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Post by aurel on Jun 6, 2023 6:18:38 GMT -6
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Post by n00b on Jun 6, 2023 22:40:03 GMT -6
Nice. This is a drastic improvement over what I was able to do.
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Post by aurel on Jun 6, 2023 23:26:32 GMT -6
Yes it is, i don't think about it before
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Post by aurel on Jun 14, 2023 10:26:39 GMT -6
Oh snap ( trying to make Coin Hunt program in micro(A)) After i add more code i get MAV (memory access violation) so i figured that i must increase internal stacks and so far this work: 'Coin hunt in micro(A) ptr wmKeyDown var i , ii, iii, CoinCount, MonsterCount, false, wp, True var keyRight, keyLeft, keyUp , keyDown var CoinX[500] , CoinY[500] var MonsterX[500] , MonsterY[500] var PlayerX , PlayerY var MonsterOnCoin 'as boolean var CoinsCollected 'as integer var Score ,Level var Lives , Cycle , play '--------------------------------------------------- keyRight = 0 : keyLeft = 0 ' arrow keys keyUp = 0 : keyDown = 0 True = -1 : False = 0
Cycle = 1 Score = 0 Level = 1 Lives = 3 ' Welcome Screen ---------------------------------- wColor 0,0,0 : fcolor 220,200,100 print 16*16 , 16*10 ,"--- Welcome to Coin Hunt! ---" circle 17*16 , 10*10 ,2 print 16*16, 16*12 ," MagicalWizzy (2022)" print 16*10, 16*14,"Collect all the coins without being attacked by the monsters :)" print 16*18, 16*18 ,"Press key P(lay) to begin." Swap goto exit
'key event winMsg ----------------------------------- WINMSG wmKeyDown
hWparam wp 'push keydown message to key variables 'vkLEFT 37 --------------------------------- If wp = 37 keyLeft = wp if play = 1 : goto mainloop : endif EndIf
'vkRIGHT 39 ------------------------------- If wp = 39 keyRight = wp if play = 1 : goto mainloop : endif EndIf
'vkUP 38 ------------------------------- If wp = 38 keyUp = wp if play = 1 : goto mainloop : endif EndIf
'vkDOWN 40 ------------------------------- If wp = 40 keyDown = wp if play = 1 : goto mainloop : endif EndIf
'vk_P -> PLAY if wp = 80 if play = 0 : play = 1 : restartLevel() : endif if play = 1 : goto mainloop : endif endif
'test ESC key While wp ! 27 ''wait... ' swap Wend
if wp = 27 : play = 0 : endif
if wp ! 27 : goto start : endif
ENDWM '------------------------------------------------- '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> LABEL mainloop '<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
label start
If keyRight = 39 If PlayerX < 770 PlayerX = PlayerX + 10 endif keyRight = 0 endif If keyLeft = 37 If PlayerX > 10 PlayerX = PlayerX - 10 endif keyLeft = 0 endif
If keyUp = 38 If PlayerY > 10 PlayerY = PlayerY - 10 endif keyUp = 0 endif If keyDown = 40 If PlayerY < 540 PlayerY = PlayerY + 10 endif keyDown = 0 endif
'print 10,10,play drawCoins() drawMonsters() drawPlayer() 'moveMonsters() flip() cls() '>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> if play = 1 : goto mainloop : endif goto exit '<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
func restartLevel()
PlayerX = 400 PlayerY = 300 CoinCount = 20 + (Level - 1) * 5 MonsterCount = 10 + (Level - 1) * 5 MonsterOnCoin = false CoinsCollected = 0
' Set Coins and Monsters i=1 while i < CoinCount label redocoin: CoinX[i] = rand(800) CoinY[i] = rand(600) if CoinX[i] = PlayerX & CoinY[i] = PlayerY goto redocoin endif i=i+1 wend
i=1 while i < MonsterCount label RegenMonster: MonsterX[i] = rand(800) MonsterY[i] = rand(600) ' Check if Monster is too close to player. if MonsterY[i] > 16*2 & MonsterY[i] < 20*2 & MonsterX[i] > 49*2 & MonsterX[i] < 53*2 goto RegenMonster endif i=i+1 wend
'test 1 wcolor 0,0,0 'drawCoins() 'drawMonsters() 'drawPLayer()
endfn '--------------------------------------- func flip() swap endfn '--------------------------------------------- func cls() rect 0,0,800,600 endfn '-------------------------------------------- func drawPlayer() fcolor 18,200,240 print PlayerX,PlayerY,"X" endfn '-------------------------------------------- func drawCoins() fcolor 220,200,100 i=1 while i < CoinCount print CoinX[i], CoinY[i] , "O" i=i+1 wend
endfn '------------------------------------------- func drawMonsters() fcolor 220,120,120 i=1 while i < MonsterCount print MonsterY[i], MonsterX[i] , "M" i=i+1 wend
endfn
' Move monsters about func moveMonsters() i=1 while i < MonsterCount ' Check if a coin is under the monster. iii=1 while iii < CoinCount if CoinX[iii] = MonsterX[i] & CoinY[iii] = MonsterY[i] if CoinX[i] ! 0 MonsterOnCoin = True endif endif iii = iii + 1 wend ii = rand(6)+1 ' if ii = 0 : ii = 1 : endif fcolor 220,120,120 'Select Case ii if ii = 1 If MonsterOnCoin = True : print MonsterY[i], MonsterX[i] , "M": endif MonsterX[i] = MonsterX[i] - 1 If MonsterX[i] < 2 : MonsterX[i] = 2 : endif endif
if ii = 2 If MonsterOnCoin = True : print MonsterY[i], MonsterX[i] , "M": endif MonsterX[i] = MonsterX[i] + 1 If MonsterX[i] > 99 : MonsterX[i] = 99 : endif endif
if ii = 3 If MonsterOnCoin = True : print MonsterY[i], MonsterX[i] , "M": endif MonsterY[i] = MonsterY[i] - 1 If MonsterY[i] < 2 : MonsterY[i] = 2 : endif endif
if ii = 4 If MonsterOnCoin = True : print MonsterY[i], MonsterX[i] , "M": endif MonsterY[i] = MonsterY[i] + 1 If MonsterY[i] > 36 : MonsterY[i] = 36 : endif endif 'Case 5 i = i + 1 wend endfn '-------------------------------------- label exit
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Post by aurel on Jun 22, 2023 10:55:31 GMT -6
Hello Is it too hot in your part of the world? here is very hot ..i think about 35 C
Ok I have problems with memory leaks in new v11 main problem was in multiple function calls when interpreter function is already called and main loop runing I remove that part from WM_KEYDOWN message and now work without memory leaks. Also some examples must be modifyed to work properly. WinMsg message will be used for GUI programming and IDOK and IDCANCEL messages.
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Post by aurel on Jun 24, 2023 6:48:33 GMT -6
Roll Dice in micro(A) v11 (download as usual from sourceForge) 'Dice in micro(A) v11 23.6.2023 ptr wmKeyDown var wp ,cx,cy,cw,ch,ci ,roll,run,result, turn, cscore, pscore ,pause ,Rkey label newGame wcolor 0,0,0 : fcolor 180,220,180 print 10, 10," ROLL DICE micro(A) v 11" : swap print 10, 40," press key [ R ] to COMPUTER roll dice !" print 10, 60," press key [ p ] to PLAYER roll dice !" roll = 0 : wp=0 : rkey = 82 fcolor 150,190,250 : print 10,364,"COMPUTER:" : swap fcolor 250,190,150 : print 10,404,"PLAYER:" : swap redrawDice()
run=1 'events.................................... While run = 1 wp=0 hWparam wp
'vk_R ...ROLL DICE ! If wp = 82 if roll = 0 : computerTurn() : endif endif 'vk_P if wp = 80 if roll = 1 : playerTurn() : endif endif
rect 295,0,30,30: print 300,10,roll
Wend '.........................................
func computerTurn() 'computer turn result = rand(6) if result = 0 :result = 1 : endif cscore = cscore + result update_cscore() redrawDice() if result = 1 : drawOne() : endif if result = 2 : drawTwo() : endif if result = 3 : drawThree() : endif if result = 4 : drawFour() : endif if result = 5 : drawFive() : endif if result = 6 : drawSix() : endif result = 0 roll = 1 fnPause() endfn
func playerTurn()
'player turn result = rand(6) if result = 0 :result = 1 : endif pscore = pscore + result update_pscore() redrawDice() if result = 1 : drawOne() : endif if result = 2 : drawTwo() : endif if result = 3 : drawThree() : endif if result = 4 : drawFour() : endif if result = 5 : drawFive() : endif if result = 6 : drawSix() : endif result = 0 roll = 0 fnPause() endfn
func fnPause() pause=0 while pause < 550 : pause = pause + 0.1 : wend endfn
'--------------------------------------------- func redrawDice() 'cube init and redraw cx = 100 : cy = 100 : cw = 200 : ch = 200 ci = 2 while cx < 200 fcolor 250,250,200 rect cx, cy, cw ,ch : swap cx = cx + ci : cy = cy + ci : cw = cw - ci - 2 : ch = ch - ci - 2 wend endfn '-------------------------------------- func update_cscore() 'draw computer score fcolor 200,220,240 : rect 90,360,80,24 print 100,364,cscore 'clear pointer arrow rect 200,360,40,24 : print 204,364," " fcolor 250,220,140 : rect 200,400,40,24 : print 204,404,"<--" if cscore > 49 : goto gameOver : endif swap endfn '-------------------------------------- func update_pscore() 'draw player score fcolor 250,220,140 : rect 90,400,80,24 print 100,404,pscore rect 200,400,40,24 : print 204,404," " fcolor 200,220,240 : rect 200,360,40,24 : print 204,364,"<--" if pscore > 49 : goto gameOver : endif swap endfn
'-------------------------------------- func drawOne() fcolor 150,180,200 Circle 200,200,10 : swap endfn
func drawTwo() fcolor 150,180,200 Circle 150,150,10 Circle 250,250,10 : swap endfn
func drawThree() fcolor 150,180,200 Circle 150,150,10 'ul Circle 200,200,10 'center Circle 250,250,10 'lr swap endfn
func drawFour() fcolor 150,180,200 Circle 150,150,10 Circle 250,250,10 Circle 150,250,10 Circle 250,150,10 swap endfn
func drawFive() fcolor 150,180,200 Circle 150,150,10 Circle 250,250,10 Circle 150,250,10 Circle 250,150,10 Circle 200,200,10 swap endfn
func drawSix() fcolor 150,180,200 Circle 150,150,10 Circle 250,250,10 Circle 150,250,10 Circle 250,150,10 Circle 250,200,10 Circle 150,200,10 swap endfn '--------------------------- label gameOver if pscore > cscore : print 40,440,"PLAYER WIN !" : endif if cscore > pscore : print 40,440,"COMPUTER WIN !" : endif pscore = 0 : cscore = 0 print 40,460,"press [N] for New game...!" : swap run = 0 'press N for New game while run = 0 hWparam wp 'vk_N if wp = 78 : goto newGame : endif wend
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Post by n00b on Jun 24, 2023 10:58:59 GMT -6
Adding the different buttons for different players was a nice change from your version 10 demo
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Post by aurel on Jun 25, 2023 8:21:54 GMT -6
Hi @n00b
yes it is ,i change it to two keyboard keys because i remove multiple interpreter calls from WM_KEYDOWN and now keys are scaned inside orinary While/Wend loop instead in special WinMsg block ,which create memory leaks
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Post by aurel on Jun 25, 2023 12:09:46 GMT -6
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Post by aurel on Jun 25, 2023 12:50:22 GMT -6
proper version have this INFO image :
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Post by aurel on Jul 3, 2023 14:20:18 GMT -6
I don't know that making games even simply tiny demo as this one can be hard or let say tricky... I know ..code can be much simple using arrays but for now is as is . 'gdi 2d platformer robot demo 3.7.2023 ptr img0,img1,img2,img3 ptr wmKeyDown var wp,ix,iy,p,ex,ey,lx,ly,bx,by,cell, tmpx,tmpy,tmpCell var bx1,by1,bx2,by2,bx3,by3 var tbx ,tby ,bushCell ,tbx1 ,tby1 ,bushCell1 ,tbx2 ,tby2 ,bushCell2, tbx3 ,tby3 ,bushCell3 var energy ,run 'var moveLeft,moveRight,moveUp,moveDown wcolor 0,0,0:swap 'syntax-> LoadImg (1)hImg , (3)str "img.bmp" ,(5)imgType , (7)w , (9)h, (11)colorFlags 'load another image 'LoadImage(0, strRes, imgType, imgW, imgH, cFlag) LoadImg img0,"grid.bmp" ,0, 770,482, 24 'green blocks LoadImg img1,"bush.bmp" ,0, 32,32, 24 'print 10,200,img1 LoadImg img2,"player4.bmp",0, 32,32, 24 'print 10,250,img2 LoadImg img3,"alien.bmp",0, 32,32, 24 'print 10,300,img3 'ShowImgT img3,300, 300, 40, 40 info() : energy = 100 bx = 128 : by = bx + 32 : bx1 = 256 : by1 = bx1 + 32 : bx2 = 384 : by2 = 128 + 32 : bx3 = 512 : by3 = 288 updateBush() : updateBush1() : updateBush2() : updateBush3() ex = 300 : ey = 300
run = 1 'main loop While run = 1 'read keys... hWparam wp 'vkLEFT ------------------------------------------- if wp = 37 if ix > 0 : ix = ix - 32 : endif endif
'vkRIGHT ?----------------------------------------- if wp = 39 if ix < 736 : ix = ix + 32 : endif endif
'vkUP -------------------------------------------- if wp = 38 if iy > 0 : iy = iy - 32 : endif endif
'vkDOWN ----------------------------------------- if wp = 40 if iy < 436 : iy = iy + 32 : endif endif
'--------------------------------------------------
updateBack() updatePosition() updatePlayer() 'updateBullet() 'updateEnemy() 'testCollision() 'delay loop ' p=0 ' while p < 800 ' p=p+0.01 'wend swap
Wend
func updatePosition() fcolor 80,80,100 : rect 524,512,68,24 : fcolor 100,160,220 : print 530,514,ix fcolor 80,80,100 : rect 610,512,68,24 : fcolor 100,160,220 : print 612,514,iy 'calculate cell position using sprite upper/left pixel pos tmpx = int((ix + 32) / 32) 'tmpy = int((iy + 32) / 32) tmpy = int(iy/32) + 1 'calc temp cell 'tmpCell = tmpx + tmpy -> player cell tmpCell = int(iy/32)*24 + int(ix/32) + 1 fcolor 180,100,50 : rect 306,512,68,24 : print 310,514, tmpx fcolor 180,100,50 : rect 406,512,68,24 : print 410,514, tmpy 'show cell number fcolor 50,170,100 : rect 206,512,68,24 : print 210,514, tmpCell if tmpCell = bushCell energy = energy - 1 fcolor 50,170,100 : rect 206,482,68,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell1 energy = energy - 1 fcolor 50,170,100 : rect 206,482,68,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell2 energy = energy - 1 fcolor 50,170,100 : rect 206,482,68,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell3 energy = energy - 1 fcolor 50,170,100 : rect 206,482,68,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif
endfn '---------------------------------------- func updateBack() ShowImgT img0,0,0,770,482 updateBush() : updateBush1() : updateBush2() : updateBush3() endFn '---------------------------------------- func updatePlayer() ShowImgT img2,ix,iy,32,32 endFn '----------------------------------------- func updateEnemy() if ex < 600 : ex = ex + 1 : endif if ex = 598 : ex = 10 : endif fcolor 0,0,0 : rect 0,0,800,512 ShowImgT img3, ex, ey, 40, 40 swap endfn '------------------------------------------------ func updateBush() ShowImgT img1,bx,by,32,32 'calculate bush position tbx = int((bx + 32) / 32) tby = int(by/32) + 1 bushCell = int(by/32)*24 + int(bx/32) + 1 endFn '------------------------------------------------ func updateBush1() ShowImgT img1,bx1,by1,32,32 'calculate bush1 position tbx1 = int((bx1 + 32) / 32) tby1 = int(by1/32) + 1 bushCell1 = int(by1/32)*24 + int(bx1/32) + 1 endFn '------------------------------------------------ func updateBush2() ShowImgT img1,bx2,by2,32,32 'calculate bush2 position tbx2 = int((bx2 + 32) / 32) tby2 = int(by2/32) + 1 bushCell2 = int(by2/32)*24 + int(bx2/32) + 1 endFn '------------------------------------------------- func updateBush3() ShowImgT img1,bx3,by3,32,32 'calculate bush2 position tbx3 = int((bx3 + 32) / 32) tby3 = int(by3/32) + 1 bushCell3 = int(by3/32)*24 + int(bx3/32) + 1 endFn '------------------------------------------------- '********************************************* '*** I N F O ****************************** '********************************************* func info() 'clear screen fcolor 0,0,0 : rect 6,518,200,32 : fcolor 200,180,100: print 10,520,"GDI Robot by Aurel" endfn
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Post by n00b on Jul 3, 2023 15:55:41 GMT -6
Its a nice showcase but it does reveal a potential bug. I think key up and key down events are both registered as keypresses in microA. There is no reason a character should move 2 spaces every time a key is pressed unless the key up event is also triggering a keypress event.
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Post by aurel on Jul 3, 2023 16:59:15 GMT -6
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Post by aurel on Jul 3, 2023 17:10:10 GMT -6
hi n00B i just upload current version from computer to sourceforge
this example is called GDI_Level.bas
microAv11_4_7_2023.zip
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Post by aurel on Jul 6, 2023 11:18:00 GMT -6
I will post code of GDI Robot in the bush here ... (special thanks to nOOb ) i add some more stuff to info and now robot can eat plants and i will upload to sourceForge all best ! 'gdi 2d platformer robot demo 3.7.2023 ptr img0,img1,img2,img3,img4 ptr wmKeyDown var wp,ix,iy,p,ex,ey,lx,ly,bx,by,cell, tmpx,tmpy,tmpCell var bx1,by1,bx2,by2,bx3,by3 var tbx ,tby ,bushCell ,tbx1 ,tby1 ,bushCell1 ,tbx2 ,tby2 ,bushCell2, tbx3 ,tby3 ,bushCell3 var plants[360] ,plantCell ,i, pcx, pcy, col, tempX, energy ,run 'var moveLeft,moveRight,moveUp,moveDown wcolor 0,0,0:swap 'syntax-> LoadImg (1)hImg , (3)str "img.bmp" ,(5)imgType , (7)w , (9)h, (11)colorFlags 'load another image 'LoadImage(0, strRes, imgType, imgW, imgH, cFlag) LoadImg img0,"grid.bmp" ,0, 770,482, 24 'green blocks LoadImg img1,"bush.bmp" ,0, 32,32, 24 'print 10,200,img1 LoadImg img2,"player4.bmp",0, 32,32, 24 'print 10,250,img2 LoadImg img3,"alien.bmp",0, 32,32, 24 'print 10,300,img3 LoadImg img4,"plant.bmp",0, 32,32, 24 'plant img ShowImgT img4, 32*5, 32*2, 40, 40 energy = 100 : info() : fillPlants() bx = 128 : by = bx + 32 : bx1 = 256 : by1 = bx1 + 32 : bx2 = 384 : by2 = 128 + 32 : bx3 = 512 : by3 = 288 updateBush() : updateBush1() : updateBush2() : updateBush3() ex = 300 : ey = 300
run = 1 'main loop While run = 1 'read keys... hWparam wp 'vkLEFT ------------------------------------------- if wp = 37 if ix > 0 : ix = ix - 32 : endif endif
'vkRIGHT ?----------------------------------------- if wp = 39 if ix < 736 : ix = ix + 32 : endif endif
'vkUP -------------------------------------------- if wp = 38 if iy > 0 : iy = iy - 32 : endif endif
'vkDOWN ----------------------------------------- if wp = 40 if iy < 436 : iy = iy + 32 : endif endif
'--------------------------------------------------
updateBack() updatePosition() 'updatePlants() updatePlayer() updatePlants() swap
Wend
func updatePosition() fcolor 80,80,100 : rect 524,512,68,24 : fcolor 100,160,220 : print 530,514,ix fcolor 80,80,100 : rect 610,512,68,24 : fcolor 100,160,220 : print 612,514,iy 'calculate cell position using sprite upper/left pixel pos tmpx = int((ix + 32) / 32) 'tmpy = int((iy + 32) / 32) tmpy = int(iy/32) + 1 'calc temp cell 'tmpCell = tmpx + tmpy -> player cell tmpCell = int(iy/32)*24 + int(ix/32) + 1 fcolor 180,100,50 : rect 306,512,56,24 : print 310,514, tmpx fcolor 180,100,50 : rect 406,512,56,24 : print 410,514, tmpy 'show cell number fcolor 50,170,100 : rect 206,512,56,24 : print 210,514, tmpCell if tmpCell = bushCell energy = energy - 1 fcolor 50,170,100 : rect 206,482,56,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell1 energy = energy - 1 fcolor 50,170,100 : rect 206,482,56,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell2 energy = energy - 1 fcolor 50,170,100 : rect 206,482,56,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif if tmpCell = bushCell3 energy = energy - 1 fcolor 50,170,100 : rect 206,482,56,24 : print 210,484,energy ix = ix + 32 ' move player one cell endif
endfn '---------------------------------------- func updateBack() ShowImgT img0,0,0,770,482 updateBush() : updateBush1() : updateBush2() : updateBush3() 'update plant 'updatePlants() endFn '---------------------------------------- func updatePlayer() ShowImgT img2,ix,iy,32,32 endFn '----------------------------------------- func updateEnemy() if ex < 600 : ex = ex + 1 : endif if ex = 598 : ex = 10 : endif fcolor 0,0,0 : rect 0,0,800,512 ShowImgT img3, ex, ey, 40, 40 swap endfn '------------------------------------------------ func updateBush() ShowImgT img1,bx,by,32,32 'calculate bush position tbx = int((bx + 32) / 32) tby = int(by/32) + 1 bushCell = int(by/32)*24 + int(bx/32) + 1 endFn '------------------------------------------------ func updateBush1() ShowImgT img1,bx1,by1,32,32 'calculate bush1 position tbx1 = int((bx1 + 32) / 32) tby1 = int(by1/32) + 1 bushCell1 = int(by1/32)*24 + int(bx1/32) + 1 endFn '------------------------------------------------ func updateBush2() ShowImgT img1,bx2,by2,32,32 'calculate bush2 position tbx2 = int((bx2 + 32) / 32) tby2 = int(by2/32) + 1 bushCell2 = int(by2/32)*24 + int(bx2/32) + 1 endFn '------------------------------------------------- func updateBush3() ShowImgT img1,bx3,by3,32,32 'calculate bush2 position tbx3 = int((bx3 + 32) / 32) tby3 = int(by3/32) + 1 bushCell3 = int(by3/32)*24 + int(bx3/32) + 1 endFn '------------------------------------------------- func updatePlants() i=1 : pcx = 0 : pcy = 0 while i < 361 plants[1] = 0 if plants[i] = 1 'show plant sprite ShowImgT img4, pcx, pcy, 32, 32 endif ' if plants[i] = 0 ' print pcx,pcy,"0" ' endif
pcx = pcx + 32 'modulus operator work cell = (i % 24)*24 if cell = i : pcy = pcy + 32 :pcx = 0 : endif 'check bush positions if bushCell = i : plants[i] = 0 : endif if bushCell1 = i : plants[i] = 0 : endif if bushCell2 = i : plants[i] = 0 : endif if bushCell3 = i : plants[i] = 0 : endif
if tmpCell = i : plants[i] = 0 : endif i = i + 1 wend endfn
func fillPlants() 'fill plants array with rand 0 or 1 i=1 while i < 361 plants[i] = rand(1) i = i + 1 wend
endfn
'********************************************* '*** I N F O ****************************** '********************************************* func info() 'clear screen fcolor 0,0,0 : rect 6,518,200,32 : fcolor 200,180,100: print 10,520,"Robot by Aurel" fcolor 50,190,100 : print 140,484,"ENERGY:" print 140,514,"CELL:" rect 206,482,56,24 : print 210,484,energy fcolor 180,100,50 : print 270,514,"ROW:" : print 370,514,"COL:" endfn
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