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Second level help


RHillFake

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I am having trouble making my game. You are supposed to avoid the playfield and land on the blue block in my game but the second level player does not move. I made some example code.

 set tv ntsc
 set romsize 4k
 set kernel_options no_blank_lines

intro
 pfclear

 playfield:
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 X..............................X
 X..XXXXX..XXXX...XXX..XXXXX....X
 X....X....X.....X.......X......X
 X....X....XXX....XXX....X......X
 X....X....X.........X...X......X
 X....X....XXXXX.XXXX....X..X...X
 X..............................X
 X..............................X
 X..............................X
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end



title
 COLUBK = $C2
 COLUPF = $F0

 player0x=125:player0y=50
 player1x=35:player1y=50

 drawscreen
 if joy0fire || joy1fire then goto skiptitle
 

 goto title
skiptitle

 playfield:
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end

 COLUBK = $AE
 COLUPF = $08
 m = 0
main

 if collision(player1,player0) then COLUBK=$0E
 if collision(player0,player1) then goto level2
 

 COLUP1 = $80
 COLUP0 = $40
 COLUPF = $08

 if f=00 then f=0
 if g=00 then g=0

 player0:
 %11111111
 %11111111
 %11111111
 %11111111
 %11111111
 %11111111
 %11111111
 %11111111
end


 player1:
 %11111111
 %11111111
 %11111111
 %11111111
 %00000000
 %00000000
 %00000000
 %00000000
end

checkfire
skip
draw
 drawscreen

 if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto intro
 if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto intro
 if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto intro
 if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto intro

 if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto skipmove
 if joy0left  && !collision(player0,playfield) then player0x = player0x - 1 :  REFP0 = 8 : m = 2 : goto skipmove
 if joy0down  && !collision(player0,playfield) then player0y = player0y + 1  : m = 3 : goto skipmove
 if joy0right  && !collision(player0,playfield) then player0x = player0x + 1 :  m = 4 : REFP0 = 0 : goto skipmove

skipmove
 goto main

level2

drawscreen2

 pfclear

 playfield:
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 X..............................X
 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
end

 COLUBK = $5A

main2

 COLUP1 = $AE
 COLUP0 = $1C
 COLUPF = $08

 player0:
 %10011001
 %10011001
 %10011001
 %11111111
 %11111111
 %00011000
 %00011000
 %00011000
end

 player0x=35:player0y=50
 player1x=125:player1y=50

 if f=00 then f=0
 if g=00 then g=0

checkfire2
skip2
draw2
 drawscreen

 if m = 1 && collision(player0,playfield) then player0y = player0y + 1 : goto level2
 if m = 2 && collision(player0,playfield) then player0x = player0x + 1 : goto level2
 if m = 3 && collision(player0,playfield) then player0y = player0y - 1 : goto level2
 if m = 4 && collision(player0,playfield) then player0x = player0x - 1: goto level2

 if joy0up && !collision(player0,playfield) then player0y = player0y - 1 : m = 1 : goto main2
 if joy0left  && !collision(player0,playfield) then player0x = player0x - 1 :  REFP0 = 8 : m = 2 : goto main2
 if joy0down  && !collision(player0,playfield) then player0y = player0y + 1  : m = 3 : goto main2
 if joy0right  && !collision(player0,playfield) then player0x = player0x + 1 :  m = 4 : REFP0 = 0 : goto main2

skipmove2
 goto main2
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