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- DIM background AS LONG
- DIM char1 AS LONG
- DIM char2 AS LONG
- DIM fireball AS LONG
- DIM iceball AS LONG
- DIM x AS INTEGER
- DIM y AS INTEGER
- DIM a AS INTEGER
- DIM b AS INTEGER
- SCREEN _NEWIMAGE(800, 600, 32)
- background = _LOADIMAGE("assests/bg/1.jpg")
- char1 = _LOADIMAGE("assests/char/1.png")
- char2 = _LOADIMAGE("assests/char/2.png")
- fireball = _LOADIMAGE("assests/misc/fireball.gif")
- iceball = _LOADIMAGE("assests/misc/iceball.png")
- x = 3
- y = 446
- a = 687
- b = 445
- maingame:
- CLS
- DO: _LIMIT 60
- keypress$ = UCASE$(INKEY$)
- IF keypress$ = "W" THEN
- GOSUB jump1
- ELSEIF keypress$ = "A" THEN
- CLS
- x = x - 5
- ELSEIF keypress$ = "D" THEN
- CLS
- x = x + 5
- ELSEIF keypress$ = "I" THEN
- GOSUB jump2
- ELSEIF keypress$ = "J" THEN
- CLS
- a = a - 5
- ELSEIF keypress$ = "L" THEN
- CLS
- a = a + 5
- ELSEIF keypress$ = "C" THEN
- GOSUB co
- ELSEIF keypress$ = "H" THEN
- GOSUB health
- ELSEIF keypress$ = "X" THEN
- GOSUB fireattack
- END IF
- _PUTIMAGE , background
- _PUTIMAGE (x, y), char1
- _PUTIMAGE (a, b), char2
- LOOP
- co:
- CLS
- LOCATE 1, 1
- PRINT x; y
- PRINT a; b
- SLEEP
- RETURN
- jump1:
- DO
- _PUTIMAGE , background
- _PUTIMAGE (x, y), char1
- _PUTIMAGE (a, b), char2
- _DELAY .01
- y = y - 5
- LOOP UNTIL y = 386
- DO
- _PUTIMAGE , background
- _PUTIMAGE (x, y), char1
- _PUTIMAGE (a, b), char2
- _DELAY .01
- y = y + 5
- LOOP UNTIL y = 446
- RETURN
- jump2:
- DO
- _PUTIMAGE , background
- _PUTIMAGE (x, y), char1
- _PUTIMAGE (a, b), char2
- _DELAY .01
- b = b - 5
- LOOP UNTIL b = 405
- DO
- _PUTIMAGE , background
- _PUTIMAGE (x, y), char1
- _PUTIMAGE (a, b), char2
- _DELAY .01
- b = b + 5
- LOOP UNTIL b = 445
- RETURN
- health:
- CLS
- PRINT "P1 Health"; p1health%
- PRINT "P2 Health"; p2health%
- SLEEP
- RETURN
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