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- rem Generated 2013-05-31 20:37:14 by Visual bB Version 1.0.0.554
- rem **********************************
- rem * *
- rem * *
- rem * *
- rem * *
- rem * *
- rem **********************************
- set kernel_options player1colors playercolors pfcolors
- set smartbranching on
- dim rand16 = z
- dim Master_Counter = a
- scorecolor = $20
- player0x = 50
- player0y = 50
- p = 0
- player0color:
- $F4;
- $F4;
- $0E;
- $0E;
- $0E;
- $0E;
- $2E;
- $2E;
- $2E;
- $2E;
- $2E;
- $06;
- $06;
- $06;
- $0E;
- $0E;
- end
- main
- f=f+1 : if f = 20 then f = 0
- if f = 0 then gosub f0
- if f = 10 then gosub f1
- rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME...
- if joy0right then r = 0
- if joy0left then r = 8
- REFP0 = r
- pfcolors:
- $CE
- $CC
- $CC
- $CA
- $CA
- $C8
- $C8
- $C6
- $C6
- $C4
- $C4
- $C4
- end
- drawscreen
- if p then if collision(player0, playfield) then p = 0
- if joy0right then player0x = player0x + 1
- if joy0left then player0x = player0x - 1
- if joy0up then player0y = player0y - 1
- if joy0down then player0y = player0y + 1
- if p then Skip_Pixel
- pfpixel s t off
- s = (rand&31) : t = rand/2 : t = ((t/2 + t)/4 + t)/16
- pfpixel s t on
- if joy0fire then p = 1
- Skip_Pixel
- goto main
- f0
- player0:
- %00100110
- %00000110
- %00110010
- %00110010
- %01100100
- %00000100
- %00111000
- %01001000
- %00100000
- %01110000
- %01010000
- %01110000
- %11000000
- %11000000
- %00000000
- %00000000
- end
- return
- f1
- player0:
- %10010111
- %01000001
- %00110001
- %00110001
- %01100010
- %00000010
- %00011100
- %00100100
- %00010000
- %00111000
- %00101000
- %00111000
- %01100000
- %01100000
- %00000000
- %00000000
- end
- return
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