Then
        If timepassed(10, .5) = 0 Then Exit Sub
       
        PlaySound cBomerSound
       
        bomb.health = (maxy * 5)

        If hero.y < y Then
            bomb.dir = 1
        End If

        If hero.y > y Then
            bomb.dir = 0
        End If

        If x > hero.x Then
            bomb.vx = 1
        End If

        If x < hero.x Then
            bomb.vx = -1
        End If

        bomb.vy = 8
        'bomb.cy = 10
        bomb.x = x
        bomb.y = y
        bomb.oldx = bomb.x
        bomb.oldy = bomb.y
        bomb.mem2 = 0
        bomb.h = 2
        bomb.w = 2
        bomb.eras = 0
        bomb.thrust = 0
    End If
End Sub ' createbomb

' /////////////////////////////////////////////////////////////////////////////

Sub createbomer
    If bomer(0).played = bomer(0).toplay Then Exit Sub
    If timepassed(3, .9) = 0 Then Exit Sub

    For a = 0 To maxbomers
        If bomer(a).health = 0 And bomer(a).eras = 0 Then
            bomer(a).px = 0
            bomer(a).py = 0
            bomer(a).dir = RandomNum(2)
            bomer(a).h = 6
            bomer(a).w = 6
            bomer(a).eras = 0
            bomer(a).health = 1
            bomer(a).mem1 = 0
            bomer(a).mem2 = 0
            bomer(a).thrust = 0
            bomer(a).mode = 0
            bomer(a).x = (RandomNum(fieldw - maxx)) + maxx
            bomer(a).y = RandomNum(maxy - (25 + 35)) + 35
            bomer(a).oldx = bomer(a).x
            bomer(a).oldy = bomer(a).y
            bomer(0).played = bomer(0).played + 1
            Exit Sub
        End If
    Next a
End Sub ' createbomer

' /////////////////////////////////////////////////////////////////////////////

Sub createchaser
    If timepassed(4, 1) = 0 Then Exit Sub
    If chaser.toplay = chaser.played Then Exit Sub
    If (chaser.health = 0 And chaser.eras = 0) Then
        chaser.cx = 0
        chaser.cy = 0
        chaser.px = 0
        chaser.py = 0
        chaser.h = 3
        chaser.w = 15
        chaser.eras = 0
        chaser.health = 1
        chaser.mem1 = 0
        chaser.mem2 = 0
        chaser.thrust = 0
        chaser.mode = 0
        chaser.x = (RandomNum(fieldw - maxx)) + maxx
        chaser.y = RandomNum(maxy - (25 + 35)) + 35
        chaser.oldx = chaser.x
        chaser.oldy = chaser.y
        chaser.played = chaser.played + 1
        Exit Sub
    End If
End Sub ' createchaser

' /////////////////////////////////////////////////////////////////////////////
' Find an empty spot in the array and initalize it with a chunk
' Chunks fly out when things collide .

Sub createchunks (x, y)
    For a = 0 To maxchunks
        If chunk(a).health = 0 And chunk(a).eras = 0 Then ' empty spot
            chunk(a).x = x
            chunk(a).y = y
            chunk(a).oldx = chunk(a).x
            chunk(a).oldy = chunk(a).y

            If RandomNum(2) Then ' randomly select velocitys
                chunk(a).vx = RandomNum(2) + speed
            Else
                chunk(a).vx = RandomNum(-2) - speed
            End If

            If RandomNum(2) Then
                chunk(a).vy = RandomNum(2) + speed
            Else
                chunk(a).vy = RandomNum(-2) - speed
            End If

            chunk(a).h = 1
            chunk(a).w = 1
            chunk(a).eras = 0 ' erase flag
            chunk(a).health = 50 ' life of a chunk
            chunk(a).thrust = 0
            If ct = 5 Then Exit For ' found one
            ct = ct + 1
        End If
    Next a
End Sub ' createchunks

' /////////////////////////////////////////////////////////////////////////////

Sub createcolonists
    For a = 0 To maxcolonists
        col(a).x = RandomNum(fieldw)
        col(a).y = (fieldh - 5)
        col(a).oldx = col(a).x
        col(a).oldy = col(a).y
        col(a).vx = 0
        col(a).vy = 0
        col(a).dir = 0
        col(a).h = 5
        col(a).w = 2
        col(a).eras = 0
        col(a).health = 1
        col(a).mode = 0
        col(a).mem1 = 0
        col(a).mem2 = 0
    Next a
End Sub ' createcolonists

' /////////////////////////////////////////////////////////////////////////////
' create grabber

Sub creategrabber
    If grabber(0).played = grabber(0).toplay Then
        If timepassed(0, 8) Then grabber(0).played = grabber(0).played - 1
        Exit Sub
    End If

    If timepassed(1, .9) = 0 Then Exit Sub ' aliens appear about 1 per sec

    For a = 0 To maxgrabbers
        If (grabber(a).health = 0 And grabber(a).eras = 0 And grabber(a).mode = 0) Then
            grabber(a).cx = 0
            grabber(a).cy = 0
            grabber(a).px = 0
            grabber(a).py = 0
            grabber(a).dirx = RandomNum(2)
            grabber(a).h = 8
            grabber(a).w = 8
            grabber(a).eras = 0
            grabber(a).health = 1
            grabber(a).mem1 = 0 ' used when picking up colonist
            grabber(a).mem2 = 0 ' used to determine if fired missle
            grabber(a).thrust = 0
            grabber(a).mode = 0
            grabber(a).x = (RandomNum(fieldw - maxx)) + maxx
            grabber(a).y = RandomNum(maxy - (25 + 35)) + 35
            grabber(a).oldx = grabber(a).x
            grabber(a).oldy = grabber(a).y
            grabber(0).played = grabber(0).played + 1
            Exit Sub
        End If
    Next a
End Sub ' creategrabber

DefSng A-Z

' /////////////////////////////////////////////////////////////////////////////
' hero ship is draw here and its variables initialized.
' This will possible be loaded from disk in the future

Sub createhero
    DefInt A-Z
    If hero.x = 0 Then
        Dim heroimage(75, 1) As Integer

        Line (0, 0)-(25, 15), 0, BF ' clear the area
        PSet (0, 0), 0 ' set graphics cursor
        Line -(10, 10), 0 ' move down and over a little
        Line -(5, 15), 9 ' defender facing right
        Line -(25, 15), 9
        Line -(10, 10), 9
        Paint Step(2, 2), 1, 9

        Line (30, 0)-(55, 15), 0, BF ' clear the area
        PSet (30, 0), 0 ' set graphics cursor
        Line -(50, 10), 0 ' move down and over a little
        Line -(55, 15), 9 ' defender facing left
        Line -(35, 15), 9
        Line (37, 15)-(49, 11), 9
        Paint Step(2, 2), 1, 9

        Get (5, 10)-(25, 15), heroimage(0, 0) ' get facing right
        Get (35, 10)-(55, 15), heroimage(0, 1) ' get facing left

        Put (5, 10), heroimage(0, 0) ' hide the evidence
        Put (35, 10), heroimage(0, 1)
    End If

    hero.x = 130 ' set sprite variables for
    hero.y = maxy / 2 ' starting location
    hero.oldx = hero.x ' so old location can be erased
    hero.oldy = hero.y
    hero.vx = 5
    hero.vy = 2
    hero.mem2 = hero.vx
    hero.h = 5 ' highth of image
    hero.w = 20 ' width of image
    hero.eras = 0 ' erase flag
    hero.health = 4 ' sprite active
    hero.thrust = 0
    hero.cx = 10
End Sub ' createhero

' /////////////////////////////////////////////////////////////////////////////
' find an empty spot in the heromissle array and initalizes with a
' new missle.

Sub createherolaser
    For a = 0 To maxherolasers
        If herolaser(a).health = 0 And hero.health Then
            If hero.dir Then ' firing left
                herolaser(a).x = hero.x
                herolaser(a).y = hero.y + hero.h
                herolaser(a).dir = 1
            Else ' firing right
                herolaser(a).x = hero.x + hero.w
                herolaser(a).y = hero.y + hero.h
                herolaser(a).dir = 0
            End If
            herolaser(a).oldx = herolaser(a).x
            herolaser(a).oldy = herolaser(a).y
            herolaser(a).mem1 = herolaser(a).oldx
            herolaser(a).mem2 = herolaser(a).oldy
            herolaser(a).vx = 4 + speed
            herolaser(a).vy = 0
            herolaser(a).h = 1
            herolaser(a).w = 50
            herolaser(a).eras = 0
            herolaser(a).health = 1
           
            PlaySound cHeroFiringSound
           
            Exit For
        End If
    Next a
End Sub ' createherolaser

' /////////////////////////////////////////////////////////////////////////////
' create mutant

Sub createmutant (x, y)
    For a = 0 To maxcolonists
        If mutant(a).health = 0 And mutant(a).eras = 0 Then
            mutant(a).px = 0
            mutant(a).py = 0
            mutant(a).dir = 0
            mutant(a).h = 8
            mutant(a).w = 8
            mutant(a).eras = 0
            mutant(a).health = 1
            mutant(a).mem1 = 0
            mutant(a).mem2 = 0
            mutant(a).thrust = 0
            mutant(a).mode = 0
            mutant(a).x = x
            mutant(a).y = y
            mutant(a).oldx = mutant(a).x
            mutant(a).oldy = mutant(a).y
            Exit For
        End If
    Next a
End Sub ' createmutant

' /////////////////////////////////////////////////////////////////////////////

Sub createspinette (x, y)
    If spinette.health = 0 And spinette.eras = 0 Then
        If timepassed(8, .5) = 0 Then Exit Sub
       
        If x > hero.x Then spinette.dirx = 1
        If x < hero.x Then spinette.dirx = 0
        If y > hero.y Then spinette.diry = 0
        If y < hero.y Then spinette.diry = 1

        spinette.vx = 5
        spinette.vy = 5
        spinette.px = x
        spinette.py = y
        spinette.x = x
        spinette.y = y
        spinette.oldx = spinette.x
        spinette.oldy = spinette.y
        spinette.mem1 = 0
        spinette.mem2 = 0
        spinette.h = 2
        spinette.w = 2
        spinette.health = 1
    End If
End Sub ' createspinette

' /////////////////////////////////////////////////////////////////////////////

Sub createspinner
    If spinner.toplay = spinner.played Then Exit Sub

    If (spinner.health = 0 And spinner.eras = 0) Then
        If timepassed(5, 1) = 0 Then Exit Sub
        spinner.cx = 0
        spinner.cy = 0
        spinner.px = 0
        spinner.py = 0
        spinner.h = 8
        spinner.w = 8
        spinner.eras = 0
        spinner.health = 3
        spinner.mem1 = -6
        spinner.mem2 = -1
        spinner.thrust = 0
        spinner.mode = 0
        spinner.x = (RandomNum(fieldw - maxx)) + maxx
        spinner.y = RandomNum(maxy - topy) + topy
        spinner.oldx = spinner.x
        spinner.oldy = spinner.y
        spinner.played = spinner.played + 1
    End If
End Sub ' createspinner

' /////////////////////////////////////////////////////////////////////////////

Sub createtracker
    If tracker.toplay = tracker.played Then Exit Sub

    If (tracker.health = 0 And tracker.eras = 0) Then
        'IF timepassed(5, 1) = 0 THEN EXIT SUB
        tracker.cx = 0
        tracker.cy = 0
        tracker.px = 0
        tracker.py = 0
        tracker.h = 8
        tracker.w = 8
        tracker.eras = 0
        tracker.health = 1
        tracker.mem1 = 150
        tracker.mem2 = 0
        tracker.thrust = 0
        tracker.mode = 0
        tracker.x = (RandomNum(fieldw - maxx)) + maxx
        tracker.y = RandomNum(maxy - topy) + topy
        tracker.oldx = tracker.x
        tracker.oldy = tracker.y
        tracker.played = tracker.played + 1
    End If
End Sub ' createtracker

' /////////////////////////////////////////////////////////////////////////////

Sub drawboundrys
    Line (minx, maxy - 6)-(maxx, maxy - 6), 1
    Line (minx, miny + 35)-(maxx, miny + 35), 1
End Sub ' drawboundrys

' /////////////////////////////////////////////////////////////////////////////
' draws stationary elements of the playscreen

Sub drawplayscreen
    Line (radarx - 31, radary)-(radarx + radarw - 28, radary + radarh), 1, B
    'LINE (radarx - (radarw / 2), radary)-(radarx + radarw - (radarw / 3), radary + radarh), 1, B
    Line (radarx, radary + 1)-(radarx + 20, radary + 1), 1
    Line (minx, topy - 1)-(maxx, topy - 1), 1
    p5x7ascfnt 5, 5, "Level", 2
    p5x7ascfnt 30, 5, Str$(level), 2
End Sub ' drawplayscreen

' /////////////////////////////////////////////////////////////////////////////

Sub endgame
    Static a, b, c
    If hero.health <= 1 Then
        If a = 0 Then
            If timepassed(6, 2) Then a = 1
            createchunks hero.x + RandomNum(25), hero.y + RandomNum(10)
            If exp1.set = 0 Then
                exp1.set = 1
                exp1.x = hero.x + RandomNum(25)
                exp1.y = hero.y + RandomNum(25)
                exp1.size = RandomNum(35)
                exp1.colour = 14
            End If
        ElseIf a = 1 Then
            exp1.set = 1
            exp1.x = hero.x + RandomNum(25)
            exp1.y = hero.y + RandomNum(10)
            exp1.size = 100
            exp1.colour = 14
            hero.health = 0
            a = 2
        ElseIf a = 2 Then
            If timepassed(7, 6) Then
                Cls
                a = 0
                Color 7
                Print "Play again (y,n) ?";

                If usepages Then PCopy 1, 0
               
                Do
                    a$ = InKey$
                Loop While a$ = ""
               
                If a$ = "n" Or a$ = "N" Then
                    'End
                    bIsPlaying% = FALSE
                    Exit Sub
                End If
               
                Cls
                level = 0
                hero.health = 4
            End If
        End If
    End If
End Sub ' endgame

' /////////////////////////////////////////////////////////////////////////////

Sub killsprites
    For a = 0 To maxcolonists
        mutant(a).health = 0
    Next a

    For a = 0 To maxchunks
        chunk(a).health = 0
    Next a

    For a = 0 To maxgrabbers
        grabber(a).health = 0
    Next a
    grabber(0).played = 0

    For a = 0 To maxcolonists
        mutant(a).health = 0
    Next a

    For a = 0 To maxbomers
        bomer(a).health = 0
    Next a

    blocker.health = 0
    shot.health = 0
    bomb.health = 0
    chaser.health = 0

    chaser.played = 0
    bomer(0).played = 0
    grabber(0).played = 0

    exp1.set = 0
End Sub ' killsprites

' /////////////////////////////////////////////////////////////////////////////
' If all aliens have been killed next level is set up.

Sub levels
    Static proceed

    If (aliensinplay = 0 And timepassed(9, 4) = 1) Or level = 0 Then ' delay a little
        Cls
        If usepages Then PCopy 1, 0
        Sleep (1) ' delay a little
        killsprites ' reset sprites

        Select Case (level)
            Case 0
                maxgrabbers = 3 ' on playfield at once
                grabber(0).toplay = 5 ' amount to play
                grabber(0).vx = 6: grabber(0).vy = 6 ' velocitys
                alienshot.vx = 5
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 12: mutant(0).vy = 6
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                maxbomers = 0: bomer(0).toplay = 0
                maxcolonists = 1
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 10: bomer(0).vy = 10
                'blocker.mode = 1
                'createblocker
            Case 1
                maxgrabbers = 6 ' on playfield at once
                grabber(0).toplay = 8 ' amount to play
                grabber(0).vx = 6: grabber(0).vy = 6 ' velocitys
                alienshot.vx = 5
                mutant(0).vx = 6: mutant(0).vy = 6
                ' chaser.toplay = 2
                ' chaser.vx = 4: chaser.vy = 8
                maxbomers = 1: bomer(0).toplay = 1
                maxcolonists = 5
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 10: bomer(0).vy = 10
            Case 2
                maxgrabbers = 6 ' on playfield at once
                grabber(0).toplay = 10 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                mutant(0).vx = 5: mutant(0).vy = 5
                maxcolonists = 5
                maxbomers = 1
                bomer(0).toplay = 3
                bomer(0).vx = 8: bomer(0).vy = 8
            Case 3
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 12 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 5: mutant(0).vy = 5
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 4
                bomer(0).vx = 8: bomer(0).vy = 8
                'blocker.mode = 1
                'createblocker
                maxcolonists = 6
            Case 4
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 12 ' amount to play
                grabber(0).vx = 5: grabber(0).vy = 5 ' velocitys
                alienshot.vx = 4
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 4: mutant(0).vy = 4
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                'spinner.toplay = 1
                'spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 7: bomer(0).vy = 7
                'blocker.mode = 1
                'createblocker
                maxcolonists = 7
            Case 5
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 16 ' amount to play
                grabber(0).vx = 4: grabber(0).vy = 4 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 4: mutant(0).vy = 4
                'chaser.toplay = 2
                'chaser.vx = 4: chaser.vy = 8
                spinner.toplay = 1
                spinner.vy = 40
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 6: bomer(0).vy = 6
                maxcolonists = 7
            Case 6
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 3: grabber(0).vy = 3 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 3: mutant(0).vy = 3
                chaser.toplay = 2
                chaser.vx = 4: chaser.vy = 7
                spinner.toplay = 3
                spinner.vy = 20
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 5: bomer(0).vy = 5
                maxcolonists = 7
            Case 7
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 3: mutant(0).vy = 3
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 3
                spinner.vy = 4
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 3: bomer(0).vy = 3
                maxcolonists = 8
            Case 8
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 1: chaser.vy = 3
                spinner.toplay = 3
                spinner.vy = 4
                maxbomers = 2
                bomer(0).toplay = 5
                bomer(0).vx = 2: bomer(0).vy = 2
                maxcolonists = 8
            Case 9
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 2: grabber(0).vy = 2 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 5
                spinner.vy = 1
                maxbomers = 2
                bomer(0).toplay = 6
                bomer(0).vx = 1: bomer(0).vy = 1
                maxcolonists = 8
            Case 10
                maxgrabbers = 8 ' on playfield at once
                grabber(0).toplay = 18 ' amount to play
                grabber(0).vx = 1: grabber(0).vy = 1 ' velocitys
                alienshot.vx = 3
                ' tracker.toplay = 4
                ' tracker.vx = 6: tracker.vy = 6
                mutant(0).vx = 2: mutant(0).vy = 2
                chaser.toplay = 4
                chaser.vx = 2: chaser.vy = 3
                spinner.toplay = 5
                spinner.vy = 1
                maxbomers = 2
                bomer(0).toplay = 6
                bomer(0).vx = 1: bomer(0).vy = 1
                maxcolonists = 8
            Case Else
                Cls
                Screen 0
                Width 80
                Print " Thats all for now. "
                Print " Hope to here from ya. "
                Print " "
                Print ""
                Print " "
               
                'End
                bIsPlaying% = FALSE
                Exit Sub
        End Select

        ' cleanup variables
        pickup = 0 ' allow colonist pickups
        level = level + 1 ' advance level

        drawplayscreen
        createcolonists
    End If
End Sub ' levels

' /////////////////////////////////////////////////////////////////////////////
' Handle movement of all sprites based on user input or there movement
' algorithms. Sprites are drawn and removed here .Radar positions
' are calculated and placed on screen

Sub movesprites
    Static c1
    aliensinplay = 0 ' reset grabber body count

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ grabber ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxgrabbers
        PSet (grabber(a).oldrx, grabber(a).oldry), 0

        If Not ((grabber(a).x < -10) Or (grabber(a).x > maxx)) Then ' Colonist on screen
            If grabber(a).eras Then
                Line (grabber(a).oldx, grabber(a).y)-(grabber(a).oldx + grabber(a).w, grabber(a).y + grabber(a).h), 0, BF
            End If
        End If
        grabber(a).eras = FALSE
        ' Shot while desending ?
        If grabber(a).health = 0 And grabber(a).mode = 1 Then
            pickup = 0 ' reset  pickup
            grabber(a).mode = 0 ' reset grabber
        End If

        If grabber(a).health Then
            aliensinplay = aliensinplay + 1
            traitsgrabber a ' personality and movement
            grabber(a).rx = (grabber(a).x / radarsx) + radarx ' radar location
            grabber(a).ry = grabber(a).y / radarsy + radary
            If grabber(a).rx > (radarwrapx + radarx) Then grabber(a).rx = grabber(a).rx - radarw
            grabber(a).oldrx = grabber(a).rx
            grabber(a).oldry = grabber(a).ry
            grabber(a).oldx = grabber(a).x
            grabber(a).eras = TRUE

            If Not ((grabber(a).x < -10) Or (grabber(a).x > maxx)) Then ' visable ?
                Line (grabber(a).x, grabber(a).y)-(grabber(a).x + grabber(a).w, grabber(a).y + grabber(a).h), 2, BF
                'p3x5nfnt grabber(a).x, grabber(a).y, a, 2
                grabber(a).px = Point(0)
                grabber(a).py = Point(1)
            End If
            PSet (grabber(a).rx, grabber(a).ry), 2
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ mutant ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxcolonists
        PSet (mutant(a).oldrx, mutant(a).oldry), 0
        If (mutant(a).x > -10) And (mutant(a).x < maxx) Then
            If mutant(a).eras Then
                Line (mutant(a).oldx, mutant(a).y)-(mutant(a).oldx + mutant(a).w, mutant(a).y + mutant(a).h), 0, BF
            End If
        End If
        mutant(a).eras = FALSE

        If mutant(a).health Then
            aliensinplay = aliensinplay + 1
            traitsmutant a ' personality and movement
            mutant(a).rx = (mutant(a).x / radarsx) + radarx ' radar location
            mutant(a).ry = mutant(a).y / radarsy + radary
            If mutant(a).rx > (radarwrapx + radarx) Then mutant(a).rx = mutant(a).rx - radarw
            mutant(a).oldrx = mutant(a).rx
            mutant(a).oldry = mutant(a).ry
            mutant(a).oldx = mutant(a).x
            mutant(a).oldy = mutant(a).y
            If (mutant(a).x > miny) And (mutant(a).x < maxx) Then
                Line (mutant(a).x, mutant(a).y)-(mutant(a).x + mutant(a).w, mutant(a).y + mutant(a).h), 4, BF
                mutant(a).px = Point(0)
                mutant(a).py = Point(1)
            End If
            PSet (mutant(a).rx, mutant(a).ry), 4
            mutant(a).eras = TRUE
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ chaser ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (chaser.oldrx, chaser.oldry), 0
    If (chaser.x > -10) And (chaser.x < maxx) Then
        If chaser.eras Then
            Line (chaser.oldx, chaser.y)-(chaser.oldx + chaser.w, chaser.y + chaser.h), 0, BF
        End If
    End If
    chaser.eras = FALSE

    If chaser.health Then
        aliensinplay = aliensinplay + 1
        traitschaser a ' personality and movement
        chaser.rx = (chaser.x / radarsx) + radarx ' radar location
        chaser.ry = chaser.y / radarsy + radary
        If chaser.rx > (radarwrapx + radarx) Then chaser.rx = chaser.rx - radarw
        chaser.oldrx = chaser.rx
        chaser.oldry = chaser.ry
        chaser.oldx = chaser.x
        chaser.oldy = chaser.y
        If (chaser.x > miny) And (chaser.x < maxx) Then
            Line (chaser.x, chaser.y)-(chaser.x + chaser.w, chaser.y + chaser.h), 15, B
            chaser.px = Point(0)
            chaser.py = Point(1)
        End If
        PSet (chaser.rx, chaser.ry), 15
        chaser.eras = TRUE
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ bomer ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxbomers
        PSet (bomer(a).oldrx, bomer(a).oldry), 0
        If Not ((bomer(a).x < -10) Or (bomer(a).x > maxx)) Then
            If bomer(a).eras Then
                Line (bomer(a).oldx, bomer(a).y)-(bomer(a).oldx + bomer(a).w, bomer(a).y + bomer(a).h), 0, BF
                Line (bomer(a).oldx + bomer(a).w, bomer(a).oldy + bomer(a).h)-(bomer(a).oldx + bomer(a).w + bomer(a).w, bomer(a).oldy + bomer(a).h + bomer(a).h), 0, B
            End If
        End If
        bomer(a).eras = FALSE
        If bomer(a).health Then
            aliensinplay = aliensinplay + 1
            traitsbomer a ' personality and movement
            bomer(a).rx = (bomer(a).x / radarsx) + radarx ' radar location
            bomer(a).ry = bomer(a).y / radarsy + radary
            If bomer(a).rx > (radarwrapx + radarx) Then bomer(a).rx = bomer(a).rx - radarw
            bomer(a).oldrx = bomer(a).rx
            bomer(a).oldry = bomer(a).ry
            bomer(a).oldx = bomer(a).x
            bomer(a).oldy = bomer(a).y
            bomer(a).eras = TRUE
            If Not ((bomer(a).x < -10) Or (bomer(a).x > maxx)) Then ' visable ?
                Line (bomer(a).x, bomer(a).y)-(bomer(a).x + bomer(a).w, bomer(a).y + bomer(a).h), 3, B
                Line (bomer(a).x + bomer(a).w, bomer(a).y + bomer(a).h)-(bomer(a).x + bomer(a).w + bomer(a).w, bomer(a).y + bomer(a).h + bomer(a).h), 3, B
                bomer(a).px = Point(0)
                bomer(a).py = Point(1)
            End If
            PSet (bomer(a).rx, bomer(a).ry), 3
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ spinner ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (spinner.oldrx, spinner.oldry), 0

    If Not ((spinner.x < -10) Or (spinner.x > maxx)) Then
        If spinner.eras Then
            Circle (spinner.oldx, spinner.oldy), spinner.w, 0, spinner.mem1, spinner.mem2
            'p5x7ascfnt spinner.oldx, spinner.oldy, "", 0
        End If
    End If
    spinner.eras = FALSE

    If spinner.health Then
        aliensinplay = aliensinplay + 1
        traitsspinner a ' personality and movement
        spinner.rx = (spinner.x / radarsx) + radarx ' radar location
        spinner.ry = spinner.y / radarsy + radary
        If spinner.rx > (radarwrapx + radarx) Then spinner.rx = spinner.rx - radarw
        spinner.oldrx = spinner.rx
        spinner.oldry = spinner.ry
        spinner.oldx = spinner.x
        spinner.oldy = spinner.y
        spinner.eras = TRUE
        If Not ((spinner.x < -10) Or (spinner.x > maxx)) Then ' visable ?
            c1 = (c1 + 1) Mod 16
            If c1 = 15 Then
                spinner.mem1 = spinner.mem1 + 1
                spinner.mem2 = spinner.mem2 + 1
                If spinner.mem1 = 0 Then spinner.mem1 = -6
                If spinner.mem2 = 0 Then spinner.mem2 = -6
            End If
            Circle (spinner.x, spinner.y), spinner.w, 9, spinner.mem1, spinner.mem2
            'p5x7ascfnt spinner.x, spinner.y, "", 9
            spinner.px = Point(0)
            spinner.py = Point(1)
        End If
        PSet (spinner.rx, spinner.ry), 9
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ spinette ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    ' (spinners weapon)
    If Not ((spinette.x < minx - spinette.w) Or (spinette.x > maxx + spinette.w)) Then
        If spinette.eras Then
            Circle (spinette.oldx, spinette.oldy), spinette.w, 0
            PSet (spinette.x, spinette.y), 0
        End If
    End If
    spinette.eras = FALSE

    If spinette.health Then
        aliensinplay = aliensinplay + 1
        traitsspinette ' movement
        spinette.eras = TRUE
        spinette.oldx = spinette.x
        spinette.oldy = spinette.y
        If Not ((spinette.x < minx - spinette.w) Or (spinette.x > maxx + spinette.w)) Then
            Circle (spinette.x, spinette.y), spinette.w, 9
            PSet (spinette.x, spinette.y), strobe
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ tracker ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If Not ((tracker.x < -10) Or (tracker.x > maxx)) Then
        If tracker.eras Then
            p5x7ascfnt tracker.oldx, tracker.oldy, "", 0
        End If
    End If
    tracker.eras = FALSE

    If tracker.health Then
        aliensinplay = aliensinplay + 1
        traitstracker a ' personality and movement
        If tracker.rx > (radarwrapx + radarx) Then tracker.rx = tracker.rx - radarw
        tracker.oldx = tracker.x
        tracker.oldy = tracker.y
        tracker.eras = TRUE
        If Not ((tracker.x < -10) Or (tracker.x > maxx)) Then ' visable ?
            p5x7ascfnt tracker.x, tracker.y, "", 9
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ blocker ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    PSet (blocker.oldrx, blocker.oldry), 0
    If Not ((blocker.x < -10) Or (blocker.x > maxx)) Then
        If blocker.eras Then
            Line (blocker.oldx, blocker.y)-(blocker.oldx + blocker.w, blocker.y + blocker.h), 0, BF
        End If
    End If
    blocker.eras = FALSE

    If blocker.health Then
        traitsblocker ' personality and movement
        blocker.rx = (blocker.x / radarsx) + radarx ' radar location
        blocker.ry = blocker.y / radarsy + radary
        If blocker.rx > (radarwrapx + radarx) Then blocker.rx = blocker.rx - radarw
        blocker.oldrx = blocker.rx
        blocker.oldry = blocker.ry
        blocker.oldx = blocker.x
        blocker.oldy = blocker.y
        blocker.eras = TRUE
        If Not ((blocker.x < -10) Or (blocker.x > maxx)) Then ' visable ?
            'LINE (blocker(a).x, blocker(a).y)-(blocker(a).x + blocker(a).w, blocker(a).y + blocker(a).h), 3, BF
            PSet (blocker.x, blocker.y), 3
            Line -(blocker.x + blocker.w, blocker.y), 3
            Line -(blocker.x + (blocker.w) / 2, blocker.y + blocker.h), 3
            Line -(blocker.x, blocker.y), 2
            'blocker(a).px = POINT(0)
            'blocker(a).py = POINT(1)
        End If
        PSet (blocker.rx, blocker.ry), 3
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ hero lasers ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxherolasers
        If herolaser(a).eras Then ' erase old location
            Line (herolaser(a).oldx, herolaser(a).oldy)-(herolaser(a).mem1, herolaser(a).mem2), 0
            herolaser(a).eras = FALSE
        End If
        If herolaser(a).health Then
            herolaser(a).oldx = herolaser(a).x ' save old location
            herolaser(a).oldy = herolaser(a).y
            Select Case herolaser(a).dir
                Case 1 ' fired left
                    If herolaser(a).x > minx Then
                        herolaser(a).x = herolaser(a).x - herolaser(a).vx
                        If herolaser(a).mem1 > herolaser(a).x + herolaser(a).w Then
                            herolaser(a).mem1 = herolaser(a).mem1 - herolaser(a).vx
                        End If
                    Else
                        herolaser(a).mem1 = herolaser(a).mem1 - herolaser(a).vx
                    End If
                    Line (herolaser(a).x, herolaser(a).y)-(herolaser(a).mem1, herolaser(a).mem2), 7
                    herolaser(a).eras = TRUE ' set erase flag
                    If herolaser(a).mem1 < minx Then
                        herolaser(a).health = FALSE ' restore array element
                    End If
                Case 0 ' fired right
                    If herolaser(a).x < maxx Then
                        herolaser(a).x = herolaser(a).x + herolaser(a).vx
                        If herolaser(a).mem1 < herolaser(a).x - herolaser(a).w Then
                            herolaser(a).mem1 = herolaser(a).mem1 + herolaser(a).vx
                        End If
                    Else
                        herolaser(a).mem1 = herolaser(a).mem1 + herolaser(a).vx
                    End If
                    Line (herolaser(a).x, herolaser(a).y)-(herolaser(a).mem1, herolaser(a).mem2), 7
                    If herolaser(a).mem1 > maxx Then
                        herolaser(a).health = FALSE ' restore array element
                    End If
            End Select
            herolaser(a).eras = TRUE ' set erase flag
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ chunks ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxchunks
        If chunk(a).eras Then ' erase old location
            PSet (chunk(a).oldx, chunk(a).oldy), 0
            chunk(a).eras = FALSE
        End If
        If chunk(a).health Then ' dead chunk ?
            chunk(a).oldx = chunk(a).x ' save old location
            chunk(a).oldy = chunk(a).y
            aliensinplay = aliensinplay + 1
            If chunk(a).y > topy And chunk(a).y < boty Then ' bounds check
                PSet (chunk(a).x, chunk(a).y), strobe ' draw chunks
                chunk(a).thrust = chunk(a).thrust + 1
                If chunk(a).thrust = 4 Then ' slow movement
                    chunk(a).x = chunk(a).x + chunk(a).vx
                    chunk(a).y = chunk(a).y + chunk(a).vy ' move chunk
                    chunk(a).eras = TRUE ' erase later
                    chunk(a).health = chunk(a).health - 1 ' shorten life
                    chunk(a).thrust = 0
                End If
            Else
                chunk(a).health = FALSE ' open array element
            End If
        End If
    Next a

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ explosion 1 ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If exp1.set Then
        If exp1.size > exp1.y - topy Then exp1.size = exp1.y - topy
        If exp1.x < maxx Then
            exp1.c1 = exp1.c1 + 1
            If exp1.c1 < exp1.size Then
                Circle (exp1.x, exp1.y), exp1.c1, exp1.colour
                Paint (exp1.x, exp1.y), exp1.colour, exp1.colour
                exp1.c2 = Abs(exp1.c1 - 2)
                Circle (exp1.x, exp1.y), exp1.c2, 0
                Paint (exp1.x, exp1.y), 0, 0
            ElseIf exp1.c1 >= exp1.size Then
                Circle (exp1.x, exp1.y), exp1.size, 13
                Paint (exp1.x, exp1.y), 1, 13
                Circle (exp1.x, exp1.y), exp1.size, 0
                Paint (exp1.x, exp1.y), 0, 0
                createchunks exp1.x, exp1.y
                createchunks exp1.x, exp1.y
                exp1.c1 = 0
                exp1.set = 0
            End If
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ hero ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If hero.eras Then
        Line (hero.oldx, hero.oldy)-(hero.oldx + hero.w, hero.oldy + hero.h), 0, BF
        hero.eras = FALSE
    End If
    PSet (hero.oldrx, hero.oldry), 0
    If hero.health > 0 Then
        hero.oldrx = hero.rx: hero.oldry = hero.ry ' radar
        hero.rx = (hero.x / radarsx) + radarx
        hero.ry = hero.y / radarsy + radary
        If hero.rx > (radarwrapx + radarx) Then col(a).rx = col(a).rx - radarw
        PSet (hero.rx, hero.ry), 7
       
        'traitshero ' controled user input
       
        processgpi
        If hero.dir Then ' facing left
            If hero.x <= thrdx Then ' fall back ?
                hero.x = hero.x + speed ' fall to left
                hero.thrust = hero.thrust - speed
            End If
            Put (hero.x, hero.y), heroimage(0, 1), PSet
            Line (hero.x + hero.w - 3, hero.y)-(hero.x + hero.w, hero.y + 3), strobe
        Else ' facing right
            If hero.x >= qtrx Then ' fall back ?
                hero.x = hero.x - speed ' fall to left
                hero.thrust = hero.thrust + speed
            End If
            Put (hero.x, hero.y), heroimage(0, 0), PSet
            Line (hero.x + 3, hero.y)-(hero.x, hero.y + 3), strobe
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ alien shots ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If alienshot.eras Then ' erase old location
        Line (alienshot.x, alienshot.y)-(alienshot.x + alienshot.w, alienshot.y + alienshot.h), 0, B
        alienshot.eras = FALSE
    End If
    If alienshot.health Then
        traitsalienshot
        alienshot.oldx = alienshot.x ' save old location
        alienshot.oldy = alienshot.y
        Line (alienshot.x, alienshot.y)-(alienshot.x + alienshot.w, alienshot.y + alienshot.h), 14, B
        alienshot.eras = TRUE
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ alien bombs ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    If bomb.eras Then ' erase old location
        Line (bomb.x, bomb.y)-(bomb.x + bomb.w, bomb.y + bomb.h), 0, BF
        bomb.eras = FALSE
    End If
    If bomb.health Then
        If (bomb.x > minx) And (bomb.x < maxx) And (bomb.y > topy) And (bomb.y < boty) Then
            bomb.x = bomb.x - hero.thrust
            If bomb.dir = 1 Then
                bomb.cy = bomb.cy + 1
                If bomb.cy = bomb.vy Then
                    bomb.y = bomb.y - speed
                    bomb.x = bomb.x - speed - bomb.vx
                    bomb.cy = 0
                End If
            ElseIf bomb.dir = 0 Then
                bomb.cy = bomb.cy + 1
                If bomb.cy = bomb.vy Then
                    bomb.y = bomb.y + speed
                    bomb.x = bomb.x + speed + bomb.vx
                    bomb.cy = 0
                End If
            End If
            bomb.oldx = bomb.x ' save old location
            bomb.oldy = bomb.y
            colour = strobe
            Line (bomb.x, bomb.y)-(bomb.x + bomb.w, bomb.y + bomb.h), colour, BF
            bomb.health = bomb.health - 1 ' shorten life
            bomb.eras = TRUE
        Else
            bomb.health = 0
        End If
    End If

    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    '³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³ colonists ³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³³
    For a = 0 To maxcolonists
        PSet (col(a).oldrx, col(a).oldry), 0
        If Not ((col(a).x < -10) Or (col(a).x > maxx)) Then ' Colonist on screen
            If col(a).eras Then
                Line (col(a).oldx, col(a).y)-(col(a).oldx + col(a).w, col(a).y + col(a).h), 0, BF
            End If
        End If
        col(a).eras = FALSE
        If col(a).health Then ' sprite is alive
            traitscolonist a
            col(a).rx = (col(a).x / radarsx) + radarx ' radar location
            col(a).ry = col(a).y / radarsy + radary
            If col(a).rx > (radarwrapx + radarx) Then col(a).rx = col(a).rx - radarw
            col(a).oldrx = col(a).rx ' save old spot
            col(a).oldry = col(a).ry
            col(a).oldx = col(a).x ' save old spot
            col(a).oldy = col(a).y
            col(a).eras = TRUE ' erase it later
            If Not ((col(a).x < -10) Or (col(a).x > maxx)) Then ' Colonist on screen
                Line (col(a).x, col(a).y)-(col(a).x + col(a).w, col(a).y + col(a).h), 14, BF
                'col(a).px = POINT(0)
                'col(a).py = POINT(1)
                'p3x5numfnt col(a).px - col(a).w, col(a).py - col(a).h, a, 4
            End If
            PSet (col(a).rx, col(a).ry), 14
        End If
    Next a
End Sub ' movesprites

' /////////////////////////////////////////////////////////////////////////////
' fonts
' Print num at location (x,y) in attribute colour.

Sub p3x5numfnt (x, y, num, colour)
    Static a3x5numfnt()
    If x = -999 Then
        Dim a3x5numfnt(9, 2, 4)
        Def Seg = VarSeg(a3x5numfnt(0, 0, 0)) ' load in image file
        BLoad "NUM3X5.FNT", 0
        Def Seg
    End If

    text$ = LTrim$(Str$(num))
    length = Len(text$) - 1

    For ptr = 0 To length
        n = Asc(Mid$(text$, ptr + 1, 1)) - 48
        For h = 0 To 4
            For w = 0 To 2
                If a3x5numfnt(n, w, h) = 1 Then PSet (w + x + kernx, y + h), colour
            Next w
        Next h
        kernx = kernx + 4
    Next ptr
End Sub ' p3x5numfnt

' /////////////////////////////////////////////////////////////////////////////
' x and y set screen location to start printing contents of text$.
' Text$ can contain any valid ascii character between 0 and 127.
' colour is the color you would like

Sub p5x7ascfnt (x, y, text$, colour)
    Static a5x7ascfnt()
   
    If x = -999 Then
        Dim a5x7ascfnt(127, 4, 6)
        Def Seg = VarSeg(a5x7ascfnt(0, 0, 0)) ' load in image file
        BLoad "ASCII5X7.FNT", 0
        Def Seg
    End If

    l = Len(text$) ' How many times to loop?
    If l = 0 Then Exit Sub ' Nothing to do.

    For ptr = 0 To l - 1 ' -1 is for Mid$ unability to deal with a zero
        piece$ = Mid$(text$, ptr + 1, 1) ' look at each piece of string
        n = Asc(piece$) ' assign it's ascii value

        Select Case (piece$) ' adjust lower case letter down where nessesary
            ' looks nice
            Case "g"
                kerny = kerny + 2
            Case "j"
                kerny = kerny + 2
            Case "p"
                kerny = kerny + 2
            Case "q"
                kerny = kerny + 2
            Case "y"
                kerny = kerny + 2
        End Select

        ' write the character
        For h = 0 To 6
            For w = 0 To 4
                If a5x7ascfnt(n, w, h) = 1 Then
                    PSet (x + w + kernx, y + h + kerny), colour
                End If
            Next
        Next h

        Select Case (piece$) ' Kern adjusment
            ' adjust x value for even spacing
            Case "i"
                kernx = kernx + 2
            Case "j"
                kernx = kernx + 5
            Case "l"
                kernx = kernx + 2
            Case "r"
                kernx = kernx + 5
            Case "."
                kernx = kernx + 3
            Case "("
                kernx = kernx + 3
            Case ")"
                kernx = kernx + 3
            Case "'"
                kernx = kernx + 2
            Case "!"
                kernx = kernx + 2
            Case Else
                kernx = kernx + 6
        End Select
       
        kerny = 0
    Next ptr
End Sub ' p5x7ascfnt

' /////////////////////////////////////////////////////////////////////////////

Sub GameRules
    Cls
    Color cYellow: Print "DEFENDER"
    Print
   
    Color cLtGray%
    Print "Blast Alien Ships"
    Print "Blast landers carrying humanoids"
    Print "before they mutate. Catch falling"
    Print "Humanoids - 500 points; Return"
    Print "them to surface - 500 points."
    Print "Bonus for surviving humanoids"
    Print "after each alien wave."
    Print "Hyperspace - Warp To Another"
    Print "Quadrant - Caution"
    Print "Smart Bomb - Destroys Enemies"
    Print "On Screen"
    Print "Bonus Ship and Smart Bomb"
    Print "every 10,000 Points"
    Print
   
    Color cYellow%: Print "Press any key to continue."
   
    Do: Loop While InKey$ = ""
End Sub ' GameRules

' /////////////////////////////////////////////////////////////////////////////

Sub GameControls
    Cls
    Color cYellow: Print "DEFENDER"
    Print
    Color cWhite%: Print "Controls:"
    Color cLtGray%: Print "Up..................";: Color cCyan%: Print KeyDescription$(INPUT_UP%)
    Color cLtGray%: Print "Down................";: Color cCyan%: Print KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Thrust..............";: Color cCyan%: Print KeyDescription$(INPUT_THRUST%)
    Color cLtGray%: Print "Reverse Direction...";: Color cCyan%: Print KeyDescription$(INPUT_REVERSE%)
    Color cLtGray%: Print "Fire................";: Color cCyan%: Print KeyDescription$(INPUT_FIRE%)
    Color cLtGray%: Print "Smart Bomb..........";: Color cCyan%: Print KeyDescription$(INPUT_SMARTBOMB%)
    Color cLtGray%: Print "Hyperspace..........";: Color cCyan%: Print KeyDescription$(INPUT_HYPERSPACE%)
    Color cLtGray%: Print "Invisio.............";: Color cCyan%: Print KeyDescription$(INPUT_INVISIO%)
    'Print
    Color cWhite%: Print "Alternate Controls:"
    Color cLtGray%: Print "Up..................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_UP%)
    Color cLtGray%: Print "Down................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%)
    Color cLtGray%: Print "Left................";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_LEFT%)
    Color cLtGray%: Print "Right...............";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_RIGHT%)
    'Print
    Color cWhite%: Print "Special Keys:"
    Color cLtGray%: Print "Quit Current Game...";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Slow Down Game......";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    Color cLtGray%: Print "Speed Up game.......";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    'Print
    Color cWhite%: Print "Cheat Keys:"
    Color cLtGray%: Print "Skip to next level..";: Color cCyan%: Print KeyDescription$(INPUT_MOVE_DOWN%) + " or " + KeyDescription$(INPUT_DOWN%)
    'Print
    Color cYellow%: Print "Press any key to continue."
   
    Do: Loop While InKey$ = ""
End Sub ' GameControls

' /////////////////////////////////////////////////////////////////////////////

Sub RemapControls
    Print "UNDER CONSTRUCTION"
    Print "Press any key to continue"
    Sleep
    _KeyClear: '_Delay 1 ' CLEAR KEYBOARD BUFFER
End Sub ' RemapControls

' /////////////////////////////////////////////////////////////////////////////
' process game play input

' NEW VERSION USES QB64 KEYBOARD INPUT

Sub processgpi
    ' GET INPUT
    While _DeviceInput(1): Wend ' clear and update the keyboard buffer
   
    ' QUIT?
    If _Button(INPUT_QUIT%) Then
        'End
        bIsPlaying% = FALSE
        Exit Sub
    End If
   
    ' UP/DOWN
    If _Button(INPUT_UP%) Or _Button(INPUT_MOVE_UP%) Then
        hero.y = hero.y - speed - keyspeed
    ElseIf _Button(INPUT_DOWN%) Or _Button(INPUT_MOVE_DOWN%) Then
        hero.y = hero.y + speed + keyspeed
        hero.cy = 0
    End If
   
    ' THRUST
    If _Button(INPUT_THRUST%) Then
        'If hero.dir Then ' facing left
        If hero.dir = 1 Then ' facing left
            hero.thrust = -speed - keyspeed
        Else ' facing right
            hero.thrust = speed + keyspeed
        End If
    End If
   
    ' DIRECTIONAL THRUST:
    If _Button(INPUT_MOVE_LEFT%) Then
        ' ARE WE ALREADY FACING LEFT?
        If hero.dir = 1 Then
            ' THRUST
            hero.thrust = -speed - keyspeed
        Else
            ' REVERSE
            hero.dir = 1
        End If
        ' ALWAYS REDRAW
        bRedraw% = TRUE
    ElseIf _Button(INPUT_MOVE_RIGHT%) Then
        ' ARE WE ALREADY FACING RIGHT?
        If hero.dir = 0 Then
            ' THRUST
            hero.thrust = speed + keyspeed
        Else
            ' REVERSE
            hero.dir = 0
        End If
        ' ALWAYS REDRAW
        bRedraw% = TRUE
    End If
   
    ' REVERSE
    If _Button(INPUT_REVERSE%) Then
        If bReverse% = FALSE Then
            If hero.dir = 1 Then ' facing left
                hero.dir = 0
            Else ' facing right
                hero.dir = 1
            End If
            bReverse% = TRUE
        Else
            bReverse% = FALSE
        End If
    End If
   
    ' FIRE
    If _Button(INPUT_FIRE%) Then
        If bFire% = FALSE Then
            createherolaser
            bFire% = TRUE
        End If
    Else
        bFire% = FALSE
    End If
   
    If _Button(INPUT_SMARTBOMB%) Then
        If bSmartBomb% = FALSE% Then
            ' (TBD)
            bSmartBomb% = TRUE
        End If
    Else
        bSmartBomb% = FALSE
    End If
   
    ' SLOW DOWN GAME
    ' + , =
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   delay = delay - 100
    '   If delay < 0 Then
    '       delay = 0
    '       speed = speed + 1
    '       If speed > 6 Then speed = 6
    '   End If
    'End If
       
    ' SPEED UP GAME
    ' - , _
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   speed = speed - 1
    '   If speed < 1 Then speed = 1
    '   delay = delay + 100
    'End If
   
    ' CHEAT KEY: SKIP TO NEXT LEVEL
    ' Function key 1
    'If _Button(INPUT_SKIP_LEVEL%) Then
    '   level = level + 1
    'End If
   
    ' CHECK VALUES
    If hero.y < topy Then
        hero.y = topy
    End If
    If hero.y > maxy - col(0).h - hero.h - 2 Then
        hero.y = maxy - col(0).h - hero.h - 2
    End If
    If hero.x < 0 Then
        hero.x = minx
    End If
    If hero.x > (maxx - hero.vx - hero.w) Then
        hero.x = maxx - hero.w - 1
    End If
End Sub ' processgpi

' /////////////////////////////////////////////////////////////////////////////
' setscreen and scales relavent varables

Sub setfxmode
    Screen 13
    minx = 0 ' actual physical coordinates of screen mode
    miny = 0
    'maxx = 649
    'maxy = 199
    maxx = 319
    maxy = 199
    qtrx = maxx / 4
    thrdx = qtrx * 3
    topy = miny + (maxy / 7) ' + 28       ' top and bottom physical boundrys
    boty = maxy - 5
    fieldw = maxx * 4 ' virtual play field
    fieldh = maxy
    radarsx = 16 ' radar scale down
    radarsy = 8
    radarw = fieldw / radarsx ' physical radar size
    radarh = fieldh / radarsy
    radarx = (maxx / 2) - 10 ' physical radar location
    radary = 1
    radarwrapx = (radarw / 2) + (radarw / 9) ' for radar wrap
    radar2thrd = radar1thrd * 2
End Sub ' setfxmode

' /////////////////////////////////////////////////////////////////////////////

Sub starfield
    Shared maxx, maxy
    Static first, oldstarx() As Integer, oldstary() As Integer
    Static starx() As Integer, stary() As Integer, starspeed() As Integer
    Static starvx() As Integer, ns

    If ns = 0 Then ' First time here initialize values
        ns = 25 ' Number of stars
        Dim oldstarx(ns) As Integer
        Dim oldstary(ns) As Integer
        Dim starx(ns) As Integer
        Dim stary(ns) As Integer
        Dim starspeed(ns) As Integer
        Dim starvx(ns) As Integer
        For c = 0 To ns
            stary(c) = RandomNum(maxy - (25 + 35)) + 35
            starx(c) = RandomNum(maxx)
            starspeed(c) = 1 'RandomNum(2) + 1
        Next c
    End If

    For c = 0 To ns ' erase old points
        PSet (starx(c), stary(c)), 0
    Next c

    ' ** use a delay here if you dont use page switching  **
    'FOR x! = 0 TO 1000: NEXT

    'IF hero.thrust THEN LOCATE 1, 1: PRINT hero.dir; hero.thrust
    If (hero.dir = 1) And hero.thrust Then
        For c = 0 To ns
            oldstary(c) = stary(c) ' save position to erase oldstar
            oldstarx(c) = starx(c)
            If oldstary(c) = 0 Then
                stary(c) = RandomNum(maxy - (topy + 35)) + 35
                starspeed(c) = 1 'RandomNum(2) + 1
                oldstary(c) = stary(c)
            End If
            'starvx(c) = ((starvx(c) + 1) MOD 4)
            'IF starvx(c) = 3 THEN starx(c) = starx(c) + starspeed(c)
            starx(c) = starx(c) - hero.thrust
            If starx(c) > maxx Then
                stary(c) = 0
                starx(c) = 0
            End If
        Next c
    End If

    If hero.dir = 0 And hero.thrust Then
        For c = 0 To ns
            oldstary(c) = stary(c) ' save position to erase oldstar
            oldstarx(c) = starx(c)
            If oldstary(c) = maxy Then
                stary(c) = RandomNum(maxy - (topy + 35)) + 35
                starspeed(c) = 1 ' RandomNum(2) + 1
                oldstary(c) = stary(c)
            End If
            'starvx(c) = ((starvx(c) + 1) MOD 4)
            'IF starvx(c) = 3 THEN starx(c) = starx(c) - starspeed(c)
            starx(c) = starx(c) - hero.thrust
            If starx(c) < 1 Then
                stary(c) = maxy
                starx(c) = maxx
            End If
        Next c
    End If

    For c = 0 To ns
        PSet (starx(c), stary(c)), 7
    Next c
End Sub ' starfield

' /////////////////////////////////////////////////////////////////////////////
' returns next color
' returns color

Function strobe
    Static colour
    colour = (colour + 1) Mod 16
    strobe = colour
End Function ' strobe

' /////////////////////////////////////////////////////////////////////////////
' check for passage of time

Function timepassed (n, tsecs!)
    Static getclock(), oldtsecs!(), time1!()
    If tsecs! = 0 Then
        Dim getclock(n)
        Dim oldtsecs!(n)
        Dim time1!(n)
    End If
    If tsecs! <> oldtsecs!(n) Then getclock(n) = 0 ' reset
    If getclock(n) = 0 Then
        time1!(n) = Timer
        getclock(n) = 1
        oldtsecs!(n) = tsecs!
    Else
        If Abs(Timer - time1!(n)) >= tsecs! Then
            timepassed = 1
            getclock(n) = 0
        Else
            timepassed = 0
        End If
    End If
End Function ' timepassed

' /////////////////////////////////////////////////////////////////////////////

Sub traitsalienshot
    'IF (alienshot.x > minx) AND (alienshot.x < maxx) AND (alienshot.y > topy) AND (alienshot.y < boty) THEN
    '  alienshot.x = alienshot.x - hero.thrust
    '  IF alienshot.dir = 1 THEN
    '    alienshot.cx = alienshot.cx + 1
    '    IF alienshot.cx = alienshot.vx THEN
    '      alienshot.x = alienshot.x - speed
    '      alienshot.cx = 0
    '    END IF
    '  ELSEIF alienshot.dir = 0 THEN
    '    alienshot.cx = alienshot.cx + 1
    '    IF alienshot.cx = alienshot.vx THEN
    '      alienshot.x = alienshot.x + speed
    '      alienshot.cx = 0
    '    END IF
    '  END IF
    '  alienshot.y = alienshot.y + alienshot.vy

    If hero.thrust Then alienshot.x = alienshot.x - hero.thrust

    If alienshot.dirx = 0 Then
        alienshot.cx = alienshot.cx + 1
        If alienshot.cx > alienshot.vx Then
            alienshot.x = alienshot.x - speed
            alienshot.cx = 0
        End If
    End If

    If alienshot.dirx = 1 Then
        alienshot.cx = alienshot.cx + 1
        If alienshot.cx > alienshot.vx Then
            alienshot.x = alienshot.x + speed
            alienshot.cx = 0

        End If
    End If

    If alienshot.diry = 0 Then
        alienshot.cy = alienshot.cy + 1
        If alienshot.cy > alienshot.vy Then
            alienshot.y = alienshot.y - speed
            alienshot.cy = 0
        End If
    End If

    If alienshot.diry = 1 Then
        alienshot.cy = alienshot.cy + 1
        If alienshot.cy > alienshot.vy Then
            alienshot.y = alienshot.y + speed
            alienshot.cy = 0
        End If
    End If

    If alienshot.x > maxx Or alienshot.x < minx Then alienshot.health = 0
    If alienshot.x > fieldw Then alienshot.x = 0 ' bounds check
    If alienshot.x < 0 Then alienshot.x = fieldw
    If alienshot.y < topy + alienshot.h Then
        alienshot.health = 0
        'PRINT "ahloha"
    End If
    If alienshot.y > boty - alienshot.h Then
        alienshot.health = 0
    End If
End Sub ' traitsalienshot

' /////////////////////////////////////////////////////////////////////////////

Sub traitsblocker
    If hero.thrust Then blocker.x = blocker.x - hero.thrust

    blocker.cy = blocker.cy + 1
    If blocker.cy = blocker.vy Then
        If blocker.dir Then
            blocker.y = blocker.y + speed
        Else
            blocker.y = blocker.y - speed
        End If
        blocker.cy = 0
    End If

    If blocker.x > fieldw Then blocker.x = 0 ' bounds check
    If blocker.x < 0 Then blocker.x = fieldw

    If blocker.y > boty - blocker.h Then ' bounds check
        'IF blocker.mode = 0 THEN
        '    blocker.y = topy
        'ELSEIF blocker.mode = 1 THEN
        blocker.dir = 0
        'END IF
    End If

    If blocker.y < topy + blocker.vy Then
        'IF blocker.mode = 0 THEN
        '    blocker.y = boty - blocker.h
        'ELSEIF blocker.mode = 1 THEN
        blocker.dir = 1
        'END IF
    End If
End Sub ' traitsblocker

' /////////////////////////////////////////////////////////////////////////////

Sub traitsbomer (a)
    If hero.thrust Then bomer(a).x = bomer(a).x - hero.thrust

    If (bomer(a).x > minx) And (bomer(a).x < maxx - bomer(a).w) Then ' Shoot at hero.
        createbomb bomer(a).px, bomer(a).py
    End If

    bomer(a).cx = bomer(a).cx + 1
    If bomer(0).vx < bomer(a).cx Then
        If bomer(a).dir Then
            bomer(a).x = bomer(a).x + speed
        Else
            bomer(a).x = bomer(a).x - speed
        End If
        bomer(a).cx = 0
    End If

    bomer(a).cy = bomer(a).cy + 1
    If bomer(0).vy < bomer(a).cy Then
        If bomer(a).dir Then
            bomer(a).y = bomer(a).y + speed
        Else
            bomer(a).y = bomer(a).y - speed
        End If
        bomer(a).cy = 0
    End If

    If bomer(a).x > fieldw Then bomer(a).x = 0 ' bounds check
    If bomer(a).x < 0 Then bomer(a).x = fieldw
   
    If bomer(a).y > boty - bomer(a).h Then bomer(a).y = topy + bomer(a).h ' bounds check
    If bomer(a).y < topy + bomer(a).h Then bomer(a).y = boty - bomer(a).h
End Sub ' traitsbomer

' /////////////////////////////////////////////////////////////////////////////

Sub traitschaser (a)
    If hero.thrust Then chaser.x = chaser.x - hero.thrust

    ' match hero.y when on screen
    If chaser.x > minx And chaser.x < maxx Then
        If chaser.y < hero.y Then
            chaser.cy = chaser.cy + 1
            If chaser.vy = chaser.cy Then
                chaser.y = chaser.y + speed
                chaser.cy = 0
            End If
        End If
        If chaser.y > hero.y Then
            chaser.cy = chaser.cy + 1
            If chaser.vy = chaser.cy Then
                chaser.y = chaser.y - speed
                chaser.cy = 0
            End If
        End If
        chaser.mem1 = 1
    End If

    ' find hero.x after being found
    If chaser.mem1 = 1 Then
        If chaser.x < minx Or chaser.px > maxx Then speedier = 1 Else speedier = 0
        chaser.cx = chaser.cx + 1
        If chaser.x > hero.x Then
            If chaser.vx <= chaser.cx Then
                chaser.x = chaser.x - speed - speedier
                chaser.cx = 0
            End If
        ElseIf chaser.x < hero.x Then
            If chaser.vx <= chaser.cx Then
                chaser.x = chaser.x + speed + speedier
                chaser.cx = 0
            End If
        End If
    End If

    If chaser.x > fieldw Then chaser.x = 0 ' bounds check
    If chaser.x < 0 Then chaser.x = fieldw

    If chaser.y < topy Then chaser.y = topy
    If chaser.y > boty - chaser.h Then chaser.y = boty - chaser.h
End Sub ' traitschaser

' /////////////////////////////////////////////////////////////////////////////

Sub traitscolonist (a)
    'IF hero.thrust THEN ' move according to hero
    col(a).x = col(a).x - hero.thrust
    If col(a).x > fieldw Then col(a).x = 0
    If col(a).x < 0 Then col(a).x = fieldw
    col(a).eras = TRUE
    'END IF

    If col(a).mode = 1 Then ' grabber has colonist
        If (grabber(col(a).mem1).health > 0) Then
            col(a).cx = col(a).cx + 1
            If col(a).cx >= grabber(0).vy Then
                col(a).y = col(a).y - speed
                col(a).cx = 0
            End If
            col(a).mem2 = col(a).y ' in case grabber gets shot
        Else ' grabber was shot
            col(a).cx = ((col(a).cx + 1) Mod 8)
            If col(a).vy >= col(a).cx Then ' slow down the drop
                col(a).y = col(a).y + speed
                If col(a).y > maxy - 6 Then
                    grabber(col(a).mem1).mode = 0 ' reset variables
                    col(a).mem1 = 0
                    col(a).mode = 0
                    col(a).dir = 0
                    pickup = 0
                    b = timepassed(11, 1) ' reset timer 11
                    If col(a).mem2 < maxy - 75 Then
                        createchunks col(a).x, col(a).y - 10
                        col(a).health = 0
                    End If
                End If
            End If
        End If
    ElseIf col(a).mode = 2 Then ' hero got em
        col(a).x = hero.x: col(a).y = hero.y
        col(a).dir = 1
        col(a).mem2 = col(a).y
        If timepassed(11, 3) Then col(a).mode = 1
        If hero.y > boty - 10 Then col(a).mode = 1
    End If
End Sub ' traitscolonist

' /////////////////////////////////////////////////////////////////////////////
' Grabber personality defined here.
' inteligence for aliens

Sub traitsgrabber (a)
    Shared pickup
    Static ctr1, ctr2, ctr3
   
    'IF hero.thrust THEN
    grabber(a).x = grabber(a).x - hero.thrust

    If (grabber(a).x > minx) And (grabber(a).x < maxx) Then ' Shoot at hero.
        createalienshot grabber(a).px, grabber(a).py
    End If

    Select Case grabber(a).mode
        Case 0 ' looking for colonist
            grabber(a).cx = grabber(a).cx + 1
            If grabber(0).vx <= grabber(a).cx Then
                If grabber(a).dirx = 0 Then
                    grabber(a).x = grabber(a).x + speed
                ElseIf grabber(a).dirx = 1 Then
                    grabber(a).x = grabber(a).x - speed
                End If
                'ctr1 = ctr1 + 1
                grabber(a).cx = 0
            End If
            If level < 5 Then
                If ctr1 > 200 Then grabber(a).diry = 1
                If ctr1 > 310 Then grabber(a).diry = 3
                If ctr1 > 400 Then grabber(a).diry = 0
                If ctr1 > 490 Then ctr1 = 0
                If ctr1 > 200 And ctr1 < 490 Then
                    grabber(a).cy = grabber(a).cy + 1
                    If grabber(0).vy = grabber(a).cy Then
                        If grabber(a).diry = 0 Then
                            grabber(a).y = grabber(a).y + speed
                        ElseIf grabber(a).diry = 1 Then
                            grabber(a).y = grabber(a).y - speed
                        End If
                        grabber(a).cy = 0
                    End If
                End If
            Else
                ' (DO NOTHING)
            End If

            If pickup = 0 Then
                ' COLOR strobe
                ' LOCATE 1, 1: PRINT "looking"
                For b = 0 To maxcolonists '  pick up only when visible 
                    ' IF (col(b).x > 0) AND (col(b).x < maxx) AND col(b).health THEN
                    If col(b).health Then
                        If grabber(a).x = col(b).x Then ' got that sucker
                            If RandomNum(2) = 0 Then ' pick at random
                                grabber(a).mode = 1 ' pick up  mode
                                grabber(a).mem1 = b ' remember the colonist
                                col(b).mem1 = a ' remember the grabber
                                pickup = 1
                            End If
                        End If
                    End If
                    ' END IF
                Next b
            End If

        Case 1 ' desend over victom  ;)
            'COLOR strobe
            'LOCATE 1, 10: PRINT "desending"
            grabber(a).cy = grabber(a).cy + 1

            If grabber(a).cy = grabber(0).vy Then
                grabber(a).y = grabber(a).y + speed
                grabber(a).cy = 0
            End If

            If grabber(a).y > maxy - grabber(a).h - 5 Then
                grabber(a).y = maxy - grabber(a).h - 5
                grabber(a).mode = 2
                PlaySound cCallForHelpSound
            End If

        Case 2 ' pick up victom
            'COLOR strobe
            'LOCATE 1, 20: PRINT "Picking up"

            grabber(a).cy = grabber(a).cy + 1
            If grabber(a).cy = grabber(0).vy Then
                grabber(a).y = grabber(a).y - speed
                col(grabber(a).mem1).mode = 1
                grabber(a).cy = 0
            End If

            If grabber(a).y < topy Then ' did grabber reach top ?
                grabber(a).y = topy
                grabber(a).mode = 3
            End If
           
            ' convert to mental grabber
        Case 3
            'COLOR strobe
            'LOCATE 1, 31: PRINT "Mental  "
            col(grabber(a).mem1).health = 0
            col(grabber(a).mem1).mode = 0
            grabber(a).mode = 0
            grabber(a).mem1 = 0
            grabber(a).health = 0
            pickup = 0
           
            PlaySound cMutantConvertedSound
           
            createmutant grabber(a).x, grabber(a).y
    End Select

    If grabber(a).y > boty - grabber(a).h Then grabber(a).y = topy ' bounds check
    If grabber(a).y < topy Then grabber(a).y = boty - grabber(a).h

    If grabber(a).x > fieldw Then grabber(a).x = 0 ' bounds check
    If grabber(a).x < 0 Then grabber(a).x = fieldw
End Sub ' traitsgrabber

' /////////////////////////////////////////////////////////////////////////////
' OLD GAMEPAD CODE:

' hero controled by user input
'
'Sub traitshero
'    hero.oldy = hero.y
'    hero.oldx = hero.x
'    hero.eras = TRUE
'    degrees = joystick
'    hero.thrust = FALSE
'
'    'IF hero.x <= thrdx THEN' fall back ?
'    '    hero.x = hero.x + speed ' fall to left
'    '    hero.thrust = hero.thrust - speed
'    '    degrees = 270
'    'END IF
'    'IF hero.x >= qtrx THEN ' fall back ?
'    '    hero.x = hero.x - speed ' fall to left
'    '    hero.thrust = hero.thrust + speed
'    '    degrees = 90
'    'END IF
'
'    Select Case (degrees)
'        Case 1 ' north
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'        Case 45 ' north east
'            'hero.y = hero.y - hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'
'            hero.thrust = speed
'            hero.dir = 0
'        Case 90 ' east
'            hero.thrust = speed
'            hero.dir = 0
'        Case 135 ' south east
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'            hero.thrust = speed
'            hero.dir = 0
'        Case 180 ' south
'            'hero.y = hero.y + hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'        Case 225 ' south west
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y + speed
'                hero.cy = 0
'            End If
'            hero.thrust = -speed
'            hero.dir = 1
'        Case 270 ' west
'            hero.thrust = -speed
'            hero.dir = 1
'        Case 315 ' north west
'            'hero.y = hero.y - hero.vy
'            hero.cy = hero.cy + 1
'            If hero.cy >= hero.vy Then
'                hero.y = hero.y - speed
'                hero.cy = 0
'            End If
'            hero.thrust = -speed
'            hero.dir = 1
'    End Select
'
'    ' joystick buttons
'    Select Case (joybutt)
'        Case (1)
'            createherolaser
'        Case (2)
'            createherolaser
'    End Select
'
'    If hero.y < topy Then hero.y = topy
'    If hero.y > maxy - col(0).h - hero.h - 2 Then hero.y = maxy - col(0).h - hero.h - 2
'
'    If hero.x < 0 Then hero.x = minx
'    If hero.x > (maxx - hero.vx - hero.w) Then hero.x = maxx - hero.w - 1
'End Sub ' traitshero
'
' /////////////////////////////////////////////////////////////////////////////
' mutant is aggresive and pissed off

Sub traitsmutant (a)
    If hero.thrust Then mutant(a).x = mutant(a).x - hero.thrust

    If mutant(a).x > minx And mutant(a).x < maxx Then ' mutant on screen
        'createalienbolt mutant(a).x, mutant(a).y
        'createalienshot mutant(a).px, mutant(a).py
    End If

    mutant(a).cx = (mutant(a).cx + 1) Mod (mutant(0).vx + 1)
    If mutant(0).vx = mutant(a).cx Then
        If mutant(a).px > hero.x Then mutant(a).x = mutant(a).x - RandomNum(speed + 1)
        If mutant(a).px < hero.x Then mutant(a).x = mutant(a).x + RandomNum(speed + 1)
    End If

    mutant(a).cy = (mutant(a).cy + 1) Mod (mutant(0).vy + 1)
    If mutant(0).vy = mutant(a).cy Then
        If mutant(a).y > hero.y Then mutant(a).y = mutant(a).y - RandomNum(speed + 1)
        If mutant(a).y < hero.y Then mutant(a).y = mutant(a).y + RandomNum(speed + 1)
    End If

    If RandomNum(2) Then
        mutant(a).y = mutant(a).y + RandomNum(speed + 1)
    Else
        mutant(a).y = mutant(a).y - RandomNum(speed + 1)
    End If

    If RandomNum(2) Then
        mutant(a).x = mutant(a).x + RandomNum(speed + 1)
    Else
        mutant(a).x = mutant(a).x - RandomNum(speed + 1)
    End If

    If mutant(a).x > fieldw Then mutant(a).x = 0 ' bounds check
    If mutant(a).x < 0 Then mutant(a).x = fieldw

    If mutant(a).y < topy Then mutant(a).y = topy
    If mutant(a).y > boty - mutant(a).h Then mutant(a).y = boty - mutant(a).h
End Sub ' traitsmutant

' /////////////////////////////////////////////////////////////////////////////

Sub traitsspinette
    If hero.thrust Then spinette.x = spinette.x - hero.thrust

    If spinette.dirx = 0 Then
        spinette.cx = spinette.cx + 1
        If spinette.cx > spinette.vx Then
            spinette.x = spinette.x - speed
            spinette.cx = 0
        End If
    End If

    If spinette.dirx = 1 Then
        spinette.cx = spinette.cx + 1
        If spinette.cx > spinette.vx Then
            spinette.x = spinette.x + speed
            spinette.cx = 0

        End If
    End If

    If spinette.diry = 0 Then
        spinette.cy = spinette.cy + 1
        If spinette.cy > spinette.vy Then
            spinette.y = spinette.y - speed
            spinette.cy = 0
        End If
    End If

    If spinette.diry = 1 Then
        spinette.cy = spinette.cy + 1
        If spinette.cy > spinette.vy Then
            spinette.y = spinette.y + speed
            spinette.cy = 0
        End If
    End If

    If spinette.x > maxx Or spinette.x < minx Then spinette.health = 0
    If spinette.x > fieldw Then spinette.x = 0 ' bounds check
    If spinette.x < 0 Then spinette.x = fieldw

    If spinette.y < topy + spinette.h + spinette.h Then spinette.health = 0 'spinette.y = boty - spinette.h
    If spinette.y > boty - spinette.h Then spinette.health = 0 'spinette.y = topy + spinette.h
End Sub ' traitsspinette

' /////////////////////////////////////////////////////////////////////////////

Sub traitsspinner (a)
    Static c1

    If hero.thrust Then spinner.x = spinner.x - hero.thrust

    If (spinner.x > minx) And (spinner.x < maxx) Then ' Shoot at hero.
        createspinette spinner.x, spinner.y
    End If

    spinner.cy = spinner.cy + 1

    If spinner.dir = 0 Then
        If spinner.cy >= spinner.vy Then
            spinner.y = spinner.y + speed
            spinner.cy = 0
            c1 = (c1 + 1) Mod 20: If c1 = 0 Then spinner.dir = 1
        End If
    ElseIf spinner.dir = 1 Then
        If spinner.cy >= spinner.vy Then
            spinner.y = spinner.y - speed
            spinner.cy = 0
            c1 = (c1 + 1) Mod 20: If c1 = 0 Then spinner.dir = 0
        End If
    End If

    If spinner.x > fieldw Then spinner.x = 0 ' bounds check
    If spinner.x < 0 Then spinner.x = fieldw

    If spinner.y < topy + spinner.h Then spinner.y = boty - spinner.h
    If spinner.y > boty - spinner.h Then spinner.y = topy + spinner.h
End Sub ' traitsspinner

' /////////////////////////////////////////////////////////////////////////////

Sub traitstracker (a)
    Locate 1, 1: Print tracker.x

    If hero.thrust Then tracker.x = tracker.x - hero.thrust

    If (tracker.x > minx) And (tracker.x < maxx) Then ' Shoot at hero.
        'createalienshot tracker.x, tracker.y
    End If

    If tracker.x > hero.x + (tracker.mem1) Then
        'tracker.x = tracker.x + 1
    End If

    If tracker.x < hero.x - (tracker.mem1) Then
        'tracker.x = tracker.x - 1
    End If

    If tracker.x > fieldw Then tracker.x = 0 ' bounds check
    If tracker.x < 0 Then tracker.x = fieldw

    If tracker.y < topy + tracker.h Then tracker.y = boty - tracker.h
    If tracker.y > boty - tracker.h Then tracker.y = topy + tracker.h
End Sub ' traitstracker

' ################################################################################################################################################################
' BEGIN GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################

' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for integers

Function IIF (Condition, IfTrue, IfFALSE)
    If Condition Then IIF = IfTrue Else IIF = IfFALSE
End Function

' /////////////////////////////////////////////////////////////////////////////
' IIF function for QB for strings

Function IIFSTR$ (Condition, IfTrue$, IfFALSE$)
    If Condition Then IIFSTR$ = IfTrue$ Else IIFSTR$ = IfFALSE$
End Function

' /////////////////////////////////////////////////////////////////////////////
' returns random number

Function RandomNum (num)
    RandomNum = Int(Rnd * num)
End Function 'RandomNum

' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.

Function RandomNumber% (Min%, Max%)
    Dim NumSpread%

    ' SET RANDOM SEED
    'Randomize ' Initialize random-number generator.
    Randomize Timer

    ' GET RANDOM # Min%-Max%
    'RandomNumber = Int((Max * Rnd) + Min) ' generate number

    NumSpread% = (Max% - Min%) + 1

    RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%

End Function ' RandomNumber%

' /////////////////////////////////////////////////////////////////////////////

Function StrPadLeft$ (sValue As String, iWidth As Integer)
    StrPadLeft$ = Right$(String$(iWidth, " ") + sValue, iWidth)
End Function ' StrPadLeft$

' /////////////////////////////////////////////////////////////////////////////

Function StrPadRight$ (sValue As String, iWidth As Integer)
    StrPadRight$ = Left$(sValue + String$(iWidth, " "), iWidth)
End Function ' StrPadRight$

' ################################################################################################################################################################
' END GENERAL PURPOSE ROUTINES
' ################################################################################################################################################################

' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################

Function KeyCode_Escape% ()
    KeyCode_Escape% = 2
End Function

Function KeyCode_F1% ()
    KeyCode_F1% = 60
End Function

Function KeyCode_F2% ()
    KeyCode_F2% = 61
End Function

Function KeyCode_F3% ()
    KeyCode_F3% = 62
End Function

Function KeyCode_F4% ()
    KeyCode_F4% = 63
End Function

Function KeyCode_F5% ()
    KeyCode_F5% = 64
End Function

Function KeyCode_F6% ()
    KeyCode_F6% = 65
End Function

Function KeyCode_F7% ()
    KeyCode_F7% = 66
End Function

Function KeyCode_F8% ()
    KeyCode_F8% = 67
End Function

Function KeyCode_F9% ()
    KeyCode_F9% = 68
End Function

'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
    KeyCode_F10% = 17408
End Function

Function KeyCode_F11% ()
    KeyCode_F11% = 88
End Function

Function KeyCode_F12% ()
    KeyCode_F12% = 89
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
    KeyCode_PrintScreen% = -44
End Function

Function KeyCode_ScrollLock% ()
    KeyCode_ScrollLock% = 71
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
    KeyCode_PauseBreak% = 31053
End Function

Function KeyCode_Tilde% ()
    KeyCode_Tilde% = 42
End Function

Function KeyCode_1% ()
    KeyCode_1% = 3
End Function

Function KeyCode_2% ()
    KeyCode_2% = 4
End Function

Function KeyCode_3% ()
    KeyCode_3% = 5
End Function

Function KeyCode_4% ()
    KeyCode_4% = 6
End Function

Function KeyCode_5% ()
    KeyCode_5% = 7
End Function

Function KeyCode_6% ()
    KeyCode_6% = 8
End Function

Function KeyCode_7% ()
    KeyCode_7% = 9
End Function

Function KeyCode_8% ()
    KeyCode_8% = 10
End Function

Function KeyCode_9% ()
    KeyCode_9% = 11
End Function

Function KeyCode_0% ()
    KeyCode_0% = 12
End Function

Function KeyCode_Minus% ()
    KeyCode_Minus% = 13
End Function

Function KeyCode_Equal% ()
    KeyCode_Equal% = 14
End Function

Function KeyCode_BkSp% ()
    KeyCode_BkSp% = 15
End Function

Function KeyCode_Ins% ()
    KeyCode_Ins% = 339
End Function

Function KeyCode_Home% ()
    KeyCode_Home% = 328
End Function

Function KeyCode_PgUp% ()
    KeyCode_PgUp% = 330
End Function

Function KeyCode_Del% ()
    KeyCode_Del% = 340
End Function

Function KeyCode_End% ()
    KeyCode_End% = 336
End Function

Function KeyCode_PgDn% ()
    KeyCode_PgDn% = 338
End Function

Function KeyCode_NumLock% ()
    KeyCode_NumLock% = 326
End Function

Function KeyCode_KeypadSlash% ()
    KeyCode_KeypadSlash% = 310
End Function

Function KeyCode_KeypadMultiply% ()
    KeyCode_KeypadMultiply% = 56
End Function

Function KeyCode_KeypadMinus% ()
    KeyCode_KeypadMinus% = 75
End Function

Function KeyCode_Keypad7Home% ()
    KeyCode_Keypad7Home% = 72
End Function

Function KeyCode_Keypad8Up% ()
    KeyCode_Keypad8Up% = 73
End Function

Function KeyCode_Keypad9PgUp% ()
    KeyCode_Keypad9PgUp% = 74
End Function

Function KeyCode_KeypadPlus% ()
    KeyCode_KeypadPlus% = 79
End Function

Function KeyCode_Keypad4Left% ()
    KeyCode_Keypad4Left% = 76
End Function

Function KeyCode_Keypad5% ()
    KeyCode_Keypad5% = 77
End Function

Function KeyCode_Keypad6Right% ()
    KeyCode_Keypad6Right% = 78
End Function

Function KeyCode_Keypad1End% ()
    KeyCode_Keypad1End% = 80
End Function

Function KeyCode_Keypad2Down% ()
    KeyCode_Keypad2Down% = 81
End Function

Function KeyCode_Keypad3PgDn% ()
    KeyCode_Keypad3PgDn% = 82
End Function

Function KeyCode_KeypadEnter% ()
    KeyCode_KeypadEnter% = 285
End Function

Function KeyCode_Keypad0Ins% ()
    KeyCode_Keypad0Ins% = 83
End Function

Function KeyCode_KeypadPeriodDel% ()
    KeyCode_KeypadPeriodDel% = 84
End Function

Function KeyCode_Tab% ()
    KeyCode_Tab% = 16
End Function

Function KeyCode_Q% ()
    KeyCode_Q% = 17
End Function

Function KeyCode_W% ()
    KeyCode_W% = 18
End Function

Function KeyCode_E% ()
    KeyCode_E% = 19
End Function

Function KeyCode_R% ()
    KeyCode_R% = 20
End Function

Function KeyCode_T% ()
    KeyCode_T% = 21
End Function

Function KeyCode_Y% ()
    KeyCode_Y% = 22
End Function

Function KeyCode_U% ()
    KeyCode_U% = 23
End Function

Function KeyCode_I% ()
    KeyCode_I% = 24
End Function

Function KeyCode_O% ()
    KeyCode_O% = 25
End Function

Function KeyCode_P% ()
    KeyCode_P% = 26
End Function

Function KeyCode_BracketLeft% ()
    KeyCode_BracketLeft% = 27
End Function

Function KeyCode_BracketRight% ()
    KeyCode_BracketRight% = 28
End Function

Function KeyCode_Backslash% ()
    KeyCode_Backslash% = 44
End Function

Function KeyCode_CapsLock% ()
    KeyCode_CapsLock% = 59
End Function

Function KeyCode_A% ()
    KeyCode_A% = 31
End Function

Function KeyCode_S% ()
    KeyCode_S% = 32
End Function

Function KeyCode_D% ()
    KeyCode_D% = 33
End Function

Function KeyCode_F% ()
    KeyCode_F% = 34
End Function

Function KeyCode_G% ()
    KeyCode_G% = 35
End Function

Function KeyCode_H% ()
    KeyCode_H% = 36
End Function

Function KeyCode_J% ()
    KeyCode_J% = 37
End Function

Function KeyCode_K% ()
    KeyCode_K% = 38
End Function

Function KeyCode_L% ()
    KeyCode_L% = 39
End Function

Function KeyCode_Semicolon% ()
    KeyCode_Semicolon% = 40
End Function

Function KeyCode_Apostrophe% ()
    KeyCode_Apostrophe% = 41
End Function

Function KeyCode_Enter% ()
    KeyCode_Enter% = 29
End Function

Function KeyCode_ShiftLeft% ()
    KeyCode_ShiftLeft% = 43
End Function

Function KeyCode_Z% ()
    KeyCode_Z% = 45
End Function

Function KeyCode_X% ()
    KeyCode_X% = 46
End Function

Function KeyCode_C% ()
    KeyCode_C% = 47
End Function

Function KeyCode_V% ()
    KeyCode_V% = 48
End Function

Function KeyCode_B% ()
    KeyCode_B% = 49
End Function

Function KeyCode_N% ()
    KeyCode_N% = 50
End Function

Function KeyCode_M% ()
    KeyCode_M% = 51
End Function

Function KeyCode_Comma% ()
    KeyCode_Comma% = 52
End Function

Function KeyCode_Period% ()
    KeyCode_Period% = 53
End Function

Function KeyCode_Slash% ()
    KeyCode_Slash% = 54
End Function

Function KeyCode_ShiftRight% ()
    KeyCode_ShiftRight% = 55
End Function

Function KeyCode_Up% ()
    KeyCode_Up% = 329
End Function

Function KeyCode_Left% ()
    KeyCode_Left% = 332
End Function

Function KeyCode_Down% ()
    KeyCode_Down% = 337
End Function

Function KeyCode_Right% ()
    KeyCode_Right% = 334
End Function

Function KeyCode_CtrlLeft% ()
    KeyCode_CtrlLeft% = 30
End Function

Function KeyCode_WinLeft% ()
    KeyCode_WinLeft% = 348
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
    KeyCode_AltLeft% = -30764
End Function

Function KeyCode_Spacebar% ()
    KeyCode_Spacebar% = 58
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
    KeyCode_AltRight% = -30765
End Function

Function KeyCode_WinRight% ()
    KeyCode_WinRight% = 349
End Function

Function KeyCode_Menu% ()
    KeyCode_Menu% = 350
End Function

Function KeyCode_CtrlRight% ()
    KeyCode_CtrlRight% = 286
End Function

' /////////////////////////////////////////////////////////////////////////////
' Receives
' KeyCode% = the key code to get the description for

Function KeyDescription$ (KeyCode%)
    Dim MyString As String
    Select Case (KeyCode%)
        Case KeyCode_Escape%:
            MyString = "Escape"
        Case KeyCode_F1%:
            MyString = "F1"
        Case KeyCode_F2%:
            MyString = "F2"
        Case KeyCode_F3%:
            MyString = "F3"
        Case KeyCode_F4%:
            MyString = "F4"
        Case KeyCode_F5%:
            MyString = "F5"
        Case KeyCode_F6%:
            MyString = "F6"
        Case KeyCode_F7%:
            MyString = "F7"
        Case KeyCode_F8%:
            MyString = "F8"
        Case KeyCode_F9%:
            MyString = "F9"
        Case KeyCode_F10%: ' 17408 = _KEYDOWN CODE, NOT _BUTTON CODE
            MyString = "F10"
        Case KeyCode_F11%:
            MyString = "F11"
        Case KeyCode_F12%:
            MyString = "F12"
        Case KeyCode_PrintScreen%: ' -44 = _KEYHIT CODE, NOT _BUTTON CODE
            MyString = "Print Screen"
        Case KeyCode_ScrollLock%:
            MyString = "Scroll Lock"
        Case KeyCode_PauseBreak%: ' 31053 = _KEYHIT CODE, NOT _BUTTON CODE
            MyString = "Pause/Break"
        Case KeyCode_Tilde%:
            MyString = "`"
        Case KeyCode_1%:
            MyString = "1"
        Case KeyCode_2%:
            MyString = "2"
        Case KeyCode_3%:
            MyString = "3"
        Case KeyCode_4%:
            MyString = "4"
        Case KeyCode_5%:
            MyString = "5"
        Case KeyCode_6%:
            MyString = "6"
        Case KeyCode_7%:
            MyString = "7"
        Case KeyCode_8%:
            MyString = "8"
        Case KeyCode_9%:
            MyString = "9"
        Case KeyCode_0%:
            MyString = "0"
        Case KeyCode_Minus%:
            MyString = "-"
        Case KeyCode_Equal%:
            MyString = "="
        Case KeyCode_BkSp%:
            MyString = "Backspace"
        Case KeyCode_Ins%:
            MyString = "Insert"
        Case KeyCode_Home%:
            MyString = "Home"
        Case KeyCode_PgUp%:
            MyString = "Page Up"
        Case KeyCode_Del%:
            MyString = "Delete"
        Case KeyCode_End%:
            MyString = "End"
        Case KeyCode_PgDn%:
            MyString = "Page Down"
        Case KeyCode_NumLock%:
            MyString = "Num Lock"
        Case KeyCode_KeypadSlash%:
            MyString = "[keypad] /"
        Case KeyCode_KeypadMultiply%:
            MyString = "[keypad] *"
        Case KeyCode_KeypadMinus%:
            MyString = "[keypad] -"
        Case KeyCode_Keypad7Home%:
            MyString = "[keypad] 7/Home"
        Case KeyCode_Keypad8Up%:
            MyString = "[keypad] 8"
        Case KeyCode_Keypad9PgUp%:
            MyString = "[keypad] 9/PgUp"
        Case KeyCode_KeypadPlus%:
            MyString = "[keypad] +"
        Case KeyCode_Keypad4Left%:
            MyString = "[keypad] 4/Left"
        Case KeyCode_Keypad5%:
            MyString = "[keypad] 5"
        Case KeyCode_Keypad6Right%:
            MyString = "[keypad] 6/Right"
        Case KeyCode_Keypad1End%:
            MyString = "[keypad] 1/End"
        Case KeyCode_Keypad2Down%:
            MyString = "[keypad] 2/Down"
        Case KeyCode_Keypad3PgDn%:
            MyString = "[keypad] 3/PgDn"
        Case KeyCode_KeypadEnter%:
            MyString = "[keypad] Enter"
        Case KeyCode_Keypad0Ins%:
            MyString = "[keypad] 0/Ins"
        Case KeyCode_KeypadPeriodDel%:
            MyString = "[keypad] ./Del"
        Case KeyCode_Tab%:
            MyString = "Tab"
        Case KeyCode_Q%:
            MyString = "Q"
        Case KeyCode_W%:
            MyString = "W"
        Case KeyCode_E%:
            MyString = "E"
        Case KeyCode_R%:
            MyString = "R"
        Case KeyCode_T%:
            MyString = "T"
        Case KeyCode_Y%:
            MyString = "Y"
        Case KeyCode_U%:
            MyString = "U"
        Case KeyCode_I%:
            MyString = "I"
        Case KeyCode_O%:
            MyString = "O"
        Case KeyCode_P%:
            MyString = "P"
        Case KeyCode_BracketLeft%:
            MyString = "["
        Case KeyCode_BracketRight%:
            MyString = "]"
        Case KeyCode_Backslash%:
            MyString = "\"
        Case KeyCode_CapsLock%:
            MyString = "Caps Lock"
        Case KeyCode_A%:
            MyString = "A"
        Case KeyCode_S%:
            MyString = "S"
        Case KeyCode_D%:
            MyString = "D"
        Case KeyCode_F%:
            MyString = "F"
        Case KeyCode_G%:
            MyString = "G"
        Case KeyCode_H%:
            MyString = "H"
        Case KeyCode_J%:
            MyString = "J"
        Case KeyCode_K%:
            MyString = "K"
        Case KeyCode_L%:
            MyString = "L"
        Case KeyCode_Semicolon%:
            MyString = ";"
        Case KeyCode_Apostrophe%:
            MyString = "'"
        Case KeyCode_Enter%:
            MyString = "Enter"
        Case KeyCode_ShiftLeft%:
            MyString = "Shift Left"
        Case KeyCode_Z%:
            MyString = "Z"
        Case KeyCode_X%:
            MyString = "X"
        Case KeyCode_C%:
            MyString = "C"
        Case KeyCode_V%:
            MyString = "V"
        Case KeyCode_B%:
            MyString = "B"
        Case KeyCode_N%:
            MyString = "N"
        Case KeyCode_M%:
            MyString = "M"
        Case KeyCode_Comma%:
            MyString = ","
        Case KeyCode_Period%:
            MyString = "."
        Case KeyCode_Slash%:
            MyString = "/"
        Case KeyCode_ShiftRight%:
            MyString = "Shift Right"
        Case KeyCode_Up%:
            MyString = "Up"
        Case KeyCode_Left%:
            MyString = "Left"
        Case KeyCode_Down%:
            MyString = "Down"
        Case KeyCode_Right%:
            MyString = "Right"
        Case KeyCode_CtrlLeft%:
            MyString = "Ctrl Left"
        Case KeyCode_WinLeft%:
            MyString = "Win Left"
        Case KeyCode_AltLeft%: ' -30764 = _KEYHIT CODE NOT _BUTTON CODE
            MyString = "Alt Left"
        Case KeyCode_Spacebar%:
            MyString = "Spacebar"
        Case KeyCode_AltRight%: ' -30765 = _KEYHIT CODE NOT _BUTTON CODE
            MyString = "Alt Right"
        Case KeyCode_WinRight%:
            MyString = "Win Right"
        Case KeyCode_Menu%:
            MyString = "Menu"
        Case KeyCode_CtrlRight%:
            MyString = "Ctrl Right"
        Case Else:
            ' UNKNOWN VALUE
            MyString = "_BUTTON(" + _Trim$(Str$(KeyCode%)) + ")"
    End Select ' KeyCode%
   
    KeyDescription$ = MyString
End Function ' KeyDescription$

' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################

' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' BEGIN COLOR CODE FUNCTIONS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
Function cBlack%
    cBlack% = 0
End Function

Function cBlue%
    cBlue% = 1
End Function

Function cGreen%
    cGreen% = 2
End Function

Function cLtBlue%
    cLtBlue% = 3
End Function

Function cRed%
    cRed% = 4
End Function

Function cPurple%
    cPurple% = 5
End Function

Function cOrange%
    cOrange% = 6
End Function

Function cWhite%
    cWhite% = 7
End Function

Function cGray%
    cGray% = 8
End Function

Function cPeriwinkle%
    cPeriwinkle% = 9
End Function

Function cLtGreen%
    cLtGreen% = 10
End Function

Function cCyan%
    cCyan% = 11
End Function

Function cLtRed%
    cLtRed% = 12
End Function

Function cPink%
    cPink% = 13
End Function

Function cYellow%
    cYellow% = 14
End Function

Function cLtGray%
    cLtGray% = 15
End Function
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
' END COLOR CODE FUNCTIONS
' ----------------------------------------------------------------------------------------------------------------------------------------------------------------
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#18
(03-23-2023, 04:52 PM)mnrvovrfc Wrote: Now if only I still had that cheap Nintendo-SuperNES-like controller around or a joystick, because "nobody" likes the keystroke combinations in this program...

I cannot play this game with a keyboard when the best experience was meant for a joystick. This is a mental block on my side. The original Defender on SuperNES was difficult enough and I could deal even less with Defender 2 on the same cartridge. Giving me a computer keyboard to control things is like torture LOL.
Reply
#19
(04-02-2023, 09:52 PM)mnrvovrfc Wrote:
(03-23-2023, 04:52 PM)mnrvovrfc Wrote: Now if only I still had that cheap Nintendo-SuperNES-like controller around or a joystick, because "nobody" likes the keystroke combinations in this program...

I cannot play this game with a keyboard when the best experience was meant for a joystick. This is a mental block on my side. The original Defender on SuperNES was difficult enough and I could deal even less with Defender 2 on the same cartridge. Giving me a computer keyboard to control things is like torture LOL.

I hear you. We could always add joystick/gamepad support, want to give it a try? (I have code for that, but it's ugly.)
Reply
#20
(04-02-2023, 11:53 PM)madscijr Wrote:
(04-02-2023, 09:52 PM)mnrvovrfc Wrote:
(03-23-2023, 04:52 PM)mnrvovrfc Wrote: Now if only I still had that cheap Nintendo-SuperNES-like controller around or a joystick, because "nobody" likes the keystroke combinations in this program...

I cannot play this game with a keyboard when the best experience was meant for a joystick. This is a mental block on my side. The original Defender on SuperNES was difficult enough and I could deal even less with Defender 2 on the same cartridge. Giving me a computer keyboard to control things is like torture LOL.

I hear you. We could always add joystick/gamepad support, want to give it a try? (I have code for that, but it's ugly.)

Hi MadSciJr
here a function routine to manage joystick/gamepad builded up for Defender

I have tested it by using an USB joystick like that of PS3  (12 buttons and 4 axis and no wheel)
 with the ANALOGIC button not activated (the light on the Joystick is not on).
Code: (Select All)
I = _Devices
If I < 3 Then
    Print " No joystick or gamepad detected"
    End
Else
    LB = _LastButton(3): ReDim LBu(1 To LB) As Integer
    LA = _LastAxis(3): ReDim LAx(1 To LA) As Integer
    LW = _LastWheel(3): ReDim LWh(1 To LW) As Integer
End If

Do
    Locate 1, 1
    If LBu(1) <> 0 Then Print "Button 1 " Else Print Space$(25)
    If LBu(2) <> 0 Then Print "Button 2 " Else Print Space$(25)
    If LBu(3) <> 0 Then Print "Button 3 Boost" Else Print Space$(25)
    If LBu(4) <> 0 Then Print "Button 4 exiting": End Else Print Space$(25)
    If LAx(1) = 1 Then Print "Boost " Else Print Space$(25)
    If LAx(2) = -1 Then Print "UP-UP" Else If LAx(2) = 1 Then Print "DOWN-Down" Else Print Space$(25)
    I = InputJoy(LB, LA, LW, LBu(), LAx(), LWh())
Loop
End

Function InputJoy (LB, LA, LW, lbu() As Integer, lax() As Integer, lwh() As Integer)
    InputJoy = 0
    x& = _DeviceInput 'determines which device is currently being used
    If x& = 3 Then
        For b = 1 To LB
            lbu(b) = _Button(b)
        Next
        For a = 1 To LA
            lax(a) = _Axis(a)
        Next
        For w = 1 To LW
            lwh(w) = _Wheel(w)
        Next
    End If
    InputJoy = -1
End Function

Later I try to put this my function into QB64 Defender for playing the game by Joystick.
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