cheating for class its in blitz

Discussion in 'Spam Forum' started by Xboxerdude, Apr 27, 2009.

cheating for class its in blitz
  1. Unread #1 - Apr 27, 2009 at 3:21 PM
  2. Xboxerdude
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    Xboxerdude Member

    cheating for class its in blitz

    ;Collision Program
    ;Kevin AnusFart


    ;Sets the graphics
    Graphics 800,600

    SetBuffer BackBuffer()
    AutoMidHandle True

    SeedRnd (MilliSecs())

    ;loads the star background
    backgroundimageCLOSE = LoadImage("stars.bmp")

    ;loads the other stars
    backgroundimageFAR = LoadImage("starsfarther.bmp")





    ;sets up the the handles to appropiate key numbers
    Const upkey = 200, downkey = 208, leftkey =203, rightkey = 205

    ;This sets the constants
    Const movex = 5
    Const movey = 5



    ;This sets up the type for the first enemy ship

    Type enemyship
    Field x,y
    Field xv,yv
    Field image
    End Type


    ;this is the type for the explosion
    Type explosion
    Field image
    Field frame
    End Type

    ;this is the type for the player controlled ship
    Type playership
    Field x,y
    Field collision
    Field image
    End Type

    ;this sets yp the first enemy ship in its starting position and sets its movement
    Global enemy.enemyship = New enemyship
    enemy\x = 400
    enemy\y = 200
    enemy\xv = Rand(-5,5)
    enemy\yv = Rand(-5,5)
    enemy\image = LoadImage("enemyship.bmp")



    ;loads the explosion image
    Global ex.explosion = New explosion
    ex\image = LoadAnimImage("explosion1.bmp",64,64,0,8)
    ex\frame = 0


    ;this sets up the starting posistion for
    Global player.playership = New playership
    player\x = 400
    player\y = 400
    player\collision = 0
    player\image = LoadImage("ship.bmp")

    While Not KeyDown(1)
    Cls

    ;Tiles the stars to move and overlap
    TileImage backgroundimageFAR,0,scrolly
    TileImage backgroundimageCLOSE,0,scrolly*2

    ;this is the paralaxing
    scrolly = scrolly + 1

    ;This is also for the paralaxing
    If scrolly >= ImageHeight(backgroundimageCLOSE)
    scrolly = 0

    EndIf

    ;sets up the hud
    Text 0,20, "Collisions: " + player\collision

    Text 0,40, "Player Ship X: " + player\x

    Text 0,60, "Player Ship Y: " + player\y

    Text 0,80, "Enemy Ship X: " + enemy\x

    Text 0,100, "Enemy Ship Y: " + enemy\y


    ;initates enemy on wall funciton
    testEnemyonwall()

    ;intiates testkeys function
    testkeys()


    ;checks for the image over lap
    If (ImagesOverlap(player\image,player\x,player\y,enemy\image,enemy\x,enemy\y))

    ;explode ship function
    explodeship()

    ;dealy
    Delay 50

    ;resets to next level
    player\collision = player\collision + 1

    player\x = 400
    player\y = 400
    enemy\x = 400
    enemy\y = 200
    enemy\xv = Rand(-5,5)
    enemy\yv = Rand(-5,5)

    EndIf

    ;moves the first enemy
    enemy\x = enemy\x + enemy\xv
    enemy\y = enemy\y + enemy\yv


    ;draws all of the images
    DrawImage enemy\image,enemy\x,enemy\y
    DrawImage player\image,player\x,player\y


    ;flip
    Flip


    Delay 20

    Wend
    End


    ;bounces the enemy's if they hit the wall
    Function testenemyonwall()

    If enemy\x < 0
    enemy\xv = -enemy\xv
    EndIf
    If enemy\x > 800
    enemy\xv = -enemy\xv
    EndIf
    If enemy\y < 0
    enemy\yv = -enemy\yv
    EndIf
    If enemy\y > 600
    enemy\yv = -enemy\yv
    EndIf

    End Function


    ;this is for controlling the ship using the arrow keys
    Function testkeys()

    If KeyDown(upkey)
    player\y = player\y -movey
    EndIf

    If KeyDown(downkey)
    player\y = player\y + movey
    EndIf

    If KeyDown(leftkey)
    player\x = player\x - movex
    EndIf

    If KeyDown(Rightkey)
    player\x = player\x + movex
    EndIf

    End Function


    ;this fucntion sets up the ship to explode
    Function Explodeship()
    ex\frame = 0

    ;this causes the ship[ to explode through the frames
    While ex\frame <=7
    Cls

    DrawImage ex\image,player\x,player\y,ex\frame
    Delay 50
    ex\frame = ex\frame + 1
    Flip
    Wend
    End Function
     
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