Author Topic: Clicker  (Read 4893 times)

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FellippeHeitor

  • Guest
Clicker
« on: December 27, 2018, 10:56:50 am »
Here's an endless game with a ridiculously large mouse pointer.

clicker.png

Code: QB64: [Select]
  1. _TITLE "Clicker"
  2.  
  3. TYPE Object
  4.     x AS INTEGER
  5.     y AS INTEGER
  6.     w AS INTEGER
  7.     h AS INTEGER
  8.     xv AS INTEGER
  9.     yv AS INTEGER
  10.     fg AS INTEGER
  11.     bg AS INTEGER
  12.     state AS _BYTE
  13.  
  14. DIM SHARED obj(1 TO 10) AS Object
  15. DIM SHARED mouse(1 TO 8) AS STRING
  16. DIM SHARED activeObjects AS INTEGER
  17. DIM SHARED score AS LONG, level AS LONG
  18.  
  19. createObjects
  20. createMouse
  21.  
  22. level = 1
  23.  
  24.     pollMouse
  25.     checkMouseAction
  26.  
  27.     COLOR , 0
  28.     CLS
  29.     updateObjects
  30.     showObjects
  31.  
  32.     top$ = "Level:" + STR$(level) + "  *  Score:" + STR$(score)
  33.     COLOR 15, 0
  34.     _PRINTSTRING (1, 1), top$
  35.  
  36.     IF _MOUSEX > 0 AND _MOUSEY > 0 THEN
  37.         showMouse
  38.     END IF
  39.     _DISPLAY
  40.     limit = 60 * (level / 2)
  41.     IF limit < 200 THEN _LIMIT limit
  42.  
  43. SUB pollMouse
  44.  
  45. SUB checkMouseAction STATIC
  46.         IF mouseDown = 0 THEN
  47.             mouseDown = -1
  48.         END IF
  49.     ELSE
  50.         IF mouseDown THEN
  51.             mouseDown = 0
  52.             destroyObject _MOUSEX, _MOUSEY
  53.             IF activeObjects = 0 THEN
  54.                 PLAY "T120 L16 O3 E G C"
  55.                 createObjects
  56.                 level = level + 1
  57.             END IF
  58.         END IF
  59.     END IF
  60.  
  61. SUB createObjects
  62.     FOR i = 1 TO UBOUND(obj)
  63.         obj(i).x = _CEIL(RND * 70)
  64.         obj(i).y = _CEIL(RND * 20)
  65.         obj(i).w = 10
  66.         obj(i).h = 5
  67.         obj(i).xv = 1 - RND * 2
  68.         obj(i).yv = 1 - RND * 2
  69.         obj(i).fg = _CEIL(RND * 15)
  70.         obj(i).bg = _CEIL(RND * 7)
  71.         IF obj(i).bg = 0 THEN obj(i).bg = 1
  72.         obj(i).state = -1
  73.     NEXT
  74.     activeObjects = UBOUND(obj)
  75.  
  76. SUB destroyObject (x AS INTEGER, y AS INTEGER)
  77.     FOR i = UBOUND(obj) TO 1 STEP -1
  78.         IF x >= obj(i).x AND x <= obj(i).x + obj(i).w - 1 THEN
  79.             IF y >= obj(i).y AND y <= obj(i).y + obj(i).h - 1 THEN
  80.                 IF obj(i).state THEN
  81.                     FOR z = 1 TO 5
  82.                         obj(i).x = obj(i).x - 2
  83.                         obj(i).y = obj(i).y - 1
  84.                         obj(i).w = obj(i).w + 4
  85.                         obj(i).h = obj(i).h + 2
  86.                         pollMouse
  87.                         showObjects
  88.                         showMouse
  89.                         _DISPLAY
  90.                         _LIMIT 30
  91.                     NEXT
  92.                     obj(i).state = 0
  93.                     score = score + obj(i).bg
  94.                     activeObjects = activeObjects - 1
  95.                     EXIT FOR
  96.                 END IF
  97.             END IF
  98.         END IF
  99.     NEXT
  100.  
  101. SUB createMouse
  102.     RESTORE mouseData
  103.     i = 1
  104.     DO
  105.         READ a
  106.         IF a = -1 THEN EXIT DO
  107.         IF a = 0 THEN i = i + 1: _CONTINUE
  108.         mouse(i) = mouse(i) + CHR$(a)
  109.     LOOP
  110.  
  111.     mouseData:
  112.     DATA 220,0
  113.     DATA 219,219,220,0
  114.     DATA 219,219,219,219,220,0
  115.     DATA 219,219,219,219,219,219,220,0
  116.     DATA 219,219,219,219,219,219,219,219,220,0
  117.     DATA 219,219,219,219,219,219,223,223,223,223,0
  118.     DATA 219,223,32,32,223,219,219,0
  119.     DATA 32,32,32,32,32,32,219,219,0
  120.     DATA -1
  121.  
  122. SUB showObjects
  123.     FOR i = 1 TO UBOUND(obj)
  124.         IF obj(i).state = -1 THEN
  125.             box obj(i).x, obj(i).y, obj(i).w, obj(i).h, obj(i).fg, obj(i).bg
  126.  
  127.             COLOR obj(i).fg, obj(i).bg
  128.             _PRINTSTRING (obj(i).x + (obj(i).w \ 2), obj(i).y + obj(i).h \ 2), LTRIM$(STR$(obj(i).bg))
  129.         END IF
  130.     NEXT
  131.  
  132. SUB updateObjects STATIC
  133.     IF TIMER - lastUpdate! < .5 THEN EXIT SUB
  134.     lastUpdate! = TIMER
  135.  
  136.     FOR i = 1 TO UBOUND(obj)
  137.         IF obj(i).state = -1 THEN
  138.             obj(i).x = obj(i).x + obj(i).xv
  139.             IF obj(i).x < 1 OR obj(i).x + obj(i).w > _WIDTH THEN obj(i).xv = obj(i).xv * -1
  140.  
  141.             obj(i).y = obj(i).y + obj(i).yv
  142.             IF obj(i).y < 1 OR obj(i).y + obj(i).h > _HEIGHT THEN obj(i).yv = obj(i).yv * -1
  143.         END IF
  144.     NEXT
  145.  
  146. SUB showMouse
  147.     FOR i = 1 TO 8
  148.         IF (_MOUSEY + i) - 1 <= 25 THEN
  149.             FOR j = _MOUSEX TO _MOUSEX + LEN(mouse(i)) - 1
  150.                 IF j > 80 THEN EXIT FOR
  151.                 m$ = MID$(mouse(i), (j - _MOUSEX) + 1, 1)
  152.                 IF m$ <> " " THEN
  153.                     COLOR 15, SCREEN((_MOUSEY + i) - 1, j, 1) \ 16
  154.                     _PRINTSTRING (j, (_MOUSEY + i) - 1), m$
  155.                 END IF
  156.             NEXT
  157.         END IF
  158.     NEXT
  159.  
  160.     prevFG = _DEFAULTCOLOR
  161.     prevBG = _BACKGROUNDCOLOR
  162.     COLOR fg, bg
  163.  
  164.     FOR i = x TO x + w - 1
  165.         IF i < 1 OR i > _WIDTH THEN _CONTINUE
  166.         FOR j = y TO y + h - 1
  167.             IF j < 1 OR j > _HEIGHT THEN _CONTINUE
  168.             IF (i = x OR i = x + w - 1) AND (j > y AND j < y + h - 1) THEN
  169.                 _PRINTSTRING (i, j), CHR$(186)
  170.             ELSE
  171.                 IF j = y OR j = y + h - 1 AND (i > x AND i < x + w - 1) THEN
  172.                     _PRINTSTRING (i, j), CHR$(205)
  173.                 ELSE
  174.                     _PRINTSTRING (i, j), CHR$(32)
  175.                 END IF
  176.             END IF
  177.         NEXT
  178.     NEXT
  179.  
  180.     IF x >= 1 AND x <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x, y), CHR$(201)
  181.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y), CHR$(187)
  182.     IF x >= 1 AND x <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x, y + h - 1), CHR$(200)
  183.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y + h - 1), CHR$(188)
  184.  
  185.     COLOR prevFG, prevBG

Offline TempodiBasic

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  • Posts: 1792
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Re: Clicker
« Reply #1 on: December 27, 2018, 05:49:02 pm »
  • Best Answer
  • Great and fun!

    A fine example for
    _DEFAULTCOLOR
    _BACKGROUNDCOLOR
    _CONTINUE
    _CEIL
    etc etc etc..
    Thanks
    Programming isn't difficult, only it's  consuming time and coffee

    Offline TempodiBasic

    • Forum Resident
    • Posts: 1792
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    Re: Clicker
    « Reply #2 on: December 27, 2018, 07:29:11 pm »
  • Best Answer
  • Fellippe I'm sorry but your creature is so fine that has put me into creative status so I find this MOD in my imagination:

    Code: QB64: [Select]
    1. _TITLE "Boundaries: a X-mutant of Clicker"
    2.  
    3. TYPE Object
    4.     x AS INTEGER
    5.     y AS INTEGER
    6.     w AS INTEGER
    7.     h AS INTEGER
    8.     xv AS INTEGER
    9.     yv AS INTEGER
    10.     fg AS INTEGER
    11.     bg AS INTEGER
    12.     state AS _BYTE
    13.  
    14. DIM SHARED obj(1 TO 10) AS Object
    15. DIM SHARED mouse(1 TO 8) AS STRING
    16. DIM SHARED activeObjects AS INTEGER
    17. DIM SHARED score AS LONG, level AS LONG
    18.  
    19. Lives = 5
    20. createObjects
    21. createMouse
    22.  
    23. level = 1
    24.  
    25.     pollMouse
    26.     checkMouseAction
    27.  
    28.     COLOR , 0
    29.     CLS
    30.     updateObjects
    31.  
    32.  
    33.     top$ = "[Level:" + STR$(level) + "  *  Score:" + STR$(score) + "  *  Lives:" + STR$(Lives) + "]"
    34.     COLOR 15, 0
    35.     box 1, 1, _WIDTH, _HEIGHT, 15, 0
    36.     _PRINTSTRING (2, 1), top$
    37.     showObjects
    38.  
    39.     IF Lives = 0 THEN Again
    40.     IF _MOUSEX > 0 AND _MOUSEY > 0 THEN
    41.         showMouse
    42.     END IF
    43.     _DISPLAY
    44.     limit = 60 * (level / 2)
    45.     IF limit < 200 THEN _LIMIT limit
    46.  
    47. SUB RestartLevel
    48.     IF Lives > 0 THEN Lives = Lives - 1
    49.     box _WIDTH / 2 - 11, _HEIGHT / 2, 22, 5, 31, 0
    50.     COLOR 15, 0
    51.     _PRINTSTRING (_WIDTH / 2 - 5, _HEIGHT / 2 + 2), "BOX ESCAPED"
    52.     _DISPLAY
    53.     SLEEP 3
    54.     _PRINTSTRING (_WIDTH / 2 - 9, _HEIGHT / 2 + 2), "YOU DIE, TRY AGAIN"
    55.     _DISPLAY
    56.     SLEEP 2
    57.     createObjects
    58.  
    59. SUB Again
    60.     box _WIDTH / 2 - 12, _HEIGHT / 2, 24, 5, 31, 0
    61.     COLOR 15, 0
    62.     _PRINTSTRING (_WIDTH / 2 - 4, _HEIGHT / 2 + 2), "GAME OVER"
    63.     _DISPLAY
    64.     SLEEP 3
    65.     _PRINTSTRING (_WIDTH / 2 - 6, _HEIGHT / 2 + 2), "GAME RESTART"
    66.     _DISPLAY
    67.     SLEEP 3
    68.     Lives = 5
    69.     showObjects
    70.  
    71. SUB pollMouse
    72.         IF INKEY$ <> "" THEN EXIT WHILE
    73.     WEND
    74.  
    75. SUB checkMouseAction STATIC
    76.         IF mouseDown = 0 THEN
    77.             mouseDown = -1
    78.         END IF
    79.     ELSE
    80.         IF mouseDown THEN
    81.             mouseDown = 0
    82.             destroyObject _MOUSEX, _MOUSEY
    83.             IF activeObjects = 0 THEN
    84.                 PLAY "T120 L16 O3 E G C"
    85.                 createObjects
    86.                 level = level + 1
    87.             END IF
    88.         END IF
    89.     END IF
    90.  
    91. SUB createObjects
    92.     FOR i = 1 TO UBOUND(obj)
    93.         obj(i).x = _CEIL(RND * 55) + 10
    94.         obj(i).y = _CEIL(RND * 10) + 8
    95.         obj(i).w = 10
    96.         obj(i).h = 5
    97.         obj(i).xv = 1 - RND * 2
    98.         obj(i).yv = 1 - RND * 2
    99.         obj(i).fg = _CEIL(RND * 15)
    100.         obj(i).bg = _CEIL(RND * 7)
    101.         IF obj(i).bg = 0 THEN obj(i).bg = 1
    102.         IF obj(i).fg = obj(i).bg THEN obj(i).fg = obj(i).bg + 8
    103.         obj(i).state = -1
    104.     NEXT
    105.     activeObjects = UBOUND(obj)
    106.  
    107. SUB destroyObject (x AS INTEGER, y AS INTEGER)
    108.     FOR i = UBOUND(obj) TO 1 STEP -1
    109.         IF x >= obj(i).x AND x <= obj(i).x + obj(i).w - 1 THEN
    110.             IF y >= obj(i).y AND y <= obj(i).y + obj(i).h - 1 THEN
    111.                 IF obj(i).state THEN
    112.                     FOR z = 1 TO 5
    113.                         obj(i).x = obj(i).x - 2
    114.                         obj(i).y = obj(i).y - 1
    115.                         obj(i).w = obj(i).w + 4
    116.                         obj(i).h = obj(i).h + 2
    117.                         pollMouse
    118.                         showObjects
    119.                         showMouse
    120.                         _DISPLAY
    121.                         _LIMIT 30
    122.                     NEXT
    123.                     obj(i).state = 0
    124.                     score = score + obj(i).bg
    125.                     activeObjects = activeObjects - 1
    126.                     EXIT FOR
    127.                 END IF
    128.             END IF
    129.         END IF
    130.     NEXT
    131.  
    132. SUB createMouse
    133.     RESTORE mouseData
    134.     i = 1
    135.     DO
    136.         READ a
    137.         IF a = -1 THEN EXIT DO
    138.         IF a = 0 THEN i = i + 1: _CONTINUE
    139.         mouse(i) = mouse(i) + CHR$(a)
    140.     LOOP
    141.  
    142.     mouseData:
    143.     DATA 220,0
    144.     DATA 219,219,220,0
    145.     DATA 219,219,219,219,220,0
    146.     DATA 219,219,219,219,219,219,220,0
    147.     DATA 219,219,219,219,219,219,219,219,220,0
    148.     DATA 219,219,219,219,219,219,223,223,223,223,0
    149.     DATA 219,223,32,32,223,219,219,0
    150.     DATA 32,32,32,32,32,32,219,219,0
    151.     DATA -1
    152.  
    153. SUB showObjects
    154.     FOR i = 1 TO UBOUND(obj)
    155.         IF obj(i).state = -1 THEN
    156.             box obj(i).x, obj(i).y, obj(i).w, obj(i).h, obj(i).fg, obj(i).bg
    157.  
    158.             COLOR obj(i).fg, obj(i).bg
    159.             _PRINTSTRING (obj(i).x + (obj(i).w \ 2), obj(i).y + obj(i).h \ 2), LTRIM$(STR$(obj(i).bg))
    160.         END IF
    161.     NEXT
    162.  
    163. SUB updateObjects STATIC
    164.     IF TIMER - lastUpdate! < .5 THEN EXIT SUB
    165.     lastUpdate! = TIMER
    166.  
    167.     FOR i = 1 TO UBOUND(obj)
    168.         IF obj(i).state = -1 THEN
    169.             obj(i).x = obj(i).x + obj(i).xv
    170.             IF obj(i).x < 1 OR obj(i).x + obj(i).w > _WIDTH THEN RestartLevel 'obj(i).xv = obj(i).xv * -1
    171.  
    172.             obj(i).y = obj(i).y + obj(i).yv
    173.             IF obj(i).y < 1 OR obj(i).y + obj(i).h > _HEIGHT THEN RestartLevel 'obj(i).yv = obj(i).yv * -1
    174.         END IF
    175.     NEXT
    176.  
    177. SUB showMouse
    178.     FOR i = 1 TO 8
    179.         IF (_MOUSEY + i) - 1 <= 25 THEN
    180.             FOR j = _MOUSEX TO _MOUSEX + LEN(mouse(i)) - 1
    181.                 IF j > 80 THEN EXIT FOR
    182.                 m$ = MID$(mouse(i), (j - _MOUSEX) + 1, 1)
    183.                 IF m$ <> " " THEN
    184.                     COLOR 15, SCREEN((_MOUSEY + i) - 1, j, 1) \ 16
    185.                     _PRINTSTRING (j, (_MOUSEY + i) - 1), m$
    186.                 END IF
    187.             NEXT
    188.         END IF
    189.     NEXT
    190.  
    191.     prevFG = _DEFAULTCOLOR
    192.     prevBG = _BACKGROUNDCOLOR
    193.     COLOR fg, bg
    194.  
    195.     FOR i = x TO x + w - 1
    196.         IF i < 1 OR i > _WIDTH THEN _CONTINUE
    197.         FOR j = y TO y + h - 1
    198.             IF j < 1 OR j > _HEIGHT THEN _CONTINUE
    199.             IF (i = x OR i = x + w - 1) AND (j > y AND j < y + h - 1) THEN
    200.                 _PRINTSTRING (i, j), CHR$(186)
    201.             ELSE
    202.                 IF j = y OR j = y + h - 1 AND (i > x AND i < x + w - 1) THEN
    203.                     _PRINTSTRING (i, j), CHR$(205)
    204.                 ELSE
    205.                     _PRINTSTRING (i, j), CHR$(32)
    206.                 END IF
    207.             END IF
    208.         NEXT
    209.     NEXT
    210.  
    211.     IF x >= 1 AND x <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x, y), CHR$(201)
    212.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y), CHR$(187)
    213.     IF x >= 1 AND x <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x, y + h - 1), CHR$(200)
    214.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y + h - 1), CHR$(188)
    215.  
    216.     COLOR prevFG, prevBG
    217.  

    the X-mutant brings these news:
    changed goal: don't let escape the box out of the borders
    no simple box with no borders and no caption (it can appear in your creature when Fg and Bg are the same)
    you have only 5 lives to accomplish this goal, after you die and restart

    I have a real trouble...
    also if the program is in SCREEN 0 and I force using _BLINK statement I have got no blinking message boxes...
    ? ? ?
    Why? I don't understand.
    Thanks to awaking my imagination
    Programming isn't difficult, only it's  consuming time and coffee

    FellippeHeitor

    • Guest
    Re: Clicker
    « Reply #3 on: December 27, 2018, 09:29:22 pm »
  • Best Answer
  • Quote
    I have a real trouble...
    also if the program is in SCREEN 0 and I force using _BLINK statement I have got no blinking message boxes...
    ? ? ?
    Why? I don't understand.

    _BLINK is on by default, no need to turn it on again.

    You’re trying to make blinking colors by adding 8 to the background colors. However, they originally only go up to 8. Eight + 8 = 16, which would be blinking BLACK. Real blinking colors start after 16 (17 is blinking blue, which is color 1 + 16).

    Now I don’t remember if you can have blinking background or only blinking foreground. It may error out.

    Offline TempodiBasic

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    Re: Clicker
    « Reply #4 on: December 28, 2018, 07:16:18 am »
  • Best Answer
  • Hi Fellippe
    sorry for my bad comunication...
    if you see at rows 56 and 68 of my X-mutant MOD I pass the light white blinking code to sub BOX for foreground color

    but if you run my code you cannot see any blinking box, for this reason I have forced using _BLINK ON, but with no results.

    Thanks
    « Last Edit: December 28, 2018, 08:43:46 am by TempodiBasic »
    Programming isn't difficult, only it's  consuming time and coffee

    Offline Pete

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    • Posts: 2361
    • Cuz I sez so, varmint!
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    Re: Clicker
    « Reply #5 on: December 28, 2018, 07:12:54 pm »
  • Best Answer
  • Science has determined those game boxes would multiply every bit as fast with a smaller pointer. How each box feels about that is a completely different discussion meant for the off-topic board.

    Pete :D
    Want to learn how to write code on cave walls? https://www.tapatalk.com/groups/qbasic/qbasic-f1/

    Offline TempodiBasic

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    • Posts: 1792
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    Re: Clicker
    « Reply #6 on: December 29, 2018, 06:10:54 am »
  • Best Answer
  • Hi Pete
    what do you think of the issue of blinking in SCREEN 0 ?

    surely the issue doesn't come from PRINT  or COLOR
    as this code demonstrates
    Code: QB64: [Select]
    1. CLS , 4
    2. box 4, 4, 16, 6, 31, 1
    3. box 14, 14, 16, 6, 30, 2
    4. box 34, 14, 16, 6, 29, 3
    5. box 34, 4, 16, 6, 28, 5
    6.  
    7.     prevFG = _DEFAULTCOLOR
    8.     prevBG = _BACKGROUNDCOLOR
    9.     COLOR fg, bg
    10.  
    11.     FOR i = x TO x + w - 1
    12.         IF i < 1 OR i > _WIDTH THEN _CONTINUE
    13.         FOR j = y TO y + h - 1
    14.             IF j < 1 OR j > _HEIGHT THEN _CONTINUE
    15.             IF (i = x OR i = x + w - 1) AND (j > y AND j < y + h - 1) THEN
    16.                 _PRINTSTRING (i, j), CHR$(186)
    17.             ELSE
    18.                 IF j = y OR j = y + h - 1 AND (i > x AND i < x + w - 1) THEN
    19.                     _PRINTSTRING (i, j), CHR$(205)
    20.                 ELSE
    21.                     _PRINTSTRING (i, j), CHR$(32)
    22.                 END IF
    23.             END IF
    24.         NEXT
    25.     NEXT
    26.  
    27.     IF x >= 1 AND x <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x, y), CHR$(201)
    28.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y >= 1 AND y <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y), CHR$(187)
    29.     IF x >= 1 AND x <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x, y + h - 1), CHR$(200)
    30.     IF x + w - 1 >= 1 AND x + w - 1 <= _WIDTH AND y + h - 1 >= 1 AND y + h - 1 <= _HEIGHT THEN _PRINTSTRING (x + w - 1, y + h - 1), CHR$(188)
    31.  
    32.     COLOR prevFG, prevBG
    33.  
    so where do i search the glitch of loosing the blinking text in screen 0?

    Thanks

    PS: what is your modification (variant) of these boxes' games?
    Programming isn't difficult, only it's  consuming time and coffee

    FellippeHeitor

    • Guest
    Re: Clicker
    « Reply #7 on: December 29, 2018, 08:13:35 am »
  • Best Answer
  • _DISPLAY stops blinking. I finally understand your question.

    As per the wiki:
    Quote
    IF _DISPLAY is used, blinking is disabled, even if _BLINK is ON, but high intensity backgrounds aren't enabled in this case.
    « Last Edit: December 29, 2018, 08:16:36 am by FellippeHeitor »

    Offline bplus

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    Re: Clicker
    « Reply #8 on: December 29, 2018, 10:02:42 am »
  • Best Answer
  • Fellippe must have had my eyesight in mind when he created this code.

    Thanks TempodiBasic, with just Fellippe's code I could see the pointer but not the point of playing. :)