Author Topic: Blocking stuff D:  (Read 3672 times)

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Offline Prithak

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Blocking stuff D:
« on: April 04, 2020, 04:30:12 am »
Hey, Long time no see. Anyways,

I was developing a game where I run on a problem IMMEDIATELY xD. And I can't quite figure out what that problem is. Would you look at the code and find it out?
Code: [Select]
screen _newimage(1280,720,32)

_fullscreen

'Declaring Variables
type vec
    x as integer
    y as integer
    speed as integer
end type

dim shared player as vec
dim shared map as string

dim shared oldx, oldy as integer

player.speed = 3
map = "map1.txt"

player.x = _width / 2
player.y = _height / 2

'Main Loop
do
    cls

    makeplayer
    playerMovement
    'Test
    'makeObstacle 100,100,200,200,255,200,100

    makeMap

    'For Experiments: The co-ordinates
    _printstring (0,0), str$(player.x) + str$(player.y)

    _display
loop until _keyhit = 27
system
'Subs and Functions

sub makeplayer
    circle (player.x, player.y), 10, _rgb32(100,200,255)
    paint (player.x, player.y), _rgb32(100,200,255), _rgb32(100,200,255)
end sub

sub playerMovement
    if _keydown(18432) then player.y = player.y - player.speed
    if _keydown(20480) then player.y = player.y + player.speed
    if _keydown(19200) then player.x = player.x - player.speed
    if _keydown(19712) then player.x = player.x + player.speed
end sub

sub makeObstacle(x1,y1,x2,y2,r,g,b)

    line (x1,y1)-(x2,y2),_rgb32(r,g,b), BF

    if player.x + 10 >= x1 and player.x - 10 <= x2 and player.y + 10 >= y1 and player.y - 10 <= y2 then
        player.x = oldx
        player.y = oldy
    else
        oldx = player.x
        oldy = player.y
    end if

end sub

sub makeMap
    open map for input as #1
    while not eof(1)
        input #1, cm$,x1,y1,x2,y2,r,g,b
        if cm$ = "obs" then
            makeObstacle x1,y1,x2,y2,r,g,b
        end if
    wend
    close #1
end sub

Here's the file called "map1.txt"
Code: [Select]
obs, 0,0,700,50,242,242,242
obs, 800,50,1280,100,242,242,242

Here, the 1st obstacle is blocking the character perfectly, but the second one isn't. Why???

-Prithak
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline Unseen Machine

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Re: Blocking stuff D:
« Reply #1 on: April 04, 2020, 05:56:44 am »
Hi,

Its cause your only storing one set of data for the obstacles. You need to use an array to store more than one.

Id suggest you define a TYPE for the obstacles and then use an array of that type to handle them

i.e

type Obstacle
X1 AS integer
X2 as integer
Y1 as integer
Y2 as integer
Color as _unsigned long
End type

Dim Obstacle(9) as obstacle '// Creates an array of ten Obstacle type variables.

Have fun and happy coding!

Unseen

Offline EricE

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Re: Blocking stuff D:
« Reply #2 on: April 04, 2020, 06:00:53 am »
Just to get the code to compile I had to make this change to explicitly specify that the map1 file is in the same directory as the exe:

Code: QB64: [Select]
  1. map = ".\map1.txt"

Offline Prithak

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Re: Blocking stuff D:
« Reply #3 on: April 04, 2020, 06:09:25 am »
Hi,

Its cause your only storing one set of data for the obstacles. You need to use an array to store more than one.

Id suggest you define a TYPE for the obstacles and then use an array of that type to handle them

i.e

type Obstacle
X1 AS integer
X2 as integer
Y1 as integer
Y2 as integer
Color as _unsigned long
End type

Dim Obstacle(9) as obstacle '// Creates an array of ten Obstacle type variables.

Have fun and happy coding!

Unseen
Ya. I figured. But, Using Arrays would SIGNIFICANTLY slow down the computer. So, I figured this plan out. If this works, I won't have to worry about performance. Soo... If there is a way out, PLEASE TEACH MEH!!!

-Prithak
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline Prithak

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Re: Blocking stuff D:
« Reply #4 on: April 04, 2020, 06:15:59 am »
Just to get the code to compile I had to make this change to explicitly specify that the map1 file is in the same directory as the exe:

Code: QB64: [Select]
  1. map = ".\map1.txt"
Uhh... No you don't need to do that...
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline EricE

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Re: Blocking stuff D:
« Reply #5 on: April 04, 2020, 06:25:26 am »
Quote
Uhh... No you don't need to do that...

You are right!
The error does not pop up now.
Something else was causing the problem.
Probably Operator Error!

Offline Unseen Machine

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Re: Blocking stuff D:
« Reply #6 on: April 04, 2020, 07:02:34 am »
Quote
But, Using Arrays would SIGNIFICANTLY slow down the computer

Are you sure? I easily get 25-35 fps with my current programs and they are far more CPU/Memory heavy than what you've posted. I cant see that you'd notice any difference in speed if you used arrays aposed to individual variables to store each value.

Good luck,

Unseen

Offline Prithak

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Re: Blocking stuff D:
« Reply #7 on: April 04, 2020, 07:37:23 am »
Are you sure? I easily get 25-35 fps with my current programs and they are far more CPU/Memory heavy than what you've posted. I cant see that you'd notice any difference in speed if you used arrays aposed to individual variables to store each value.

Good luck,

Unseen
Ok. Would you mind sending me an example. Cuz, when I tried to do it. It just didn't work.

Sincerely,
Prithak
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline 40wattstudio

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Re: Blocking stuff D:
« Reply #8 on: April 04, 2020, 07:38:26 am »
But, Using Arrays would SIGNIFICANTLY slow down the computer.

Don't be afraid to use arrays, they allow for a lot of interesting new possibilities!
Your game will still be playable, even if you are using arrays to load graphics. For example, in my game Scrapship there is an array that cycles through 120 planet images to create a rotating planet effect. Each .png file is about 300kb.
Again, don't be afraid to use arrays. :)

Offline Prithak

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Re: Blocking stuff D:
« Reply #9 on: April 04, 2020, 07:46:51 am »
I tried to Re-Do some stuff and Look what I've Found:
Code: [Select]
screen _newimage(1280,720,32)

type vec1
    x as integer
    y as integer
end type

type vec2
    x1 as integer
    y1 as integer
    x2 as integer
    y2 as integer
    r as integer
    g as integer
    b as integer
    btype as string
end type

dim shared player as vec1
dim shared speed as integer
dim shared map as string
dim shared obstacle(9) as vec2

dim shared i as integer

map = "map1.txt"

openMap

do
    cls
    j = j + 1



    if j > i then j = 0
    _display
loop

sub openMap
    open map for input as #1
    while not eof(1)
        input #1, obstacle(i).btype, obstacle(i).x1, obstacle(i).x2, obstacle(i).y1, obstacle(i). y2, obstacle(i).r, obstacle(i).g, obstacle(i).b
        i = i + 1
    wend
    close #1
end sub
"Input pas end of file!"
WHYYYY??

-Prithak
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline 40wattstudio

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Re: Blocking stuff D:
« Reply #10 on: April 04, 2020, 08:16:03 am »
"Input pas end of file!"
WHYYYY??

I wasn't able to duplicate your fault. When dealing with arrays you want to make sure they are within bounds and remember that they start at 0. You could also insert some print statements to help debug and see how far your program is getting along before it reaches the error. That's what I usually do anyways.

Offline Prithak

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Re: Blocking stuff D:
« Reply #11 on: April 04, 2020, 08:44:29 am »
I FINALLY did things with Array. But, the same problem has arrived to my doorstep D:
Code: [Select]
screen _newimage(1280,720,32)

type vec1
    x as integer
    y as integer
    speed as integer
end type

type vec2
    x1 as integer
    y1 as integer
    x2 as integer
    y2 as integer
    r as integer
    g as integer
    b as integer
    btype as string
end type

dim shared player as vec1
dim shared speed as integer
dim shared map as string
dim shared obstacle(9) as vec2
dim shared oldx, oldy as integer

player.speed = 5

dim shared i as integer

map = "map1.txt"

openMap
j=1
do
    cls

    makeplayer
    playerMovement

    for j = 1 to i
        line (obstacle(j).x1, obstacle(j).y1)-(obstacle(j).x2, obstacle(j).y2),_rgb32(obstacle(j).r,obstacle(j).g,obstacle(j).b),BF
        block obstacle(j).x1, obstacle(j).y1, obstacle(j).x2, obstacle(j).y2
    next j

    _display
    _limit 60
loop

sub openMap
    open map for input as #1
    while not eof(1)
        i = i + 1
        input #1, obstacle(i).btype, obstacle(i).x1, obstacle(i).y1, obstacle(i).x2, obstacle(i). y2, obstacle(i).r, obstacle(i).g, obstacle(i).b
    wend
    close #1
end sub

sub makeplayer
    circle (player.x, player.y), 10, _rgb32(100,200,255)
    paint (player.x, player.y), _rgb32(100,200,255), _rgb32(100,200,255)
end sub

sub playerMovement
    if _keydown(18432) then player.y = player.y - player.speed
    if _keydown(20480) then player.y = player.y + player.speed
    if _keydown(19200) then player.x = player.x - player.speed
    if _keydown(19712) then player.x = player.x + player.speed
end sub

sub block(x1,y1,x2,y2)

    if player.x + 10 >= x1 and player.x - 10 <= x2 and player.y + 10 >= y1 and player.y - 10 <= y2 then
        player.x = oldx
        player.y = oldy
    else
        oldx = player.x
        oldy = player.y
    end if

end sub

CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END

Offline Unseen Machine

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Re: Blocking stuff D:
« Reply #12 on: April 04, 2020, 10:08:05 am »
From a quick glance, i cant see what might be wrong but i can see your using 1 as your first array but declaring from 0.

if 1 is the first one you want then

DIM MyVar(1 to 10) as Integer

Unseeen
« Last Edit: April 04, 2020, 10:10:03 am by Unseen Machine »

Offline TempodiBasic

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Re: Blocking stuff D:
« Reply #13 on: April 04, 2020, 11:14:57 am »
Hi Prithak

your last post code is very incomplete!

So I add something to become it clearer than now....

but the glitch is logic and not about typing....

This your issue let me remember another in a graphic game engine in which the output of grafic doesn't recognize the position of objects of the scene  in respect with the main character... in that engine issue the engine has not option to distinguish the position of the character towards the object that are able to be pass back.

In your collision engine you haven't thought what it happens to the OldY and OldX variable at the second cycle of loop...
here my code can show you what it happens
Code: QB64: [Select]
  1. SCREEN _NEWIMAGE(1280, 720, 32)
  2. _SCREENMOVE 1, 1 ' better show alla the window
  3.  
  4. TYPE vec1
  5.     x AS INTEGER
  6.     y AS INTEGER
  7.     speed AS INTEGER
  8.  
  9. TYPE vec2
  10.     x1 AS INTEGER
  11.     y1 AS INTEGER
  12.     x2 AS INTEGER
  13.     y2 AS INTEGER
  14.     r AS INTEGER
  15.     g AS INTEGER
  16.     b AS INTEGER
  17.     btype AS STRING
  18.  
  19. DIM SHARED player AS vec1
  20. DIM SHARED obstacle(9) AS vec2
  21. DIM SHARED oldx, oldy AS INTEGER
  22.  
  23. player.speed = 5
  24.  
  25. player.x = 100 ' character need a point of start X and Y
  26. player.y = 200
  27.  
  28.  
  29.  
  30. map = "map1.txt"
  31.  
  32. openMap
  33. j = 1
  34.     CLS , _RGB32(0, 255, 61) ' it is better to give a color to background
  35.     makeplayer
  36.     playerMovement
  37.  
  38.     FOR j = 1 TO i 'the loop checks for obstacles
  39.  
  40.         LOCATE 9: PRINT j
  41.         ' here graphic output
  42.         LINE (obstacle(j).x1, obstacle(j).y1)-(obstacle(j).x2, obstacle(j).y2), _RGB32(obstacle(j).r, obstacle(j).g, obstacle(j).b), BF
  43.         ' here it tests for collision between character and obstacles
  44.         block obstacle(j).x1, obstacle(j).y1, obstacle(j).x2, obstacle(j).y2
  45.  
  46.     NEXT j
  47.  
  48.     _DISPLAY
  49.     _LIMIT 20
  50. LOOP UNTIL _KEYHIT = 32 ' you can exit from game with spacebar
  51.  
  52. SUB openMap
  53.     OPEN map FOR INPUT AS #1
  54.     WHILE NOT EOF(1)
  55.         i = i + 1
  56.         INPUT #1, obstacle(i).btype, obstacle(i).x1, obstacle(i).y1, obstacle(i).x2, obstacle(i).y2, obstacle(i).r, obstacle(i).g, obstacle(i).b
  57.     WEND
  58.     CLOSE #1
  59.     PRINT i
  60.  
  61. SUB makeplayer
  62.     CIRCLE (player.x, player.y), 10, _RGB32(100, 200, 255)
  63.     PAINT (player.x, player.y), _RGB32(100, 200, 255), _RGB32(100, 200, 255)
  64.  
  65. SUB playerMovement
  66.     IF _KEYDOWN(18432) THEN player.y = player.y - player.speed
  67.     IF _KEYDOWN(20480) THEN player.y = player.y + player.speed
  68.     IF _KEYDOWN(19200) THEN player.x = player.x - player.speed
  69.     IF _KEYDOWN(19712) THEN player.x = player.x + player.speed
  70.  
  71. SUB block (x1, y1, x2, y2)
  72.  
  73.     IF (player.x + 10 >= x1 AND player.x - 10 <= x2) AND (player.y + 10 >= y1 AND player.y - 10 <= y2) THEN
  74.         ' if player X is in the X range of obstacle AND player Y is in the Y range of obstacle
  75.         ' I restore the old X and Y to player
  76.         player.x = oldx
  77.         player.y = oldy
  78.  
  79.         LOCATE 10
  80.         PRINT "X="; player.x; " Y="; player.y; " x1 "; x1; " x2 "; x2; " y1 "; y1; " y2 "; y2
  81.         PRINT "Oldx = "; oldx; " OldY= "; oldy
  82.  
  83.     ELSE
  84.         ' if player is out of obstacle
  85.         ' I store actual X and Y of player into OLD X and Y
  86.         oldx = player.x
  87.         oldy = player.y
  88.     END IF
  89.  
  90.  

as you can see when you go through the second obstacle using a FOR loop that tests before first obstacle and then the following second obstacle so it changes the value of OldX and OldY and then when it tests the second obstacle it restore the OldX and OldY calculated towards the first obstacle.

So you can imagine how to solve this issue... a STATIC flag into the collision engine? Or and array of OldY and OldY dor each obstacle to use...or whatelse?
Programming isn't difficult, only it's  consuming time and coffee

Offline Prithak

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Re: Blocking stuff D:
« Reply #14 on: April 05, 2020, 04:27:29 am »
Hi Prithak

your last post code is very incomplete!

So I add something to become it clearer than now....

but the glitch is logic and not about typing....

This your issue let me remember another in a graphic game engine in which the output of grafic doesn't recognize the position of objects of the scene  in respect with the main character... in that engine issue the engine has not option to distinguish the position of the character towards the object that are able to be pass back.

In your collision engine you haven't thought what it happens to the OldY and OldX variable at the second cycle of loop...
here my code can show you what it happens
Code: QB64: [Select]
  1. SCREEN _NEWIMAGE(1280, 720, 32)
  2. _SCREENMOVE 1, 1 ' better show alla the window
  3.  
  4. TYPE vec1
  5.     x AS INTEGER
  6.     y AS INTEGER
  7.     speed AS INTEGER
  8.  
  9. TYPE vec2
  10.     x1 AS INTEGER
  11.     y1 AS INTEGER
  12.     x2 AS INTEGER
  13.     y2 AS INTEGER
  14.     r AS INTEGER
  15.     g AS INTEGER
  16.     b AS INTEGER
  17.     btype AS STRING
  18.  
  19. DIM SHARED player AS vec1
  20. DIM SHARED obstacle(9) AS vec2
  21. DIM SHARED oldx, oldy AS INTEGER
  22.  
  23. player.speed = 5
  24.  
  25. player.x = 100 ' character need a point of start X and Y
  26. player.y = 200
  27.  
  28.  
  29.  
  30. map = "map1.txt"
  31.  
  32. openMap
  33. j = 1
  34.     CLS , _RGB32(0, 255, 61) ' it is better to give a color to background
  35.     makeplayer
  36.     playerMovement
  37.  
  38.     FOR j = 1 TO i 'the loop checks for obstacles
  39.  
  40.         LOCATE 9: PRINT j
  41.         ' here graphic output
  42.         LINE (obstacle(j).x1, obstacle(j).y1)-(obstacle(j).x2, obstacle(j).y2), _RGB32(obstacle(j).r, obstacle(j).g, obstacle(j).b), BF
  43.         ' here it tests for collision between character and obstacles
  44.         block obstacle(j).x1, obstacle(j).y1, obstacle(j).x2, obstacle(j).y2
  45.  
  46.     NEXT j
  47.  
  48.     _DISPLAY
  49.     _LIMIT 20
  50. LOOP UNTIL _KEYHIT = 32 ' you can exit from game with spacebar
  51.  
  52. SUB openMap
  53.     OPEN map FOR INPUT AS #1
  54.     WHILE NOT EOF(1)
  55.         i = i + 1
  56.         INPUT #1, obstacle(i).btype, obstacle(i).x1, obstacle(i).y1, obstacle(i).x2, obstacle(i).y2, obstacle(i).r, obstacle(i).g, obstacle(i).b
  57.     WEND
  58.     CLOSE #1
  59.     PRINT i
  60.  
  61. SUB makeplayer
  62.     CIRCLE (player.x, player.y), 10, _RGB32(100, 200, 255)
  63.     PAINT (player.x, player.y), _RGB32(100, 200, 255), _RGB32(100, 200, 255)
  64.  
  65. SUB playerMovement
  66.     IF _KEYDOWN(18432) THEN player.y = player.y - player.speed
  67.     IF _KEYDOWN(20480) THEN player.y = player.y + player.speed
  68.     IF _KEYDOWN(19200) THEN player.x = player.x - player.speed
  69.     IF _KEYDOWN(19712) THEN player.x = player.x + player.speed
  70.  
  71. SUB block (x1, y1, x2, y2)
  72.  
  73.     IF (player.x + 10 >= x1 AND player.x - 10 <= x2) AND (player.y + 10 >= y1 AND player.y - 10 <= y2) THEN
  74.         ' if player X is in the X range of obstacle AND player Y is in the Y range of obstacle
  75.         ' I restore the old X and Y to player
  76.         player.x = oldx
  77.         player.y = oldy
  78.  
  79.         LOCATE 10
  80.         PRINT "X="; player.x; " Y="; player.y; " x1 "; x1; " x2 "; x2; " y1 "; y1; " y2 "; y2
  81.         PRINT "Oldx = "; oldx; " OldY= "; oldy
  82.  
  83.     ELSE
  84.         ' if player is out of obstacle
  85.         ' I store actual X and Y of player into OLD X and Y
  86.         oldx = player.x
  87.         oldy = player.y
  88.     END IF
  89.  
  90.  

as you can see when you go through the second obstacle using a FOR loop that tests before first obstacle and then the following second obstacle so it changes the value of OldX and OldY and then when it tests the second obstacle it restore the OldX and OldY calculated towards the first obstacle.

So you can imagine how to solve this issue... a STATIC flag into the collision engine? Or and array of OldY and OldY dor each obstacle to use...or whatelse?

THANK YOU! YOU ARE A LIFE SAVER. Like seriously, why didn't I think about that. Now, I am using an array for Oldx and Oldy. So, the blocking mechanism is working PERFECTLY. I had to make some changes tho. Here is the code:
Code: [Select]
screen _newimage(1280,720,32)

type vec1
    x as integer
    y as integer
    speed as integer
end type

type vec2
    x1 as integer
    y1 as integer
    x2 as integer
    y2 as integer
    r as integer
    g as integer
    b as integer
    btype as string
    oldx as integer
    oldy as integer
    wl as string
end type


dim shared player as vec1
dim shared map as string
dim shared obstacle(9) as vec2
player.speed = 5

dim shared i as integer

map = "map1.txt"

player.x = _width / 2
player.y = _height / 2

openMap
j=1
do
    cls

    makeplayer
    playerMovement

    for j = 1 to i
        if obstacle(j).btype = "obs" then
            line (obstacle(j).x1, obstacle(j).y1)-(obstacle(j).x2, obstacle(j).y2),_rgb32(obstacle(j).r,obstacle(j).g,obstacle(j).b),BF
            if player.x + 10 >= obstacle(j).x1 and player.x - 10 <= obstacle(j).x2 and player.y + 10 >= obstacle(j).y1 and player.y - 10 <= obstacle(j).y2 then
                player.x = obstacle(j).oldx
                player.y = obstacle(j).oldy
            else
                obstacle(j).oldx = player.x
                obstacle(j).oldy = player.y
            end if
        elseif obstacle(j).btype = "warp" then
            line (obstacle(j).x1, obstacle(j).y1)-(obstacle(j).x2, obstacle(j).y2),_rgb32(obstacle(j).r,obstacle(j).g,obstacle(j).b),BF
            if collision%(obstacle(j).x1, obstacle(j).y1, obstacle(j).x2, obstacle(j).y2) then
                map = obstacle(i).wl
                openMap
            end if
        end if
    next j

    _display
    _limit 120
loop

sub openMap
    i=0
    open map for input as #1
    while not eof(1)
        i = i + 1
        input #1, obstacle(i).btype, obstacle(i).x1, obstacle(i).y1, obstacle(i).x2, obstacle(i). y2, obstacle(i).r, obstacle(i).g, obstacle(i).b
        if obstacle(i).btype = "warp" then input #1, obstacle(i).wl
    wend
    close #1
end sub

sub makeplayer
    circle (player.x, player.y), 10, _rgb32(100,200,255)
    paint (player.x, player.y), _rgb32(100,200,255), _rgb32(100,200,255)
end sub

sub playerMovement
    if _keydown(18432) then player.y = player.y - player.speed
    if _keydown(20480) then player.y = player.y + player.speed
    if _keydown(19200) then player.x = player.x - player.speed
    if _keydown(19712) then player.x = player.x + player.speed
end sub

function collision%(x1,y1,x2,y2)
    if player.x >= x1 and player.x <= x2 and player.y >= y1 and player.y <= y2 then
        collision% = 1
    end if
end function

Map1.txt
Code: [Select]
obs,600,50,1280,100,100,200,255
obs,0,0,700,50,100,200,255
warp,500,500,550,550,255,200,100,map2.txt

Map2.txt
Code: [Select]
obs, 600,50,1280,100,242,242,242
obs, 500,0,700,50,242,242,242
warp, 100,100,150,150,255,200,100,map1.txt

-Prithak
« Last Edit: April 05, 2020, 04:28:39 am by Prithak »
CLS
IF computer$ = "ON" THEN
me$ = "Happy!"
ELSE
me$ = "Time To Draw!"
END IF
END