Guest User

Untitled

a guest
Nov 22nd, 2018
244
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.14 KB | None | 0 0
  1. rem ****************************************************************
  2. rem ****************************************************************
  3. rem *
  4. rem * Fake Gravity Platformer Test with Shooting
  5. rem *
  6. rem * By Duane Alan Hahn (Random Terrain) using hints, tips,
  7. rem * code snippets, and more from AtariAge members such as
  8. rem * batari, SeaGtGruff, RevEng, Robert M, Atarius Maximus,
  9. rem * jrok, Nukey Shay, supercat, and GroovyBee.
  10. rem *
  11. rem ****************************************************************
  12. rem ****************************************************************
  13.  
  14. set kernel_options no_blank_lines
  15. set smartbranching on
  16.  
  17.  
  18.  
  19. rem ****************************************************************
  20. rem *
  21. rem * Create aliases for variables.
  22. rem *
  23. rem ****************************************************************
  24. rem '
  25. rem ' (You can have more than one alias for each variable.)
  26. rem '
  27. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  28. rem '
  29. rem ' Player movement variables.
  30. rem '
  31. dim _P0_Left_Right = player0x.a
  32. dim _P0_Up_Down = player0y.b
  33.  
  34.  
  35. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  36. rem ' Converts sprite position to playfield position.
  37. rem '
  38. dim _Convert_X = c
  39. dim _Convert_Y = d
  40.  
  41.  
  42. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  43. rem ' Limits how high player can jump.
  44. rem '
  45. dim _Counter_Jump_Up = e
  46.  
  47.  
  48. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  49. rem ' Fake gravity jump counter.
  50. rem '
  51. dim _Gravity_U_Counter = f
  52.  
  53.  
  54. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  55. rem ' Decreases over the time of a jump.
  56. rem '
  57. dim _Gravity_Up = g
  58.  
  59.  
  60. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  61. rem ' Fake gravity fall counter.
  62. rem '
  63. dim _Gravity_D_Counter = h
  64.  
  65.  
  66. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  67. rem ' Increases over the time of a fall.
  68. rem '
  69. dim _Gravity_Down = i
  70.  
  71.  
  72. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  73. rem ' Becomes slower each time it loops back around.
  74. rem '
  75. dim _Slide_Speed = k
  76.  
  77.  
  78. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  79. rem ' Sound effect duration for channel 0.
  80. rem '
  81. dim _C0_Duration = o
  82.  
  83.  
  84. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  85. rem ' Sound effect counter for channel 0.
  86. rem '
  87. dim _C0_Counter = p
  88.  
  89.  
  90.  
  91. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  92. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  93. rem ' BitOp variables.
  94. rem '
  95. dim BitOp_01 = q
  96.  
  97. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  98. rem ' Player is falling if on.
  99. rem '
  100. dim Bit0_Fall_in_Progress = q
  101.  
  102.  
  103.  
  104. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  105. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  106. rem ' Channel 0 sound effects (set 1).
  107. rem '
  108. dim BitOp_Ch_0_Sound_Set_01 = r
  109.  
  110. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  111. rem ' Jumping sound.
  112. rem '
  113. dim Bit0_Sound_Jump = r
  114.  
  115. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  116. rem ' Falling sound.
  117. rem '
  118. dim Bit1_Sound_Fall = r
  119.  
  120. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  121. rem ' Sliding sound.
  122. rem '
  123. dim Bit2_Sound_Slide = r
  124.  
  125. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  126. rem ' Shot sound.
  127. rem '
  128. dim Bit3_Sound_Shot = r
  129.  
  130.  
  131.  
  132. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  133. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  134. rem ' BitOp variables.
  135. rem '
  136. dim BitOp_02 = s
  137.  
  138.  
  139. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  140. rem ' Remembers if player was facing left.
  141. rem '
  142. dim Bit3_Mem_Left = s
  143.  
  144.  
  145.  
  146.  
  147.  
  148.  
  149. __Start_Restart
  150. rem @# Start-Restart
  151. rem ****************************************************************
  152. rem ****************************************************************
  153. rem *
  154. rem *
  155. rem * Program Start/Restart
  156. rem *
  157. rem *
  158. rem ****************************************************************
  159. rem ****************************************************************
  160.  
  161.  
  162. rem ****************************************************************
  163. rem *
  164. rem * Clears all normal variables.
  165. rem *
  166. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  167. rem '
  168. for temp5 = 0 to 25 : a[temp5] = 0 : next
  169.  
  170.  
  171.  
  172. rem ****************************************************************
  173. rem *
  174. rem * Sets up bits, variables, objects and mute sounds.
  175. rem *
  176. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  177. rem '
  178. rem * 0, 0 ist links oben
  179. AUDV0 = 0 : rem * Mute channel 0.
  180.  
  181. player0x = 79 : rem * Sets position of player sprite (across).
  182.  
  183. player0y = 79 : rem * Sets position of player sprite (down).
  184.  
  185. _Gravity_Up = 3 : rem * Decreases over the time of a jump.
  186.  
  187. _Slide_Speed = 1 : rem * Becomes slower each time it loops back around.
  188.  
  189. Bit3_Mem_Left{3} = 1 : rem * Player shoots left if ducking right away.
  190.  
  191. dim counter = u
  192. dim grav_an = v
  193.  
  194.  
  195.  
  196. rem ****************************************************************
  197. rem *
  198. rem * Sets up the playfield.
  199. rem *
  200. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  201. rem '
  202. playfield:
  203. ................................
  204. ................................
  205. ................................
  206. ......X..................X......
  207. ......XXXXXXX......XXXXXXX......
  208. ......X..................X......
  209. ................................
  210. .XXX......XXXXXXXXXXXX....XXX...
  211. .X.................X........X...
  212. .X..........................X...
  213. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  214. end
  215.  
  216.  
  217.  
  218. counter = 0
  219.  
  220. __Main_Loop
  221. rem @# Main Loop
  222. rem ****************************************************************
  223. rem ****************************************************************
  224. rem *
  225. rem *
  226. rem * Main Loop
  227. rem *
  228. rem *
  229. rem ****************************************************************
  230. rem ****************************************************************
  231.  
  232.  
  233.  
  234. rem ****************************************************************
  235. rem *
  236. rem * Sets up colors.
  237. rem *
  238. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  239. rem '
  240.  
  241. grav_an = %00000010
  242.  
  243. rem * grav_an{0} = 1 heisst nach oben, {1} nach unten {2} nach rechts {3} nach links
  244.  
  245.  
  246.  
  247. gameloop
  248.  
  249. if grav_an{0} && joy0left then REFP0 = 0
  250. if grav_an{0} && joy0right then REFP0 = 8
  251.  
  252. if grav_an{1} && joy0left then REFP0 = 0
  253. if grav_an{1} && joy0right then REFP0 = 8
  254.  
  255. if grav_an{2} then REFP0 = 0
  256. if grav_an{3} then REFP0 = 8
  257.  
  258. COLUPF = $3A : COLUBK = $08
  259.  
  260.  
  261. rem ****************************************************************
  262. rem *
  263. rem * Converts player sprite position to playfield position.
  264. rem *
  265. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  266. rem '
  267. rem ich nehme an, es ist die linkere untere? Ecke
  268. _Convert_X = (player0x-14)/4
  269. _Convert_Y = player0y/8
  270.  
  271. if grav_an{0} gosub gravity_down
  272. if grav_an{1} gosub gravity_up
  273. if grav_an{2} gosub gravity_right
  274. if grav_an{3} gosub gravity_left
  275.  
  276. gravity_down
  277. gosub down_0
  278. gosub jump_0
  279. gosub left_0
  280. gosub right_0
  281. gosub down_0
  282. goto animation
  283.  
  284. gravity_up
  285. gosub down_1
  286. gosub jump_1
  287. gosub left_1
  288. gosub right_1
  289. gosub down_1
  290. goto animation
  291.  
  292. gravity_right
  293. gosub down_2
  294. gosub jump_2
  295. gosub left_2
  296. gosub right_2
  297. gosub down_2
  298. goto animation
  299.  
  300. gravity_left
  301. gosub down_3
  302. gosub jump_3
  303. gosub left_3
  304. gosub right_3
  305. gosub down_3
  306. goto animation
  307.  
  308. animation
  309.  
  310. if joy0left && grav_an{0} goto leftup
  311. if joy0left && grav_an{1} goto leftdown
  312. if joy0right && grav_an{0} goto leftup
  313. if joy0right && grav_an{1} goto leftdown
  314. if joy0up && grav_an{3} goto upleft
  315. if joy0up && grav_an{2} goto upleft
  316. if joy0down && grav_an{3} goto downleft
  317. if joy0down && grav_an{2} goto downleft
  318. if grav_an{0} goto upidle
  319. if grav_an{1} goto downidle
  320. if grav_an{2} goto rightidle
  321. if grav_an{3} goto rightidle
  322.  
  323. goto mein_ende
  324.  
  325. rightidle
  326.  
  327. player0:
  328. %01110100
  329. %10101011
  330. %11101110
  331. %10101011
  332. %01110000
  333. end
  334. goto mein_ende
  335.  
  336.  
  337.  
  338. upidle
  339.  
  340. player0:
  341. %00111000
  342. %01010100
  343. %01111100
  344. %01000100
  345. %00111000
  346. %01010000
  347. %00111000
  348. %00101000
  349. end
  350. goto mein_ende
  351.  
  352.  
  353.  
  354. downidle
  355.  
  356. player0:
  357. %00101000
  358. %00111000
  359. %01010000
  360. %00111000
  361. %01000100
  362. %01111100
  363. %01010100
  364. %00111000
  365. end
  366. goto mein_ende
  367.  
  368.  
  369.  
  370. upleft
  371.  
  372. if counter{3} then player0:
  373. %01110000
  374. %10101011
  375. %11101110
  376. %10101011
  377. %01110100
  378. end
  379. if counter{3} then goto mein_ende
  380.  
  381. if !counter{3} then player0:
  382. %01110000
  383. %10101011
  384. %11101110
  385. %10101010
  386. %01110100
  387. end
  388. if !counter{3} then goto mein_ende
  389.  
  390.  
  391.  
  392. downleft
  393.  
  394. if counter{3} then player0:
  395. %01110100
  396. %10101011
  397. %11101110
  398. %10101011
  399. %01110000
  400. end
  401. if counter{3} then goto mein_ende
  402.  
  403. if !counter{3} then player0:
  404. %01110100
  405. %10101010
  406. %11101110
  407. %10101011
  408. %01110000
  409. end
  410. if !counter{3} then goto mein_ende
  411.  
  412.  
  413.  
  414. leftup
  415.  
  416. if counter{3} then player0:
  417. %00111000
  418. %01010100
  419. %01111100
  420. %01000100
  421. %00111000
  422. %01010000
  423. %00111000
  424. %00101000
  425. end
  426. if counter{3} then goto mein_ende
  427.  
  428.  
  429. if !counter{3} then player0:
  430. %00111000
  431. %01010100
  432. %01111100
  433. %01000100
  434. %00111000
  435. %01010000
  436. %00111000
  437. %00001000
  438. end
  439. if !counter{3} then goto mein_ende
  440.  
  441.  
  442.  
  443. leftdown
  444.  
  445. if counter{3} then player0:
  446. %00101000
  447. %00111000
  448. %01010000
  449. %00111000
  450. %01000100
  451. %01111100
  452. %01010100
  453. %00111000
  454. end
  455. if counter{3} then goto mein_ende
  456.  
  457. if !counter{3} then player0:
  458. %00001000
  459. %00111000
  460. %01010000
  461. %00111000
  462. %01000100
  463. %01111100
  464. %01010100
  465. %00111000
  466. end
  467.  
  468. mein_ende
  469.  
  470. COLUP0 = $86
  471.  
  472. counter = counter + 1
  473.  
  474.  
  475. rem ****************************************************************
  476. rem *
  477. rem * Reset Program:
  478. rem *
  479. rem * Any Atari 2600 program should restart when the reset switch
  480. rem * is pressed. It is part of the usual standards and procedures.
  481. rem *
  482. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  483. rem '
  484. if switchreset then goto __Start_Restart
  485.  
  486.  
  487. rem ****************************************************************
  488. rem *
  489. rem * Update the screen.
  490. rem *
  491. rem ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
  492. rem '
  493. drawscreen
  494.  
  495.  
  496. goto __Main_Loop
  497.  
  498.  
  499.  
  500. down_0
  501. temp5 = (player0y-9)/8 : temp4 = _Convert_X
  502.  
  503. if _Counter_Jump_Up || pfread(temp4,temp5) then goto __Skip_Fall_01_0
  504.  
  505. gosub fallmiddlepart
  506.  
  507. player0y = player0y - _Gravity_Down
  508.  
  509. goto __Skip_Fall_02_0
  510.  
  511. __Skip_Fall_01_0
  512.  
  513. gosub fallmiddlepart_2
  514.  
  515. temp5 = (player0y)/8 : temp4 = _Convert_X
  516.  
  517. if pfread(temp4,temp5) then player0y = player0y+1
  518.  
  519. __Skip_Fall_02_0
  520. return
  521.  
  522.  
  523. down_1
  524. temp5 = (player0y+1)/8 : temp4 = _Convert_X
  525.  
  526. if _Counter_Jump_Up || pfread(temp4,temp5) then goto __Skip_Fall_01_1
  527.  
  528. gosub fallmiddlepart
  529.  
  530. player0y = player0y + _Gravity_Down
  531.  
  532. goto __Skip_Fall_02_1
  533.  
  534. __Skip_Fall_01_1
  535.  
  536. gosub fallmiddlepart_2
  537.  
  538. temp5 = (player0y)/8 : temp4 = _Convert_X
  539.  
  540. if pfread(temp4,temp5) then player0y = player0y-1
  541.  
  542. __Skip_Fall_02_1
  543. return
  544.  
  545.  
  546. down_2
  547. temp4 = (player0x-8)/4 : temp5 = _Convert_Y
  548.  
  549. if _Counter_Jump_Up || pfread(temp4,temp5) then goto __Skip_Fall_01_2
  550.  
  551. gosub fallmiddlepart
  552.  
  553. player0x = player0x + _Gravity_Down
  554.  
  555. goto __Skip_Fall_02_2
  556.  
  557. __Skip_Fall_01_2
  558.  
  559. gosub fallmiddlepart_2
  560.  
  561. temp4 = (player0x -14)/4 : temp5 = _Convert_Y
  562.  
  563. if pfread(temp4,temp5) then player0x = player0x-1
  564.  
  565. __Skip_Fall_02_2
  566. return
  567.  
  568.  
  569. down_3
  570. temp4 = (player0x-19)/4 : temp5 = _Convert_Y
  571.  
  572. if _Counter_Jump_Up || pfread(temp4,temp5) then goto __Skip_Fall_01_3
  573.  
  574. gosub fallmiddlepart
  575.  
  576. player0x = player0x - _Gravity_Down
  577.  
  578. goto __Skip_Fall_02_3
  579.  
  580. __Skip_Fall_01_3
  581.  
  582. gosub fallmiddlepart_2
  583.  
  584. temp4 = (player0x -14)/4 : temp5 = _Convert_Y
  585.  
  586. if pfread(temp4,temp5) then player0x = player0x+1
  587.  
  588. __Skip_Fall_02_3
  589. return
  590.  
  591.  
  592.  
  593.  
  594. jump_0
  595. if !joy0down then _Counter_Jump_Up = 0 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  596.  
  597. if Bit0_Fall_in_Progress{0} then return
  598.  
  599. if _Counter_Jump_Up > 11 then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  600.  
  601. gosub jumpmiddlepart
  602.  
  603. temp5 = (player0y +2)/8 : temp4 = _Convert_X
  604.  
  605. if pfread(temp4,temp5) then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  606.  
  607. player0y = player0y + _Gravity_Up
  608.  
  609. return
  610.  
  611.  
  612. jump_1
  613. if !joy0up then _Counter_Jump_Up = 0 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  614.  
  615. if Bit0_Fall_in_Progress{0} then return
  616.  
  617. if _Counter_Jump_Up > 11 then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  618.  
  619. gosub jumpmiddlepart
  620.  
  621. temp5 = (player0y-10)/8 : temp4 = _Convert_X
  622.  
  623. if pfread(temp4,temp5) then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  624.  
  625. player0y = player0y - _Gravity_Up
  626.  
  627. return
  628.  
  629.  
  630. jump_2
  631. if !joy0left then _Counter_Jump_Up = 0 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  632.  
  633. if Bit0_Fall_in_Progress{0} then return
  634.  
  635. if _Counter_Jump_Up > 11 then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  636.  
  637. gosub jumpmiddlepart
  638.  
  639. temp4 = (player0x -17)/4 : temp5 = _Convert_Y
  640.  
  641. if pfread(temp4,temp5) then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  642.  
  643. player0x = player0x - _Gravity_Up
  644.  
  645. return
  646.  
  647.  
  648. jump_3
  649. if !joy0right then _Counter_Jump_Up = 0 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  650.  
  651. if Bit0_Fall_in_Progress{0} then return
  652.  
  653. if _Counter_Jump_Up > 11 then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  654.  
  655. gosub jumpmiddlepart
  656.  
  657. temp4 = (player0x -11)/4 : temp5 = _Convert_Y
  658.  
  659. if pfread(temp4,temp5) then _Counter_Jump_Up = 0 : Bit0_Fall_in_Progress{0} = 1 : _Gravity_U_Counter = 0 : _Gravity_Up = 3 : return
  660.  
  661. player0x = player0x + _Gravity_Up
  662.  
  663. return
  664.  
  665.  
  666.  
  667. left_0
  668. if !joy0right then goto __Skip_Joy0Left_0
  669.  
  670. temp5 = _Convert_Y - 1 : temp4 = (player0x-17)/4
  671.  
  672. if pfread(temp4,temp5) then goto __Skip_Joy0Left_0
  673.  
  674. _P0_Left_Right = _P0_Left_Right - 1.38
  675.  
  676.  
  677. __Skip_Joy0Left_0
  678. return
  679.  
  680.  
  681. left_1
  682.  
  683. if !joy0left then goto __Skip_Joy0Left_1
  684.  
  685. temp5 = _Convert_Y : temp4 = (player0x-17)/4
  686.  
  687. if pfread(temp4,temp5) then goto __Skip_Joy0Left_1
  688.  
  689. _P0_Left_Right = _P0_Left_Right - 1.38
  690.  
  691.  
  692. __Skip_Joy0Left_1
  693. return
  694.  
  695.  
  696. left_2
  697. if !joy0down then goto __Skip_Joy0Left_2
  698.  
  699. temp4 = _Convert_X : temp5 = (player0y+1)/8
  700.  
  701. if pfread(temp4,temp5) then goto __Skip_Joy0Left_2
  702.  
  703. _P0_Up_Down = _P0_Up_Down + 1.38
  704.  
  705. __Skip_Joy0Left_2
  706. return
  707.  
  708.  
  709. left_3
  710. if !joy0up then goto __Skip_Joy0Left_3
  711.  
  712. temp4 = _Convert_X : temp5 = (player0y-6)/8
  713.  
  714. if pfread(temp4,temp5) then goto __Skip_Joy0Left_3
  715.  
  716. _P0_Up_Down = _P0_Up_Down - 1.38
  717.  
  718. __Skip_Joy0Left_3
  719. return
  720.  
  721.  
  722.  
  723. right_0
  724. if !joy0left then goto __Skip_Joy0Right_0
  725.  
  726. temp5 = _Convert_Y - 1: temp4 = (player0x-10)/4
  727.  
  728. if pfread(temp4,temp5) then goto __Skip_Joy0Right_0
  729.  
  730. _P0_Left_Right = _P0_Left_Right + 1.38
  731.  
  732. __Skip_Joy0Right_0
  733. return
  734.  
  735.  
  736. right_1
  737. if !joy0right then goto __Skip_Joy0Right_1
  738.  
  739. temp5 = _Convert_Y : temp4 = (player0x-10)/4
  740.  
  741. if pfread(temp4,temp5) then goto __Skip_Joy0Right_1
  742.  
  743. _P0_Left_Right = _P0_Left_Right + 1.38
  744.  
  745. __Skip_Joy0Right_1
  746. return
  747.  
  748.  
  749. right_2
  750. if !joy0up then goto __Skip_Joy0Right_2
  751.  
  752. temp4 = _Convert_X : temp5 = (player0y-6)/8
  753.  
  754. if pfread(temp4,temp5) then goto __Skip_Joy0Right_2
  755.  
  756. _P0_Up_Down = _P0_Up_Down - 1.38
  757.  
  758.  
  759. __Skip_Joy0Right_2
  760. return
  761.  
  762.  
  763. right_3
  764.  
  765. if !joy0down then goto __Skip_Joy0Right_3
  766.  
  767. temp4 = _Convert_X : temp5 = (player0y+1)/8
  768.  
  769. if pfread(temp4,temp5) then goto __Skip_Joy0Right_3
  770.  
  771. _P0_Up_Down = _P0_Up_Down + 1.38
  772.  
  773. __Skip_Joy0Right_3
  774. return
  775.  
  776.  
  777.  
  778. jumpmiddlepart
  779.  
  780. if !_Counter_Jump_Up then BitOp_Ch_0_Sound_Set_01 = 0 : Bit0_Sound_Jump{0} = 1 : _C0_Duration = 1 : _C0_Counter = 0
  781.  
  782. _Counter_Jump_Up = _Counter_Jump_Up + 1
  783.  
  784. _Gravity_U_Counter = _Gravity_U_Counter+1
  785.  
  786. if _Gravity_U_Counter = 8 then _Gravity_U_Counter = 0 : if _Gravity_Up > 0 then _Gravity_Up = _Gravity_Up - 1
  787.  
  788. return
  789.  
  790.  
  791.  
  792.  
  793. fallmiddlepart
  794.  
  795. _Gravity_D_Counter = _Gravity_D_Counter+1
  796.  
  797. if _Gravity_D_Counter = 8 then _Gravity_Down = _Gravity_Down + 1 : _Gravity_D_Counter = 0
  798.  
  799. Bit0_Fall_in_Progress{0} = 1
  800.  
  801. return
  802.  
  803.  
  804.  
  805. fallmiddlepart_2
  806.  
  807. Bit0_Fall_in_Progress{0} = 0 : _Gravity_Down = 0 : _Gravity_D_Counter = 0
  808.  
  809. return
Advertisement
Add Comment
Please, Sign In to add comment