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Equation For Specific Line Length Needed
#11
(08-17-2022, 05:08 PM)bplus Wrote: Ah yes, when my = heroY then the difference is 0 and will get division by 0 error, unless _ATAN2() can "tolerate" that condition which is possible if _ATAN2() were good because that is likely problem. So test my code and see if throws error when mouse is level with HeroY.

Update: Yeah, seems OK when my = HeroY  so _ATAN2() can handle 0 in the 2nd argument. It has no problem drawing horizontal swords.

Interesting B+. I did wonder about something similar the other day. Also, when I did division by 0 on my calculator app, the outcome said: INF. So it is programmed to handle it.
Reply
#12
INF is not a number you can calculate with to get real useable numbers.
b = b + ...
Reply
#13
...and now for a more googly-eyed monster...

By doubling up the algorithm for each eye, we get independent action of each eyeball.

Code: (Select All)
'Following Eyes - Code by OldMoses mod by SierraKen
TYPE V2
    x AS INTEGER
    y AS INTEGER
END TYPE

DIM AS V2 m, h, h2, d, d2, sp, sp2
SCREEN _NEWIMAGE(800, 600, 32)
h.x = 350: h.y = 300
h2.x = 450: h2.y = 300
swordlength% = 5
DO
    CLS
    WHILE _MOUSEINPUT: WEND
    R2_Mouse m
    d = m: R2_Add d, h, -1 '
    d2 = m: R2_Add d2, h2, -1 '
    sp = d: R2_Norm sp, swordlength% '
    sp2 = d2: R2_Norm sp2, swordlength% '
    FOR sz = .25 TO 5 STEP .25
        CIRCLE (h.x + sp.x, h.y + sp.y), sz, _RGB32(255, 255, 255)
        CIRCLE (h2.x + sp2.x, h2.y + sp2.y), sz, _RGB32(255, 255, 255)
    NEXT sz
    CIRCLE (h.x, h.y), 15, _RGB32(255, 255, 255)
    CIRCLE (h2.x, h2.y), 15, _RGB32(255, 255, 255)
    CIRCLE (400, 325), 100, _RGB32(255, 255, 255)
    CIRCLE (400, 365), 65, _RGB32(255, 255, 255), , , .3
    _LIMIT 100
    _DISPLAY
LOOP UNTIL _KEYDOWN(27)
END


'SUBROUTINES
SUB R2_Mouse (re AS V2) 'get mouse position vector and store in return
    re.x = _MOUSEX
    re.y = _MOUSEY
END SUB


SUB R2_Add (re AS V2, v AS V2, add AS INTEGER) 'adds or subtracts scalar multiples of v from return
    re.x = re.x + (v.x * add)
    re.y = re.y + (v.y * add)
END SUB 'R2_Add


SUB R2_Norm (re AS V2, scalar AS INTEGER) 'shrink return to unit vector and regrow by scalar amount
    x! = re.x: y! = re.y
    m! = _HYPOT(x!, y!)
    IF m! = 0 THEN
        re.x = 0: re.y = 0
    ELSE
        re.x = (x! / m!) * scalar
        re.y = (y! / m!) * scalar
    END IF
END SUB 'R2_Norm
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
Reply
#14
Well guys, I've been programming on this game all day long and have gotten nowhere because now it keeps freezing up every other time I test it. I removed the sound, one of the 2 dragons I had per level, and added tons of DIM statements for most of the variables. I also added a couple _LIMIT's in some key areas. But I'm guessing my computer just doesn't like how much processing it uses, which is around 18% or so. Which is a LOT compared to web browsers and other daily apps. So I need to put this game on hold for a little while and clear my mind and see if I can get things better. I do have to say that the code is pretty jumbled because I kept adding more things. If anyone wishes to see it, I'll post the code here. I cannot guarantee it will work, but feel free to look at it. Thankfully when it does freeze I am still able to click the X to close it. There's a chance it's just my computer too, I'm not sure. If you have any questions feel free to ask. One interesting thing is that it started freezing up even more times when I added the PLAY command in the beginning and during the fighting. But removing it does nothing. I even made another separate app today to make the opening theme song, which is "Eye of the Tiger" which I will post in the Programs section. Anyway, here's what I have. Feel free to do what you wish to it. I might even give up on this, I've just spent way too much time on something that might not even work. Comments are welcome of course, thanks. There's no extra files to this game. It usually either freezes at the starting screen or after I pass one of the dragons (levels). Often the 2nd or 3rd dragon. You might notice that I added the moving eyes to the dragon too. I don't want to give up on this completely, so hopefully we can figure it out. 

Code: (Select All)
'Scrolling Map Example by SierraKen - August 17, 2022

'Thank you to Felippe, James D. Jarvis, mdijkens, Petr, and B+ for the help and inspiration!

Type object
    x As Single
    y As Single
End Type

Const ESC = 27
Dim Shared player As object
Dim Shared camera As object
Dim Shared map As Long
Dim mousex As Single, mousey As Single
Dim playerSpeed As Single
Dim housex(30)
Dim housey(30)
Dim housex2(30)
Dim housey2(30)
Dim hospitalx(30)
Dim hospitaly(30)
Dim hospitalx2(30)
Dim hospitaly2(30)
Dim armorx(30)
Dim armory(30)
Dim armorx2(30)
Dim armory2(30)
Dim lx(30)
Dim ly(30)
Dim cavex As Single, cavey As Single
Dim pillarx(30), pillary(30), pillarh(30), pillarwid(30)
Dim pyramidx(6), pyramidy(6), pyramidh(6)
Dim drag As Single
Dim drax As Single, dray As Single
Dim health As Single, town As Single, besthealth As Single, alreadydone As Single
Dim swordx As Single, swordy As Single, sx As Single, sy As Single
Dim gold As Single, armor As Single
Dim tx As Double, ty As Double


begin:
_Limit 60

_Title "Explorer - by Ken G"

town = 1
health = 500
besthealth = 500
armor = 10
alreadydone = 0
Randomize Timer

Screen _NewImage(800, 600, 32)
Cls
Print: Print: Print
Print "                                        Explorer"
Print
Print "                                        by Ken G."
Print: Print
Print
Print "                       Use the mouse to move and to turn your sword."
Print "                       Use the left mouse button to clear messages."
Print "                       Press Esc to quit."
Print "                       The object of the game is to get gold while"
Print "                       destroying the monsters."
Print "                       Passing 5 caves (levels) wins the game."
Print: Print
Print "                       Left Click the Screen With Your Mouse To Start."

Do
    _Limit 60
    While _MouseInput: Wend
    mouseLeftButton = _MouseButton(1)
    If mouseLeftButton Then
        Clear_MB 1
        GoTo start:
    End If
Loop

start:
_Limit 60
player.x = _Width / 2
player.y = _Height / 2

If map <> 0 Then _FreeImage (map)
map = _NewImage(_Width * 5, _Height * 5, 32)
_Dest map

If town = 1 Then
    Cls
    'Grass
    Line (0, 0)-(4000, 3000), _RGB32(0, 127, 0), BF

    'Texture
    For texture = 1 To 200000
        tx = Rnd * 4000
        ty = Rnd * 3000
        Circle (tx, ty), 1, _RGB32(155, 166, 127)
    Next texture

    'Houses
    For h = 1 To 20
        again:
        housex(h) = Rnd * 3500
        housey(h) = Rnd * 2500
        For check = 0 To h - 1
            If housex(check) > housex(h) - 250 And housex(check) < housex(h) + 250 And housey(check) > housey(h) - 250 And housey(check) < housey(h) + 250 Then GoTo again:
        Next check
        housex2(h) = (Rnd * 100) + 50
        housey2(h) = (Rnd * 100) + 50
        'House
        Line (housex(h), housey(h))-(housex(h) + housex2(h), housey(h) + housey2(h)), _RGB32(Rnd * 255, Rnd * 255, Rnd * 255), BF
        'Roof
        For sz = .25 To (housex2(h) / 2) Step .1
            Circle (housex(h) + (housex2(h) / 2), housey(h)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (housex(h) + (housex2(h) / 2) - 10, housey(h) + (housey2(h) - 20))-(housex(h) + (housex2(h) / 2) + 10, housey(h) + housey2(h)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To housey2(h) - 45 Step 15
            Line (housex(h) + (housex2(h) / 2) - housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) - ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
            Line (housex(h) + (housex2(h) / 2) + housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) + ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next h

    'Hospitals
    For ho = 1 To 5
        ag:
        hospitalx(ho) = Rnd * 3500
        hospitaly(ho) = Rnd * 2500
        For check = 0 To ho - 1
            If housex(check) > hospitalx(ho) - 250 And housex(check) < hospitalx(ho) + 250 And housey(check) > hospitaly(ho) - 250 And housey(check) < hospitaly(ho) + 250 Then GoTo ag:
        Next check
        hospitalx2(ho) = (Rnd * 100) + 50
        hospitaly2(ho) = (Rnd * 100) + 50
        'House
        Line (hospitalx(ho), hospitaly(ho))-(hospitalx(ho) + hospitalx2(ho), hospitaly(ho) + hospitaly2(ho)), _RGB32(255, 0, 0), BF
        'Cross
        Line (hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho) + 5)-(hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho) + 20), _RGB32(255, 255, 255)
        Line (hospitalx(ho) + (hospitalx2(ho) * .4), hospitaly(ho) + 10)-(hospitalx(ho) + (hospitalx2(ho) * .6), hospitaly(ho) + 10), _RGB32(255, 255, 255)
        'Roof
        For sz = .25 To (hospitalx2(ho) / 2) Step .1
            Circle (hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (hospitalx(ho) + (hospitalx2(ho) / 2) - 10, hospitaly(ho) + (hospitaly2(ho) - 20))-(hospitalx(ho) + (hospitalx2(ho) / 2) + 10, hospitaly(ho) + hospitaly2(ho)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To hospitaly2(ho) - 45 Step 15
            Line (hospitalx(ho) + (hospitalx2(ho) / 2) - hospitalx2(ho) / 4, hospitaly(ho) + (hospitaly2(ho) - 35 - w))-(hospitalx(ho) + (hospitalx2(ho) / 2) - ((hospitalx2(ho) / 4) + 10), hospitaly(ho) + hospitaly2(ho) - 25 - w), _RGB32(128, 116, 128), BF
            Line (hospitalx(ho) + (hospitalx2(ho) / 2) + hospitalx2(ho) / 4, hospitaly(ho) + (hospitaly2(ho) - 35 - w))-(hospitalx(ho) + (hospitalx2(ho) / 2) + ((hospitalx2(ho) / 4) + 10), hospitaly(ho) + hospitaly2(ho) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next ho

    'Armories
    For h = 1 To 5
        agn:
        armorx(h) = Rnd * 3500
        armory(h) = Rnd * 2500
        For check = 0 To h - 1
            If housex(check) > armorx(h) - 150 And housex(check) < armorx(h) + 150 And housey(check) > armory(h) - 225 And housey(check) < armory(h) + 225 Then GoTo agn:
            If hospitalx(check) > armorx(h) - 150 And hospitalx(check) < armorx(h) + 150 And hospitaly(check) > armory(h) - 225 And hospitaly(check) < armory(h) + 225 Then GoTo agn:
        Next check
        armorx2(h) = 125
        armory2(h) = 125
        'House
        Line (armorx(h), armory(h))-(armorx(h) + armorx2(h), armory(h) + armory2(h)), _RGB32(0, 255, 0), BF
        Color _RGB32(255, 0, 0), _RGB32(0, 255, 0)
        _PrintString (armorx(h) + 40, armory(h) + 7), "Armory"
        'Roof
        For sz = .25 To (armorx2(h) / 2) Step .1
            Circle (armorx(h) + (armorx2(h) / 2), armory(h)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (armorx(h) + (armorx2(h) / 2) - 10, armory(h) + (armory2(h) - 20))-(armorx(h) + (armorx2(h) / 2) + 10, armory(h) + armory2(h)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To armory2(h) - 45 Step 15
            Line (armorx(h) + (armorx2(h) / 2) - armorx2(h) / 4, armory(h) + (armory2(h) - 35 - w))-(armorx(h) + (armorx2(h) / 2) - ((armorx2(h) / 4) + 10), armory(h) + armory2(h) - 25 - w), _RGB32(128, 116, 128), BF
            Line (armorx(h) + (armorx2(h) / 2) + armorx2(h) / 4, armory(h) + (armory2(h) - 35 - w))-(armorx(h) + (armorx2(h) / 2) + ((armorx2(h) / 4) + 10), armory(h) + armory2(h) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next h
    Color _RGB32(255, 255, 255), _RGB32(0, 0, 0)
    'Lakes
    For rr = 1 To 30
        again2:
        lx(rr) = Rnd * 4000
        ly(rr) = Rnd * 3000
        For check = 0 To rr - 1
            If lx(check) > lx(rr) - 250 And lx(check) < lx(rr) + 250 And ly(check) > ly(rr) - 250 And ly(check) < ly(rr) + 250 Then GoTo again2:
        Next check
        For check = 0 To 30
            If housex(check) > lx(rr) - 250 And housex(check) < lx(rr) + 250 And housey(check) > ly(rr) - 250 And housey(check) < ly(rr) + 250 Then GoTo again2:
            If hospitalx(check) > lx(rr) - 250 And hospitalx(check) < lx(rr) + 250 And hospitaly(check) > ly(rr) - 250 And hospitaly(check) < ly(rr) + 250 Then GoTo again2:
            If armorx(check) > lx(rr) - 250 And armorx(check) < lx(rr) + 250 And armory(check) > ly(rr) - 250 And armory(check) < ly(rr) + 250 Then GoTo again2:
        Next check
        size = Int(Rnd * 150) + 20
        shape = Rnd + .2
        cl = 50
        For sz = size To .25 Step -.25
            cl = cl + .25
            Circle (lx(rr), ly(rr)), sz, _RGB32(0, 0, cl + 50), , , shape
        Next sz
        cl = 0
    Next rr

    'pillars
    pc = Int(11 + Rnd * 20)
    For p = 1 To pc
        checkpillars:
        pillarx(p) = 100 + Rnd * 3300
        pillary(p) = 100 + Rnd * 2300
        For check = 0 To 20
            If housex(check) > pillarx(p) - 250 And housex(check) < pillarx(p) + 250 And housey(check) > pillary(p) - 250 And housey(check) < pillary(p) + 250 Then GoTo checkpillars:
            If hospitalx(check) > pillarx(p) - 250 And hospitalx(check) < pillarx(p) + 250 And hospitaly(check) > pillary(p) - 250 And hospitaly(check) < pillary(p) + 250 Then GoTo checkpillars:
            If armorx(check) > pillarx(p) - 250 And armorx(check) < pillarx(p) + 250 And armory(check) > pillary(p) - 250 And armory(check) < pillary(p) + 250 Then GoTo checkpillars:
        Next check
        For check = 0 To 30
            If lx(check) > pillarx(p) - 250 And lx(check) < pillarx(p) + 250 And ly(check) > pillary(p) - 250 And ly(check) < pillary(p) + 250 Then GoTo checkpillars:
        Next check

        pillarwid(p) = 4 + Int(Rnd * 20)
        pillarh(p) = pillarwid(p) + Int(Rnd * (6 * pillarwid(p)))
        pr = 30 + Rnd * 200: pg = 30 + Rnd * 200: pb = 30 + Rnd * 200
        For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p)
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(pr, pg, pb)
        Next
        If Rnd * 6 > 2.5 Then
            For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
                Line (px, pillary(p) - pillarwid(p) / 3)-(px, pillary(p)), _RGB32(pr, pg, pb)
            Next
        End If
        If Rnd * 6 < 4.8 Then
            For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
                Line (px, pillary(p) + pillarh(p))-(px, pillary(p) + pillarh(p) + pillarwid(p) / 3), _RGB32(pr, pg, pb)
            Next
        End If
        For px = pillarx(p) + 1 To pillarx(p) - (pillarx(wid) - 1) Step -1
            tpr = pr - n / 3: tpg = pg - n / 3: tpb = pb - n / 3
            If tpr < 2 Then tpr = 2
            If tpg < 2 Then tpg = 2
            If tpb < 2 Then tpb = 2
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
        Next
        tpr = pr + 40: tpg = pg + 40: tpb = pb + 40
        If tpr > 254 Then tpr = 254
        If tpg > 254 Then tpg = 254
        If tpb > 254 Then tpb = 254
        pcl = 3 + pillarwid(p) / 6
        For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p) Step pcl
            tpr = tpr + 2: tpg = tpg + 2: tpb = tpb + 2
            If tpr > 254 Then tpr = 254
            If tpg > 254 Then tpg = 254
            If tpb > 254 Then tpb = 254
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
        Next
    Next

    'pyramids
    pc2 = Int(1 + Rnd * 4)
    For p = 1 To pc2
        checkpyramids:
        pyramidx(p) = 100 + Rnd * 3300
        pyramidy(p) = 100 + Rnd * 2300
        For check = 0 To 20
            If housex(check) > pyramidx(p) - 250 And housex(check) < pyramidx(p) + 250 And housey(check) > pyramidy(p) - 250 And housey(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
            If hospitalx(check) > pyramidx(p) - 250 And hospitalx(check) < pyramidx(p) + 250 And hospitaly(check) > pyramidy(p) - 250 And hospitaly(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
            If armorx(check) > pyramidx(p) - 250 And armorx(check) < pyramidx(p) + 250 And armory(check) > pyramidy(p) - 250 And armory(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        For check = 0 To pc
            If pillarx(check) > pyramidx(p) - 250 And pillarx(check) < pyramidx(p) + 250 And pillary(check) > pyramidy(p) - 250 And pillary(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        For check = 0 To 30
            If lx(check) > pyramidx(p) - 250 And lx(check) < pyramidx(p) + 250 And ly(check) > pyramidy(p) - 250 And ly(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        pyramidh(p) = Int(Rnd * 120) + 60
        pr = Rnd * 255: pg = Rnd * 255: pb = Rnd * 255
        For n = 0 To pyramidh(p)
            Line (pyramidx(p) - n, pyramidy(p) + n)-(pyramidx(p) + n, pyramidy(p) + n), _RGB32(pr, pg, pb), BF
            tpr = pr - n / 2: tpg = pg = n / 2: tpb = pb - n / 3
            If tpr < 2 Then tpr = 2
            If tpg < 2 Then tpg = 2
            If tpb < 2 Then tpb = 2
            Line (pyramidx(p) - (n - 1), pyramidy(p) + n)-(pyramidx(p), pyramidy(p) + n), _RGB32(tpr, tpg, tpb), BF
        Next n
    Next p

    'Cave
    again3:
    cavex = (Rnd * 2700) + 1000
    cavey = (Rnd * 2000) + 500
    If chk = 1 Then GoTo again4:
    For check = 0 To 30
        If housex(check) > cavex - 650 And housex(check) < cavex + 650 And housey(check) > cavey - 650 And housey(check) < cavey + 650 Then GoTo again3:
        If hospitalx(check) > cavex - 650 And hospitalx(check) < cavex + 650 And hospitaly(check) > cavey - 650 And hospitaly(check) < cavey + 650 Then GoTo again3:
        If armorx(check) > cavex - 650 And armorx(check) < cavex + 650 And armory(check) > cavey - 650 And armory(check) < cavey + 650 Then GoTo again3:
    Next check
    again4:
    For check2 = 0 To 30
        If lx(check2) > cavex - 450 And lx(check2) < cavex + 450 And ly(check2) > cavey - 450 And ly(check2) < cavey + 450 Then chk = 1: GoTo again3:
    Next check2
    chk = 0
    For sz = 1 To 100 Step .25
        cl = cl + .25
        Circle (cavex, cavey), sz, _RGB32(220 - cl, 100 - cl, 100 - cl), 2 * _Pi, _Pi, 1
    Next sz
    cl = 0
    For sz = 1 To 30 Step .25
        Circle (cavex, cavey), sz, _RGB32(0, 0, 0), 2 * _Pi, _Pi, 1
    Next sz

End If

If level = 5 Then
    _AutoDisplay
    _PrintString (210, 160), "Congratulations, you saved the town!!"
    _PrintString (210, 210), "Would you like to play again? (Y/N)"
    Do
        a$ = InKey$
        If a$ = "y" Or a$ = "Y" Then GoTo begin:
        If a$ = "n" Or a$ = "N" Then End
    Loop
End If


If town = 2 Then
    alreadydone = 0
    level = level + 1
    Line (0, 0)-(4000, 3000), _RGB32(Rnd * 150, Rnd * 150, Rnd * 150), BF

    'Texture
    For texture = 1 To 200000
        tx = Rnd * 4000
        ty = Rnd * 3000
        Circle (tx, ty), 1, _RGB32(0, 255, 255)
    Next texture

    For h2 = 0 To 20
        housex(h2) = -100
        housey(h2) = -100
        hospitalx(h2) = -100
        hospitaly(h2) = -100
        armorx(h2) = -100
        armory(h2) = -100
    Next h2
    cavex = -100
    cavey = -100
    For diamonds = 1 To 300
        xx = Rnd * 4000
        yy = Rnd * 3000
        size = Int(Rnd * 300) + 20
        c1 = (Rnd * 155) + 100
        c2 = (Rnd * 155) + 100
        c3 = (Rnd * 155) + 100
        For a = 0 To size / 2
            Line (xx + a, yy + a)-(xx - a, yy + a), _RGB32(c1, c2, c3)
        Next a
        For b = size / 2 To 0 Step -1
            Line (xx + b, yy - b + size)-(xx - b, yy - b + size), _RGB32(c1, c2, c3)
        Next b
    Next diamonds

    drax = (3000 * Rnd) + 500
    dray = (2000 * Rnd) + 500
    drag = 200 + (level * 20)
End If

'_Dest 0

'_Source map

playerSpeed = 6

_Dest 0
_Source map

t = 1

Do
    Cls
    _Limit 60
    _PutImage (camera.x, camera.y), map
    _Title "Gold " + Str$(gold) + "     Health " + Str$(health) + "     Armor " + Str$(armor)
    While _MouseInput: Wend
    mousex = _MouseX
    mousey = _MouseY

    'Sword
    swordx = player.x + camera.x + lhandx
    swordy = player.y + camera.y + lhandy

    'Thanks to B+ for most of this mouse-moving sword!
    a = _Atan2(mousey - swordy, mousex - swordx)
    For swl = 1 To 75 Step 15
        sc1 = Int(Rnd * 180) + 75
        sc2 = Int(Rnd * 180) + 75
        sc3 = Int(Rnd * 180) + 75
        sx = swordx + swl * Cos(a)
        sy = swordy + swl * Sin(a)
        Line (swordx, swordy)-(sx, sy), _RGB32(sc1, sc2, sc3)
        Line (swordx + 1, swordy + 1)-(sx + 1, sy + 1), _RGB32(sc1, sc2, sc3)
        Line (swordx - 1, swordy - 1)-(sx - 1, sy - 1), _RGB32(sc1, sc2, sc3)
    Next swl
    dy = 0
    dx = 0
    If mousey < player.y + camera.y - 5 Then dy = -1
    If mousey > player.y + camera.y + 5 Then dy = 1
    If mousex < player.x + camera.x - 5 Then dx = -1
    If mousex > player.x + camera.x + 5 Then dx = 1

    For ch = 1 To 30
        If player.x > housex(ch) And player.x < housex(ch) + housex2(ch) And player.y > housey(ch) - (housex2(ch) / 2) And player.y < housey(ch) + housey2(ch) Then
            location:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If housex(check) > player.x - 250 And housex(check) < player.x + 250 And housey(check) > player.y - 250 And housey(check) < player.y + 250 Then GoTo location:
            Next check
            _AutoDisplay
            Color _RGB32(0, 0, 0), _RGB32(255, 255, 255)
            If ch = 16 Or ch = 19 Then
                If cavex + camera.x > player.x + camera.x Then _PrintString (210, 210), "The Cave is East of here."
                If cavex + camera.x < player.x + camera.x Then _PrintString (210, 210), "The Cave is West of here."
                GoTo skipthem:
            End If
            If ch = 17 Or ch = 20 Then
                If cavey + camera.y > player.y + camera.y Then _PrintString (210, 210), "The Cave is South of here."
                If cavey + camera.y < player.y + camera.y Then _PrintString (210, 210), "The Cave is North of here."
                GoTo skipthem:
            End If
            If ch = 1 Then _PrintString (210, 210), "Beware of the dragons!"
            If ch = 2 Then _PrintString (210, 210), "Save this town!"
            If ch = 3 Then _PrintString (210, 210), "Are you brave enough?"
            If ch = 4 Then _PrintString (210, 210), "King Arthur tried to save us, but couldn't."
            If ch = 5 Then _PrintString (210, 210), "Your sword will get stronger at the Armory!"
            If ch = 6 Then _PrintString (210, 210), "Heal up at a hospital."
            If ch = 7 Then _PrintString (210, 210), "You save the town after 5 levels."
            If ch = 8 Then _PrintString (210, 210), "The dragons breathe fire."
            If ch = 9 Then _PrintString (210, 210), "You can only use the Armory once per level for 10 gold pieces each."
            If ch = 10 Then _PrintString (210, 210), "Health costs 1 gold piece each at a hospital."
            If ch = 11 Then _PrintString (210, 210), "You get random gold after each dragon."
            If ch = 12 Then _PrintString (210, 210), "You cannot get hurt if you touch a dragon."
            If ch = 13 Then _PrintString (210, 210), "Every level has a slightly different town and cave."
            If ch = 14 Then _PrintString (210, 210), "The dragons get harder when you go to the next cave."
            If ch = 15 Then _PrintString (210, 210), "Sit down and have a meal with us."
            If ch = 18 Then _PrintString (210, 210), "Sorry, no WiFi here."

            skipthem:
            Color _RGB32(255, 255, 255), _RGB32(0, 0, 0)
            Do
                While _MouseInput: Wend
                mouseLeftButton = _MouseButton(1)
                If mouseLeftButton Then
                    Clear_MB 1
                    GoTo continue:
                End If
            Loop
        End If
        continue:
    Next ch
    For ch = 1 To 5
        If player.x > hospitalx(ch) And player.x < hospitalx(ch) + hospitalx2(ch) And player.y > hospitaly(ch) - (hospitalx2(ch) / 2) And player.y < hospitaly(ch) + hospitaly2(ch) Then
            location2:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If hospitalx(check) > player.x - 250 And hospitalx(check) < player.x + 250 And hospitaly(check) > player.y - 250 And hospitaly(check) < player.y + 250 Then GoTo location2:
            Next check
            If health = besthealth Then GoTo skiphealth:
            neededhealth = besthealth - health
            gold = gold - neededhealth
            If gold < 0 Then
                neededhealth = neededhealth + gold
                gold = 0
            End If
            health = health + neededhealth
            For snd = 500 To 800 Step 100
                Sound snd, .5
            Next snd
            skiphealth:
        End If
    Next ch

    For ch = 1 To 5
        If player.x > armorx(ch) And player.x < armorx(ch) + armorx2(ch) And player.y > armory(ch) - (armorx2(ch) / 2) And player.y < armory(ch) + armory2(ch) Then
            location3:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If armorx(check) > player.x - 250 And armorx(check) < player.x + 250 And armory(check) > player.y - 250 And armory(check) < player.y + 250 Then GoTo location3:
            Next check
            If alreadydone = 1 Then GoTo skiparmor:
            If gold < 10 Then GoTo skiparmor:
            gold = gold - 10
            armor = armor + 10
            For snd = 500 To 800 Step 100
                Sound snd, .5
            Next snd
            alreadydone = 1
            skiparmor:
        End If
    Next ch

    'Check to see if you have went into the town cave.
    If player.x > cavex - 100 And player.x < cavex + 5 And player.y > cavey - 100 And player.y < cavey + 5 Then town = 2: GoTo start:

    more2:
    If dy = -1 Then player.y = player.y - (playerSpeed / 2): t = t + 1
    If dy = 1 Then player.y = player.y + (playerSpeed / 2): t = t + 1
    If dx = -1 Then player.x = player.x - (playerSpeed / 2): t = t + 1
    If dx = 1 Then player.x = player.x + (playerSpeed / 2): t = t + 1
    If _KeyDown(ESC) Then End

    If player.x < 0 Then player.x = 0
    If player.x > _Width(map) Then player.x = _Width(map)
    If player.y < 0 Then player.y = 0
    If player.y > _Height(map) Then player.y = _Height(map)

    adjustCamera

    'Draw Head
    For sz = .25 To 10 Step .25
        Circle (player.x + camera.x, player.y + camera.y), sz, _RGB32(255, 166, 127)
    Next sz
    'Draw Smile
    Circle (player.x + camera.x, player.y + camera.y + 2), 7, _RGB32(255, 0, 0), _Pi, 2 * _Pi, .5
    'Draw Eyes
    Circle (player.x + camera.x - 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    Circle (player.x + camera.x + 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    'hat
    Line (player.x + camera.x - 10, player.y + camera.y - 10)-(player.x + camera.x + 10, player.y + camera.y - 9), _RGB32(155, 0, 0), BF
    Line (player.x + camera.x - 5, player.y + camera.y - 9)-(player.x + camera.x + 5, player.y + camera.y - 15), _RGB32(155, 0, 0), BF
    'Body
    Line (player.x + camera.x - 10, player.y + camera.y + 10)-(player.x + camera.x + 10, player.y + camera.y + 40), _RGB32(155, 0, 0), BF

    If t > 24 Then t = 1
    If t > 0 And t < 12 Then
        lhandx = 20: lhandy = 30
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 20 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 20 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 10 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 10 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If
    If t > 11 And t < 25 Then
        lhandx = 30: lhandy = 30
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 30 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 30 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 15 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 15 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If


    If town = 2 Then
        If drag < 1 Then GoTo nex:
        'Draw Dragon
        If player.x > drax Then drax = drax + 1
        If player.x < drax Then drax = drax - 1
        If player.y > dray Then dray = dray + 1
        If player.y < dray Then dray = dray - 1
        If drax > 3950 Then drax = 3950
        If drax < 25 Then drax = 25
        If dray > 2930 Then dray = 2930
        If dray < 25 Then dray = 25

        'Face
        For sz = .25 To 30 Step .25
            Circle (drax + camera.x, dray + camera.y), sz, _RGB32(255, 0, 0)
        Next sz
        'Eyes
        For sz = .25 To 6 Step .25
            Circle (drax - 15 + camera.x, dray - 15 + camera.y), sz, _RGB32(0, 0, 0)
        Next sz
        For sz = .25 To 6 Step .25
            Circle (drax + 15 + camera.x, dray - 15 + camera.y), sz, _RGB32(0, 0, 0)
        Next sz

        'Thanks to OldMoses for most of this eye-following code.
        xh% = drax - 15
        yh% = dray - 15
        xh2% = drax + 15
        yh2% = dray - 15
        dx% = player.x - xh%
        dy% = player.y - yh%
        mag! = _Hypot(dx%, dy%)
        If mag! = 0 Then
            ux! = 0: uy! = 0
        Else
            ux! = dx% / mag! '
            uy! = dy% / mag! '
        End If
        spx! = ux! * 5
        spy! = uy! * 5
        For sz = .25 To 3.5 Step .25
            Circle (xh% + spx! + camera.x, yh% + spy! + camera.y), sz, _RGB32(255, 255, 255)
        Next sz
        For sz = .25 To 3.5 Step .25
            Circle (xh2% + spx! + camera.x, yh2% + spy! + camera.y), sz, _RGB32(255, 255, 255)
        Next sz

        'Mouth
        For sz = .25 To 10 Step .25
            Circle (drax + camera.x, dray + 15 + camera.y), sz, _RGB32(255, 255, 255), , , .5
        Next sz
        'body
        Line (drax + camera.x, dray + 30 + camera.y)-(drax + 100 + camera.x, dray + 50 + camera.y), _RGB32(255, 0, 0), BF
        For a = 0 To 15
            Line (drax + a + camera.x + 30, dray + a + camera.y + 15)-(drax - a + camera.x + 30, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 45, dray + a + camera.y + 15)-(drax - a + camera.x + 45, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 60, dray + a + camera.y + 15)-(drax - a + camera.x + 60, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 75, dray + a + camera.y + 15)-(drax - a + camera.x + 75, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a

        'Dragon Health
        _PrintString (drax + camera.x + 35, dray + camera.y + 35), Str$(drag)
        'Nose
        For sz = .25 To 2 Step .25
            Circle (drax - 3 + camera.x, dray + camera.y), sz, _RGB32(255, 255, 255)
            Circle (drax + 3 + camera.x, dray + camera.y), sz, _RGB32(255, 255, 255)
        Next sz
        'Ears
        For a = 0 To 15
            Line (drax + a + camera.x - 7, dray + a + camera.y - 38)-(drax - a + camera.x - 7, dray + a + camera.y - 38), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 7, dray + a + camera.y - 38)-(drax - a + camera.x + 7, dray + a + camera.y - 38), _RGB32(255, 0, 0)
        Next a
        'legs
        Line (drax + camera.x, dray + 50 + camera.y)-(drax + 10 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 25 + camera.x, dray + 50 + camera.y)-(drax + 35 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 65 + camera.x, dray + 50 + camera.y)-(drax + 75 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 90 + camera.x, dray + 50 + camera.y)-(drax + 100 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        'Tail
        a = 1
        For tt = 1 To 100
            s = 0
            a = a - .5
            If a < -33 Then a = 1
            For d = 0 To a Step -.125
                s = s + 1
                x3 = Cos(s * 3.141592 / 180) * d
                y3 = Sin(s * 3.151492 / 180) * d
                Circle (x3 + drax + 100 + camera.x, y3 + dray + 40 + camera.y), 2, _RGB32(255, 0, 0)
            Next d
        Next tt

        fire = Rnd * 100
        If fire > 98 Then
            firex = drax
            firey = dray
            For flame = .5 To 20 Step .25
                If drax + camera.x > player.x + camera.x Then
                    firex = firex - 5
                End If
                If drax + camera.x < player.x + camera.x Then
                    firex = firex + 5
                End If
                If dray + camera.y > player.y + camera.y Then
                    firey = firey - 5
                End If
                If dray + camera.y < player.y + camera.y Then
                    firey = firey + 5
                End If
                For sz = .25 To flame Step .25
                    Circle (firex + camera.x, firey + camera.y), flame, _RGB32(255, 0, 0)
                Next sz
                If firex + camera.x > player.x - 20 + camera.x And firex + camera.x < player.x + 20 + camera.x And firey + camera.y > player.y + camera.y - 20 And firey + camera.y < player.y + camera.y + 20 Then
                    health = health - 1
                    player.x = (player.x) + (Rnd * 20)
                    player.y = (player.y) + (Rnd * 20)
                    _Delay .02
                    If health < 1 Then
                        _AutoDisplay
                        For snd = 600 To 300 Step -50
                            Sound snd, .5
                        Next snd
                        Locate 15, 25: Print "G A M E    O V E R"
                        Locate 18, 25: Print "Again? (Y/N)"
                        Do
                            a$ = InKey$
                            If a$ = "y" Or a$ = "Y" Then GoTo begin:
                            If a$ = "n" Or a$ = "N" Then End
                        Loop
                    End If
                    GoTo nex:
                End If
                _Display
            Next flame
        End If
        nex:
        'Check to see if you hit the monster.
        If sx > drax + camera.x - 20 And sx < drax + 20 + camera.x And sy > dray - 20 + camera.y And sy < dray + 20 + camera.y Then
            drag = drag - armor
            If drag < 1 Then
                drax = -100
                dray = -100
                gold = gold + (Int(Rnd * 400) + 100)
                For snd = 100 To 700 Step 50
                    Sound snd, 1
                Next snd
                If drag < 1 And drag2 < 1 Then
                    _Delay 1
                    town = 1
                    GoTo start:
                End If
            End If
            _Delay .02
        End If
    End If
    _Display
Loop

Sub adjustCamera
    If player.x + camera.x > _Width / 2 Or player.x + camera.x < _Width / 2 Then
        camera.x = _Width / 2 - player.x
    End If
    If camera.x > 0 Then camera.x = 0
    If camera.x < -(_Width(map) - _Width) Then camera.x = -(_Width(map) - _Width)

    If player.y + camera.y > _Height / 2 Or player.y + camera.y < _Height / 2 Then
        camera.y = _Height / 2 - player.y
    End If
    If camera.y > 0 Then camera.y = 0
    If camera.y < -(_Height(map) - _Height) Then camera.y = -(_Height(map) - _Height)
End Sub

Sub Clear_MB (var As Integer)
    Do Until Not _MouseButton(var)
        While _MouseInput: Wend
    Loop
End Sub 'Clear_MB
Reply
#15
I got about 4-4.5% CPU usage and around 100MB memory usage. It never locked up on me, though, although I didn't run into any dragons. I guess I have more exploring to do. Looks good so far, but if there's a bug I didn't hit it.

EDIT: I've been in three caves and fought a dragon in each with no issues other than I have no way of knowing if I actually slew them. It just pops me back outside. It might be an issue with your computer, mine never locked up. Scratch that, on another go I locked up just as I was fighting a dragon. I think it was after the beeps that indicate victory.
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
Reply
#16
I got hung up om 2nd dragon.
[Image: image-2022-08-17-202724849.png]
b = b + ...
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#17
Starting on line 725:
                IF drag < 1 AND drag2 < 1 THEN
                    _DELAY 1
                    town = 1
                    GOTO start:
                END IF


A couple of observations:

I did a search for drag2 and this is the only instance of it. drag2 will always be zero.
This IF...END IF block is within another one testing if drag < 1 {line 718} and is probably redundant.
Given that it is shunting the program flow back to 'start', could it be possible that it is jumping
around the _DISPLAY on line 734? Your program may not be locking up, but is rather stuck in a loop
where _DISPLAY is set and not being refreshed. Perhaps because drag is remaining below 1... not sure

I placed an _AUTODISPLAY after the 'start' on line 80, and played a lot farther, fighting a 300 power dragon.
Then the screen locked again.
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
Reply
#18
Thanks guys for trying it out. OldMoses, I took your advice and changed a couple lines. I also added an Autodisplay at the very beginning too for when people want to play again. I'll test it more soon, but here is the update: 

Code: (Select All)
'Scrolling Map Example by SierraKen - August 15, 2022

'Thank you to Felippe, James D. Jarvis, mdijkens, Petr, and B+ for the help and inspiration!

Type object
    x As Single
    y As Single
End Type

Const ESC = 27
Dim Shared player As object
Dim Shared camera As object
Dim Shared map As Long
Dim mousex As Single, mousey As Single
Dim playerSpeed As Single
Dim housex(30)
Dim housey(30)
Dim housex2(30)
Dim housey2(30)
Dim hospitalx(30)
Dim hospitaly(30)
Dim hospitalx2(30)
Dim hospitaly2(30)
Dim armorx(30)
Dim armory(30)
Dim armorx2(30)
Dim armory2(30)
Dim lx(30)
Dim ly(30)
Dim cavex As Single, cavey As Single
Dim pillarx(30), pillary(30), pillarh(30), pillarwid(30)
Dim pyramidx(6), pyramidy(6), pyramidh(6)
Dim drag As Single
Dim drax As Single, dray As Single
Dim health As Single, town As Single, besthealth As Single, alreadydone As Single
Dim swordx As Single, swordy As Single, sx As Single, sy As Single
Dim gold As Single, armor As Single
Dim tx As Double, ty As Double


begin:
_Limit 60

_Title "Explorer - by Ken G"
_AutoDisplay
town = 1
health = 500
besthealth = 500
armor = 10
alreadydone = 0
Randomize Timer

Screen _NewImage(800, 600, 32)
Cls
Print: Print: Print
Print "                                        Explorer"
Print
Print "                                        by Ken G."
Print: Print
Print
Print "                       Use the mouse to move and to turn your sword."
Print "                       Use the left mouse button to clear messages."
Print "                       Press Esc to quit."
Print "                       The object of the game is to get gold while"
Print "                       destroying the monsters."
Print "                       Passing 5 caves (levels) wins the game."
Print: Print
Print "                       Left Click the Screen With Your Mouse To Start."

Do
    _Limit 60
    While _MouseInput: Wend
    mouseLeftButton = _MouseButton(1)
    If mouseLeftButton Then
        Clear_MB 1
        GoTo start:
    End If
Loop

start:
_Limit 60
_AutoDisplay
player.x = _Width / 2
player.y = _Height / 2

If map <> 0 Then _FreeImage (map)
map = _NewImage(_Width * 5, _Height * 5, 32)
_Dest map

If town = 1 Then
    Cls
    'Grass
    Line (0, 0)-(4000, 3000), _RGB32(0, 127, 0), BF

    'Texture
    For texture = 1 To 200000
        tx = Rnd * 4000
        ty = Rnd * 3000
        Circle (tx, ty), 1, _RGB32(155, 166, 127)
    Next texture

    'Houses
    For h = 1 To 20
        again:
        housex(h) = Rnd * 3500
        housey(h) = Rnd * 2500
        For check = 0 To h - 1
            If housex(check) > housex(h) - 250 And housex(check) < housex(h) + 250 And housey(check) > housey(h) - 250 And housey(check) < housey(h) + 250 Then GoTo again:
        Next check
        housex2(h) = (Rnd * 100) + 50
        housey2(h) = (Rnd * 100) + 50
        'House
        Line (housex(h), housey(h))-(housex(h) + housex2(h), housey(h) + housey2(h)), _RGB32(Rnd * 255, Rnd * 255, Rnd * 255), BF
        'Roof
        For sz = .25 To (housex2(h) / 2) Step .1
            Circle (housex(h) + (housex2(h) / 2), housey(h)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (housex(h) + (housex2(h) / 2) - 10, housey(h) + (housey2(h) - 20))-(housex(h) + (housex2(h) / 2) + 10, housey(h) + housey2(h)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To housey2(h) - 45 Step 15
            Line (housex(h) + (housex2(h) / 2) - housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) - ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
            Line (housex(h) + (housex2(h) / 2) + housex2(h) / 4, housey(h) + (housey2(h) - 35 - w))-(housex(h) + (housex2(h) / 2) + ((housex2(h) / 4) + 10), housey(h) + housey2(h) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next h

    'Hospitals
    For ho = 1 To 5
        ag:
        hospitalx(ho) = Rnd * 3500
        hospitaly(ho) = Rnd * 2500
        For check = 0 To ho - 1
            If housex(check) > hospitalx(ho) - 250 And housex(check) < hospitalx(ho) + 250 And housey(check) > hospitaly(ho) - 250 And housey(check) < hospitaly(ho) + 250 Then GoTo ag:
        Next check
        hospitalx2(ho) = (Rnd * 100) + 50
        hospitaly2(ho) = (Rnd * 100) + 50
        'House
        Line (hospitalx(ho), hospitaly(ho))-(hospitalx(ho) + hospitalx2(ho), hospitaly(ho) + hospitaly2(ho)), _RGB32(255, 0, 0), BF
        'Cross
        Line (hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho) + 5)-(hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho) + 20), _RGB32(255, 255, 255)
        Line (hospitalx(ho) + (hospitalx2(ho) * .4), hospitaly(ho) + 10)-(hospitalx(ho) + (hospitalx2(ho) * .6), hospitaly(ho) + 10), _RGB32(255, 255, 255)
        'Roof
        For sz = .25 To (hospitalx2(ho) / 2) Step .1
            Circle (hospitalx(ho) + (hospitalx2(ho) / 2), hospitaly(ho)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (hospitalx(ho) + (hospitalx2(ho) / 2) - 10, hospitaly(ho) + (hospitaly2(ho) - 20))-(hospitalx(ho) + (hospitalx2(ho) / 2) + 10, hospitaly(ho) + hospitaly2(ho)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To hospitaly2(ho) - 45 Step 15
            Line (hospitalx(ho) + (hospitalx2(ho) / 2) - hospitalx2(ho) / 4, hospitaly(ho) + (hospitaly2(ho) - 35 - w))-(hospitalx(ho) + (hospitalx2(ho) / 2) - ((hospitalx2(ho) / 4) + 10), hospitaly(ho) + hospitaly2(ho) - 25 - w), _RGB32(128, 116, 128), BF
            Line (hospitalx(ho) + (hospitalx2(ho) / 2) + hospitalx2(ho) / 4, hospitaly(ho) + (hospitaly2(ho) - 35 - w))-(hospitalx(ho) + (hospitalx2(ho) / 2) + ((hospitalx2(ho) / 4) + 10), hospitaly(ho) + hospitaly2(ho) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next ho

    'Armories
    For h = 1 To 5
        agn:
        armorx(h) = Rnd * 3500
        armory(h) = Rnd * 2500
        For check = 0 To h - 1
            If housex(check) > armorx(h) - 150 And housex(check) < armorx(h) + 150 And housey(check) > armory(h) - 225 And housey(check) < armory(h) + 225 Then GoTo agn:
            If hospitalx(check) > armorx(h) - 150 And hospitalx(check) < armorx(h) + 150 And hospitaly(check) > armory(h) - 225 And hospitaly(check) < armory(h) + 225 Then GoTo agn:
        Next check
        armorx2(h) = 125
        armory2(h) = 125
        'House
        Line (armorx(h), armory(h))-(armorx(h) + armorx2(h), armory(h) + armory2(h)), _RGB32(0, 255, 0), BF
        Color _RGB32(255, 0, 0), _RGB32(0, 255, 0)
        _PrintString (armorx(h) + 40, armory(h) + 7), "Armory"
        'Roof
        For sz = .25 To (armorx2(h) / 2) Step .1
            Circle (armorx(h) + (armorx2(h) / 2), armory(h)), sz, _RGB32(150, 75, 50), 2 * _Pi, _Pi, 1
        Next sz
        Line (armorx(h) + (armorx2(h) / 2) - 10, armory(h) + (armory2(h) - 20))-(armorx(h) + (armorx2(h) / 2) + 10, armory(h) + armory2(h)), _RGB32(128, 116, 128), BF
        'Windows
        For w = 0 To armory2(h) - 45 Step 15
            Line (armorx(h) + (armorx2(h) / 2) - armorx2(h) / 4, armory(h) + (armory2(h) - 35 - w))-(armorx(h) + (armorx2(h) / 2) - ((armorx2(h) / 4) + 10), armory(h) + armory2(h) - 25 - w), _RGB32(128, 116, 128), BF
            Line (armorx(h) + (armorx2(h) / 2) + armorx2(h) / 4, armory(h) + (armory2(h) - 35 - w))-(armorx(h) + (armorx2(h) / 2) + ((armorx2(h) / 4) + 10), armory(h) + armory2(h) - 25 - w), _RGB32(128, 116, 128), BF
        Next w
    Next h
    Color _RGB32(255, 255, 255), _RGB32(0, 0, 0)
    'Lakes
    For rr = 1 To 30
        again2:
        lx(rr) = Rnd * 4000
        ly(rr) = Rnd * 3000
        For check = 0 To rr - 1
            If lx(check) > lx(rr) - 250 And lx(check) < lx(rr) + 250 And ly(check) > ly(rr) - 250 And ly(check) < ly(rr) + 250 Then GoTo again2:
        Next check
        For check = 0 To 30
            If housex(check) > lx(rr) - 250 And housex(check) < lx(rr) + 250 And housey(check) > ly(rr) - 250 And housey(check) < ly(rr) + 250 Then GoTo again2:
            If hospitalx(check) > lx(rr) - 250 And hospitalx(check) < lx(rr) + 250 And hospitaly(check) > ly(rr) - 250 And hospitaly(check) < ly(rr) + 250 Then GoTo again2:
            If armorx(check) > lx(rr) - 250 And armorx(check) < lx(rr) + 250 And armory(check) > ly(rr) - 250 And armory(check) < ly(rr) + 250 Then GoTo again2:
        Next check
        size = Int(Rnd * 150) + 20
        shape = Rnd + .2
        cl = 50
        For sz = size To .25 Step -.25
            cl = cl + .25
            Circle (lx(rr), ly(rr)), sz, _RGB32(0, 0, cl + 50), , , shape
        Next sz
        cl = 0
    Next rr

    'pillars
    pc = Int(11 + Rnd * 20)
    For p = 1 To pc
        checkpillars:
        pillarx(p) = 100 + Rnd * 3300
        pillary(p) = 100 + Rnd * 2300
        For check = 0 To 20
            If housex(check) > pillarx(p) - 250 And housex(check) < pillarx(p) + 250 And housey(check) > pillary(p) - 250 And housey(check) < pillary(p) + 250 Then GoTo checkpillars:
            If hospitalx(check) > pillarx(p) - 250 And hospitalx(check) < pillarx(p) + 250 And hospitaly(check) > pillary(p) - 250 And hospitaly(check) < pillary(p) + 250 Then GoTo checkpillars:
            If armorx(check) > pillarx(p) - 250 And armorx(check) < pillarx(p) + 250 And armory(check) > pillary(p) - 250 And armory(check) < pillary(p) + 250 Then GoTo checkpillars:
        Next check
        For check = 0 To 30
            If lx(check) > pillarx(p) - 250 And lx(check) < pillarx(p) + 250 And ly(check) > pillary(p) - 250 And ly(check) < pillary(p) + 250 Then GoTo checkpillars:
        Next check

        pillarwid(p) = 4 + Int(Rnd * 20)
        pillarh(p) = pillarwid(p) + Int(Rnd * (6 * pillarwid(p)))
        pr = 30 + Rnd * 200: pg = 30 + Rnd * 200: pb = 30 + Rnd * 200
        For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p)
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(pr, pg, pb)
        Next
        If Rnd * 6 > 2.5 Then
            For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
                Line (px, pillary(p) - pillarwid(p) / 3)-(px, pillary(p)), _RGB32(pr, pg, pb)
            Next
        End If
        If Rnd * 6 < 4.8 Then
            For px = pillarx(p) - (pillarwid(p) + pillarwid(p) / 5) To pillarx(p) + pillarwid(p) + pillarwid(p) / 5
                Line (px, pillary(p) + pillarh(p))-(px, pillary(p) + pillarh(p) + pillarwid(p) / 3), _RGB32(pr, pg, pb)
            Next
        End If
        For px = pillarx(p) + 1 To pillarx(p) - (pillarx(wid) - 1) Step -1
            tpr = pr - n / 3: tpg = pg - n / 3: tpb = pb - n / 3
            If tpr < 2 Then tpr = 2
            If tpg < 2 Then tpg = 2
            If tpb < 2 Then tpb = 2
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
        Next
        tpr = pr + 40: tpg = pg + 40: tpb = pb + 40
        If tpr > 254 Then tpr = 254
        If tpg > 254 Then tpg = 254
        If tpb > 254 Then tpb = 254
        pcl = 3 + pillarwid(p) / 6
        For px = pillarx(p) - pillarwid(p) To pillarx(p) + pillarwid(p) Step pcl
            tpr = tpr + 2: tpg = tpg + 2: tpb = tpb + 2
            If tpr > 254 Then tpr = 254
            If tpg > 254 Then tpg = 254
            If tpb > 254 Then tpb = 254
            Line (px, pillary(p))-(px, pillary(p) + pillarh(p)), _RGB32(tpr, tpg, tpb)
        Next
    Next

    'pyramids
    pc2 = Int(1 + Rnd * 4)
    For p = 1 To pc2
        checkpyramids:
        pyramidx(p) = 100 + Rnd * 3300
        pyramidy(p) = 100 + Rnd * 2300
        For check = 0 To 20
            If housex(check) > pyramidx(p) - 250 And housex(check) < pyramidx(p) + 250 And housey(check) > pyramidy(p) - 250 And housey(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
            If hospitalx(check) > pyramidx(p) - 250 And hospitalx(check) < pyramidx(p) + 250 And hospitaly(check) > pyramidy(p) - 250 And hospitaly(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
            If armorx(check) > pyramidx(p) - 250 And armorx(check) < pyramidx(p) + 250 And armory(check) > pyramidy(p) - 250 And armory(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        For check = 0 To pc
            If pillarx(check) > pyramidx(p) - 250 And pillarx(check) < pyramidx(p) + 250 And pillary(check) > pyramidy(p) - 250 And pillary(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        For check = 0 To 30
            If lx(check) > pyramidx(p) - 250 And lx(check) < pyramidx(p) + 250 And ly(check) > pyramidy(p) - 250 And ly(check) < pyramidy(p) + 250 Then GoTo checkpyramids:
        Next check
        pyramidh(p) = Int(Rnd * 120) + 60
        pr = Rnd * 255: pg = Rnd * 255: pb = Rnd * 255
        For n = 0 To pyramidh(p)
            Line (pyramidx(p) - n, pyramidy(p) + n)-(pyramidx(p) + n, pyramidy(p) + n), _RGB32(pr, pg, pb), BF
            tpr = pr - n / 2: tpg = pg = n / 2: tpb = pb - n / 3
            If tpr < 2 Then tpr = 2
            If tpg < 2 Then tpg = 2
            If tpb < 2 Then tpb = 2
            Line (pyramidx(p) - (n - 1), pyramidy(p) + n)-(pyramidx(p), pyramidy(p) + n), _RGB32(tpr, tpg, tpb), BF
        Next n
    Next p

    'Cave
    again3:
    cavex = (Rnd * 2700) + 1000
    cavey = (Rnd * 2000) + 500
    If chk = 1 Then GoTo again4:
    For check = 0 To 30
        If housex(check) > cavex - 650 And housex(check) < cavex + 650 And housey(check) > cavey - 650 And housey(check) < cavey + 650 Then GoTo again3:
        If hospitalx(check) > cavex - 650 And hospitalx(check) < cavex + 650 And hospitaly(check) > cavey - 650 And hospitaly(check) < cavey + 650 Then GoTo again3:
        If armorx(check) > cavex - 650 And armorx(check) < cavex + 650 And armory(check) > cavey - 650 And armory(check) < cavey + 650 Then GoTo again3:
    Next check
    again4:
    For check2 = 0 To 30
        If lx(check2) > cavex - 450 And lx(check2) < cavex + 450 And ly(check2) > cavey - 450 And ly(check2) < cavey + 450 Then chk = 1: GoTo again3:
    Next check2
    chk = 0
    For sz = 1 To 100 Step .25
        cl = cl + .25
        Circle (cavex, cavey), sz, _RGB32(220 - cl, 100 - cl, 100 - cl), 2 * _Pi, _Pi, 1
    Next sz
    cl = 0
    For sz = 1 To 30 Step .25
        Circle (cavex, cavey), sz, _RGB32(0, 0, 0), 2 * _Pi, _Pi, 1
    Next sz

End If

If level = 5 Then
    _AutoDisplay
    _PrintString (210, 160), "Congratulations, you saved the town!!"
    _PrintString (210, 210), "Would you like to play again? (Y/N)"
    Do
        a$ = InKey$
        If a$ = "y" Or a$ = "Y" Then GoTo begin:
        If a$ = "n" Or a$ = "N" Then End
    Loop
End If


If town = 2 Then
    alreadydone = 0
    level = level + 1
    Line (0, 0)-(4000, 3000), _RGB32(Rnd * 150, Rnd * 150, Rnd * 150), BF

    'Texture
    For texture = 1 To 200000
        tx = Rnd * 4000
        ty = Rnd * 3000
        Circle (tx, ty), 1, _RGB32(0, 255, 255)
    Next texture

    For h2 = 0 To 20
        housex(h2) = -100
        housey(h2) = -100
        hospitalx(h2) = -100
        hospitaly(h2) = -100
        armorx(h2) = -100
        armory(h2) = -100
    Next h2
    cavex = -100
    cavey = -100
    For diamonds = 1 To 300
        xx = Rnd * 4000
        yy = Rnd * 3000
        size = Int(Rnd * 300) + 20
        c1 = (Rnd * 155) + 100
        c2 = (Rnd * 155) + 100
        c3 = (Rnd * 155) + 100
        For a = 0 To size / 2
            Line (xx + a, yy + a)-(xx - a, yy + a), _RGB32(c1, c2, c3)
        Next a
        For b = size / 2 To 0 Step -1
            Line (xx + b, yy - b + size)-(xx - b, yy - b + size), _RGB32(c1, c2, c3)
        Next b
    Next diamonds

    drax = (3000 * Rnd) + 500
    dray = (2000 * Rnd) + 500
    drag = 200 + (level * 20)
End If

'_Dest 0

'_Source map

playerSpeed = 6

_Dest 0
_Source map

t = 1

Do
    Cls
    _Limit 60
    _PutImage (camera.x, camera.y), map
    _Title "Gold " + Str$(gold) + "     Health " + Str$(health) + "     Armor " + Str$(armor)
    While _MouseInput: Wend
    mousex = _MouseX
    mousey = _MouseY

    'Sword
    swordx = player.x + camera.x + lhandx
    swordy = player.y + camera.y + lhandy

    'Thanks to B+ for most of this mouse-moving sword!
    a = _Atan2(mousey - swordy, mousex - swordx)
    For swl = 1 To 75 Step 15
        sc1 = Int(Rnd * 180) + 75
        sc2 = Int(Rnd * 180) + 75
        sc3 = Int(Rnd * 180) + 75
        sx = swordx + swl * Cos(a)
        sy = swordy + swl * Sin(a)
        Line (swordx, swordy)-(sx, sy), _RGB32(sc1, sc2, sc3)
        Line (swordx + 1, swordy + 1)-(sx + 1, sy + 1), _RGB32(sc1, sc2, sc3)
        Line (swordx - 1, swordy - 1)-(sx - 1, sy - 1), _RGB32(sc1, sc2, sc3)
    Next swl
    dy = 0
    dx = 0
    If mousey < player.y + camera.y - 5 Then dy = -1
    If mousey > player.y + camera.y + 5 Then dy = 1
    If mousex < player.x + camera.x - 5 Then dx = -1
    If mousex > player.x + camera.x + 5 Then dx = 1

    For ch = 1 To 30
        If player.x > housex(ch) And player.x < housex(ch) + housex2(ch) And player.y > housey(ch) - (housex2(ch) / 2) And player.y < housey(ch) + housey2(ch) Then
            location:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If housex(check) > player.x - 250 And housex(check) < player.x + 250 And housey(check) > player.y - 250 And housey(check) < player.y + 250 Then GoTo location:
            Next check
            _AutoDisplay
            Color _RGB32(0, 0, 0), _RGB32(255, 255, 255)
            If ch = 16 Or ch = 19 Then
                If cavex + camera.x > player.x + camera.x Then _PrintString (210, 210), "The Cave is East of here."
                If cavex + camera.x < player.x + camera.x Then _PrintString (210, 210), "The Cave is West of here."
                GoTo skipthem:
            End If
            If ch = 17 Or ch = 20 Then
                If cavey + camera.y > player.y + camera.y Then _PrintString (210, 210), "The Cave is South of here."
                If cavey + camera.y < player.y + camera.y Then _PrintString (210, 210), "The Cave is North of here."
                GoTo skipthem:
            End If
            If ch = 1 Then _PrintString (210, 210), "Beware of the dragons!"
            If ch = 2 Then _PrintString (210, 210), "Save this town!"
            If ch = 3 Then _PrintString (210, 210), "Are you brave enough?"
            If ch = 4 Then _PrintString (210, 210), "King Arthur tried to save us, but couldn't."
            If ch = 5 Then _PrintString (210, 210), "Your sword will get stronger at the Armory!"
            If ch = 6 Then _PrintString (210, 210), "Heal up at a hospital."
            If ch = 7 Then _PrintString (210, 210), "You save the town after 5 levels."
            If ch = 8 Then _PrintString (210, 210), "The dragons breathe fire."
            If ch = 9 Then _PrintString (210, 210), "You can only use the Armory once per level for 10 gold pieces each."
            If ch = 10 Then _PrintString (210, 210), "Health costs 1 gold piece each at a hospital."
            If ch = 11 Then _PrintString (210, 210), "You get random gold after each dragon."
            If ch = 12 Then _PrintString (210, 210), "You cannot get hurt if you touch a dragon."
            If ch = 13 Then _PrintString (210, 210), "Every level has a slightly different town and cave."
            If ch = 14 Then _PrintString (210, 210), "The dragons get harder when you go to the next cave."
            If ch = 15 Then _PrintString (210, 210), "Sit down and have a meal with us."
            If ch = 18 Then _PrintString (210, 210), "Sorry, no WiFi here."

            skipthem:
            Color _RGB32(255, 255, 255), _RGB32(0, 0, 0)
            Do
                While _MouseInput: Wend
                mouseLeftButton = _MouseButton(1)
                If mouseLeftButton Then
                    Clear_MB 1
                    GoTo continue:
                End If
            Loop
        End If
        continue:
    Next ch
    For ch = 1 To 5
        If player.x > hospitalx(ch) And player.x < hospitalx(ch) + hospitalx2(ch) And player.y > hospitaly(ch) - (hospitalx2(ch) / 2) And player.y < hospitaly(ch) + hospitaly2(ch) Then
            location2:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If hospitalx(check) > player.x - 250 And hospitalx(check) < player.x + 250 And hospitaly(check) > player.y - 250 And hospitaly(check) < player.y + 250 Then GoTo location2:
            Next check
            If health = besthealth Then GoTo skiphealth:
            neededhealth = besthealth - health
            gold = gold - neededhealth
            If gold < 0 Then
                neededhealth = neededhealth + gold
                gold = 0
            End If
            health = health + neededhealth
            For snd = 500 To 800 Step 100
                Sound snd, .5
            Next snd
            skiphealth:
        End If
    Next ch

    For ch = 1 To 5
        If player.x > armorx(ch) And player.x < armorx(ch) + armorx2(ch) And player.y > armory(ch) - (armorx2(ch) / 2) And player.y < armory(ch) + armory2(ch) Then
            location3:
            player.x = (player.x) + (Rnd * 150)
            player.y = (player.y) + (Rnd * 150)
            For check = 0 To 30
                If armorx(check) > player.x - 250 And armorx(check) < player.x + 250 And armory(check) > player.y - 250 And armory(check) < player.y + 250 Then GoTo location3:
            Next check
            If alreadydone = 1 Then GoTo skiparmor:
            If gold < 10 Then GoTo skiparmor:
            gold = gold - 10
            armor = armor + 10
            For snd = 500 To 800 Step 100
                Sound snd, .5
            Next snd
            alreadydone = 1
            skiparmor:
        End If
    Next ch

    'Check to see if you have went into the town cave.
    If player.x > cavex - 100 And player.x < cavex + 5 And player.y > cavey - 100 And player.y < cavey + 5 Then town = 2: GoTo start:

    more2:
    If dy = -1 Then player.y = player.y - (playerSpeed / 2): t = t + 1
    If dy = 1 Then player.y = player.y + (playerSpeed / 2): t = t + 1
    If dx = -1 Then player.x = player.x - (playerSpeed / 2): t = t + 1
    If dx = 1 Then player.x = player.x + (playerSpeed / 2): t = t + 1
    If _KeyDown(ESC) Then End

    If player.x < 0 Then player.x = 0
    If player.x > _Width(map) Then player.x = _Width(map)
    If player.y < 0 Then player.y = 0
    If player.y > _Height(map) Then player.y = _Height(map)

    adjustCamera

    'Draw Head
    For sz = .25 To 10 Step .25
        Circle (player.x + camera.x, player.y + camera.y), sz, _RGB32(255, 166, 127)
    Next sz
    'Draw Smile
    Circle (player.x + camera.x, player.y + camera.y + 2), 7, _RGB32(255, 0, 0), _Pi, 2 * _Pi, .5
    'Draw Eyes
    Circle (player.x + camera.x - 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    Circle (player.x + camera.x + 4, player.y + camera.y - 2), 1, _RGB32(0, 0, 255)
    'hat
    Line (player.x + camera.x - 10, player.y + camera.y - 10)-(player.x + camera.x + 10, player.y + camera.y - 9), _RGB32(155, 0, 0), BF
    Line (player.x + camera.x - 5, player.y + camera.y - 9)-(player.x + camera.x + 5, player.y + camera.y - 15), _RGB32(155, 0, 0), BF
    'Body
    Line (player.x + camera.x - 10, player.y + camera.y + 10)-(player.x + camera.x + 10, player.y + camera.y + 40), _RGB32(155, 0, 0), BF

    If t > 24 Then t = 1
    If t > 0 And t < 12 Then
        lhandx = 20: lhandy = 30
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 20 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 20 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 10 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 10 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If
    If t > 11 And t < 25 Then
        lhandx = 30: lhandy = 30
        'Left Arm
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 - wid2, player.y + camera.y + 10)-(player.x + camera.x - 30 - wid2, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid2
        'Right Arm
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 + wid1, player.y + camera.y + 10)-(player.x + camera.x + 30 + wid1, player.y + camera.y + 30), _RGB32(255, 166, 127)
        Next wid1
        'Left leg
        For wid2 = .1 To 3 Step .1
            Line (player.x + camera.x - 10 + wid2, player.y + camera.y + 40)-(player.x + camera.x - 15 + wid2, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid2
        'Right leg
        For wid1 = .1 To 3 Step .1
            Line (player.x + camera.x + 10 - wid1, player.y + camera.y + 40)-(player.x + camera.x + 15 - wid1, player.y + camera.y + 60), _RGB32(255, 166, 127)
        Next wid1
    End If


    If town = 2 Then
        If drag < 1 Then GoTo nex:
        'Draw Dragon
        If player.x > drax Then drax = drax + 1
        If player.x < drax Then drax = drax - 1
        If player.y > dray Then dray = dray + 1
        If player.y < dray Then dray = dray - 1
        If drax > 3950 Then drax = 3950
        If drax < 25 Then drax = 25
        If dray > 2930 Then dray = 2930
        If dray < 25 Then dray = 25

        'Face
        For sz = .25 To 30 Step .25
            Circle (drax + camera.x, dray + camera.y), sz, _RGB32(255, 0, 0)
        Next sz
        'Eyes
        For sz = .25 To 6 Step .25
            Circle (drax - 15 + camera.x, dray - 15 + camera.y), sz, _RGB32(0, 0, 0)
        Next sz
        For sz = .25 To 6 Step .25
            Circle (drax + 15 + camera.x, dray - 15 + camera.y), sz, _RGB32(0, 0, 0)
        Next sz

        'Thanks to OldMoses for most of this eye-following code.
        xh% = drax - 15
        yh% = dray - 15
        xh2% = drax + 15
        yh2% = dray - 15
        dx% = player.x - xh%
        dy% = player.y - yh%
        mag! = _Hypot(dx%, dy%)
        If mag! = 0 Then
            ux! = 0: uy! = 0
        Else
            ux! = dx% / mag! '
            uy! = dy% / mag! '
        End If
        spx! = ux! * 5
        spy! = uy! * 5
        For sz = .25 To 3.5 Step .25
            Circle (xh% + spx! + camera.x, yh% + spy! + camera.y), sz, _RGB32(255, 255, 255)
        Next sz
        For sz = .25 To 3.5 Step .25
            Circle (xh2% + spx! + camera.x, yh2% + spy! + camera.y), sz, _RGB32(255, 255, 255)
        Next sz

        'Mouth
        For sz = .25 To 10 Step .25
            Circle (drax + camera.x, dray + 15 + camera.y), sz, _RGB32(255, 255, 255), , , .5
        Next sz
        'body
        Line (drax + camera.x, dray + 30 + camera.y)-(drax + 100 + camera.x, dray + 50 + camera.y), _RGB32(255, 0, 0), BF
        For a = 0 To 15
            Line (drax + a + camera.x + 30, dray + a + camera.y + 15)-(drax - a + camera.x + 30, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 45, dray + a + camera.y + 15)-(drax - a + camera.x + 45, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 60, dray + a + camera.y + 15)-(drax - a + camera.x + 60, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 75, dray + a + camera.y + 15)-(drax - a + camera.x + 75, dray + a + camera.y + 15), _RGB32(255, 0, 0)
        Next a

        'Dragon Health
        _PrintString (drax + camera.x + 35, dray + camera.y + 35), Str$(drag)
        'Nose
        For sz = .25 To 2 Step .25
            Circle (drax - 3 + camera.x, dray + camera.y), sz, _RGB32(255, 255, 255)
            Circle (drax + 3 + camera.x, dray + camera.y), sz, _RGB32(255, 255, 255)
        Next sz
        'Ears
        For a = 0 To 15
            Line (drax + a + camera.x - 7, dray + a + camera.y - 38)-(drax - a + camera.x - 7, dray + a + camera.y - 38), _RGB32(255, 0, 0)
        Next a
        For a = 0 To 15
            Line (drax + a + camera.x + 7, dray + a + camera.y - 38)-(drax - a + camera.x + 7, dray + a + camera.y - 38), _RGB32(255, 0, 0)
        Next a
        'legs
        Line (drax + camera.x, dray + 50 + camera.y)-(drax + 10 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 25 + camera.x, dray + 50 + camera.y)-(drax + 35 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 65 + camera.x, dray + 50 + camera.y)-(drax + 75 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        Line (drax + 90 + camera.x, dray + 50 + camera.y)-(drax + 100 + camera.x, dray + 80 + camera.y), _RGB32(255, 0, 0), BF
        'Tail
        a = 1
        For tt = 1 To 100
            s = 0
            a = a - .5
            If a < -33 Then a = 1
            For d = 0 To a Step -.125
                s = s + 1
                x3 = Cos(s * 3.141592 / 180) * d
                y3 = Sin(s * 3.151492 / 180) * d
                Circle (x3 + drax + 100 + camera.x, y3 + dray + 40 + camera.y), 2, _RGB32(255, 0, 0)
            Next d
        Next tt

        fire = Rnd * 100
        If fire > 98 Then
            firex = drax
            firey = dray
            For flame = .5 To 20 Step .25
                If drax + camera.x > player.x + camera.x Then
                    firex = firex - 5
                End If
                If drax + camera.x < player.x + camera.x Then
                    firex = firex + 5
                End If
                If dray + camera.y > player.y + camera.y Then
                    firey = firey - 5
                End If
                If dray + camera.y < player.y + camera.y Then
                    firey = firey + 5
                End If
                For sz = .25 To flame Step .25
                    Circle (firex + camera.x, firey + camera.y), flame, _RGB32(255, 0, 0)
                Next sz
                If firex + camera.x > player.x - 20 + camera.x And firex + camera.x < player.x + 20 + camera.x And firey + camera.y > player.y + camera.y - 20 And firey + camera.y < player.y + camera.y + 20 Then
                    health = health - 1
                    player.x = (player.x) + (Rnd * 20)
                    player.y = (player.y) + (Rnd * 20)
                    _Delay .02
                    If health < 1 Then
                        _AutoDisplay
                        For snd = 600 To 300 Step -50
                            Sound snd, .5
                        Next snd
                        Locate 15, 25: Print "G A M E    O V E R"
                        Locate 18, 25: Print "Again? (Y/N)"
                        Do
                            a$ = InKey$
                            If a$ = "y" Or a$ = "Y" Then GoTo begin:
                            If a$ = "n" Or a$ = "N" Then End
                        Loop
                    End If
                    GoTo nex:
                End If
                _Display
            Next flame
        End If
        nex:
        'Check to see if you hit the monster.
        If sx > drax + camera.x - 20 And sx < drax + 20 + camera.x And sy > dray - 20 + camera.y And sy < dray + 20 + camera.y Then
            drag = drag - armor
            If drag < 1 Then
                drax = -100
                dray = -100
                gold = gold + (Int(Rnd * 400) + 100)
                For snd = 100 To 700 Step 50
                    Sound snd, 1
                Next snd
                If drag < 1 Then
                    _Delay 1
                    town = 1
                    GoTo start:
                End If
            End If
            _Delay .02
        End If
    End If
    _Display
Loop

Sub adjustCamera
    If player.x + camera.x > _Width / 2 Or player.x + camera.x < _Width / 2 Then
        camera.x = _Width / 2 - player.x
    End If
    If camera.x > 0 Then camera.x = 0
    If camera.x < -(_Width(map) - _Width) Then camera.x = -(_Width(map) - _Width)

    If player.y + camera.y > _Height / 2 Or player.y + camera.y < _Height / 2 Then
        camera.y = _Height / 2 - player.y
    End If
    If camera.y > 0 Then camera.y = 0
    If camera.y < -(_Height(map) - _Height) Then camera.y = -(_Height(map) - _Height)
End Sub

Sub Clear_MB (var As Integer)
    Do Until Not _MouseButton(var)
        While _MouseInput: Wend
    Loop
End Sub 'Clear_MB
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