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  1. #include <stdio.h>
  2. #include <graphics.h>
  3. void far *image1;
  4. void far *image0;
  5. unsigned long size1;
  6. /////////////////////To Detect Ball////////////////////////////
  7. /*
  8. *Number 0: Space without any Ball
  9. *Number 1: Player 1's Ball
  10. *Number -1: Player 1's King
  11. *Number 2: Player 2's Ball
  12. *Number -2: Player 2's King
  13. */
  14. int DT_Ball[9][9]= {0,-2,2,0,0,1,0,1,0,
  15. 2,0,2,0,0,1,0,1,0,
  16. 2,0,2,0,0,1,0,1,0,
  17. 2,0,2,0,0,1,0,1,0,
  18. 2,0,2,0,0,1,0,1,0,
  19. 2,0,2,0,0,1,0,1,0,
  20. 2,0,2,0,0,1,0,1,0,
  21. 2,0,2,0,0,1,-1,0,0,
  22. 0,0,0,0,0,0,0,0,0
  23. };
  24. ////////////////////To Declare th Grid/////////////////////////
  25. /*
  26. *Number 0: Light green grid
  27. *Number 1: Light red grid
  28. */
  29. int DT_Grid[8][8]= { 0, 1, 0 ,1, 0, 1, 0, 1,
  30. 1, 0, 1, 0, 1, 0, 1, 0,
  31. 0, 1, 0 ,1, 0, 1, 0, 1,
  32. 1, 0, 1, 0, 1, 0, 1, 0,
  33. 0, 1, 0 ,1, 0, 1, 0, 1,
  34. 1, 0, 1, 0, 1, 0, 1, 0,
  35. 0, 1, 0 ,1, 0, 1, 0, 1,
  36. 1, 0, 1, 0, 1, 0, 1, 0
  37. };
  38. /* Dectect Outer Board For Player 1 */
  39. int Player1_DT_Ball[5][3] = {0, 0, 0,
  40. 0, 0, 0,
  41. 0, 0, 0,
  42. 0, 0, 0,
  43. 0, 0, 0
  44. };
  45. /* Dectect Outer Board For Player 2 */
  46. int Player2_DT_Ball[5][3] = {0, 0, 0,
  47. 0, 0, 0,
  48. 0, 0, 0,
  49. 0, 0, 0,
  50. 0, 0, 0
  51. };
  52. //////////////////////Border Grid Color/////////////////////////
  53. void B_Color()
  54. {
  55. int i;
  56. setfillstyle(SOLID_FILL,LIGHTCYAN);
  57. bar(300,610,380,690);
  58. bar(860,50,940,130);
  59. setfillstyle(SOLID_FILL,BROWN);
  60. bar(308,618,372,682);
  61. bar(868,58,932,122);
  62. for(i = 0; i < 3; i++)
  63. {
  64. setfillstyle(SOLID_FILL,LIGHTCYAN);
  65. bar(300+i*80, 450+i*80, 380+ i*80, 530+i*80);
  66. bar(700+i*80, 50+i*80, 780+i*80, 130+i*80);
  67. setfillstyle(SOLID_FILL,BROWN);
  68. bar(308+i*80,458+i*80,372+i*80,522+i*80);
  69. bar(708+i*80,58+i*80,772+i*80,122+i*80);
  70. }
  71. for(i = 0; i < 5; i++)
  72. {
  73. setfillstyle(SOLID_FILL,LIGHTCYAN);
  74. bar(300+i*80, 290+i*80, 380+ i*80, 370+i*80);
  75. bar(540+i*80, 50+i*80, 620+i*80, 130+i*80);
  76. setfillstyle(SOLID_FILL,BROWN);
  77. bar(308+i*80,298+i*80,372+i*80,362+i*80);
  78. bar(548+i*80,58+i*80, 612+i*80,122+i*80);
  79. }
  80. for(i = 0; i < 7; i++)
  81. {
  82. setfillstyle(SOLID_FILL,LIGHTCYAN);
  83. bar(300+i*80, 130+i*80, 380+ i*80, 210+i*80);
  84. bar(380+i*80, 50+i*80, 460+i*80, 130+i*80);
  85. setfillstyle(SOLID_FILL,BROWN);
  86. bar(308+i*80,138+i*80,372+i*80,202+i*80);
  87. bar(388+i*80,58+i*80,452+i*80,122+i*80);
  88. }
  89. for(i = 0; i < 8; i++)
  90. {
  91. setfillstyle(SOLID_FILL,LIGHTBLUE);
  92. bar(300+i*80, 50+i*80, 380+i*80, 130+i*80);
  93. setfillstyle(SOLID_FILL,WHITE);
  94. bar(308+i*80,58+i*80,372+i*80,122+i*80);
  95. }
  96. for(i = 0; i < 6; i++)
  97. {
  98. setfillstyle(SOLID_FILL,LIGHTBLUE);
  99. bar(460+i*80, 50+i*80, 540+i*80, 130+i*80);
  100. bar(300+i*80, 210+i*80, 380+i*80, 290+i*80);
  101. setfillstyle(SOLID_FILL,WHITE);
  102. bar(468+i*80,58+i*80,532+i*80,122+i*80);
  103. bar(308+i*80,218+i*80,372+i*80,282+i*80);
  104. }
  105. for(i = 0; i < 4; i++)
  106. {
  107. setfillstyle(SOLID_FILL,LIGHTBLUE);
  108. bar(620+i*80, 50+i*80, 700+i*80, 130+i*80);
  109. bar(300+i*80, 370+i*80, 380+i*80, 450+i*80);
  110. setfillstyle(SOLID_FILL,WHITE);
  111. bar(628+i*80,58+i*80,692+i*80,122+i*80);
  112. bar(308+i*80,378+i*80,372+i*80,442+i*80);
  113. }
  114. for(i = 0; i < 2; i++)
  115. {
  116. setfillstyle(SOLID_FILL, LIGHTBLUE);
  117. bar(780+i*80, 50+i*80, 860+ i*80, 130+i*80);
  118. bar(300+i*80, 530+i*80, 380+i*80, 610+i*80);
  119. setfillstyle(SOLID_FILL,WHITE);
  120. bar(788+i*80,58+i*80,852+i*80,122+i*80);
  121. bar(308+i*80,538+i*80,372+i*80,602+i*80);
  122. }
  123. setcolor(BLACK);
  124. rectangle(299, 49, 940, 690);
  125. }
  126. /////////////////////Background Record///////////////////////////
  127. void B_Record()
  128. {
  129. setcolor(BLACK);
  130. rectangle(78, 90, 226, 135);
  131. setfillstyle(SOLID_FILL, BLUE);
  132. bar(79, 91, 226, 135);
  133. setcolor(BLACK);
  134. rectangle(87, 99, 217, 127);
  135. settextstyle(BOLD_FONT, HORIZ_DIR, 3);
  136. setcolor(1);
  137. outtextxy(89, 100, "BLUE TEAM");
  138. setcolor(BLACK);
  139. rectangle(1029, 90, 1163, 135);
  140. setfillstyle(SOLID_FILL, RED);
  141. bar(1030, 91, 1163, 135);
  142. setcolor(BLACK);
  143. rectangle(1038, 99, 1154, 127);
  144. settextstyle(BOLD_FONT, HORIZ_DIR, 3);
  145. setcolor(4);
  146. outtextxy(1040, 100, "RED TEAM");
  147. /////////////////////Space Box Part//////////////////////////
  148. setfillstyle(SOLID_FILL, BLUE);
  149. bar(33, 150, 274, 550);
  150. setfillstyle(SOLID_FILL, WHITE);
  151. bar(113, 470, 193, 550);
  152. bar(33, 230,113, 310);
  153. bar(33, 390, 113, 470);
  154. bar(113, 150, 193, 230);
  155. bar(113, 310, 193, 390);
  156. bar(193, 230, 274, 310);
  157. bar(193, 390, 274, 470);
  158.  
  159. bar(977, 150, 1213, 550);
  160. setfillstyle(SOLID_FILL, RED);
  161. bar(977, 470, 1057, 550);
  162. bar(1137, 470, 1213, 550);
  163. bar(977, 150, 1057, 230);
  164. bar(1137, 150,1213,230);
  165. bar(1057, 230,1137, 310 );
  166. bar(977, 310, 1057, 390);
  167. bar(1137, 310, 1213,390 );
  168. bar(1057, 390, 1137, 470);
  169. ////////////////////Surround Board Style////////////////////////
  170. setfillstyle(SOLID_FILL, BROWN);
  171. bar(295,45,945,695);
  172. setcolor(BLACK);
  173. rectangle(294, 45, 945, 695);
  174. }
  175. /*Can change the style of the ball without effect in here*/
  176. ///////////////////////////King Function////////////////////////////
  177. void King(int x, int y, int color)
  178. {
  179. setfillstyle(SOLID_FILL,BLACK);
  180. setcolor(WHITE);
  181. fillellipse(x,y,31,31);
  182. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  183. fillellipse(x, y, 32, 32);
  184. fillellipse(x, y+2, 32, 32);
  185. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  186. fillellipse(x, y, 33, 33);
  187. fillellipse(x, y+2, 33, 33);
  188. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  189. fillellipse(x, y, 34, 34);
  190. fillellipse(x, y+1, 34, 34);
  191.  
  192. setfillstyle(SOLID_FILL, BLACK);
  193. fillellipse(x, y+2, 30, 30);
  194. fillellipse(x, y+3, 30, 30);
  195. setfillstyle(SOLID_FILL, color);
  196. setcolor(BLACK);
  197. fillellipse(x, y, 30, 30);
  198. ////////////////////////////////////
  199. setcolor(LIGHTGREEN);
  200. line(x,y-30,x+6.73541965,y-9.27050983);
  201. line(x+6.73541965,y-9.27050983,x-10.89813792,y-22.08203933);
  202. line(x-10.89813792,y-22.08203933,x+10.89813792,y-22.08203933);
  203. line(x+10.89813792,y-22.08203933,x-6.73541965,y-9.27050983);
  204. line(x-6.73541965,y-9.27050983,x,y-30);
  205. ////////////////////////////////////
  206. line(x-17.63355757,y-17.18847051,x-10.89813792,y+3.54101966);
  207. line(x-10.89813792,y+3.54101966,x-28.53169549,y-9.27050983);
  208. line(x-28.53169549,y-9.27050983,x-6.73541965,y-9.27050983);
  209. line(x-6.73541965,y-9.27050983,x-24.36897722,y+3.54101966);
  210. line(x-24.36897722,y+3.54101966,x-17.63355757,y-17.18847051);
  211. ////////////////////////////////////
  212. line(x-10.89813792,y+3.54101966,x-4.16271827,y+24.27050983);
  213. line(x-4.16271827,y+24.27050983,x-21.79627584,y+11.45898034);
  214. line(x-21.79627584,y+11.45898034,x,y+11.45898034);
  215. line(x,y+11.45898034,x-17.63355757,y+24.27050983);
  216. line(x-17.63355757,y+24.27050983,x-10.89813792,y+3.54101966);
  217. ////////////////////////////////////
  218. line(x+10.89813792,y+3.54101966,x+17.63355757,y+24.27050983);
  219. line(x+17.63355757,y+24.27050983,x,y+11.45898034);
  220. line(x,y+11.45898034,x+21.79627584,y+11.45898034);
  221. line(x+21.79627584,y+11.45898034,x+4.16271827,y+24.27050983);
  222. line(x+4.16271827,y+24.27050983,x+10.89813792,y+3.54101966);
  223. ////////////////////////////////////
  224. line(x+17.63355757,y-17.18847051,x+24.36897722,y+3.54101966);
  225. line(x+24.36897722,y+3.54101966,x+6.73541965,y-9.27050983);
  226. line(x+6.73541965,y-9.27050983,x+28.53169549,y-9.27050983);
  227. line(x+28.53169549,y-9.27050983,x+10.89813792,y+3.54101966);
  228. line(x+10.89813792,y+3.54101966,x+17.63355757,y-17.18847051);
  229. ////////////////////////////////////
  230. setfillstyle(SOLID_FILL, LIGHTGREEN);
  231. setcolor(WHITE);
  232. fillellipse(x,y, 11.45898034, 11.45898034);
  233. ////////////////////////////////////
  234. }
  235. ////////////////////////////Ball Function///////////////////////////
  236. void Ball(int x,int y, int color)
  237. {
  238. setfillstyle(SOLID_FILL, BLACK);
  239. fillellipse(x, y, 31, 31);
  240. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  241. fillellipse(x, y, 32, 32);
  242. fillellipse(x, y+2, 32, 32);
  243. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  244. fillellipse(x, y, 33, 33);
  245. fillellipse(x, y+2, 33, 33);
  246. setfillstyle(SOLID_FILL,LIGHTMAGENTA);
  247. fillellipse(x, y, 34, 34);
  248. fillellipse(x, y+1, 34, 34);
  249. setfillstyle(SOLID_FILL, BLACK);
  250. fillellipse(x, y+2, 30, 30);
  251. fillellipse(x, y+3, 30, 30);
  252. setfillstyle(SOLID_FILL, color);
  253. setcolor(BLACK);
  254. fillellipse(x, y, 30, 30);
  255. setcolor(LIGHTGREEN);
  256. line(x-28.53169549, y-9.27050983, x+28.53169549, y-9.27050983);
  257. line(x+28.53169549, y-9.27050983, x-17.63355757, y+24.27050983);
  258. line(x-17.63355757, y+24.27050983, x, y-30);
  259. line(x, y-30,x+17.63355757, y+24.27050983);
  260. line(x+17.63355757, y+24.27050983, x-28.53169549, y-9.27050983);
  261. setfillstyle(SOLID_FILL, LIGHTGREEN);
  262. setcolor(WHITE);
  263. fillellipse(x, y, 11.45898034, 11.45898034);
  264. }
  265. ///////////////////////Chosen Direction//////////////////////////////
  266. void Direction(int row, int column)
  267. {
  268. setfillstyle(SOLID_FILL, MAGENTA);
  269. setcolor(MAGENTA);
  270. fillellipse(row, column, 10, 10);
  271. }
  272. ///////////////////////Stucture of players' ball/////////////////////
  273. struct ID
  274. {
  275. int Click_y1, Click_y2, Click_y3; //Y-Coordinate Click
  276. int Click_x1, Click_x2, Click_x3; //X-coordinate Click
  277. int box_x1, box_x2, box_x3; //Row
  278. int box_y1, box_y2, box_y3; //Column
  279. int Ab_x1, Ab_x2, Ab_x3; //Absolute Coordinate on Row
  280. int Ab_y1, Ab_y2, Ab_y3; //Absolute Coordinate on Column
  281. };
  282. //////////////////////////////////Function below is related to the ball by changing the new position and Clicks///////////////////////////////////////
  283. /////////////////////////////////////////This movement is created as a new module to move with animation /////////////////////////////////////////////
  284. //Animation has not been done yet//
  285. /*
  286. *This function is related to #How they can move with animation
  287. *How it can restate the #Image it stored in buffer
  288. *How it can eat that two balls when it's in between
  289. *How the strategy is used //In future plan
  290. *How to use it in general relevant to grid and ball and Detection_Ball
  291. *It will not relate to Click and reclick
  292. */
  293. /*
  294. ALGORITHM:
  295. when user clicks for the first time:
  296. *Get origin image0 stored in buffer before Clicks
  297. -get the position of first mouse click
  298. -convert it into absolute coordinate
  299. -get the grid user clicked (box_click)
  300. -give them the direction they can go in the small yellow ball
  301. -change number in DT_Ball(To Detect Balls) up there from 0 to three 0-3 where user can choose click
  302. -user can change their clicks 8 times. (Next Trying to figure out how to make an unlimitted choosing)
  303. (If user clicks on the wrong position, program wants them to choose, user has to choose again = user can change the ball 8 times again!)
  304. (If user clicks on the right position, program allows them the movement, but the movement is going to complete)
  305.  
  306. when user clicks for the second time:
  307. -get the position of second mouse click
  308. -program has Absolute coordinate and Grid that user clicked on already
  309. -change number 3 to number 0 (already choose)
  310. -add 1 to Chosen Direction Grid
  311. -Put the image0 stored in buffer out
  312. -delete the old ball by showing the Grid color out on the position using if else 0 and 1 on DT_Grid
  313. -create the new ball on the new Grid(box)
  314. -Detect when it is in the middle of the other balls
  315. -Using DT_Ball to detect it efficiently
  316. -Detect is in 2 Dimensionals: Horizontal and Virtical
  317. -If it is in the middle, delete Two others and change from 2 or 1 to 0
  318. -If it is not in the middle, do nothing
  319. -Change Player old ball number to 0
  320. Recommendation: Player2 ball should create outside the box and in the absolute coordinate after delete the one in the table :o
  321. -end
  322. */
  323. //////////////////////////////////////////////////////////////////////////////
  324.  
  325. /* ******Player 1 and Player 2 use the same Algorithm and The same Method****** */
  326. void Ball_Relation()
  327. {
  328. int i, j,x, y,distancex = 0, distancey = 0, distancex2 = 0, distancey2 = 0;
  329. int distance_die_x1 = 0, distance_die_y1 = 0, distance_die_x2 = 0, distance_die_y2 = 0;
  330. struct ID Player1;
  331. struct ID Player2;
  332. Player1.box_x3 = 0;
  333. Player1.box_y3 = 0;
  334. Player2.box_x3 = 0;
  335. Player2.box_y3 = 0;
  336. size1 = imagesize(0, 0, 1280, 800);
  337. image0 = malloc(size1);
  338. image1 = malloc(size1);
  339. int c1, c2 , c3, c4, c5, c6, c7, c8;
  340. New_Game:
  341. /////////////////////To Detect Ball////////////////////////////
  342. /*
  343. *Number 0: Space without any Ball
  344. *Number 1: Player 1's Ball
  345. *Number -1: Player 1's King
  346. *Number 2: Player 2's Ball
  347. *Number -2: Player 2's King
  348. */
  349. int DT_Ball[9][9]= {0,-2,2,0,0,1,0,1,0,
  350. 2,0,2,0,0,1,0,1,0,
  351. 2,0,2,0,0,1,0,1,0,
  352. 2,0,2,0,0,1,0,1,0,
  353. 2,0,2,0,0,1,0,1,0,
  354. 2,0,2,0,0,1,0,1,0,
  355. 2,0,2,0,0,1,0,1,0,
  356. 2,0,2,0,0,1,-1,0,0,
  357. 0,0,0,0,0,0,0,0,0
  358. };
  359. ////////////////////To Declare th Grid/////////////////////////
  360. /*
  361. *Number 0: Light green grid
  362. *Number 1: Light red grid
  363. */
  364. int DT_Grid[8][8]= { 0, 1, 0 ,1, 0, 1, 0, 1,
  365. 1, 0, 1, 0, 1, 0, 1, 0,
  366. 0, 1, 0 ,1, 0, 1, 0, 1,
  367. 1, 0, 1, 0, 1, 0, 1, 0,
  368. 0, 1, 0 ,1, 0, 1, 0, 1,
  369. 1, 0, 1, 0, 1, 0, 1, 0,
  370. 0, 1, 0 ,1, 0, 1, 0, 1,
  371. 1, 0, 1, 0, 1, 0, 1, 0
  372. };
  373. /* Dectect Outer Board For Player 1 */
  374. int Player1_DT_Ball[5][3] = {0, 0, 0,
  375. 0, 0, 0,
  376. 0, 0, 0,
  377. 0, 0, 0,
  378. 0, 0, 0
  379. };
  380. /* Dectect Outer Board For Player 2 */
  381. int Player2_DT_Ball[5][3] = {0, 0, 0,
  382. 0, 0, 0,
  383. 0, 0, 0,
  384. 0, 0, 0,
  385. 0, 0, 0
  386. };
  387. ///////////////////////////////////////////////////////////////////////////
  388. ///////////////////////////////////////////////////////////////////////////
  389. /////////////////////////////////Player 1//////////////////////////////////
  390. ///////////////////////////////////////////////////////////////////////////
  391. ///////////////////////////////////////////////////////////////////////////
  392. player1:
  393. //////////////////////////////////Menu/////////////////////////////////////
  394. setcolor(BLUE);
  395. rectangle(0, 0, 30, 20);
  396. settextstyle(2, 0, 5);
  397. setcolor(CYAN);
  398. outtextxy(6, 3, "File");
  399.  
  400. setcolor(BLUE);
  401. rectangle(31, 0, 95, 20);
  402. settextstyle(2, 0, 5);
  403. setcolor(CYAN);
  404. outtextxy(35, 3, "Instruction");
  405.  
  406. setcolor(BLUE);
  407. rectangle(96, 0, 171, 20);
  408. settextstyle(2, 0, 5);
  409. setcolor(CYAN);
  410. outtextxy(100, 3, "About Game");
  411.  
  412. setcolor(BLUE);
  413. rectangle(172, 0, 229, 20);
  414. settextstyle(2, 0, 5);
  415. setcolor(CYAN);
  416. outtextxy(176, 3, "About Us");
  417.  
  418. setcolor(BLUE);
  419. rectangle(230, 0, 263, 20);
  420. settextstyle(2, 0, 5);
  421. setcolor(CYAN);
  422. outtextxy(234, 3, "Help");
  423. getimage(0, 0, 1280, 800, image0); //Get image0 on x= 0, y= 0
  424. if(DT_Ball[9][9] == 0)getimage(0, 0, 1280, 800, image1);
  425. reclick1_1:
  426. settextstyle(BOLD_FONT, HORIZ_DIR, 4);
  427. setcolor(1);
  428. outtextxy(440, 8, "BLUE TEAM! Your turn!"); //To Message Player1
  429. //getimage(0, 0, 1280, 800, image0);
  430. ///////////////////////////////First Click/////////////////////////////////
  431. Player1.Click_x1 = 0, Player1.Click_y1 = 0;
  432. while(!ismouseclick(WM_LBUTTONDOWN))delay(1);
  433. getmouseclick(WM_LBUTTONDOWN, Player1.Click_x1, Player1.Click_y1); //To Get coordinate
  434. //////////////////Control Where User Clicks////////////////////////////////
  435. if(Player1.Click_x1 >= 0&&Player1.Click_x1 <= 30&&Player1.Click_y1 >= 0 && Player1.Click_y1 <=20)
  436. {
  437. File:
  438. setcolor(LIGHTMAGENTA);
  439. line(1, 22, 70, 22);
  440. line(1, 24, 70, 24);
  441. line(1, 42, 70, 42);
  442. line(1, 44, 70, 44);
  443. line(1, 64, 70, 64);
  444. line(1, 66, 70, 66);
  445. line(1, 87, 70, 87);
  446. line(1, 89, 70, 89);
  447. settextstyle(2, 0, 5);
  448. setcolor(LIGHTGREEN);
  449. outtextxy(6, 25, "New Game");
  450. outtextxy(6, 47, "Continue");
  451. outtextxy(6, 69, "Exit");
  452. goto reclick2_1;
  453. }
  454. else if(Player1.Click_x1 >= 31 && Player1.Click_x1 <= 95 &&Player1.Click_y1 >= 0 && Player1.Click_y1 <= 20)
  455. {
  456. putimage(0, 0, image0, COPY_PUT);
  457. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\tRAEKS GAME\n\n1.\tLOOK AT THE MESSAGE ABOVE THE TABLE!\n2.\tCLICK ON THE BALL YOU WANT TO MOVE!\n3.\tYOU CAN ALSO CHANGE THE BALL YOU WANT TO MOVE!\n4.\tYOU KILL YOUR ENEMY WHEN YOU MOVE IN BETWEEN ENEMY BALL!",(LPCWSTR)L"Instruction",WB_LEFT);
  458. goto reclick1_1;
  459. }
  460. else if(Player1.Click_x1 >= 96 && Player1.Click_x1 <= 171 &&Player1.Click_y1 >= 0 && Player1.Click_y1 <= 20)
  461. {
  462. putimage(0, 0, image0, COPY_PUT);
  463. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HISTORY\n\nRAEKS GAME IS A GAME WHICH IS A KIND OF POPULAR GAME THAT OLDER PEOPLE LIKE TO PLAY WHILE THEY ARE FREE AFTER FULL DAY WORKING.\n\nRAEKS IS ALSO COMPETED WITH ENEMY BY USING THEIR OWN STRATEGY TO WIN THE WAR!\n\nTHE TWO COMPETITON KINGS SIGNED THE WAR STARTED TO FIND THE WINNER.\nALBEIT RAEKS WAS CREATED IN ANCIENT SOCIETY BUT IT IS NOT INTERESTED IN NOWADAYS LIFE.\n\nBECAUSE OF TECHNOLOGY AND INTERNET WAS FETCH UP OVER THE OLD HISTORY, YOUNGSTER DO NOT KNOW HOW TO PLAY AND WAS UNKNOWN FOR A LONG TIME AGO.\n\nNOW LET'S START THE NEW HISTORY...\n\n\t\t\t\tAND ENJOY THIS WAR...",(LPCWSTR)L"About Game",WB_LEFT);
  464. goto reclick1_1;
  465. }
  466. else if(Player1.Click_x1 >= 172 && Player1.Click_x1 <= 229 && Player1.Click_y1 >= 0 && Player1.Click_y1 <= 20)
  467. {
  468. About_Us:
  469. setcolor(LIGHTMAGENTA);
  470. line(172, 22, 240, 22);
  471. line(172, 24, 240, 24);
  472. line(172, 42, 240, 42);
  473. line(172, 44, 240, 44);
  474. line(172, 64, 240, 64);
  475. line(172, 66, 240, 66);
  476. line(172, 87, 240, 87);
  477. line(172, 89, 240, 89);
  478. settextstyle(2, 0, 5);
  479. setcolor(LIGHTGREEN);
  480. outtextxy(176, 25, "Discription");
  481. outtextxy(176, 47, "Information");
  482. outtextxy(176, 69, "Developers");
  483. goto reclick2_1;
  484. }
  485. else if(Player1.Click_x1 >= 230 && Player1.Click_x1 <= 263 && Player1.Click_y1 >= 0 && Player1.Click_y1 <= 20)
  486. {
  487. Help:
  488. setcolor(LIGHTMAGENTA);
  489. line(230, 22, 264, 22);
  490. line(230, 24, 264, 24);
  491. line(230, 42, 264, 42);
  492. line(230, 44, 264, 44);
  493. settextstyle(2, 0, 5);
  494. setcolor(LIGHTGREEN);
  495. outtextxy(234, 25, "Tips");
  496. goto reclick2_1;
  497. }
  498. ///////////////////To Clicken that again when Player Click out of Grid////////////////
  499. if(Player1.Click_x1<300|| Player1.Click_x1> 940 || Player1.Click_y1<50 || Player1.Click_y1> 690)goto reclick1_1;
  500. //////////////////////////To Calculate What needed below /////////////////////////////
  501. else if(Player1.Click_x1>=300&& Player1.Click_x1<= 940 && Player1.Click_y1>=50 && Player1.Click_y1<= 690)
  502. {
  503. Player1.box_x1 = (Player1.Click_x1 - 300)/80; //Grid clicked the first
  504. Player1.box_y1 = (Player1.Click_y1 - 50)/80;
  505. Player1.Ab_x1 = Player1.box_x1*80 + 340; //Absolute Coordinate in the middle of clicked grid
  506. Player1.Ab_y1 = Player1.box_y1*80 + 90;
  507. }
  508. ///////////////////////When clicked on Player 2 ball or space/////////////////////////
  509. if(DT_Ball[Player1.box_x1][Player1.box_y1]==0||DT_Ball[Player1.box_x1][Player1.box_y1]==2||DT_Ball[Player1.box_x1][Player1.box_y1]==-2)
  510. {
  511. putimage(0, 0, image0, COPY_PUT); //To Make the Screen to the first time
  512. goto reclick1_1;
  513. }
  514. /////////////////////////////When clicked on Player 1 ball////////////////////////////
  515. else if(DT_Ball[Player1.box_x1][Player1.box_y1]==1||DT_Ball[Player1.box_x1][Player1.box_y1]==-1)
  516. {
  517. putimage(0,0, image0, COPY_PUT); //To Put origin image
  518. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  519. setcolor(YELLOW);
  520. outtextxy(480, 10, "Please Choose The Direction!"); //To Message Player 1 to choose the direction
  521. Ball(Player1.Ab_x1, Player1.Ab_y1, 14); //change ball to yellow
  522. ////////Changing and Showing Where is number 3 (Direction user can choose)////////
  523. for(c1 = Player1.box_y1-1; c1 >= 0; c1--)
  524. {
  525. if(DT_Ball[Player1.box_x1][c1] == 0)
  526. {
  527. Direction(Player1.Ab_x1, c1*80 + 90);
  528. DT_Ball[Player1.box_x1][c1] = 3;
  529. }
  530. else if(DT_Ball[Player1.box_x1][c1] != 0) break;
  531. }
  532. for(c2 = Player1.box_y1+1; c2 < 8; c2++)
  533. {
  534. if(DT_Ball[Player1.box_x1][c2] == 0)
  535. {
  536. Direction(Player1.Ab_x1, c2*80 + 90);
  537. DT_Ball[Player1.box_x1][c2] = 3;
  538. }
  539. else if(DT_Ball[Player1.box_x1][c2] != 0) break;
  540. }
  541. for(c3 = Player1.box_x1-1; c3 >= 0; c3--)
  542. {
  543. if(DT_Ball[c3][Player1.box_y1] == 0)
  544. {
  545. Direction(c3*80 + 340, Player1.Ab_y1);
  546. DT_Ball[c3][Player1.box_y1] = 3;
  547. }
  548. else if(DT_Ball[c3][Player1.box_y1] != 0) break;
  549. }
  550. for(c4 = Player1.box_x1+1; c4 < 8; c4++)
  551. {
  552. if(DT_Ball[c4][Player1.box_y1] == 0)
  553. {
  554. Direction(c4*80 + 340, Player1.Ab_y1);
  555. DT_Ball[c4][Player1.box_y1] = 3;
  556. }
  557. else if(DT_Ball[c4][Player1.box_y1] != 0) break;
  558. }
  559. }
  560. /////////////////////////////////////////Testing/////////////////////////////////////////////
  561. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0], DT_Ball[8][0]);
  562. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1], DT_Ball[8][1]);
  563. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2], DT_Ball[8][2]);
  564. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3], DT_Ball[8][3]);
  565. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4], DT_Ball[8][4]);
  566. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5], DT_Ball[8][5]);
  567. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6], DT_Ball[8][6]);
  568. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7], DT_Ball[8][7]);
  569. printf("%d %d %d %d %d %d %d %d %d\n", DT_Ball[0][8], DT_Ball[1][8], DT_Ball[2][8], DT_Ball[3][8], DT_Ball[4][8], DT_Ball[5][8], DT_Ball[6][8], DT_Ball[7][8], DT_Ball[8][8]);
  570. reclick2_1:
  571. ////////////////////////////////////2nd Click////////////////////////////////
  572. while(!ismouseclick(WM_LBUTTONDOWN))delay(1);
  573. getmouseclick(WM_LBUTTONDOWN, Player1.Click_x2, Player1.Click_y2); //To Get coordinate
  574. //////////////////////////Control where Player Click/////////////////////////
  575. if(Player1.Click_x1 >= 0 && Player1.Click_x1 <= 264 && Player1.Click_y1 >= 0 && Player1.Click_y1 <= 20)
  576. {
  577. if(Player1.Click_x2 >= 0 && Player1.Click_x2 <= 30&& Player1.Click_y2 >= 0 && Player1.Click_y2 <= 20)
  578. {
  579. putimage(0, 0, image0, COPY_PUT);
  580. goto File;
  581. }
  582. else if(Player1.Click_x2 >= 31 && Player1.Click_x2 <= 95 &&Player1.Click_y2 >= 0 && Player1.Click_y2 <= 20)
  583. {
  584. putimage(0, 0, image0, COPY_PUT);
  585. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\tRAEKS GAME\n\n1.\tLOOK AT THE MESSAGE ABOVE THE TABLE!\n2.\tCLICK ON THE BALL YOU WANT TO MOVE!\n3.\tYOU CAN ALSO CHANGE THE BALL YOU WANT TO MOVE!\n4.\tYOU KILL YOUR ENEMY WHEN YOU MOVE IN BETWEEN ENEMY BALL!",(LPCWSTR)L"Instruction",WB_LEFT);
  586. goto reclick1_1;
  587. }
  588. else if(Player1.Click_x2 >= 96 && Player1.Click_x2 <= 171 &&Player1.Click_y2 >= 0 && Player1.Click_y2 <= 20)
  589. {
  590. putimage(0, 0, image0, COPY_PUT);
  591. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HISTORY\n\nRAEKS GAME IS A GAME WHICH IS A KIND OF POPULAR GAME THAT OLDER PEOPLE LIKE TO PLAY WHILE THEY ARE FREE AFTER FULL DAY WORKING.\n\nRAEKS IS ALSO COMPETED WITH ENEMY BY USING THEIR OWN STRATEGY TO WIN THE WAR!\n\nTHE TWO COMPETITON KINGS SIGNED THE WAR STARTED TO FIND THE WINNER.\nALBEIT RAEKS WAS CREATED IN ANCIENT SOCIETY BUT IT IS NOT INTERESTED IN NOWADAYS LIFE.\n\nBECAUSE OF TECHNOLOGY AND INTERNET WAS FETCH UP OVER THE OLD HISTORY, YOUNGSTER DO NOT KNOW HOW TO PLAY AND WAS UNKNOWN FOR A LONG TIME AGO.\n\nNOW LET'S START THE NEW HISTORY...\n\n\t\t\t\tAND ENJOY THIS WAR...",(LPCWSTR)L"About Game",WB_LEFT);
  592. goto reclick1_1;
  593. }
  594. else if(Player1.Click_x2 >= 172 && Player1.Click_x2 <= 229&&Player1.Click_y2 >= 0&& Player1.Click_y2 <= 20)
  595. {
  596. putimage(0, 0, image0, COPY_PUT);
  597. goto About_Us;
  598. }
  599. else if(Player1.Click_x2 >= 230&&Player1.Click_x2 <= 263 && Player1.Click_y2 >= 0&& Player1.Click_y2 <= 20)
  600. {
  601. putimage(0, 0, image0, COPY_PUT);
  602. goto Help;
  603. }
  604.  
  605. else if(Player1.Click_x2 >= 172&&Player1.Click_x2 <= 240 && Player1.Click_y2 >= 24&& Player1.Click_y2 <= 42)
  606. {
  607. putimage(0, 0, image0, COPY_PUT);
  608. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HELLO\n\nWE ARE ENGINEERING FRESHMAN STUDENTS IN RUPP!\n\n\t\t\t\t\tHOPE YOU ENJOY!",(LPCWSTR)L"Discription",WB_LEFT);
  609. goto reclick1_1;
  610. }
  611. else if(Player1.Click_x2 >= 172&&Player1.Click_x2 <= 240 && Player1.Click_y2 >= 44&& Player1.Click_y2 <= 64)
  612. {
  613. putimage(0, 0, image0, COPY_PUT);
  614. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t HELLO\n\nYOU CAN CONTACT US ON:\n\nG-MAIL:\t\tCheanakhimzzzz@gmail.com\n\nFACEBOOK:\tChea Na Khim\n\t\tRattanak Seth\n\t\tBreng Darey\n\t\tPhen Sreyvouch\n\t\tChhunny Phorn\n\t\t\tWELCOME TO RAEKS GAME...",(LPCWSTR)L"Information",WB_LEFT);
  615. goto reclick1_1;
  616. }
  617. else if(Player1.Click_x2 >= 172&&Player1.Click_x2 <= 240 && Player1.Click_y2 >= 66&& Player1.Click_y2 <= 87)
  618. {
  619. putimage(0, 0, image0, COPY_PUT);
  620. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t Developers\n\n\t1.\tChea Nakhim\t(Leader)\n\t2.\tRattanak Seth\t(Secretary)\n\t3.\tPhorn Chhunny\t(Member)\n\t4.\tBreng Darey\t(Member)\n\t5.\tPhen Sreyvouch\t(Member)",(LPCWSTR)L"Developers",WB_LEFT);
  621. goto reclick1_1;
  622. }
  623. else if(Player1.Click_x2 >= 230&&Player1.Click_x2 <= 264 && Player1.Click_y2 >= 24&& Player1.Click_y2 <= 42)
  624. {
  625. putimage(0, 0, image0, COPY_PUT);
  626. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t Tips\n\n\t1. PLEASE CLICK ON <INSTUCTION> KNOWING HOW TO PLAY\n\t2. PLEASE CLICK ON <ABOUT GAME> KNOWING WHY RAEKS \n\tEXISTED\n\t3. FURTHER INFO, PLEASE CLICK ON <ABOUT US-INFORMATION> \n\tKEEPING IN TOUCH!\n\t\t\t\t\t\tThanks!",(LPCWSTR)L"Help",WB_LEFT);
  627. goto reclick1_1;
  628. }
  629. else if(Player1.Click_x2 >= 1&&Player1.Click_x2 <= 70 && Player1.Click_y2 >= 24&& Player1.Click_y2 <= 42)
  630. {
  631. const int result = MessageBoxW(HWND_TOP,(LPCWSTR)L"Are you sure to start New Game?",(LPCWSTR)L"New Game",WB_RIGHT);
  632. if (result == IDOK)
  633. {
  634. putimage(0, 0, image1, COPY_PUT);
  635. goto New_Game;
  636. }
  637. else
  638. {
  639. putimage(0, 0, image0, COPY_PUT);
  640. goto reclick1_1;
  641. }
  642. }
  643. else if(Player1.Click_x2 >= 1&&Player1.Click_x2 <= 70 && Player1.Click_y2 >= 44&& Player1.Click_y2 <= 64)
  644. { }
  645. else if(Player1.Click_x2 >= 1&&Player1.Click_x2 <= 70 && Player1.Click_y2 >= 66&& Player1.Click_y2 <= 87)
  646. {
  647. putimage(0, 0, image0, COPY_PUT);
  648. const int result = MessageBoxW(HWND_TOP,(LPCWSTR)L"Are you sure want to exit program ? ",(LPCWSTR)L"Exit",WB_RIGHT);
  649. if (result == IDOK)
  650. {
  651. exit(0);
  652. }
  653. else goto reclick1_1;
  654. }
  655. else
  656. {
  657. putimage(0, 0, image0, COPY_PUT);
  658. goto reclick1_1;
  659. }
  660. }
  661. ///////////////////////If Player Click Out of the Grid///////////////////////
  662. if(Player1.Click_x2<300|| Player1.Click_x2> 940 || Player1.Click_y2<50 || Player1.Click_y2> 690)
  663. {
  664. putimage(0, 0, image0, COPY_PUT);
  665. //////////////How to change the Detection of the ball////////////////////
  666. for(c1 = Player1.box_y1-1; c1 >= 0; c1--)
  667. {
  668. if(DT_Ball[Player1.box_x1][c1] == 3)
  669. {
  670. DT_Ball[Player1.box_x1][c1] = 0;
  671. }
  672. else if(DT_Ball[Player1.box_x1][c1] != 3) break;
  673. }
  674. for(c2 = Player1.box_y1+1; c2 < 8; c2++)
  675. {
  676. if(DT_Ball[Player1.box_x1][c2] == 3)
  677. {
  678. DT_Ball[Player1.box_x1][c2] = 0;
  679. }
  680. else if(DT_Ball[Player1.box_x1][c2] != 3) break;
  681. }
  682. for(c3 = Player1.box_x1-1; c3 >= 0; c3--)
  683. {
  684. if(DT_Ball[c3][Player1.box_y1] == 3)
  685. {
  686. DT_Ball[c3][Player1.box_y1] = 0;
  687. }
  688. else if(DT_Ball[c3][Player1.box_y1] != 3) break;
  689. }
  690. for(c4 = Player1.box_x1+1; c4 < 8; c4++)
  691. {
  692. if(DT_Ball[c4][Player1.box_y1] == 3)
  693. {
  694. DT_Ball[c4][Player1.box_y1] = 0;
  695. }
  696. else if(DT_Ball[c4][Player1.box_y1] != 3) break;
  697. }
  698. /////////////////////////////Testing/////////////////////////////////
  699. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  700. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  701. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  702. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  703. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  704. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  705. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  706. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  707. goto reclick1_1;
  708. }
  709. ////////////////When Player Click on the right Grid//////////////////////
  710. //To Calculate what Needed to Use
  711. else if(Player1.Click_x2>=300&& Player1.Click_x2<= 940 && Player1.Click_y2>=50 && Player1.Click_y2<= 690)
  712. {
  713. Player1.box_x2 = (Player1.Click_x2 - 300)/80;
  714. Player1.box_y2 = (Player1.Click_y2 - 50)/80;
  715. Player1.Ab_x2 = Player1.box_x2*80 + 340;
  716. Player1.Ab_y2 = Player1.box_y2*80 + 90;
  717. }
  718. //////////////////When Player Clicks on Player 2 Ball Again//////////////
  719. if(DT_Ball[Player1.box_x2][Player1.box_y2] == 0||DT_Ball[Player1.box_x2][Player1.box_y2] == 2||DT_Ball[Player1.box_x2][Player1.box_y2] == -2)
  720. {
  721. putimage(0, 0, image0, COPY_PUT);
  722. for(c1 = Player1.box_y1-1; c1 >= 0; c1--)
  723. {
  724. if(DT_Ball[Player1.box_x1][c1] == 3)
  725. {
  726. DT_Ball[Player1.box_x1][c1] = 0;
  727. }
  728. else if(DT_Ball[Player1.box_x1][c1] != 3) break;
  729. }
  730. for(c2 = Player1.box_y1+1; c2 < 8; c2++)
  731. {
  732. if(DT_Ball[Player1.box_x1][c2] == 3)
  733. {
  734. DT_Ball[Player1.box_x1][c2] = 0;
  735. }
  736. else if(DT_Ball[Player1.box_x1][c2] != 3) break;
  737. }
  738. for(c3 = Player1.box_x1-1; c3 >= 0; c3--)
  739. {
  740. if(DT_Ball[c3][Player1.box_y1] == 3)
  741. {
  742. DT_Ball[c3][Player1.box_y1] = 0;
  743. }
  744. else if(DT_Ball[c3][Player1.box_y1] != 3) break;
  745. }
  746. for(c4 = Player1.box_x1+1; c4 < 8; c4++)
  747. {
  748. if(DT_Ball[c4][Player1.box_y1] == 3)
  749. {
  750. DT_Ball[c4][Player1.box_y1] = 0;
  751. }
  752. else if(DT_Ball[c4][Player1.box_y1] != 3) break;
  753. }
  754. /////////////////////////////////////////Testing/////////////////////////////////////////////
  755. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  756. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  757. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  758. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  759. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  760. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  761. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  762. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  763. goto reclick1_1;
  764. }
  765. else if(DT_Ball[Player1.box_x2][Player1.box_y2] == 1|| DT_Ball[Player1.box_x2][Player1.box_y2] == -1)
  766. {
  767. putimage(0,0, image0, COPY_PUT);
  768. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  769. setcolor(YELLOW);
  770. outtextxy(480, 10, "Please Choose The Direction!"); //To Message Player to choose the direction
  771. Ball(Player1.Ab_x2, Player1.Ab_y2, 14);
  772. ///////////////////Give them the direction and change the Detection number///////////////////
  773. for(c1 = Player1.box_y1-1; c1 >= 0; c1--)
  774. {
  775. if(DT_Ball[Player1.box_x1][c1] == 3)
  776. {
  777. DT_Ball[Player1.box_x1][c1] = 0;
  778. }
  779. else if(DT_Ball[Player1.box_x1][c1] != 3) break;
  780. }
  781. for(c2 = Player1.box_y1+1; c2 < 8; c2++)
  782. {
  783. if(DT_Ball[Player1.box_x1][c2] == 3)
  784. {
  785. DT_Ball[Player1.box_x1][c2] = 0;
  786. }
  787. else if(DT_Ball[Player1.box_x1][c2] != 3) break;
  788. }
  789. for(c3 = Player1.box_x1-1; c3 >= 0; c3--)
  790. {
  791. if(DT_Ball[c3][Player1.box_y1] == 3)
  792. {
  793. DT_Ball[c3][Player1.box_y1] = 0;
  794. }
  795. else if(DT_Ball[c3][Player1.box_y1] != 3) break;
  796. }
  797. for(c4 = Player1.box_x1+1; c4 < 8; c4++)
  798. {
  799. if(DT_Ball[c4][Player1.box_y1] == 3)
  800. {
  801. DT_Ball[c4][Player1.box_y1] = 0;
  802. }
  803. else if(DT_Ball[c4][Player1.box_y1] != 3) break;
  804. }
  805. /////////////////////////////////When Player Clicks on The right Ball after changing more than 3 times/////////////////////////////////
  806. if(DT_Ball[Player1.box_x2][Player1.box_y2] == 1|| DT_Ball[Player1.box_x2][Player1.box_y2] == -1||DT_Ball[Player1.box_x3][Player1.box_y3] == 1)
  807. {
  808. //////////////////////////Changing all number to 0 after click on move////////////////////////////////
  809. for(c1 = Player1.box_y3-1; c1 >= 0; c1--)
  810. {
  811. if(DT_Ball[Player1.box_x3][c1] == 3)
  812. {
  813. DT_Ball[Player1.box_x3][c1] = 0;
  814. }
  815. else if(DT_Ball[Player1.box_x3][c1] != 3) break;
  816. }
  817. for(c2 = Player1.box_y3+1; c2 < 8; c2++)
  818. {
  819. if(DT_Ball[Player1.box_x3][c2] == 3)
  820. {
  821. DT_Ball[Player1.box_x3][c2] = 0;
  822. }
  823. else if(DT_Ball[Player1.box_x3][c2] != 3) break;
  824. }
  825. for(c3 = Player1.box_x3-1; c3 >= 0; c3--)
  826. {
  827. if(DT_Ball[c3][Player1.box_y3] == 3)
  828. {
  829. DT_Ball[c3][Player1.box_y3] = 0;
  830. }
  831. else if(DT_Ball[c3][Player1.box_y3] != 3) break;
  832. }
  833. for(c4 = Player1.box_x3+1; c4 < 8; c4++)
  834. {
  835. if(DT_Ball[c4][Player1.box_y3] == 3)
  836. {
  837. DT_Ball[c4][Player1.box_y3] = 0;
  838. }
  839. else if(DT_Ball[c4][Player1.box_y3] != 3) break;
  840. }
  841. }
  842. Direction_Ball:
  843. for(c5 = Player1.box_y2-1; c5 >= 0; c5--)
  844. {
  845. if(DT_Ball[Player1.box_x2][c5] == 0)
  846. {
  847. Direction(Player1.Ab_x2, c5*80 +90);
  848. DT_Ball[Player1.box_x2][c5] = 3;
  849. }
  850. else if(DT_Ball[Player1.box_x2][c5] != 0) break;
  851. }
  852. for(c6 = Player1.box_y2+1; c6 < 8; c6++)
  853. {
  854. if(DT_Ball[Player1.box_x2][c6] == 0)
  855. {
  856. Direction(Player1.Ab_x2, c6*80 + 90);
  857. DT_Ball[Player1.box_x2][c6] = 3;
  858. }
  859. else if(DT_Ball[Player1.box_x2][c6] != 0) break;
  860. }
  861. for(c7 = Player1.box_x2-1; c7 >= 0; c7--)
  862. {
  863. if(DT_Ball[c7][Player1.box_y2] == 0)
  864. {
  865. Direction(c7*80 + 340, Player1.Ab_y2);
  866. DT_Ball[c7][Player1.box_y2] = 3;
  867. }
  868. else if(DT_Ball[c7][Player1.box_y2] != 0) break;
  869. }
  870. for(c8 = Player1.box_x2+1; c8 < 8; c8++)
  871. {
  872. if(DT_Ball[c8][Player1.box_y2] == 0)
  873. {
  874. Direction(c8*80 + 340, Player1.Ab_y2);
  875. DT_Ball[c8][Player1.box_y2] = 3;
  876. }
  877. else if(DT_Ball[c8][Player1.box_y2] != 0) break;
  878. }
  879. /////////////////////////////////////Testing///////////////////////////////////
  880. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  881. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  882. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  883. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  884. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  885. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  886. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  887. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  888. }
  889. //////////////////////If they choose the right position////////////////////////////
  890. else if(DT_Ball[Player1.box_x2][Player1.box_y2] == 3)
  891. {
  892. //////////////////Changing all number 3 to 0 after click on move///////////////
  893. for(c1 = Player1.box_y1-1; c1 >= 0; c1--)
  894. {
  895. if(DT_Ball[Player1.box_x1][c1] == 3)
  896. {
  897. DT_Ball[Player1.box_x1][c1] = 0;
  898. }
  899. else if(DT_Ball[Player1.box_x1][c1] != 3) break;
  900. }
  901. for(c2 = Player1.box_y1+1; c2 < 8; c2++)
  902. {
  903. if(DT_Ball[Player1.box_x1][c2] == 3)
  904. {
  905. DT_Ball[Player1.box_x1][c2] = 0;
  906. }
  907. else if(DT_Ball[Player1.box_x1][c2] != 3) break;
  908. }
  909. for(c3 = Player1.box_x1-1; c3 >= 0; c3--)
  910. {
  911. if(DT_Ball[c3][Player1.box_y1] == 3)
  912. {
  913. DT_Ball[c3][Player1.box_y1] = 0;
  914. }
  915. else if(DT_Ball[c3][Player1.box_y1] != 3) break;
  916. }
  917. for(c4 = Player1.box_x1+1; c4 < 8; c4++)
  918. {
  919. if(DT_Ball[c4][Player1.box_y1] == 3)
  920. {
  921. DT_Ball[c4][Player1.box_y1] = 0;
  922. }
  923. else if(DT_Ball[c4][Player1.box_y1] != 3) break;
  924. }
  925. ////////////////////////How it change the place and number///////////////////////
  926. if(DT_Ball[Player1.box_x2][Player1.box_y2] == 0)
  927. {
  928. for(c1 = Player1.box_y3-1; c1 >= 0; c1--)
  929. {
  930. if(DT_Ball[Player1.box_x3][c1] == 3)
  931. {
  932. DT_Ball[Player1.box_x3][c1] = 0;
  933. }
  934. else if(DT_Ball[Player1.box_x3][c1] != 3) break;
  935. }
  936. for(c2 = Player1.box_y3+1; c2 < 8; c2++)
  937. {
  938. if(DT_Ball[Player1.box_x3][c2] == 3)
  939. {
  940. DT_Ball[Player1.box_x3][c2] = 0;
  941. }
  942. else if(DT_Ball[Player1.box_x3][c2] != 3) break;
  943. }
  944. for(c3 = Player1.box_x3-1; c3 >= 0; c3--)
  945. {
  946. if(DT_Ball[c3][Player1.box_y3] == 3)
  947. {
  948. DT_Ball[c3][Player1.box_y3] = 0;
  949. }
  950. else if(DT_Ball[c3][Player1.box_y3] != 3) break;
  951. }
  952. for(c4 = Player1.box_x3+1; c4 < 8; c4++)
  953. {
  954. if(DT_Ball[c4][Player1.box_y3] == 3)
  955. {
  956. DT_Ball[c4][Player1.box_y3] = 0;
  957. }
  958. else if(DT_Ball[c4][Player1.box_y3] != 3) break;
  959. }
  960. goto GapBack;
  961. }
  962. if(DT_Ball[Player1.box_x2][Player1.box_y2] == 1|| DT_Ball[Player1.box_x2][Player1.box_y2] == -1||DT_Ball[Player1.box_x3][Player1.box_y3] == 1)
  963. {
  964. //////////////////////////Changing all number to 0 after click on move////////////////////////////////
  965. for(c1 = Player1.box_y3-1; c1 >= 0; c1--)
  966. {
  967. if(DT_Ball[Player1.box_x3][c1] == 3)
  968. {
  969. DT_Ball[Player1.box_x3][c1] = 0;
  970. }
  971. else if(DT_Ball[Player1.box_x3][c1] != 3) break;
  972. }
  973. for(c2 = Player1.box_y3+1; c2 < 8; c2++)
  974. {
  975. if(DT_Ball[Player1.box_x3][c2] == 3)
  976. {
  977. DT_Ball[Player1.box_x3][c2] = 0;
  978. }
  979. else if(DT_Ball[Player1.box_x3][c2] != 3) break;
  980. }
  981. for(c3 = Player1.box_x3-1; c3 >= 0; c3--)
  982. {
  983. if(DT_Ball[c3][Player1.box_y3] == 3)
  984. {
  985. DT_Ball[c3][Player1.box_y3] = 0;
  986. }
  987. else if(DT_Ball[c3][Player1.box_y3] != 3) break;
  988. }
  989. for(c4 = Player1.box_x3+1; c4 < 8; c4++)
  990. {
  991. if(DT_Ball[c4][Player1.box_y3] == 3)
  992. {
  993. DT_Ball[c4][Player1.box_y3] = 0;
  994. }
  995. else if(DT_Ball[c4][Player1.box_y3] != 3) break;
  996. }
  997. ///////////////////////////Changing the Click to get Unlimited Clicks////////////////////
  998. Player1.Click_x1 = Player1.Click_x3;
  999. Player1.Click_y1 = Player1.Click_y3;
  1000. Player1.box_x1 = Player1.box_x3;
  1001. Player1.box_y1 = Player1.box_y3;
  1002. Player1.Ab_x1 = Player1.Ab_x3;
  1003. Player1.Ab_y1 = Player1.Ab_y3;
  1004. }
  1005. GapBack:
  1006. /////////////////////////////////////////Testing/////////////////////////////////////////////
  1007. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  1008. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  1009. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  1010. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  1011. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  1012. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  1013. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  1014. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  1015. ///////////////////////How it change the place and number in DT_Ball/////////////////////////
  1016. putimage(0, 0, image0, COPY_PUT);
  1017. distancex = Player1.Ab_x2 - Player1.Ab_x1;
  1018. distancey = Player1.Ab_y2 - Player1.Ab_y1;
  1019. if(DT_Ball[Player1.box_x1][Player1.box_y1] == 1)
  1020. {
  1021. DT_Ball[Player1.box_x2][Player1.box_y2] = 1;
  1022. /////////////////////////////////////Animation Starts from here//////////////////////////
  1023. if(DT_Grid[Player1.box_x1][Player1.box_y1] == 1) //When Player clicks on DT_Grid number 1
  1024. {
  1025. setfillstyle(SOLID_FILL,LIGHTCYAN);
  1026. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40);
  1027. setfillstyle(SOLID_FILL,BROWN);
  1028. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1029. getimage(0, 0, 1280, 800, image0);
  1030. /////////////////////////////When Player moves up and down///////////////////////////
  1031. if(distancex == 0)
  1032. {
  1033. if(distancey < 0)
  1034. {
  1035. for(i = 1; i <= -distancey/80; i++)
  1036. {
  1037. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+80, BLUE);
  1038. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+78, BLUE);
  1039. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+76, BLUE);
  1040. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+74, BLUE);
  1041. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+72, BLUE);
  1042. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+70, BLUE);
  1043. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+68, BLUE);
  1044. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+66, BLUE);
  1045. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+64, BLUE);
  1046. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+62, BLUE);
  1047. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+60, BLUE);
  1048. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+58, BLUE);
  1049. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+56, BLUE);
  1050. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+54, BLUE);
  1051. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+52, BLUE);
  1052. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+50, BLUE);
  1053. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+48, BLUE);
  1054. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+46, BLUE);
  1055. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+44, BLUE);
  1056. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+42, BLUE);
  1057. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+40, BLUE);
  1058. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+38, BLUE);
  1059. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+36, BLUE);
  1060. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+34, BLUE);
  1061. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+32, BLUE);
  1062. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+30, BLUE);
  1063. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+28, BLUE);
  1064. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+26, BLUE);
  1065. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+24, BLUE);
  1066. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+22, BLUE);
  1067. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+20, BLUE);
  1068. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+18, BLUE);
  1069. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+16, BLUE);
  1070. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+14, BLUE);
  1071. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+12, BLUE);
  1072. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+10, BLUE);
  1073. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+8, BLUE);
  1074. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+6, BLUE);
  1075. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+4, BLUE);
  1076. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+2, BLUE);
  1077. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i, BLUE);
  1078. delay(0.00);
  1079. }
  1080. }
  1081. else if(distancey > 0)
  1082. {
  1083. for(i = 1; i <= distancey/80; i++)
  1084. {
  1085. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-80, BLUE);
  1086. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-78, BLUE);
  1087. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-76, BLUE);
  1088. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-74, BLUE);
  1089. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-72, BLUE);
  1090. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-70, BLUE);
  1091. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-68, BLUE);
  1092. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-66, BLUE);
  1093. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-64, BLUE);
  1094. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-62, BLUE);
  1095. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-60, BLUE);
  1096. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-58, BLUE);
  1097. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-56, BLUE);
  1098. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-54, BLUE);
  1099. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-52, BLUE);
  1100. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-50, BLUE);
  1101. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-48, BLUE);
  1102. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-46, BLUE);
  1103. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-44, BLUE);
  1104. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-42, BLUE);
  1105. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-40, BLUE);
  1106. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-38, BLUE);
  1107. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-36, BLUE);
  1108. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-34, BLUE);
  1109. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-32, BLUE);
  1110. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-30, BLUE);
  1111. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-28, BLUE);
  1112. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-26, BLUE);
  1113. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-24, BLUE);
  1114. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-22, BLUE);
  1115. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-20, BLUE);
  1116. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-18, BLUE);
  1117. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-16, BLUE);
  1118. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-14, BLUE);
  1119. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-12, BLUE);
  1120. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-10, BLUE);
  1121. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-8, BLUE);
  1122. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-6, BLUE);
  1123. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-4, BLUE);
  1124. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-2, BLUE);
  1125. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i, BLUE);
  1126. delay(0.00);
  1127. }
  1128. }
  1129. }
  1130. else if(distancey == 0) //When Player moves to the right or left
  1131. {
  1132. if(distancex < 0)
  1133. {
  1134. for(i = 1; i <= -distancex/80; i++)
  1135. {
  1136. Ball(Player1.Ab_x1-80*i+80, Player1.Ab_y1, BLUE);
  1137. Ball(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1138. Ball(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1139. Ball(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1140. Ball(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1141. Ball(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1142. Ball(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1143. Ball(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1144. Ball(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1145. Ball(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1146. Ball(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1147. Ball(Player1.Ab_x1-80*i+68, Player1.Ab_y1, BLUE);
  1148. Ball(Player1.Ab_x1-80*i+66, Player1.Ab_y1, BLUE);
  1149. Ball(Player1.Ab_x1-80*i+64, Player1.Ab_y1, BLUE);
  1150. Ball(Player1.Ab_x1-80*i+62, Player1.Ab_y1, BLUE);
  1151. Ball(Player1.Ab_x1-80*i+60, Player1.Ab_y1, BLUE);
  1152. Ball(Player1.Ab_x1-80*i+58, Player1.Ab_y1, BLUE);
  1153. Ball(Player1.Ab_x1-80*i+56, Player1.Ab_y1, BLUE);
  1154. Ball(Player1.Ab_x1-80*i+54, Player1.Ab_y1, BLUE);
  1155. Ball(Player1.Ab_x1-80*i+52, Player1.Ab_y1, BLUE);
  1156. Ball(Player1.Ab_x1-80*i+50, Player1.Ab_y1, BLUE);
  1157. Ball(Player1.Ab_x1-80*i+48, Player1.Ab_y1, BLUE);
  1158. Ball(Player1.Ab_x1-80*i+46, Player1.Ab_y1, BLUE);
  1159. Ball(Player1.Ab_x1-80*i+44, Player1.Ab_y1, BLUE);
  1160. Ball(Player1.Ab_x1-80*i+42, Player1.Ab_y1, BLUE);
  1161. Ball(Player1.Ab_x1-80*i+40, Player1.Ab_y1, BLUE);
  1162. Ball(Player1.Ab_x1-80*i+38, Player1.Ab_y1, BLUE);
  1163. Ball(Player1.Ab_x1-80*i+36, Player1.Ab_y1, BLUE);
  1164. Ball(Player1.Ab_x1-80*i+34, Player1.Ab_y1, BLUE);
  1165. Ball(Player1.Ab_x1-80*i+32, Player1.Ab_y1, BLUE);
  1166. Ball(Player1.Ab_x1-80*i+30, Player1.Ab_y1, BLUE);
  1167. Ball(Player1.Ab_x1-80*i+28, Player1.Ab_y1, BLUE);
  1168. Ball(Player1.Ab_x1-80*i+26, Player1.Ab_y1, BLUE);
  1169. Ball(Player1.Ab_x1-80*i+24, Player1.Ab_y1, BLUE);
  1170. Ball(Player1.Ab_x1-80*i+22, Player1.Ab_y1, BLUE);
  1171. Ball(Player1.Ab_x1-80*i+20, Player1.Ab_y1, BLUE);
  1172. Ball(Player1.Ab_x1-80*i+18, Player1.Ab_y1, BLUE);
  1173. Ball(Player1.Ab_x1-80*i+16, Player1.Ab_y1, BLUE);
  1174. Ball(Player1.Ab_x1-80*i+14, Player1.Ab_y1, BLUE);
  1175. Ball(Player1.Ab_x1-80*i+12, Player1.Ab_y1, BLUE);
  1176. Ball(Player1.Ab_x1-80*i+10, Player1.Ab_y1, BLUE);
  1177. Ball(Player1.Ab_x1-80*i+8, Player1.Ab_y1, BLUE);
  1178. Ball(Player1.Ab_x1-80*i+6, Player1.Ab_y1, BLUE);
  1179. Ball(Player1.Ab_x1-80*i+4, Player1.Ab_y1, BLUE);
  1180. Ball(Player1.Ab_x1-80*i+2, Player1.Ab_y1, BLUE);
  1181. Ball(Player1.Ab_x1-80*i, Player1.Ab_y1, BLUE);
  1182. delay(0.00);
  1183. }
  1184. }
  1185. else if(distancex > 0)
  1186. {
  1187. for(i = 1; i <= distancex/80; i++)
  1188. {
  1189. Ball(Player1.Ab_x1+80*i-80, Player1.Ab_y1, BLUE);
  1190. Ball(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1191. Ball(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1192. Ball(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1193. Ball(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1194. Ball(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1195. Ball(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1196. Ball(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1197. Ball(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1198. Ball(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1199. Ball(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1200. Ball(Player1.Ab_x1+80*i-68, Player1.Ab_y1, BLUE);
  1201. Ball(Player1.Ab_x1+80*i-66, Player1.Ab_y1, BLUE);
  1202. Ball(Player1.Ab_x1+80*i-64, Player1.Ab_y1, BLUE);
  1203. Ball(Player1.Ab_x1+80*i-62, Player1.Ab_y1, BLUE);
  1204. Ball(Player1.Ab_x1+80*i-60, Player1.Ab_y1, BLUE);
  1205. Ball(Player1.Ab_x1+80*i-58, Player1.Ab_y1, BLUE);
  1206. Ball(Player1.Ab_x1+80*i-56, Player1.Ab_y1, BLUE);
  1207. Ball(Player1.Ab_x1+80*i-54, Player1.Ab_y1, BLUE);
  1208. Ball(Player1.Ab_x1+80*i-52, Player1.Ab_y1, BLUE);
  1209. Ball(Player1.Ab_x1+80*i-50, Player1.Ab_y1, BLUE);
  1210. Ball(Player1.Ab_x1+80*i-48, Player1.Ab_y1, BLUE);
  1211. Ball(Player1.Ab_x1+80*i-46, Player1.Ab_y1, BLUE);
  1212. Ball(Player1.Ab_x1+80*i-44, Player1.Ab_y1, BLUE);
  1213. Ball(Player1.Ab_x1+80*i-42, Player1.Ab_y1, BLUE);
  1214. Ball(Player1.Ab_x1+80*i-40, Player1.Ab_y1, BLUE);
  1215. Ball(Player1.Ab_x1+80*i-38, Player1.Ab_y1, BLUE);
  1216. Ball(Player1.Ab_x1+80*i-36, Player1.Ab_y1, BLUE);
  1217. Ball(Player1.Ab_x1+80*i-34, Player1.Ab_y1, BLUE);
  1218. Ball(Player1.Ab_x1+80*i-32, Player1.Ab_y1, BLUE);
  1219. Ball(Player1.Ab_x1+80*i-30, Player1.Ab_y1, BLUE);
  1220. Ball(Player1.Ab_x1+80*i-28, Player1.Ab_y1, BLUE);
  1221. Ball(Player1.Ab_x1+80*i-26, Player1.Ab_y1, BLUE);
  1222. Ball(Player1.Ab_x1+80*i-24, Player1.Ab_y1, BLUE);
  1223. Ball(Player1.Ab_x1+80*i-22, Player1.Ab_y1, BLUE);
  1224. Ball(Player1.Ab_x1+80*i-20, Player1.Ab_y1, BLUE);
  1225. Ball(Player1.Ab_x1+80*i-18, Player1.Ab_y1, BLUE);
  1226. Ball(Player1.Ab_x1+80*i-16, Player1.Ab_y1, BLUE);
  1227. Ball(Player1.Ab_x1+80*i-14, Player1.Ab_y1, BLUE);
  1228. Ball(Player1.Ab_x1+80*i-12, Player1.Ab_y1, BLUE);
  1229. Ball(Player1.Ab_x1+80*i-10, Player1.Ab_y1, BLUE);
  1230. Ball(Player1.Ab_x1+80*i-8, Player1.Ab_y1, BLUE);
  1231. Ball(Player1.Ab_x1+80*i-6, Player1.Ab_y1, BLUE);
  1232. Ball(Player1.Ab_x1+80*i-4, Player1.Ab_y1, BLUE);
  1233. Ball(Player1.Ab_x1+80*i-2, Player1.Ab_y1, BLUE);
  1234. Ball(Player1.Ab_x1+80*i, Player1.Ab_y1, BLUE);
  1235. delay(0.00);
  1236. }
  1237. }
  1238. }
  1239. putimage(0, 0, image0, COPY_PUT);
  1240. Ball(Player1.Ab_x2, Player1.Ab_y2, BLUE);
  1241. }
  1242. else if(DT_Grid[Player1.box_x1][Player1.box_y1] == 0) //When Player Clicks on the DT_Grid number 0
  1243. {
  1244. setfillstyle(SOLID_FILL,LIGHTBLUE);
  1245. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40);
  1246. setfillstyle(SOLID_FILL,WHITE);
  1247. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1248. getimage(0, 0, 1280, 800, image0);
  1249. if(distancex == 0) //When Player moves up and down
  1250. {
  1251. if(distancey < 0)
  1252. {
  1253. for(i = 1; i <= -distancey/80; i++)
  1254. {
  1255. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+80, BLUE);
  1256. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+78, BLUE);
  1257. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+76, BLUE);
  1258. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+74, BLUE);
  1259. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+72, BLUE);
  1260. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+70, BLUE);
  1261. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+68, BLUE);
  1262. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+66, BLUE);
  1263. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+64, BLUE);
  1264. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+62, BLUE);
  1265. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+60, BLUE);
  1266. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+58, BLUE);
  1267. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+56, BLUE);
  1268. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+54, BLUE);
  1269. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+52, BLUE);
  1270. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+50, BLUE);
  1271. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+48, BLUE);
  1272. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+46, BLUE);
  1273. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+44, BLUE);
  1274. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+42, BLUE);
  1275. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+40, BLUE);
  1276. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+38, BLUE);
  1277. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+36, BLUE);
  1278. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+34, BLUE);
  1279. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+32, BLUE);
  1280. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+30, BLUE);
  1281. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+28, BLUE);
  1282. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+26, BLUE);
  1283. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+24, BLUE);
  1284. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+22, BLUE);
  1285. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+20, BLUE);
  1286. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+18, BLUE);
  1287. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+16, BLUE);
  1288. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+14, BLUE);
  1289. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+12, BLUE);
  1290. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+10, BLUE);
  1291. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+8, BLUE);
  1292. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+6, BLUE);
  1293. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+4, BLUE);
  1294. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i+2, BLUE);
  1295. Ball(Player1.Ab_x1, Player1.Ab_y1-80*i, BLUE);
  1296. delay(0.00);
  1297. }
  1298. }
  1299. else if(distancey > 0)
  1300. {
  1301. for(i = 1; i <= distancey/80; i++)
  1302. {
  1303. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-80, BLUE);
  1304. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-78, BLUE);
  1305. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-76, BLUE);
  1306. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-74, BLUE);
  1307. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-72, BLUE);
  1308. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-70, BLUE);
  1309. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-68, BLUE);
  1310. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-66, BLUE);
  1311. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-64, BLUE);
  1312. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-62, BLUE);
  1313. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-60, BLUE);
  1314. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-58, BLUE);
  1315. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-56, BLUE);
  1316. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-54, BLUE);
  1317. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-52, BLUE);
  1318. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-50, BLUE);
  1319. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-48, BLUE);
  1320. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-46, BLUE);
  1321. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-44, BLUE);
  1322. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-42, BLUE);
  1323. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-40, BLUE);
  1324. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-38, BLUE);
  1325. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-36, BLUE);
  1326. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-34, BLUE);
  1327. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-32, BLUE);
  1328. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-30, BLUE);
  1329. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-28, BLUE);
  1330. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-26, BLUE);
  1331. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-24, BLUE);
  1332. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-22, BLUE);
  1333. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-20, BLUE);
  1334. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-18, BLUE);
  1335. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-16, BLUE);
  1336. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-14, BLUE);
  1337. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-12, BLUE);
  1338. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-10, BLUE);
  1339. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-8, BLUE);
  1340. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-6, BLUE);
  1341. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-4, BLUE);
  1342. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i-2, BLUE);
  1343. Ball(Player1.Ab_x1, Player1.Ab_y1+80*i, BLUE);
  1344. delay(0.00);
  1345. }
  1346. }
  1347. }
  1348. else if(distancey == 0) //When Player moves to the right and left
  1349. {
  1350. if(distancex < 0)
  1351. {
  1352. for(i = 1; i <= -distancex/80; i++)
  1353. {
  1354. Ball(Player1.Ab_x1-80*i+80, Player1.Ab_y1, BLUE);
  1355. Ball(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1356. Ball(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1357. Ball(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1358. Ball(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1359. Ball(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1360. Ball(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1361. Ball(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1362. Ball(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1363. Ball(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1364. Ball(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1365. Ball(Player1.Ab_x1-80*i+68, Player1.Ab_y1, BLUE);
  1366. Ball(Player1.Ab_x1-80*i+66, Player1.Ab_y1, BLUE);
  1367. Ball(Player1.Ab_x1-80*i+64, Player1.Ab_y1, BLUE);
  1368. Ball(Player1.Ab_x1-80*i+62, Player1.Ab_y1, BLUE);
  1369. Ball(Player1.Ab_x1-80*i+60, Player1.Ab_y1, BLUE);
  1370. Ball(Player1.Ab_x1-80*i+58, Player1.Ab_y1, BLUE);
  1371. Ball(Player1.Ab_x1-80*i+56, Player1.Ab_y1, BLUE);
  1372. Ball(Player1.Ab_x1-80*i+54, Player1.Ab_y1, BLUE);
  1373. Ball(Player1.Ab_x1-80*i+52, Player1.Ab_y1, BLUE);
  1374. Ball(Player1.Ab_x1-80*i+50, Player1.Ab_y1, BLUE);
  1375. Ball(Player1.Ab_x1-80*i+48, Player1.Ab_y1, BLUE);
  1376. Ball(Player1.Ab_x1-80*i+46, Player1.Ab_y1, BLUE);
  1377. Ball(Player1.Ab_x1-80*i+44, Player1.Ab_y1, BLUE);
  1378. Ball(Player1.Ab_x1-80*i+42, Player1.Ab_y1, BLUE);
  1379. Ball(Player1.Ab_x1-80*i+40, Player1.Ab_y1, BLUE);
  1380. Ball(Player1.Ab_x1-80*i+38, Player1.Ab_y1, BLUE);
  1381. Ball(Player1.Ab_x1-80*i+36, Player1.Ab_y1, BLUE);
  1382. Ball(Player1.Ab_x1-80*i+34, Player1.Ab_y1, BLUE);
  1383. Ball(Player1.Ab_x1-80*i+32, Player1.Ab_y1, BLUE);
  1384. Ball(Player1.Ab_x1-80*i+30, Player1.Ab_y1, BLUE);
  1385. Ball(Player1.Ab_x1-80*i+28, Player1.Ab_y1, BLUE);
  1386. Ball(Player1.Ab_x1-80*i+26, Player1.Ab_y1, BLUE);
  1387. Ball(Player1.Ab_x1-80*i+24, Player1.Ab_y1, BLUE);
  1388. Ball(Player1.Ab_x1-80*i+22, Player1.Ab_y1, BLUE);
  1389. Ball(Player1.Ab_x1-80*i+20, Player1.Ab_y1, BLUE);
  1390. Ball(Player1.Ab_x1-80*i+18, Player1.Ab_y1, BLUE);
  1391. Ball(Player1.Ab_x1-80*i+16, Player1.Ab_y1, BLUE);
  1392. Ball(Player1.Ab_x1-80*i+14, Player1.Ab_y1, BLUE);
  1393. Ball(Player1.Ab_x1-80*i+12, Player1.Ab_y1, BLUE);
  1394. Ball(Player1.Ab_x1-80*i+10, Player1.Ab_y1, BLUE);
  1395. Ball(Player1.Ab_x1-80*i+8, Player1.Ab_y1, BLUE);
  1396. Ball(Player1.Ab_x1-80*i+6, Player1.Ab_y1, BLUE);
  1397. Ball(Player1.Ab_x1-80*i+4, Player1.Ab_y1, BLUE);
  1398. Ball(Player1.Ab_x1-80*i+2, Player1.Ab_y1, BLUE);
  1399. Ball(Player1.Ab_x1-80*i, Player1.Ab_y1, BLUE);
  1400. delay(0.00);
  1401. }
  1402. }
  1403. else if(distancex > 0)
  1404. {
  1405. for(i = 1; i <= distancex/80; i++)
  1406. {
  1407. Ball(Player1.Ab_x1+80*i-80, Player1.Ab_y1, BLUE);
  1408. Ball(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1409. Ball(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1410. Ball(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1411. Ball(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1412. Ball(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1413. Ball(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1414. Ball(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1415. Ball(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1416. Ball(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1417. Ball(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1418. Ball(Player1.Ab_x1+80*i-68, Player1.Ab_y1, BLUE);
  1419. Ball(Player1.Ab_x1+80*i-66, Player1.Ab_y1, BLUE);
  1420. Ball(Player1.Ab_x1+80*i-64, Player1.Ab_y1, BLUE);
  1421. Ball(Player1.Ab_x1+80*i-62, Player1.Ab_y1, BLUE);
  1422. Ball(Player1.Ab_x1+80*i-60, Player1.Ab_y1, BLUE);
  1423. Ball(Player1.Ab_x1+80*i-58, Player1.Ab_y1, BLUE);
  1424. Ball(Player1.Ab_x1+80*i-56, Player1.Ab_y1, BLUE);
  1425. Ball(Player1.Ab_x1+80*i-54, Player1.Ab_y1, BLUE);
  1426. Ball(Player1.Ab_x1+80*i-52, Player1.Ab_y1, BLUE);
  1427. Ball(Player1.Ab_x1+80*i-50, Player1.Ab_y1, BLUE);
  1428. Ball(Player1.Ab_x1+80*i-48, Player1.Ab_y1, BLUE);
  1429. Ball(Player1.Ab_x1+80*i-46, Player1.Ab_y1, BLUE);
  1430. Ball(Player1.Ab_x1+80*i-44, Player1.Ab_y1, BLUE);
  1431. Ball(Player1.Ab_x1+80*i-42, Player1.Ab_y1, BLUE);
  1432. Ball(Player1.Ab_x1+80*i-40, Player1.Ab_y1, BLUE);
  1433. Ball(Player1.Ab_x1+80*i-38, Player1.Ab_y1, BLUE);
  1434. Ball(Player1.Ab_x1+80*i-36, Player1.Ab_y1, BLUE);
  1435. Ball(Player1.Ab_x1+80*i-34, Player1.Ab_y1, BLUE);
  1436. Ball(Player1.Ab_x1+80*i-32, Player1.Ab_y1, BLUE);
  1437. Ball(Player1.Ab_x1+80*i-30, Player1.Ab_y1, BLUE);
  1438. Ball(Player1.Ab_x1+80*i-28, Player1.Ab_y1, BLUE);
  1439. Ball(Player1.Ab_x1+80*i-26, Player1.Ab_y1, BLUE);
  1440. Ball(Player1.Ab_x1+80*i-24, Player1.Ab_y1, BLUE);
  1441. Ball(Player1.Ab_x1+80*i-22, Player1.Ab_y1, BLUE);
  1442. Ball(Player1.Ab_x1+80*i-20, Player1.Ab_y1, BLUE);
  1443. Ball(Player1.Ab_x1+80*i-18, Player1.Ab_y1, BLUE);
  1444. Ball(Player1.Ab_x1+80*i-16, Player1.Ab_y1, BLUE);
  1445. Ball(Player1.Ab_x1+80*i-14, Player1.Ab_y1, BLUE);
  1446. Ball(Player1.Ab_x1+80*i-12, Player1.Ab_y1, BLUE);
  1447. Ball(Player1.Ab_x1+80*i-10, Player1.Ab_y1, BLUE);
  1448. Ball(Player1.Ab_x1+80*i-8, Player1.Ab_y1, BLUE);
  1449. Ball(Player1.Ab_x1+80*i-6, Player1.Ab_y1, BLUE);
  1450. Ball(Player1.Ab_x1+80*i-4, Player1.Ab_y1, BLUE);
  1451. Ball(Player1.Ab_x1+80*i-2, Player1.Ab_y1, BLUE);
  1452. Ball(Player1.Ab_x1+80*i, Player1.Ab_y1, BLUE);
  1453. delay(0.00);
  1454. }
  1455. }
  1456. }
  1457. putimage(0, 0, image0, COPY_PUT);
  1458. Ball(Player1.Ab_x2, Player1.Ab_y2, BLUE);
  1459. }
  1460. }
  1461. //////////////////////////////////The same as the Ball, To do the animation with the King//////////////////////////////////////
  1462. else if(DT_Ball[Player1.box_x1][Player1.box_y1] == -1)
  1463. {
  1464. DT_Ball[Player1.box_x2][Player1.box_y2] = -1;
  1465. if(DT_Grid[Player1.box_x1][Player1.box_y1] == 1)
  1466. {
  1467. setfillstyle(SOLID_FILL, LIGHTCYAN);
  1468. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40);
  1469. setfillstyle(SOLID_FILL, BROWN);
  1470. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1471. getimage(0, 0, 1280, 800, image0);
  1472. if(distancex == 0) //When Player moves up and down
  1473. {
  1474. if(distancey < 0)
  1475. {
  1476. for(i = 1; i <= -distancey/80; i++)
  1477. {
  1478. King(Player1.Ab_x1, Player1.Ab_y1-80*i+80, BLUE);
  1479. King(Player1.Ab_x1, Player1.Ab_y1-80*i+78, BLUE);
  1480. King(Player1.Ab_x1, Player1.Ab_y1-80*i+76, BLUE);
  1481. King(Player1.Ab_x1, Player1.Ab_y1-80*i+74, BLUE);
  1482. King(Player1.Ab_x1, Player1.Ab_y1-80*i+72, BLUE);
  1483. King(Player1.Ab_x1, Player1.Ab_y1-80*i+70, BLUE);
  1484. King(Player1.Ab_x1, Player1.Ab_y1-80*i+68, BLUE);
  1485. King(Player1.Ab_x1, Player1.Ab_y1-80*i+66, BLUE);
  1486. King(Player1.Ab_x1, Player1.Ab_y1-80*i+64, BLUE);
  1487. King(Player1.Ab_x1, Player1.Ab_y1-80*i+62, BLUE);
  1488. King(Player1.Ab_x1, Player1.Ab_y1-80*i+60, BLUE);
  1489. King(Player1.Ab_x1, Player1.Ab_y1-80*i+58, BLUE);
  1490. King(Player1.Ab_x1, Player1.Ab_y1-80*i+56, BLUE);
  1491. King(Player1.Ab_x1, Player1.Ab_y1-80*i+54, BLUE);
  1492. King(Player1.Ab_x1, Player1.Ab_y1-80*i+52, BLUE);
  1493. King(Player1.Ab_x1, Player1.Ab_y1-80*i+50, BLUE);
  1494. King(Player1.Ab_x1, Player1.Ab_y1-80*i+48, BLUE);
  1495. King(Player1.Ab_x1, Player1.Ab_y1-80*i+46, BLUE);
  1496. King(Player1.Ab_x1, Player1.Ab_y1-80*i+44, BLUE);
  1497. King(Player1.Ab_x1, Player1.Ab_y1-80*i+42, BLUE);
  1498. King(Player1.Ab_x1, Player1.Ab_y1-80*i+40, BLUE);
  1499. King(Player1.Ab_x1, Player1.Ab_y1-80*i+38, BLUE);
  1500. King(Player1.Ab_x1, Player1.Ab_y1-80*i+36, BLUE);
  1501. King(Player1.Ab_x1, Player1.Ab_y1-80*i+34, BLUE);
  1502. King(Player1.Ab_x1, Player1.Ab_y1-80*i+32, BLUE);
  1503. King(Player1.Ab_x1, Player1.Ab_y1-80*i+30, BLUE);
  1504. King(Player1.Ab_x1, Player1.Ab_y1-80*i+28, BLUE);
  1505. King(Player1.Ab_x1, Player1.Ab_y1-80*i+26, BLUE);
  1506. King(Player1.Ab_x1, Player1.Ab_y1-80*i+24, BLUE);
  1507. King(Player1.Ab_x1, Player1.Ab_y1-80*i+22, BLUE);
  1508. King(Player1.Ab_x1, Player1.Ab_y1-80*i+20, BLUE);
  1509. King(Player1.Ab_x1, Player1.Ab_y1-80*i+18, BLUE);
  1510. King(Player1.Ab_x1, Player1.Ab_y1-80*i+16, BLUE);
  1511. King(Player1.Ab_x1, Player1.Ab_y1-80*i+14, BLUE);
  1512. King(Player1.Ab_x1, Player1.Ab_y1-80*i+12, BLUE);
  1513. King(Player1.Ab_x1, Player1.Ab_y1-80*i+10, BLUE);
  1514. King(Player1.Ab_x1, Player1.Ab_y1-80*i+8, BLUE);
  1515. King(Player1.Ab_x1, Player1.Ab_y1-80*i+6, BLUE);
  1516. King(Player1.Ab_x1, Player1.Ab_y1-80*i+4, BLUE);
  1517. King(Player1.Ab_x1, Player1.Ab_y1-80*i+2, BLUE);
  1518. King(Player1.Ab_x1, Player1.Ab_y1-80*i, BLUE);
  1519. delay(0.00);
  1520. }
  1521. }
  1522. else if(distancey > 0)
  1523. {
  1524. for(i = 1; i <= distancey/80; i++)
  1525. {
  1526. King(Player1.Ab_x1, Player1.Ab_y1+80*i-80, BLUE);
  1527. King(Player1.Ab_x1, Player1.Ab_y1+80*i-78, BLUE);
  1528. King(Player1.Ab_x1, Player1.Ab_y1+80*i-76, BLUE);
  1529. King(Player1.Ab_x1, Player1.Ab_y1+80*i-74, BLUE);
  1530. King(Player1.Ab_x1, Player1.Ab_y1+80*i-72, BLUE);
  1531. King(Player1.Ab_x1, Player1.Ab_y1+80*i-70, BLUE);
  1532. King(Player1.Ab_x1, Player1.Ab_y1+80*i-68, BLUE);
  1533. King(Player1.Ab_x1, Player1.Ab_y1+80*i-66, BLUE);
  1534. King(Player1.Ab_x1, Player1.Ab_y1+80*i-64, BLUE);
  1535. King(Player1.Ab_x1, Player1.Ab_y1+80*i-62, BLUE);
  1536. King(Player1.Ab_x1, Player1.Ab_y1+80*i-60, BLUE);
  1537. King(Player1.Ab_x1, Player1.Ab_y1+80*i-58, BLUE);
  1538. King(Player1.Ab_x1, Player1.Ab_y1+80*i-56, BLUE);
  1539. King(Player1.Ab_x1, Player1.Ab_y1+80*i-54, BLUE);
  1540. King(Player1.Ab_x1, Player1.Ab_y1+80*i-52, BLUE);
  1541. King(Player1.Ab_x1, Player1.Ab_y1+80*i-50, BLUE);
  1542. King(Player1.Ab_x1, Player1.Ab_y1+80*i-48, BLUE);
  1543. King(Player1.Ab_x1, Player1.Ab_y1+80*i-46, BLUE);
  1544. King(Player1.Ab_x1, Player1.Ab_y1+80*i-44, BLUE);
  1545. King(Player1.Ab_x1, Player1.Ab_y1+80*i-42, BLUE);
  1546. King(Player1.Ab_x1, Player1.Ab_y1+80*i-40, BLUE);
  1547. King(Player1.Ab_x1, Player1.Ab_y1+80*i-38, BLUE);
  1548. King(Player1.Ab_x1, Player1.Ab_y1+80*i-36, BLUE);
  1549. King(Player1.Ab_x1, Player1.Ab_y1+80*i-34, BLUE);
  1550. King(Player1.Ab_x1, Player1.Ab_y1+80*i-32, BLUE);
  1551. King(Player1.Ab_x1, Player1.Ab_y1+80*i-30, BLUE);
  1552. King(Player1.Ab_x1, Player1.Ab_y1+80*i-28, BLUE);
  1553. King(Player1.Ab_x1, Player1.Ab_y1+80*i-26, BLUE);
  1554. King(Player1.Ab_x1, Player1.Ab_y1+80*i-24, BLUE);
  1555. King(Player1.Ab_x1, Player1.Ab_y1+80*i-22, BLUE);
  1556. King(Player1.Ab_x1, Player1.Ab_y1+80*i-20, BLUE);
  1557. King(Player1.Ab_x1, Player1.Ab_y1+80*i-18, BLUE);
  1558. King(Player1.Ab_x1, Player1.Ab_y1+80*i-16, BLUE);
  1559. King(Player1.Ab_x1, Player1.Ab_y1+80*i-14, BLUE);
  1560. King(Player1.Ab_x1, Player1.Ab_y1+80*i-12, BLUE);
  1561. King(Player1.Ab_x1, Player1.Ab_y1+80*i-10, BLUE);
  1562. King(Player1.Ab_x1, Player1.Ab_y1+80*i-8, BLUE);
  1563. King(Player1.Ab_x1, Player1.Ab_y1+80*i-6, BLUE);
  1564. King(Player1.Ab_x1, Player1.Ab_y1+80*i-4, BLUE);
  1565. King(Player1.Ab_x1, Player1.Ab_y1+80*i-2, BLUE);
  1566. King(Player1.Ab_x1, Player1.Ab_y1+80*i, BLUE);
  1567. delay(0.00);
  1568. }
  1569. }
  1570. }
  1571. else if(distancey == 0) //When Player moves to the right and left
  1572. {
  1573. if(distancex < 0)
  1574. {
  1575. for(i = 1; i <= -distancex/80; i++)
  1576. {
  1577. King(Player1.Ab_x1-80*i+80, Player1.Ab_y1, BLUE);
  1578. King(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1579. King(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1580. King(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1581. King(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1582. King(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1583. King(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1584. King(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1585. King(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1586. King(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1587. King(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1588. King(Player1.Ab_x1-80*i+68, Player1.Ab_y1, BLUE);
  1589. King(Player1.Ab_x1-80*i+66, Player1.Ab_y1, BLUE);
  1590. King(Player1.Ab_x1-80*i+64, Player1.Ab_y1, BLUE);
  1591. King(Player1.Ab_x1-80*i+62, Player1.Ab_y1, BLUE);
  1592. King(Player1.Ab_x1-80*i+60, Player1.Ab_y1, BLUE);
  1593. King(Player1.Ab_x1-80*i+58, Player1.Ab_y1, BLUE);
  1594. King(Player1.Ab_x1-80*i+56, Player1.Ab_y1, BLUE);
  1595. King(Player1.Ab_x1-80*i+54, Player1.Ab_y1, BLUE);
  1596. King(Player1.Ab_x1-80*i+52, Player1.Ab_y1, BLUE);
  1597. King(Player1.Ab_x1-80*i+50, Player1.Ab_y1, BLUE);
  1598. King(Player1.Ab_x1-80*i+48, Player1.Ab_y1, BLUE);
  1599. King(Player1.Ab_x1-80*i+46, Player1.Ab_y1, BLUE);
  1600. King(Player1.Ab_x1-80*i+44, Player1.Ab_y1, BLUE);
  1601. King(Player1.Ab_x1-80*i+42, Player1.Ab_y1, BLUE);
  1602. King(Player1.Ab_x1-80*i+40, Player1.Ab_y1, BLUE);
  1603. King(Player1.Ab_x1-80*i+38, Player1.Ab_y1, BLUE);
  1604. King(Player1.Ab_x1-80*i+36, Player1.Ab_y1, BLUE);
  1605. King(Player1.Ab_x1-80*i+34, Player1.Ab_y1, BLUE);
  1606. King(Player1.Ab_x1-80*i+32, Player1.Ab_y1, BLUE);
  1607. King(Player1.Ab_x1-80*i+30, Player1.Ab_y1, BLUE);
  1608. King(Player1.Ab_x1-80*i+28, Player1.Ab_y1, BLUE);
  1609. King(Player1.Ab_x1-80*i+26, Player1.Ab_y1, BLUE);
  1610. King(Player1.Ab_x1-80*i+24, Player1.Ab_y1, BLUE);
  1611. King(Player1.Ab_x1-80*i+22, Player1.Ab_y1, BLUE);
  1612. King(Player1.Ab_x1-80*i+20, Player1.Ab_y1, BLUE);
  1613. King(Player1.Ab_x1-80*i+18, Player1.Ab_y1, BLUE);
  1614. King(Player1.Ab_x1-80*i+16, Player1.Ab_y1, BLUE);
  1615. King(Player1.Ab_x1-80*i+14, Player1.Ab_y1, BLUE);
  1616. King(Player1.Ab_x1-80*i+12, Player1.Ab_y1, BLUE);
  1617. King(Player1.Ab_x1-80*i+10, Player1.Ab_y1, BLUE);
  1618. King(Player1.Ab_x1-80*i+8, Player1.Ab_y1, BLUE);
  1619. King(Player1.Ab_x1-80*i+6, Player1.Ab_y1, BLUE);
  1620. King(Player1.Ab_x1-80*i+4, Player1.Ab_y1, BLUE);
  1621. King(Player1.Ab_x1-80*i+2, Player1.Ab_y1, BLUE);
  1622. King(Player1.Ab_x1-80*i, Player1.Ab_y1, BLUE);
  1623. delay(0.00);
  1624. }
  1625. }
  1626. else if(distancex > 0)
  1627. {
  1628. for(i = 1; i <= distancex/80; i++)
  1629. {
  1630. King(Player1.Ab_x1+80*i-80, Player1.Ab_y1, BLUE);
  1631. King(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1632. King(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1633. King(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1634. King(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1635. King(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1636. King(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1637. King(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1638. King(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1639. King(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1640. King(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1641. King(Player1.Ab_x1+80*i-68, Player1.Ab_y1, BLUE);
  1642. King(Player1.Ab_x1+80*i-66, Player1.Ab_y1, BLUE);
  1643. King(Player1.Ab_x1+80*i-64, Player1.Ab_y1, BLUE);
  1644. King(Player1.Ab_x1+80*i-62, Player1.Ab_y1, BLUE);
  1645. King(Player1.Ab_x1+80*i-60, Player1.Ab_y1, BLUE);
  1646. King(Player1.Ab_x1+80*i-58, Player1.Ab_y1, BLUE);
  1647. King(Player1.Ab_x1+80*i-56, Player1.Ab_y1, BLUE);
  1648. King(Player1.Ab_x1+80*i-54, Player1.Ab_y1, BLUE);
  1649. King(Player1.Ab_x1+80*i-52, Player1.Ab_y1, BLUE);
  1650. King(Player1.Ab_x1+80*i-50, Player1.Ab_y1, BLUE);
  1651. King(Player1.Ab_x1+80*i-48, Player1.Ab_y1, BLUE);
  1652. King(Player1.Ab_x1+80*i-46, Player1.Ab_y1, BLUE);
  1653. King(Player1.Ab_x1+80*i-44, Player1.Ab_y1, BLUE);
  1654. King(Player1.Ab_x1+80*i-42, Player1.Ab_y1, BLUE);
  1655. King(Player1.Ab_x1+80*i-40, Player1.Ab_y1, BLUE);
  1656. King(Player1.Ab_x1+80*i-38, Player1.Ab_y1, BLUE);
  1657. King(Player1.Ab_x1+80*i-36, Player1.Ab_y1, BLUE);
  1658. King(Player1.Ab_x1+80*i-34, Player1.Ab_y1, BLUE);
  1659. King(Player1.Ab_x1+80*i-32, Player1.Ab_y1, BLUE);
  1660. King(Player1.Ab_x1+80*i-30, Player1.Ab_y1, BLUE);
  1661. King(Player1.Ab_x1+80*i-28, Player1.Ab_y1, BLUE);
  1662. King(Player1.Ab_x1+80*i-26, Player1.Ab_y1, BLUE);
  1663. King(Player1.Ab_x1+80*i-24, Player1.Ab_y1, BLUE);
  1664. King(Player1.Ab_x1+80*i-22, Player1.Ab_y1, BLUE);
  1665. King(Player1.Ab_x1+80*i-20, Player1.Ab_y1, BLUE);
  1666. King(Player1.Ab_x1+80*i-18, Player1.Ab_y1, BLUE);
  1667. King(Player1.Ab_x1+80*i-16, Player1.Ab_y1, BLUE);
  1668. King(Player1.Ab_x1+80*i-14, Player1.Ab_y1, BLUE);
  1669. King(Player1.Ab_x1+80*i-12, Player1.Ab_y1, BLUE);
  1670. King(Player1.Ab_x1+80*i-10, Player1.Ab_y1, BLUE);
  1671. King(Player1.Ab_x1+80*i-8, Player1.Ab_y1, BLUE);
  1672. King(Player1.Ab_x1+80*i-6, Player1.Ab_y1, BLUE);
  1673. King(Player1.Ab_x1+80*i-4, Player1.Ab_y1, BLUE);
  1674. King(Player1.Ab_x1+80*i-2, Player1.Ab_y1, BLUE);
  1675. King(Player1.Ab_x1+80*i, Player1.Ab_y1, BLUE);
  1676. delay(0.00);
  1677. }
  1678. }
  1679. }
  1680. putimage(0, 0, image0, COPY_PUT);
  1681. King(Player1.Ab_x2, Player1.Ab_y2, BLUE);
  1682. }
  1683. else if(DT_Grid[Player1.box_x1][Player1.box_y1] == 0) //When Player moves the King on DT_Grid number 0
  1684. {
  1685. setfillstyle(SOLID_FILL, LIGHTBLUE);
  1686. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40);
  1687. setfillstyle(SOLID_FILL, WHITE);
  1688. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1689. getimage(0, 0, 1280, 800, image0);
  1690. if(distancex == 0) //When Player moves up and down
  1691. {
  1692. if(distancey < 0)
  1693. {
  1694. for(i = 1; i <= -distancey/80; i++)
  1695. {
  1696. King(Player1.Ab_x1, Player1.Ab_y1-80*i+80, BLUE);
  1697. King(Player1.Ab_x1, Player1.Ab_y1-80*i+78, BLUE);
  1698. King(Player1.Ab_x1, Player1.Ab_y1-80*i+76, BLUE);
  1699. King(Player1.Ab_x1, Player1.Ab_y1-80*i+74, BLUE);
  1700. King(Player1.Ab_x1, Player1.Ab_y1-80*i+72, BLUE);
  1701. King(Player1.Ab_x1, Player1.Ab_y1-80*i+70, BLUE);
  1702. King(Player1.Ab_x1, Player1.Ab_y1-80*i+68, BLUE);
  1703. King(Player1.Ab_x1, Player1.Ab_y1-80*i+66, BLUE);
  1704. King(Player1.Ab_x1, Player1.Ab_y1-80*i+64, BLUE);
  1705. King(Player1.Ab_x1, Player1.Ab_y1-80*i+62, BLUE);
  1706. King(Player1.Ab_x1, Player1.Ab_y1-80*i+60, BLUE);
  1707. King(Player1.Ab_x1, Player1.Ab_y1-80*i+58, BLUE);
  1708. King(Player1.Ab_x1, Player1.Ab_y1-80*i+56, BLUE);
  1709. King(Player1.Ab_x1, Player1.Ab_y1-80*i+54, BLUE);
  1710. King(Player1.Ab_x1, Player1.Ab_y1-80*i+52, BLUE);
  1711. King(Player1.Ab_x1, Player1.Ab_y1-80*i+50, BLUE);
  1712. King(Player1.Ab_x1, Player1.Ab_y1-80*i+48, BLUE);
  1713. King(Player1.Ab_x1, Player1.Ab_y1-80*i+46, BLUE);
  1714. King(Player1.Ab_x1, Player1.Ab_y1-80*i+44, BLUE);
  1715. King(Player1.Ab_x1, Player1.Ab_y1-80*i+42, BLUE);
  1716. King(Player1.Ab_x1, Player1.Ab_y1-80*i+40, BLUE);
  1717. King(Player1.Ab_x1, Player1.Ab_y1-80*i+38, BLUE);
  1718. King(Player1.Ab_x1, Player1.Ab_y1-80*i+36, BLUE);
  1719. King(Player1.Ab_x1, Player1.Ab_y1-80*i+34, BLUE);
  1720. King(Player1.Ab_x1, Player1.Ab_y1-80*i+32, BLUE);
  1721. King(Player1.Ab_x1, Player1.Ab_y1-80*i+30, BLUE);
  1722. King(Player1.Ab_x1, Player1.Ab_y1-80*i+28, BLUE);
  1723. King(Player1.Ab_x1, Player1.Ab_y1-80*i+26, BLUE);
  1724. King(Player1.Ab_x1, Player1.Ab_y1-80*i+24, BLUE);
  1725. King(Player1.Ab_x1, Player1.Ab_y1-80*i+22, BLUE);
  1726. King(Player1.Ab_x1, Player1.Ab_y1-80*i+20, BLUE);
  1727. King(Player1.Ab_x1, Player1.Ab_y1-80*i+18, BLUE);
  1728. King(Player1.Ab_x1, Player1.Ab_y1-80*i+16, BLUE);
  1729. King(Player1.Ab_x1, Player1.Ab_y1-80*i+14, BLUE);
  1730. King(Player1.Ab_x1, Player1.Ab_y1-80*i+12, BLUE);
  1731. King(Player1.Ab_x1, Player1.Ab_y1-80*i+10, BLUE);
  1732. King(Player1.Ab_x1, Player1.Ab_y1-80*i+8, BLUE);
  1733. King(Player1.Ab_x1, Player1.Ab_y1-80*i+6, BLUE);
  1734. King(Player1.Ab_x1, Player1.Ab_y1-80*i+4, BLUE);
  1735. King(Player1.Ab_x1, Player1.Ab_y1-80*i+2, BLUE);
  1736. King(Player1.Ab_x1, Player1.Ab_y1-80*i, BLUE);
  1737. delay(0.00);
  1738. }
  1739. }
  1740. else if(distancey > 0)
  1741. {
  1742. for(i = 1; i <= distancey/80; i++)
  1743. {
  1744. King(Player1.Ab_x1, Player1.Ab_y1+80*i-80, BLUE);
  1745. King(Player1.Ab_x1, Player1.Ab_y1+80*i-78, BLUE);
  1746. King(Player1.Ab_x1, Player1.Ab_y1+80*i-76, BLUE);
  1747. King(Player1.Ab_x1, Player1.Ab_y1+80*i-74, BLUE);
  1748. King(Player1.Ab_x1, Player1.Ab_y1+80*i-72, BLUE);
  1749. King(Player1.Ab_x1, Player1.Ab_y1+80*i-70, BLUE);
  1750. King(Player1.Ab_x1, Player1.Ab_y1+80*i-68, BLUE);
  1751. King(Player1.Ab_x1, Player1.Ab_y1+80*i-66, BLUE);
  1752. King(Player1.Ab_x1, Player1.Ab_y1+80*i-64, BLUE);
  1753. King(Player1.Ab_x1, Player1.Ab_y1+80*i-62, BLUE);
  1754. King(Player1.Ab_x1, Player1.Ab_y1+80*i-60, BLUE);
  1755. King(Player1.Ab_x1, Player1.Ab_y1+80*i-58, BLUE);
  1756. King(Player1.Ab_x1, Player1.Ab_y1+80*i-56, BLUE);
  1757. King(Player1.Ab_x1, Player1.Ab_y1+80*i-54, BLUE);
  1758. King(Player1.Ab_x1, Player1.Ab_y1+80*i-52, BLUE);
  1759. King(Player1.Ab_x1, Player1.Ab_y1+80*i-50, BLUE);
  1760. King(Player1.Ab_x1, Player1.Ab_y1+80*i-48, BLUE);
  1761. King(Player1.Ab_x1, Player1.Ab_y1+80*i-46, BLUE);
  1762. King(Player1.Ab_x1, Player1.Ab_y1+80*i-44, BLUE);
  1763. King(Player1.Ab_x1, Player1.Ab_y1+80*i-42, BLUE);
  1764. King(Player1.Ab_x1, Player1.Ab_y1+80*i-40, BLUE);
  1765. King(Player1.Ab_x1, Player1.Ab_y1+80*i-38, BLUE);
  1766. King(Player1.Ab_x1, Player1.Ab_y1+80*i-36, BLUE);
  1767. King(Player1.Ab_x1, Player1.Ab_y1+80*i-34, BLUE);
  1768. King(Player1.Ab_x1, Player1.Ab_y1+80*i-32, BLUE);
  1769. King(Player1.Ab_x1, Player1.Ab_y1+80*i-30, BLUE);
  1770. King(Player1.Ab_x1, Player1.Ab_y1+80*i-28, BLUE);
  1771. King(Player1.Ab_x1, Player1.Ab_y1+80*i-26, BLUE);
  1772. King(Player1.Ab_x1, Player1.Ab_y1+80*i-24, BLUE);
  1773. King(Player1.Ab_x1, Player1.Ab_y1+80*i-22, BLUE);
  1774. King(Player1.Ab_x1, Player1.Ab_y1+80*i-20, BLUE);
  1775. King(Player1.Ab_x1, Player1.Ab_y1+80*i-18, BLUE);
  1776. King(Player1.Ab_x1, Player1.Ab_y1+80*i-16, BLUE);
  1777. King(Player1.Ab_x1, Player1.Ab_y1+80*i-14, BLUE);
  1778. King(Player1.Ab_x1, Player1.Ab_y1+80*i-12, BLUE);
  1779. King(Player1.Ab_x1, Player1.Ab_y1+80*i-10, BLUE);
  1780. King(Player1.Ab_x1, Player1.Ab_y1+80*i-8, BLUE);
  1781. King(Player1.Ab_x1, Player1.Ab_y1+80*i-6, BLUE);
  1782. King(Player1.Ab_x1, Player1.Ab_y1+80*i-4, BLUE);
  1783. King(Player1.Ab_x1, Player1.Ab_y1+80*i-2, BLUE);
  1784. King(Player1.Ab_x1, Player1.Ab_y1+80*i, BLUE);
  1785. delay(0.00);
  1786. }
  1787. }
  1788. }
  1789. else if(distancey == 0) //When Player moves to the right and down
  1790. {
  1791. if(distancex < 0)
  1792. {
  1793. for(i = 1; i <= -distancex/80; i++)
  1794. {
  1795. King(Player1.Ab_x1-80*i+80, Player1.Ab_y1, BLUE);
  1796. King(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1797. King(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1798. King(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1799. King(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1800. King(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1801. King(Player1.Ab_x1-80*i+78, Player1.Ab_y1, BLUE);
  1802. King(Player1.Ab_x1-80*i+76, Player1.Ab_y1, BLUE);
  1803. King(Player1.Ab_x1-80*i+74, Player1.Ab_y1, BLUE);
  1804. King(Player1.Ab_x1-80*i+72, Player1.Ab_y1, BLUE);
  1805. King(Player1.Ab_x1-80*i+70, Player1.Ab_y1, BLUE);
  1806. King(Player1.Ab_x1-80*i+68, Player1.Ab_y1, BLUE);
  1807. King(Player1.Ab_x1-80*i+66, Player1.Ab_y1, BLUE);
  1808. King(Player1.Ab_x1-80*i+64, Player1.Ab_y1, BLUE);
  1809. King(Player1.Ab_x1-80*i+62, Player1.Ab_y1, BLUE);
  1810. King(Player1.Ab_x1-80*i+60, Player1.Ab_y1, BLUE);
  1811. King(Player1.Ab_x1-80*i+58, Player1.Ab_y1, BLUE);
  1812. King(Player1.Ab_x1-80*i+56, Player1.Ab_y1, BLUE);
  1813. King(Player1.Ab_x1-80*i+54, Player1.Ab_y1, BLUE);
  1814. King(Player1.Ab_x1-80*i+52, Player1.Ab_y1, BLUE);
  1815. King(Player1.Ab_x1-80*i+50, Player1.Ab_y1, BLUE);
  1816. King(Player1.Ab_x1-80*i+48, Player1.Ab_y1, BLUE);
  1817. King(Player1.Ab_x1-80*i+46, Player1.Ab_y1, BLUE);
  1818. King(Player1.Ab_x1-80*i+44, Player1.Ab_y1, BLUE);
  1819. King(Player1.Ab_x1-80*i+42, Player1.Ab_y1, BLUE);
  1820. King(Player1.Ab_x1-80*i+40, Player1.Ab_y1, BLUE);
  1821. King(Player1.Ab_x1-80*i+38, Player1.Ab_y1, BLUE);
  1822. King(Player1.Ab_x1-80*i+36, Player1.Ab_y1, BLUE);
  1823. King(Player1.Ab_x1-80*i+34, Player1.Ab_y1, BLUE);
  1824. King(Player1.Ab_x1-80*i+32, Player1.Ab_y1, BLUE);
  1825. King(Player1.Ab_x1-80*i+30, Player1.Ab_y1, BLUE);
  1826. King(Player1.Ab_x1-80*i+28, Player1.Ab_y1, BLUE);
  1827. King(Player1.Ab_x1-80*i+26, Player1.Ab_y1, BLUE);
  1828. King(Player1.Ab_x1-80*i+24, Player1.Ab_y1, BLUE);
  1829. King(Player1.Ab_x1-80*i+22, Player1.Ab_y1, BLUE);
  1830. King(Player1.Ab_x1-80*i+20, Player1.Ab_y1, BLUE);
  1831. King(Player1.Ab_x1-80*i+18, Player1.Ab_y1, BLUE);
  1832. King(Player1.Ab_x1-80*i+16, Player1.Ab_y1, BLUE);
  1833. King(Player1.Ab_x1-80*i+14, Player1.Ab_y1, BLUE);
  1834. King(Player1.Ab_x1-80*i+12, Player1.Ab_y1, BLUE);
  1835. King(Player1.Ab_x1-80*i+10, Player1.Ab_y1, BLUE);
  1836. King(Player1.Ab_x1-80*i+8, Player1.Ab_y1, BLUE);
  1837. King(Player1.Ab_x1-80*i+6, Player1.Ab_y1, BLUE);
  1838. King(Player1.Ab_x1-80*i+4, Player1.Ab_y1, BLUE);
  1839. King(Player1.Ab_x1-80*i+2, Player1.Ab_y1, BLUE);
  1840. King(Player1.Ab_x1-80*i, Player1.Ab_y1, BLUE);
  1841. delay(0.00);
  1842. }
  1843. }
  1844. else if(distancex > 0)
  1845. {
  1846. for(i = 1; i <= distancex/80; i++)
  1847. {
  1848. King(Player1.Ab_x1+80*i-80, Player1.Ab_y1, BLUE);
  1849. King(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1850. King(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1851. King(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1852. King(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1853. King(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1854. King(Player1.Ab_x1+80*i-78, Player1.Ab_y1, BLUE);
  1855. King(Player1.Ab_x1+80*i-76, Player1.Ab_y1, BLUE);
  1856. King(Player1.Ab_x1+80*i-74, Player1.Ab_y1, BLUE);
  1857. King(Player1.Ab_x1+80*i-72, Player1.Ab_y1, BLUE);
  1858. King(Player1.Ab_x1+80*i-70, Player1.Ab_y1, BLUE);
  1859. King(Player1.Ab_x1+80*i-68, Player1.Ab_y1, BLUE);
  1860. King(Player1.Ab_x1+80*i-66, Player1.Ab_y1, BLUE);
  1861. King(Player1.Ab_x1+80*i-64, Player1.Ab_y1, BLUE);
  1862. King(Player1.Ab_x1+80*i-62, Player1.Ab_y1, BLUE);
  1863. King(Player1.Ab_x1+80*i-60, Player1.Ab_y1, BLUE);
  1864. King(Player1.Ab_x1+80*i-58, Player1.Ab_y1, BLUE);
  1865. King(Player1.Ab_x1+80*i-56, Player1.Ab_y1, BLUE);
  1866. King(Player1.Ab_x1+80*i-54, Player1.Ab_y1, BLUE);
  1867. King(Player1.Ab_x1+80*i-52, Player1.Ab_y1, BLUE);
  1868. King(Player1.Ab_x1+80*i-50, Player1.Ab_y1, BLUE);
  1869. King(Player1.Ab_x1+80*i-48, Player1.Ab_y1, BLUE);
  1870. King(Player1.Ab_x1+80*i-46, Player1.Ab_y1, BLUE);
  1871. King(Player1.Ab_x1+80*i-44, Player1.Ab_y1, BLUE);
  1872. King(Player1.Ab_x1+80*i-42, Player1.Ab_y1, BLUE);
  1873. King(Player1.Ab_x1+80*i-40, Player1.Ab_y1, BLUE);
  1874. King(Player1.Ab_x1+80*i-38, Player1.Ab_y1, BLUE);
  1875. King(Player1.Ab_x1+80*i-36, Player1.Ab_y1, BLUE);
  1876. King(Player1.Ab_x1+80*i-34, Player1.Ab_y1, BLUE);
  1877. King(Player1.Ab_x1+80*i-32, Player1.Ab_y1, BLUE);
  1878. King(Player1.Ab_x1+80*i-30, Player1.Ab_y1, BLUE);
  1879. King(Player1.Ab_x1+80*i-28, Player1.Ab_y1, BLUE);
  1880. King(Player1.Ab_x1+80*i-26, Player1.Ab_y1, BLUE);
  1881. King(Player1.Ab_x1+80*i-24, Player1.Ab_y1, BLUE);
  1882. King(Player1.Ab_x1+80*i-22, Player1.Ab_y1, BLUE);
  1883. King(Player1.Ab_x1+80*i-20, Player1.Ab_y1, BLUE);
  1884. King(Player1.Ab_x1+80*i-18, Player1.Ab_y1, BLUE);
  1885. King(Player1.Ab_x1+80*i-16, Player1.Ab_y1, BLUE);
  1886. King(Player1.Ab_x1+80*i-14, Player1.Ab_y1, BLUE);
  1887. King(Player1.Ab_x1+80*i-12, Player1.Ab_y1, BLUE);
  1888. King(Player1.Ab_x1+80*i-10, Player1.Ab_y1, BLUE);
  1889. King(Player1.Ab_x1+80*i-8, Player1.Ab_y1, BLUE);
  1890. King(Player1.Ab_x1+80*i-6, Player1.Ab_y1, BLUE);
  1891. King(Player1.Ab_x1+80*i-4, Player1.Ab_y1, BLUE);
  1892. King(Player1.Ab_x1+80*i-2, Player1.Ab_y1, BLUE);
  1893. King(Player1.Ab_x1+80*i, Player1.Ab_y1, BLUE);
  1894. delay(0.00);
  1895. }
  1896. }
  1897. }
  1898. putimage(0, 0, image0, COPY_PUT);
  1899. King(Player1.Ab_x2, Player1.Ab_y2, BLUE); //To Display the terminal Ball of King
  1900. }
  1901. }
  1902. DT_Ball[Player1.box_x1][Player1.box_y1] = 0;
  1903. DT_Ball[9][9] = 10;
  1904. //////////////////////////////////////Unballed/////////////////////////////////////////
  1905. if(DT_Grid[Player1.box_x1][Player1.box_y1] == 1)
  1906. {
  1907. setfillstyle(SOLID_FILL, LIGHTCYAN);
  1908. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40); //Pop up Bar Above the Grid
  1909. setfillstyle(SOLID_FILL, BROWN);
  1910. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1911. }
  1912. else if(DT_Grid[Player1.box_x1][Player1.box_y1] == 0)
  1913. {
  1914. setfillstyle(SOLID_FILL, LIGHTBLUE);
  1915. bar(Player1.Ab_x1-40, Player1.Ab_y1-40, Player1.Ab_x1+40, Player1.Ab_y1+40); //Pop up Bar Above the Grid
  1916. setfillstyle(SOLID_FILL, WHITE);
  1917. bar(Player1.Ab_x1-40+8, Player1.Ab_y1-40+8, Player1.Ab_x1+40-8, Player1.Ab_y1+40-8);
  1918. }
  1919. /////////////////////////////////Middle Detection....//////////////////////////////////
  1920. if((DT_Ball[Player1.box_x2-1][Player1.box_y2] == 2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == 2)
  1921. ||(DT_Ball[Player1.box_x2-1][Player1.box_y2] == -2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == 2)
  1922. ||(DT_Ball[Player1.box_x2-1][Player1.box_y2] == 2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == -2))
  1923. {
  1924. if((DT_Ball[Player1.box_x2-1][Player1.box_y2] == -2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == 2)
  1925. ||(DT_Ball[Player1.box_x2-1][Player1.box_y2] == 2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == -2))
  1926. {
  1927. cleardevice();
  1928. for(i=0; i<=4500; i++)
  1929. {
  1930. x=rand()%1280;
  1931. y=rand()%800;
  1932. putpixel(x,y,15);
  1933. }
  1934. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  1935. setcolor(1);
  1936. outtextxy(500, 300, "RED TEAM WON!");
  1937.  
  1938. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  1939. setcolor(1);
  1940. outtextxy(505, 450, "New Game Will Start in 10...");
  1941. delay(1000);
  1942. outtextxy(505, 450, "New Game Will Start in 9... ");
  1943. delay(1000);
  1944. outtextxy(505, 450, "New Game Will Start in 8... ");
  1945. delay(1000);
  1946. outtextxy(505, 450, "New Game Will Start in 7... ");
  1947. delay(1000);
  1948. outtextxy(505, 450, "New Game Will Start in 6... ");
  1949. delay(1000);
  1950. outtextxy(505, 450, "New Game Will Start in 5... ");
  1951. delay(1000);
  1952. outtextxy(505, 450, "New Game Will Start in 4... ");
  1953. delay(1000);
  1954. outtextxy(505, 450, "New Game Will Start in 3... ");
  1955. delay(1000);
  1956. outtextxy(505, 450, "New Game Will Start in 2... ");
  1957. delay(1000);
  1958. outtextxy(505, 450, "New Game Will Start in 1... ");
  1959. delay(1000);
  1960. putimage(0, 0, image1, COPY_PUT);
  1961. goto New_Game;
  1962. }
  1963. else if(DT_Grid[Player1.box_x2-1][Player1.box_y2] == 1&&DT_Grid[Player1.box_x2+1][Player1.box_y2] == 1) //Left and Right Grid is White return White
  1964. {
  1965. setfillstyle(SOLID_FILL, LIGHTCYAN);
  1966. bar(Player1.Ab_x2-120, Player1.Ab_y2-40, Player1.Ab_x2-40, Player1.Ab_y2+40);
  1967. bar(Player1.Ab_x2+40, Player1.Ab_y2-40, Player1.Ab_x2+120, Player1.Ab_y2+40);
  1968. setfillstyle(SOLID_FILL, BROWN);
  1969. bar(Player1.Ab_x2-120+8, Player1.Ab_y2-40+8, Player1.Ab_x2-40-8, Player1.Ab_y2+40-8);
  1970. bar(Player1.Ab_x2+40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+120-8, Player1.Ab_y2+40-8);
  1971. }
  1972. else if(DT_Grid[Player1.box_x2-1][Player1.box_y2] == 0&&DT_Grid[Player1.box_x2+1][Player1.box_y2] == 0) //Left and Right Grid is Brown return Brown
  1973. {
  1974. setfillstyle(SOLID_FILL, LIGHTBLUE);
  1975. bar(Player1.Ab_x2-120, Player1.Ab_y2-40, Player1.Ab_x2-40, Player1.Ab_y2+40);
  1976. bar(Player1.Ab_x2+40, Player1.Ab_y2-40, Player1.Ab_x2+120, Player1.Ab_y2+40);
  1977. setfillstyle(SOLID_FILL, WHITE);
  1978. bar(Player1.Ab_x2-120+8, Player1.Ab_y2-40+8, Player1.Ab_x2-40-8, Player1.Ab_y2+40-8);
  1979. bar(Player1.Ab_x2+40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+120-8, Player1.Ab_y2+40-8);
  1980. }
  1981. if(DT_Ball[Player1.box_x2-1][Player1.box_y2] == 2 && DT_Ball[Player1.box_x2+1][Player1.box_y2] == 2)
  1982. {
  1983. if(Player1_DT_Ball[0][0] == 0&&Player1_DT_Ball[0][1] == 0)
  1984. {
  1985. Ball(73, 190, RED);
  1986. Ball(153, 190, RED);
  1987. Player1_DT_Ball[0][0] = 2;
  1988. Player1_DT_Ball[0][1] = 2;
  1989. }
  1990. else if(Player1_DT_Ball[0][2] == 0&& Player1_DT_Ball[1][2] == 0)
  1991. {
  1992. Ball(233, 190, RED);
  1993. Ball(233, 270, RED);
  1994. Player1_DT_Ball[0][2] = 2;
  1995. Player1_DT_Ball[1][2] = 2;
  1996. }
  1997. else if(Player1_DT_Ball[1][0] == 0&& Player1_DT_Ball[1][1] == 0)
  1998. {
  1999. Ball(73, 270, RED);
  2000. Ball(153, 270, RED);
  2001. Player1_DT_Ball[1][0] = 2;
  2002. Player1_DT_Ball[1][1] = 2;
  2003. }
  2004. else if(Player1_DT_Ball[2][0] == 0&& Player1_DT_Ball[2][1] == 0)
  2005. {
  2006. Ball(73, 350, RED);
  2007. Ball(153, 350, RED);
  2008. Player1_DT_Ball[2][0] = 2;
  2009. Player1_DT_Ball[2][1] = 2;
  2010. }
  2011. else if(Player1_DT_Ball[3][2] == 0&& Player1_DT_Ball[2][2] == 0)
  2012. {
  2013. Ball(233, 350, RED);
  2014. Ball(233, 430, RED);
  2015. Player1_DT_Ball[3][2] = 2;
  2016. Player1_DT_Ball[2][2] = 2;
  2017. }
  2018. else if(Player1_DT_Ball[3][0] == 0&& Player1_DT_Ball[3][1] == 0)
  2019. {
  2020. Ball(73, 430, RED);
  2021. Ball(153, 430, RED);
  2022. Player1_DT_Ball[3][0] = 2;
  2023. Player1_DT_Ball[3][1] = 2;
  2024. }
  2025. else if(Player1_DT_Ball[4][0] == 0&& Player1_DT_Ball[4][1] == 0)
  2026. {
  2027. Ball(73, 510, RED);
  2028. Ball(153, 510, RED);
  2029. Player1_DT_Ball[4][0] = 2;
  2030. Player1_DT_Ball[4][1] = 2;
  2031. }
  2032. }
  2033. DT_Ball[Player1.box_x2-1][Player1.box_y2] = 0;
  2034. DT_Ball[Player1.box_x2+1][Player1.box_y2] = 0;
  2035. }
  2036. else if((DT_Ball[Player1.box_x2][Player1.box_y2-1] == 2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == 2)
  2037. ||(DT_Ball[Player1.box_x2][Player1.box_y2-1] == -2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == 2)
  2038. ||(DT_Ball[Player1.box_x2][Player1.box_y2-1] == 2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == -2))
  2039. {
  2040. if((DT_Ball[Player1.box_x2][Player1.box_y2-1] == -2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == 2)
  2041. ||(DT_Ball[Player1.box_x2][Player1.box_y2-1] == 2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == -2))
  2042. {
  2043. cleardevice();
  2044. for(i=0; i<=4500; i++)
  2045. {
  2046. x=rand()%1280;
  2047. y=rand()%800;
  2048. putpixel(x,y,15);
  2049. }
  2050. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  2051. setcolor(1);
  2052. outtextxy(500, 300, "BLUE TEAM WON!");
  2053.  
  2054. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  2055. setcolor(1);
  2056. outtextxy(505, 450, "New Game Will Start in 10...");
  2057. delay(1000);
  2058. outtextxy(505, 450, "New Game Will Start in 9... ");
  2059. delay(1000);
  2060. outtextxy(505, 450, "New Game Will Start in 8... ");
  2061. delay(1000);
  2062. outtextxy(505, 450, "New Game Will Start in 7... ");
  2063. delay(1000);
  2064. outtextxy(505, 450, "New Game Will Start in 6... ");
  2065. delay(1000);
  2066. outtextxy(505, 450, "New Game Will Start in 5... ");
  2067. delay(1000);
  2068. outtextxy(505, 450, "New Game Will Start in 4... ");
  2069. delay(1000);
  2070. outtextxy(505, 450, "New Game Will Start in 3... ");
  2071. delay(1000);
  2072. outtextxy(505, 450, "New Game Will Start in 2... ");
  2073. delay(1000);
  2074. outtextxy(505, 450, "New Game Will Start in 1... ");
  2075. delay(1000);
  2076. putimage(0, 0, image1, COPY_PUT);
  2077. goto New_Game;
  2078. }
  2079. else if(DT_Grid[Player1.box_x2][Player1.box_y2-1] == 1&&DT_Grid[Player1.box_x2][Player1.box_y2+1] == 1) //Up and Down Grid is White return White
  2080. {
  2081. setfillstyle(SOLID_FILL, LIGHTCYAN);
  2082. bar(Player1.Ab_x2-40, Player1.Ab_y2-120, Player1.Ab_x2+40, Player1.Ab_y2-40);
  2083. bar(Player1.Ab_x2-40, Player1.Ab_y2+40, Player1.Ab_x2+40, Player1.Ab_y2+120);
  2084. setfillstyle(SOLID_FILL, BROWN);
  2085. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-120+8, Player1.Ab_x2+40-8, Player1.Ab_y2-40-8);
  2086. bar(Player1.Ab_x2-40+8, Player1.Ab_y2+40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+120-8);
  2087. }
  2088. else if(DT_Grid[Player1.box_x2][Player1.box_y2-1] == 0 && DT_Grid[Player1.box_x2][Player1.box_y2+1] == 0) //Up and Down Grid is Brown return Brown
  2089. {
  2090. setfillstyle(SOLID_FILL, LIGHTBLUE);
  2091. bar(Player1.Ab_x2-40, Player1.Ab_y2-120, Player1.Ab_x2+40, Player1.Ab_y2-40);
  2092. bar(Player1.Ab_x2-40, Player1.Ab_y2+40, Player1.Ab_x2+40, Player1.Ab_y2+120);
  2093. setfillstyle(SOLID_FILL, WHITE);
  2094. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-120+8, Player1.Ab_x2+40-8, Player1.Ab_y2-40-8);
  2095. bar(Player1.Ab_x2-40+8, Player1.Ab_y2+40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+120-8);
  2096. }
  2097. if(DT_Ball[Player1.box_x2][Player1.box_y2-1] == 2 && DT_Ball[Player1.box_x2][Player1.box_y2+1] == 2)
  2098. {
  2099. if(Player1_DT_Ball[0][0] == 0&&Player1_DT_Ball[0][1] == 0)
  2100. {
  2101. Ball(73, 190, RED);
  2102. Ball(153, 190, RED);
  2103. Player1_DT_Ball[0][0] = 2;
  2104. Player1_DT_Ball[0][1] = 2;
  2105. }
  2106. else if(Player1_DT_Ball[0][2] == 0&& Player1_DT_Ball[1][2] == 0)
  2107. {
  2108. Ball(233, 190, RED);
  2109. Ball(233, 270, RED);
  2110. Player1_DT_Ball[0][2] = 2;
  2111. Player1_DT_Ball[1][2] = 2;
  2112. }
  2113. else if(Player1_DT_Ball[1][0] == 0&& Player1_DT_Ball[1][1] == 0)
  2114. {
  2115. Ball(73, 270, RED);
  2116. Ball(153, 270, RED);
  2117. Player1_DT_Ball[1][0] = 2;
  2118. Player1_DT_Ball[1][1] = 2;
  2119. }
  2120. else if(Player1_DT_Ball[2][0] == 0&& Player1_DT_Ball[2][1] == 0)
  2121. {
  2122. Ball(73, 350, RED);
  2123. Ball(153, 350, RED);
  2124. Player1_DT_Ball[2][0] = 2;
  2125. Player1_DT_Ball[2][1] = 2;
  2126. }
  2127. else if(Player1_DT_Ball[3][2] == 0&& Player1_DT_Ball[2][2] == 0)
  2128. {
  2129. Ball(233, 350, RED);
  2130. Ball(233, 430, RED);
  2131. Player1_DT_Ball[3][2] = 2;
  2132. Player1_DT_Ball[2][2] = 2;
  2133. }
  2134. else if(Player1_DT_Ball[3][0] == 0&& Player1_DT_Ball[3][1] == 0)
  2135. {
  2136. Ball(73, 430, RED);
  2137. Ball(153, 430, RED);
  2138. Player1_DT_Ball[3][0] = 2;
  2139. Player1_DT_Ball[3][1] = 2;
  2140. }
  2141. else if(Player1_DT_Ball[4][0] == 0&& Player1_DT_Ball[4][1] == 0)
  2142. {
  2143. Ball(73, 510, RED);
  2144. Ball(153, 510, RED);
  2145. Player1_DT_Ball[4][0] = 2;
  2146. Player1_DT_Ball[4][1] = 2;
  2147. }
  2148. }
  2149. DT_Ball[Player1.box_x2][Player1.box_y2-1] = 0;
  2150. DT_Ball[Player1.box_x2][Player1.box_y2+1] = 0;
  2151. }
  2152. /////////////////////////////////////////Testing/////////////////////////////////////////////
  2153. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  2154. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  2155. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  2156. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  2157. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  2158. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  2159. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  2160. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  2161. goto player2;
  2162. /////////////////////////////////////////////////////////////////////////////////////////////////
  2163. }
  2164. //////////////////////////////////////////////3rd Click//////////////////////////////////////////
  2165. while(!ismouseclick(WM_LBUTTONDOWN))delay(1);
  2166. getmouseclick(WM_LBUTTONDOWN, Player1.Click_x3, Player1.Click_y3);
  2167. printf("Click3 (%d, %d)\n", Player1.Click_x3, Player1.Click_y3);
  2168. if(Player1.Click_x3<300|| Player1.Click_x3> 940 || Player1.Click_y3<50 || Player1.Click_y3> 690)
  2169. {
  2170. putimage(0, 0, image0, COPY_PUT);
  2171. //////////////////////How to change the Detection of the ball////////////////////////////////
  2172. for(c1 = Player1.box_y2-1; c1 >= 0; c1--)
  2173. {
  2174. if(DT_Ball[Player1.box_x2][c1] == 3)
  2175. {
  2176. DT_Ball[Player1.box_x2][c1] = 0;
  2177. }
  2178. else if(DT_Ball[Player1.box_x2][c1] != 3) break;
  2179. }
  2180. for(c2 = Player1.box_y2+1; c2 < 8; c2++)
  2181. {
  2182. if(DT_Ball[Player1.box_x2][c2] == 3)
  2183. {
  2184. DT_Ball[Player1.box_x2][c2] = 0;
  2185. }
  2186. else if(DT_Ball[Player1.box_x2][c2] != 3) break;
  2187. }
  2188. for(c3 = Player1.box_x2-1; c3 >= 0; c3--)
  2189. {
  2190. if(DT_Ball[c3][Player1.box_y2] == 3)
  2191. {
  2192. DT_Ball[c3][Player1.box_y2] = 0;
  2193. }
  2194. else if(DT_Ball[c3][Player1.box_y2] != 3) break;
  2195. }
  2196. for(c4 = Player1.box_x2+1; c4 < 8; c4++)
  2197. {
  2198. if(DT_Ball[c4][Player1.box_y2] == 3)
  2199. {
  2200. DT_Ball[c4][Player1.box_y2] = 0;
  2201. }
  2202. else if(DT_Ball[c4][Player1.box_y2] != 3) break;
  2203. }
  2204. goto reclick1_1;
  2205. }
  2206. else if(Player1.Click_x3>=300&& Player1.Click_x3<= 940 && Player1.Click_y3>=50 && Player1.Click_y3<= 690)
  2207. {
  2208. Player1.box_x3 = (Player1.Click_x3 - 300)/80;
  2209. Player1.box_y3 = (Player1.Click_y3 - 50)/80;
  2210. Player1.Ab_x3 = Player1.box_x3*80 + 340;
  2211. Player1.Ab_y3 = Player1.box_y3*80 + 90;
  2212. }
  2213. if(DT_Ball[Player1.box_x3][Player1.box_y3] == 0 ||DT_Ball[Player1.box_x3][Player1.box_y3]== 2
  2214. ||DT_Ball[Player1.box_x3][Player1.box_y3] == -2)
  2215. {
  2216. putimage(0, 0, image0, COPY_PUT);
  2217. for(c1 = Player1.box_y2-1; c1 >= 0; c1--)
  2218. {
  2219. if(DT_Ball[Player1.box_x2][c1] == 3)
  2220. {
  2221. DT_Ball[Player1.box_x2][c1] = 0;
  2222. }
  2223. else if(DT_Ball[Player1.box_x2][c1] != 3) break;
  2224. }
  2225. for(c2 = Player1.box_y2+1; c2 < 8; c2++)
  2226. {
  2227. if(DT_Ball[Player1.box_x2][c2] == 3)
  2228. {
  2229. DT_Ball[Player1.box_x2][c2] = 0;
  2230. }
  2231. else if(DT_Ball[Player1.box_x2][c2] != 3) break;
  2232. }
  2233. for(c3 = Player1.box_x2-1; c3 >= 0; c3--)
  2234. {
  2235. if(DT_Ball[c3][Player1.box_y2] == 3)
  2236. {
  2237. DT_Ball[c3][Player1.box_y2] = 0;
  2238. }
  2239. else if(DT_Ball[c3][Player1.box_y2] != 3) break;
  2240. }
  2241. for(c4 = Player1.box_x2+1; c4 < 8; c4++)
  2242. {
  2243. if(DT_Ball[c4][Player1.box_y2] == 3)
  2244. {
  2245. DT_Ball[c4][Player1.box_y2] = 0;
  2246. }
  2247. else if(DT_Ball[c4][Player1.box_y2] != 3) break;
  2248. }
  2249. goto reclick1_1;
  2250. }
  2251. else if(DT_Ball[Player1.box_x3][Player1.box_y3] == 1|| DT_Ball[Player1.box_x3][Player1.box_y3] == -1)
  2252. {
  2253. putimage(0, 0, image0, COPY_PUT);
  2254. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  2255. setcolor(YELLOW);
  2256. outtextxy(480, 10, "Please Choose The Direction!");
  2257. Ball(Player1.Ab_x3, Player1.Ab_y3, 14);
  2258. //////////////////Give them the direction and change the Detection///////////////////
  2259. for(c1 = Player1.box_y2-1; c1 >= 0; c1--)
  2260. {
  2261. if(DT_Ball[Player1.box_x2][c1] == 3)
  2262. {
  2263. DT_Ball[Player1.box_x2][c1] = 0;
  2264. }
  2265. else if(DT_Ball[Player1.box_x2][c1] != 3) break;
  2266. }
  2267. for(c2 = Player1.box_y2+1; c2 < 8; c2++)
  2268. {
  2269. if(DT_Ball[Player1.box_x2][c2] == 3)
  2270. {
  2271. DT_Ball[Player1.box_x2][c2] = 0;
  2272. }
  2273. else if(DT_Ball[Player1.box_x2][c2] != 3) break;
  2274. }
  2275. for(c3 = Player1.box_x2-1; c3 >= 0; c3--)
  2276. {
  2277. if(DT_Ball[c3][Player1.box_y2] == 3)
  2278. {
  2279. DT_Ball[c3][Player1.box_y2] = 0;
  2280. }
  2281. else if(DT_Ball[c3][Player1.box_y2] != 3) break;
  2282. }
  2283. for(c4 = Player1.box_x2+1; c4 < 8; c4++)
  2284. {
  2285. if(DT_Ball[c4][Player1.box_y2] == 3)
  2286. {
  2287. DT_Ball[c4][Player1.box_y2] = 0;
  2288. }
  2289. else if(DT_Ball[c4][Player1.box_y2] != 3) break;
  2290. }
  2291. for(c5 = Player1.box_y3-1; c5 >= 0; c5--)
  2292. {
  2293. if(DT_Ball[Player1.box_x3][c5] == 0)
  2294. {
  2295. Direction(Player1.Ab_x3, c5*80 +90);
  2296. DT_Ball[Player1.box_x3][c5] = 3;
  2297. }
  2298. else if(DT_Ball[Player1.box_x3][c5] != 0) break;
  2299. }
  2300. for(c6 = Player1.box_y3+1; c6 < 8; c6++)
  2301. {
  2302. if(DT_Ball[Player1.box_x3][c6] == 0)
  2303. {
  2304. Direction(Player1.Ab_x3, c6*80 + 90);
  2305. DT_Ball[Player1.box_x3][c6] = 3;
  2306. }
  2307. else if(DT_Ball[Player1.box_x3][c6] != 0) break;
  2308. }
  2309. for(c7 = Player1.box_x3-1; c7 >= 0; c7--)
  2310. {
  2311. if(DT_Ball[c7][Player1.box_y3] == 0)
  2312. {
  2313. Direction(c7*80 + 340, Player1.Ab_y3);
  2314. DT_Ball[c7][Player1.box_y3] = 3;
  2315. }
  2316. else if(DT_Ball[c7][Player1.box_y3] != 0) break;
  2317. }
  2318. for(c8 = Player1.box_x3+1; c8 < 8; c8++)
  2319. {
  2320. if(DT_Ball[c8][Player1.box_y3] == 0)
  2321. {
  2322. Direction(c8*80 + 340, Player1.Ab_y3);
  2323. DT_Ball[c8][Player1.box_y3] = 3;
  2324. }
  2325. else if(DT_Ball[c8][Player1.box_y3] != 0) break;
  2326. }
  2327. goto reclick2_1;
  2328. }
  2329. ///////////////////////////////////When user chose the right Direction///////////////////////////
  2330. else if(DT_Ball[Player1.box_x3][Player1.box_y3] == 3)
  2331. {
  2332. ////////////////////Changing all number to 0 after click on move/////////////////////////////
  2333. for(c1 = Player1.box_y2-1; c1 >= 0; c1--)
  2334. {
  2335. if(DT_Ball[Player1.box_x2][c1] == 3)
  2336. {
  2337. DT_Ball[Player1.box_x2][c1] = 0;
  2338. }
  2339. else if(DT_Ball[Player1.box_x2][c1] != 3) break;
  2340. }
  2341. for(c2 = Player1.box_y2+1; c2 < 8; c2++)
  2342. {
  2343. if(DT_Ball[Player1.box_x2][c2] == 3)
  2344. {
  2345. DT_Ball[Player1.box_x2][c2] = 0;
  2346. }
  2347. else if(DT_Ball[Player1.box_x2][c2] != 3) break;
  2348. }
  2349. for(c3 = Player1.box_x2-1; c3 >= 0; c3--)
  2350. {
  2351. if(DT_Ball[c3][Player1.box_y2] == 3)
  2352. {
  2353. DT_Ball[c3][Player1.box_y2] = 0;
  2354. }
  2355. else if(DT_Ball[c3][Player1.box_y2] != 3) break;
  2356. }
  2357. for(c4 = Player1.box_x2+1; c4 < 8; c4++)
  2358. {
  2359. if(DT_Ball[c4][Player1.box_y2] == 3)
  2360. {
  2361. DT_Ball[c4][Player1.box_y2] = 0;
  2362. }
  2363. else if(DT_Ball[c4][Player1.box_y2] != 3) break;
  2364. }
  2365. printf("Player1.box_x3 = %d, box_y3 = %d\n", Player1.box_x3, Player1.box_y3);
  2366. printf("Player1.box_x2 = %d, box_y2 = %d\n", Player1.box_x2, Player1.box_y2);
  2367. ////////////////////How it change the place and number in DT_Ball/////////////////////////
  2368. putimage(0, 0, image0, COPY_PUT);
  2369. distancex = Player1.Ab_x3 - Player1.Ab_x2;
  2370. distancey = Player1.Ab_y3 - Player1.Ab_y2;
  2371. if(DT_Ball[Player1.box_x2][Player1.box_y2] == 1)
  2372. {
  2373. DT_Ball[Player1.box_x3][Player1.box_y3] = 1;
  2374. if(DT_Grid[Player1.box_x2][Player1.box_y2] == 1)
  2375. {
  2376. setfillstyle(SOLID_FILL, LIGHTCYAN);
  2377. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  2378. setfillstyle(SOLID_FILL, BROWN);
  2379. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  2380. getimage(0, 0, 1280, 800, image0);
  2381. if(distancex == 0)
  2382. {
  2383. if(distancey < 0)
  2384. {
  2385. for(i = 1; i <= -distancey/80; i++)
  2386. {
  2387. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+80, BLUE);
  2388. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+78, BLUE);
  2389. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+76, BLUE);
  2390. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+74, BLUE);
  2391. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+72, BLUE);
  2392. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+70, BLUE);
  2393. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+68, BLUE);
  2394. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+66, BLUE);
  2395. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+64, BLUE);
  2396. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+62, BLUE);
  2397. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+60, BLUE);
  2398. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+58, BLUE);
  2399. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+56, BLUE);
  2400. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+54, BLUE);
  2401. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+52, BLUE);
  2402. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+50, BLUE);
  2403. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+48, BLUE);
  2404. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+46, BLUE);
  2405. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+44, BLUE);
  2406. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+42, BLUE);
  2407. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+40, BLUE);
  2408. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+38, BLUE);
  2409. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+36, BLUE);
  2410. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+34, BLUE);
  2411. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+32, BLUE);
  2412. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+30, BLUE);
  2413. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+28, BLUE);
  2414. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+26, BLUE);
  2415. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+24, BLUE);
  2416. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+22, BLUE);
  2417. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+20, BLUE);
  2418. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+18, BLUE);
  2419. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+16, BLUE);
  2420. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+14, BLUE);
  2421. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+12, BLUE);
  2422. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+10, BLUE);
  2423. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+8, BLUE);
  2424. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+6, BLUE);
  2425. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+4, BLUE);
  2426. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+2, BLUE);
  2427. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i, BLUE);
  2428. delay(0.00);
  2429. }
  2430. }
  2431. else if(distancey > 0)
  2432. {
  2433. for(i = 1; i <= distancey/80; i++)
  2434. {
  2435. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-80, BLUE);
  2436. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-78, BLUE);
  2437. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-76, BLUE);
  2438. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-74, BLUE);
  2439. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-72, BLUE);
  2440. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-70, BLUE);
  2441. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-68, BLUE);
  2442. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-66, BLUE);
  2443. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-64, BLUE);
  2444. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-62, BLUE);
  2445. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-60, BLUE);
  2446. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-58, BLUE);
  2447. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-56, BLUE);
  2448. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-54, BLUE);
  2449. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-52, BLUE);
  2450. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-50, BLUE);
  2451. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-48, BLUE);
  2452. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-46, BLUE);
  2453. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-44, BLUE);
  2454. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-42, BLUE);
  2455. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-40, BLUE);
  2456. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-38, BLUE);
  2457. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-36, BLUE);
  2458. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-34, BLUE);
  2459. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-32, BLUE);
  2460. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-30, BLUE);
  2461. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-28, BLUE);
  2462. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-26, BLUE);
  2463. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-24, BLUE);
  2464. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-22, BLUE);
  2465. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-20, BLUE);
  2466. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-18, BLUE);
  2467. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-16, BLUE);
  2468. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-14, BLUE);
  2469. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-12, BLUE);
  2470. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-10, BLUE);
  2471. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-8, BLUE);
  2472. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-6, BLUE);
  2473. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-4, BLUE);
  2474. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-2, BLUE);
  2475. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i, BLUE);
  2476. delay(0.00);
  2477. }
  2478. }
  2479. }
  2480. else if(distancey == 0)
  2481. {
  2482. if(distancex < 0)
  2483. {
  2484. for(i = 1; i <= -distancex/80; i++)
  2485. {
  2486. Ball(Player1.Ab_x2-80*i+80, Player1.Ab_y2, BLUE);
  2487. Ball(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2488. Ball(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2489. Ball(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2490. Ball(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2491. Ball(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2492. Ball(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2493. Ball(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2494. Ball(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2495. Ball(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2496. Ball(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2497. Ball(Player1.Ab_x2-80*i+68, Player1.Ab_y2, BLUE);
  2498. Ball(Player1.Ab_x2-80*i+66, Player1.Ab_y2, BLUE);
  2499. Ball(Player1.Ab_x2-80*i+64, Player1.Ab_y2, BLUE);
  2500. Ball(Player1.Ab_x2-80*i+62, Player1.Ab_y2, BLUE);
  2501. Ball(Player1.Ab_x2-80*i+60, Player1.Ab_y2, BLUE);
  2502. Ball(Player1.Ab_x2-80*i+58, Player1.Ab_y2, BLUE);
  2503. Ball(Player1.Ab_x2-80*i+56, Player1.Ab_y2, BLUE);
  2504. Ball(Player1.Ab_x2-80*i+54, Player1.Ab_y2, BLUE);
  2505. Ball(Player1.Ab_x2-80*i+52, Player1.Ab_y2, BLUE);
  2506. Ball(Player1.Ab_x2-80*i+50, Player1.Ab_y2, BLUE);
  2507. Ball(Player1.Ab_x2-80*i+48, Player1.Ab_y2, BLUE);
  2508. Ball(Player1.Ab_x2-80*i+46, Player1.Ab_y2, BLUE);
  2509. Ball(Player1.Ab_x2-80*i+44, Player1.Ab_y2, BLUE);
  2510. Ball(Player1.Ab_x2-80*i+42, Player1.Ab_y2, BLUE);
  2511. Ball(Player1.Ab_x2-80*i+40, Player1.Ab_y2, BLUE);
  2512. Ball(Player1.Ab_x2-80*i+38, Player1.Ab_y2, BLUE);
  2513. Ball(Player1.Ab_x2-80*i+36, Player1.Ab_y2, BLUE);
  2514. Ball(Player1.Ab_x2-80*i+34, Player1.Ab_y2, BLUE);
  2515. Ball(Player1.Ab_x2-80*i+32, Player1.Ab_y2, BLUE);
  2516. Ball(Player1.Ab_x2-80*i+30, Player1.Ab_y2, BLUE);
  2517. Ball(Player1.Ab_x2-80*i+28, Player1.Ab_y2, BLUE);
  2518. Ball(Player1.Ab_x2-80*i+26, Player1.Ab_y2, BLUE);
  2519. Ball(Player1.Ab_x2-80*i+24, Player1.Ab_y2, BLUE);
  2520. Ball(Player1.Ab_x2-80*i+22, Player1.Ab_y2, BLUE);
  2521. Ball(Player1.Ab_x2-80*i+20, Player1.Ab_y2, BLUE);
  2522. Ball(Player1.Ab_x2-80*i+18, Player1.Ab_y2, BLUE);
  2523. Ball(Player1.Ab_x2-80*i+16, Player1.Ab_y2, BLUE);
  2524. Ball(Player1.Ab_x2-80*i+14, Player1.Ab_y2, BLUE);
  2525. Ball(Player1.Ab_x2-80*i+12, Player1.Ab_y2, BLUE);
  2526. Ball(Player1.Ab_x2-80*i+10, Player1.Ab_y2, BLUE);
  2527. Ball(Player1.Ab_x2-80*i+8, Player1.Ab_y2, BLUE);
  2528. Ball(Player1.Ab_x2-80*i+6, Player1.Ab_y2, BLUE);
  2529. Ball(Player1.Ab_x2-80*i+4, Player1.Ab_y2, BLUE);
  2530. Ball(Player1.Ab_x2-80*i+2, Player1.Ab_y2, BLUE);
  2531. Ball(Player1.Ab_x2-80*i, Player1.Ab_y2, BLUE);
  2532. delay(0.00);
  2533. }
  2534. }
  2535. else if(distancex > 0)
  2536. {
  2537. for(i = 1; i <= distancex/80; i++)
  2538. {
  2539. Ball(Player1.Ab_x2+80*i-80, Player1.Ab_y2, BLUE);
  2540. Ball(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2541. Ball(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2542. Ball(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2543. Ball(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2544. Ball(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2545. Ball(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2546. Ball(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2547. Ball(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2548. Ball(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2549. Ball(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2550. Ball(Player1.Ab_x2+80*i-68, Player1.Ab_y2, BLUE);
  2551. Ball(Player1.Ab_x2+80*i-66, Player1.Ab_y2, BLUE);
  2552. Ball(Player1.Ab_x2+80*i-64, Player1.Ab_y2, BLUE);
  2553. Ball(Player1.Ab_x2+80*i-62, Player1.Ab_y2, BLUE);
  2554. Ball(Player1.Ab_x2+80*i-60, Player1.Ab_y2, BLUE);
  2555. Ball(Player1.Ab_x2+80*i-58, Player1.Ab_y2, BLUE);
  2556. Ball(Player1.Ab_x2+80*i-56, Player1.Ab_y2, BLUE);
  2557. Ball(Player1.Ab_x2+80*i-54, Player1.Ab_y2, BLUE);
  2558. Ball(Player1.Ab_x2+80*i-52, Player1.Ab_y2, BLUE);
  2559. Ball(Player1.Ab_x2+80*i-50, Player1.Ab_y2, BLUE);
  2560. Ball(Player1.Ab_x2+80*i-48, Player1.Ab_y2, BLUE);
  2561. Ball(Player1.Ab_x2+80*i-46, Player1.Ab_y2, BLUE);
  2562. Ball(Player1.Ab_x2+80*i-44, Player1.Ab_y2, BLUE);
  2563. Ball(Player1.Ab_x2+80*i-42, Player1.Ab_y2, BLUE);
  2564. Ball(Player1.Ab_x2+80*i-40, Player1.Ab_y2, BLUE);
  2565. Ball(Player1.Ab_x2+80*i-38, Player1.Ab_y2, BLUE);
  2566. Ball(Player1.Ab_x2+80*i-36, Player1.Ab_y2, BLUE);
  2567. Ball(Player1.Ab_x2+80*i-34, Player1.Ab_y2, BLUE);
  2568. Ball(Player1.Ab_x2+80*i-32, Player1.Ab_y2, BLUE);
  2569. Ball(Player1.Ab_x2+80*i-30, Player1.Ab_y2, BLUE);
  2570. Ball(Player1.Ab_x2+80*i-28, Player1.Ab_y2, BLUE);
  2571. Ball(Player1.Ab_x2+80*i-26, Player1.Ab_y2, BLUE);
  2572. Ball(Player1.Ab_x2+80*i-24, Player1.Ab_y2, BLUE);
  2573. Ball(Player1.Ab_x2+80*i-22, Player1.Ab_y2, BLUE);
  2574. Ball(Player1.Ab_x2+80*i-20, Player1.Ab_y2, BLUE);
  2575. Ball(Player1.Ab_x2+80*i-18, Player1.Ab_y2, BLUE);
  2576. Ball(Player1.Ab_x2+80*i-16, Player1.Ab_y2, BLUE);
  2577. Ball(Player1.Ab_x2+80*i-14, Player1.Ab_y2, BLUE);
  2578. Ball(Player1.Ab_x2+80*i-12, Player1.Ab_y2, BLUE);
  2579. Ball(Player1.Ab_x2+80*i-10, Player1.Ab_y2, BLUE);
  2580. Ball(Player1.Ab_x2+80*i-8, Player1.Ab_y2, BLUE);
  2581. Ball(Player1.Ab_x2+80*i-6, Player1.Ab_y2, BLUE);
  2582. Ball(Player1.Ab_x2+80*i-4, Player1.Ab_y2, BLUE);
  2583. Ball(Player1.Ab_x2+80*i-2, Player1.Ab_y2, BLUE);
  2584. Ball(Player1.Ab_x2+80*i, Player1.Ab_y2, BLUE);
  2585. delay(0.00);
  2586. }
  2587. }
  2588. }
  2589. putimage(0, 0, image0, COPY_PUT);
  2590. Ball(Player1.Ab_x3, Player1.Ab_y3, BLUE);
  2591. }
  2592. else if(DT_Grid[Player1.box_x2][Player1.box_y2] == 0)
  2593. {
  2594. setfillstyle(SOLID_FILL, LIGHTBLUE);
  2595. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  2596. setfillstyle(SOLID_FILL, WHITE);
  2597. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  2598. getimage(0, 0, 1280, 800, image0);
  2599. if(distancex == 0)
  2600. {
  2601. if(distancey < 0)
  2602. {
  2603. for(i = 1; i <= -distancey/80; i++)
  2604. {
  2605. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+80, BLUE);
  2606. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+78, BLUE);
  2607. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+76, BLUE);
  2608. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+74, BLUE);
  2609. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+72, BLUE);
  2610. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+70, BLUE);
  2611. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+68, BLUE);
  2612. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+66, BLUE);
  2613. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+64, BLUE);
  2614. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+62, BLUE);
  2615. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+60, BLUE);
  2616. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+58, BLUE);
  2617. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+56, BLUE);
  2618. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+54, BLUE);
  2619. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+52, BLUE);
  2620. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+50, BLUE);
  2621. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+48, BLUE);
  2622. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+46, BLUE);
  2623. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+44, BLUE);
  2624. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+42, BLUE);
  2625. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+40, BLUE);
  2626. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+38, BLUE);
  2627. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+36, BLUE);
  2628. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+34, BLUE);
  2629. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+32, BLUE);
  2630. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+30, BLUE);
  2631. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+28, BLUE);
  2632. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+26, BLUE);
  2633. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+24, BLUE);
  2634. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+22, BLUE);
  2635. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+20, BLUE);
  2636. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+18, BLUE);
  2637. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+16, BLUE);
  2638. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+14, BLUE);
  2639. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+12, BLUE);
  2640. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+10, BLUE);
  2641. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+8, BLUE);
  2642. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+6, BLUE);
  2643. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+4, BLUE);
  2644. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i+2, BLUE);
  2645. Ball(Player1.Ab_x2, Player1.Ab_y2-80*i, BLUE);
  2646. delay(0.00);
  2647. }
  2648. }
  2649. else if(distancey > 0)
  2650. {
  2651. for(i = 1; i <= distancey/80; i++)
  2652. {
  2653. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-80, BLUE);
  2654. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-78, BLUE);
  2655. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-76, BLUE);
  2656. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-74, BLUE);
  2657. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-72, BLUE);
  2658. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-70, BLUE);
  2659. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-68, BLUE);
  2660. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-66, BLUE);
  2661. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-64, BLUE);
  2662. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-62, BLUE);
  2663. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-60, BLUE);
  2664. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-58, BLUE);
  2665. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-56, BLUE);
  2666. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-54, BLUE);
  2667. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-52, BLUE);
  2668. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-50, BLUE);
  2669. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-48, BLUE);
  2670. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-46, BLUE);
  2671. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-44, BLUE);
  2672. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-42, BLUE);
  2673. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-40, BLUE);
  2674. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-38, BLUE);
  2675. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-36, BLUE);
  2676. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-34, BLUE);
  2677. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-32, BLUE);
  2678. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-30, BLUE);
  2679. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-28, BLUE);
  2680. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-26, BLUE);
  2681. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-24, BLUE);
  2682. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-22, BLUE);
  2683. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-20, BLUE);
  2684. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-18, BLUE);
  2685. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-16, BLUE);
  2686. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-14, BLUE);
  2687. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-12, BLUE);
  2688. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-10, BLUE);
  2689. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-8, BLUE);
  2690. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-6, BLUE);
  2691. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-4, BLUE);
  2692. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i-2, BLUE);
  2693. Ball(Player1.Ab_x2, Player1.Ab_y2+80*i, BLUE);
  2694. delay(0.00);
  2695. }
  2696. }
  2697. }
  2698. else if(distancey == 0)
  2699. {
  2700. if(distancex < 0)
  2701. {
  2702. for(i = 1; i <= -distancex/80; i++)
  2703. {
  2704. Ball(Player1.Ab_x2-80*i+80, Player1.Ab_y2, BLUE);
  2705. Ball(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2706. Ball(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2707. Ball(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2708. Ball(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2709. Ball(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2710. Ball(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2711. Ball(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2712. Ball(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2713. Ball(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2714. Ball(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2715. Ball(Player1.Ab_x2-80*i+68, Player1.Ab_y2, BLUE);
  2716. Ball(Player1.Ab_x2-80*i+66, Player1.Ab_y2, BLUE);
  2717. Ball(Player1.Ab_x2-80*i+64, Player1.Ab_y2, BLUE);
  2718. Ball(Player1.Ab_x2-80*i+62, Player1.Ab_y2, BLUE);
  2719. Ball(Player1.Ab_x2-80*i+60, Player1.Ab_y2, BLUE);
  2720. Ball(Player1.Ab_x2-80*i+58, Player1.Ab_y2, BLUE);
  2721. Ball(Player1.Ab_x2-80*i+56, Player1.Ab_y2, BLUE);
  2722. Ball(Player1.Ab_x2-80*i+54, Player1.Ab_y2, BLUE);
  2723. Ball(Player1.Ab_x2-80*i+52, Player1.Ab_y2, BLUE);
  2724. Ball(Player1.Ab_x2-80*i+50, Player1.Ab_y2, BLUE);
  2725. Ball(Player1.Ab_x2-80*i+48, Player1.Ab_y2, BLUE);
  2726. Ball(Player1.Ab_x2-80*i+46, Player1.Ab_y2, BLUE);
  2727. Ball(Player1.Ab_x2-80*i+44, Player1.Ab_y2, BLUE);
  2728. Ball(Player1.Ab_x2-80*i+42, Player1.Ab_y2, BLUE);
  2729. Ball(Player1.Ab_x2-80*i+40, Player1.Ab_y2, BLUE);
  2730. Ball(Player1.Ab_x2-80*i+38, Player1.Ab_y2, BLUE);
  2731. Ball(Player1.Ab_x2-80*i+36, Player1.Ab_y2, BLUE);
  2732. Ball(Player1.Ab_x2-80*i+34, Player1.Ab_y2, BLUE);
  2733. Ball(Player1.Ab_x2-80*i+32, Player1.Ab_y2, BLUE);
  2734. Ball(Player1.Ab_x2-80*i+30, Player1.Ab_y2, BLUE);
  2735. Ball(Player1.Ab_x2-80*i+28, Player1.Ab_y2, BLUE);
  2736. Ball(Player1.Ab_x2-80*i+26, Player1.Ab_y2, BLUE);
  2737. Ball(Player1.Ab_x2-80*i+24, Player1.Ab_y2, BLUE);
  2738. Ball(Player1.Ab_x2-80*i+22, Player1.Ab_y2, BLUE);
  2739. Ball(Player1.Ab_x2-80*i+20, Player1.Ab_y2, BLUE);
  2740. Ball(Player1.Ab_x2-80*i+18, Player1.Ab_y2, BLUE);
  2741. Ball(Player1.Ab_x2-80*i+16, Player1.Ab_y2, BLUE);
  2742. Ball(Player1.Ab_x2-80*i+14, Player1.Ab_y2, BLUE);
  2743. Ball(Player1.Ab_x2-80*i+12, Player1.Ab_y2, BLUE);
  2744. Ball(Player1.Ab_x2-80*i+10, Player1.Ab_y2, BLUE);
  2745. Ball(Player1.Ab_x2-80*i+8, Player1.Ab_y2, BLUE);
  2746. Ball(Player1.Ab_x2-80*i+6, Player1.Ab_y2, BLUE);
  2747. Ball(Player1.Ab_x2-80*i+4, Player1.Ab_y2, BLUE);
  2748. Ball(Player1.Ab_x2-80*i+2, Player1.Ab_y2, BLUE);
  2749. Ball(Player1.Ab_x2-80*i, Player1.Ab_y2, BLUE);
  2750. delay(0.00);
  2751. }
  2752. }
  2753. else if(distancex > 0)
  2754. {
  2755. for(i = 1; i <= distancex/80; i++)
  2756. {
  2757. Ball(Player1.Ab_x2+80*i-80, Player1.Ab_y2, BLUE);
  2758. Ball(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2759. Ball(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2760. Ball(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2761. Ball(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2762. Ball(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2763. Ball(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2764. Ball(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2765. Ball(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2766. Ball(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2767. Ball(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2768. Ball(Player1.Ab_x2+80*i-68, Player1.Ab_y2, BLUE);
  2769. Ball(Player1.Ab_x2+80*i-66, Player1.Ab_y2, BLUE);
  2770. Ball(Player1.Ab_x2+80*i-64, Player1.Ab_y2, BLUE);
  2771. Ball(Player1.Ab_x2+80*i-62, Player1.Ab_y2, BLUE);
  2772. Ball(Player1.Ab_x2+80*i-60, Player1.Ab_y2, BLUE);
  2773. Ball(Player1.Ab_x2+80*i-58, Player1.Ab_y2, BLUE);
  2774. Ball(Player1.Ab_x2+80*i-56, Player1.Ab_y2, BLUE);
  2775. Ball(Player1.Ab_x2+80*i-54, Player1.Ab_y2, BLUE);
  2776. Ball(Player1.Ab_x2+80*i-52, Player1.Ab_y2, BLUE);
  2777. Ball(Player1.Ab_x2+80*i-50, Player1.Ab_y2, BLUE);
  2778. Ball(Player1.Ab_x2+80*i-48, Player1.Ab_y2, BLUE);
  2779. Ball(Player1.Ab_x2+80*i-46, Player1.Ab_y2, BLUE);
  2780. Ball(Player1.Ab_x2+80*i-44, Player1.Ab_y2, BLUE);
  2781. Ball(Player1.Ab_x2+80*i-42, Player1.Ab_y2, BLUE);
  2782. Ball(Player1.Ab_x2+80*i-40, Player1.Ab_y2, BLUE);
  2783. Ball(Player1.Ab_x2+80*i-38, Player1.Ab_y2, BLUE);
  2784. Ball(Player1.Ab_x2+80*i-36, Player1.Ab_y2, BLUE);
  2785. Ball(Player1.Ab_x2+80*i-34, Player1.Ab_y2, BLUE);
  2786. Ball(Player1.Ab_x2+80*i-32, Player1.Ab_y2, BLUE);
  2787. Ball(Player1.Ab_x2+80*i-30, Player1.Ab_y2, BLUE);
  2788. Ball(Player1.Ab_x2+80*i-28, Player1.Ab_y2, BLUE);
  2789. Ball(Player1.Ab_x2+80*i-26, Player1.Ab_y2, BLUE);
  2790. Ball(Player1.Ab_x2+80*i-24, Player1.Ab_y2, BLUE);
  2791. Ball(Player1.Ab_x2+80*i-22, Player1.Ab_y2, BLUE);
  2792. Ball(Player1.Ab_x2+80*i-20, Player1.Ab_y2, BLUE);
  2793. Ball(Player1.Ab_x2+80*i-18, Player1.Ab_y2, BLUE);
  2794. Ball(Player1.Ab_x2+80*i-16, Player1.Ab_y2, BLUE);
  2795. Ball(Player1.Ab_x2+80*i-14, Player1.Ab_y2, BLUE);
  2796. Ball(Player1.Ab_x2+80*i-12, Player1.Ab_y2, BLUE);
  2797. Ball(Player1.Ab_x2+80*i-10, Player1.Ab_y2, BLUE);
  2798. Ball(Player1.Ab_x2+80*i-8, Player1.Ab_y2, BLUE);
  2799. Ball(Player1.Ab_x2+80*i-6, Player1.Ab_y2, BLUE);
  2800. Ball(Player1.Ab_x2+80*i-4, Player1.Ab_y2, BLUE);
  2801. Ball(Player1.Ab_x2+80*i-2, Player1.Ab_y2, BLUE);
  2802. Ball(Player1.Ab_x2+80*i, Player1.Ab_y2, BLUE);
  2803. delay(0.00);
  2804. }
  2805. }
  2806. }
  2807. putimage(0, 0, image0, COPY_PUT);
  2808. Ball(Player1.Ab_x3, Player1.Ab_y3, BLUE);
  2809. }
  2810. }
  2811. else if(DT_Ball[Player1.box_x2][Player1.box_y2] == -1)
  2812. {
  2813. DT_Ball[Player1.box_x3][Player1.box_y3] = -1;
  2814. if(DT_Grid[Player1.box_x2][Player1.box_y2] == 1)
  2815. {
  2816. setfillstyle(SOLID_FILL, LIGHTCYAN);
  2817. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  2818. setfillstyle(SOLID_FILL, BROWN);
  2819. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  2820. getimage(0, 0, 1280, 800, image0);
  2821. if(distancex == 0)
  2822. {
  2823. if(distancey < 0)
  2824. {
  2825. for(i = 1; i <= -distancey/80; i++)
  2826. {
  2827. King(Player1.Ab_x2, Player1.Ab_y2-80*i+80, BLUE);
  2828. King(Player1.Ab_x2, Player1.Ab_y2-80*i+78, BLUE);
  2829. King(Player1.Ab_x2, Player1.Ab_y2-80*i+76, BLUE);
  2830. King(Player1.Ab_x2, Player1.Ab_y2-80*i+74, BLUE);
  2831. King(Player1.Ab_x2, Player1.Ab_y2-80*i+72, BLUE);
  2832. King(Player1.Ab_x2, Player1.Ab_y2-80*i+70, BLUE);
  2833. King(Player1.Ab_x2, Player1.Ab_y2-80*i+68, BLUE);
  2834. King(Player1.Ab_x2, Player1.Ab_y2-80*i+66, BLUE);
  2835. King(Player1.Ab_x2, Player1.Ab_y2-80*i+64, BLUE);
  2836. King(Player1.Ab_x2, Player1.Ab_y2-80*i+62, BLUE);
  2837. King(Player1.Ab_x2, Player1.Ab_y2-80*i+60, BLUE);
  2838. King(Player1.Ab_x2, Player1.Ab_y2-80*i+58, BLUE);
  2839. King(Player1.Ab_x2, Player1.Ab_y2-80*i+56, BLUE);
  2840. King(Player1.Ab_x2, Player1.Ab_y2-80*i+54, BLUE);
  2841. King(Player1.Ab_x2, Player1.Ab_y2-80*i+52, BLUE);
  2842. King(Player1.Ab_x2, Player1.Ab_y2-80*i+50, BLUE);
  2843. King(Player1.Ab_x2, Player1.Ab_y2-80*i+48, BLUE);
  2844. King(Player1.Ab_x2, Player1.Ab_y2-80*i+46, BLUE);
  2845. King(Player1.Ab_x2, Player1.Ab_y2-80*i+44, BLUE);
  2846. King(Player1.Ab_x2, Player1.Ab_y2-80*i+42, BLUE);
  2847. King(Player1.Ab_x2, Player1.Ab_y2-80*i+40, BLUE);
  2848. King(Player1.Ab_x2, Player1.Ab_y2-80*i+38, BLUE);
  2849. King(Player1.Ab_x2, Player1.Ab_y2-80*i+36, BLUE);
  2850. King(Player1.Ab_x2, Player1.Ab_y2-80*i+34, BLUE);
  2851. King(Player1.Ab_x2, Player1.Ab_y2-80*i+32, BLUE);
  2852. King(Player1.Ab_x2, Player1.Ab_y2-80*i+30, BLUE);
  2853. King(Player1.Ab_x2, Player1.Ab_y2-80*i+28, BLUE);
  2854. King(Player1.Ab_x2, Player1.Ab_y2-80*i+26, BLUE);
  2855. King(Player1.Ab_x2, Player1.Ab_y2-80*i+24, BLUE);
  2856. King(Player1.Ab_x2, Player1.Ab_y2-80*i+22, BLUE);
  2857. King(Player1.Ab_x2, Player1.Ab_y2-80*i+20, BLUE);
  2858. King(Player1.Ab_x2, Player1.Ab_y2-80*i+18, BLUE);
  2859. King(Player1.Ab_x2, Player1.Ab_y2-80*i+16, BLUE);
  2860. King(Player1.Ab_x2, Player1.Ab_y2-80*i+14, BLUE);
  2861. King(Player1.Ab_x2, Player1.Ab_y2-80*i+12, BLUE);
  2862. King(Player1.Ab_x2, Player1.Ab_y2-80*i+10, BLUE);
  2863. King(Player1.Ab_x2, Player1.Ab_y2-80*i+8, BLUE);
  2864. King(Player1.Ab_x2, Player1.Ab_y2-80*i+6, BLUE);
  2865. King(Player1.Ab_x2, Player1.Ab_y2-80*i+4, BLUE);
  2866. King(Player1.Ab_x2, Player1.Ab_y2-80*i+2, BLUE);
  2867. King(Player1.Ab_x2, Player1.Ab_y2-80*i, BLUE);
  2868. delay(0.00);
  2869. }
  2870. }
  2871. else if(distancey > 0)
  2872. {
  2873. for(i = 1; i <= distancey/80; i++)
  2874. {
  2875. King(Player1.Ab_x2, Player1.Ab_y2+80*i-80, BLUE);
  2876. King(Player1.Ab_x2, Player1.Ab_y2+80*i-78, BLUE);
  2877. King(Player1.Ab_x2, Player1.Ab_y2+80*i-76, BLUE);
  2878. King(Player1.Ab_x2, Player1.Ab_y2+80*i-74, BLUE);
  2879. King(Player1.Ab_x2, Player1.Ab_y2+80*i-72, BLUE);
  2880. King(Player1.Ab_x2, Player1.Ab_y2+80*i-70, BLUE);
  2881. King(Player1.Ab_x2, Player1.Ab_y2+80*i-68, BLUE);
  2882. King(Player1.Ab_x2, Player1.Ab_y2+80*i-66, BLUE);
  2883. King(Player1.Ab_x2, Player1.Ab_y2+80*i-64, BLUE);
  2884. King(Player1.Ab_x2, Player1.Ab_y2+80*i-62, BLUE);
  2885. King(Player1.Ab_x2, Player1.Ab_y2+80*i-60, BLUE);
  2886. King(Player1.Ab_x2, Player1.Ab_y2+80*i-58, BLUE);
  2887. King(Player1.Ab_x2, Player1.Ab_y2+80*i-56, BLUE);
  2888. King(Player1.Ab_x2, Player1.Ab_y2+80*i-54, BLUE);
  2889. King(Player1.Ab_x2, Player1.Ab_y2+80*i-52, BLUE);
  2890. King(Player1.Ab_x2, Player1.Ab_y2+80*i-50, BLUE);
  2891. King(Player1.Ab_x2, Player1.Ab_y2+80*i-48, BLUE);
  2892. King(Player1.Ab_x2, Player1.Ab_y2+80*i-46, BLUE);
  2893. King(Player1.Ab_x2, Player1.Ab_y2+80*i-44, BLUE);
  2894. King(Player1.Ab_x2, Player1.Ab_y2+80*i-42, BLUE);
  2895. King(Player1.Ab_x2, Player1.Ab_y2+80*i-40, BLUE);
  2896. King(Player1.Ab_x2, Player1.Ab_y2+80*i-38, BLUE);
  2897. King(Player1.Ab_x2, Player1.Ab_y2+80*i-36, BLUE);
  2898. King(Player1.Ab_x2, Player1.Ab_y2+80*i-34, BLUE);
  2899. King(Player1.Ab_x2, Player1.Ab_y2+80*i-32, BLUE);
  2900. King(Player1.Ab_x2, Player1.Ab_y2+80*i-30, BLUE);
  2901. King(Player1.Ab_x2, Player1.Ab_y2+80*i-28, BLUE);
  2902. King(Player1.Ab_x2, Player1.Ab_y2+80*i-26, BLUE);
  2903. King(Player1.Ab_x2, Player1.Ab_y2+80*i-24, BLUE);
  2904. King(Player1.Ab_x2, Player1.Ab_y2+80*i-22, BLUE);
  2905. King(Player1.Ab_x2, Player1.Ab_y2+80*i-20, BLUE);
  2906. King(Player1.Ab_x2, Player1.Ab_y2+80*i-18, BLUE);
  2907. King(Player1.Ab_x2, Player1.Ab_y2+80*i-16, BLUE);
  2908. King(Player1.Ab_x2, Player1.Ab_y2+80*i-14, BLUE);
  2909. King(Player1.Ab_x2, Player1.Ab_y2+80*i-12, BLUE);
  2910. King(Player1.Ab_x2, Player1.Ab_y2+80*i-10, BLUE);
  2911. King(Player1.Ab_x2, Player1.Ab_y2+80*i-8, BLUE);
  2912. King(Player1.Ab_x2, Player1.Ab_y2+80*i-6, BLUE);
  2913. King(Player1.Ab_x2, Player1.Ab_y2+80*i-4, BLUE);
  2914. King(Player1.Ab_x2, Player1.Ab_y2+80*i-2, BLUE);
  2915. King(Player1.Ab_x2, Player1.Ab_y2+80*i, BLUE);
  2916. delay(0.00);
  2917. }
  2918. }
  2919. }
  2920. else if(distancey == 0)
  2921. {
  2922. if(distancex < 0)
  2923. {
  2924. for(i = 1; i <= -distancex/80; i++)
  2925. {
  2926. King(Player1.Ab_x2-80*i+80, Player1.Ab_y2, BLUE);
  2927. King(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2928. King(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2929. King(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2930. King(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2931. King(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2932. King(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  2933. King(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  2934. King(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  2935. King(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  2936. King(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  2937. King(Player1.Ab_x2-80*i+68, Player1.Ab_y2, BLUE);
  2938. King(Player1.Ab_x2-80*i+66, Player1.Ab_y2, BLUE);
  2939. King(Player1.Ab_x2-80*i+64, Player1.Ab_y2, BLUE);
  2940. King(Player1.Ab_x2-80*i+62, Player1.Ab_y2, BLUE);
  2941. King(Player1.Ab_x2-80*i+60, Player1.Ab_y2, BLUE);
  2942. King(Player1.Ab_x2-80*i+58, Player1.Ab_y2, BLUE);
  2943. King(Player1.Ab_x2-80*i+56, Player1.Ab_y2, BLUE);
  2944. King(Player1.Ab_x2-80*i+54, Player1.Ab_y2, BLUE);
  2945. King(Player1.Ab_x2-80*i+52, Player1.Ab_y2, BLUE);
  2946. King(Player1.Ab_x2-80*i+50, Player1.Ab_y2, BLUE);
  2947. King(Player1.Ab_x2-80*i+48, Player1.Ab_y2, BLUE);
  2948. King(Player1.Ab_x2-80*i+46, Player1.Ab_y2, BLUE);
  2949. King(Player1.Ab_x2-80*i+44, Player1.Ab_y2, BLUE);
  2950. King(Player1.Ab_x2-80*i+42, Player1.Ab_y2, BLUE);
  2951. King(Player1.Ab_x2-80*i+40, Player1.Ab_y2, BLUE);
  2952. King(Player1.Ab_x2-80*i+38, Player1.Ab_y2, BLUE);
  2953. King(Player1.Ab_x2-80*i+36, Player1.Ab_y2, BLUE);
  2954. King(Player1.Ab_x2-80*i+34, Player1.Ab_y2, BLUE);
  2955. King(Player1.Ab_x2-80*i+32, Player1.Ab_y2, BLUE);
  2956. King(Player1.Ab_x2-80*i+30, Player1.Ab_y2, BLUE);
  2957. King(Player1.Ab_x2-80*i+28, Player1.Ab_y2, BLUE);
  2958. King(Player1.Ab_x2-80*i+26, Player1.Ab_y2, BLUE);
  2959. King(Player1.Ab_x2-80*i+24, Player1.Ab_y2, BLUE);
  2960. King(Player1.Ab_x2-80*i+22, Player1.Ab_y2, BLUE);
  2961. King(Player1.Ab_x2-80*i+20, Player1.Ab_y2, BLUE);
  2962. King(Player1.Ab_x2-80*i+18, Player1.Ab_y2, BLUE);
  2963. King(Player1.Ab_x2-80*i+16, Player1.Ab_y2, BLUE);
  2964. King(Player1.Ab_x2-80*i+14, Player1.Ab_y2, BLUE);
  2965. King(Player1.Ab_x2-80*i+12, Player1.Ab_y2, BLUE);
  2966. King(Player1.Ab_x2-80*i+10, Player1.Ab_y2, BLUE);
  2967. King(Player1.Ab_x2-80*i+8, Player1.Ab_y2, BLUE);
  2968. King(Player1.Ab_x2-80*i+6, Player1.Ab_y2, BLUE);
  2969. King(Player1.Ab_x2-80*i+4, Player1.Ab_y2, BLUE);
  2970. King(Player1.Ab_x2-80*i+2, Player1.Ab_y2, BLUE);
  2971. King(Player1.Ab_x2-80*i, Player1.Ab_y2, BLUE);
  2972. delay(0.00);
  2973. }
  2974. }
  2975. else if(distancex > 0)
  2976. {
  2977. for(i = 1; i <= distancex/80; i++)
  2978. {
  2979. King(Player1.Ab_x2+80*i-80, Player1.Ab_y2, BLUE);
  2980. King(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2981. King(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2982. King(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2983. King(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2984. King(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2985. King(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  2986. King(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  2987. King(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  2988. King(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  2989. King(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  2990. King(Player1.Ab_x2+80*i-68, Player1.Ab_y2, BLUE);
  2991. King(Player1.Ab_x2+80*i-66, Player1.Ab_y2, BLUE);
  2992. King(Player1.Ab_x2+80*i-64, Player1.Ab_y2, BLUE);
  2993. King(Player1.Ab_x2+80*i-62, Player1.Ab_y2, BLUE);
  2994. King(Player1.Ab_x2+80*i-60, Player1.Ab_y2, BLUE);
  2995. King(Player1.Ab_x2+80*i-58, Player1.Ab_y2, BLUE);
  2996. King(Player1.Ab_x2+80*i-56, Player1.Ab_y2, BLUE);
  2997. King(Player1.Ab_x2+80*i-54, Player1.Ab_y2, BLUE);
  2998. King(Player1.Ab_x2+80*i-52, Player1.Ab_y2, BLUE);
  2999. King(Player1.Ab_x2+80*i-50, Player1.Ab_y2, BLUE);
  3000. King(Player1.Ab_x2+80*i-48, Player1.Ab_y2, BLUE);
  3001. King(Player1.Ab_x2+80*i-46, Player1.Ab_y2, BLUE);
  3002. King(Player1.Ab_x2+80*i-44, Player1.Ab_y2, BLUE);
  3003. King(Player1.Ab_x2+80*i-42, Player1.Ab_y2, BLUE);
  3004. King(Player1.Ab_x2+80*i-40, Player1.Ab_y2, BLUE);
  3005. King(Player1.Ab_x2+80*i-38, Player1.Ab_y2, BLUE);
  3006. King(Player1.Ab_x2+80*i-36, Player1.Ab_y2, BLUE);
  3007. King(Player1.Ab_x2+80*i-34, Player1.Ab_y2, BLUE);
  3008. King(Player1.Ab_x2+80*i-32, Player1.Ab_y2, BLUE);
  3009. King(Player1.Ab_x2+80*i-30, Player1.Ab_y2, BLUE);
  3010. King(Player1.Ab_x2+80*i-28, Player1.Ab_y2, BLUE);
  3011. King(Player1.Ab_x2+80*i-26, Player1.Ab_y2, BLUE);
  3012. King(Player1.Ab_x2+80*i-24, Player1.Ab_y2, BLUE);
  3013. King(Player1.Ab_x2+80*i-22, Player1.Ab_y2, BLUE);
  3014. King(Player1.Ab_x2+80*i-20, Player1.Ab_y2, BLUE);
  3015. King(Player1.Ab_x2+80*i-18, Player1.Ab_y2, BLUE);
  3016. King(Player1.Ab_x2+80*i-16, Player1.Ab_y2, BLUE);
  3017. King(Player1.Ab_x2+80*i-14, Player1.Ab_y2, BLUE);
  3018. King(Player1.Ab_x2+80*i-12, Player1.Ab_y2, BLUE);
  3019. King(Player1.Ab_x2+80*i-10, Player1.Ab_y2, BLUE);
  3020. King(Player1.Ab_x2+80*i-8, Player1.Ab_y2, BLUE);
  3021. King(Player1.Ab_x2+80*i-6, Player1.Ab_y2, BLUE);
  3022. King(Player1.Ab_x2+80*i-4, Player1.Ab_y2, BLUE);
  3023. King(Player1.Ab_x2+80*i-2, Player1.Ab_y2, BLUE);
  3024. King(Player1.Ab_x2+80*i, Player1.Ab_y2, BLUE);
  3025. delay(0.00);
  3026. }
  3027. }
  3028. }
  3029. putimage(0, 0, image0, COPY_PUT);
  3030. King(Player1.Ab_x3, Player1.Ab_y3, BLUE);
  3031. }
  3032. else if(DT_Grid[Player1.box_x2][Player1.box_y2] == 0)
  3033. {
  3034. setfillstyle(SOLID_FILL, LIGHTBLUE);
  3035. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  3036. setfillstyle(SOLID_FILL, WHITE);
  3037. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  3038. getimage(0, 0, 1280, 800, image0);
  3039. if(distancex == 0)
  3040. {
  3041. if(distancey < 0)
  3042. {
  3043. for(i = 1; i <= -distancey/80; i++)
  3044. {
  3045. King(Player1.Ab_x2, Player1.Ab_y2-80*i+80, BLUE);
  3046. King(Player1.Ab_x2, Player1.Ab_y2-80*i+78, BLUE);
  3047. King(Player1.Ab_x2, Player1.Ab_y2-80*i+76, BLUE);
  3048. King(Player1.Ab_x2, Player1.Ab_y2-80*i+74, BLUE);
  3049. King(Player1.Ab_x2, Player1.Ab_y2-80*i+72, BLUE);
  3050. King(Player1.Ab_x2, Player1.Ab_y2-80*i+70, BLUE);
  3051. King(Player1.Ab_x2, Player1.Ab_y2-80*i+68, BLUE);
  3052. King(Player1.Ab_x2, Player1.Ab_y2-80*i+66, BLUE);
  3053. King(Player1.Ab_x2, Player1.Ab_y2-80*i+64, BLUE);
  3054. King(Player1.Ab_x2, Player1.Ab_y2-80*i+62, BLUE);
  3055. King(Player1.Ab_x2, Player1.Ab_y2-80*i+60, BLUE);
  3056. King(Player1.Ab_x2, Player1.Ab_y2-80*i+58, BLUE);
  3057. King(Player1.Ab_x2, Player1.Ab_y2-80*i+56, BLUE);
  3058. King(Player1.Ab_x2, Player1.Ab_y2-80*i+54, BLUE);
  3059. King(Player1.Ab_x2, Player1.Ab_y2-80*i+52, BLUE);
  3060. King(Player1.Ab_x2, Player1.Ab_y2-80*i+50, BLUE);
  3061. King(Player1.Ab_x2, Player1.Ab_y2-80*i+48, BLUE);
  3062. King(Player1.Ab_x2, Player1.Ab_y2-80*i+46, BLUE);
  3063. King(Player1.Ab_x2, Player1.Ab_y2-80*i+44, BLUE);
  3064. King(Player1.Ab_x2, Player1.Ab_y2-80*i+42, BLUE);
  3065. King(Player1.Ab_x2, Player1.Ab_y2-80*i+40, BLUE);
  3066. King(Player1.Ab_x2, Player1.Ab_y2-80*i+38, BLUE);
  3067. King(Player1.Ab_x2, Player1.Ab_y2-80*i+36, BLUE);
  3068. King(Player1.Ab_x2, Player1.Ab_y2-80*i+34, BLUE);
  3069. King(Player1.Ab_x2, Player1.Ab_y2-80*i+32, BLUE);
  3070. King(Player1.Ab_x2, Player1.Ab_y2-80*i+30, BLUE);
  3071. King(Player1.Ab_x2, Player1.Ab_y2-80*i+28, BLUE);
  3072. King(Player1.Ab_x2, Player1.Ab_y2-80*i+26, BLUE);
  3073. King(Player1.Ab_x2, Player1.Ab_y2-80*i+24, BLUE);
  3074. King(Player1.Ab_x2, Player1.Ab_y2-80*i+22, BLUE);
  3075. King(Player1.Ab_x2, Player1.Ab_y2-80*i+20, BLUE);
  3076. King(Player1.Ab_x2, Player1.Ab_y2-80*i+18, BLUE);
  3077. King(Player1.Ab_x2, Player1.Ab_y2-80*i+16, BLUE);
  3078. King(Player1.Ab_x2, Player1.Ab_y2-80*i+14, BLUE);
  3079. King(Player1.Ab_x2, Player1.Ab_y2-80*i+12, BLUE);
  3080. King(Player1.Ab_x2, Player1.Ab_y2-80*i+10, BLUE);
  3081. King(Player1.Ab_x2, Player1.Ab_y2-80*i+8, BLUE);
  3082. King(Player1.Ab_x2, Player1.Ab_y2-80*i+6, BLUE);
  3083. King(Player1.Ab_x2, Player1.Ab_y2-80*i+4, BLUE);
  3084. King(Player1.Ab_x2, Player1.Ab_y2-80*i+2, BLUE);
  3085. King(Player1.Ab_x2, Player1.Ab_y2-80*i, BLUE);
  3086. delay(0.00);
  3087. }
  3088. }
  3089. else if(distancey > 0)
  3090. {
  3091. for(i = 1; i <= distancey/80; i++)
  3092. {
  3093. King(Player1.Ab_x2, Player1.Ab_y2+80*i-80, BLUE);
  3094. King(Player1.Ab_x2, Player1.Ab_y2+80*i-78, BLUE);
  3095. King(Player1.Ab_x2, Player1.Ab_y2+80*i-76, BLUE);
  3096. King(Player1.Ab_x2, Player1.Ab_y2+80*i-74, BLUE);
  3097. King(Player1.Ab_x2, Player1.Ab_y2+80*i-72, BLUE);
  3098. King(Player1.Ab_x2, Player1.Ab_y2+80*i-70, BLUE);
  3099. King(Player1.Ab_x2, Player1.Ab_y2+80*i-68, BLUE);
  3100. King(Player1.Ab_x2, Player1.Ab_y2+80*i-66, BLUE);
  3101. King(Player1.Ab_x2, Player1.Ab_y2+80*i-64, BLUE);
  3102. King(Player1.Ab_x2, Player1.Ab_y2+80*i-62, BLUE);
  3103. King(Player1.Ab_x2, Player1.Ab_y2+80*i-60, BLUE);
  3104. King(Player1.Ab_x2, Player1.Ab_y2+80*i-58, BLUE);
  3105. King(Player1.Ab_x2, Player1.Ab_y2+80*i-56, BLUE);
  3106. King(Player1.Ab_x2, Player1.Ab_y2+80*i-54, BLUE);
  3107. King(Player1.Ab_x2, Player1.Ab_y2+80*i-52, BLUE);
  3108. King(Player1.Ab_x2, Player1.Ab_y2+80*i-50, BLUE);
  3109. King(Player1.Ab_x2, Player1.Ab_y2+80*i-48, BLUE);
  3110. King(Player1.Ab_x2, Player1.Ab_y2+80*i-46, BLUE);
  3111. King(Player1.Ab_x2, Player1.Ab_y2+80*i-44, BLUE);
  3112. King(Player1.Ab_x2, Player1.Ab_y2+80*i-42, BLUE);
  3113. King(Player1.Ab_x2, Player1.Ab_y2+80*i-40, BLUE);
  3114. King(Player1.Ab_x2, Player1.Ab_y2+80*i-38, BLUE);
  3115. King(Player1.Ab_x2, Player1.Ab_y2+80*i-36, BLUE);
  3116. King(Player1.Ab_x2, Player1.Ab_y2+80*i-34, BLUE);
  3117. King(Player1.Ab_x2, Player1.Ab_y2+80*i-32, BLUE);
  3118. King(Player1.Ab_x2, Player1.Ab_y2+80*i-30, BLUE);
  3119. King(Player1.Ab_x2, Player1.Ab_y2+80*i-28, BLUE);
  3120. King(Player1.Ab_x2, Player1.Ab_y2+80*i-26, BLUE);
  3121. King(Player1.Ab_x2, Player1.Ab_y2+80*i-24, BLUE);
  3122. King(Player1.Ab_x2, Player1.Ab_y2+80*i-22, BLUE);
  3123. King(Player1.Ab_x2, Player1.Ab_y2+80*i-20, BLUE);
  3124. King(Player1.Ab_x2, Player1.Ab_y2+80*i-18, BLUE);
  3125. King(Player1.Ab_x2, Player1.Ab_y2+80*i-16, BLUE);
  3126. King(Player1.Ab_x2, Player1.Ab_y2+80*i-14, BLUE);
  3127. King(Player1.Ab_x2, Player1.Ab_y2+80*i-12, BLUE);
  3128. King(Player1.Ab_x2, Player1.Ab_y2+80*i-10, BLUE);
  3129. King(Player1.Ab_x2, Player1.Ab_y2+80*i-8, BLUE);
  3130. King(Player1.Ab_x2, Player1.Ab_y2+80*i-6, BLUE);
  3131. King(Player1.Ab_x2, Player1.Ab_y2+80*i-4, BLUE);
  3132. King(Player1.Ab_x2, Player1.Ab_y2+80*i-2, BLUE);
  3133. King(Player1.Ab_x2, Player1.Ab_y2+80*i, BLUE);
  3134. delay(0.00);
  3135. }
  3136. }
  3137. }
  3138. else if(distancey == 0)
  3139. {
  3140. if(distancex < 0)
  3141. {
  3142. for(i = 1; i <= -distancex/80; i++)
  3143. {
  3144. King(Player1.Ab_x2-80*i+80, Player1.Ab_y2, BLUE);
  3145. King(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  3146. King(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  3147. King(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  3148. King(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  3149. King(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  3150. King(Player1.Ab_x2-80*i+78, Player1.Ab_y2, BLUE);
  3151. King(Player1.Ab_x2-80*i+76, Player1.Ab_y2, BLUE);
  3152. King(Player1.Ab_x2-80*i+74, Player1.Ab_y2, BLUE);
  3153. King(Player1.Ab_x2-80*i+72, Player1.Ab_y2, BLUE);
  3154. King(Player1.Ab_x2-80*i+70, Player1.Ab_y2, BLUE);
  3155. King(Player1.Ab_x2-80*i+68, Player1.Ab_y2, BLUE);
  3156. King(Player1.Ab_x2-80*i+66, Player1.Ab_y2, BLUE);
  3157. King(Player1.Ab_x2-80*i+64, Player1.Ab_y2, BLUE);
  3158. King(Player1.Ab_x2-80*i+62, Player1.Ab_y2, BLUE);
  3159. King(Player1.Ab_x2-80*i+60, Player1.Ab_y2, BLUE);
  3160. King(Player1.Ab_x2-80*i+58, Player1.Ab_y2, BLUE);
  3161. King(Player1.Ab_x2-80*i+56, Player1.Ab_y2, BLUE);
  3162. King(Player1.Ab_x2-80*i+54, Player1.Ab_y2, BLUE);
  3163. King(Player1.Ab_x2-80*i+52, Player1.Ab_y2, BLUE);
  3164. King(Player1.Ab_x2-80*i+50, Player1.Ab_y2, BLUE);
  3165. King(Player1.Ab_x2-80*i+48, Player1.Ab_y2, BLUE);
  3166. King(Player1.Ab_x2-80*i+46, Player1.Ab_y2, BLUE);
  3167. King(Player1.Ab_x2-80*i+44, Player1.Ab_y2, BLUE);
  3168. King(Player1.Ab_x2-80*i+42, Player1.Ab_y2, BLUE);
  3169. King(Player1.Ab_x2-80*i+40, Player1.Ab_y2, BLUE);
  3170. King(Player1.Ab_x2-80*i+38, Player1.Ab_y2, BLUE);
  3171. King(Player1.Ab_x2-80*i+36, Player1.Ab_y2, BLUE);
  3172. King(Player1.Ab_x2-80*i+34, Player1.Ab_y2, BLUE);
  3173. King(Player1.Ab_x2-80*i+32, Player1.Ab_y2, BLUE);
  3174. King(Player1.Ab_x2-80*i+30, Player1.Ab_y2, BLUE);
  3175. King(Player1.Ab_x2-80*i+28, Player1.Ab_y2, BLUE);
  3176. King(Player1.Ab_x2-80*i+26, Player1.Ab_y2, BLUE);
  3177. King(Player1.Ab_x2-80*i+24, Player1.Ab_y2, BLUE);
  3178. King(Player1.Ab_x2-80*i+22, Player1.Ab_y2, BLUE);
  3179. King(Player1.Ab_x2-80*i+20, Player1.Ab_y2, BLUE);
  3180. King(Player1.Ab_x2-80*i+18, Player1.Ab_y2, BLUE);
  3181. King(Player1.Ab_x2-80*i+16, Player1.Ab_y2, BLUE);
  3182. King(Player1.Ab_x2-80*i+14, Player1.Ab_y2, BLUE);
  3183. King(Player1.Ab_x2-80*i+12, Player1.Ab_y2, BLUE);
  3184. King(Player1.Ab_x2-80*i+10, Player1.Ab_y2, BLUE);
  3185. King(Player1.Ab_x2-80*i+8, Player1.Ab_y2, BLUE);
  3186. King(Player1.Ab_x2-80*i+6, Player1.Ab_y2, BLUE);
  3187. King(Player1.Ab_x2-80*i+4, Player1.Ab_y2, BLUE);
  3188. King(Player1.Ab_x2-80*i+2, Player1.Ab_y2, BLUE);
  3189. King(Player1.Ab_x2-80*i, Player1.Ab_y2, BLUE);
  3190. delay(0.00);
  3191. }
  3192. }
  3193. else if(distancex > 0)
  3194. {
  3195. for(i = 1; i <= distancex/80; i++)
  3196. {
  3197. King(Player1.Ab_x2+80*i-80, Player1.Ab_y2, BLUE);
  3198. King(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  3199. King(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  3200. King(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  3201. King(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  3202. King(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  3203. King(Player1.Ab_x2+80*i-78, Player1.Ab_y2, BLUE);
  3204. King(Player1.Ab_x2+80*i-76, Player1.Ab_y2, BLUE);
  3205. King(Player1.Ab_x2+80*i-74, Player1.Ab_y2, BLUE);
  3206. King(Player1.Ab_x2+80*i-72, Player1.Ab_y2, BLUE);
  3207. King(Player1.Ab_x2+80*i-70, Player1.Ab_y2, BLUE);
  3208. King(Player1.Ab_x2+80*i-68, Player1.Ab_y2, BLUE);
  3209. King(Player1.Ab_x2+80*i-66, Player1.Ab_y2, BLUE);
  3210. King(Player1.Ab_x2+80*i-64, Player1.Ab_y2, BLUE);
  3211. King(Player1.Ab_x2+80*i-62, Player1.Ab_y2, BLUE);
  3212. King(Player1.Ab_x2+80*i-60, Player1.Ab_y2, BLUE);
  3213. King(Player1.Ab_x2+80*i-58, Player1.Ab_y2, BLUE);
  3214. King(Player1.Ab_x2+80*i-56, Player1.Ab_y2, BLUE);
  3215. King(Player1.Ab_x2+80*i-54, Player1.Ab_y2, BLUE);
  3216. King(Player1.Ab_x2+80*i-52, Player1.Ab_y2, BLUE);
  3217. King(Player1.Ab_x2+80*i-50, Player1.Ab_y2, BLUE);
  3218. King(Player1.Ab_x2+80*i-48, Player1.Ab_y2, BLUE);
  3219. King(Player1.Ab_x2+80*i-46, Player1.Ab_y2, BLUE);
  3220. King(Player1.Ab_x2+80*i-44, Player1.Ab_y2, BLUE);
  3221. King(Player1.Ab_x2+80*i-42, Player1.Ab_y2, BLUE);
  3222. King(Player1.Ab_x2+80*i-40, Player1.Ab_y2, BLUE);
  3223. King(Player1.Ab_x2+80*i-38, Player1.Ab_y2, BLUE);
  3224. King(Player1.Ab_x2+80*i-36, Player1.Ab_y2, BLUE);
  3225. King(Player1.Ab_x2+80*i-34, Player1.Ab_y2, BLUE);
  3226. King(Player1.Ab_x2+80*i-32, Player1.Ab_y2, BLUE);
  3227. King(Player1.Ab_x2+80*i-30, Player1.Ab_y2, BLUE);
  3228. King(Player1.Ab_x2+80*i-28, Player1.Ab_y2, BLUE);
  3229. King(Player1.Ab_x2+80*i-26, Player1.Ab_y2, BLUE);
  3230. King(Player1.Ab_x2+80*i-24, Player1.Ab_y2, BLUE);
  3231. King(Player1.Ab_x2+80*i-22, Player1.Ab_y2, BLUE);
  3232. King(Player1.Ab_x2+80*i-20, Player1.Ab_y2, BLUE);
  3233. King(Player1.Ab_x2+80*i-18, Player1.Ab_y2, BLUE);
  3234. King(Player1.Ab_x2+80*i-16, Player1.Ab_y2, BLUE);
  3235. King(Player1.Ab_x2+80*i-14, Player1.Ab_y2, BLUE);
  3236. King(Player1.Ab_x2+80*i-12, Player1.Ab_y2, BLUE);
  3237. King(Player1.Ab_x2+80*i-10, Player1.Ab_y2, BLUE);
  3238. King(Player1.Ab_x2+80*i-8, Player1.Ab_y2, BLUE);
  3239. King(Player1.Ab_x2+80*i-6, Player1.Ab_y2, BLUE);
  3240. King(Player1.Ab_x2+80*i-4, Player1.Ab_y2, BLUE);
  3241. King(Player1.Ab_x2+80*i-2, Player1.Ab_y2, BLUE);
  3242. King(Player1.Ab_x2+80*i, Player1.Ab_y2, BLUE);
  3243. delay(0.00);
  3244. }
  3245. }
  3246. }
  3247. putimage(0, 0, image0, COPY_PUT);
  3248. King(Player1.Ab_x3, Player1.Ab_y3, BLUE);
  3249. }
  3250. }
  3251. DT_Ball[Player1.box_x2][Player1.box_y2] = 0;
  3252. DT_Ball[9][9] = 10;
  3253. ////////////////////////////////////////Unballed//////////////////////////////////////////
  3254. if(DT_Grid[Player1.box_x2][Player1.box_y2] == 1)
  3255. {
  3256. setfillstyle(SOLID_FILL, LIGHTCYAN);
  3257. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  3258. setfillstyle(SOLID_FILL, BROWN);
  3259. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  3260. }
  3261. else if(DT_Grid[Player1.box_x2][Player1.box_y2] == 0)
  3262. {
  3263. setfillstyle(SOLID_FILL, LIGHTBLUE);
  3264. bar(Player1.Ab_x2-40, Player1.Ab_y2-40, Player1.Ab_x2+40, Player1.Ab_y2+40);
  3265. setfillstyle(SOLID_FILL, WHITE);
  3266. bar(Player1.Ab_x2-40+8, Player1.Ab_y2-40+8, Player1.Ab_x2+40-8, Player1.Ab_y2+40-8);
  3267. }
  3268. ////////////////////////////////Middle Detection.........////////////////////////////////
  3269. if((DT_Ball[Player1.box_x3-1][Player1.box_y3] == 2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == 2)
  3270. ||(DT_Ball[Player1.box_x3-1][Player1.box_y3] == 2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == -2)
  3271. ||(DT_Ball[Player1.box_x3-1][Player1.box_y3] == -2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == 2))
  3272. {
  3273. if((DT_Ball[Player1.box_x3-1][Player1.box_y3] == -2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == 2)
  3274. ||(DT_Ball[Player1.box_x3-1][Player1.box_y3] == 2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == -2))
  3275. {
  3276. cleardevice();
  3277. for(i=0; i<=4500; i++)
  3278. {
  3279. x=rand()%1280;
  3280. y=rand()%800;
  3281. putpixel(x,y,15);
  3282. }
  3283. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  3284. setcolor(1);
  3285. outtextxy(500, 300, "BLUE TEAM WON!");
  3286.  
  3287. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  3288. setcolor(1);
  3289. outtextxy(505, 450, "New Game Will Start in 10...");
  3290. delay(1000);
  3291. outtextxy(505, 450, "New Game Will Start in 9... ");
  3292. delay(1000);
  3293. outtextxy(505, 450, "New Game Will Start in 8... ");
  3294. delay(1000);
  3295. outtextxy(505, 450, "New Game Will Start in 7... ");
  3296. delay(1000);
  3297. outtextxy(505, 450, "New Game Will Start in 6... ");
  3298. delay(1000);
  3299. outtextxy(505, 450, "New Game Will Start in 5... ");
  3300. delay(1000);
  3301. outtextxy(505, 450, "New Game Will Start in 4... ");
  3302. delay(1000);
  3303. outtextxy(505, 450, "New Game Will Start in 3... ");
  3304. delay(1000);
  3305. outtextxy(505, 450, "New Game Will Start in 2... ");
  3306. delay(1000);
  3307. outtextxy(505, 450, "New Game Will Start in 1... ");
  3308. delay(1000);
  3309. putimage(0, 0, image1, COPY_PUT);
  3310. goto New_Game;
  3311. }
  3312. else if(DT_Grid[Player1.box_x3-1][Player1.box_y3] == 1&&DT_Grid[Player1.box_x3+1][Player1.box_y3] == 1)
  3313. {
  3314. setfillstyle(SOLID_FILL, LIGHTCYAN);
  3315. bar(Player1.Ab_x3-120, Player1.Ab_y3-40, Player1.Ab_x3-40, Player1.Ab_y3+40);
  3316. bar(Player1.Ab_x3+40, Player1.Ab_y3-40, Player1.Ab_x3+120, Player1.Ab_y3+40);
  3317. setfillstyle(SOLID_FILL, BROWN);
  3318. bar(Player1.Ab_x3-120+8, Player1.Ab_y3-40+8, Player1.Ab_x3-40-8, Player1.Ab_y3+40-8);
  3319. bar(Player1.Ab_x3+40+8, Player1.Ab_y3-40+8, Player1.Ab_x3+120-8, Player1.Ab_y3+40-8);
  3320. }
  3321. else if(DT_Grid[Player1.box_x3-1][Player1.box_y3] == 0&&DT_Grid[Player1.box_x3+1][Player1.box_y3] == 0)
  3322. {
  3323. setfillstyle(SOLID_FILL, LIGHTBLUE);
  3324. bar(Player1.Ab_x3-120, Player1.Ab_y3-40, Player1.Ab_x3-40, Player1.Ab_y3+40);
  3325. bar(Player1.Ab_x3+40, Player1.Ab_y3-40, Player1.Ab_x3+120, Player1.Ab_y3+40);
  3326. setfillstyle(SOLID_FILL, WHITE);
  3327. bar(Player1.Ab_x3-120+8, Player1.Ab_y3-40+8, Player1.Ab_x3-40-8, Player1.Ab_y3+40-8);
  3328. bar(Player1.Ab_x3+40+8, Player1.Ab_y3-40+8, Player1.Ab_x3+120-8, Player1.Ab_y3+40-8);
  3329. }
  3330. if(DT_Ball[Player1.box_x3-1][Player1.box_y3] == 2 && DT_Ball[Player1.box_x3+1][Player1.box_y3] == 2)
  3331. {
  3332. if(Player1_DT_Ball[0][0] == 0&&Player1_DT_Ball[0][1] == 0)
  3333. {
  3334. Ball(73, 190, RED);
  3335. Ball(153, 190, RED);
  3336. Player1_DT_Ball[0][0] = 2;
  3337. Player1_DT_Ball[0][1] = 2;
  3338. }
  3339. else if(Player1_DT_Ball[0][2] == 0&& Player1_DT_Ball[1][2] == 0)
  3340. {
  3341. Ball(233, 190, RED);
  3342. Ball(233, 270, RED);
  3343. Player1_DT_Ball[0][2] = 2;
  3344. Player1_DT_Ball[1][2] = 2;
  3345. }
  3346. else if(Player1_DT_Ball[1][0] == 0&& Player1_DT_Ball[1][1] == 0)
  3347. {
  3348. Ball(73, 270, RED);
  3349. Ball(153, 270, RED);
  3350. Player1_DT_Ball[1][0] = 2;
  3351. Player1_DT_Ball[1][1] = 2;
  3352. }
  3353. else if(Player1_DT_Ball[2][0] == 0&& Player1_DT_Ball[2][1] == 0)
  3354. {
  3355. Ball(73, 350, RED);
  3356. Ball(153, 350, RED);
  3357. Player1_DT_Ball[2][0] = 2;
  3358. Player1_DT_Ball[2][1] = 2;
  3359. }
  3360. else if(Player1_DT_Ball[3][2] == 0&& Player1_DT_Ball[2][2] == 0)
  3361. {
  3362. Ball(233, 350, RED);
  3363. Ball(233, 430, RED);
  3364. Player1_DT_Ball[3][2] = 2;
  3365. Player1_DT_Ball[2][2] = 2;
  3366. }
  3367. else if(Player1_DT_Ball[3][0] == 0&& Player1_DT_Ball[3][1] == 0)
  3368. {
  3369. Ball(73, 430, RED);
  3370. Ball(153, 430, RED);
  3371. Player1_DT_Ball[3][0] = 2;
  3372. Player1_DT_Ball[3][1] = 2;
  3373. }
  3374. else if(Player1_DT_Ball[4][0] == 0&& Player1_DT_Ball[4][1] == 0)
  3375. {
  3376. Ball(73, 510, RED);
  3377. Ball(153, 510, RED);
  3378. Player1_DT_Ball[4][0] = 2;
  3379. Player1_DT_Ball[4][1] = 2;
  3380. }
  3381. }
  3382. DT_Ball[Player1.box_x3-1][Player1.box_y3] = 0;
  3383. DT_Ball[Player1.box_x3+1][Player1.box_y3] = 0;
  3384. }
  3385. else if((DT_Ball[Player1.box_x3][Player1.box_y3-1] == 2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == 2)
  3386. ||(DT_Ball[Player1.box_x3][Player1.box_y3-1] == 2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == -2)
  3387. ||(DT_Ball[Player1.box_x3][Player1.box_y3-1] == -2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == 2))
  3388. {
  3389. if((DT_Ball[Player1.box_x3][Player1.box_y3-1] == -2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == 2)
  3390. ||(DT_Ball[Player1.box_x3][Player1.box_y3-1] == 2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == -2))
  3391. {
  3392. cleardevice();
  3393. for(i=0; i<=4500; i++)
  3394. {
  3395. x=rand()%1280;
  3396. y=rand()%800;
  3397. putpixel(x,y,15);
  3398. }
  3399. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  3400. setcolor(1);
  3401. outtextxy(500, 300, "BLUE TEAM WON!");
  3402.  
  3403. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  3404. setcolor(1);
  3405. outtextxy(505, 450, "New Game Will Start in 10...");
  3406. delay(1000);
  3407. outtextxy(505, 450, "New Game Will Start in 9... ");
  3408. delay(1000);
  3409. outtextxy(505, 450, "New Game Will Start in 8... ");
  3410. delay(1000);
  3411. outtextxy(505, 450, "New Game Will Start in 7... ");
  3412. delay(1000);
  3413. outtextxy(505, 450, "New Game Will Start in 6... ");
  3414. delay(1000);
  3415. outtextxy(505, 450, "New Game Will Start in 5... ");
  3416. delay(1000);
  3417. outtextxy(505, 450, "New Game Will Start in 4... ");
  3418. delay(1000);
  3419. outtextxy(505, 450, "New Game Will Start in 3... ");
  3420. delay(1000);
  3421. outtextxy(505, 450, "New Game Will Start in 2... ");
  3422. delay(1000);
  3423. outtextxy(505, 450, "New Game Will Start in 1... ");
  3424. delay(1000);
  3425. putimage(0, 0, image1, COPY_PUT);
  3426. goto New_Game;
  3427. }
  3428. else if(DT_Grid[Player1.box_x3][Player1.box_y3-1] == 1)
  3429. {
  3430. setfillstyle(SOLID_FILL, LIGHTCYAN);
  3431. bar(Player1.Ab_x3-40, Player1.Ab_y3-120, Player1.Ab_x3+40, Player1.Ab_y3-40);
  3432. bar(Player1.Ab_x3-40, Player1.Ab_y3+40, Player1.Ab_x3+40, Player1.Ab_y3+120);
  3433. setfillstyle(SOLID_FILL, BROWN);
  3434. bar(Player1.Ab_x3-40+8, Player1.Ab_y3-120+8, Player1.Ab_x3+40-8, Player1.Ab_y3-40-8);
  3435. bar(Player1.Ab_x3-40+8, Player1.Ab_y3+40+8, Player1.Ab_x3+40-8, Player1.Ab_y3+120-8);
  3436.  
  3437. }
  3438. else if(DT_Grid[Player1.box_x3][Player1.box_y3-1] == 0)
  3439. {
  3440. setfillstyle(SOLID_FILL, LIGHTBLUE);
  3441. bar(Player1.Ab_x3-40, Player1.Ab_y3-120, Player1.Ab_x3+40, Player1.Ab_y3-40);
  3442. bar(Player1.Ab_x3-40, Player1.Ab_y3+40, Player1.Ab_x3+40, Player1.Ab_y3+120);
  3443. setfillstyle(SOLID_FILL, WHITE);
  3444. bar(Player1.Ab_x3-40+8, Player1.Ab_y3-120+8, Player1.Ab_x3+40-8, Player1.Ab_y3-40-8);
  3445. bar(Player1.Ab_x3-40+8, Player1.Ab_y3+40+8, Player1.Ab_x3+40-8, Player1.Ab_y3+120-8);
  3446. }
  3447. if(DT_Ball[Player1.box_x3][Player1.box_y3-1] == 2 && DT_Ball[Player1.box_x3][Player1.box_y3+1] == 2)
  3448. {
  3449. if(Player1_DT_Ball[0][0] == 0&&Player1_DT_Ball[0][1] == 0)
  3450. {
  3451. Ball(73, 190, RED);
  3452. Ball(153, 190, RED);
  3453. Player1_DT_Ball[0][0] = 2;
  3454. Player1_DT_Ball[0][1] = 2;
  3455. }
  3456. else if(Player1_DT_Ball[0][2] == 0&& Player1_DT_Ball[1][2] == 0)
  3457. {
  3458. Ball(233, 190, RED);
  3459. Ball(233, 270, RED);
  3460. Player1_DT_Ball[0][2] = 2;
  3461. Player1_DT_Ball[1][2] = 2;
  3462. }
  3463. else if(Player1_DT_Ball[1][0] == 0&& Player1_DT_Ball[1][1] == 0)
  3464. {
  3465. Ball(73, 270, RED);
  3466. Ball(153, 270, RED);
  3467. Player1_DT_Ball[1][0] = 2;
  3468. Player1_DT_Ball[1][1] = 2;
  3469. }
  3470. else if(Player1_DT_Ball[2][0] == 0&& Player1_DT_Ball[2][1] == 0)
  3471. {
  3472. Ball(73, 350, RED);
  3473. Ball(153, 350, RED);
  3474. Player1_DT_Ball[2][0] = 2;
  3475. Player1_DT_Ball[2][1] = 2;
  3476. }
  3477. else if(Player1_DT_Ball[3][2] == 0&& Player1_DT_Ball[2][2] == 0)
  3478. {
  3479. Ball(233, 350, RED);
  3480. Ball(233, 430, RED);
  3481. Player1_DT_Ball[3][2] = 2;
  3482. Player1_DT_Ball[2][2] = 2;
  3483. }
  3484. else if(Player1_DT_Ball[3][0] == 0&& Player1_DT_Ball[3][1] == 0)
  3485. {
  3486. Ball(73, 430, RED);
  3487. Ball(153, 430, RED);
  3488. Player1_DT_Ball[3][0] = 2;
  3489. Player1_DT_Ball[3][1] = 2;
  3490. }
  3491. else if(Player1_DT_Ball[4][0] == 0&& Player1_DT_Ball[4][1] == 0)
  3492. {
  3493. Ball(73, 510, RED);
  3494. Ball(153, 510, RED);
  3495. Player1_DT_Ball[4][0] = 2;
  3496. Player1_DT_Ball[4][1] = 2;
  3497. }
  3498. }
  3499. DT_Ball[Player1.box_x3][Player1.box_y3-1] = 0;
  3500. DT_Ball[Player1.box_x3][Player1.box_y3+1] = 0;
  3501. }
  3502. /////////////////////////////////////////Testing/////////////////////////////////////////////
  3503. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  3504. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  3505. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  3506. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  3507. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  3508. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  3509. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  3510. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  3511. goto player2;
  3512. }
  3513. ///////////////////////////////////////////////////////////////////////////
  3514. ///////////////////////////////////////////////////////////////////////////
  3515. /////////////////////////////////Player 2//////////////////////////////////
  3516. ///////////////////////////////////////////////////////////////////////////
  3517. ///////////////////////////////////////////////////////////////////////////
  3518. player2:
  3519. //////////////////////Get image0 on x= 300, y= 0///////////////////////////
  3520. getimage(0, 0, 1280, 800, image0);
  3521. reclick21_1:
  3522. settextstyle(BOLD_FONT, HORIZ_DIR, RED);
  3523. setcolor(RED);
  3524. outtextxy(440, 8, "RED TEAM! Your turn!");
  3525. ///////////////////////////////First Click/////////////////////////////////
  3526. Player2.Click_x1 = 0, Player2.Click_y1 = 0;
  3527. while(!ismouseclick(WM_LBUTTONDOWN))delay(0);
  3528. getmouseclick(WM_LBUTTONDOWN, Player2.Click_x1, Player2.Click_y1);
  3529. //////////////////Control Where User Clicks////////////////////////////////
  3530. if(Player2.Click_x1 >= 0&&Player2.Click_x1 <= 30&&Player2.Click_y1 >= 0 && Player2.Click_y1 <=20)
  3531. {
  3532. File2:
  3533. setcolor(LIGHTMAGENTA);
  3534. line(1, 22, 70, 22);
  3535. line(1, 24, 70, 24);
  3536. line(1, 42, 70, 42);
  3537. line(1, 44, 70, 44);
  3538. line(1, 64, 70, 64);
  3539. line(1, 66, 70, 66);
  3540. line(1, 87, 70, 87);
  3541. line(1, 89, 70, 89);
  3542. settextstyle(2, 0, 5);
  3543. setcolor(LIGHTGREEN);
  3544. outtextxy(6, 25, "New Game");
  3545. outtextxy(6, 47, "Continue");
  3546. outtextxy(6, 69, "Exit");
  3547. goto reclick22_1;
  3548. }
  3549. else if(Player2.Click_x1 >= 31 && Player2.Click_x1 <= 95 &&Player2.Click_y1 >= 0 && Player2.Click_y1 <= 20)
  3550. {
  3551. putimage(0, 0, image0, COPY_PUT);
  3552. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\tRAEKS GAME\n\n1.\tLOOK AT THE MESSAGE ABOVE THE TABLE!\n2.\tCLICK ON THE BALL YOU WANT TO MOVE!\n3.\tYOU CAN ALSO CHANGE THE BALL YOU WANT TO MOVE!\n4.\tYOU KILL YOUR ENEMY WHEN YOU MOVE IN BETWEEN ENEMY BALL!",(LPCWSTR)L"Instruction",WB_LEFT);
  3553. goto reclick21_1;
  3554. }
  3555. else if(Player2.Click_x1 >= 96 && Player2.Click_x1 <= 171 &&Player2.Click_y1 >= 0 && Player2.Click_y1 <= 20)
  3556. {
  3557. putimage(0, 0, image0, COPY_PUT);
  3558. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HISTORY\n\nRAEKS GAME IS A GAME WHICH IS A KIND OF POPULAR GAME THAT OLDER PEOPLE LIKE TO PLAY WHILE THEY ARE FREE AFTER FULL DAY WORKING.\n\nRAEKS IS ALSO COMPETED WITH ENEMY BY USING THEIR OWN STRATEGY TO WIN THE WAR!\n\nTHE TWO COMPETITON KINGS SIGNED THE WAR STARTED TO FIND THE WINNER.\nALBEIT RAEKS WAS CREATED IN ANCIENT SOCIETY BUT IT IS NOT INTERESTED IN NOWADAYS LIFE.\n\nBECAUSE OF TECHNOLOGY AND INTERNET WAS FETCH UP OVER THE OLD HISTORY, YOUNGSTER DO NOT KNOW HOW TO PLAY AND WAS UNKNOWN FOR A LONG TIME AGO.\n\nNOW LET'S START THE NEW HISTORY...\n\n\t\t\t\tAND ENJOY THIS WAR...",(LPCWSTR)L"About Game",WB_LEFT);
  3559. goto reclick21_1;
  3560. }
  3561. else if(Player2.Click_x1 >= 172 && Player2.Click_x1 <= 229 && Player2.Click_y1 >= 0 && Player2.Click_y1 <= 20)
  3562. {
  3563. About_Us2:
  3564. setcolor(LIGHTMAGENTA);
  3565. line(172, 22, 240, 22);
  3566. line(172, 24, 240, 24);
  3567. line(172, 42, 240, 42);
  3568. line(172, 44, 240, 44);
  3569. line(172, 64, 240, 64);
  3570. line(172, 66, 240, 66);
  3571. line(172, 87, 240, 87);
  3572. line(172, 89, 240, 89);
  3573. settextstyle(2, 0, 5);
  3574. setcolor(LIGHTGREEN);
  3575. outtextxy(176, 25, "Discription");
  3576. outtextxy(176, 47, "Information");
  3577. outtextxy(176, 69, "Developers");
  3578. goto reclick22_1;
  3579. }
  3580. else if(Player2.Click_x1 >= 230 && Player2.Click_x1 <= 263 && Player2.Click_y1 >= 0 && Player2.Click_y1 <= 20)
  3581. {
  3582. Help2:
  3583. setcolor(LIGHTMAGENTA);
  3584. line(230, 22, 264, 22);
  3585. line(230, 24, 264, 24);
  3586. line(230, 42, 264, 42);
  3587. line(230, 44, 264, 44);
  3588. settextstyle(2, 0, 5);
  3589. setcolor(LIGHTGREEN);
  3590. outtextxy(234, 25, "Tips");
  3591. goto reclick22_1;
  3592. }
  3593. ///////////////To Clicken that again when Player Click out of Grid///////////////////
  3594. if(Player2.Click_x1<300|| Player2.Click_x1> 940 || Player2.Click_y1<50 || Player2.Click_y1> 690)goto reclick21_1;
  3595. ///////////////////////To Calculate What needed below//////////////////////
  3596. else if(Player2.Click_x1>=300&& Player2.Click_x1<= 940 && Player2.Click_y1>=50 && Player2.Click_y1<= 690)
  3597. {
  3598. Player2.box_x1 = (Player2.Click_x1 - 300)/80; //Grid clicked the first
  3599. Player2.box_y1 = (Player2.Click_y1 - 50)/80;
  3600. Player2.Ab_x1 = Player2.box_x1*80 + 340; //Absolute Coordinate in the middle of clicked grid
  3601. Player2.Ab_y1 = Player2.box_y1*80 + 90;
  3602. }
  3603. ///////////////////////When clicked on player2 ball or space//////////////////////////
  3604. if(DT_Ball[Player2.box_x1][Player2.box_y1]==0||DT_Ball[Player2.box_x1][Player2.box_y1]==1
  3605. ||DT_Ball[Player2.box_x1][Player2.box_y1]==-1)
  3606. {
  3607. putimage(0, 0, image0, COPY_PUT);
  3608. goto reclick21_1;
  3609. }
  3610. ///////////////////////////////////////When clicked on player1 ball ////////////////////////////////////
  3611. else if(DT_Ball[Player2.box_x1][Player2.box_y1]==2||DT_Ball[Player2.box_x1][Player2.box_y1]==-2)
  3612. {
  3613. putimage(0,0, image0, COPY_PUT); //To Put origin image
  3614. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  3615. setcolor(YELLOW);
  3616. outtextxy(480, 10, "Please Choose The Direction!");
  3617. Ball(Player2.Ab_x1, Player2.Ab_y1, 14); //To Change ball to yellow
  3618. ////////////////Changing and Showing Where is number 3 (Direction user can choose)//////////////////
  3619. for(c1 = Player2.box_y1-1; c1 >= 0; c1--)
  3620. {
  3621. if(DT_Ball[Player2.box_x1][c1] == 0)
  3622. {
  3623. Direction(Player2.Ab_x1, c1*80 + 90);
  3624. DT_Ball[Player2.box_x1][c1] = 3;
  3625. }
  3626. else if(DT_Ball[Player2.box_x1][c1] != 0) break;
  3627. }
  3628. for(c2 = Player2.box_y1+1; c2 < 8; c2++)
  3629. {
  3630. if(DT_Ball[Player2.box_x1][c2] == 0)
  3631. {
  3632. Direction(Player2.Ab_x1, c2*80 + 90);
  3633. DT_Ball[Player2.box_x1][c2] = 3;
  3634. }
  3635. else if(DT_Ball[Player2.box_x1][c2] != 0) break;
  3636. }
  3637. for(c3 = Player2.box_x1-1; c3 >= 0; c3--)
  3638. {
  3639. if(DT_Ball[c3][Player2.box_y1] == 0)
  3640. {
  3641. Direction(c3*80 + 340, Player2.Ab_y1);
  3642. DT_Ball[c3][Player2.box_y1] = 3;
  3643. }
  3644. else if(DT_Ball[c3][Player2.box_y1] != 0) break;
  3645. }
  3646. for(c4 = Player2.box_x1+1; c4 < 8; c4++)
  3647. {
  3648. if(DT_Ball[c4][Player2.box_y1] == 0)
  3649. {
  3650. Direction(c4*80 + 340, Player2.Ab_y1);
  3651. DT_Ball[c4][Player2.box_y1] = 3;
  3652. }
  3653. else if(DT_Ball[c4][Player2.box_y1] != 0) break;
  3654. }
  3655. }
  3656. reclick22_1:
  3657. ///////////////////////Click 2 and so on is referred to cloned click....///////////////////////////
  3658. while(!ismouseclick(WM_LBUTTONDOWN))delay(0);
  3659. getmouseclick(WM_LBUTTONDOWN, Player2.Click_x2, Player2.Click_y2);
  3660. ////////////////////////////////////////////////////////
  3661. //////////////////////////Control where Player Click/////////////////////////
  3662. if(Player2.Click_x1 >= 0 && Player2.Click_x1 <= 264 && Player2.Click_y1 >= 0 && Player2.Click_y1 <= 20)
  3663. {
  3664. if(Player2.Click_x2 >= 0 && Player2.Click_x2 <= 30&& Player2.Click_y2 >= 0 && Player2.Click_y2 <= 20)
  3665. {
  3666. putimage(0, 0, image0, COPY_PUT);
  3667. goto File2;
  3668. }
  3669. else if(Player2.Click_x2 >= 31 && Player2.Click_x2 <= 95 &&Player2.Click_y2 >= 0 && Player2.Click_y2 <= 20)
  3670. {
  3671. putimage(0, 0, image0, COPY_PUT);
  3672. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\tRAEKS GAME\n\n1.\tLOOK AT THE MESSAGE ABOVE THE TABLE!\n2.\tCLICK ON THE BALL YOU WANT TO MOVE!\n3.\tYOU CAN ALSO CHANGE THE BALL YOU WANT TO MOVE!\n4.\tYOU KILL YOUR ENEMY WHEN YOU MOVE IN BETWEEN ENEMY BALL!",(LPCWSTR)L"Instruction",WB_LEFT);
  3673. goto reclick21_1;
  3674. }
  3675. else if(Player2.Click_x2 >= 96 && Player2.Click_x2 <= 171 &&Player2.Click_y2 >= 0 && Player2.Click_y2 <= 20)
  3676. {
  3677. putimage(0, 0, image0, COPY_PUT);
  3678. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HISTORY\n\nRAEKS GAME IS A GAME WHICH IS A KIND OF POPULAR GAME THAT OLDER PEOPLE LIKE TO PLAY WHILE THEY ARE FREE AFTER FULL DAY WORKING.\n\nRAEKS IS ALSO COMPETED WITH ENEMY BY USING THEIR OWN STRATEGY TO WIN THE WAR!\n\nTHE TWO COMPETITON KINGS SIGNED THE WAR STARTED TO FIND THE WINNER.\nALBEIT RAEKS WAS CREATED IN ANCIENT SOCIETY BUT IT IS NOT INTERESTED IN NOWADAYS LIFE.\n\nBECAUSE OF TECHNOLOGY AND INTERNET WAS FETCH UP OVER THE OLD HISTORY, YOUNGSTER DO NOT KNOW HOW TO PLAY AND WAS UNKNOWN FOR A LONG TIME AGO.\n\nNOW LET'S START THE NEW HISTORY...\n\n\t\t\t\tAND ENJOY THIS WAR...",(LPCWSTR)L"About Game",WB_LEFT);
  3679. goto reclick21_1;
  3680. }
  3681. else if(Player2.Click_x2 >= 172 && Player2.Click_x2 <= 229&&Player2.Click_y2 >= 0&& Player2.Click_y2 <= 20)
  3682. {
  3683. putimage(0, 0, image0, COPY_PUT);
  3684. goto About_Us2;
  3685. }
  3686. else if(Player2.Click_x2 >= 230&&Player2.Click_x2 <= 263 && Player2.Click_y2 >= 0&& Player2.Click_y2 <= 20)
  3687. {
  3688. putimage(0, 0, image0, COPY_PUT);
  3689. goto Help2;
  3690. }
  3691.  
  3692. else if(Player2.Click_x2 >= 172&&Player2.Click_x2 <= 240 && Player2.Click_y2 >= 24&& Player2.Click_y2 <= 42)
  3693. {
  3694. putimage(0, 0, image0, COPY_PUT);
  3695. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t HELLO\n\nWE ARE ENGINEERING FRESHMAN STUDENTS IN RUPP!\n\n\t\t\t\t\tHOPE YOU ENJOY!",(LPCWSTR)L"Discription",WB_LEFT);
  3696. goto reclick21_1;
  3697. }
  3698. else if(Player2.Click_x2 >= 172&&Player2.Click_x2 <= 240 && Player2.Click_y2 >= 44&& Player2.Click_y2 <= 64)
  3699. {
  3700. putimage(0, 0, image0, COPY_PUT);
  3701. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t HELLO\n\nYOU CAN CONTACT US ON:\n\nG-MAIL:\t\tCheanakhimzzzz@gmail.com\n\nFACEBOOK:\tChea Na Khim\n\t\tRattanak Seth\n\t\tBreng Darey\n\t\tPhen Sreyvouch\n\t\tChhunny Phorn\n\t\t\tWELCOME TO RAEKS GAME...",(LPCWSTR)L"Information",WB_LEFT);
  3702. goto reclick21_1;
  3703. }
  3704. else if(Player2.Click_x2 >= 172&&Player2.Click_x2 <= 240 && Player2.Click_y2 >= 66&& Player2.Click_y2 <= 87)
  3705. {
  3706. putimage(0, 0, image0, COPY_PUT);
  3707. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t Developers\n\n\t1.\tChea Nakhim\t(Leader)\n\t2.\tRattanak Seth\t(Secretary)\n\t3.\tPhorn Chhunny\t(Member)\n\t4.\tBreng Darey\t(Member)\n\t5.\tPhen Sreyvouch\t(Member)",(LPCWSTR)L"Developers",WB_LEFT);
  3708. goto reclick21_1;
  3709. }
  3710. else if(Player2.Click_x2 >= 230&&Player2.Click_x2 <= 264 && Player2.Click_y2 >= 24&& Player2.Click_y2 <= 42)
  3711. {
  3712. putimage(0, 0, image0, COPY_PUT);
  3713. MessageBoxW(HWND_TOP,(LPCWSTR)L"\t\t\t Tips\n\n\t1. PLEASE CLICK ON <INSTUCTION> KNOWING HOW TO PLAY\n\t2. PLEASE CLICK ON <ABOUT GAME> KNOWING WHY RAEKS \n\tEXISTED\n\t3. FURTHER INFO, PLEASE CLICK ON <ABOUT US-INFORMATION> \n\tKEEPING IN TOUCH!\n\t\t\t\t\t\tThanks!",(LPCWSTR)L"Help",WB_LEFT);
  3714. goto reclick21_1;
  3715. }
  3716. else if(Player2.Click_x2 >= 1&&Player2.Click_x2 <= 70 && Player2.Click_y2 >= 24&& Player2.Click_y2 <= 42)
  3717. {
  3718. const int result = MessageBoxW(HWND_TOP,(LPCWSTR)L"Are you sure to start New Game?",(LPCWSTR)L"New Game",WB_RIGHT);
  3719. if (result == IDOK)
  3720. {
  3721. putimage(0, 0, image1, COPY_PUT);
  3722. goto New_Game;
  3723. }
  3724. else
  3725. {
  3726. putimage(0, 0, image0, COPY_PUT);
  3727. goto reclick21_1;
  3728. }
  3729. }
  3730. else if(Player2.Click_x2 >= 1&&Player2.Click_x2 <= 70 && Player2.Click_y2 >= 44&& Player2.Click_y2 <= 64)
  3731. { }
  3732. else if(Player2.Click_x2 >= 1&&Player2.Click_x2 <= 70 && Player2.Click_y2 >= 66&& Player2.Click_y2 <= 87)
  3733. {
  3734. putimage(0, 0, image0, COPY_PUT);
  3735. const int result = MessageBoxW(HWND_TOP,(LPCWSTR)L"Are you sure want to exit program ? ",(LPCWSTR)L"Exit",WB_RIGHT);
  3736. if (result == IDOK)
  3737. {
  3738. exit(0);
  3739. }
  3740. else goto reclick21_1;
  3741. }
  3742. else
  3743. {
  3744. putimage(0, 0, image0, COPY_PUT);
  3745. goto reclick21_1;
  3746. }
  3747. }
  3748. //////////////////////////////////If Player Click Out of the Grid//////////////////////////////
  3749. if(Player2.Click_x2<300|| Player2.Click_x2> 940 || Player2.Click_y2<50 || Player2.Click_y2> 690)
  3750. {
  3751. putimage(0, 0, image0, COPY_PUT);
  3752. //////////////////////////////How to change the Detection of the ball////////////////////////////////
  3753. for(c1 = Player2.box_y1-1; c1 >= 0; c1--)
  3754. {
  3755. if(DT_Ball[Player2.box_x1][c1] == 3)
  3756. {
  3757. DT_Ball[Player2.box_x1][c1] = 0;
  3758. }
  3759. else if(DT_Ball[Player2.box_x1][c1] != 3) break;
  3760. }
  3761. for(c2 = Player2.box_y1+1; c2 < 8; c2++)
  3762. {
  3763. if(DT_Ball[Player2.box_x1][c2] == 3)
  3764. {
  3765. DT_Ball[Player2.box_x1][c2] = 0;
  3766. }
  3767. else if(DT_Ball[Player2.box_x1][c2] != 3) break;
  3768. }
  3769. for(c3 = Player2.box_x1-1; c3 >= 0; c3--)
  3770. {
  3771. if(DT_Ball[c3][Player2.box_y1] == 3)
  3772. {
  3773. DT_Ball[c3][Player2.box_y1] = 0;
  3774. }
  3775. else if(DT_Ball[c3][Player2.box_y1] != 3) break;
  3776. }
  3777. for(c4 = Player2.box_x1+1; c4 < 8; c4++)
  3778. {
  3779. if(DT_Ball[c4][Player2.box_y1] == 3)
  3780. {
  3781. DT_Ball[c4][Player2.box_y1] = 0;
  3782. }
  3783. else if(DT_Ball[c4][Player2.box_y1] != 3) break;
  3784. }
  3785. goto reclick21_1;
  3786. }
  3787. else if(Player2.Click_x2>=300&& Player2.Click_x2<= 940 && Player2.Click_y2>=50 && Player2.Click_y2<= 690)
  3788. {
  3789. Player2.box_x2 = (Player2.Click_x2 - 300)/80;
  3790. Player2.box_y2 = (Player2.Click_y2 - 50)/80;
  3791. Player2.Ab_x2 = Player2.box_x2*80 + 340;
  3792. Player2.Ab_y2 = Player2.box_y2*80 + 90;
  3793. }
  3794. if(DT_Ball[Player2.box_x2][Player2.box_y2] == 0||DT_Ball[Player2.box_x2][Player2.box_y2] == 1
  3795. ||DT_Ball[Player2.box_x2][Player2.box_y2] == -1)
  3796. {
  3797. putimage(0, 0, image0, COPY_PUT);
  3798. for(c1 = Player2.box_y1-1; c1 >= 0; c1--)
  3799. {
  3800. if(DT_Ball[Player2.box_x1][c1] == 3)
  3801. {
  3802. DT_Ball[Player2.box_x1][c1] = 0;
  3803. }
  3804. else if(DT_Ball[Player2.box_x1][c1] != 3) break;
  3805. }
  3806. for(c2 = Player2.box_y1+1; c2 < 8; c2++)
  3807. {
  3808. if(DT_Ball[Player2.box_x1][c2] == 3)
  3809. {
  3810. DT_Ball[Player2.box_x1][c2] = 0;
  3811. }
  3812. else if(DT_Ball[Player2.box_x1][c2] != 3) break;
  3813. }
  3814. for(c3 = Player2.box_x1-1; c3 >= 0; c3--)
  3815. {
  3816. if(DT_Ball[c3][Player2.box_y1] == 3)
  3817. {
  3818. DT_Ball[c3][Player2.box_y1] = 0;
  3819. }
  3820. else if(DT_Ball[c3][Player2.box_y1] != 3) break;
  3821. }
  3822. for(c4 = Player2.box_x1+1; c4 < 8; c4++)
  3823. {
  3824. if(DT_Ball[c4][Player2.box_y1] == 3)
  3825. {
  3826. DT_Ball[c4][Player2.box_y1] = 0;
  3827. }
  3828. else if(DT_Ball[c4][Player2.box_y1] != 3) break;
  3829. }
  3830. /////////////////////////////////////////Testing/////////////////////////////////////////////
  3831. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  3832. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  3833. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  3834. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  3835. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  3836. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  3837. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  3838. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  3839. goto reclick21_1;
  3840. }
  3841. else if(DT_Ball[Player2.box_x2][Player2.box_y2] == 2|| DT_Ball[Player2.box_x2][Player2.box_y2] == -2)
  3842. {
  3843. putimage(0,0, image0, COPY_PUT);
  3844. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  3845. setcolor(YELLOW);
  3846. outtextxy(480, 10, "Please Choose The Direction!");
  3847. Ball(Player2.Ab_x2, Player2.Ab_y2, 14);
  3848. ////////////////////////Give them the direction and change the Detection number//////////////////////////
  3849. for(c1 = Player2.box_y1-1; c1 >= 0; c1--)
  3850. {
  3851. if(DT_Ball[Player2.box_x1][c1] == 3)
  3852. {
  3853. DT_Ball[Player2.box_x1][c1] = 0;
  3854. }
  3855. else if(DT_Ball[Player2.box_x1][c1] != 3) break;
  3856. }
  3857. for(c2 = Player2.box_y1+1; c2 < 8; c2++)
  3858. {
  3859. if(DT_Ball[Player2.box_x1][c2] == 3)
  3860. {
  3861. DT_Ball[Player2.box_x1][c2] = 0;
  3862. }
  3863. else if(DT_Ball[Player2.box_x1][c2] != 3) break;
  3864. }
  3865. for(c3 = Player2.box_x1-1; c3 >= 0; c3--)
  3866. {
  3867. if(DT_Ball[c3][Player2.box_y1] == 3)
  3868. {
  3869. DT_Ball[c3][Player2.box_y1] = 0;
  3870. }
  3871. else if(DT_Ball[c3][Player2.box_y1] != 3) break;
  3872. }
  3873. for(c4 = Player2.box_x1+1; c4 < 8; c4++)
  3874. {
  3875. if(DT_Ball[c4][Player2.box_y1] == 3)
  3876. {
  3877. DT_Ball[c4][Player2.box_y1] = 0;
  3878. }
  3879. else if(DT_Ball[c4][Player2.box_y1] != 3) break;
  3880. }
  3881. if(DT_Ball[Player2.box_x2][Player2.box_y2] == 2|| DT_Ball[Player2.box_x2][Player2.box_y2] == -2
  3882. ||DT_Ball[Player2.box_x3][Player2.box_y3] == 2)
  3883. {
  3884. //////////////////////////Changing all number to 0 after click on move////////////////////////////////
  3885. for(c1 = Player2.box_y3-1; c1 >= 0; c1--)
  3886. {
  3887. if(DT_Ball[Player2.box_x3][c1] == 3)
  3888. {
  3889. DT_Ball[Player2.box_x3][c1] = 0;
  3890. }
  3891. else if(DT_Ball[Player2.box_x3][c1] != 3) break;
  3892. }
  3893. for(c2 = Player2.box_y3+1; c2 < 8; c2++)
  3894. {
  3895. if(DT_Ball[Player2.box_x3][c2] == 3)
  3896. {
  3897. DT_Ball[Player2.box_x3][c2] = 0;
  3898. }
  3899. else if(DT_Ball[Player2.box_x3][c2] != 3) break;
  3900. }
  3901. for(c3 = Player2.box_x3-1; c3 >= 0; c3--)
  3902. {
  3903. if(DT_Ball[c3][Player2.box_y3] == 3)
  3904. {
  3905. DT_Ball[c3][Player2.box_y3] = 0;
  3906. }
  3907. else if(DT_Ball[c3][Player2.box_y3] != 3) break;
  3908. }
  3909. for(c4 = Player2.box_x3+1; c4 < 8; c4++)
  3910. {
  3911. if(DT_Ball[c4][Player2.box_y3] == 3)
  3912. {
  3913. DT_Ball[c4][Player2.box_y3] = 0;
  3914. }
  3915. else if(DT_Ball[c4][Player2.box_y3] != 3) break;
  3916. }
  3917. }
  3918. Direction_Ball2:
  3919. for(c5 = Player2.box_y2-1; c5 >= 0; c5--)
  3920. {
  3921. if(DT_Ball[Player2.box_x2][c5] == 0)
  3922. {
  3923. Direction(Player2.Ab_x2, c5*80 +90);
  3924. DT_Ball[Player2.box_x2][c5] = 3;
  3925. }
  3926. else if(DT_Ball[Player2.box_x2][c5] != 0) break;
  3927. }
  3928. for(c6 = Player2.box_y2+1; c6 < 8; c6++)
  3929. {
  3930. if(DT_Ball[Player2.box_x2][c6] == 0)
  3931. {
  3932. Direction(Player2.Ab_x2, c6*80 + 90);
  3933. DT_Ball[Player2.box_x2][c6] = 3;
  3934. }
  3935. else if(DT_Ball[Player2.box_x2][c6] != 0) break;
  3936. }
  3937. for(c7 = Player2.box_x2-1; c7 >= 0; c7--)
  3938. {
  3939. if(DT_Ball[c7][Player2.box_y2] == 0)
  3940. {
  3941. Direction(c7*80 + 340, Player2.Ab_y2);
  3942. DT_Ball[c7][Player2.box_y2] = 3;
  3943. }
  3944. else if(DT_Ball[c7][Player2.box_y2] != 0) break;
  3945. }
  3946. for(c8 = Player2.box_x2+1; c8 < 8; c8++)
  3947. {
  3948. if(DT_Ball[c8][Player2.box_y2] == 0)
  3949. {
  3950. Direction(c8*80 + 340, Player2.Ab_y2);
  3951. DT_Ball[c8][Player2.box_y2] = 3;
  3952. }
  3953. else if(DT_Ball[c8][Player2.box_y2] != 0) break;
  3954. }
  3955. /////////////////////////////////////////Testing/////////////////////////////////////////////
  3956. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  3957. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  3958. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  3959. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  3960. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  3961. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  3962. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  3963. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  3964. }
  3965. //////////////////////If they choose the right position////////////////////////////
  3966. else if(DT_Ball[Player2.box_x2][Player2.box_y2] == 3)
  3967. {
  3968. ////////////////////////////Changing all number 3 to 0 after click on move////////////////////////
  3969. for(c1 = Player2.box_y1-1; c1 >= 0; c1--)
  3970. {
  3971. if(DT_Ball[Player2.box_x1][c1] == 3)
  3972. {
  3973. DT_Ball[Player2.box_x1][c1] = 0;
  3974. }
  3975. else if(DT_Ball[Player2.box_x1][c1] != 3) break;
  3976. }
  3977. for(c2 = Player2.box_y1+1; c2 < 8; c2++)
  3978. {
  3979. if(DT_Ball[Player2.box_x1][c2] == 3)
  3980. {
  3981. DT_Ball[Player2.box_x1][c2] = 0;
  3982. }
  3983. else if(DT_Ball[Player2.box_x1][c2] != 3) break;
  3984. }
  3985. for(c3 = Player2.box_x1-1; c3 >= 0; c3--)
  3986. {
  3987. if(DT_Ball[c3][Player2.box_y1] == 3)
  3988. {
  3989. DT_Ball[c3][Player2.box_y1] = 0;
  3990. }
  3991. else if(DT_Ball[c3][Player2.box_y1] != 3) break;
  3992. }
  3993. for(c4 = Player2.box_x1+1; c4 < 8; c4++)
  3994. {
  3995. if(DT_Ball[c4][Player2.box_y1] == 3)
  3996. {
  3997. DT_Ball[c4][Player2.box_y1] = 0;
  3998. }
  3999. else if(DT_Ball[c4][Player2.box_y1] != 3) break;
  4000. }
  4001. if(DT_Ball[Player2.box_x2][Player2.box_y2] == 0)
  4002. {
  4003. for(c1 = Player2.box_y3-1; c1 >= 0; c1--)
  4004. {
  4005. if(DT_Ball[Player2.box_x3][c1] == 3)
  4006. {
  4007. DT_Ball[Player2.box_x3][c1] = 0;
  4008. }
  4009. else if(DT_Ball[Player2.box_x3][c1] != 3) break;
  4010. }
  4011. for(c2 = Player2.box_y3+1; c2 < 8; c2++)
  4012. {
  4013. if(DT_Ball[Player2.box_x3][c2] == 3)
  4014. {
  4015. DT_Ball[Player2.box_x3][c2] = 0;
  4016. }
  4017. else if(DT_Ball[Player2.box_x3][c2] != 3) break;
  4018. }
  4019. for(c3 = Player2.box_x3-1; c3 >= 0; c3--)
  4020. {
  4021. if(DT_Ball[c3][Player2.box_y3] == 3)
  4022. {
  4023. DT_Ball[c3][Player2.box_y3] = 0;
  4024. }
  4025. else if(DT_Ball[c3][Player2.box_y3] != 3) break;
  4026. }
  4027. for(c4 = Player2.box_x3+1; c4 < 8; c4++)
  4028. {
  4029. if(DT_Ball[c4][Player2.box_y3] == 3)
  4030. {
  4031. DT_Ball[c4][Player2.box_y3] = 0;
  4032. }
  4033. else if(DT_Ball[c4][Player2.box_y3] != 3) break;
  4034. }
  4035. goto GapBack2;
  4036. }
  4037. if(DT_Ball[Player2.box_x2][Player2.box_y2] == 2|| DT_Ball[Player2.box_x2][Player2.box_y2] == -2
  4038. ||DT_Ball[Player2.box_x3][Player2.box_y3] == 2)
  4039. {
  4040. //////////////////////////Changing all number to 0 after click on move////////////////////////////////
  4041. for(c1 = Player2.box_y3-1; c1 >= 0; c1--)
  4042. {
  4043. if(DT_Ball[Player2.box_x3][c1] == 3)
  4044. {
  4045. DT_Ball[Player2.box_x3][c1] = 0;
  4046. }
  4047. else if(DT_Ball[Player2.box_x3][c1] != 3) break;
  4048. }
  4049. for(c2 = Player2.box_y3+1; c2 < 8; c2++)
  4050. {
  4051. if(DT_Ball[Player2.box_x3][c2] == 3)
  4052. {
  4053. DT_Ball[Player2.box_x3][c2] = 0;
  4054. }
  4055. else if(DT_Ball[Player2.box_x3][c2] != 3) break;
  4056. }
  4057. for(c3 = Player2.box_x3-1; c3 >= 0; c3--)
  4058. {
  4059. if(DT_Ball[c3][Player2.box_y3] == 3)
  4060. {
  4061. DT_Ball[c3][Player2.box_y3] = 0;
  4062. }
  4063. else if(DT_Ball[c3][Player2.box_y3] != 3) break;
  4064. }
  4065. for(c4 = Player2.box_x3+1; c4 < 8; c4++)
  4066. {
  4067. if(DT_Ball[c4][Player2.box_y3] == 3)
  4068. {
  4069. DT_Ball[c4][Player2.box_y3] = 0;
  4070. }
  4071. else if(DT_Ball[c4][Player2.box_y3] != 3) break;
  4072. }
  4073. Player2.Click_x1 = Player2.Click_x3;
  4074. Player2.Click_y1 = Player2.Click_y3;
  4075. Player2.box_x1 = Player2.box_x3;
  4076. Player2.box_y1 = Player2.box_y3;
  4077. Player2.Ab_x1 = Player2.Ab_x3;
  4078. Player2.Ab_y1 = Player2.Ab_y3;
  4079. }
  4080. GapBack2:
  4081. /////////////////////////////////////////Testing/////////////////////////////////////////////
  4082. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  4083. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  4084. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  4085. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  4086. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  4087. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  4088. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  4089. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  4090. //////////////////////////////////How it change the place and number in DT_Ball//////////////////////////////////////
  4091. putimage(0, 0, image0, COPY_PUT);
  4092. distancex2 = Player2.Ab_x2 - Player2.Ab_x1;
  4093. distancey2 = Player2.Ab_y2 - Player2.Ab_y1;
  4094. if(DT_Ball[Player2.box_x1][Player2.box_y1] == 2)
  4095. {
  4096. DT_Ball[Player2.box_x2][Player2.box_y2] = 2;
  4097. if(DT_Grid[Player2.box_x1][Player2.box_y1] == 1)
  4098. {
  4099. setfillstyle(SOLID_FILL, LIGHTCYAN);
  4100. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4101. setfillstyle(SOLID_FILL, BROWN);
  4102. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4103. getimage(0, 0, 1280, 800, image0);
  4104. if(distancex2 == 0)
  4105. {
  4106. if(distancey2 < 0)
  4107. {
  4108. for(i = 1; i <= -distancey2/80; i++)
  4109. {
  4110. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+80, RED);
  4111. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+78, RED);
  4112. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+76, RED);
  4113. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+74, RED);
  4114. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+72, RED);
  4115. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+70, RED);
  4116. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+68, RED);
  4117. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+66, RED);
  4118. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+64, RED);
  4119. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+62, RED);
  4120. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+60, RED);
  4121. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+58, RED);
  4122. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+56, RED);
  4123. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+54, RED);
  4124. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+52, RED);
  4125. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+50, RED);
  4126. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+48, RED);
  4127. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+46, RED);
  4128. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+44, RED);
  4129. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+42, RED);
  4130. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+40, RED);
  4131. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+38, RED);
  4132. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+36, RED);
  4133. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+34, RED);
  4134. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+32, RED);
  4135. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+30, RED);
  4136. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+28, RED);
  4137. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+26, RED);
  4138. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+24, RED);
  4139. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+22, RED);
  4140. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+20, RED);
  4141. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+18, RED);
  4142. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+16, RED);
  4143. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+14, RED);
  4144. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+12, RED);
  4145. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+10, RED);
  4146. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+8, RED);
  4147. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+6, RED);
  4148. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+4, RED);
  4149. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+2, RED);
  4150. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i, RED);
  4151. delay(0.00);
  4152. }
  4153. }
  4154. else if(distancey2 > 0)
  4155. {
  4156. for(i = 1; i <= distancey2/80; i++)
  4157. {
  4158. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-80, RED);
  4159. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-78, RED);
  4160. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-76, RED);
  4161. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-74, RED);
  4162. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-72, RED);
  4163. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-70, RED);
  4164. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-68, RED);
  4165. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-66, RED);
  4166. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-64, RED);
  4167. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-62, RED);
  4168. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-60, RED);
  4169. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-58, RED);
  4170. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-56, RED);
  4171. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-54, RED);
  4172. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-52, RED);
  4173. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-50, RED);
  4174. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-48, RED);
  4175. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-46, RED);
  4176. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-44, RED);
  4177. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-42, RED);
  4178. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-40, RED);
  4179. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-38, RED);
  4180. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-36, RED);
  4181. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-34, RED);
  4182. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-32, RED);
  4183. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-30, RED);
  4184. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-28, RED);
  4185. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-26, RED);
  4186. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-24, RED);
  4187. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-22, RED);
  4188. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-20, RED);
  4189. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-18, RED);
  4190. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-16, RED);
  4191. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-14, RED);
  4192. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-12, RED);
  4193. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-10, RED);
  4194. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-8, RED);
  4195. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-6, RED);
  4196. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-4, RED);
  4197. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-2, RED);
  4198. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i, RED);
  4199. delay(0.00);
  4200. }
  4201. }
  4202. }
  4203. else if(distancey2 == 0)
  4204. {
  4205. if(distancex2 < 0)
  4206. {
  4207. for(i = 1; i <= -distancex2/80; i++)
  4208. {
  4209. Ball(Player2.Ab_x1-80*i+80, Player2.Ab_y1, RED);
  4210. Ball(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4211. Ball(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4212. Ball(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4213. Ball(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4214. Ball(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4215. Ball(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4216. Ball(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4217. Ball(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4218. Ball(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4219. Ball(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4220. Ball(Player2.Ab_x1-80*i+68, Player2.Ab_y1, RED);
  4221. Ball(Player2.Ab_x1-80*i+66, Player2.Ab_y1, RED);
  4222. Ball(Player2.Ab_x1-80*i+64, Player2.Ab_y1, RED);
  4223. Ball(Player2.Ab_x1-80*i+62, Player2.Ab_y1, RED);
  4224. Ball(Player2.Ab_x1-80*i+60, Player2.Ab_y1, RED);
  4225. Ball(Player2.Ab_x1-80*i+58, Player2.Ab_y1, RED);
  4226. Ball(Player2.Ab_x1-80*i+56, Player2.Ab_y1, RED);
  4227. Ball(Player2.Ab_x1-80*i+54, Player2.Ab_y1, RED);
  4228. Ball(Player2.Ab_x1-80*i+52, Player2.Ab_y1, RED);
  4229. Ball(Player2.Ab_x1-80*i+50, Player2.Ab_y1, RED);
  4230. Ball(Player2.Ab_x1-80*i+48, Player2.Ab_y1, RED);
  4231. Ball(Player2.Ab_x1-80*i+46, Player2.Ab_y1, RED);
  4232. Ball(Player2.Ab_x1-80*i+44, Player2.Ab_y1, RED);
  4233. Ball(Player2.Ab_x1-80*i+42, Player2.Ab_y1, RED);
  4234. Ball(Player2.Ab_x1-80*i+40, Player2.Ab_y1, RED);
  4235. Ball(Player2.Ab_x1-80*i+38, Player2.Ab_y1, RED);
  4236. Ball(Player2.Ab_x1-80*i+36, Player2.Ab_y1, RED);
  4237. Ball(Player2.Ab_x1-80*i+34, Player2.Ab_y1, RED);
  4238. Ball(Player2.Ab_x1-80*i+32, Player2.Ab_y1, RED);
  4239. Ball(Player2.Ab_x1-80*i+30, Player2.Ab_y1, RED);
  4240. Ball(Player2.Ab_x1-80*i+28, Player2.Ab_y1, RED);
  4241. Ball(Player2.Ab_x1-80*i+26, Player2.Ab_y1, RED);
  4242. Ball(Player2.Ab_x1-80*i+24, Player2.Ab_y1, RED);
  4243. Ball(Player2.Ab_x1-80*i+22, Player2.Ab_y1, RED);
  4244. Ball(Player2.Ab_x1-80*i+20, Player2.Ab_y1, RED);
  4245. Ball(Player2.Ab_x1-80*i+18, Player2.Ab_y1, RED);
  4246. Ball(Player2.Ab_x1-80*i+16, Player2.Ab_y1, RED);
  4247. Ball(Player2.Ab_x1-80*i+14, Player2.Ab_y1, RED);
  4248. Ball(Player2.Ab_x1-80*i+12, Player2.Ab_y1, RED);
  4249. Ball(Player2.Ab_x1-80*i+10, Player2.Ab_y1, RED);
  4250. Ball(Player2.Ab_x1-80*i+8, Player2.Ab_y1, RED);
  4251. Ball(Player2.Ab_x1-80*i+6, Player2.Ab_y1, RED);
  4252. Ball(Player2.Ab_x1-80*i+4, Player2.Ab_y1, RED);
  4253. Ball(Player2.Ab_x1-80*i+2, Player2.Ab_y1, RED);
  4254. Ball(Player2.Ab_x1-80*i, Player2.Ab_y1, RED);
  4255. delay(0.00);
  4256. }
  4257. }
  4258. else if(distancex2 > 0)
  4259. {
  4260. for(i = 1; i <= distancex2/80; i++)
  4261. {
  4262. Ball(Player2.Ab_x1+80*i-80, Player2.Ab_y1, RED);
  4263. Ball(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4264. Ball(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4265. Ball(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4266. Ball(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4267. Ball(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4268. Ball(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4269. Ball(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4270. Ball(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4271. Ball(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4272. Ball(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4273. Ball(Player2.Ab_x1+80*i-68, Player2.Ab_y1, RED);
  4274. Ball(Player2.Ab_x1+80*i-66, Player2.Ab_y1, RED);
  4275. Ball(Player2.Ab_x1+80*i-64, Player2.Ab_y1, RED);
  4276. Ball(Player2.Ab_x1+80*i-62, Player2.Ab_y1, RED);
  4277. Ball(Player2.Ab_x1+80*i-60, Player2.Ab_y1, RED);
  4278. Ball(Player2.Ab_x1+80*i-58, Player2.Ab_y1, RED);
  4279. Ball(Player2.Ab_x1+80*i-56, Player2.Ab_y1, RED);
  4280. Ball(Player2.Ab_x1+80*i-54, Player2.Ab_y1, RED);
  4281. Ball(Player2.Ab_x1+80*i-52, Player2.Ab_y1, RED);
  4282. Ball(Player2.Ab_x1+80*i-50, Player2.Ab_y1, RED);
  4283. Ball(Player2.Ab_x1+80*i-48, Player2.Ab_y1, RED);
  4284. Ball(Player2.Ab_x1+80*i-46, Player2.Ab_y1, RED);
  4285. Ball(Player2.Ab_x1+80*i-44, Player2.Ab_y1, RED);
  4286. Ball(Player2.Ab_x1+80*i-42, Player2.Ab_y1, RED);
  4287. Ball(Player2.Ab_x1+80*i-40, Player2.Ab_y1, RED);
  4288. Ball(Player2.Ab_x1+80*i-38, Player2.Ab_y1, RED);
  4289. Ball(Player2.Ab_x1+80*i-36, Player2.Ab_y1, RED);
  4290. Ball(Player2.Ab_x1+80*i-34, Player2.Ab_y1, RED);
  4291. Ball(Player2.Ab_x1+80*i-32, Player2.Ab_y1, RED);
  4292. Ball(Player2.Ab_x1+80*i-30, Player2.Ab_y1, RED);
  4293. Ball(Player2.Ab_x1+80*i-28, Player2.Ab_y1, RED);
  4294. Ball(Player2.Ab_x1+80*i-26, Player2.Ab_y1, RED);
  4295. Ball(Player2.Ab_x1+80*i-24, Player2.Ab_y1, RED);
  4296. Ball(Player2.Ab_x1+80*i-22, Player2.Ab_y1, RED);
  4297. Ball(Player2.Ab_x1+80*i-20, Player2.Ab_y1, RED);
  4298. Ball(Player2.Ab_x1+80*i-18, Player2.Ab_y1, RED);
  4299. Ball(Player2.Ab_x1+80*i-16, Player2.Ab_y1, RED);
  4300. Ball(Player2.Ab_x1+80*i-14, Player2.Ab_y1, RED);
  4301. Ball(Player2.Ab_x1+80*i-12, Player2.Ab_y1, RED);
  4302. Ball(Player2.Ab_x1+80*i-10, Player2.Ab_y1, RED);
  4303. Ball(Player2.Ab_x1+80*i-8, Player2.Ab_y1, RED);
  4304. Ball(Player2.Ab_x1+80*i-6, Player2.Ab_y1, RED);
  4305. Ball(Player2.Ab_x1+80*i-4, Player2.Ab_y1, RED);
  4306. Ball(Player2.Ab_x1+80*i-2, Player2.Ab_y1, RED);
  4307. Ball(Player2.Ab_x1+80*i, Player2.Ab_y1, RED);
  4308. delay(0.00);
  4309. }
  4310. }
  4311. }
  4312. putimage(0, 0, image0, COPY_PUT);
  4313. Ball(Player2.Ab_x2, Player2.Ab_y2, RED);
  4314. }
  4315. else if(DT_Grid[Player2.box_x1][Player2.box_y1] == 0)
  4316. {
  4317. setfillstyle(SOLID_FILL, LIGHTBLUE);
  4318. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4319. setfillstyle(SOLID_FILL, WHITE);
  4320. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4321. getimage(0, 0, 1280, 800, image0);
  4322. if(distancex2 == 0)
  4323. {
  4324. if(distancey2 < 0)
  4325. {
  4326. for(i = 1; i <= -distancey2/80; i++)
  4327. {
  4328. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+80, RED);
  4329. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+78, RED);
  4330. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+76, RED);
  4331. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+74, RED);
  4332. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+72, RED);
  4333. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+70, RED);
  4334. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+68, RED);
  4335. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+66, RED);
  4336. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+64, RED);
  4337. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+62, RED);
  4338. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+60, RED);
  4339. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+58, RED);
  4340. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+56, RED);
  4341. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+54, RED);
  4342. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+52, RED);
  4343. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+50, RED);
  4344. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+48, RED);
  4345. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+46, RED);
  4346. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+44, RED);
  4347. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+42, RED);
  4348. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+40, RED);
  4349. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+38, RED);
  4350. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+36, RED);
  4351. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+34, RED);
  4352. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+32, RED);
  4353. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+30, RED);
  4354. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+28, RED);
  4355. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+26, RED);
  4356. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+24, RED);
  4357. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+22, RED);
  4358. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+20, RED);
  4359. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+18, RED);
  4360. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+16, RED);
  4361. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+14, RED);
  4362. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+12, RED);
  4363. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+10, RED);
  4364. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+8, RED);
  4365. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+6, RED);
  4366. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+4, RED);
  4367. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i+2, RED);
  4368. Ball(Player2.Ab_x1, Player2.Ab_y1-80*i, RED);
  4369. delay(0.00);
  4370. }
  4371. }
  4372. else if(distancey2 > 0)
  4373. {
  4374. for(i = 1; i <= distancey2/80; i++)
  4375. {
  4376. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-80, RED);
  4377. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-78, RED);
  4378. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-76, RED);
  4379. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-74, RED);
  4380. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-72, RED);
  4381. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-70, RED);
  4382. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-68, RED);
  4383. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-66, RED);
  4384. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-64, RED);
  4385. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-62, RED);
  4386. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-60, RED);
  4387. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-58, RED);
  4388. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-56, RED);
  4389. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-54, RED);
  4390. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-52, RED);
  4391. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-50, RED);
  4392. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-48, RED);
  4393. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-46, RED);
  4394. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-44, RED);
  4395. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-42, RED);
  4396. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-40, RED);
  4397. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-38, RED);
  4398. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-36, RED);
  4399. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-34, RED);
  4400. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-32, RED);
  4401. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-30, RED);
  4402. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-28, RED);
  4403. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-26, RED);
  4404. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-24, RED);
  4405. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-22, RED);
  4406. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-20, RED);
  4407. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-18, RED);
  4408. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-16, RED);
  4409. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-14, RED);
  4410. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-12, RED);
  4411. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-10, RED);
  4412. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-8, RED);
  4413. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-6, RED);
  4414. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-4, RED);
  4415. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i-2, RED);
  4416. Ball(Player2.Ab_x1, Player2.Ab_y1+80*i, RED);
  4417. delay(0.00);
  4418. }
  4419. }
  4420. }
  4421. else if(distancey2 == 0)
  4422. {
  4423. if(distancex2 < 0)
  4424. {
  4425. for(i = 1; i <= -distancex2/80; i++)
  4426. {
  4427. Ball(Player2.Ab_x1-80*i+80, Player2.Ab_y1, RED);
  4428. Ball(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4429. Ball(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4430. Ball(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4431. Ball(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4432. Ball(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4433. Ball(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4434. Ball(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4435. Ball(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4436. Ball(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4437. Ball(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4438. Ball(Player2.Ab_x1-80*i+68, Player2.Ab_y1, RED);
  4439. Ball(Player2.Ab_x1-80*i+66, Player2.Ab_y1, RED);
  4440. Ball(Player2.Ab_x1-80*i+64, Player2.Ab_y1, RED);
  4441. Ball(Player2.Ab_x1-80*i+62, Player2.Ab_y1, RED);
  4442. Ball(Player2.Ab_x1-80*i+60, Player2.Ab_y1, RED);
  4443. Ball(Player2.Ab_x1-80*i+58, Player2.Ab_y1, RED);
  4444. Ball(Player2.Ab_x1-80*i+56, Player2.Ab_y1, RED);
  4445. Ball(Player2.Ab_x1-80*i+54, Player2.Ab_y1, RED);
  4446. Ball(Player2.Ab_x1-80*i+52, Player2.Ab_y1, RED);
  4447. Ball(Player2.Ab_x1-80*i+50, Player2.Ab_y1, RED);
  4448. Ball(Player2.Ab_x1-80*i+48, Player2.Ab_y1, RED);
  4449. Ball(Player2.Ab_x1-80*i+46, Player2.Ab_y1, RED);
  4450. Ball(Player2.Ab_x1-80*i+44, Player2.Ab_y1, RED);
  4451. Ball(Player2.Ab_x1-80*i+42, Player2.Ab_y1, RED);
  4452. Ball(Player2.Ab_x1-80*i+40, Player2.Ab_y1, RED);
  4453. Ball(Player2.Ab_x1-80*i+38, Player2.Ab_y1, RED);
  4454. Ball(Player2.Ab_x1-80*i+36, Player2.Ab_y1, RED);
  4455. Ball(Player2.Ab_x1-80*i+34, Player2.Ab_y1, RED);
  4456. Ball(Player2.Ab_x1-80*i+32, Player2.Ab_y1, RED);
  4457. Ball(Player2.Ab_x1-80*i+30, Player2.Ab_y1, RED);
  4458. Ball(Player2.Ab_x1-80*i+28, Player2.Ab_y1, RED);
  4459. Ball(Player2.Ab_x1-80*i+26, Player2.Ab_y1, RED);
  4460. Ball(Player2.Ab_x1-80*i+24, Player2.Ab_y1, RED);
  4461. Ball(Player2.Ab_x1-80*i+22, Player2.Ab_y1, RED);
  4462. Ball(Player2.Ab_x1-80*i+20, Player2.Ab_y1, RED);
  4463. Ball(Player2.Ab_x1-80*i+18, Player2.Ab_y1, RED);
  4464. Ball(Player2.Ab_x1-80*i+16, Player2.Ab_y1, RED);
  4465. Ball(Player2.Ab_x1-80*i+14, Player2.Ab_y1, RED);
  4466. Ball(Player2.Ab_x1-80*i+12, Player2.Ab_y1, RED);
  4467. Ball(Player2.Ab_x1-80*i+10, Player2.Ab_y1, RED);
  4468. Ball(Player2.Ab_x1-80*i+8, Player2.Ab_y1, RED);
  4469. Ball(Player2.Ab_x1-80*i+6, Player2.Ab_y1, RED);
  4470. Ball(Player2.Ab_x1-80*i+4, Player2.Ab_y1, RED);
  4471. Ball(Player2.Ab_x1-80*i+2, Player2.Ab_y1, RED);
  4472. Ball(Player2.Ab_x1-80*i, Player2.Ab_y1, RED);
  4473. delay(0.00);
  4474. }
  4475. }
  4476. else if(distancex2 > 0)
  4477. {
  4478. for(i = 1; i <= distancex2/80; i++)
  4479. {
  4480. Ball(Player2.Ab_x1+80*i-80, Player2.Ab_y1, RED);
  4481. Ball(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4482. Ball(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4483. Ball(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4484. Ball(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4485. Ball(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4486. Ball(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4487. Ball(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4488. Ball(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4489. Ball(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4490. Ball(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4491. Ball(Player2.Ab_x1+80*i-68, Player2.Ab_y1, RED);
  4492. Ball(Player2.Ab_x1+80*i-66, Player2.Ab_y1, RED);
  4493. Ball(Player2.Ab_x1+80*i-64, Player2.Ab_y1, RED);
  4494. Ball(Player2.Ab_x1+80*i-62, Player2.Ab_y1, RED);
  4495. Ball(Player2.Ab_x1+80*i-60, Player2.Ab_y1, RED);
  4496. Ball(Player2.Ab_x1+80*i-58, Player2.Ab_y1, RED);
  4497. Ball(Player2.Ab_x1+80*i-56, Player2.Ab_y1, RED);
  4498. Ball(Player2.Ab_x1+80*i-54, Player2.Ab_y1, RED);
  4499. Ball(Player2.Ab_x1+80*i-52, Player2.Ab_y1, RED);
  4500. Ball(Player2.Ab_x1+80*i-50, Player2.Ab_y1, RED);
  4501. Ball(Player2.Ab_x1+80*i-48, Player2.Ab_y1, RED);
  4502. Ball(Player2.Ab_x1+80*i-46, Player2.Ab_y1, RED);
  4503. Ball(Player2.Ab_x1+80*i-44, Player2.Ab_y1, RED);
  4504. Ball(Player2.Ab_x1+80*i-42, Player2.Ab_y1, RED);
  4505. Ball(Player2.Ab_x1+80*i-40, Player2.Ab_y1, RED);
  4506. Ball(Player2.Ab_x1+80*i-38, Player2.Ab_y1, RED);
  4507. Ball(Player2.Ab_x1+80*i-36, Player2.Ab_y1, RED);
  4508. Ball(Player2.Ab_x1+80*i-34, Player2.Ab_y1, RED);
  4509. Ball(Player2.Ab_x1+80*i-32, Player2.Ab_y1, RED);
  4510. Ball(Player2.Ab_x1+80*i-30, Player2.Ab_y1, RED);
  4511. Ball(Player2.Ab_x1+80*i-28, Player2.Ab_y1, RED);
  4512. Ball(Player2.Ab_x1+80*i-26, Player2.Ab_y1, RED);
  4513. Ball(Player2.Ab_x1+80*i-24, Player2.Ab_y1, RED);
  4514. Ball(Player2.Ab_x1+80*i-22, Player2.Ab_y1, RED);
  4515. Ball(Player2.Ab_x1+80*i-20, Player2.Ab_y1, RED);
  4516. Ball(Player2.Ab_x1+80*i-18, Player2.Ab_y1, RED);
  4517. Ball(Player2.Ab_x1+80*i-16, Player2.Ab_y1, RED);
  4518. Ball(Player2.Ab_x1+80*i-14, Player2.Ab_y1, RED);
  4519. Ball(Player2.Ab_x1+80*i-12, Player2.Ab_y1, RED);
  4520. Ball(Player2.Ab_x1+80*i-10, Player2.Ab_y1, RED);
  4521. Ball(Player2.Ab_x1+80*i-8, Player2.Ab_y1, RED);
  4522. Ball(Player2.Ab_x1+80*i-6, Player2.Ab_y1, RED);
  4523. Ball(Player2.Ab_x1+80*i-4, Player2.Ab_y1, RED);
  4524. Ball(Player2.Ab_x1+80*i-2, Player2.Ab_y1, RED);
  4525. Ball(Player2.Ab_x1+80*i, Player2.Ab_y1, RED);
  4526. delay(0.00);
  4527. }
  4528. }
  4529. }
  4530. putimage(0, 0, image0, COPY_PUT);
  4531. Ball(Player2.Ab_x2, Player2.Ab_y2, RED);
  4532. }
  4533. }
  4534. else if(DT_Ball[Player2.box_x1][Player2.box_y1] == -2)
  4535. {
  4536. DT_Ball[Player2.box_x2][Player2.box_y2] = -2;
  4537. if(DT_Grid[Player2.box_x1][Player2.box_y1] == 1)
  4538. {
  4539. setfillstyle(SOLID_FILL, LIGHTCYAN);
  4540. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4541. setfillstyle(SOLID_FILL, BROWN);
  4542. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4543. getimage(0, 0, 1280, 800, image0);
  4544. if(distancex2 == 0)
  4545. {
  4546. if(distancey2 < 0)
  4547. {
  4548. for(i = 1; i <= -distancey2/80; i++)
  4549. {
  4550. King(Player2.Ab_x1, Player2.Ab_y1-80*i+80, RED);
  4551. King(Player2.Ab_x1, Player2.Ab_y1-80*i+78, RED);
  4552. King(Player2.Ab_x1, Player2.Ab_y1-80*i+76, RED);
  4553. King(Player2.Ab_x1, Player2.Ab_y1-80*i+74, RED);
  4554. King(Player2.Ab_x1, Player2.Ab_y1-80*i+72, RED);
  4555. King(Player2.Ab_x1, Player2.Ab_y1-80*i+70, RED);
  4556. King(Player2.Ab_x1, Player2.Ab_y1-80*i+68, RED);
  4557. King(Player2.Ab_x1, Player2.Ab_y1-80*i+66, RED);
  4558. King(Player2.Ab_x1, Player2.Ab_y1-80*i+64, RED);
  4559. King(Player2.Ab_x1, Player2.Ab_y1-80*i+62, RED);
  4560. King(Player2.Ab_x1, Player2.Ab_y1-80*i+60, RED);
  4561. King(Player2.Ab_x1, Player2.Ab_y1-80*i+58, RED);
  4562. King(Player2.Ab_x1, Player2.Ab_y1-80*i+56, RED);
  4563. King(Player2.Ab_x1, Player2.Ab_y1-80*i+54, RED);
  4564. King(Player2.Ab_x1, Player2.Ab_y1-80*i+52, RED);
  4565. King(Player2.Ab_x1, Player2.Ab_y1-80*i+50, RED);
  4566. King(Player2.Ab_x1, Player2.Ab_y1-80*i+48, RED);
  4567. King(Player2.Ab_x1, Player2.Ab_y1-80*i+46, RED);
  4568. King(Player2.Ab_x1, Player2.Ab_y1-80*i+44, RED);
  4569. King(Player2.Ab_x1, Player2.Ab_y1-80*i+42, RED);
  4570. King(Player2.Ab_x1, Player2.Ab_y1-80*i+40, RED);
  4571. King(Player2.Ab_x1, Player2.Ab_y1-80*i+38, RED);
  4572. King(Player2.Ab_x1, Player2.Ab_y1-80*i+36, RED);
  4573. King(Player2.Ab_x1, Player2.Ab_y1-80*i+34, RED);
  4574. King(Player2.Ab_x1, Player2.Ab_y1-80*i+32, RED);
  4575. King(Player2.Ab_x1, Player2.Ab_y1-80*i+30, RED);
  4576. King(Player2.Ab_x1, Player2.Ab_y1-80*i+28, RED);
  4577. King(Player2.Ab_x1, Player2.Ab_y1-80*i+26, RED);
  4578. King(Player2.Ab_x1, Player2.Ab_y1-80*i+24, RED);
  4579. King(Player2.Ab_x1, Player2.Ab_y1-80*i+22, RED);
  4580. King(Player2.Ab_x1, Player2.Ab_y1-80*i+20, RED);
  4581. King(Player2.Ab_x1, Player2.Ab_y1-80*i+18, RED);
  4582. King(Player2.Ab_x1, Player2.Ab_y1-80*i+16, RED);
  4583. King(Player2.Ab_x1, Player2.Ab_y1-80*i+14, RED);
  4584. King(Player2.Ab_x1, Player2.Ab_y1-80*i+12, RED);
  4585. King(Player2.Ab_x1, Player2.Ab_y1-80*i+10, RED);
  4586. King(Player2.Ab_x1, Player2.Ab_y1-80*i+8, RED);
  4587. King(Player2.Ab_x1, Player2.Ab_y1-80*i+6, RED);
  4588. King(Player2.Ab_x1, Player2.Ab_y1-80*i+4, RED);
  4589. King(Player2.Ab_x1, Player2.Ab_y1-80*i+2, RED);
  4590. King(Player2.Ab_x1, Player2.Ab_y1-80*i, RED);
  4591. delay(0.00);
  4592. }
  4593. }
  4594. else if(distancey2 > 0)
  4595. {
  4596. for(i = 1; i <= distancey2/80; i++)
  4597. {
  4598. King(Player2.Ab_x1, Player2.Ab_y1+80*i-80, RED);
  4599. King(Player2.Ab_x1, Player2.Ab_y1+80*i-78, RED);
  4600. King(Player2.Ab_x1, Player2.Ab_y1+80*i-76, RED);
  4601. King(Player2.Ab_x1, Player2.Ab_y1+80*i-74, RED);
  4602. King(Player2.Ab_x1, Player2.Ab_y1+80*i-72, RED);
  4603. King(Player2.Ab_x1, Player2.Ab_y1+80*i-70, RED);
  4604. King(Player2.Ab_x1, Player2.Ab_y1+80*i-68, RED);
  4605. King(Player2.Ab_x1, Player2.Ab_y1+80*i-66, RED);
  4606. King(Player2.Ab_x1, Player2.Ab_y1+80*i-64, RED);
  4607. King(Player2.Ab_x1, Player2.Ab_y1+80*i-62, RED);
  4608. King(Player2.Ab_x1, Player2.Ab_y1+80*i-60, RED);
  4609. King(Player2.Ab_x1, Player2.Ab_y1+80*i-58, RED);
  4610. King(Player2.Ab_x1, Player2.Ab_y1+80*i-56, RED);
  4611. King(Player2.Ab_x1, Player2.Ab_y1+80*i-54, RED);
  4612. King(Player2.Ab_x1, Player2.Ab_y1+80*i-52, RED);
  4613. King(Player2.Ab_x1, Player2.Ab_y1+80*i-50, RED);
  4614. King(Player2.Ab_x1, Player2.Ab_y1+80*i-48, RED);
  4615. King(Player2.Ab_x1, Player2.Ab_y1+80*i-46, RED);
  4616. King(Player2.Ab_x1, Player2.Ab_y1+80*i-44, RED);
  4617. King(Player2.Ab_x1, Player2.Ab_y1+80*i-42, RED);
  4618. King(Player2.Ab_x1, Player2.Ab_y1+80*i-40, RED);
  4619. King(Player2.Ab_x1, Player2.Ab_y1+80*i-38, RED);
  4620. King(Player2.Ab_x1, Player2.Ab_y1+80*i-36, RED);
  4621. King(Player2.Ab_x1, Player2.Ab_y1+80*i-34, RED);
  4622. King(Player2.Ab_x1, Player2.Ab_y1+80*i-32, RED);
  4623. King(Player2.Ab_x1, Player2.Ab_y1+80*i-30, RED);
  4624. King(Player2.Ab_x1, Player2.Ab_y1+80*i-28, RED);
  4625. King(Player2.Ab_x1, Player2.Ab_y1+80*i-26, RED);
  4626. King(Player2.Ab_x1, Player2.Ab_y1+80*i-24, RED);
  4627. King(Player2.Ab_x1, Player2.Ab_y1+80*i-22, RED);
  4628. King(Player2.Ab_x1, Player2.Ab_y1+80*i-20, RED);
  4629. King(Player2.Ab_x1, Player2.Ab_y1+80*i-18, RED);
  4630. King(Player2.Ab_x1, Player2.Ab_y1+80*i-16, RED);
  4631. King(Player2.Ab_x1, Player2.Ab_y1+80*i-14, RED);
  4632. King(Player2.Ab_x1, Player2.Ab_y1+80*i-12, RED);
  4633. King(Player2.Ab_x1, Player2.Ab_y1+80*i-10, RED);
  4634. King(Player2.Ab_x1, Player2.Ab_y1+80*i-8, RED);
  4635. King(Player2.Ab_x1, Player2.Ab_y1+80*i-6, RED);
  4636. King(Player2.Ab_x1, Player2.Ab_y1+80*i-4, RED);
  4637. King(Player2.Ab_x1, Player2.Ab_y1+80*i-2, RED);
  4638. King(Player2.Ab_x1, Player2.Ab_y1+80*i, RED);
  4639. delay(0.00);
  4640. }
  4641. }
  4642. }
  4643. else if(distancey2 == 0)
  4644. {
  4645. if(distancex2 < 0)
  4646. {
  4647. for(i = 1; i <= -distancex2/80; i++)
  4648. {
  4649. King(Player2.Ab_x1-80*i+80, Player2.Ab_y1, RED);
  4650. King(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4651. King(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4652. King(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4653. King(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4654. King(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4655. King(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4656. King(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4657. King(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4658. King(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4659. King(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4660. King(Player2.Ab_x1-80*i+68, Player2.Ab_y1, RED);
  4661. King(Player2.Ab_x1-80*i+66, Player2.Ab_y1, RED);
  4662. King(Player2.Ab_x1-80*i+64, Player2.Ab_y1, RED);
  4663. King(Player2.Ab_x1-80*i+62, Player2.Ab_y1, RED);
  4664. King(Player2.Ab_x1-80*i+60, Player2.Ab_y1, RED);
  4665. King(Player2.Ab_x1-80*i+58, Player2.Ab_y1, RED);
  4666. King(Player2.Ab_x1-80*i+56, Player2.Ab_y1, RED);
  4667. King(Player2.Ab_x1-80*i+54, Player2.Ab_y1, RED);
  4668. King(Player2.Ab_x1-80*i+52, Player2.Ab_y1, RED);
  4669. King(Player2.Ab_x1-80*i+50, Player2.Ab_y1, RED);
  4670. King(Player2.Ab_x1-80*i+48, Player2.Ab_y1, RED);
  4671. King(Player2.Ab_x1-80*i+46, Player2.Ab_y1, RED);
  4672. King(Player2.Ab_x1-80*i+44, Player2.Ab_y1, RED);
  4673. King(Player2.Ab_x1-80*i+42, Player2.Ab_y1, RED);
  4674. King(Player2.Ab_x1-80*i+40, Player2.Ab_y1, RED);
  4675. King(Player2.Ab_x1-80*i+38, Player2.Ab_y1, RED);
  4676. King(Player2.Ab_x1-80*i+36, Player2.Ab_y1, RED);
  4677. King(Player2.Ab_x1-80*i+34, Player2.Ab_y1, RED);
  4678. King(Player2.Ab_x1-80*i+32, Player2.Ab_y1, RED);
  4679. King(Player2.Ab_x1-80*i+30, Player2.Ab_y1, RED);
  4680. King(Player2.Ab_x1-80*i+28, Player2.Ab_y1, RED);
  4681. King(Player2.Ab_x1-80*i+26, Player2.Ab_y1, RED);
  4682. King(Player2.Ab_x1-80*i+24, Player2.Ab_y1, RED);
  4683. King(Player2.Ab_x1-80*i+22, Player2.Ab_y1, RED);
  4684. King(Player2.Ab_x1-80*i+20, Player2.Ab_y1, RED);
  4685. King(Player2.Ab_x1-80*i+18, Player2.Ab_y1, RED);
  4686. King(Player2.Ab_x1-80*i+16, Player2.Ab_y1, RED);
  4687. King(Player2.Ab_x1-80*i+14, Player2.Ab_y1, RED);
  4688. King(Player2.Ab_x1-80*i+12, Player2.Ab_y1, RED);
  4689. King(Player2.Ab_x1-80*i+10, Player2.Ab_y1, RED);
  4690. King(Player2.Ab_x1-80*i+8, Player2.Ab_y1, RED);
  4691. King(Player2.Ab_x1-80*i+6, Player2.Ab_y1, RED);
  4692. King(Player2.Ab_x1-80*i+4, Player2.Ab_y1, RED);
  4693. King(Player2.Ab_x1-80*i+2, Player2.Ab_y1, RED);
  4694. King(Player2.Ab_x1-80*i, Player2.Ab_y1, RED);
  4695. delay(0.00);
  4696. }
  4697. }
  4698. else if(distancex2 > 0)
  4699. {
  4700. for(i = 1; i <= distancex2/80; i++)
  4701. {
  4702. King(Player2.Ab_x1+80*i-80, Player2.Ab_y1, RED);
  4703. King(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4704. King(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4705. King(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4706. King(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4707. King(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4708. King(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4709. King(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4710. King(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4711. King(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4712. King(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4713. King(Player2.Ab_x1+80*i-68, Player2.Ab_y1, RED);
  4714. King(Player2.Ab_x1+80*i-66, Player2.Ab_y1, RED);
  4715. King(Player2.Ab_x1+80*i-64, Player2.Ab_y1, RED);
  4716. King(Player2.Ab_x1+80*i-62, Player2.Ab_y1, RED);
  4717. King(Player2.Ab_x1+80*i-60, Player2.Ab_y1, RED);
  4718. King(Player2.Ab_x1+80*i-58, Player2.Ab_y1, RED);
  4719. King(Player2.Ab_x1+80*i-56, Player2.Ab_y1, RED);
  4720. King(Player2.Ab_x1+80*i-54, Player2.Ab_y1, RED);
  4721. King(Player2.Ab_x1+80*i-52, Player2.Ab_y1, RED);
  4722. King(Player2.Ab_x1+80*i-50, Player2.Ab_y1, RED);
  4723. King(Player2.Ab_x1+80*i-48, Player2.Ab_y1, RED);
  4724. King(Player2.Ab_x1+80*i-46, Player2.Ab_y1, RED);
  4725. King(Player2.Ab_x1+80*i-44, Player2.Ab_y1, RED);
  4726. King(Player2.Ab_x1+80*i-42, Player2.Ab_y1, RED);
  4727. King(Player2.Ab_x1+80*i-40, Player2.Ab_y1, RED);
  4728. King(Player2.Ab_x1+80*i-38, Player2.Ab_y1, RED);
  4729. King(Player2.Ab_x1+80*i-36, Player2.Ab_y1, RED);
  4730. King(Player2.Ab_x1+80*i-34, Player2.Ab_y1, RED);
  4731. King(Player2.Ab_x1+80*i-32, Player2.Ab_y1, RED);
  4732. King(Player2.Ab_x1+80*i-30, Player2.Ab_y1, RED);
  4733. King(Player2.Ab_x1+80*i-28, Player2.Ab_y1, RED);
  4734. King(Player2.Ab_x1+80*i-26, Player2.Ab_y1, RED);
  4735. King(Player2.Ab_x1+80*i-24, Player2.Ab_y1, RED);
  4736. King(Player2.Ab_x1+80*i-22, Player2.Ab_y1, RED);
  4737. King(Player2.Ab_x1+80*i-20, Player2.Ab_y1, RED);
  4738. King(Player2.Ab_x1+80*i-18, Player2.Ab_y1, RED);
  4739. King(Player2.Ab_x1+80*i-16, Player2.Ab_y1, RED);
  4740. King(Player2.Ab_x1+80*i-14, Player2.Ab_y1, RED);
  4741. King(Player2.Ab_x1+80*i-12, Player2.Ab_y1, RED);
  4742. King(Player2.Ab_x1+80*i-10, Player2.Ab_y1, RED);
  4743. King(Player2.Ab_x1+80*i-8, Player2.Ab_y1, RED);
  4744. King(Player2.Ab_x1+80*i-6, Player2.Ab_y1, RED);
  4745. King(Player2.Ab_x1+80*i-4, Player2.Ab_y1, RED);
  4746. King(Player2.Ab_x1+80*i-2, Player2.Ab_y1, RED);
  4747. King(Player2.Ab_x1+80*i, Player2.Ab_y1, RED);
  4748. delay(0.00);
  4749. }
  4750. }
  4751. }
  4752. putimage(0, 0, image0, COPY_PUT);
  4753. King(Player2.Ab_x2, Player2.Ab_y2, RED);
  4754. }
  4755. else if(DT_Grid[Player2.box_x1][Player2.box_y1] == 0)
  4756. {
  4757. setfillstyle(SOLID_FILL, LIGHTBLUE);
  4758. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4759. setfillstyle(SOLID_FILL, WHITE);
  4760. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4761. getimage(0, 0, 1280, 800, image0);
  4762. if(distancex2 == 0)
  4763. {
  4764. if(distancey2 < 0)
  4765. {
  4766. for(i = 1; i <= -distancey2/80; i++)
  4767. {
  4768. King(Player2.Ab_x1, Player2.Ab_y1-80*i+80, RED);
  4769. King(Player2.Ab_x1, Player2.Ab_y1-80*i+78, RED);
  4770. King(Player2.Ab_x1, Player2.Ab_y1-80*i+76, RED);
  4771. King(Player2.Ab_x1, Player2.Ab_y1-80*i+74, RED);
  4772. King(Player2.Ab_x1, Player2.Ab_y1-80*i+72, RED);
  4773. King(Player2.Ab_x1, Player2.Ab_y1-80*i+70, RED);
  4774. King(Player2.Ab_x1, Player2.Ab_y1-80*i+68, RED);
  4775. King(Player2.Ab_x1, Player2.Ab_y1-80*i+66, RED);
  4776. King(Player2.Ab_x1, Player2.Ab_y1-80*i+64, RED);
  4777. King(Player2.Ab_x1, Player2.Ab_y1-80*i+62, RED);
  4778. King(Player2.Ab_x1, Player2.Ab_y1-80*i+60, RED);
  4779. King(Player2.Ab_x1, Player2.Ab_y1-80*i+58, RED);
  4780. King(Player2.Ab_x1, Player2.Ab_y1-80*i+56, RED);
  4781. King(Player2.Ab_x1, Player2.Ab_y1-80*i+54, RED);
  4782. King(Player2.Ab_x1, Player2.Ab_y1-80*i+52, RED);
  4783. King(Player2.Ab_x1, Player2.Ab_y1-80*i+50, RED);
  4784. King(Player2.Ab_x1, Player2.Ab_y1-80*i+48, RED);
  4785. King(Player2.Ab_x1, Player2.Ab_y1-80*i+46, RED);
  4786. King(Player2.Ab_x1, Player2.Ab_y1-80*i+44, RED);
  4787. King(Player2.Ab_x1, Player2.Ab_y1-80*i+42, RED);
  4788. King(Player2.Ab_x1, Player2.Ab_y1-80*i+40, RED);
  4789. King(Player2.Ab_x1, Player2.Ab_y1-80*i+38, RED);
  4790. King(Player2.Ab_x1, Player2.Ab_y1-80*i+36, RED);
  4791. King(Player2.Ab_x1, Player2.Ab_y1-80*i+34, RED);
  4792. King(Player2.Ab_x1, Player2.Ab_y1-80*i+32, RED);
  4793. King(Player2.Ab_x1, Player2.Ab_y1-80*i+30, RED);
  4794. King(Player2.Ab_x1, Player2.Ab_y1-80*i+28, RED);
  4795. King(Player2.Ab_x1, Player2.Ab_y1-80*i+26, RED);
  4796. King(Player2.Ab_x1, Player2.Ab_y1-80*i+24, RED);
  4797. King(Player2.Ab_x1, Player2.Ab_y1-80*i+22, RED);
  4798. King(Player2.Ab_x1, Player2.Ab_y1-80*i+20, RED);
  4799. King(Player2.Ab_x1, Player2.Ab_y1-80*i+18, RED);
  4800. King(Player2.Ab_x1, Player2.Ab_y1-80*i+16, RED);
  4801. King(Player2.Ab_x1, Player2.Ab_y1-80*i+14, RED);
  4802. King(Player2.Ab_x1, Player2.Ab_y1-80*i+12, RED);
  4803. King(Player2.Ab_x1, Player2.Ab_y1-80*i+10, RED);
  4804. King(Player2.Ab_x1, Player2.Ab_y1-80*i+8, RED);
  4805. King(Player2.Ab_x1, Player2.Ab_y1-80*i+6, RED);
  4806. King(Player2.Ab_x1, Player2.Ab_y1-80*i+4, RED);
  4807. King(Player2.Ab_x1, Player2.Ab_y1-80*i+2, RED);
  4808. King(Player2.Ab_x1, Player2.Ab_y1-80*i, RED);
  4809. delay(0.00);
  4810. }
  4811. }
  4812. else if(distancey2 > 0)
  4813. {
  4814. for(i = 1; i <= distancey2/80; i++)
  4815. {
  4816. King(Player2.Ab_x1, Player2.Ab_y1+80*i-80, RED);
  4817. King(Player2.Ab_x1, Player2.Ab_y1+80*i-78, RED);
  4818. King(Player2.Ab_x1, Player2.Ab_y1+80*i-76, RED);
  4819. King(Player2.Ab_x1, Player2.Ab_y1+80*i-74, RED);
  4820. King(Player2.Ab_x1, Player2.Ab_y1+80*i-72, RED);
  4821. King(Player2.Ab_x1, Player2.Ab_y1+80*i-70, RED);
  4822. King(Player2.Ab_x1, Player2.Ab_y1+80*i-68, RED);
  4823. King(Player2.Ab_x1, Player2.Ab_y1+80*i-66, RED);
  4824. King(Player2.Ab_x1, Player2.Ab_y1+80*i-64, RED);
  4825. King(Player2.Ab_x1, Player2.Ab_y1+80*i-62, RED);
  4826. King(Player2.Ab_x1, Player2.Ab_y1+80*i-60, RED);
  4827. King(Player2.Ab_x1, Player2.Ab_y1+80*i-58, RED);
  4828. King(Player2.Ab_x1, Player2.Ab_y1+80*i-56, RED);
  4829. King(Player2.Ab_x1, Player2.Ab_y1+80*i-54, RED);
  4830. King(Player2.Ab_x1, Player2.Ab_y1+80*i-52, RED);
  4831. King(Player2.Ab_x1, Player2.Ab_y1+80*i-50, RED);
  4832. King(Player2.Ab_x1, Player2.Ab_y1+80*i-48, RED);
  4833. King(Player2.Ab_x1, Player2.Ab_y1+80*i-46, RED);
  4834. King(Player2.Ab_x1, Player2.Ab_y1+80*i-44, RED);
  4835. King(Player2.Ab_x1, Player2.Ab_y1+80*i-42, RED);
  4836. King(Player2.Ab_x1, Player2.Ab_y1+80*i-40, RED);
  4837. King(Player2.Ab_x1, Player2.Ab_y1+80*i-38, RED);
  4838. King(Player2.Ab_x1, Player2.Ab_y1+80*i-36, RED);
  4839. King(Player2.Ab_x1, Player2.Ab_y1+80*i-34, RED);
  4840. King(Player2.Ab_x1, Player2.Ab_y1+80*i-32, RED);
  4841. King(Player2.Ab_x1, Player2.Ab_y1+80*i-30, RED);
  4842. King(Player2.Ab_x1, Player2.Ab_y1+80*i-28, RED);
  4843. King(Player2.Ab_x1, Player2.Ab_y1+80*i-26, RED);
  4844. King(Player2.Ab_x1, Player2.Ab_y1+80*i-24, RED);
  4845. King(Player2.Ab_x1, Player2.Ab_y1+80*i-22, RED);
  4846. King(Player2.Ab_x1, Player2.Ab_y1+80*i-20, RED);
  4847. King(Player2.Ab_x1, Player2.Ab_y1+80*i-18, RED);
  4848. King(Player2.Ab_x1, Player2.Ab_y1+80*i-16, RED);
  4849. King(Player2.Ab_x1, Player2.Ab_y1+80*i-14, RED);
  4850. King(Player2.Ab_x1, Player2.Ab_y1+80*i-12, RED);
  4851. King(Player2.Ab_x1, Player2.Ab_y1+80*i-10, RED);
  4852. King(Player2.Ab_x1, Player2.Ab_y1+80*i-8, RED);
  4853. King(Player2.Ab_x1, Player2.Ab_y1+80*i-6, RED);
  4854. King(Player2.Ab_x1, Player2.Ab_y1+80*i-4, RED);
  4855. King(Player2.Ab_x1, Player2.Ab_y1+80*i-2, RED);
  4856. King(Player2.Ab_x1, Player2.Ab_y1+80*i, RED);
  4857. delay(0.00);
  4858. }
  4859. }
  4860. }
  4861. else if(distancey2 == 0)
  4862. {
  4863. if(distancex2 < 0)
  4864. {
  4865. for(i = 1; i <= -distancex2/80; i++)
  4866. {
  4867. King(Player2.Ab_x1-80*i+80, Player2.Ab_y1, RED);
  4868. King(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4869. King(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4870. King(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4871. King(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4872. King(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4873. King(Player2.Ab_x1-80*i+78, Player2.Ab_y1, RED);
  4874. King(Player2.Ab_x1-80*i+76, Player2.Ab_y1, RED);
  4875. King(Player2.Ab_x1-80*i+74, Player2.Ab_y1, RED);
  4876. King(Player2.Ab_x1-80*i+72, Player2.Ab_y1, RED);
  4877. King(Player2.Ab_x1-80*i+70, Player2.Ab_y1, RED);
  4878. King(Player2.Ab_x1-80*i+68, Player2.Ab_y1, RED);
  4879. King(Player2.Ab_x1-80*i+66, Player2.Ab_y1, RED);
  4880. King(Player2.Ab_x1-80*i+64, Player2.Ab_y1, RED);
  4881. King(Player2.Ab_x1-80*i+62, Player2.Ab_y1, RED);
  4882. King(Player2.Ab_x1-80*i+60, Player2.Ab_y1, RED);
  4883. King(Player2.Ab_x1-80*i+58, Player2.Ab_y1, RED);
  4884. King(Player2.Ab_x1-80*i+56, Player2.Ab_y1, RED);
  4885. King(Player2.Ab_x1-80*i+54, Player2.Ab_y1, RED);
  4886. King(Player2.Ab_x1-80*i+52, Player2.Ab_y1, RED);
  4887. King(Player2.Ab_x1-80*i+50, Player2.Ab_y1, RED);
  4888. King(Player2.Ab_x1-80*i+48, Player2.Ab_y1, RED);
  4889. King(Player2.Ab_x1-80*i+46, Player2.Ab_y1, RED);
  4890. King(Player2.Ab_x1-80*i+44, Player2.Ab_y1, RED);
  4891. King(Player2.Ab_x1-80*i+42, Player2.Ab_y1, RED);
  4892. King(Player2.Ab_x1-80*i+40, Player2.Ab_y1, RED);
  4893. King(Player2.Ab_x1-80*i+38, Player2.Ab_y1, RED);
  4894. King(Player2.Ab_x1-80*i+36, Player2.Ab_y1, RED);
  4895. King(Player2.Ab_x1-80*i+34, Player2.Ab_y1, RED);
  4896. King(Player2.Ab_x1-80*i+32, Player2.Ab_y1, RED);
  4897. King(Player2.Ab_x1-80*i+30, Player2.Ab_y1, RED);
  4898. King(Player2.Ab_x1-80*i+28, Player2.Ab_y1, RED);
  4899. King(Player2.Ab_x1-80*i+26, Player2.Ab_y1, RED);
  4900. King(Player2.Ab_x1-80*i+24, Player2.Ab_y1, RED);
  4901. King(Player2.Ab_x1-80*i+22, Player2.Ab_y1, RED);
  4902. King(Player2.Ab_x1-80*i+20, Player2.Ab_y1, RED);
  4903. King(Player2.Ab_x1-80*i+18, Player2.Ab_y1, RED);
  4904. King(Player2.Ab_x1-80*i+16, Player2.Ab_y1, RED);
  4905. King(Player2.Ab_x1-80*i+14, Player2.Ab_y1, RED);
  4906. King(Player2.Ab_x1-80*i+12, Player2.Ab_y1, RED);
  4907. King(Player2.Ab_x1-80*i+10, Player2.Ab_y1, RED);
  4908. King(Player2.Ab_x1-80*i+8, Player2.Ab_y1, RED);
  4909. King(Player2.Ab_x1-80*i+6, Player2.Ab_y1, RED);
  4910. King(Player2.Ab_x1-80*i+4, Player2.Ab_y1, RED);
  4911. King(Player2.Ab_x1-80*i+2, Player2.Ab_y1, RED);
  4912. King(Player2.Ab_x1-80*i, Player2.Ab_y1, RED);
  4913. delay(0.00);
  4914. }
  4915. }
  4916. else if(distancex2 > 0)
  4917. {
  4918. for(i = 1; i <= distancex2/80; i++)
  4919. {
  4920. King(Player2.Ab_x1+80*i-80, Player2.Ab_y1, RED);
  4921. King(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4922. King(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4923. King(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4924. King(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4925. King(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4926. King(Player2.Ab_x1+80*i-78, Player2.Ab_y1, RED);
  4927. King(Player2.Ab_x1+80*i-76, Player2.Ab_y1, RED);
  4928. King(Player2.Ab_x1+80*i-74, Player2.Ab_y1, RED);
  4929. King(Player2.Ab_x1+80*i-72, Player2.Ab_y1, RED);
  4930. King(Player2.Ab_x1+80*i-70, Player2.Ab_y1, RED);
  4931. King(Player2.Ab_x1+80*i-68, Player2.Ab_y1, RED);
  4932. King(Player2.Ab_x1+80*i-66, Player2.Ab_y1, RED);
  4933. King(Player2.Ab_x1+80*i-64, Player2.Ab_y1, RED);
  4934. King(Player2.Ab_x1+80*i-62, Player2.Ab_y1, RED);
  4935. King(Player2.Ab_x1+80*i-60, Player2.Ab_y1, RED);
  4936. King(Player2.Ab_x1+80*i-58, Player2.Ab_y1, RED);
  4937. King(Player2.Ab_x1+80*i-56, Player2.Ab_y1, RED);
  4938. King(Player2.Ab_x1+80*i-54, Player2.Ab_y1, RED);
  4939. King(Player2.Ab_x1+80*i-52, Player2.Ab_y1, RED);
  4940. King(Player2.Ab_x1+80*i-50, Player2.Ab_y1, RED);
  4941. King(Player2.Ab_x1+80*i-48, Player2.Ab_y1, RED);
  4942. King(Player2.Ab_x1+80*i-46, Player2.Ab_y1, RED);
  4943. King(Player2.Ab_x1+80*i-44, Player2.Ab_y1, RED);
  4944. King(Player2.Ab_x1+80*i-42, Player2.Ab_y1, RED);
  4945. King(Player2.Ab_x1+80*i-40, Player2.Ab_y1, RED);
  4946. King(Player2.Ab_x1+80*i-38, Player2.Ab_y1, RED);
  4947. King(Player2.Ab_x1+80*i-36, Player2.Ab_y1, RED);
  4948. King(Player2.Ab_x1+80*i-34, Player2.Ab_y1, RED);
  4949. King(Player2.Ab_x1+80*i-32, Player2.Ab_y1, RED);
  4950. King(Player2.Ab_x1+80*i-30, Player2.Ab_y1, RED);
  4951. King(Player2.Ab_x1+80*i-28, Player2.Ab_y1, RED);
  4952. King(Player2.Ab_x1+80*i-26, Player2.Ab_y1, RED);
  4953. King(Player2.Ab_x1+80*i-24, Player2.Ab_y1, RED);
  4954. King(Player2.Ab_x1+80*i-22, Player2.Ab_y1, RED);
  4955. King(Player2.Ab_x1+80*i-20, Player2.Ab_y1, RED);
  4956. King(Player2.Ab_x1+80*i-18, Player2.Ab_y1, RED);
  4957. King(Player2.Ab_x1+80*i-16, Player2.Ab_y1, RED);
  4958. King(Player2.Ab_x1+80*i-14, Player2.Ab_y1, RED);
  4959. King(Player2.Ab_x1+80*i-12, Player2.Ab_y1, RED);
  4960. King(Player2.Ab_x1+80*i-10, Player2.Ab_y1, RED);
  4961. King(Player2.Ab_x1+80*i-8, Player2.Ab_y1, RED);
  4962. King(Player2.Ab_x1+80*i-6, Player2.Ab_y1, RED);
  4963. King(Player2.Ab_x1+80*i-4, Player2.Ab_y1, RED);
  4964. King(Player2.Ab_x1+80*i-2, Player2.Ab_y1, RED);
  4965. King(Player2.Ab_x1+80*i, Player2.Ab_y1, RED);
  4966. delay(0.00);
  4967. }
  4968. }
  4969. }
  4970. putimage(0, 0, image0, COPY_PUT);
  4971. King(Player2.Ab_x2, Player2.Ab_y2, RED);
  4972. }
  4973. }
  4974. DT_Ball[Player2.box_x1][Player2.box_y1] = 0;
  4975. DT_Ball[9][9] = 10;
  4976. //////////////////////////////////////Unballed/////////////////////////////////////////
  4977. if(DT_Grid[Player2.box_x1][Player2.box_y1] == 1)
  4978. {
  4979. setfillstyle(SOLID_FILL, LIGHTCYAN);
  4980. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4981. setfillstyle(SOLID_FILL, BROWN);
  4982. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4983. }
  4984. else if(DT_Grid[Player2.box_x1][Player2.box_y1] == 0)
  4985. {
  4986. setfillstyle(SOLID_FILL, LIGHTBLUE);
  4987. bar(Player2.Ab_x1-40, Player2.Ab_y1-40, Player2.Ab_x1+40, Player2.Ab_y1+40);
  4988. setfillstyle(SOLID_FILL, WHITE);
  4989. bar(Player2.Ab_x1-40+8, Player2.Ab_y1-40+8, Player2.Ab_x1+40-8, Player2.Ab_y1+40-8);
  4990. }
  4991. /////////////////////////////////Middle Detection....////////////////////////////////////
  4992. if((DT_Ball[Player2.box_x2-1][Player2.box_y2] == 1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == 1)
  4993. ||(DT_Ball[Player2.box_x2-1][Player2.box_y2] == -1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == 1)
  4994. ||(DT_Ball[Player2.box_x2-1][Player2.box_y2] == 1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == -1))
  4995. {
  4996. if((DT_Ball[Player2.box_x2-1][Player2.box_y2] == -1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == 1)
  4997. ||(DT_Ball[Player2.box_x2-1][Player2.box_y2] == 1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == -1))
  4998. {
  4999. cleardevice();
  5000. for(i=0; i<=4500; i++)
  5001. {
  5002. x=rand()%1280;
  5003. y=rand()%800;
  5004. putpixel(x,y,15);
  5005. }
  5006. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  5007. setcolor(RED);
  5008. outtextxy(500, 300, "RED TEAM WON!");
  5009.  
  5010. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  5011. setcolor(RED);
  5012. outtextxy(505, 450, "New Game Will Start in 10...");
  5013. delay(1000);
  5014. outtextxy(505, 450, "New Game Will Start in 9... ");
  5015. delay(1000);
  5016. outtextxy(505, 450, "New Game Will Start in 8... ");
  5017. delay(1000);
  5018. outtextxy(505, 450, "New Game Will Start in 7... ");
  5019. delay(1000);
  5020. outtextxy(505, 450, "New Game Will Start in 6... ");
  5021. delay(1000);
  5022. outtextxy(505, 450, "New Game Will Start in 5... ");
  5023. delay(1000);
  5024. outtextxy(505, 450, "New Game Will Start in 4... ");
  5025. delay(1000);
  5026. outtextxy(505, 450, "New Game Will Start in 3... ");
  5027. delay(1000);
  5028. outtextxy(505, 450, "New Game Will Start in 2... ");
  5029. delay(1000);
  5030. outtextxy(505, 450, "New Game Will Start in 1... ");
  5031. delay(1000);
  5032. putimage(0, 0, image1, COPY_PUT);
  5033. goto New_Game;
  5034. }
  5035. else if(DT_Grid[Player2.box_x2-1][Player2.box_y2] == 1&&DT_Grid[Player2.box_x2+1][Player2.box_y2] == 1) //Left and Right Grid is White return White
  5036. {
  5037. setfillstyle(SOLID_FILL, LIGHTCYAN);
  5038. bar(Player2.Ab_x2-120, Player2.Ab_y2-40, Player2.Ab_x2-40, Player2.Ab_y2+40);
  5039. bar(Player2.Ab_x2+40, Player2.Ab_y2-40, Player2.Ab_x2+120, Player2.Ab_y2+40);
  5040. setfillstyle(SOLID_FILL, BROWN);
  5041. bar(Player2.Ab_x2-120+8, Player2.Ab_y2-40+8, Player2.Ab_x2-40-8, Player2.Ab_y2+40-8);
  5042. bar(Player2.Ab_x2+40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+120-8, Player2.Ab_y2+40-8);
  5043. }
  5044. else if(DT_Grid[Player2.box_x2-1][Player2.box_y2] == 0&&DT_Grid[Player2.box_x2+1][Player2.box_y2] == 0) //Left and Right Grid is Brown return Brown
  5045. {
  5046. setfillstyle(SOLID_FILL, LIGHTBLUE);
  5047. bar(Player2.Ab_x2-120, Player2.Ab_y2-40, Player2.Ab_x2-40, Player2.Ab_y2+40);
  5048. bar(Player2.Ab_x2+40, Player2.Ab_y2-40, Player2.Ab_x2+120, Player2.Ab_y2+40);
  5049. setfillstyle(SOLID_FILL, WHITE);
  5050. bar(Player2.Ab_x2-120+8, Player2.Ab_y2-40+8, Player2.Ab_x2-40-8, Player2.Ab_y2+40-8);
  5051. bar(Player2.Ab_x2+40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+120-8, Player2.Ab_y2+40-8);
  5052. }
  5053. if(DT_Ball[Player2.box_x2-1][Player2.box_y2] == 1 && DT_Ball[Player2.box_x2+1][Player2.box_y2] == 1)
  5054. {
  5055. if(Player2_DT_Ball[0][0] == 0&&Player2_DT_Ball[0][1] == 0)
  5056. {
  5057. Ball(1017, 190, BLUE);
  5058. Ball(1097, 190, BLUE);
  5059. Player2_DT_Ball[0][0] = 1;
  5060. Player2_DT_Ball[0][1] = 1;
  5061. }
  5062. else if(Player2_DT_Ball[0][2] == 0&& Player2_DT_Ball[1][2] == 0)
  5063. {
  5064. Ball(1177, 190, BLUE);
  5065. Ball(1177, 270, BLUE);
  5066. Player2_DT_Ball[0][2] = 1;
  5067. Player2_DT_Ball[1][2] = 1;
  5068. }
  5069. else if(Player2_DT_Ball[1][0] == 0&& Player2_DT_Ball[1][1] == 0)
  5070. {
  5071. Ball(1017, 270, BLUE);
  5072. Ball(1097, 270, BLUE);
  5073. Player2_DT_Ball[1][0] = 1;
  5074. Player2_DT_Ball[1][1] = 1;
  5075. }
  5076. else if(Player2_DT_Ball[2][0] == 0&& Player2_DT_Ball[2][1] == 0)
  5077. {
  5078. Ball(1017, 350, BLUE);
  5079. Ball(1097, 350, BLUE);
  5080. Player2_DT_Ball[2][0] = 1;
  5081. Player2_DT_Ball[2][1] = 1;
  5082. }
  5083. else if(Player2_DT_Ball[3][2] == 0&& Player2_DT_Ball[2][2] == 0)
  5084. {
  5085. Ball(1177, 350, BLUE);
  5086. Ball(1177, 430, BLUE);
  5087. Player2_DT_Ball[3][2] = 1;
  5088. Player2_DT_Ball[2][2] = 1;
  5089. }
  5090. else if(Player2_DT_Ball[3][0] == 0&& Player2_DT_Ball[3][1] == 0)
  5091. {
  5092. Ball(1017, 430, BLUE);
  5093. Ball(1097, 430, BLUE);
  5094. Player2_DT_Ball[3][0] = 1;
  5095. Player2_DT_Ball[3][1] = 1;
  5096. }
  5097. else if(Player2_DT_Ball[4][0] == 0&& Player2_DT_Ball[4][1] == 0)
  5098. {
  5099. Ball(1017, 510, BLUE);
  5100. Ball(1097, 510, BLUE);
  5101. Player2_DT_Ball[4][0] = 1;
  5102. Player2_DT_Ball[4][1] = 1;
  5103. }
  5104. }
  5105. DT_Ball[Player2.box_x2-1][Player2.box_y2] = 0;
  5106. DT_Ball[Player2.box_x2+1][Player2.box_y2] = 0;
  5107. }
  5108. else if((DT_Ball[Player2.box_x2][Player2.box_y2-1] == 1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == 1)
  5109. ||(DT_Ball[Player2.box_x2][Player2.box_y2-1] == -1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == 1)
  5110. ||(DT_Ball[Player2.box_x2][Player2.box_y2-1] == 1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == -1))
  5111. {
  5112. if((DT_Ball[Player2.box_x2][Player2.box_y2-1] == -1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == 1)
  5113. ||(DT_Ball[Player2.box_x2][Player2.box_y2-1] == 1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == -1))
  5114. {
  5115. cleardevice();
  5116. for(i=0; i<=4500; i++)
  5117. {
  5118. x=rand()%1280;
  5119. y=rand()%800;
  5120. putpixel(x,y,15);
  5121. }
  5122. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  5123. setcolor(RED);
  5124. outtextxy(500, 300, "RED TEAM WON!");
  5125.  
  5126. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  5127. setcolor(RED);
  5128. outtextxy(505, 450, "New Game Will Start in 10...");
  5129. delay(1000);
  5130. outtextxy(505, 450, "New Game Will Start in 9... ");
  5131. delay(1000);
  5132. outtextxy(505, 450, "New Game Will Start in 8... ");
  5133. delay(1000);
  5134. outtextxy(505, 450, "New Game Will Start in 7... ");
  5135. delay(1000);
  5136. outtextxy(505, 450, "New Game Will Start in 6... ");
  5137. delay(1000);
  5138. outtextxy(505, 450, "New Game Will Start in 5... ");
  5139. delay(1000);
  5140. outtextxy(505, 450, "New Game Will Start in 4... ");
  5141. delay(1000);
  5142. outtextxy(505, 450, "New Game Will Start in 3... ");
  5143. delay(1000);
  5144. outtextxy(505, 450, "New Game Will Start in 2... ");
  5145. delay(1000);
  5146. outtextxy(505, 450, "New Game Will Start in 1... ");
  5147. delay(1000);
  5148. putimage(0, 0, image1, COPY_PUT);
  5149. goto New_Game;
  5150. }
  5151. else if(DT_Grid[Player2.box_x2][Player2.box_y2-1] == 1&&DT_Grid[Player2.box_x2][Player2.box_y2+1] == 1) //Up and Down Grid is White return White
  5152. {
  5153. setfillstyle(SOLID_FILL, LIGHTCYAN);
  5154. bar(Player2.Ab_x2-40, Player2.Ab_y2-120, Player2.Ab_x2+40, Player2.Ab_y2-40);
  5155. bar(Player2.Ab_x2-40, Player2.Ab_y2+40, Player2.Ab_x2+40, Player2.Ab_y2+120);
  5156. setfillstyle(SOLID_FILL, BROWN);
  5157. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-120+8, Player2.Ab_x2+40-8, Player2.Ab_y2-40-8);
  5158. bar(Player2.Ab_x2-40+8, Player2.Ab_y2+40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+120-8);
  5159. }
  5160. else if(DT_Grid[Player2.box_x2][Player2.box_y2-1] == 0 && DT_Grid[Player2.box_x2][Player2.box_y2+1] == 0) //Up and Down Grid is Brown return Brown
  5161. {
  5162. setfillstyle(SOLID_FILL, LIGHTBLUE);
  5163. bar(Player2.Ab_x2-40, Player2.Ab_y2-120, Player2.Ab_x2+40, Player2.Ab_y2-40);
  5164. bar(Player2.Ab_x2-40, Player2.Ab_y2+40, Player2.Ab_x2+40, Player2.Ab_y2+120);
  5165. setfillstyle(SOLID_FILL, WHITE);
  5166. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-120+8, Player2.Ab_x2+40-8, Player2.Ab_y2-40-8);
  5167. bar(Player2.Ab_x2-40+8, Player2.Ab_y2+40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+120-8);
  5168. }
  5169. if(DT_Ball[Player2.box_x2][Player2.box_y2-1] == 1 && DT_Ball[Player2.box_x2][Player2.box_y2+1] == 1)
  5170. {
  5171. if(Player2_DT_Ball[0][0] == 0&&Player2_DT_Ball[0][1] == 0)
  5172. {
  5173. Ball(1017, 190, BLUE);
  5174. Ball(1097, 190, BLUE);
  5175. Player2_DT_Ball[0][0] = 1;
  5176. Player2_DT_Ball[0][1] = 1;
  5177. }
  5178. else if(Player2_DT_Ball[0][2] == 0&& Player2_DT_Ball[1][2] == 0)
  5179. {
  5180. Ball(1177, 190, BLUE);
  5181. Ball(1177, 270, BLUE);
  5182. Player2_DT_Ball[0][2] = 1;
  5183. Player2_DT_Ball[1][2] = 1;
  5184. }
  5185. else if(Player2_DT_Ball[1][0] == 0&& Player2_DT_Ball[1][1] == 0)
  5186. {
  5187. Ball(1017, 270, BLUE);
  5188. Ball(1097, 270, BLUE);
  5189. Player2_DT_Ball[1][0] = 1;
  5190. Player2_DT_Ball[1][1] = 1;
  5191. }
  5192. else if(Player2_DT_Ball[2][0] == 0&& Player2_DT_Ball[2][1] == 0)
  5193. {
  5194. Ball(1017, 350, BLUE);
  5195. Ball(1097, 350, BLUE);
  5196. Player2_DT_Ball[2][0] = 1;
  5197. Player2_DT_Ball[2][1] = 1;
  5198. }
  5199. else if(Player2_DT_Ball[3][2] == 0&& Player2_DT_Ball[2][2] == 0)
  5200. {
  5201. Ball(1177, 350, BLUE);
  5202. Ball(1177, 430, BLUE);
  5203. Player2_DT_Ball[3][2] = 1;
  5204. Player2_DT_Ball[2][2] = 1;
  5205. }
  5206. else if(Player2_DT_Ball[3][0] == 0&& Player2_DT_Ball[3][1] == 0)
  5207. {
  5208. Ball(1017, 430, BLUE);
  5209. Ball(1097, 430, BLUE);
  5210. Player2_DT_Ball[3][0] = 1;
  5211. Player2_DT_Ball[3][1] = 1;
  5212. }
  5213. else if(Player2_DT_Ball[4][0] == 0&& Player2_DT_Ball[4][1] == 0)
  5214. {
  5215. Ball(1017, 510, BLUE);
  5216. Ball(1097, 510, BLUE);
  5217. Player2_DT_Ball[4][0] = 1;
  5218. Player2_DT_Ball[4][1] = 1;
  5219. }
  5220. }
  5221. DT_Ball[Player2.box_x2][Player2.box_y2-1] = 0;
  5222. DT_Ball[Player2.box_x2][Player2.box_y2+1] = 0;
  5223. }
  5224. /////////////////////////////////////////Testing/////////////////////////////////////////////
  5225. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  5226. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  5227. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  5228. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  5229. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  5230. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  5231. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  5232. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  5233. goto player1;
  5234. //////////////////////////////////////////////////////////////////////////////////////////////////////
  5235. }
  5236. //////////////////////////////////////////////3rd Click///////////////////////////////////////////
  5237. while(!ismouseclick(WM_LBUTTONDOWN))delay(1);
  5238. getmouseclick(WM_LBUTTONDOWN, Player2.Click_x3, Player2.Click_y3);
  5239. printf("Click3 (%d, %d)\n", Player2.Click_x3, Player2.Click_y3);
  5240. if(Player2.Click_x3<300|| Player2.Click_x3> 940 || Player2.Click_y3<50 || Player2.Click_y3> 690)
  5241. {
  5242. putimage(0, 0, image0, COPY_PUT);
  5243. //////////////////////How to change the Detection of the ball/////////////////////////////////
  5244. for(c1 = Player2.box_y2-1; c1 >= 0; c1--)
  5245. {
  5246. if(DT_Ball[Player2.box_x2][c1] == 3)
  5247. {
  5248. DT_Ball[Player2.box_x2][c1] = 0;
  5249. }
  5250. else if(DT_Ball[Player2.box_x2][c1] != 3) break;
  5251. }
  5252. for(c2 = Player2.box_y2+1; c2 < 8; c2++)
  5253. {
  5254. if(DT_Ball[Player2.box_x2][c2] == 3)
  5255. {
  5256. DT_Ball[Player2.box_x2][c2] = 0;
  5257. }
  5258. else if(DT_Ball[Player2.box_x2][c2] != 3) break;
  5259. }
  5260. for(c3 = Player2.box_x2-1; c3 >= 0; c3--)
  5261. {
  5262. if(DT_Ball[c3][Player2.box_y2] == 3)
  5263. {
  5264. DT_Ball[c3][Player2.box_y2] = 0;
  5265. }
  5266. else if(DT_Ball[c3][Player2.box_y2] != 3) break;
  5267. }
  5268. for(c4 = Player2.box_x2+1; c4 < 8; c4++)
  5269. {
  5270. if(DT_Ball[c4][Player2.box_y2] == 3)
  5271. {
  5272. DT_Ball[c4][Player2.box_y2] = 0;
  5273. }
  5274. else if(DT_Ball[c4][Player2.box_y2] != 3) break;
  5275. }
  5276. goto reclick21_1;
  5277. }
  5278. else if(Player2.Click_x3>=300&& Player2.Click_x3<= 940 && Player2.Click_y3>=50 && Player2.Click_y3<= 690)
  5279. {
  5280. Player2.box_x3 = (Player2.Click_x3 - 300)/80;
  5281. Player2.box_y3 = (Player2.Click_y3 - 50)/80;
  5282. Player2.Ab_x3 = Player2.box_x3*80 + 340;
  5283. Player2.Ab_y3 = Player2.box_y3*80 + 90;
  5284. }
  5285. if(DT_Ball[Player2.box_x3][Player2.box_y3] == 0 ||DT_Ball[Player2.box_x3][Player2.box_y3]== 1
  5286. ||DT_Ball[Player2.box_x3][Player2.box_y3] == -1)
  5287. {
  5288. putimage(0, 0, image0, COPY_PUT);
  5289. for(c1 = Player2.box_y2-1; c1 >= 0; c1--)
  5290. {
  5291. if(DT_Ball[Player2.box_x2][c1] == 3)
  5292. {
  5293. DT_Ball[Player2.box_x2][c1] = 0;
  5294. }
  5295. else if(DT_Ball[Player2.box_x2][c1] != 3) break;
  5296. }
  5297. for(c2 = Player2.box_y2+1; c2 < 8; c2++)
  5298. {
  5299. if(DT_Ball[Player2.box_x2][c2] == 3)
  5300. {
  5301. DT_Ball[Player2.box_x2][c2] = 0;
  5302. }
  5303. else if(DT_Ball[Player2.box_x2][c2] != 3) break;
  5304. }
  5305. for(c3 = Player2.box_x2-1; c3 >= 0; c3--)
  5306. {
  5307. if(DT_Ball[c3][Player2.box_y2] == 3)
  5308. {
  5309. DT_Ball[c3][Player2.box_y2] = 0;
  5310. }
  5311. else if(DT_Ball[c3][Player2.box_y2] != 3) break;
  5312. }
  5313. for(c4 = Player2.box_x2+1; c4 < 8; c4++)
  5314. {
  5315. if(DT_Ball[c4][Player2.box_y2] == 3)
  5316. {
  5317. DT_Ball[c4][Player2.box_y2] = 0;
  5318. }
  5319. else if(DT_Ball[c4][Player2.box_y2] != 3) break;
  5320. }
  5321. goto reclick21_1;
  5322. }
  5323. else if(DT_Ball[Player2.box_x3][Player2.box_y3] == 2|| DT_Ball[Player2.box_x3][Player2.box_y3] == -2)
  5324. {
  5325. putimage(0, 0, image0, COPY_PUT);
  5326. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  5327. setcolor(YELLOW);
  5328. outtextxy(480, 10, "Please Choose The Direction!");
  5329. Ball(Player2.Ab_x3, Player2.Ab_y3, 14);
  5330. ///////////////////////////Give them the direction and change the Detection//////////////////////////
  5331. for(c1 = Player2.box_y2-1; c1 >= 0; c1--)
  5332. {
  5333. if(DT_Ball[Player2.box_x2][c1] == 3)
  5334. {
  5335. DT_Ball[Player2.box_x2][c1] = 0;
  5336. }
  5337. else if(DT_Ball[Player2.box_x2][c1] != 3) break;
  5338. }
  5339. for(c2 = Player2.box_y2+1; c2 < 8; c2++)
  5340. {
  5341. if(DT_Ball[Player2.box_x2][c2] == 3)
  5342. {
  5343. DT_Ball[Player2.box_x2][c2] = 0;
  5344. }
  5345. else if(DT_Ball[Player2.box_x2][c2] != 3) break;
  5346. }
  5347. for(c3 = Player2.box_x2-1; c3 >= 0; c3--)
  5348. {
  5349. if(DT_Ball[c3][Player2.box_y2] == 3)
  5350. {
  5351. DT_Ball[c3][Player2.box_y2] = 0;
  5352. }
  5353. else if(DT_Ball[c3][Player2.box_y2] != 3) break;
  5354. }
  5355. for(c4 = Player2.box_x2+1; c4 < 8; c4++)
  5356. {
  5357. if(DT_Ball[c4][Player2.box_y2] == 3)
  5358. {
  5359. DT_Ball[c4][Player2.box_y2] = 0;
  5360. }
  5361. else if(DT_Ball[c4][Player2.box_y2] != 3) break;
  5362. }
  5363. for(c5 = Player2.box_y3-1; c5 >= 0; c5--)
  5364. {
  5365. if(DT_Ball[Player2.box_x3][c5] == 0)
  5366. {
  5367. Direction(Player2.Ab_x3, c5*80 +90);
  5368. DT_Ball[Player2.box_x3][c5] = 3;
  5369. }
  5370. else if(DT_Ball[Player2.box_x3][c5] != 0) break;
  5371. }
  5372. for(c6 = Player2.box_y3+1; c6 < 8; c6++)
  5373. {
  5374. if(DT_Ball[Player2.box_x3][c6] == 0)
  5375. {
  5376. Direction(Player2.Ab_x3, c6*80 + 90);
  5377. DT_Ball[Player2.box_x3][c6] = 3;
  5378. }
  5379. else if(DT_Ball[Player2.box_x3][c6] != 0) break;
  5380. }
  5381. for(c7 = Player2.box_x3-1; c7 >= 0; c7--)
  5382. {
  5383. if(DT_Ball[c7][Player2.box_y3] == 0)
  5384. {
  5385. Direction(c7*80 + 340, Player2.Ab_y3);
  5386. DT_Ball[c7][Player2.box_y3] = 3;
  5387. }
  5388. else if(DT_Ball[c7][Player2.box_y3] != 0) break;
  5389. }
  5390. for(c8 = Player2.box_x3+1; c8 < 8; c8++)
  5391. {
  5392. if(DT_Ball[c8][Player2.box_y3] == 0)
  5393. {
  5394. Direction(c8*80 + 340, Player2.Ab_y3);
  5395. DT_Ball[c8][Player2.box_y3] = 3;
  5396. }
  5397. else if(DT_Ball[c8][Player2.box_y3] != 0) break;
  5398. }
  5399. /////////////////////////////////////////Testing/////////////////////////////////////////////
  5400. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  5401. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  5402. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  5403. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  5404. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  5405. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  5406. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  5407. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  5408. goto reclick22_1;
  5409. }
  5410. ///////////////////////////////////When user chose the right Direction///////////////////////////
  5411. else if(DT_Ball[Player2.box_x3][Player2.box_y3] == 3)
  5412. {
  5413. //////////////////////////Changing all number to 0 after click on move////////////////////////////////
  5414. for(c1 = Player2.box_y2-1; c1 >= 0; c1--)
  5415. {
  5416. if(DT_Ball[Player2.box_x2][c1] == 3)
  5417. {
  5418. DT_Ball[Player2.box_x2][c1] = 0;
  5419. }
  5420. else if(DT_Ball[Player2.box_x2][c1] != 3) break;
  5421. }
  5422. for(c2 = Player2.box_y2+1; c2 < 8; c2++)
  5423. {
  5424. if(DT_Ball[Player2.box_x2][c2] == 3)
  5425. {
  5426. DT_Ball[Player2.box_x2][c2] = 0;
  5427. }
  5428. else if(DT_Ball[Player2.box_x2][c2] != 3) break;
  5429. }
  5430. for(c3 = Player2.box_x2-1; c3 >= 0; c3--)
  5431. {
  5432. if(DT_Ball[c3][Player2.box_y2] == 3)
  5433. {
  5434. DT_Ball[c3][Player2.box_y2] = 0;
  5435. }
  5436. else if(DT_Ball[c3][Player2.box_y2] != 3) break;
  5437. }
  5438. for(c4 = Player2.box_x2+1; c4 < 8; c4++)
  5439. {
  5440. if(DT_Ball[c4][Player2.box_y2] == 3)
  5441. {
  5442. DT_Ball[c4][Player2.box_y2] = 0;
  5443. }
  5444. else if(DT_Ball[c4][Player2.box_y2] != 3) break;
  5445. }
  5446. printf("Player2.box_x3 = %d, box_y3 = %d\n", Player2.box_x3, Player2.box_y3);
  5447. printf("Player2.box_x2 = %d, box_y2 = %d\n", Player2.box_x2, Player2.box_y2);
  5448. ///////////////////////////////////How it change the place and number in DT_Ball//////////////////////////////
  5449. putimage(0, 0, image0, COPY_PUT);
  5450. distancex2 = Player2.Ab_x3 - Player2.Ab_x2;
  5451. distancey2 = Player2.Ab_y3 - Player2.Ab_y2;
  5452. if(DT_Ball[Player2.box_x2][Player2.box_y2] == 2)
  5453. {
  5454. DT_Ball[Player2.box_x3][Player2.box_y3] = 2;
  5455. if(DT_Grid[Player2.box_x2][Player2.box_y2] == 1)
  5456. {
  5457. setfillstyle(SOLID_FILL, LIGHTCYAN);
  5458. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  5459. setfillstyle(SOLID_FILL, BROWN);
  5460. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  5461. getimage(0, 0, 1280, 800, image0);
  5462. if(distancex2 == 0)
  5463. {
  5464. if(distancey2 < 0)
  5465. {
  5466. for(i = 1; i <= -distancey2/80; i++)
  5467. {
  5468. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+80, RED);
  5469. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+78, RED);
  5470. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+76, RED);
  5471. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+74, RED);
  5472. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+72, RED);
  5473. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+70, RED);
  5474. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+68, RED);
  5475. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+66, RED);
  5476. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+64, RED);
  5477. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+62, RED);
  5478. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+60, RED);
  5479. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+58, RED);
  5480. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+56, RED);
  5481. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+54, RED);
  5482. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+52, RED);
  5483. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+50, RED);
  5484. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+48, RED);
  5485. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+46, RED);
  5486. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+44, RED);
  5487. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+42, RED);
  5488. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+40, RED);
  5489. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+38, RED);
  5490. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+36, RED);
  5491. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+34, RED);
  5492. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+32, RED);
  5493. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+30, RED);
  5494. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+28, RED);
  5495. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+26, RED);
  5496. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+24, RED);
  5497. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+22, RED);
  5498. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+20, RED);
  5499. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+18, RED);
  5500. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+16, RED);
  5501. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+14, RED);
  5502. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+12, RED);
  5503. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+10, RED);
  5504. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+8, RED);
  5505. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+6, RED);
  5506. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+4, RED);
  5507. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+2, RED);
  5508. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i, RED);
  5509. delay(0.00);
  5510. }
  5511. }
  5512. else if(distancey2 > 0)
  5513. {
  5514. for(i = 1; i <= distancey2/80; i++)
  5515. {
  5516. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-80, RED);
  5517. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-78, RED);
  5518. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-76, RED);
  5519. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-74, RED);
  5520. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-72, RED);
  5521. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-70, RED);
  5522. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-68, RED);
  5523. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-66, RED);
  5524. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-64, RED);
  5525. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-62, RED);
  5526. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-60, RED);
  5527. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-58, RED);
  5528. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-56, RED);
  5529. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-54, RED);
  5530. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-52, RED);
  5531. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-50, RED);
  5532. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-48, RED);
  5533. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-46, RED);
  5534. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-44, RED);
  5535. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-42, RED);
  5536. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-40, RED);
  5537. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-38, RED);
  5538. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-36, RED);
  5539. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-34, RED);
  5540. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-32, RED);
  5541. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-30, RED);
  5542. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-28, RED);
  5543. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-26, RED);
  5544. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-24, RED);
  5545. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-22, RED);
  5546. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-20, RED);
  5547. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-18, RED);
  5548. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-16, RED);
  5549. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-14, RED);
  5550. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-12, RED);
  5551. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-10, RED);
  5552. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-8, RED);
  5553. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-6, RED);
  5554. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-4, RED);
  5555. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-2, RED);
  5556. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i, RED);
  5557. delay(0.00);
  5558. }
  5559. }
  5560. }
  5561. else if(distancey2 == 0)
  5562. {
  5563. if(distancex2 < 0)
  5564. {
  5565. for(i = 1; i <= -distancex2/80; i++)
  5566. {
  5567. Ball(Player2.Ab_x2-80*i+80, Player2.Ab_y2, RED);
  5568. Ball(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  5569. Ball(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  5570. Ball(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  5571. Ball(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  5572. Ball(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  5573. Ball(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  5574. Ball(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  5575. Ball(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  5576. Ball(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  5577. Ball(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  5578. Ball(Player2.Ab_x2-80*i+68, Player2.Ab_y2, RED);
  5579. Ball(Player2.Ab_x2-80*i+66, Player2.Ab_y2, RED);
  5580. Ball(Player2.Ab_x2-80*i+64, Player2.Ab_y2, RED);
  5581. Ball(Player2.Ab_x2-80*i+62, Player2.Ab_y2, RED);
  5582. Ball(Player2.Ab_x2-80*i+60, Player2.Ab_y2, RED);
  5583. Ball(Player2.Ab_x2-80*i+58, Player2.Ab_y2, RED);
  5584. Ball(Player2.Ab_x2-80*i+56, Player2.Ab_y2, RED);
  5585. Ball(Player2.Ab_x2-80*i+54, Player2.Ab_y2, RED);
  5586. Ball(Player2.Ab_x2-80*i+52, Player2.Ab_y2, RED);
  5587. Ball(Player2.Ab_x2-80*i+50, Player2.Ab_y2, RED);
  5588. Ball(Player2.Ab_x2-80*i+48, Player2.Ab_y2, RED);
  5589. Ball(Player2.Ab_x2-80*i+46, Player2.Ab_y2, RED);
  5590. Ball(Player2.Ab_x2-80*i+44, Player2.Ab_y2, RED);
  5591. Ball(Player2.Ab_x2-80*i+42, Player2.Ab_y2, RED);
  5592. Ball(Player2.Ab_x2-80*i+40, Player2.Ab_y2, RED);
  5593. Ball(Player2.Ab_x2-80*i+38, Player2.Ab_y2, RED);
  5594. Ball(Player2.Ab_x2-80*i+36, Player2.Ab_y2, RED);
  5595. Ball(Player2.Ab_x2-80*i+34, Player2.Ab_y2, RED);
  5596. Ball(Player2.Ab_x2-80*i+32, Player2.Ab_y2, RED);
  5597. Ball(Player2.Ab_x2-80*i+30, Player2.Ab_y2, RED);
  5598. Ball(Player2.Ab_x2-80*i+28, Player2.Ab_y2, RED);
  5599. Ball(Player2.Ab_x2-80*i+26, Player2.Ab_y2, RED);
  5600. Ball(Player2.Ab_x2-80*i+24, Player2.Ab_y2, RED);
  5601. Ball(Player2.Ab_x2-80*i+22, Player2.Ab_y2, RED);
  5602. Ball(Player2.Ab_x2-80*i+20, Player2.Ab_y2, RED);
  5603. Ball(Player2.Ab_x2-80*i+18, Player2.Ab_y2, RED);
  5604. Ball(Player2.Ab_x2-80*i+16, Player2.Ab_y2, RED);
  5605. Ball(Player2.Ab_x2-80*i+14, Player2.Ab_y2, RED);
  5606. Ball(Player2.Ab_x2-80*i+12, Player2.Ab_y2, RED);
  5607. Ball(Player2.Ab_x2-80*i+10, Player2.Ab_y2, RED);
  5608. Ball(Player2.Ab_x2-80*i+8, Player2.Ab_y2, RED);
  5609. Ball(Player2.Ab_x2-80*i+6, Player2.Ab_y2, RED);
  5610. Ball(Player2.Ab_x2-80*i+4, Player2.Ab_y2, RED);
  5611. Ball(Player2.Ab_x2-80*i+2, Player2.Ab_y2, RED);
  5612. Ball(Player2.Ab_x2-80*i, Player2.Ab_y2, RED);
  5613. delay(0.00);
  5614. }
  5615. }
  5616. else if(distancex2 > 0)
  5617. {
  5618. for(i = 1; i <= distancex2/80; i++)
  5619. {
  5620. Ball(Player2.Ab_x2+80*i-80, Player2.Ab_y2, RED);
  5621. Ball(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  5622. Ball(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  5623. Ball(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  5624. Ball(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  5625. Ball(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  5626. Ball(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  5627. Ball(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  5628. Ball(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  5629. Ball(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  5630. Ball(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  5631. Ball(Player2.Ab_x2+80*i-68, Player2.Ab_y2, RED);
  5632. Ball(Player2.Ab_x2+80*i-66, Player2.Ab_y2, RED);
  5633. Ball(Player2.Ab_x2+80*i-64, Player2.Ab_y2, RED);
  5634. Ball(Player2.Ab_x2+80*i-62, Player2.Ab_y2, RED);
  5635. Ball(Player2.Ab_x2+80*i-60, Player2.Ab_y2, RED);
  5636. Ball(Player2.Ab_x2+80*i-58, Player2.Ab_y2, RED);
  5637. Ball(Player2.Ab_x2+80*i-56, Player2.Ab_y2, RED);
  5638. Ball(Player2.Ab_x2+80*i-54, Player2.Ab_y2, RED);
  5639. Ball(Player2.Ab_x2+80*i-52, Player2.Ab_y2, RED);
  5640. Ball(Player2.Ab_x2+80*i-50, Player2.Ab_y2, RED);
  5641. Ball(Player2.Ab_x2+80*i-48, Player2.Ab_y2, RED);
  5642. Ball(Player2.Ab_x2+80*i-46, Player2.Ab_y2, RED);
  5643. Ball(Player2.Ab_x2+80*i-44, Player2.Ab_y2, RED);
  5644. Ball(Player2.Ab_x2+80*i-42, Player2.Ab_y2, RED);
  5645. Ball(Player2.Ab_x2+80*i-40, Player2.Ab_y2, RED);
  5646. Ball(Player2.Ab_x2+80*i-38, Player2.Ab_y2, RED);
  5647. Ball(Player2.Ab_x2+80*i-36, Player2.Ab_y2, RED);
  5648. Ball(Player2.Ab_x2+80*i-34, Player2.Ab_y2, RED);
  5649. Ball(Player2.Ab_x2+80*i-32, Player2.Ab_y2, RED);
  5650. Ball(Player2.Ab_x2+80*i-30, Player2.Ab_y2, RED);
  5651. Ball(Player2.Ab_x2+80*i-28, Player2.Ab_y2, RED);
  5652. Ball(Player2.Ab_x2+80*i-26, Player2.Ab_y2, RED);
  5653. Ball(Player2.Ab_x2+80*i-24, Player2.Ab_y2, RED);
  5654. Ball(Player2.Ab_x2+80*i-22, Player2.Ab_y2, RED);
  5655. Ball(Player2.Ab_x2+80*i-20, Player2.Ab_y2, RED);
  5656. Ball(Player2.Ab_x2+80*i-18, Player2.Ab_y2, RED);
  5657. Ball(Player2.Ab_x2+80*i-16, Player2.Ab_y2, RED);
  5658. Ball(Player2.Ab_x2+80*i-14, Player2.Ab_y2, RED);
  5659. Ball(Player2.Ab_x2+80*i-12, Player2.Ab_y2, RED);
  5660. Ball(Player2.Ab_x2+80*i-10, Player2.Ab_y2, RED);
  5661. Ball(Player2.Ab_x2+80*i-8, Player2.Ab_y2, RED);
  5662. Ball(Player2.Ab_x2+80*i-6, Player2.Ab_y2, RED);
  5663. Ball(Player2.Ab_x2+80*i-4, Player2.Ab_y2, RED);
  5664. Ball(Player2.Ab_x2+80*i-2, Player2.Ab_y2, RED);
  5665. Ball(Player2.Ab_x2+80*i, Player2.Ab_y2, RED);
  5666. delay(0.00);
  5667. }
  5668. }
  5669. }
  5670. putimage(0, 0, image0, COPY_PUT);
  5671. Ball(Player2.Ab_x3, Player2.Ab_y3, RED);
  5672. }
  5673. else if(DT_Grid[Player2.box_x2][Player2.box_y2] == 0)
  5674. {
  5675. setfillstyle(SOLID_FILL, LIGHTBLUE);
  5676. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  5677. setfillstyle(SOLID_FILL, WHITE);
  5678. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  5679. getimage(0, 0, 1280, 800, image0);
  5680. if(distancex2 == 0)
  5681. {
  5682. if(distancey2 < 0)
  5683. {
  5684. for(i = 1; i <= -distancey2/80; i++)
  5685. {
  5686. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+80, RED);
  5687. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+78, RED);
  5688. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+76, RED);
  5689. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+74, RED);
  5690. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+72, RED);
  5691. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+70, RED);
  5692. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+68, RED);
  5693. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+66, RED);
  5694. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+64, RED);
  5695. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+62, RED);
  5696. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+60, RED);
  5697. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+58, RED);
  5698. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+56, RED);
  5699. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+54, RED);
  5700. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+52, RED);
  5701. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+50, RED);
  5702. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+48, RED);
  5703. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+46, RED);
  5704. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+44, RED);
  5705. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+42, RED);
  5706. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+40, RED);
  5707. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+38, RED);
  5708. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+36, RED);
  5709. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+34, RED);
  5710. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+32, RED);
  5711. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+30, RED);
  5712. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+28, RED);
  5713. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+26, RED);
  5714. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+24, RED);
  5715. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+22, RED);
  5716. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+20, RED);
  5717. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+18, RED);
  5718. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+16, RED);
  5719. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+14, RED);
  5720. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+12, RED);
  5721. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+10, RED);
  5722. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+8, RED);
  5723. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+6, RED);
  5724. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+4, RED);
  5725. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i+2, RED);
  5726. Ball(Player2.Ab_x2, Player2.Ab_y2-80*i, RED);
  5727. delay(0.00);
  5728. }
  5729. }
  5730. else if(distancey2 > 0)
  5731. {
  5732. for(i = 1; i <= distancey2/80; i++)
  5733. {
  5734. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-80, RED);
  5735. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-78, RED);
  5736. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-76, RED);
  5737. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-74, RED);
  5738. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-72, RED);
  5739. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-70, RED);
  5740. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-68, RED);
  5741. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-66, RED);
  5742. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-64, RED);
  5743. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-62, RED);
  5744. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-60, RED);
  5745. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-58, RED);
  5746. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-56, RED);
  5747. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-54, RED);
  5748. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-52, RED);
  5749. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-50, RED);
  5750. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-48, RED);
  5751. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-46, RED);
  5752. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-44, RED);
  5753. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-42, RED);
  5754. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-40, RED);
  5755. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-38, RED);
  5756. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-36, RED);
  5757. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-34, RED);
  5758. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-32, RED);
  5759. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-30, RED);
  5760. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-28, RED);
  5761. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-26, RED);
  5762. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-24, RED);
  5763. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-22, RED);
  5764. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-20, RED);
  5765. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-18, RED);
  5766. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-16, RED);
  5767. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-14, RED);
  5768. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-12, RED);
  5769. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-10, RED);
  5770. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-8, RED);
  5771. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-6, RED);
  5772. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-4, RED);
  5773. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i-2, RED);
  5774. Ball(Player2.Ab_x2, Player2.Ab_y2+80*i, RED);
  5775. delay(0.00);
  5776. }
  5777. }
  5778. }
  5779. else if(distancey2 == 0)
  5780. {
  5781. if(distancex2 < 0)
  5782. {
  5783. for(i = 1; i <= -distancex2/80; i++)
  5784. {
  5785. Ball(Player2.Ab_x2-80*i+80, Player2.Ab_y2, RED);
  5786. Ball(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  5787. Ball(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  5788. Ball(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  5789. Ball(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  5790. Ball(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  5791. Ball(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  5792. Ball(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  5793. Ball(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  5794. Ball(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  5795. Ball(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  5796. Ball(Player2.Ab_x2-80*i+68, Player2.Ab_y2, RED);
  5797. Ball(Player2.Ab_x2-80*i+66, Player2.Ab_y2, RED);
  5798. Ball(Player2.Ab_x2-80*i+64, Player2.Ab_y2, RED);
  5799. Ball(Player2.Ab_x2-80*i+62, Player2.Ab_y2, RED);
  5800. Ball(Player2.Ab_x2-80*i+60, Player2.Ab_y2, RED);
  5801. Ball(Player2.Ab_x2-80*i+58, Player2.Ab_y2, RED);
  5802. Ball(Player2.Ab_x2-80*i+56, Player2.Ab_y2, RED);
  5803. Ball(Player2.Ab_x2-80*i+54, Player2.Ab_y2, RED);
  5804. Ball(Player2.Ab_x2-80*i+52, Player2.Ab_y2, RED);
  5805. Ball(Player2.Ab_x2-80*i+50, Player2.Ab_y2, RED);
  5806. Ball(Player2.Ab_x2-80*i+48, Player2.Ab_y2, RED);
  5807. Ball(Player2.Ab_x2-80*i+46, Player2.Ab_y2, RED);
  5808. Ball(Player2.Ab_x2-80*i+44, Player2.Ab_y2, RED);
  5809. Ball(Player2.Ab_x2-80*i+42, Player2.Ab_y2, RED);
  5810. Ball(Player2.Ab_x2-80*i+40, Player2.Ab_y2, RED);
  5811. Ball(Player2.Ab_x2-80*i+38, Player2.Ab_y2, RED);
  5812. Ball(Player2.Ab_x2-80*i+36, Player2.Ab_y2, RED);
  5813. Ball(Player2.Ab_x2-80*i+34, Player2.Ab_y2, RED);
  5814. Ball(Player2.Ab_x2-80*i+32, Player2.Ab_y2, RED);
  5815. Ball(Player2.Ab_x2-80*i+30, Player2.Ab_y2, RED);
  5816. Ball(Player2.Ab_x2-80*i+28, Player2.Ab_y2, RED);
  5817. Ball(Player2.Ab_x2-80*i+26, Player2.Ab_y2, RED);
  5818. Ball(Player2.Ab_x2-80*i+24, Player2.Ab_y2, RED);
  5819. Ball(Player2.Ab_x2-80*i+22, Player2.Ab_y2, RED);
  5820. Ball(Player2.Ab_x2-80*i+20, Player2.Ab_y2, RED);
  5821. Ball(Player2.Ab_x2-80*i+18, Player2.Ab_y2, RED);
  5822. Ball(Player2.Ab_x2-80*i+16, Player2.Ab_y2, RED);
  5823. Ball(Player2.Ab_x2-80*i+14, Player2.Ab_y2, RED);
  5824. Ball(Player2.Ab_x2-80*i+12, Player2.Ab_y2, RED);
  5825. Ball(Player2.Ab_x2-80*i+10, Player2.Ab_y2, RED);
  5826. Ball(Player2.Ab_x2-80*i+8, Player2.Ab_y2, RED);
  5827. Ball(Player2.Ab_x2-80*i+6, Player2.Ab_y2, RED);
  5828. Ball(Player2.Ab_x2-80*i+4, Player2.Ab_y2, RED);
  5829. Ball(Player2.Ab_x2-80*i+2, Player2.Ab_y2, RED);
  5830. Ball(Player2.Ab_x2-80*i, Player2.Ab_y2, RED);
  5831. delay(0.00);
  5832. }
  5833. }
  5834. else if(distancex2 > 0)
  5835. {
  5836. for(i = 1; i <= distancex2/80; i++)
  5837. {
  5838. Ball(Player2.Ab_x2+80*i-80, Player2.Ab_y2, RED);
  5839. Ball(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  5840. Ball(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  5841. Ball(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  5842. Ball(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  5843. Ball(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  5844. Ball(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  5845. Ball(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  5846. Ball(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  5847. Ball(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  5848. Ball(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  5849. Ball(Player2.Ab_x2+80*i-68, Player2.Ab_y2, RED);
  5850. Ball(Player2.Ab_x2+80*i-66, Player2.Ab_y2, RED);
  5851. Ball(Player2.Ab_x2+80*i-64, Player2.Ab_y2, RED);
  5852. Ball(Player2.Ab_x2+80*i-62, Player2.Ab_y2, RED);
  5853. Ball(Player2.Ab_x2+80*i-60, Player2.Ab_y2, RED);
  5854. Ball(Player2.Ab_x2+80*i-58, Player2.Ab_y2, RED);
  5855. Ball(Player2.Ab_x2+80*i-56, Player2.Ab_y2, RED);
  5856. Ball(Player2.Ab_x2+80*i-54, Player2.Ab_y2, RED);
  5857. Ball(Player2.Ab_x2+80*i-52, Player2.Ab_y2, RED);
  5858. Ball(Player2.Ab_x2+80*i-50, Player2.Ab_y2, RED);
  5859. Ball(Player2.Ab_x2+80*i-48, Player2.Ab_y2, RED);
  5860. Ball(Player2.Ab_x2+80*i-46, Player2.Ab_y2, RED);
  5861. Ball(Player2.Ab_x2+80*i-44, Player2.Ab_y2, RED);
  5862. Ball(Player2.Ab_x2+80*i-42, Player2.Ab_y2, RED);
  5863. Ball(Player2.Ab_x2+80*i-40, Player2.Ab_y2, RED);
  5864. Ball(Player2.Ab_x2+80*i-38, Player2.Ab_y2, RED);
  5865. Ball(Player2.Ab_x2+80*i-36, Player2.Ab_y2, RED);
  5866. Ball(Player2.Ab_x2+80*i-34, Player2.Ab_y2, RED);
  5867. Ball(Player2.Ab_x2+80*i-32, Player2.Ab_y2, RED);
  5868. Ball(Player2.Ab_x2+80*i-30, Player2.Ab_y2, RED);
  5869. Ball(Player2.Ab_x2+80*i-28, Player2.Ab_y2, RED);
  5870. Ball(Player2.Ab_x2+80*i-26, Player2.Ab_y2, RED);
  5871. Ball(Player2.Ab_x2+80*i-24, Player2.Ab_y2, RED);
  5872. Ball(Player2.Ab_x2+80*i-22, Player2.Ab_y2, RED);
  5873. Ball(Player2.Ab_x2+80*i-20, Player2.Ab_y2, RED);
  5874. Ball(Player2.Ab_x2+80*i-18, Player2.Ab_y2, RED);
  5875. Ball(Player2.Ab_x2+80*i-16, Player2.Ab_y2, RED);
  5876. Ball(Player2.Ab_x2+80*i-14, Player2.Ab_y2, RED);
  5877. Ball(Player2.Ab_x2+80*i-12, Player2.Ab_y2, RED);
  5878. Ball(Player2.Ab_x2+80*i-10, Player2.Ab_y2, RED);
  5879. Ball(Player2.Ab_x2+80*i-8, Player2.Ab_y2, RED);
  5880. Ball(Player2.Ab_x2+80*i-6, Player2.Ab_y2, RED);
  5881. Ball(Player2.Ab_x2+80*i-4, Player2.Ab_y2, RED);
  5882. Ball(Player2.Ab_x2+80*i-2, Player2.Ab_y2, RED);
  5883. Ball(Player2.Ab_x2+80*i, Player2.Ab_y2, RED);
  5884. delay(0.00);
  5885. }
  5886. }
  5887. }
  5888. putimage(0, 0, image0, COPY_PUT);
  5889. Ball(Player2.Ab_x3, Player2.Ab_y3, RED);
  5890. }
  5891. }
  5892. else if(DT_Ball[Player2.box_x2][Player2.box_y2] == -2)
  5893. {
  5894. DT_Ball[Player2.box_x3][Player2.box_y3] = -2;
  5895. if(DT_Grid[Player2.box_x2][Player2.box_y2] == 1)
  5896. {
  5897. setfillstyle(SOLID_FILL, LIGHTCYAN);
  5898. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  5899. setfillstyle(SOLID_FILL, BROWN);
  5900. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  5901. getimage(0, 0, 1280, 800, image0);
  5902. if(distancex2 == 0)
  5903. {
  5904. if(distancey2 < 0)
  5905. {
  5906. for(i = 1; i <= -distancey2/80; i++)
  5907. {
  5908. King(Player2.Ab_x2, Player2.Ab_y2-80*i+80, RED);
  5909. King(Player2.Ab_x2, Player2.Ab_y2-80*i+78, RED);
  5910. King(Player2.Ab_x2, Player2.Ab_y2-80*i+76, RED);
  5911. King(Player2.Ab_x2, Player2.Ab_y2-80*i+74, RED);
  5912. King(Player2.Ab_x2, Player2.Ab_y2-80*i+72, RED);
  5913. King(Player2.Ab_x2, Player2.Ab_y2-80*i+70, RED);
  5914. King(Player2.Ab_x2, Player2.Ab_y2-80*i+68, RED);
  5915. King(Player2.Ab_x2, Player2.Ab_y2-80*i+66, RED);
  5916. King(Player2.Ab_x2, Player2.Ab_y2-80*i+64, RED);
  5917. King(Player2.Ab_x2, Player2.Ab_y2-80*i+62, RED);
  5918. King(Player2.Ab_x2, Player2.Ab_y2-80*i+60, RED);
  5919. King(Player2.Ab_x2, Player2.Ab_y2-80*i+58, RED);
  5920. King(Player2.Ab_x2, Player2.Ab_y2-80*i+56, RED);
  5921. King(Player2.Ab_x2, Player2.Ab_y2-80*i+54, RED);
  5922. King(Player2.Ab_x2, Player2.Ab_y2-80*i+52, RED);
  5923. King(Player2.Ab_x2, Player2.Ab_y2-80*i+50, RED);
  5924. King(Player2.Ab_x2, Player2.Ab_y2-80*i+48, RED);
  5925. King(Player2.Ab_x2, Player2.Ab_y2-80*i+46, RED);
  5926. King(Player2.Ab_x2, Player2.Ab_y2-80*i+44, RED);
  5927. King(Player2.Ab_x2, Player2.Ab_y2-80*i+42, RED);
  5928. King(Player2.Ab_x2, Player2.Ab_y2-80*i+40, RED);
  5929. King(Player2.Ab_x2, Player2.Ab_y2-80*i+38, RED);
  5930. King(Player2.Ab_x2, Player2.Ab_y2-80*i+36, RED);
  5931. King(Player2.Ab_x2, Player2.Ab_y2-80*i+34, RED);
  5932. King(Player2.Ab_x2, Player2.Ab_y2-80*i+32, RED);
  5933. King(Player2.Ab_x2, Player2.Ab_y2-80*i+30, RED);
  5934. King(Player2.Ab_x2, Player2.Ab_y2-80*i+28, RED);
  5935. King(Player2.Ab_x2, Player2.Ab_y2-80*i+26, RED);
  5936. King(Player2.Ab_x2, Player2.Ab_y2-80*i+24, RED);
  5937. King(Player2.Ab_x2, Player2.Ab_y2-80*i+22, RED);
  5938. King(Player2.Ab_x2, Player2.Ab_y2-80*i+20, RED);
  5939. King(Player2.Ab_x2, Player2.Ab_y2-80*i+18, RED);
  5940. King(Player2.Ab_x2, Player2.Ab_y2-80*i+16, RED);
  5941. King(Player2.Ab_x2, Player2.Ab_y2-80*i+14, RED);
  5942. King(Player2.Ab_x2, Player2.Ab_y2-80*i+12, RED);
  5943. King(Player2.Ab_x2, Player2.Ab_y2-80*i+10, RED);
  5944. King(Player2.Ab_x2, Player2.Ab_y2-80*i+8, RED);
  5945. King(Player2.Ab_x2, Player2.Ab_y2-80*i+6, RED);
  5946. King(Player2.Ab_x2, Player2.Ab_y2-80*i+4, RED);
  5947. King(Player2.Ab_x2, Player2.Ab_y2-80*i+2, RED);
  5948. King(Player2.Ab_x2, Player2.Ab_y2-80*i, RED);
  5949. delay(0.00);
  5950. }
  5951. }
  5952. else if(distancey2 > 0)
  5953. {
  5954. for(i = 1; i <= distancey2/80; i++)
  5955. {
  5956. King(Player2.Ab_x2, Player2.Ab_y2+80*i-80, RED);
  5957. King(Player2.Ab_x2, Player2.Ab_y2+80*i-78, RED);
  5958. King(Player2.Ab_x2, Player2.Ab_y2+80*i-76, RED);
  5959. King(Player2.Ab_x2, Player2.Ab_y2+80*i-74, RED);
  5960. King(Player2.Ab_x2, Player2.Ab_y2+80*i-72, RED);
  5961. King(Player2.Ab_x2, Player2.Ab_y2+80*i-70, RED);
  5962. King(Player2.Ab_x2, Player2.Ab_y2+80*i-68, RED);
  5963. King(Player2.Ab_x2, Player2.Ab_y2+80*i-66, RED);
  5964. King(Player2.Ab_x2, Player2.Ab_y2+80*i-64, RED);
  5965. King(Player2.Ab_x2, Player2.Ab_y2+80*i-62, RED);
  5966. King(Player2.Ab_x2, Player2.Ab_y2+80*i-60, RED);
  5967. King(Player2.Ab_x2, Player2.Ab_y2+80*i-58, RED);
  5968. King(Player2.Ab_x2, Player2.Ab_y2+80*i-56, RED);
  5969. King(Player2.Ab_x2, Player2.Ab_y2+80*i-54, RED);
  5970. King(Player2.Ab_x2, Player2.Ab_y2+80*i-52, RED);
  5971. King(Player2.Ab_x2, Player2.Ab_y2+80*i-50, RED);
  5972. King(Player2.Ab_x2, Player2.Ab_y2+80*i-48, RED);
  5973. King(Player2.Ab_x2, Player2.Ab_y2+80*i-46, RED);
  5974. King(Player2.Ab_x2, Player2.Ab_y2+80*i-44, RED);
  5975. King(Player2.Ab_x2, Player2.Ab_y2+80*i-42, RED);
  5976. King(Player2.Ab_x2, Player2.Ab_y2+80*i-40, RED);
  5977. King(Player2.Ab_x2, Player2.Ab_y2+80*i-38, RED);
  5978. King(Player2.Ab_x2, Player2.Ab_y2+80*i-36, RED);
  5979. King(Player2.Ab_x2, Player2.Ab_y2+80*i-34, RED);
  5980. King(Player2.Ab_x2, Player2.Ab_y2+80*i-32, RED);
  5981. King(Player2.Ab_x2, Player2.Ab_y2+80*i-30, RED);
  5982. King(Player2.Ab_x2, Player2.Ab_y2+80*i-28, RED);
  5983. King(Player2.Ab_x2, Player2.Ab_y2+80*i-26, RED);
  5984. King(Player2.Ab_x2, Player2.Ab_y2+80*i-24, RED);
  5985. King(Player2.Ab_x2, Player2.Ab_y2+80*i-22, RED);
  5986. King(Player2.Ab_x2, Player2.Ab_y2+80*i-20, RED);
  5987. King(Player2.Ab_x2, Player2.Ab_y2+80*i-18, RED);
  5988. King(Player2.Ab_x2, Player2.Ab_y2+80*i-16, RED);
  5989. King(Player2.Ab_x2, Player2.Ab_y2+80*i-14, RED);
  5990. King(Player2.Ab_x2, Player2.Ab_y2+80*i-12, RED);
  5991. King(Player2.Ab_x2, Player2.Ab_y2+80*i-10, RED);
  5992. King(Player2.Ab_x2, Player2.Ab_y2+80*i-8, RED);
  5993. King(Player2.Ab_x2, Player2.Ab_y2+80*i-6, RED);
  5994. King(Player2.Ab_x2, Player2.Ab_y2+80*i-4, RED);
  5995. King(Player2.Ab_x2, Player2.Ab_y2+80*i-2, RED);
  5996. King(Player2.Ab_x2, Player2.Ab_y2+80*i, RED);
  5997. delay(0.00);
  5998. }
  5999. }
  6000. }
  6001. else if(distancey2 == 0)
  6002. {
  6003. if(distancex2 < 0)
  6004. {
  6005. for(i = 1; i <= -distancex2/80; i++)
  6006. {
  6007. King(Player2.Ab_x2-80*i+80, Player2.Ab_y2, RED);
  6008. King(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  6009. King(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  6010. King(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  6011. King(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  6012. King(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  6013. King(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  6014. King(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  6015. King(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  6016. King(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  6017. King(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  6018. King(Player2.Ab_x2-80*i+68, Player2.Ab_y2, RED);
  6019. King(Player2.Ab_x2-80*i+66, Player2.Ab_y2, RED);
  6020. King(Player2.Ab_x2-80*i+64, Player2.Ab_y2, RED);
  6021. King(Player2.Ab_x2-80*i+62, Player2.Ab_y2, RED);
  6022. King(Player2.Ab_x2-80*i+60, Player2.Ab_y2, RED);
  6023. King(Player2.Ab_x2-80*i+58, Player2.Ab_y2, RED);
  6024. King(Player2.Ab_x2-80*i+56, Player2.Ab_y2, RED);
  6025. King(Player2.Ab_x2-80*i+54, Player2.Ab_y2, RED);
  6026. King(Player2.Ab_x2-80*i+52, Player2.Ab_y2, RED);
  6027. King(Player2.Ab_x2-80*i+50, Player2.Ab_y2, RED);
  6028. King(Player2.Ab_x2-80*i+48, Player2.Ab_y2, RED);
  6029. King(Player2.Ab_x2-80*i+46, Player2.Ab_y2, RED);
  6030. King(Player2.Ab_x2-80*i+44, Player2.Ab_y2, RED);
  6031. King(Player2.Ab_x2-80*i+42, Player2.Ab_y2, RED);
  6032. King(Player2.Ab_x2-80*i+40, Player2.Ab_y2, RED);
  6033. King(Player2.Ab_x2-80*i+38, Player2.Ab_y2, RED);
  6034. King(Player2.Ab_x2-80*i+36, Player2.Ab_y2, RED);
  6035. King(Player2.Ab_x2-80*i+34, Player2.Ab_y2, RED);
  6036. King(Player2.Ab_x2-80*i+32, Player2.Ab_y2, RED);
  6037. King(Player2.Ab_x2-80*i+30, Player2.Ab_y2, RED);
  6038. King(Player2.Ab_x2-80*i+28, Player2.Ab_y2, RED);
  6039. King(Player2.Ab_x2-80*i+26, Player2.Ab_y2, RED);
  6040. King(Player2.Ab_x2-80*i+24, Player2.Ab_y2, RED);
  6041. King(Player2.Ab_x2-80*i+22, Player2.Ab_y2, RED);
  6042. King(Player2.Ab_x2-80*i+20, Player2.Ab_y2, RED);
  6043. King(Player2.Ab_x2-80*i+18, Player2.Ab_y2, RED);
  6044. King(Player2.Ab_x2-80*i+16, Player2.Ab_y2, RED);
  6045. King(Player2.Ab_x2-80*i+14, Player2.Ab_y2, RED);
  6046. King(Player2.Ab_x2-80*i+12, Player2.Ab_y2, RED);
  6047. King(Player2.Ab_x2-80*i+10, Player2.Ab_y2, RED);
  6048. King(Player2.Ab_x2-80*i+8, Player2.Ab_y2, RED);
  6049. King(Player2.Ab_x2-80*i+6, Player2.Ab_y2, RED);
  6050. King(Player2.Ab_x2-80*i+4, Player2.Ab_y2, RED);
  6051. King(Player2.Ab_x2-80*i+2, Player2.Ab_y2, RED);
  6052. King(Player2.Ab_x2-80*i, Player2.Ab_y2, RED);
  6053. delay(0.00);
  6054. }
  6055. }
  6056. else if(distancex2 > 0)
  6057. {
  6058. for(i = 1; i <= distancex2/80; i++)
  6059. {
  6060. King(Player2.Ab_x2+80*i-80, Player2.Ab_y2, RED);
  6061. King(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  6062. King(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  6063. King(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  6064. King(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  6065. King(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  6066. King(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  6067. King(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  6068. King(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  6069. King(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  6070. King(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  6071. King(Player2.Ab_x2+80*i-68, Player2.Ab_y2, RED);
  6072. King(Player2.Ab_x2+80*i-66, Player2.Ab_y2, RED);
  6073. King(Player2.Ab_x2+80*i-64, Player2.Ab_y2, RED);
  6074. King(Player2.Ab_x2+80*i-62, Player2.Ab_y2, RED);
  6075. King(Player2.Ab_x2+80*i-60, Player2.Ab_y2, RED);
  6076. King(Player2.Ab_x2+80*i-58, Player2.Ab_y2, RED);
  6077. King(Player2.Ab_x2+80*i-56, Player2.Ab_y2, RED);
  6078. King(Player2.Ab_x2+80*i-54, Player2.Ab_y2, RED);
  6079. King(Player2.Ab_x2+80*i-52, Player2.Ab_y2, RED);
  6080. King(Player2.Ab_x2+80*i-50, Player2.Ab_y2, RED);
  6081. King(Player2.Ab_x2+80*i-48, Player2.Ab_y2, RED);
  6082. King(Player2.Ab_x2+80*i-46, Player2.Ab_y2, RED);
  6083. King(Player2.Ab_x2+80*i-44, Player2.Ab_y2, RED);
  6084. King(Player2.Ab_x2+80*i-42, Player2.Ab_y2, RED);
  6085. King(Player2.Ab_x2+80*i-40, Player2.Ab_y2, RED);
  6086. King(Player2.Ab_x2+80*i-38, Player2.Ab_y2, RED);
  6087. King(Player2.Ab_x2+80*i-36, Player2.Ab_y2, RED);
  6088. King(Player2.Ab_x2+80*i-34, Player2.Ab_y2, RED);
  6089. King(Player2.Ab_x2+80*i-32, Player2.Ab_y2, RED);
  6090. King(Player2.Ab_x2+80*i-30, Player2.Ab_y2, RED);
  6091. King(Player2.Ab_x2+80*i-28, Player2.Ab_y2, RED);
  6092. King(Player2.Ab_x2+80*i-26, Player2.Ab_y2, RED);
  6093. King(Player2.Ab_x2+80*i-24, Player2.Ab_y2, RED);
  6094. King(Player2.Ab_x2+80*i-22, Player2.Ab_y2, RED);
  6095. King(Player2.Ab_x2+80*i-20, Player2.Ab_y2, RED);
  6096. King(Player2.Ab_x2+80*i-18, Player2.Ab_y2, RED);
  6097. King(Player2.Ab_x2+80*i-16, Player2.Ab_y2, RED);
  6098. King(Player2.Ab_x2+80*i-14, Player2.Ab_y2, RED);
  6099. King(Player2.Ab_x2+80*i-12, Player2.Ab_y2, RED);
  6100. King(Player2.Ab_x2+80*i-10, Player2.Ab_y2, RED);
  6101. King(Player2.Ab_x2+80*i-8, Player2.Ab_y2, RED);
  6102. King(Player2.Ab_x2+80*i-6, Player2.Ab_y2, RED);
  6103. King(Player2.Ab_x2+80*i-4, Player2.Ab_y2, RED);
  6104. King(Player2.Ab_x2+80*i-2, Player2.Ab_y2, RED);
  6105. King(Player2.Ab_x2+80*i, Player2.Ab_y2, RED);
  6106. delay(0.00);
  6107. }
  6108. }
  6109. }
  6110. putimage(0, 0, image0, COPY_PUT);
  6111. King(Player2.Ab_x3, Player2.Ab_y3, RED);
  6112. }
  6113. else if(DT_Grid[Player2.box_x2][Player2.box_y2] == 0)
  6114. {
  6115. setfillstyle(SOLID_FILL, LIGHTBLUE);
  6116. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  6117. setfillstyle(SOLID_FILL, WHITE);
  6118. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  6119. getimage(0, 0, 1280, 800, image0);
  6120. if(distancex2 == 0)
  6121. {
  6122. if(distancey2 < 0)
  6123. {
  6124. for(i = 1; i <= -distancey2/80; i++)
  6125. {
  6126. King(Player2.Ab_x2, Player2.Ab_y2-80*i+80, RED);
  6127. King(Player2.Ab_x2, Player2.Ab_y2-80*i+78, RED);
  6128. King(Player2.Ab_x2, Player2.Ab_y2-80*i+76, RED);
  6129. King(Player2.Ab_x2, Player2.Ab_y2-80*i+74, RED);
  6130. King(Player2.Ab_x2, Player2.Ab_y2-80*i+72, RED);
  6131. King(Player2.Ab_x2, Player2.Ab_y2-80*i+70, RED);
  6132. King(Player2.Ab_x2, Player2.Ab_y2-80*i+68, RED);
  6133. King(Player2.Ab_x2, Player2.Ab_y2-80*i+66, RED);
  6134. King(Player2.Ab_x2, Player2.Ab_y2-80*i+64, RED);
  6135. King(Player2.Ab_x2, Player2.Ab_y2-80*i+62, RED);
  6136. King(Player2.Ab_x2, Player2.Ab_y2-80*i+60, RED);
  6137. King(Player2.Ab_x2, Player2.Ab_y2-80*i+58, RED);
  6138. King(Player2.Ab_x2, Player2.Ab_y2-80*i+56, RED);
  6139. King(Player2.Ab_x2, Player2.Ab_y2-80*i+54, RED);
  6140. King(Player2.Ab_x2, Player2.Ab_y2-80*i+52, RED);
  6141. King(Player2.Ab_x2, Player2.Ab_y2-80*i+50, RED);
  6142. King(Player2.Ab_x2, Player2.Ab_y2-80*i+48, RED);
  6143. King(Player2.Ab_x2, Player2.Ab_y2-80*i+46, RED);
  6144. King(Player2.Ab_x2, Player2.Ab_y2-80*i+44, RED);
  6145. King(Player2.Ab_x2, Player2.Ab_y2-80*i+42, RED);
  6146. King(Player2.Ab_x2, Player2.Ab_y2-80*i+40, RED);
  6147. King(Player2.Ab_x2, Player2.Ab_y2-80*i+38, RED);
  6148. King(Player2.Ab_x2, Player2.Ab_y2-80*i+36, RED);
  6149. King(Player2.Ab_x2, Player2.Ab_y2-80*i+34, RED);
  6150. King(Player2.Ab_x2, Player2.Ab_y2-80*i+32, RED);
  6151. King(Player2.Ab_x2, Player2.Ab_y2-80*i+30, RED);
  6152. King(Player2.Ab_x2, Player2.Ab_y2-80*i+28, RED);
  6153. King(Player2.Ab_x2, Player2.Ab_y2-80*i+26, RED);
  6154. King(Player2.Ab_x2, Player2.Ab_y2-80*i+24, RED);
  6155. King(Player2.Ab_x2, Player2.Ab_y2-80*i+22, RED);
  6156. King(Player2.Ab_x2, Player2.Ab_y2-80*i+20, RED);
  6157. King(Player2.Ab_x2, Player2.Ab_y2-80*i+18, RED);
  6158. King(Player2.Ab_x2, Player2.Ab_y2-80*i+16, RED);
  6159. King(Player2.Ab_x2, Player2.Ab_y2-80*i+14, RED);
  6160. King(Player2.Ab_x2, Player2.Ab_y2-80*i+12, RED);
  6161. King(Player2.Ab_x2, Player2.Ab_y2-80*i+10, RED);
  6162. King(Player2.Ab_x2, Player2.Ab_y2-80*i+8, RED);
  6163. King(Player2.Ab_x2, Player2.Ab_y2-80*i+6, RED);
  6164. King(Player2.Ab_x2, Player2.Ab_y2-80*i+4, RED);
  6165. King(Player2.Ab_x2, Player2.Ab_y2-80*i+2, RED);
  6166. King(Player2.Ab_x2, Player2.Ab_y2-80*i, RED);
  6167. delay(0.00);
  6168. }
  6169. }
  6170. else if(distancey2 > 0)
  6171. {
  6172. for(i = 1; i <= distancey2/80; i++)
  6173. {
  6174. King(Player2.Ab_x2, Player2.Ab_y2+80*i-80, RED);
  6175. King(Player2.Ab_x2, Player2.Ab_y2+80*i-78, RED);
  6176. King(Player2.Ab_x2, Player2.Ab_y2+80*i-76, RED);
  6177. King(Player2.Ab_x2, Player2.Ab_y2+80*i-74, RED);
  6178. King(Player2.Ab_x2, Player2.Ab_y2+80*i-72, RED);
  6179. King(Player2.Ab_x2, Player2.Ab_y2+80*i-70, RED);
  6180. King(Player2.Ab_x2, Player2.Ab_y2+80*i-68, RED);
  6181. King(Player2.Ab_x2, Player2.Ab_y2+80*i-66, RED);
  6182. King(Player2.Ab_x2, Player2.Ab_y2+80*i-64, RED);
  6183. King(Player2.Ab_x2, Player2.Ab_y2+80*i-62, RED);
  6184. King(Player2.Ab_x2, Player2.Ab_y2+80*i-60, RED);
  6185. King(Player2.Ab_x2, Player2.Ab_y2+80*i-58, RED);
  6186. King(Player2.Ab_x2, Player2.Ab_y2+80*i-56, RED);
  6187. King(Player2.Ab_x2, Player2.Ab_y2+80*i-54, RED);
  6188. King(Player2.Ab_x2, Player2.Ab_y2+80*i-52, RED);
  6189. King(Player2.Ab_x2, Player2.Ab_y2+80*i-50, RED);
  6190. King(Player2.Ab_x2, Player2.Ab_y2+80*i-48, RED);
  6191. King(Player2.Ab_x2, Player2.Ab_y2+80*i-46, RED);
  6192. King(Player2.Ab_x2, Player2.Ab_y2+80*i-44, RED);
  6193. King(Player2.Ab_x2, Player2.Ab_y2+80*i-42, RED);
  6194. King(Player2.Ab_x2, Player2.Ab_y2+80*i-40, RED);
  6195. King(Player2.Ab_x2, Player2.Ab_y2+80*i-38, RED);
  6196. King(Player2.Ab_x2, Player2.Ab_y2+80*i-36, RED);
  6197. King(Player2.Ab_x2, Player2.Ab_y2+80*i-34, RED);
  6198. King(Player2.Ab_x2, Player2.Ab_y2+80*i-32, RED);
  6199. King(Player2.Ab_x2, Player2.Ab_y2+80*i-30, RED);
  6200. King(Player2.Ab_x2, Player2.Ab_y2+80*i-28, RED);
  6201. King(Player2.Ab_x2, Player2.Ab_y2+80*i-26, RED);
  6202. King(Player2.Ab_x2, Player2.Ab_y2+80*i-24, RED);
  6203. King(Player2.Ab_x2, Player2.Ab_y2+80*i-22, RED);
  6204. King(Player2.Ab_x2, Player2.Ab_y2+80*i-20, RED);
  6205. King(Player2.Ab_x2, Player2.Ab_y2+80*i-18, RED);
  6206. King(Player2.Ab_x2, Player2.Ab_y2+80*i-16, RED);
  6207. King(Player2.Ab_x2, Player2.Ab_y2+80*i-14, RED);
  6208. King(Player2.Ab_x2, Player2.Ab_y2+80*i-12, RED);
  6209. King(Player2.Ab_x2, Player2.Ab_y2+80*i-10, RED);
  6210. King(Player2.Ab_x2, Player2.Ab_y2+80*i-8, RED);
  6211. King(Player2.Ab_x2, Player2.Ab_y2+80*i-6, RED);
  6212. King(Player2.Ab_x2, Player2.Ab_y2+80*i-4, RED);
  6213. King(Player2.Ab_x2, Player2.Ab_y2+80*i-2, RED);
  6214. King(Player2.Ab_x2, Player2.Ab_y2+80*i, RED);
  6215. delay(0.00);
  6216. }
  6217. }
  6218. }
  6219. else if(distancey2 == 0)
  6220. {
  6221. if(distancex2 < 0)
  6222. {
  6223. for(i = 1; i <= -distancex2/80; i++)
  6224. {
  6225. King(Player2.Ab_x2-80*i+80, Player2.Ab_y2, RED);
  6226. King(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  6227. King(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  6228. King(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  6229. King(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  6230. King(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  6231. King(Player2.Ab_x2-80*i+78, Player2.Ab_y2, RED);
  6232. King(Player2.Ab_x2-80*i+76, Player2.Ab_y2, RED);
  6233. King(Player2.Ab_x2-80*i+74, Player2.Ab_y2, RED);
  6234. King(Player2.Ab_x2-80*i+72, Player2.Ab_y2, RED);
  6235. King(Player2.Ab_x2-80*i+70, Player2.Ab_y2, RED);
  6236. King(Player2.Ab_x2-80*i+68, Player2.Ab_y2, RED);
  6237. King(Player2.Ab_x2-80*i+66, Player2.Ab_y2, RED);
  6238. King(Player2.Ab_x2-80*i+64, Player2.Ab_y2, RED);
  6239. King(Player2.Ab_x2-80*i+62, Player2.Ab_y2, RED);
  6240. King(Player2.Ab_x2-80*i+60, Player2.Ab_y2, RED);
  6241. King(Player2.Ab_x2-80*i+58, Player2.Ab_y2, RED);
  6242. King(Player2.Ab_x2-80*i+56, Player2.Ab_y2, RED);
  6243. King(Player2.Ab_x2-80*i+54, Player2.Ab_y2, RED);
  6244. King(Player2.Ab_x2-80*i+52, Player2.Ab_y2, RED);
  6245. King(Player2.Ab_x2-80*i+50, Player2.Ab_y2, RED);
  6246. King(Player2.Ab_x2-80*i+48, Player2.Ab_y2, RED);
  6247. King(Player2.Ab_x2-80*i+46, Player2.Ab_y2, RED);
  6248. King(Player2.Ab_x2-80*i+44, Player2.Ab_y2, RED);
  6249. King(Player2.Ab_x2-80*i+42, Player2.Ab_y2, RED);
  6250. King(Player2.Ab_x2-80*i+40, Player2.Ab_y2, RED);
  6251. King(Player2.Ab_x2-80*i+38, Player2.Ab_y2, RED);
  6252. King(Player2.Ab_x2-80*i+36, Player2.Ab_y2, RED);
  6253. King(Player2.Ab_x2-80*i+34, Player2.Ab_y2, RED);
  6254. King(Player2.Ab_x2-80*i+32, Player2.Ab_y2, RED);
  6255. King(Player2.Ab_x2-80*i+30, Player2.Ab_y2, RED);
  6256. King(Player2.Ab_x2-80*i+28, Player2.Ab_y2, RED);
  6257. King(Player2.Ab_x2-80*i+26, Player2.Ab_y2, RED);
  6258. King(Player2.Ab_x2-80*i+24, Player2.Ab_y2, RED);
  6259. King(Player2.Ab_x2-80*i+22, Player2.Ab_y2, RED);
  6260. King(Player2.Ab_x2-80*i+20, Player2.Ab_y2, RED);
  6261. King(Player2.Ab_x2-80*i+18, Player2.Ab_y2, RED);
  6262. King(Player2.Ab_x2-80*i+16, Player2.Ab_y2, RED);
  6263. King(Player2.Ab_x2-80*i+14, Player2.Ab_y2, RED);
  6264. King(Player2.Ab_x2-80*i+12, Player2.Ab_y2, RED);
  6265. King(Player2.Ab_x2-80*i+10, Player2.Ab_y2, RED);
  6266. King(Player2.Ab_x2-80*i+8, Player2.Ab_y2, RED);
  6267. King(Player2.Ab_x2-80*i+6, Player2.Ab_y2, RED);
  6268. King(Player2.Ab_x2-80*i+4, Player2.Ab_y2, RED);
  6269. King(Player2.Ab_x2-80*i+2, Player2.Ab_y2, RED);
  6270. King(Player2.Ab_x2-80*i, Player2.Ab_y2, RED);
  6271. delay(0.00);
  6272. }
  6273. }
  6274. else if(distancex2 > 0)
  6275. {
  6276. for(i = 1; i <= distancex2/80; i++)
  6277. {
  6278. King(Player2.Ab_x2+80*i-80, Player2.Ab_y2, RED);
  6279. King(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  6280. King(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  6281. King(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  6282. King(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  6283. King(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  6284. King(Player2.Ab_x2+80*i-78, Player2.Ab_y2, RED);
  6285. King(Player2.Ab_x2+80*i-76, Player2.Ab_y2, RED);
  6286. King(Player2.Ab_x2+80*i-74, Player2.Ab_y2, RED);
  6287. King(Player2.Ab_x2+80*i-72, Player2.Ab_y2, RED);
  6288. King(Player2.Ab_x2+80*i-70, Player2.Ab_y2, RED);
  6289. King(Player2.Ab_x2+80*i-68, Player2.Ab_y2, RED);
  6290. King(Player2.Ab_x2+80*i-66, Player2.Ab_y2, RED);
  6291. King(Player2.Ab_x2+80*i-64, Player2.Ab_y2, RED);
  6292. King(Player2.Ab_x2+80*i-62, Player2.Ab_y2, RED);
  6293. King(Player2.Ab_x2+80*i-60, Player2.Ab_y2, RED);
  6294. King(Player2.Ab_x2+80*i-58, Player2.Ab_y2, RED);
  6295. King(Player2.Ab_x2+80*i-56, Player2.Ab_y2, RED);
  6296. King(Player2.Ab_x2+80*i-54, Player2.Ab_y2, RED);
  6297. King(Player2.Ab_x2+80*i-52, Player2.Ab_y2, RED);
  6298. King(Player2.Ab_x2+80*i-50, Player2.Ab_y2, RED);
  6299. King(Player2.Ab_x2+80*i-48, Player2.Ab_y2, RED);
  6300. King(Player2.Ab_x2+80*i-46, Player2.Ab_y2, RED);
  6301. King(Player2.Ab_x2+80*i-44, Player2.Ab_y2, RED);
  6302. King(Player2.Ab_x2+80*i-42, Player2.Ab_y2, RED);
  6303. King(Player2.Ab_x2+80*i-40, Player2.Ab_y2, RED);
  6304. King(Player2.Ab_x2+80*i-38, Player2.Ab_y2, RED);
  6305. King(Player2.Ab_x2+80*i-36, Player2.Ab_y2, RED);
  6306. King(Player2.Ab_x2+80*i-34, Player2.Ab_y2, RED);
  6307. King(Player2.Ab_x2+80*i-32, Player2.Ab_y2, RED);
  6308. King(Player2.Ab_x2+80*i-30, Player2.Ab_y2, RED);
  6309. King(Player2.Ab_x2+80*i-28, Player2.Ab_y2, RED);
  6310. King(Player2.Ab_x2+80*i-26, Player2.Ab_y2, RED);
  6311. King(Player2.Ab_x2+80*i-24, Player2.Ab_y2, RED);
  6312. King(Player2.Ab_x2+80*i-22, Player2.Ab_y2, RED);
  6313. King(Player2.Ab_x2+80*i-20, Player2.Ab_y2, RED);
  6314. King(Player2.Ab_x2+80*i-18, Player2.Ab_y2, RED);
  6315. King(Player2.Ab_x2+80*i-16, Player2.Ab_y2, RED);
  6316. King(Player2.Ab_x2+80*i-14, Player2.Ab_y2, RED);
  6317. King(Player2.Ab_x2+80*i-12, Player2.Ab_y2, RED);
  6318. King(Player2.Ab_x2+80*i-10, Player2.Ab_y2, RED);
  6319. King(Player2.Ab_x2+80*i-8, Player2.Ab_y2, RED);
  6320. King(Player2.Ab_x2+80*i-6, Player2.Ab_y2, RED);
  6321. King(Player2.Ab_x2+80*i-4, Player2.Ab_y2, RED);
  6322. King(Player2.Ab_x2+80*i-2, Player2.Ab_y2, RED);
  6323. King(Player2.Ab_x2+80*i, Player2.Ab_y2, RED);
  6324. delay(0.00);
  6325. }
  6326. }
  6327. }
  6328. putimage(0, 0, image0, COPY_PUT);
  6329. King(Player2.Ab_x3, Player2.Ab_y3, RED);
  6330. }
  6331. }
  6332. DT_Ball[Player2.box_x2][Player2.box_y2] = 0;
  6333. DT_Ball[9][9] = 10;
  6334. ////////////////////////////////Unballed////////////////////////////
  6335. if(DT_Grid[Player2.box_x2][Player2.box_y2] == 1)
  6336. {
  6337. setfillstyle(SOLID_FILL, LIGHTCYAN);
  6338. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  6339. setfillstyle(SOLID_FILL, BROWN);
  6340. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  6341. }
  6342. else if(DT_Grid[Player2.box_x2][Player2.box_y2] == 0)
  6343. {
  6344. setfillstyle(SOLID_FILL, LIGHTBLUE);
  6345. bar(Player2.Ab_x2-40, Player2.Ab_y2-40, Player2.Ab_x2+40, Player2.Ab_y2+40);
  6346. setfillstyle(SOLID_FILL, WHITE);
  6347. bar(Player2.Ab_x2-40+8, Player2.Ab_y2-40+8, Player2.Ab_x2+40-8, Player2.Ab_y2+40-8);
  6348. }
  6349. ////////////////////////////////Middle Detection.........//////////////////////
  6350. if((DT_Ball[Player2.box_x3-1][Player2.box_y3] == 1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == 1)
  6351. ||(DT_Ball[Player2.box_x3-1][Player2.box_y3] == 1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == -1)
  6352. ||(DT_Ball[Player2.box_x3-1][Player2.box_y3] == -1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == 1))
  6353. {
  6354. if((DT_Ball[Player2.box_x3-1][Player2.box_y3] == -1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == 1)
  6355. ||(DT_Ball[Player2.box_x3-1][Player2.box_y3] == 1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == -1))
  6356. {
  6357. cleardevice();
  6358. for(i=0; i<=4500; i++)
  6359. {
  6360. x=rand()%1280;
  6361. y=rand()%800;
  6362. putpixel(x,y,15);
  6363. }
  6364. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  6365. setcolor(RED);
  6366. outtextxy(500, 300, "RED TEAM WON!");
  6367.  
  6368. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  6369. setcolor(RED);
  6370. outtextxy(505, 450, "New Game Will Start in 10...");
  6371. delay(1000);
  6372. outtextxy(505, 450, "New Game Will Start in 9... ");
  6373. delay(1000);
  6374. outtextxy(505, 450, "New Game Will Start in 8... ");
  6375. delay(1000);
  6376. outtextxy(505, 450, "New Game Will Start in 7... ");
  6377. delay(1000);
  6378. outtextxy(505, 450, "New Game Will Start in 6... ");
  6379. delay(1000);
  6380. outtextxy(505, 450, "New Game Will Start in 5... ");
  6381. delay(1000);
  6382. outtextxy(505, 450, "New Game Will Start in 4... ");
  6383. delay(1000);
  6384. outtextxy(505, 450, "New Game Will Start in 3... ");
  6385. delay(1000);
  6386. outtextxy(505, 450, "New Game Will Start in 2... ");
  6387. delay(1000);
  6388. outtextxy(505, 450, "New Game Will Start in 1... ");
  6389. delay(1000);
  6390. putimage(0, 0, image1, COPY_PUT);
  6391. goto New_Game;
  6392. }
  6393. else if(DT_Grid[Player2.box_x3-1][Player2.box_y3] == 1&&DT_Grid[Player2.box_x3+1][Player2.box_y3] == 1)
  6394. {
  6395. setfillstyle(SOLID_FILL, LIGHTCYAN);
  6396. bar(Player2.Ab_x3-120, Player2.Ab_y3-40, Player2.Ab_x3-40, Player2.Ab_y3+40);
  6397. bar(Player2.Ab_x3+40, Player2.Ab_y3-40, Player2.Ab_x3+120, Player2.Ab_y3+40);
  6398. setfillstyle(SOLID_FILL, BROWN);
  6399. bar(Player2.Ab_x3-120+8, Player2.Ab_y3-40+8, Player2.Ab_x3-40-8, Player2.Ab_y3+40-8);
  6400. bar(Player2.Ab_x3+40+8, Player2.Ab_y3-40+8, Player2.Ab_x3+120-8, Player2.Ab_y3+40-8);
  6401. }
  6402. else if(DT_Grid[Player2.box_x3-1][Player2.box_y3] == 0&&DT_Grid[Player2.box_x3+1][Player2.box_y3] == 0)
  6403. {
  6404. setfillstyle(SOLID_FILL, LIGHTBLUE);
  6405. bar(Player2.Ab_x3-120, Player2.Ab_y3-40, Player2.Ab_x3-40, Player2.Ab_y3+40);
  6406. bar(Player2.Ab_x3+40, Player2.Ab_y3-40, Player2.Ab_x3+120, Player2.Ab_y3+40);
  6407. setfillstyle(SOLID_FILL, WHITE);
  6408. bar(Player2.Ab_x3-120+8, Player2.Ab_y3-40+8, Player2.Ab_x3-40-8, Player2.Ab_y3+40-8);
  6409. bar(Player2.Ab_x3+40+8, Player2.Ab_y3-40+8, Player2.Ab_x3+120-8, Player2.Ab_y3+40-8);
  6410. }
  6411. if(DT_Ball[Player2.box_x3-1][Player2.box_y3] == 1 && DT_Ball[Player2.box_x3+1][Player2.box_y3] == 1)
  6412. {
  6413. if(Player2_DT_Ball[0][0] == 0&&Player2_DT_Ball[0][1] == 0)
  6414. {
  6415. Ball(1017, 190, BLUE);
  6416. Ball(1097, 190, BLUE);
  6417. Player2_DT_Ball[0][0] = 1;
  6418. Player2_DT_Ball[0][1] = 1;
  6419. }
  6420. else if(Player2_DT_Ball[0][2] == 0&& Player2_DT_Ball[1][2] == 0)
  6421. {
  6422. Ball(1177, 190, BLUE);
  6423. Ball(1177, 270, BLUE);
  6424. Player2_DT_Ball[0][2] = 1;
  6425. Player2_DT_Ball[1][2] = 1;
  6426. }
  6427. else if(Player2_DT_Ball[1][0] == 0&& Player2_DT_Ball[1][1] == 0)
  6428. {
  6429. Ball(1017, 270, BLUE);
  6430. Ball(1097, 270, BLUE);
  6431. Player2_DT_Ball[1][0] = 1;
  6432. Player2_DT_Ball[1][1] = 1;
  6433. }
  6434. else if(Player2_DT_Ball[2][0] == 0&& Player2_DT_Ball[2][1] == 0)
  6435. {
  6436. Ball(1017, 350, BLUE);
  6437. Ball(1097, 350, BLUE);
  6438. Player2_DT_Ball[2][0] = 1;
  6439. Player2_DT_Ball[2][1] = 1;
  6440. }
  6441. else if(Player2_DT_Ball[3][2] == 0&& Player2_DT_Ball[2][2] == 0)
  6442. {
  6443. Ball(1177, 350, BLUE);
  6444. Ball(1177, 430, BLUE);
  6445. Player2_DT_Ball[3][2] = 1;
  6446. Player2_DT_Ball[2][2] = 1;
  6447. }
  6448. else if(Player2_DT_Ball[3][0] == 0&& Player2_DT_Ball[3][1] == 0)
  6449. {
  6450. Ball(1017, 430, BLUE);
  6451. Ball(1097, 430, BLUE);
  6452. Player2_DT_Ball[3][0] = 1;
  6453. Player2_DT_Ball[3][1] = 1;
  6454. }
  6455. else if(Player2_DT_Ball[4][0] == 0&& Player2_DT_Ball[4][1] == 0)
  6456. {
  6457. Ball(1017, 510, BLUE);
  6458. Ball(1097, 510, BLUE);
  6459. Player2_DT_Ball[4][0] = 1;
  6460. Player2_DT_Ball[4][1] = 1;
  6461. }
  6462. }
  6463. DT_Ball[Player2.box_x3-1][Player2.box_y3] = 0;
  6464. DT_Ball[Player2.box_x3+1][Player2.box_y3] = 0;
  6465. }
  6466. else if((DT_Ball[Player2.box_x3][Player2.box_y3-1] == 1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == 1)
  6467. ||(DT_Ball[Player2.box_x3][Player2.box_y3-1] == 1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == -1)
  6468. ||(DT_Ball[Player2.box_x3][Player2.box_y3-1] == -1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == 1))
  6469. {
  6470. if((DT_Ball[Player2.box_x3][Player2.box_y3-1] == -1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == 1)
  6471. ||(DT_Ball[Player2.box_x3][Player2.box_y3-1] == 1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == -1))
  6472. {
  6473. cleardevice();
  6474. for(i=0; i<=4500; i++)
  6475. {
  6476. x=rand()%1280;
  6477. y=rand()%800;
  6478. putpixel(x,y,15);
  6479. }
  6480. settextstyle(BOLD_FONT, HORIZ_DIR, 5);
  6481. setcolor(RED);
  6482. outtextxy(500, 300, "RED TEAM WON!");
  6483.  
  6484. settextstyle(BOLD_FONT, HORIZ_DIR, 2);
  6485. setcolor(RED);
  6486. outtextxy(505, 450, "New Game Will Start in 10...");
  6487. delay(1000);
  6488. outtextxy(505, 450, "New Game Will Start in 9... ");
  6489. delay(1000);
  6490. outtextxy(505, 450, "New Game Will Start in 8... ");
  6491. delay(1000);
  6492. outtextxy(505, 450, "New Game Will Start in 7... ");
  6493. delay(1000);
  6494. outtextxy(505, 450, "New Game Will Start in 6... ");
  6495. delay(1000);
  6496. outtextxy(505, 450, "New Game Will Start in 5... ");
  6497. delay(1000);
  6498. outtextxy(505, 450, "New Game Will Start in 4... ");
  6499. delay(1000);
  6500. outtextxy(505, 450, "New Game Will Start in 3... ");
  6501. delay(1000);
  6502. outtextxy(505, 450, "New Game Will Start in 2... ");
  6503. delay(1000);
  6504. outtextxy(505, 450, "New Game Will Start in 1... ");
  6505. delay(1000);
  6506. putimage(0, 0, image1, COPY_PUT);
  6507. goto New_Game;
  6508. }
  6509. else if(DT_Grid[Player2.box_x3][Player2.box_y3-1] == 1)
  6510. {
  6511. setfillstyle(SOLID_FILL, LIGHTCYAN);
  6512. bar(Player2.Ab_x3-40, Player2.Ab_y3-120, Player2.Ab_x3+40, Player2.Ab_y3-40);
  6513. bar(Player2.Ab_x3-40, Player2.Ab_y3+40, Player2.Ab_x3+40, Player2.Ab_y3+120);
  6514. setfillstyle(SOLID_FILL, BROWN);
  6515. bar(Player2.Ab_x3-40+8, Player2.Ab_y3-120+8, Player2.Ab_x3+40-8, Player2.Ab_y3-40-8);
  6516. bar(Player2.Ab_x3-40+8, Player2.Ab_y3+40+8, Player2.Ab_x3+40-8, Player2.Ab_y3+120-8);
  6517. }
  6518. else if(DT_Grid[Player2.box_x3][Player2.box_y3-1] == 0)
  6519. {
  6520. setfillstyle(SOLID_FILL, LIGHTBLUE);
  6521. bar(Player2.Ab_x3-40, Player2.Ab_y3-120, Player2.Ab_x3+40, Player2.Ab_y3-40);
  6522. bar(Player2.Ab_x3-40, Player2.Ab_y3+40, Player2.Ab_x3+40, Player2.Ab_y3+120);
  6523. setfillstyle(SOLID_FILL, WHITE);
  6524. bar(Player2.Ab_x3-40+8, Player2.Ab_y3-120+8, Player2.Ab_x3+40-8, Player2.Ab_y3-40-8);
  6525. bar(Player2.Ab_x3-40+8, Player2.Ab_y3+40+8, Player2.Ab_x3+40-8, Player2.Ab_y3+120-8);
  6526. }
  6527. if(DT_Ball[Player2.box_x3][Player2.box_y3-1] == 1 && DT_Ball[Player2.box_x3][Player2.box_y3+1] == 1)
  6528. {
  6529. if(Player2_DT_Ball[0][0] == 0&&Player2_DT_Ball[0][1] == 0)
  6530. {
  6531. Ball(1017, 190, BLUE);
  6532. Ball(1097, 190, BLUE);
  6533. Player2_DT_Ball[0][0] = 1;
  6534. Player2_DT_Ball[0][1] = 1;
  6535. }
  6536. else if(Player2_DT_Ball[0][2] == 0&& Player2_DT_Ball[1][2] == 0)
  6537. {
  6538. Ball(1177, 190, BLUE);
  6539. Ball(1177, 270, BLUE);
  6540. Player2_DT_Ball[0][2] = 1;
  6541. Player2_DT_Ball[1][2] = 1;
  6542. }
  6543. else if(Player2_DT_Ball[1][0] == 0&& Player2_DT_Ball[1][1] == 0)
  6544. {
  6545. Ball(1017, 270, BLUE);
  6546. Ball(1097, 270, BLUE);
  6547. Player2_DT_Ball[1][0] = 1;
  6548. Player2_DT_Ball[1][1] = 1;
  6549. }
  6550. else if(Player2_DT_Ball[2][0] == 0&& Player2_DT_Ball[2][1] == 0)
  6551. {
  6552. Ball(1017, 350, BLUE);
  6553. Ball(1097, 350, BLUE);
  6554. Player2_DT_Ball[2][0] = 1;
  6555. Player2_DT_Ball[2][1] = 1;
  6556. }
  6557. else if(Player2_DT_Ball[3][2] == 0&& Player2_DT_Ball[2][2] == 0)
  6558. {
  6559. Ball(1177, 350, BLUE);
  6560. Ball(1177, 430, BLUE);
  6561. Player2_DT_Ball[3][2] = 1;
  6562. Player2_DT_Ball[2][2] = 1;
  6563. }
  6564. else if(Player2_DT_Ball[3][0] == 0&& Player2_DT_Ball[3][1] == 0)
  6565. {
  6566. Ball(1017, 430, BLUE);
  6567. Ball(1097, 430, BLUE);
  6568. Player2_DT_Ball[3][0] = 1;
  6569. Player2_DT_Ball[3][1] = 1;
  6570. }
  6571. else if(Player2_DT_Ball[4][0] == 0&& Player2_DT_Ball[4][1] == 0)
  6572. {
  6573. Ball(1017, 510, BLUE);
  6574. Ball(1097, 510, BLUE);
  6575. Player2_DT_Ball[4][0] = 1;
  6576. Player2_DT_Ball[4][1] = 1;
  6577. }
  6578. }
  6579. DT_Ball[Player2.box_x3][Player2.box_y3-1] = 0;
  6580. DT_Ball[Player2.box_x3][Player2.box_y3+1] = 0;
  6581. }
  6582. /////////////////////////////////////////Testing/////////////////////////////////////////////
  6583. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][0], DT_Ball[1][0], DT_Ball[2][0], DT_Ball[3][0], DT_Ball[4][0], DT_Ball[5][0], DT_Ball[6][0], DT_Ball[7][0]);
  6584. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][1], DT_Ball[1][1], DT_Ball[2][1], DT_Ball[3][1], DT_Ball[4][1], DT_Ball[5][1], DT_Ball[6][1], DT_Ball[7][1]);
  6585. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][2], DT_Ball[1][2], DT_Ball[2][2], DT_Ball[3][2], DT_Ball[4][2], DT_Ball[5][2], DT_Ball[6][2], DT_Ball[7][2]);
  6586. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][3], DT_Ball[1][3], DT_Ball[2][3], DT_Ball[3][3], DT_Ball[4][3], DT_Ball[5][3], DT_Ball[6][3], DT_Ball[7][3]);
  6587. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][4], DT_Ball[1][4], DT_Ball[2][4], DT_Ball[3][4], DT_Ball[4][4], DT_Ball[5][4], DT_Ball[6][4], DT_Ball[7][4]);
  6588. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][5], DT_Ball[1][5], DT_Ball[2][5], DT_Ball[3][5], DT_Ball[4][5], DT_Ball[5][5], DT_Ball[6][5], DT_Ball[7][5]);
  6589. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][6], DT_Ball[1][6], DT_Ball[2][6], DT_Ball[3][6], DT_Ball[4][6], DT_Ball[5][6], DT_Ball[6][6], DT_Ball[7][6]);
  6590. printf("%d %d %d %d %d %d %d %d\n", DT_Ball[0][7], DT_Ball[1][7], DT_Ball[2][7], DT_Ball[3][7], DT_Ball[4][7], DT_Ball[5][7], DT_Ball[6][7], DT_Ball[7][7]);
  6591. goto player1;
  6592. }
  6593. }
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