diff --git a/!TheEscape/!RunImage,ffb b/!TheEscape/!RunImage,ffb index 7c7eaa0..92579fb 100644 Binary files a/!TheEscape/!RunImage,ffb and b/!TheEscape/!RunImage,ffb differ diff --git a/!TheEscape/!RunImage,ffb.bas b/!TheEscape/!RunImage,ffb.bas index f4a6296..d761e93 100644 --- a/!TheEscape/!RunImage,ffb.bas +++ b/!TheEscape/!RunImage,ffb.bas @@ -84,7 +84,6 @@ DEF PROCmain_scene1 DIM PlayerLocation%(1) PlayerLocation%(X) = SCREENGFXWIDTH%/2 PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide% - PlayerVelocity%=0 PlayerShields%=100 PlayerStructuralIntegrity%=100 PlayerSprite$ = "player_ship" @@ -164,7 +163,7 @@ DEF PROCmain_scene1 Cents% = TIME REM Mission distance left - PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity% + PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * 100 REM Damage is always handled PROCplayer_ship_handle_damage @@ -420,14 +419,14 @@ DEF PROCspecks_draw REM Specks / stars FOR Speck%=0 TO 49 GCOL 0,0 - LINE SpeckLocations%(Speck%,X),SpeckLocations%(Speck%,Y),SpeckLocations%(Speck%,X),(PlayerVelocity% / 3) + SpeckLocations%(Speck%,Y) + LINE SpeckLocations%(Speck%,X),SpeckLocations%(Speck%,Y),SpeckLocations%(Speck%,X),30 + SpeckLocations%(Speck%,Y) NEXT Speck% ENDPROC DEF PROCspecks_move REM Specks / stars FOR Speck%=0 TO 49 - SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * PlayerVelocity%/10) + SpeckLocations%(Speck%,Y) = SpeckLocations%(Speck%,Y) - ((Cents% - LastCents%) * 10 IF SpeckLocations%(Speck%,Y) < 0 THEN SpeckLocations%(Speck%,Y) = SCREENGFXHEIGHT% SpeckLocations%(Speck%,X) = RND(SCREENGFXWIDTH%) @@ -438,7 +437,7 @@ ENDPROC REM Move enemy ship (display and physical) DEF PROCenemy_ship_move FOR Enemy%=0 TO MaxEnemies% - 1 - EnemyLocations%(Enemy%,Y) = EnemyLocations%(Enemy%,Y) - ((Cents% - LastCents%) * PlayerVelocity%/20) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,Y)) + EnemyLocations%(Enemy%,Y) = EnemyLocations%(Enemy%,Y) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,Y)) EnemyLocations%(Enemy%,X) = EnemyLocations%(Enemy%,X) - ((Cents% - LastCents%) * EnemyVelocity%(Enemy%,X)) @@ -482,8 +481,7 @@ DEF PROChud_draw PRINT PlayerShields% MOVE 130,SCREENGFXHEIGHT%-80 PRINT PlayerStructuralIntegrity% - MOVE 130,SCREENGFXHEIGHT%-110 - PRINT PlayerVelocity% + MOVE 130,SCREENGFXHEIGHT%-140 PRINT PlayerRemainingDistance% DIV 1000 ENDPROC @@ -534,7 +532,6 @@ DEF PROCenemy_ship_collide_player IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN MOVE x1+w1,y1+h1 IF EnemyCollidable%(Enemy%) = 1 THEN - PlayerVelocity% = PlayerVelocity% / 2 EnemyHealth%(Enemy%) = EnemyHealth%(Enemy%) - 300 PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - EnemyCollideForce%(Enemy%) EnemyCollidable%(Enemy%) = 0 @@ -545,7 +542,7 @@ DEF PROCenemy_ship_collide_player NEXT Enemy% ENDPROC -REM Handle enemy collisions with player +REM Handle projectile collisions with player DEF PROCprojectile_collide_player FOR P%=0 TO MaxProjectiles% - 1 @@ -562,7 +559,6 @@ DEF PROCprojectile_collide_player h2 = PlayerHitbox%(3) IF FNcollide(x1, y1, w1, h1, x2, y2, w2, h2) = 1 THEN MOVE x1+w1,y1+h1 - PlayerVelocity% = PlayerVelocity% * 0.75 PlayerStructuralIntegrity% = PlayerStructuralIntegrity% - ProjectileDamage%(P%) ProjectileState%(P%) = 0 ProjectileLocations%(P%,0) = 0 @@ -661,18 +657,6 @@ DEF PROCinputs ShipSprite$ = "player_ship" ENDIF ENDIF - IF INKEY(-58) THEN - PlayerVelocity% = PlayerVelocity% + 1 - IF PlayerVelocity% > 100 THEN - PlayerVelocity% = 100 - ENDIF - ENDIF - IF INKEY(-42) THEN - PlayerVelocity% = PlayerVelocity% - 1 - IF PlayerVelocity% < 0 THEN - PlayerVelocity% = 0 - ENDIF - ENDIF IF INKEY(-99) THEN LeftFiring% = 1 RightFiring% = 1 @@ -680,7 +664,6 @@ DEF PROCinputs IF INKEY(-34) THEN PROCspawn_projectile(-1,SCREENGFXWIDTH%/2,SCREENGFXHEIGHT%/2,0,2,"photon",50) ENDIF - IF INKEY(-17) THEN IF DebugOut% = 0 THEN DebugOut% = 1 ENDIF