Retro Lord Posted March 13, 2015 Share Posted March 13, 2015 I have painted myself into a corner here and I could use an idea on how to solve my current mess up. player0 is a skiier and player1 is trees and rocks scrolling upwards if g =0. If g=1 then player1 is a yeti scrolling down. So far so good. The mess up is when the yeti reaches the bottom of the screen the game should go back to picking trees or rocks but it decides to do yeti's instead. Any thoughts? rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 player0x = 50 player0y = 50 dim _P1_L_R = player1x.d dim _P1_U_D = player1y.e player1x=60 : player1y=80 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if a = 0 then player0: %01000100 %01000100 %00000000 %01000100 %01000100 %01101100 %00111000 %01111100 %01111100 %00111000 %00010000 %00101000 %00010000 %00111000 %00111000 %00010000 end if a = 1 then player0: %00010001 %00100010 %01000100 %10101010 %00100010 %00100100 %00111000 %01010100 %01111100 %10111000 %00010000 %01101000 %01010000 %01111000 %00111000 %01110000 end rem death if a = 2 then player0: %00000000 %00000000 %00000000 %00010000 %00100000 %01000000 %10000100 %00000100 %00000010 %00000010 %00000000 %00000000 %00000000 %01110000 %01110100 %00111000 end if f=0 then player1: %00000000 %00000000 %00111000 %00111000 %00111000 %00111000 %00000000 %01111100 %11000110 %10111010 %01101100 %01010100 %00111000 %00101000 %00010000 %00010000 end if f=1 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000100 %00001110 %00111110 %01111110 %00111100 %00000000 %00000000 %00000000 %00000000 %00000000 end if f = 3 && g=1 then player1: %00100000 %00101000 %01000100 %01000100 %00111000 %01110100 %01101101 %01011110 %00111100 %00000000 %01111100 %10101000 %11010100 %11111100 %11010100 %01111000 end if f = 4 && g=1 then player1: %00000000 %11000010 %00100010 %01000110 %00111000 %01110100 %01101101 %01011110 %00111100 %01111100 %10101000 %10000000 %11010100 %11111100 %11010100 %01111000 end if g=1 then f=f+1 if f=4 then f=3 if f=0 then COLUP1=$D6 if f=1 then COLUP1=$06 h=h+1 if joy0right then REFP0 = 0 if joy0left then REFP0 = 8 if b=1 then REFP0=0 : player1x = player1x - 1 if b=2 then REFP0=8 : player1x = player1x + 1 COLUP0=$44 COLUBK=$0E drawscreen if c=0 then NUSIZ1=$00 if c=1 then NUSIZ1=$01 if c=2 then NUSIZ1=$02 if c=3 then NUSIZ1=$03 if c=4 then NUSIZ1=$04 if c=5 then NUSIZ1=$05 if c=6 then NUSIZ1=$06 if c=7 then NUSIZ1=$07 if h=100 then i=1 if i<2 then player1y=player1y-1 if i=2 then player1y=player1y+2 if i=2 && player1y>90 then h=0 : i=0 : c=(rand&7) : player1x=rand : f=(rand&1) if joy0right then b=1 : a=1 : player1x = player1x - 1 if joy0left then b=2 : a=1 : player1x = player1x + 1 if joy0up then a=0 : _P1_U_D = _P1_U_D + 0.25 : b=0 if joy0down then a=0 : _P1_U_D = _P1_U_D - 0.25 : b=0 if player1y<10 && i=0 then player1y=90 : c=(rand&7) : player1x=rand : f=(rand&1) if player1y<10 && i=1 then player1y=11 : player1x=rand : f=3 : g=1 : i=2 if player1x<10 then player1x=135 if player1x>135 then player1x=10 goto main Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 13, 2015 Share Posted March 13, 2015 You're not using enough aliases or comments, so how are we supposed to know what f, g, and i are supposed to do? With no comment in the code above the yeti section, how are we supposed to find the location of the yeti sprite data? Quote Link to comment Share on other sites More sharing options...
Retro Lord Posted March 13, 2015 Author Share Posted March 13, 2015 Sorry about that. I must remember too comment things. Does this clarify things more? rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 player0x = 50 player0y = 50 dim _P1_L_R = player1x.d dim _P1_U_D = player1y.e player1x=60 : player1y=80 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if a = 0 then player0: %01000100 %01000100 %00000000 %01000100 %01000100 %01101100 %00111000 %01111100 %01111100 %00111000 %00010000 %00101000 %00010000 %00111000 %00111000 %00010000 end if a = 1 then player0: %00010001 %00100010 %01000100 %10101010 %00100010 %00100100 %00111000 %01010100 %01111100 %10111000 %00010000 %01101000 %01010000 %01111000 %00111000 %01110000 end rem death if a = 2 then player0: %00000000 %00000000 %00000000 %00010000 %00100000 %01000000 %10000100 %00000100 %00000010 %00000010 %00000000 %00000000 %00000000 %01110000 %01110100 %00111000 end rem tree if f=0 then player1: %00000000 %00000000 %00111000 %00111000 %00111000 %00111000 %00000000 %01111100 %11000110 %10111010 %01101100 %01010100 %00111000 %00101000 %00010000 %00010000 end rem rock if f=1 then player1: %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000100 %00001110 %00111110 %01111110 %00111100 %00000000 %00000000 %00000000 %00000000 %00000000 end rem yeti if f = 3 && g=1 then player1: %00100000 %00101000 %01000100 %01000100 %00111000 %01110100 %01101101 %01011110 %00111100 %00000000 %01111100 %10101000 %11010100 %11111100 %11010100 %01111000 end rem yeti if f = 4 && g=1 then player1: %00000000 %11000010 %00100010 %01000110 %00111000 %01110100 %01101101 %01011110 %00111100 %01111100 %10101000 %10000000 %11010100 %11111100 %11010100 %01111000 end rem if g=1 then player1 turns into yeti if g=1 then f=f+1 if f=4 then f=3 rem changes color depending on which sprite is shown if f=0 then COLUP1=$D6 if f=1 then COLUP1=$06 rem yeti counter h=h+1 if joy0right then REFP0 = 0 if joy0left then REFP0 = 8 if b=1 then REFP0=0 : player1x = player1x - 1 if b=2 then REFP0=8 : player1x = player1x + 1 COLUP0=$44 COLUBK=$0E drawscreen rem changes size and number of objects if c=0 then NUSIZ1=$00 if c=1 then NUSIZ1=$01 if c=2 then NUSIZ1=$02 if c=3 then NUSIZ1=$03 if c=4 then NUSIZ1=$04 if c=5 then NUSIZ1=$05 if c=6 then NUSIZ1=$06 if c=7 then NUSIZ1=$07 rem if i < 2 then player1 is trees and rocks moving up rem if i=2 then player1 is yeti moving down if h=100 then i=1 if i<2 then player1y=player1y-1 if i=2 then player1y=player1y+2 if i=2 && player1y>90 then h=0 : i=0 : c=(rand&7) : player1x=rand : f=(rand&1) if joy0right then b=1 : a=1 : player1x = player1x - 1 if joy0left then b=2 : a=1 : player1x = player1x + 1 if joy0up then a=0 : _P1_U_D = _P1_U_D + 0.25 : b=0 if joy0down then a=0 : _P1_U_D = _P1_U_D - 0.25 : b=0 if player1y<10 && i=0 then player1y=90 : c=(rand&7) : player1x=rand : f=(rand&1) if player1y<10 && i=1 then player1y=11 : player1x=rand : f=3 : g=1 : i=2 if player1x<10 then player1x=135 if player1x>135 then player1x=10 goto main Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 13, 2015 Share Posted March 13, 2015 Do you need to be changing g in this line? I don't see g there. _ if i=2 && player1y>90 then h=0 : i=0 : c=(rand&7) : player1x=rand : f=(rand&1) Quote Link to comment Share on other sites More sharing options...
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