set kernel_options pfcolors include div_mul.asm pfcolors: $82 $82 $0E $82 $0E $82 $82 $0E $82 $0E $82 end playfield: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ...X.X.X.X.X........X.X.X.X.X... X..XXXXXXXXX..XXXX..XXXXXXXXX..X ...X.X.X.X.X..X..X..X.X.X.X.X... X..XXXXXXXXX..XXXX..XXXXXXXXX..X X..XXXXXXXXX..XXXX..XXXXXXXXX..X ...X.X.X.X.X..X..X..X.X.X.X.X... X..XXXXXXXXX..XXXX..XXXXXXXXX..X ...X.X.X.X.X........X.X.X.X.X... XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX end player0: %00000000 %00111000 %01111100 %00111110 %00011110 %00111110 %01111100 %00111000 end player1: %00000000 %10101010 %11111110 %11111110 %11010110 %11010110 %01111100 %00111000 end player0x = $50 player0y = $50 player1x = $50 player1y = $17 a = 0 b = 0 d = 8 score = 15 scorecolor=$0E main_loop if a > 32 then a = 0: b = b + 1 if a < 0 then a = 32: b = b - 1 rem inputs if joy0left then gosub move_left if joy0up then gosub move_up if joy0right then gosub move_right if joy0down then gosub move_down rem Player Color COLUP0 = $1E rem Ghost Color COLUP1 = $44 rem Draw everything drawscreen goto main_loop: rem loop back rem Go up move_up if !collision(playfield,player0) then player0y = player0y - 1 if collision(playfield,player0) then player0y = player0y + 1 return rem Go left move_left if collision(playfield,player0) then player0x = player0x + 1 : pfpixel b d off if !collision(playfield,player0) then player0x = player0x - 1 : a = a -1 return rem Go right move_right if !collision(playfield,player0) then player0x = player0x + 1 if collision(playfield,player0) then player0x = player0x - 1 return rem Go down move_down if !collision(playfield,player0) then player0y = player0y + 1 if collision(playfield,player0) then player0y = player0y - 1 return