STGraves Posted February 15, 2015 Share Posted February 15, 2015 Hello I have 3 different playfields in my game one is the main screen, second is the main playdçfield, and the third is the deadscreen, i can make the playfield to scroll, but when I die and reset the game, the title screen and the deadscreen appear to be moved out of their orientation, i think is because the pfscroll moves the 3 of the PF's, how can i keep the title screen and dead screen fixed in place while the main PF moves with pfscroll?. Thanks. rem ********************************** rem *<STGraves world>* rem *<Mata a cuernotrayamon* rem *antes que el a ti.> * rem *<agpkkck@gmail.com>* rem *<www.stgravesof.zz.vc>* rem ********************************** rem Create the title screen opening playfield: .XX.XXX.XX..XXX...XX..X.X.XXX.XX X....X.X....X..X.X..X.X.X.X..X.. .X...X.X.XX.XXX..XXXX.X.X.XX..X. ..X..X.X..X.X.X..X..X.X.X.X....X XX...X..XX..X..X.X..X..X..XXX.XX ................................ ....X...X.XXXX.XXX..X...XXX..... ....X...X.X..X.X..X.X...X..X.... ....X...X.X..X.XX...X...X..X.... ....X.X.X.X..X.X.X..X...X..X.... ....XX.XX.XXXX.X..X.XXX.XXX..... end rem Loop the screen until the fire button is pressed title COLUBK = $D4 COLUPF = $80 drawscreen if joy0fire || joy1fire then goto skiptitle scorecolor = $D4 goto title rem This function displays after the title is skipped skiptitle rem Colors COLUPF = $D6 COLUBK = $FE rem Player location player0x = 50 : player0y = 50 player1x = 20 : player1y = 20 rem Score setting and color score = 0 : scorecolor = $40 rem Missle size and location missile1height=6:missile1y=255 rem Create a variable to keep up with lives a = 5 rem create lives lives: %01000100 %11111110 %11111110 %01111100 %00111000 %00010000 %00010000 %00010000 end rem Create the playfield playfield: XXXXXXXXXXXXXXX............... XXXXXXXXXXXXXXX............... XXXXXXXXXXXXXXX............... XXXXXXXXXXXXXXX............... XXXXXXXXXXXXXXX............... ...............XXXXXXXXXXXXXXX ...............XXXXXXXXXXXXXXX ...............XXXXXXXXXXXXXXX ...............XXXXXXXXXXXXXXX ...............XXXXXXXXXXXXXXX XXXXXXXXXXXXXXX............... XXXXXXXXXXXXXXX............... end rem This main function is what loops constantly main if joy0up || joy1up then pfscroll down if joy0down || joy1down then pfscroll up if joy0left || joy1left then pfscroll right if joy0right || joy1right then pfscroll left end if rem This is the animation function animate rem This frame variable slows down the animation v = v + 1 rem This code animates the sprites if v = 7 && w = 0 then ax if v = 7 && w = 1 then bx if v = 7 && w = 2 then cx if v = 7 && w = 3 then dx goto nextstep rem These four sprites are different stages of the animation ax v = 0 w = 1 player1: player1: %00100100 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep bx v = 0 w = 2 player1: %00100100 %01111110 %01111110 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep cx v = 0 w = 3 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep dx v = 0 w = 0 player1: %00011000 %01111110 %01011010 %01111110 %00100100 %11000011 %01000010 %11000011 end goto nextstep rem Create acorn sprite nextstep player0: %01111110 %01000011 %11011010 %01000011 %11100110 %01111110 %10101011 %01101001 end end rem check to see if a missile has already been fired checkfire if missile1y>100 then goto skip missile1y = missile1y - 2 : goto draw rem if a missile hasn't been fired, then fire missile skip if joy0fire || joy1fire then missile1y=player0y-2:missile1x=player0x+4 rem Draw output to screen draw drawscreen rem Fix player wraparound bug if player0x < 8 then player0x = 8 if player0x > 150 then player0x = 150 if player0y < 8 then player0y = 8 if player0y > 84 then player0y = 84 rem Have player 1 chase player 2 if player1y < player0y then player1y = player1y + 1 if player1y > player0y then player1y = player1y - 1 if player1x < player0x then player1x = player1x + 1 if player1x > player0x then player1x = player1x - 1 player1x = player1x : player1y = player1y rem Detect missile collision with squirrel if collision(missile1,player1) then score=score+1:player1x=rand/2:player1y=0:missile1y=255:goto pointsound rem Detect squirrel collision with the acorn if collision(player0,player1) then score=score-1:player1x=rand/2:player1y=0:missile1y=255:a=a-1:goto deadsound rem joystick movements if joy0up || joy1up then player0y = player0y-1 : goto skipmove if joy0down || joy1down then player0y = player0y+1 : goto skipmove if joy0left || joy1left then player0x = player0x-1 : goto skipmove if joy0right || joy1right then player0x = player0x +1 : goto skipmove rem refresh the screen skipmove goto main rem Play point sound pointsound AUDV0 = 8 : AUDC0 = 12 : AUDF0 = 10 p = p + 1 drawscreen if p < 2 then pointsound p = 0 AUDV0 = 0 : AUDC0 = 0 : AUDF0 = 0 goto main rem Play dead sound deadsound AUDV1 = 8 AUDC1 = 7 AUDF1 = 13 p = p + 1 drawscreen if p < 5 then deadsound p = 0 AUDV1 = 0 : AUDC1 = 0 : AUDF1 = 0 if a = 0 then goto deadscreen goto main rem Create the dead screen deadscreen playfield: X.X..XX..X..X.X.XXX...XXX....XX. X.X.X..X.X..X.X.X..X..X.....X..X .X..X..X.X..X...X..X..XX....XXXX .X..X..X.X..X...XXX...X.....X..X .X...XX...XX....X..X..XXX...X..X ................................ XXX..XX...XXX..XXX..XX..XXX.X.X. X...X..X.X....X....X..X..X..X.X. XX..XXXX.X.XX.X.XX.X..X..X..X.X. X...X..X.X..X.X..X.X..X..X...... X...X..X..XXX..XXX..XX...X..X.X. end rem Loop the screen until the reset switch is activated dead COLUBK = $F4 COLUPF = $60 scorecolor = $F4 drawscreen if switchreset then goto opening drawscreen goto dead Quote Link to comment Share on other sites More sharing options...
STGraves Posted February 15, 2015 Author Share Posted February 15, 2015 Ignore the text on the deadscreen, i added it to be fun for me or my friends while playing, i didnt add it in a racist or offensive way Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted February 15, 2015 Share Posted February 15, 2015 Please attach your .bas file. atariage.com/forums/topic/181045-how-to-attach-files-and-images/ Quote Link to comment Share on other sites More sharing options...
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