Veľmi podarená hra na sposob SuperMario
Delphi & Pascal (česká wiki)
Kategórie: KMP (Programy mladých programátorů)
Autor: Martin Koleček
Program: Milknuts.pas, Engine.pas
Soubor exe: Milknuts.exe
Potřebné: Milknuts.gra, Milknuts.snd
Autor: Martin Koleček
Program: Milknuts.pas, Engine.pas
Soubor exe: Milknuts.exe
Potřebné: Milknuts.gra, Milknuts.snd
Veľmi podarená hra na sposob SuperMario. Grafika je podobná 8mi-bitovému NINTENDO.
{ MILKNUTS.PAS Copyright (c) Martin Kolecek } { Velmi podarena hra na sposob SuperMario. } { Grafika je podobna 8mi-bitovemu NINTENDO. } { } { Author: Martin Kolecek } { Datum: 01.05.2011 http://www.trsek.com } Program MilkNuts; Uses Engine; Type TVoda= Record Sprite: Byte; { ktery sprite se vykresluje 1 nebo 2 } Pocitadlo: Byte; { zpozdovani stridani spritu } End; TSplouch= Record Sprite: Byte; { ktery sprite se vykresluje } Pocitadlo: Byte; { zpozdovani stridani spritu } Je: Boolean; { True pokud Splouch do vody nastal } End; TDlazdice= Record X: Word; { souradnice X dlazdice [0..39] } Y: Byte; { souradnice Y dlazdice [0..24] } Vyska: Byte; { 1=je nepruchozi napr. plosina } Sprite: Byte; { cislo spritu ktery se ma vykreslovat } Typ: Byte; { 2=lana 4=odperovatko 5=voda } End; TSkok= Record Pocitadlo: Byte; { pocitadlo trvani skoku } End; TPlayer= Record X: Word; { souradnice X [0..303] - panak je velky 16x16 } Y: Byte; { souradnice Y [0..183] } StartX: Word; { pozice X pri startu levelu [0..303] } StartY: Byte; { pozice Y pri startu levelu [0..183] } LogY: Byte; { Y ktere se nemeni pri skoku a padu - pro AI } Smer: Byte; { jakym smerem player hledi } Sprite: Byte; { ktery sprite se ma vykreslovat } Pocitadlo:Byte; { na zpozdovani vykreslovani sprite } Zivoty: Byte; { pocet zbyvajicich zivotu } Harakiri: Boolean; { True pokud nastala sebevrazda BACKSPACE } DeathPocitadlo: Byte; { zpozdeni pro restart levelu a zivoty-1 } Score: Word; { score v jednom levelu } ScoreTotal: Longint; { score celkove max cca 120 000 } Skok: Boolean; { jestli nastal normalni skok } Skok2: Boolean; { jestli nastal veliky skok na odperovatku } Pad: Boolean; { True pokud player pada v gravitaci } Mrtvy: Boolean; { True pokud je mrtvy } Splouch: TSplouch; { viz. TSplouch } Vykreslovat: Boolean; { True=vykreslovat playera } Nausea: Boolean; { kdyz je hore nohama a oblbly } PWRLeft, PWRRight: Byte; { POWER doleva, doprava } PWRDown: Byte; { POWER dolu } PWRLPocitadlo: Byte; { POWER doleva - zpozdovac } PWRRPocitadlo: Byte; { POWER doprava - zpozdovac } UpHelper,DownHelper: Byte; { zpozdeni pri splhani po lanech } End; TEnemy= Record RightPressed: Boolean; { stisk virtualni klavesy doprava } LeftPressed: Boolean; { stisk virtualni klavesy doleva } UpPressed: Boolean; { stisk virtualni klavesy nahoru } DownPressed: Boolean; { stisk virtualni klavesy dolu } JumpPressed: Boolean; { stisk virtualni klavesy skok } LeftCounter: Byte; { zpozdovac doleva } RightCounter: Byte; { zpozdovac doprava } X: Word; { souradnice X [0..303] - enemy je velky 16x16 } Y: Byte; { souradnice Y [0..183] } LogY: Byte; { Y ktere se nemeni pri skoku a padu - pro AI } StartX: Word; { pozice X pri startu levelu [0..303] } StartY: Byte; { pozice Y pri startu levelu [0..183] } Smer: Byte; { jakym smerem player hledi } Sprite: Byte; { ktery sprite se ma vykreslovat } Pocitadlo:Byte; { na zpozdovani vykreslovani sprite } Skok: Boolean; { jestli nastal normalni skok } Skok2: Boolean; { jestli nastal veliky skok na odperovatku } EnemySkok: TSkok; { uz si nepamatuju sorry } EnemySkok2: TSkok; { uz si nepamatuju sorry } Pad: Boolean; { True pokud player pada v gravitaci } Mrtvy: Boolean; { True pokud je mrtvy } Splouch: TSplouch; { viz. TSplouch } Vykreslovat: Boolean; { True=vykreslovat playera } Nausea: Boolean; { kdyz je hore nohama a oblbly } NauseaCounter: Byte; { pro zpozdeni zbrchani se z nausey } PWRLeft, PWRRight: Byte; { POWER doleva, doprava } PWRDown: Byte; { POWER dolu } PWRLPocitadlo: Byte; { POWER doleva - zpozdovac } PWRRPocitadlo: Byte; { POWER doprava - zpozdovac } UpHelper,DownHelper: Byte; {pro zpozdeni pri splhani po lanech} LightLogic: Boolean; { True=chodi doleva doprava, False=Hard AI } Going: Boolean; { AI - True=jde doleva, False=jde doprava } RopesOnLeftFound: Boolean; { AI - True kdyz jsou lana nalezena } RopesOnRightFound: Boolean; { AI - True kdyz jsou lana nalezena } OnRopes: Boolean; { AI - True kdyz je na lanech } PathFreeL: Boolean; { AI - True kdyz je cesta volna - Left } PathFreeR: Boolean; { AI - True kdyz je cesta volna - Right } End; TOdperovatko= Record X: Word; { souradnice X [0..303] - odperovatko 16x16} Y: Byte; { souradnice Y [0..183] } Pocitadlo: Byte; { pocitadlo trvani odperovani } Sprite: Byte; { cislo spritu stlaceni odperovatka } Activ: Boolean; { True kdyz je stlacene } Power: Byte; { POWER odperovani viz. skok a skok2 } MEM: Boolean; { pamet odperovatka } End; TItem= Record X: Word; { souradnice X [0..303] - item je velky 16x16 } Y: Byte; { souradnice Y [0..183] } Sebrany: Boolean; { True pokud je predmet uz sebrany } Pocitadlo: Byte; { pocitadlo pro zobrazeni leticiho score+ } End; TBonusItem= Record MinY,MaxY: Byte; {minimalni a maximalni Y} Go: Boolean; {True kdyz jde dolu , False nahoru} Pocitadlo: Byte; {zpozdovac} End; TVzducholod= Record Leta: Boolean; {True=v levelu leta vzducholod} X: Word; {souradnice X [10..287]} Y: Byte; {souradnice Y [0..183]} Sprite: Byte; {ktery sprite vykreslovat} Going: Boolean; {True=jde doprava} Xct1,Xct2: Byte; {zpozdovace vykreslovani} UhelInt: Word; {uhel pro sinusovku 0..360} UhelRad: Real; {uhel v radianech pro sin} SinusY: Real; {sinus Y} K: Byte; {Y rozsah letu} P: Byte; {Y osa letu} End; TDomecek= Record X: Word; { souradnice X [0..287] - domecek 32x40 } Y: Byte; { souradnice Y [0..159] } Otevreno: Boolean; { True pokud jsou otevrene dvere } End; TCas= Record Minuty: Byte; { minuty } Vteriny: Byte; { vteriny } CT: Word; { odpocet } Bool: Boolean; { suda/licha vterina } End; TBonus= Record Round: Boolean; {True = toto kolo je Bonus Round} Item: array[0..5] of TBonusItem; {Itemy v Bonus Round} End; Var StartGame: Boolean; {True=zacit novou hru} EndingGame: Boolean; {True=ukoncit hru - navrat do Main Menu} MMframe,MMfps,MMprodleva: Word; {fps v Main Menu} frame,fps,prodleva: Word; {fps ve hre} ShowFPS: Boolean; {True=zobrazovat FPS ve hre} fpsButtonF: Byte; {zpozdeni pri stisku F pro FPS} Vsync: Boolean; {True=cekat na vykreslovaci paprsek} CisloLevelu: Byte; {ktery level nasleduje} StartovaciLevel: Byte; {na kterem levelu zacit hru} PosledniLevel: Byte; {na kterem levelu je game over} EndingPlay: Boolean; {True=ukoncit cely program} GameCompleted: Boolean; {True=uspesne dohrana cela hra} GratzOver: Boolean; {True=muzeme pokracovat v gratulations} LevelCompleted: Boolean; {True=tento level je dokonceny} StartLevel: Boolean; {True=zacit hru v tomto levelu} VyuctovaniCasu: Boolean; {True=cas je vyuctovan} VyuctovaniScore: Boolean; {True=score je vyuctovano} Skip: Boolean; {True=preskoceni vyuctovani score} Cas: TCas; {viz TCas} Voda: TVoda; {Voda} Player: TPlayer; {Hrac} Skok: TSkok; {Maly skok hrace} Skok2: TSkok; {Veliky skok hrace na odperovatku} Enemy: array[0..3] of TEnemy; {Enemiove} A: Byte; {Enemy index - Enemy[A]} Odperovatko: TOdperovatko; {Odperovatko} Domecek: TDomecek; {Domecek} Bonus: TBonus; {Bonus Round} Vzducholod: TVzducholod; {Vzducholod} Item: array[0..6] of TItem; {Predmety} Dlazdice: array[0..999] of TDlazdice; {Dlazdice} {XXXXXXXXXXXXXXXXXXXXXXXXXXXXX PROCEDURY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} Procedure Initialize; Begin LoadGrPage('C:\SOURCES\PROJECTS\GAMES\MILKNUTS\DAtA\milknuts.gra',0); LoadBlok(0,0,0,0,159,99,Buffer[1]); LoadBlokM(0,150,40,16,47,23,Buffer[1]); {voda splouch} LoadBlokM(248,32,48,32,55,47,Buffer[1]); {vrtulka 1} LoadBlokM(248,48,48,48,55,63,Buffer[1]); {vrtulka 2} LoadBlokM(248,64,48,64,55,71,Buffer[1]); {vrtulka 3} LoadBlokM(256,32,56,32,79,47,Buffer[1]); {vzducholod} LoadBlokM( 0,100, 0,0,15,15,Buffer[1]); LoadBlokM(16,100,16,0,31,15,Buffer[1]); LoadBlokM(32,100,32,0,47,15,Buffer[1]); LoadBlokM(48,100,48,0,63,15,Buffer[1]); LoadBlokM(64,100,64,0,79,15,Buffer[1]); LoadBlokM( 80,132, 80,32, 95,47,Buffer[1]); LoadBlokM( 96,132, 96,32,111,47,Buffer[1]); LoadBlokM(112,132,112,32,127,47,Buffer[1]); LoadBlokM(128,132,128,32,143,47,Buffer[1]); LoadBlokM(144,132,144,32,159,47,Buffer[1]); LoadSNDFile('C:\SOURCES\PROJECTS\GAMES\MILKNUTS\DAtA\milknuts.snd',0); StartGame:=False; EndingGame:=False; MMprodleva:=10; MMframe:=0; MMfps:=0; {Main Menu FPS} prodleva:=10; frame:=0; fps:=0; ShowFPS:=False; {Game FPS} Vsync:=False; EndingPlay:=False; GameCompleted:=False; Player.Zivoty:=3; Player.Mrtvy:=False; Player.ScoreTotal:=0; StartovaciLevel:=1; PosledniLevel:=10; End; Function GetCisloDlazdice(X,Y:Word):Word; Var Xa,Ya: Byte; Begin Xa:=Trunc(X/8); Ya:=Trunc(Y/8); GetCisloDlazdice:=Ya*40+Xa; End; Procedure InitLevel(LevelNumber:Byte); {nastaveni levelu pred samotnou hrou} Var X,Y,I,helper: Word; Begin {Bonus Round} Bonus.Round:=False; {Vzducholod} Vzducholod.Leta:=False; {nastaveni dlazdic} I:=0; For Y:=0 to 24 do Begin For X:=0 to 39 do Begin Dlazdice[I].X:=X*8; Dlazdice[I].Y:=Y*8; Dlazdice[I].Typ:=0; Dlazdice[I].Vyska:=0; Inc(I); End; End; {nastaveni vody} For I:=0 to 39 do Dlazdice[960+I].Typ:=5; {voda} Voda.Sprite:=0; Voda.pocitadlo:=0; {smazani pozadi} ClearPage(Buffer[2]); Case LevelNumber of 1: Begin {XXXXXXXXX LEVEL 01 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=881 to 884 do Dlazdice[I].Typ:=1; For I:=889 to 918 do Dlazdice[I].Typ:=1; For I:=231 to 238 do Dlazdice[I].Typ:=1; For I:=0 to 18 do Dlazdice[120+(I*40)+29].Typ:=2; For I:=0 to 18 do Dlazdice[120+(I*40)+28].Typ:=2; For I:=431 to 438 do Dlazdice[I].Typ:=1; For I:=631 to 638 do Dlazdice[I].Typ:=1; For I:=401 to 414 do Dlazdice[I].Typ:=1; For I:=495 to 498 do Dlazdice[I].Typ:=1; For I:=419 to 426 do Dlazdice[I].Typ:=1; {XXXXXXXXX LEVEL 01 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=16; Player.StartY:=160; {Enemy0} Enemy[0].StartX:=196; Enemy[0].StartY:=160; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=284; Enemy[1].StartY:=104; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=284; Enemy[2].StartY:=64; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=128; Odperovatko.Y:=80; Item[0].X:=256; Item[0].Y:=64; Item[1].X:=256; Item[1].Y:=104; Item[2].X:=256; Item[2].Y:=160; Item[3].X:=56; Item[3].Y:=64; Item[4].X:=72; Item[4].Y:=64; Item[5].X:=88; Item[5].Y:=64; Item[6].X:=24; Item[6].Y:=64; {domecek} Domecek.X:=264; Domecek.Y:=0; {cas} Cas.CT:=300; End; {Level 1 prepare End} 2: Begin {XXXXXXXXX LEVEL 02 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=882 to 890 do Dlazdice[I].Typ:=3; For I:=895 to 905 do Dlazdice[I].Typ:=3; For I:=170 to 188 do Dlazdice[I].Typ:=3; For I:=193 to 197 do Dlazdice[I].Typ:=3; For I:=570 to 585 do Dlazdice[I].Typ:=3; For I:=590 to 591 do Dlazdice[I].Typ:=3; For I:=596 to 597 do Dlazdice[I].Typ:=3; For I:=671 to 676 do Dlazdice[I].Typ:=3; Dlazdice[631].Typ:=1; Dlazdice[636].Typ:=3; For I:=0 to 18 do Dlazdice[120+(I*40)+8].Typ:=2; For I:=0 to 18 do Dlazdice[120+(I*40)+7].Typ:=2; For I:=910 to 913 do Dlazdice[I].Typ:=3; {XXXXXXXXX LEVEL 02 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=275; Player.StartY:=16; {Enemy0} Enemy[0].StartX:=140; Enemy[0].StartY:=96; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=140; Enemy[1].StartY:=160; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=80; Enemy[2].StartY:=16; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=264; Odperovatko.Y:=112; Item[0].X:=40; Item[0].Y:=64; Item[1].X:=265; Item[1].Y:=64; Item[2].X:=100; Item[2].Y:=96; Item[3].X:=40; Item[3].Y:=80; Item[4].X:=248; Item[4].Y:=160; Item[5].X:=120; Item[5].Y:=96; Item[6].X:=24; Item[6].Y:=160; Domecek.X:=160; Domecek.Y:=136; {cas} Cas.CT:=300; End; {Level 2 prepare End} 3: Begin {XXXXXXXXX LEVEL 03 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=0 to 11 do Dlazdice[440+(I*40)+19].Typ:=2; For I:=0 to 11 do Dlazdice[440+(I*40)+20].Typ:=2; For I:=902 to 906 do Dlazdice[I].Typ:=3; For I:=912 to 915 do Dlazdice[I].Typ:=3; For I:=244 to 255 do Dlazdice[I].Typ:=3; For I:=0 to 7 do Dlazdice[200+(I*40)+1].Typ:=2; For I:=0 to 7 do Dlazdice[200+(I*40)+2].Typ:=2; For I:=484 to 497 do Dlazdice[I].Typ:=3; For I:=380 to 381 do Dlazdice[I].Typ:=3; For I:=266 to 277 do Dlazdice[I].Typ:=3; {XXXXXXXXX LEVEL 03 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=264; Player.StartY:=160; {Enemy0} Enemy[0].StartX:=64; Enemy[0].StartY:=32; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=40; Enemy[1].StartY:=80; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=240; Enemy[2].StartY:=32; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=160; Odperovatko.Y:=56; Item[0].X:=188; Item[0].Y:=160; Item[1].X:=260; Item[1].Y:=32; Item[2].X:=60; Item[2].Y:=80; Item[3].X:=40; Item[3].Y:=32; Item[4].X:=280; Item[4].Y:=32; Item[5].X:=84; Item[5].Y:=80; Item[6].X:=104; Item[6].Y:=32; Domecek.X:=64; Domecek.Y:=8; {cas} Cas.CT:=300; End; {Level 3 prepare End} 4: Begin {XXXXXXXXX LEVEL 04 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=686 to 699 do Dlazdice[I].Typ:=13; For I:=406 to 419 do Dlazdice[I].Typ:=13; For I:=0 to 8 do Dlazdice[360+(I*40)+3].Typ:=2; For I:=0 to 8 do Dlazdice[360+(I*40)+4].Typ:=2; For I:=882 to 899 do Dlazdice[I].Typ:=13; For I:=904 to 907 do Dlazdice[I].Typ:=13; For I:=912 to 915 do Dlazdice[I].Typ:=13; For I:=0 to 13 do Dlazdice[360+(I*40)+21].Typ:=2; For I:=0 to 13 do Dlazdice[360+(I*40)+22].Typ:=2; For I:=424 to 427 do Dlazdice[I].Typ:=13; For I:=0 to 14 do Dlazdice[160+(I*40)+29].Typ:=2; For I:=0 to 14 do Dlazdice[160+(I*40)+30].Typ:=2; For I:=432 to 435 do Dlazdice[I].Typ:=13; For I:=232 to 237 do Dlazdice[I].Typ:=13; For I:=222 to 227 do Dlazdice[I].Typ:=13; {XXXXXXXXX LEVEL 04 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=64; Player.StartY:=64; {Enemy0} Enemy[0].StartX:=64; Enemy[0].StartY:=120; Enemy[0].LightLogic:=False; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=56; Enemy[1].StartY:=160; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=112; Enemy[2].StartY:=160; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=232; Odperovatko.Y:=176; Item[0].X:=280; Item[0].Y:=24; Item[1].X:=144; Item[1].Y:=120; Item[2].X:=104; Item[2].Y:=160; Item[3].X:=184; Item[3].Y:=24; Item[4].X:=128; Item[4].Y:=120; Item[5].X:=124; Item[5].Y:=64; Item[6].X:=304; Item[6].Y:=154; Domecek.X:=80; Domecek.Y:=96; {cas} Cas.CT:=300; End; {Level 4 prepare End} 5: Begin {XXXXXXXXX LEVEL 05 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=321 to 323 do Dlazdice[I].Typ:=14; For I:=328 to 344 do Dlazdice[I].Typ:=14; For I:=349 to 355 do Dlazdice[I].Typ:=14; For I:=0 to 14 do Dlazdice[280+(I*40)+26].Typ:=2; For I:=0 to 14 do Dlazdice[280+(I*40)+27].Typ:=2; For I:=842 to 864 do Dlazdice[I].Typ:=14; For I:=869 to 877 do Dlazdice[I].Typ:=14; {XXXXXXXXX LEVEL 05 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Vzducholod} Vzducholod.Leta:=True; {zapnout vzducholod} Vzducholod.Going:=True; {jde nejdriv doprava} Vzducholod.X:=10; Vzducholod.K:=37; Vzducholod.P:=120; Vzducholod.Sprite:=1; Vzducholod.UhelInt:=180; {Player XY} Player.StartX:=264; Player.StartY:=48; {Enemy0} Enemy[0].StartX:=264; Enemy[0].StartY:=152; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=128; Enemy[1].StartY:=48; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=32; Enemy[2].StartY:=152; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=40; Odperovatko.Y:=64; Item[0].X:=72; Item[0].Y:=152; Item[1].X:=90; Item[1].Y:=152; Item[2].X:=108; Item[2].Y:=152; Item[3].X:=272; Item[3].Y:=152; Item[4].X:=128; Item[4].Y:=48; Item[5].X:=13; Item[5].Y:=48; Item[6].X:=40; Item[6].Y:=24; Domecek.X:=64; Domecek.Y:=24; {cas} Cas.CT:=300; End; {Level 5 prepare End} 6: Begin {XXXXXXXXX LEVEL 06 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=486 to 495 do Dlazdice[I].Typ:=15; For I:=500 to 516 do Dlazdice[I].Typ:=15; For I:=0 to 10 do Dlazdice[440+(I*40)+3].Typ:=2; For I:=0 to 10 do Dlazdice[440+(I*40)+4].Typ:=2; For I:=846 to 855 do Dlazdice[I].Typ:=15; For I:=860 to 869 do Dlazdice[I].Typ:=15; For I:=874 to 879 do Dlazdice[I].Typ:=15; For I:=840 to 841 do Dlazdice[I].Typ:=15; {XXXXXXXXX LEVEL 06 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=264; Player.StartY:=80; {Enemy0} Enemy[0].StartX:=168; Enemy[0].StartY:=152; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=88; Enemy[1].StartY:=152; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=64; Enemy[2].StartY:=80; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=136; Odperovatko.Y:=96; Item[0].X:=104; Item[0].Y:=80; Item[1].X:=88; Item[1].Y:=152; Item[2].X:=196; Item[2].Y:=152; Item[3].X:=168; Item[3].Y:=80; Item[4].X:=108; Item[4].Y:=152; Item[5].X:=176; Item[5].Y:=152; Item[6].X:=136; Item[6].Y:=48; Domecek.X:=64; Domecek.Y:=56; {cas} Cas.CT:=300; End; {Level 6 prepare End} 7: Begin {XXXXXXXXX LEVEL 07 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=601 to 605 do Dlazdice[I].Typ:=1; For I:=610 to 620 do Dlazdice[I].Typ:=1; For I:=0 to 7 do Dlazdice[560+(I*40)+7].Typ:=2; For I:=0 to 7 do Dlazdice[560+(I*40)+8].Typ:=2; For I:=850 to 867 do Dlazdice[I].Typ:=1; For I:=872 to 876 do Dlazdice[I].Typ:=1; {XXXXXXXXX LEVEL 07 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} Bonus.Round:=True; Bonus.Item[0].MinY:=4; Bonus.Item[0].MaxY:=12; Bonus.Item[1].MinY:=5; Bonus.Item[1].MaxY:=18; Bonus.Item[2].MinY:=4; Bonus.Item[2].MaxY:=18; Bonus.Item[3].MinY:=3; Bonus.Item[3].MaxY:=12; Bonus.Item[4].MinY:=3; Bonus.Item[4].MaxY:=18; Bonus.Item[5].MinY:=2; Bonus.Item[5].MaxY:=18; {Player XY} Player.StartX:=136; Player.StartY:=152; {Enemy0} Enemy[0].StartX:=1; Enemy[0].StartY:=160; Enemy[0].LightLogic:=True; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=1; Enemy[1].StartY:=160; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=1; Enemy[2].StartY:=160; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=0; Odperovatko.Y:=176; Item[0].X:=8; Item[0].Y:=40; Item[1].X:=184; Item[1].Y:=64; Item[2].X:=256; Item[2].Y:=88; Item[3].X:=32; Item[3].Y:=40; Item[4].X:=208; Item[4].Y:=64; Item[5].X:=280; Item[5].Y:=88; Item[6].X:=136; Item[6].Y:=104; Domecek.X:=104; Domecek.Y:=80; {cas} Cas.CT:=300; End; {Level 7 prepare End} 8: Begin {XXXXXXXXX LEVEL 08 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=894 to 903 do Dlazdice[I].Typ:=3; For I:=721 to 729 do Dlazdice[I].Typ:=3; For I:=0 to 10 do Dlazdice[480+(I*40)+11].Typ:=2; For I:=0 to 10 do Dlazdice[480+(I*40)+12].Typ:=2; For I:=748 to 758 do Dlazdice[I].Typ:=3; For I:=0 to 10 do Dlazdice[480+(I*40)+25].Typ:=2; For I:=0 to 10 do Dlazdice[480+(I*40)+26].Typ:=2; For I:=534 to 536 do Dlazdice[I].Typ:=3; For I:=541 to 543 do Dlazdice[I].Typ:=3; For I:=0 to 8 do Dlazdice[200+(I*40)+18].Typ:=2; For I:=0 to 8 do Dlazdice[200+(I*40)+19].Typ:=2; For I:=241 to 256 do Dlazdice[I].Typ:=3; For I:=261 to 269 do Dlazdice[I].Typ:=3; For I:=274 to 278 do Dlazdice[I].Typ:=3; {XXXXXXXXX LEVEL 08 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=284; Player.StartY:=32; {Enemy0} Enemy[0].StartX:=40; Enemy[0].StartY:=128; Enemy[0].LightLogic:=False; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=296; Enemy[1].StartY:=128; Enemy[1].LightLogic:=True; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=148; Enemy[2].StartY:=160; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=248; Odperovatko.Y:=48; Item[0].X:=112; Item[0].Y:=88; Item[1].X:=16; Item[1].Y:=128; Item[2].X:=280; Item[2].Y:=128; Item[3].X:=168; Item[3].Y:=88; Item[4].X:=48; Item[4].Y:=128; Item[5].X:=248; Item[5].Y:=128; Item[6].X:=112; Item[6].Y:=160; Domecek.X:=128; Domecek.Y:=136; {cas} Cas.CT:=300; End; {Level 8 prepare End} 9: Begin {XXXXXXXXX LEVEL 09 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=194 to 198 do Dlazdice[I].Typ:=16; For I:=282 to 287 do Dlazdice[I].Typ:=16; For I:=522 to 527 do Dlazdice[I].Typ:=16; For I:=936 to 937 do Dlazdice[I].Typ:=16; For I:=802 to 807 do Dlazdice[I].Typ:=16; For I:=0 to 14 do Dlazdice[240+(I*40)+9].Typ:=2; For I:=0 to 14 do Dlazdice[240+(I*40)+10].Typ:=2; For I:=0 to 14 do Dlazdice[120+(I*40)+16].Typ:=2; For I:=0 to 14 do Dlazdice[120+(I*40)+17].Typ:=2; For I:=0 to 17 do Dlazdice[120+(I*40)+25].Typ:=2; For I:=0 to 17 do Dlazdice[120+(I*40)+26].Typ:=2; For I:=0 to 17 do Dlazdice[120+(I*40)+31].Typ:=2; For I:=0 to 17 do Dlazdice[120+(I*40)+32].Typ:=2; {XXXXXXXXX LEVEL 09 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=284; Player.StartY:=16; {Enemy0} Enemy[0].StartX:=32; Enemy[0].StartY:=40; Enemy[0].LightLogic:=False; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=32; Enemy[1].StartY:=144; Enemy[1].LightLogic:=False; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=32; Enemy[2].StartY:=88; Enemy[2].LightLogic:=False; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=128; Odperovatko.Y:=168; Item[0].X:=184; Item[0].Y:=88; Item[1].X:=144; Item[1].Y:=24; Item[2].X:=20; Item[2].Y:=144; Item[3].X:=184; Item[3].Y:=112; Item[4].X:=144; Item[4].Y:=40; Item[5].X:=44; Item[5].Y:=144; Item[6].X:=32; Item[6].Y:=88; Domecek.X:=24; Domecek.Y:=16; {cas} Cas.CT:=300; End; {Level 9 prepare End} 10: Begin {XXXXXXXXX LEVEL 10 - XXXXXXXXXXXX PANELY XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} For I:=161 to 166 do Dlazdice[I].Typ:=17; For I:=171 to 184 do Dlazdice[I].Typ:=17; For I:=0 to 14 do Dlazdice[120+(I*40)+8].Typ:=2; For I:=0 to 14 do Dlazdice[120+(I*40)+9].Typ:=2; For I:=691 to 695 do Dlazdice[I].Typ:=17; For I:=700 to 704 do Dlazdice[I].Typ:=17; For I:=0 to 6 do Dlazdice[640+(I*40)+26].Typ:=2; For I:=0 to 6 do Dlazdice[640+(I*40)+27].Typ:=2; For I:=909 to 917 do Dlazdice[I].Typ:=17; For I:=420 to 424 do Dlazdice[I].Typ:=172; For I:=0 to 3 do Dlazdice[360+(I*40)+17].Typ:=2; For I:=0 to 3 do Dlazdice[360+(I*40)+18].Typ:=2; For I:=0 to 7 do Dlazdice[120+(I*40)+26].Typ:=2; For I:=0 to 7 do Dlazdice[120+(I*40)+27].Typ:=2; For I:=309 to 318 do Dlazdice[I].Typ:=17; For I:=881 to 904 do Dlazdice[I].Typ:=17; {XXXXXXXXX LEVEL 10 - PLAYER ENEMIES ODPEROVATKO ITEMS DOMECEK CAS XXXXXXXXX} {Player XY} Player.StartX:=24; Player.StartY:=16; {Enemy0} Enemy[0].StartX:=136; Enemy[0].StartY:=120; Enemy[0].LightLogic:=False; Enemy[0].Vykreslovat:=True; {Enemy1} Enemy[1].StartX:=264; Enemy[1].StartY:=40; Enemy[1].LightLogic:=False; Enemy[1].Vykreslovat:=True; {Enemy2} Enemy[2].StartX:=264; Enemy[2].StartY:=160; Enemy[2].LightLogic:=True; Enemy[2].Vykreslovat:=True; {odperovatko} Odperovatko.X:=136; Odperovatko.Y:=136; Item[0].X:=172; Item[0].Y:=120; Item[1].X:=48; Item[1].Y:=48; Item[2].X:=248; Item[2].Y:=40; Item[3].X:=102; Item[3].Y:=120; Item[4].X:=48; Item[4].Y:=72; Item[5].X:=280; Item[5].Y:=40; Item[6].X:=172; Item[6].Y:=64; Domecek.X:=264; Domecek.Y:=136; {cas} Cas.CT:=300; End; {Level 10 prepare End} End; {Case End} {XXXXXXXXXXXXXXXXXXXXXXXXXXXXX LEVEL SETUP XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} {nastaveni dlazdic} I:=0; For Y:=0 to 24 do Begin For X:=0 to 39 do Begin Case Dlazdice[GetCisloDlazdice(X*8,Y*8)].Typ of 1: Begin {panel} WriteBlok(X*8,Y*8,56,16,63,23,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 2: Begin {lana} WriteSprite(X*8,Y*8,64,16,71,23,Buffer[1],Buffer[2]); End; 3: Begin {zdivo} WriteBlok(X*8,Y*8,48,16,55,23,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 13: Begin {panel 2} WriteBlok(X*8,Y*8,72,16,79,23,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 14: Begin {zeleny blok} WriteBlok(X*8,Y*8,48,24,55,31,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 15: Begin {modry blok} WriteBlok(X*8,Y*8,56,24,63,31,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 16: Begin {cerveny blok} WriteBlok(X*8,Y*8,64,24,71,31,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; 17: Begin {zluty blok} WriteBlok(X*8,Y*8,72,24,79,31,Buffer[1],Buffer[2]); Dlazdice[GetCisloDlazdice(X*8,Y*8)].Vyska:=1; End; End; {Case End} Inc(I); End; End; {nastaveni playera} Player.Splouch.Je:=False; Player.Splouch.Pocitadlo:=0; Player.Score:=0; Player.Smer:=1; Player.Sprite:=1; Player.Vykreslovat:=True; Player.Mrtvy:=False; Player.Harakiri:=False; Player.DeathPocitadlo:=0; Player.Nausea:=False; Player.X:=Player.StartX; Player.Y:=Player.StartY; Player.LogY:=Player.StartY; Player.Skok:=False; Skok.Pocitadlo:=0; {!! JUMP !!} Player.Skok2:=False; Skok2.Pocitadlo:=0; {!! JUMP !!} Player.UpHelper:=0; Player.DownHelper:=0; {zpozdeni pri splhani} Player.PWRLeft:=0; Player.PWRRight:=0; Player.PWRDown:=0; Player.PWRLPocitadlo:=0; Player.PWRRPocitadlo:=0; {nastaveni enemies} For A:=0 to 2 do Begin Enemy[A].Smer:=1; Enemy[A].Sprite:=1; Enemy[A].X:=Enemy[A].StartX; Enemy[A].Y:=Enemy[A].StartY; Enemy[A].LogY:=Enemy[A].StartY; Enemy[A].RopesOnLeftFound:=False; Enemy[A].RopesOnRightFound:=False; Enemy[A].OnRopes:=False; Enemy[A].RightCounter:=0; Enemy[A].LeftCounter:=0; Enemy[A].Skok:=False; Enemy[A].EnemySkok.Pocitadlo:=0; {!! JUMP !!} Enemy[A].Skok2:=False; Enemy[A].EnemySkok2.Pocitadlo:=0; {!! JUMP !!} Enemy[A].UpHelper:=0; Enemy[A].DownHelper:=0; {zpozdeni pri splhani} Enemy[A].PWRLeft:=0; Enemy[A].PWRRight:=0; Enemy[A].PWRDown:=0; Enemy[A].PWRLPocitadlo:=0; Enemy[A].PWRRPocitadlo:=0; Enemy[A].Mrtvy:=False; End; {nastaveni odperovatka} Odperovatko.Sprite:=1; Odperovatko.Activ:=False; Odperovatko.Pocitadlo:=0; Odperovatko.MEM:=False; {dlazdice odperovatka} Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y+8)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y+8)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Typ:=4; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Typ:=4; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y+8)].Typ:=4; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y+8)].Typ:=4; {nastaveni itemu 0..6} For I:=0 to 6 do Begin Item[I].Sebrany:=False; Item[I].Pocitadlo:=0; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y+8)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y+8)].Typ:=I+6; End; {nastaveni domecku} Domecek.Otevreno:=False; {nastaveni casu} Cas.Bool:=False; {level dokonceny} LevelCompleted:=False; {ENTER=START} StartLevel:=False; End; {XXXXXXXXXXXXXXXXXXXXXXXXXXX FRAME ENGINE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} Procedure NacitaniKlaves; Begin {Up} If Key[72]=True then Begin If (Player.Skok=False) and (Player.Skok2=False) and (Player.Pad=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then Player.Smer:=3; If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+7)].Typ=2) and (Dlazdice[GetCisloDlazdice(Player.X,Player.Y-1)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y-1)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+15,Player.Y-1)].Vyska=0) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) and (Player.Pad=False) then Begin {krok nahoru volny} Player.Pad:=False; If Player.Y>0 then Begin Inc(Player.UpHelper); If Player.UpHelper=3 then Begin Dec(Player.LogY); Dec(Player.Y); Player.UpHelper:=0; End; End; End; End; {Left} If Key[75]=True then If Player.Nausea=False then Begin If (Player.Skok=False) and (Player.Skok2=False) and (Player.Pad=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then Player.Smer:=2; If (Player.Pad=False) and (Player.Splouch.Je=False) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then If (Dlazdice[GetCisloDlazdice(Player.X-1,Player.Y)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X-1,Player.Y+8)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X-1,Player.Y+15)].Vyska=0) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) and (Player.Pad=False) then Begin {krok doleva volny} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; If (Player.Pad=False) and (Player.Skok2=False) and (Player.Skok=False) then Begin If Player.PWRLeft<10 then Inc(Player.PWRLeft); Player.PWRRight:=0; End; End; {Down} If Key[80]=True then Begin If (Player.Skok=False) and (Player.Skok2=False) and (Player.Pad=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then Player.Smer:=4; If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=2) and (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+16)].Vyska<>1) and (Dlazdice[GetCisloDlazdice(Player.X,Player.Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+15,Player.Y+16)].Vyska=0) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) and (Player.Pad=False) then Begin {krok dolu volny} Player.Pad:=False; If Player.Y<183 then Begin Inc(Player.DownHelper); If Player.DownHelper=3 then Begin Inc(Player.LogY); Inc(Player.Y); Player.DownHelper:=0; End; End; End; End; {Right} If Key[77]=True then If Player.Nausea=False then Begin If (Player.Skok=False) and (Player.Skok2=False) and (Player.Pad=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then Player.Smer:=1; If (Player.Pad=False) and (Player.Splouch.Je=False) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then If (Dlazdice[GetCisloDlazdice(Player.X+16,Player.Y)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+16,Player.Y+8)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+16,Player.Y+15)].Vyska=0) and (Player.Skok=False) and (Player.Skok2=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) and (Player.Pad=False) then Begin {krok doprava volny} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; If (Player.Pad=False) and (Player.Skok2=False) and (Player.Skok=False) then Begin If Player.PWRRight<10 then Inc(Player.PWRRight); Player.PWRLeft:=0; End; End; {Space} If Key[57]=True then { !!! SKOK !!! } Begin If ((Dlazdice[GetCisloDlazdice(Player.X+2,Player.Y+16)].Vyska=1) or (Dlazdice[GetCisloDlazdice(Player.X+13,Player.Y+16)].Vyska=1)) and (Player.Skok=False) and (Player.Mrtvy=False) and (Player.DeathPocitadlo=0) then Begin Player.Skok:=True; PlaySound(1); End; If Player.Pad=True then Begin Key[57]:=False; Player.PWRDown:=25; End; If Player.Nausea=True then Player.Nausea:=False; End; {Esc} If Key[1]=True then Begin EndingPlay:=True; EndingGame:=True; StartGame:=False; Player.Mrtvy:=True; End; {BackSpace} If Key[14]=True then Begin If Player.Harakiri=False then Dec(Player.Zivoty); Player.Harakiri:=True; Player.Mrtvy:=True; Player.Vykreslovat:=False; StartGame:=False; If (Player.Zivoty=0) and (Player.Harakiri=True) then Begin {game over} EndingPlay:=True; StartGame:=False; End; End; {F} If Key[33]=True then {show FPS} Begin If fpsButtonF<15 then Inc(fpsButtonF) else fpsButtonF:=0; If fpsButtonF=15 then Begin If ShowFPS=False then ShowFPS:=True else ShowFPS:=False; End; End; End; Procedure UmelaInteligence1; {4x} Procedure AI1_SearchLeft; {hleda lana doleva !! SEARCH LEFT !!} Var I: Byte; Begin If (Enemy[A].OnRopes=False) and (Enemy[A].RopesOnRightFound=False) then Begin For I:=Trunc(Enemy[A].X/8) downto 0 do Begin If Dlazdice[GetCisloDlazdice(I*8,Enemy[A].Y+15)].Typ=2 then Begin Enemy[A].RopesOnLeftFound:=True; Break; End else Begin Enemy[A].RopesOnLeftFound:=False; End; End; End; End; {4x} Procedure AI1_SearchRight; {hleda lana doprava !! SEARCH RIGHT !!} Var I: Byte; Begin If (Enemy[A].OnRopes=False) and (Enemy[A].RopesOnLeftFound=False) then Begin For I:=Trunc(Enemy[A].X/8) to 39 do Begin If Dlazdice[GetCisloDlazdice(I*8,Enemy[A].Y+15)].Typ=2 then Begin Enemy[A].RopesOnRightFound:=True; Break; End else Begin Enemy[A].RopesOnRightFound:=False; End; End; End; End; {2x} Procedure AI1_GoLeft; {nasel lana vlevo tak tam jde - !! GO LEFT !!} Begin If (Enemy[A].OnRopes=False) and (Enemy[A].RopesOnLeftFound=True) and (Enemy[A].Pad=False) then Begin If not ((Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y+8)].Typ=2) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+15,Enemy[A].Y+8)].Typ=2)) then Begin Enemy[A].LeftPressed:=True; Enemy[A].RightPressed:=False; End else Begin Enemy[A].OnRopes:=True; End; End; End; {2x} Procedure AI1_GoRight; {nasel lana vpravo tak tam jde - !! GO RIGHT !!} Begin If (Enemy[A].OnRopes=False) and (Enemy[A].RopesOnRightFound=True) and (Enemy[A].Pad=False) then Begin If not ((Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y+7)].Typ=2) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+15,Enemy[A].Y+7)].Typ=2)) then Begin Enemy[A].LeftPressed:=False; Enemy[A].RightPressed:=True; End else Begin Enemy[A].OnRopes:=True; End; End; End; {2x} Procedure AI1_SearchThenGo; Begin {player je vlevo a enemy vpravo - hleda nejdriv doleva} If Enemy[A].X>Player.X then Begin AI1_SearchLeft; {hleda lana doleva !! SEARCH LEFT !!} AI1_SearchRight; {hleda lana doprava !! SEARCH RIGHT !!} End; {player je vpravo a enemy vlevo - hleda nejdriv doprava} If Enemy[A].X<=Player.X then Begin AI1_SearchRight; {hleda lana doprava !! SEARCH RIGHT !!} AI1_SearchLeft; {hleda lana doleva !! SEARCH LEFT !!} End; AI1_GoLeft; {nasel lana vlevo tak tam jde - !! GO LEFT !!} AI1_GoRight; {nasel lana vpravo tak tam jde - !! GO RIGHT !!} End; Begin {vynulovat virtualni klavesy:} Enemy[A].LeftPressed:=False; Enemy[A].RightPressed:=False; Enemy[A].UpPressed:=False; Enemy[A].DownPressed:=False; Enemy[A].JumpPressed:=False; Enemy[A].PathFreeL:=False; Enemy[A].PathFreeR:=False; {jednoducha logika pouze doleva doprava:} If Enemy[A].LightLogic=True then Begin If Enemy[A].Going=True then {jde doleva} If not (Dlazdice[GetCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+16)].Vyska=0) then Begin Enemy[A].LeftPressed:=True; Enemy[A].Going:=True; End else Begin Enemy[A].RightPressed:=True; Enemy[A].Going:=False; End; If Enemy[A].Going=False then {jde doprava} If not (Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+16)].Vyska=0) then Begin Enemy[A].RightPressed:=True; Enemy[A].Going:=False; End else Begin Enemy[A].LeftPressed:=True; Enemy[A].Going:=True; End; End; {End LightLogic True} {slozita logika - hleda cestu:} If Enemy[A].LightLogic=False then Begin {3x2 ctverecky doprava volne ? ... PathFreeR:=True} If (Dlazdice[getCisloDlazdice(Enemy[A].X+16,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+24,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+32,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+24,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+32,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+15)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+24,Enemy[A].Y+15)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X+32,Enemy[A].Y+15)].Vyska=0) then Begin Enemy[A].PathFreeR:=True; End else Begin Enemy[A].PathFreeR:=False; End; {3x2 ctverecky doleva volne ? ... PathFreeL:=True} If (Dlazdice[getCisloDlazdice(Enemy[A].X-1,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-8,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-16,Enemy[A].Y)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-8,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-16,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+15)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-8,Enemy[A].Y+15)].Vyska=0) and (Dlazdice[getCisloDlazdice(Enemy[A].X-16,Enemy[A].Y+15)].Vyska=0) then Begin Enemy[A].PathFreeL:=True; End else Begin Enemy[A].PathFreeL:=False; End; {kdyz jsou na stejne urovni Y:} If Enemy[A].LogY=Player.LogY then Begin Enemy[A].RopesOnLeftFound:=False; {setup AI} Enemy[A].RopesOnRightFound:=False; {setup AI} Enemy[A].OnRopes:=False; {setup AI} {player je vlevo a enemy vpravo} If (Enemy[A].X>Player.X) and (Enemy[A].PathFreeL=True) and (Enemy[A].Pad=False) then Begin Enemy[A].LeftCounter:=20; If Enemy[A].Skok=False then If Enemy[A].RightCounter>0 then Dec(Enemy[A].RightCounter); If not (Dlazdice[GetCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+16)].Vyska=0) then Begin If Enemy[A].RightCounter=0 then Enemy[A].LeftPressed:=True; End else Begin If Enemy[A].RightCounter=0 then Begin Enemy[A].LeftPressed:=True; Enemy[A].PWRLeft:=10; Enemy[A].JumpPressed:=True; End; End; End; {player je vpravo a enemy vlevo} If (Enemy[A].X<Player.X) and (Enemy[A].PathFreeR=True) and (Enemy[A].Pad=False) then Begin Enemy[A].RightCounter:=20; If Enemy[A].Skok=False then If Enemy[A].LeftCounter>0 then Dec(Enemy[A].LeftCounter); If not (Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+16)].Vyska=0) then Begin If Enemy[A].LeftCounter=0 then Enemy[A].RightPressed:=True; End else Begin If Enemy[A].LeftCounter=0 then Begin Enemy[A].RightPressed:=True; Enemy[A].PWRRight:=10; Enemy[A].JumpPressed:=True; End; End; End; End; {End kdyz jsou na stejne urovni Y} {kdyz je player nahore a enemy dole} If Enemy[A].LogY>Player.LogY then Begin AI1_SearchThenGo; {hleda cestu k lanum a jde na lana} {je na lanech co vedou nahoru smerem bliz k playerovi !! GO UP !!} If Enemy[A].OnRopes=True then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X+7,Enemy[A].Y+7)].Typ=2 then Begin {je na lane a splha nahoru} Enemy[A].UpPressed:=True; {leze nahoru} Enemy[A].LeftPressed:=False; {nejde doleva} Enemy[A].RightPressed:=False; {nejde doprava} End else Begin {uz je na konci lana} Enemy[A].UpPressed:=False; {prestane splhat nahoru} Enemy[A].OnRopes:=False; {prestane byt na lanech} Enemy[A].RopesOnRightFound:=False; {znovu bude hledat cestu R} Enemy[A].RopesOnLeftFound:=False; {znovu bude hledat cestu L} End; End; End; {End kdyz je player nahore a enemy dole} {kdyz je player dole a enemy nahore} If Enemy[A].LogY<Player.LogY then Begin AI1_SearchThenGo; {hleda cestu k lanum a jde na lana} {je na lanech co vedou dolu k playerovi !! GO DOWN !!} If Enemy[A].OnRopes=True then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+16)].Typ=2 then Begin {je na lane a leze dolu} Enemy[A].DownPressed:=True; {leze dolu} Enemy[A].LeftPressed:=False; {nejde doleva} Enemy[A].RightPressed:=False; {nejde doprava} End else Begin {uz je na konci lana} If Dlazdice[GetCisloDlazdice(Enemy[A].X,Trunc(Enemy[A].Y/8)+1)].Typ=0 then Begin {ma pod sebou jeste vzduch tak sleze jeste niz a spadne} Enemy[A].DownPressed:=True; {leze dolu} Enemy[A].LeftPressed:=False; {nejde doleva} Enemy[A].RightPressed:=False; {nejde doprava} End else Begin {je zrejme uz na plosine tak prestane jit dolu} Enemy[A].DownPressed:=False; {prestane splhat nahoru} Enemy[A].OnRopes:=False; {prestane byt na lanech} Enemy[A].RopesOnRightFound:=False; {znovu bude hledat cestu R} Enemy[A].RopesOnLeftFound:=False; {znovu bude hledat cestu L} End; End; End; End; {End kdyz je player dole a enemy nahore} End; {End LightLogic=False} {kdyz ma nauseu:} If Enemy[A].Nausea=True then Begin Inc(Enemy[A].NauseaCounter); If Enemy[A].NauseaCounter=40 then Begin Enemy[A].NauseaCounter:=0; Enemy[A].JumpPressed:=True; Enemy[A].LeftPressed:=False; Enemy[A].RightPressed:=False; End; End; End; Procedure UmelaInteligence2; Begin {ENEMY nahoru:} If Enemy[A].UpPressed=True then Begin If (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Pad=False) then Enemy[A].Smer:=3; If (Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+8)].Typ=2) and (Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y-1)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y-1)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+15,Enemy[A].Y-1)].Vyska=0) and (Enemy[A].Pad=False) and (Enemy[A].Splouch.Je=False) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) then Begin {krok nahoru volny} Enemy[A].Pad:=False; If Enemy[A].Y>0 then Begin Inc(Enemy[A].UpHelper); If Enemy[A].UpHelper=3 then Begin Dec(Enemy[A].LogY); Dec(Enemy[A].Y); Enemy[A].UpHelper:=0; End; End; End; End; {ENEMY doleva:} If Enemy[A].LeftPressed=True then If Enemy[A].Nausea=False then Begin If (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Pad=False) then Enemy[A].Smer:=2; If (Dlazdice[GetCisloDlazdice(Enemy[A].X-1,Enemy[A].Y)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X-1,Enemy[A].Y+15)].Vyska=0) and (Enemy[A].Pad=False) and (Enemy[A].Splouch.Je=False) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) then Begin {krok doleva volny} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; If (Enemy[A].Pad=False) and (Enemy[A].Skok=False) then Begin If Enemy[A].PWRLeft<10 then Inc(Enemy[A].PWRLeft); Enemy[A].PWRRight:=0; End; End; {ENEMY dolu:} If Enemy[A].DownPressed=True then Begin If (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Pad=False) then Enemy[A].Smer:=4; If (Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+8)].Typ=2) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+16)].Vyska<>1) and (Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+15,Enemy[A].Y+16)].Vyska=0) and (Enemy[A].Pad=False) and (Enemy[A].Splouch.Je=False) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) then Begin {krok dolu volny} Enemy[A].Pad:=False; If Enemy[A].Y<183 then Begin Inc(Enemy[A].DownHelper); If Enemy[A].DownHelper=3 then Begin Inc(Enemy[A].LogY); Inc(Enemy[A].Y); Enemy[A].DownHelper:=0; End; End; End; End; {ENEMY doprava:} If Enemy[A].RightPressed=True then If Enemy[A].Nausea=False then Begin If (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Pad=False) then Enemy[A].Smer:=1; If (Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+8)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+15)].Vyska=0) and (Enemy[A].Pad=False) and (Enemy[A].Splouch.Je=False) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) then Begin {krok doprava volny} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; If (Enemy[A].Pad=False) and (Enemy[A].Skok=False) then If Enemy[A].PWRRight<10 then Inc(Enemy[A].PWRRight); Enemy[A].PWRLeft:=0; End; {ENEMY skok:} If Enemy[A].JumpPressed=True then Begin If ((Dlazdice[GetCisloDlazdice(Enemy[A].X+2,Enemy[A].Y+16)].Vyska=1) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+13,Enemy[A].Y+16)].Vyska=1)) and (Enemy[A].Skok=False) then Enemy[A].Skok:=True; If Enemy[A].Pad=True then Begin Enemy[A].JumpPressed:=False; Enemy[A].PWRDown:=25; End; If Enemy[A].Nausea=True then Enemy[A].Nausea:=False; End; End; Procedure PocitejFPS; Begin If FPS2s=True then Inc(frame) {je zrovna prvni vterina} else Begin {je zrovna druha vterina} If frame>0 then Begin fps:=frame; {obnovit fps} If vSync=False then Begin If fps<75 then Begin If prodleva>0 then Dec(prodleva); End else Begin If prodleva<65535 then Inc(prodleva); End; End; End; frame:=0; {vynulovat pocet napocitanych snimku} End; End; Procedure FramePohyb; Var I,P: Word; {I pro Itemy} Begin {player} If Player.Pad=False then If (Key[72]=True) or (Key[75]=True) or (Key[77]=True) or (Key[80]=True) then Begin {Zpozdeni pro stridani spritu 1 a 2} If Player.Sprite=1 then Begin Inc(Player.Pocitadlo); If Player.Pocitadlo>10 then Begin Player.Sprite:=2; Player.Pocitadlo:=0; End; End; If Player.Sprite=2 then Begin Inc(Player.Pocitadlo); If Player.Pocitadlo>10 then Begin Player.Sprite:=1; Player.Pocitadlo:=0; End; End; End; {player stop akcelerace - kdyz se zastavi na miste} If (Key[75]=False) and (Key[77]=False) and (Player.Pad=False) and (Player.Skok=False) and (Player.Skok2=False) then Begin Player.PWRLeft:=0; Player.PWRRight:=0; End; {player gravitace} If (Dlazdice[GetCisloDlazdice(Player.X+13,Player.Y+15)].Typ<>5) and (Dlazdice[GetCisloDlazdice(Player.X+13,Player.Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+13,Player.Y+8)].Typ<>2) and (Dlazdice[GetCisloDlazdice(Player.X+2,Player.Y+16)].Typ<>5) and (Dlazdice[GetCisloDlazdice(Player.X+2,Player.Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Player.X+2,Player.Y+8)].Typ<>2) then Begin {falldown} If (Player.Skok=False) and (Player.Skok2=False) then Begin Player.Pad:=True; If Player.Y<183 then Inc(Player.Y); If Player.PWRDown<50 then Inc(Player.PWRDown); If Player.PWRDown=50 then Begin If Player.Nausea=False then PlaySound(6); Player.Nausea:=True; End; End; End else Begin {not fall down} If (Player.Splouch.Je=False) and (Player.PWRDown>0) then PlaySound(7); Player.Pad:=False; Player.PWRDown:=0; Player.LogY:=Player.Y; End; {Player falldown akcelerace X} If Player.Pad=True then Case Player.Smer of 1: Begin {doprava} If Player.PWRRight in [3..8] then Begin If Dlazdice[GetCisloDlazdice(Player.X+16,Player.Y+15)].Vyska=0 then Begin {pad doprava volny} If Player.X<303 then Begin Inc(Player.PWRRPocitadlo); If Player.PWRRPocitadlo=2 then Begin Inc(Player.X); Player.PWRRPocitadlo:=0; End; End else Player.X:=0; End; End; If Player.PWRRight in [9..10] then Begin If Dlazdice[GetCisloDlazdice(Player.X+16,Player.Y+15)].Vyska=0 then Begin {pad doprava volny} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; End; End; {1 End doprava} 2: Begin {doleva} If Player.PWRLeft in [3..8] then Begin If Dlazdice[GetCisloDlazdice(Player.X,Player.Y+15)].Vyska=0 then Begin {pad doleva volny} If Player.X>0 then Begin Inc(Player.PWRLPocitadlo); If Player.PWRLPocitadlo=2 then Begin Dec(Player.X); Player.PWRLPocitadlo:=0; End; End else Player.X:=303; End; End; If Player.PWRLeft in [9..10] then Begin If Dlazdice[GetCisloDlazdice(Player.X,Player.Y+15)].Vyska=0 then Begin {pad doleva volny} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; End; End; {2 End doleva} End; {Case End} {player pad do vody} If Player.Splouch.Je=False then If Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+16)].Typ=5 then Begin {panak je ve vode} PlaySound(4); Player.Splouch.Je:=True; Player.Vykreslovat:=False; Player.Mrtvy:=True; Dec(Player.Zivoty); End; {player splouch} If Player.Splouch.Je=True then Begin Inc(Player.Splouch.Pocitadlo); {If 50 then exit} If (Player.Zivoty=0) and (Player.Splouch.Pocitadlo=50) then Begin {game over} EndingPlay:=True; StartGame:=False; End; End; {player skok} If Player.Skok=True then Begin Inc(Skok.Pocitadlo); Case Player.Smer of 1: Begin {skok doprava} If Skok.Pocitadlo<16 then Begin If Player.PWRRight=0 then Begin {skok na miste s pohledem doprava} End; If Player.PWRRight in [3..8] then Begin {maly skok} If Player.X<303 then Begin Inc(Player.PWRRPocitadlo); If Player.PWRRPocitadlo=2 then Begin Inc(Player.X); Player.PWRRPocitadlo:=0; End; End else Player.X:=0; End; If Player.PWRRight in [9..10] then Begin {velky skok} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; Dec(Player.Y); {snizujeme Y = panak stoupa} End; End; 2: Begin {skok doleva} If Skok.Pocitadlo<16 then Begin If Player.PWRLeft=0 then Begin {skok na miste s pohledem doleva} End; If Player.PWRLeft in [3..8] then Begin {maly skok} If Player.X>0 then Begin Inc(Player.PWRLPocitadlo); If Player.PWRLPocitadlo=2 then Begin Dec(Player.X); Player.PWRLPocitadlo:=0; End; End else Player.X:=303; End; If Player.PWRLeft in [9..10] then Begin {velky skok} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; Dec(Player.Y); {snizujeme Y = panak stoupa} End; End; 3: Begin {skok zady k obrazovce} If Skok.Pocitadlo<16 then Dec(Player.Y); End; 4: Begin {skok s pohledem na obrazovku} If Skok.Pocitadlo<16 then Dec(Player.Y); End; End; {Case End} If Skok.Pocitadlo in [16..24] then {vrchol skoku} Begin Case Player.Smer of 1: Begin {skok doprava} If Player.PWRRight=0 then Begin {skok na miste s pohledem doprava} End; If Player.PWRRight in [3..8] then Begin {maly skok} If Player.X<303 then Begin Inc(Player.PWRRPocitadlo); If Player.PWRRPocitadlo=2 then Begin Inc(Player.X); Player.PWRRPocitadlo:=0; End; End else Player.X:=0; End; If Player.PWRRight in [9..10] then Begin {velky skok} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; {uz nesnizujeme Y - je vrchol skoku panak visi ve vzduchu} End; {End skok doprava Case = 1} 2: Begin {skok doleva} If Player.PWRLeft=0 then Begin {skok na miste s pohledem doleva} End; If Player.PWRLeft in [3..8] then Begin {maly skok} If Player.X>0 then Begin Inc(Player.PWRLPocitadlo); If Player.PWRLPocitadlo=2 then Begin Dec(Player.X); Player.PWRLPocitadlo:=0; End; End else Player.X:=303; End; If Player.PWRLeft in [9..10] then Begin {velky skok} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; {uz nesnizujeme Y - je vrchol skoku panak visi ve vzduchu} End; 3: Begin End; {skok zady k obrazovce} 4: Begin End; {skok s pohledem na obrazovku} End{Case End skok byl 1=doprava 2=doleva} End; If Skok.Pocitadlo=25 then {konec skoku - panak zacina padat} Begin Skok.Pocitadlo:=0; Player.Skok:=False; Player.Pad:=True; End; End; {End Skok=True} {player skok 2 - ODPEROVATKOVY SKOK} If Player.Skok2=True then Begin Inc(Skok2.Pocitadlo); Case Player.Smer of 1: Begin {skok doprava} If Skok2.Pocitadlo<30 then Begin If Player.PWRRight=0 then Begin {skok na miste s pohledem doprava} End; If Player.PWRRight in [3..8] then Begin {maly skok} If Player.X<303 then Begin Inc(Player.PWRRPocitadlo); If Player.PWRRPocitadlo=2 then Begin Inc(Player.X); Player.PWRRPocitadlo:=0; End; End else Player.X:=0; End; If Player.PWRRight in [9..10] then Begin {velky skok} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; Dec(Player.Y); {snizujeme Y - panak stoupa} End; End; 2: Begin {skok doleva} If Skok2.Pocitadlo<30 then Begin If Player.PWRLeft=0 then Begin {skok na miste s pohledem doleva} End; If Player.PWRLeft in [3..8] then Begin {maly skok} If Player.X>0 then Begin Inc(Player.PWRLPocitadlo); If Player.PWRLPocitadlo=2 then Begin Dec(Player.X); Player.PWRLPocitadlo:=0; End; End else Player.X:=303; End; If Player.PWRLeft in [9..10] then Begin {velky skok} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; Dec(Player.Y); {snizujeme Y - panak stoupa} End; End; 3: Begin {skok zady k obrazovce} If Skok2.Pocitadlo<30 then Dec(Player.Y); End; 4: Begin {skok s pohledem na obrazovku} If Skok2.Pocitadlo<30 then Dec(Player.Y); End; End; {Case End} If Skok2.Pocitadlo in [31..39] then {vrchol skoku} Begin Case Player.Smer of 1: Begin {skok doprava} If Player.PWRRight=0 then Begin {skok na miste s pohledem doprava} End; If Player.PWRRight in [3..8] then Begin {maly skok} If Player.X<303 then Begin Inc(Player.PWRRPocitadlo); If Player.PWRRPocitadlo=2 then Begin Inc(Player.X); Player.PWRRPocitadlo:=0; End; End else Player.X:=0; End; If Player.PWRRight in [9..10] then Begin {velky skok} If Player.X<303 then Inc(Player.X) else Player.X:=0; End; End; 2: Begin {skok doleva} If Player.PWRLeft=0 then Begin {skok na miste s pohledem doleva} End; If Player.PWRLeft in [3..8] then Begin {maly skok} If Player.X>0 then Begin Inc(Player.PWRLPocitadlo); If Player.PWRLPocitadlo=2 then Begin Dec(Player.X); Player.PWRLPocitadlo:=0; End; End else Player.X:=303; End; If Player.PWRLeft in [9..10] then Begin {velky skok} If Player.X>0 then Dec(Player.X) else Player.X:=303; End; End; 3: Begin End; {skok zady k obrazovce - vrchol skoku} 4: Begin End; {skok tvari k obrazovce - vrchol skoku} End; {Case End} End; If Skok2.Pocitadlo=40 then {konec skoku - panak zacina padat} Begin Skok2.Pocitadlo:=0; Player.Skok2:=False; Player.Pad:=True; End; End; {End Skok=True} {player odperovatko} If ((Dlazdice[GetCisloDlazdice(Player.X+1,Player.Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+14,Player.Y+16)].Typ=4)) and (Player.PWRDown>10) and (Player.Skok=False) and (Player.Skok2=False) then Begin Odperovatko.Activ:=True; PlaySound(1); End; {skok na odperovatku} If ((Dlazdice[GetCisloDlazdice(Player.X+1,Player.Y+8)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+1,Player.Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+1,Player.Y+24)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+14,Player.Y+8)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+14,Player.Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Player.X+14,Player.Y+24)].Typ=4)) and (Odperovatko.Activ=True) and (Player.Skok=False) and (Player.Skok2=False) then Begin If Odperovatko.MEM=False then Begin Odperovatko.Power:=Player.PWRDown; Odperovatko.MEM:=True; End; Inc(Odperovatko.Pocitadlo); If Odperovatko.Pocitadlo in [0..4] then Begin {odperovatko klesa 1} Odperovatko.Sprite:=2; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Vyska:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Typ:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Vyska:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Typ:=0; End; If Odperovatko.Pocitadlo in [5..9] then Begin {odperovatko klesa 2} Odperovatko.Sprite:=3; End; If Odperovatko.Pocitadlo in [10..11] then Begin {odperovatko stoupa 1} Odperovatko.Sprite:=2; Dec(Player.Y,4); End; If Odperovatko.Pocitadlo=12 then Begin {odperovatko stoupa 2} Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Typ:=4; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Typ:=4; Odperovatko.Sprite:=1; Odperovatko.Pocitadlo:=0; Odperovatko.Activ:=False; If Odperovatko.Power<35 then Player.Skok:=True else Player.Skok2:=True; End; End; {odperovatko ready} If Odperovatko.Activ=False then Begin Odperovatko.Power:=0; Odperovatko.MEM:=False; Odperovatko.Pocitadlo:=0; Odperovatko.Sprite:=1; End; {BonusRound ITEMS} If Bonus.Round=True then Begin For I:=0 to 5 do Begin If Item[I].Sebrany=False then Begin If Bonus.Item[I].Go=False then Begin If Bonus.Item[I].Pocitadlo<4 then Inc(Bonus.Item[I].Pocitadlo) else Begin Bonus.Item[I].Pocitadlo:=0; Inc(Item[I].Y,8); For P:=Bonus.Item[I].MinY to Bonus.Item[I].MaxY do Begin Dlazdice[GetCisloDlazdice(Item[I].X,P*8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X+8,P*8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X,P*8+8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X+8,P*8+8)].Typ:=0; End; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y+8)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y+8)].Typ:=I+6; If Item[I].Y=Bonus.Item[I].MaxY*8 then Bonus.Item[I].Go:=True; End; End else Begin If Bonus.Item[I].Pocitadlo<4 then Inc(Bonus.Item[I].Pocitadlo) else Begin Bonus.Item[I].Pocitadlo:=0; Dec(Item[I].Y,8); For P:=Bonus.Item[I].MinY to Bonus.Item[I].MaxY do Begin Dlazdice[GetCisloDlazdice(Item[I].X,P*8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X+8,P*8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X,P*8+8)].Typ:=0; Dlazdice[GetCisloDlazdice(Item[I].X+8,P*8+8)].Typ:=0; End; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X,Item[I].Y+8)].Typ:=I+6; Dlazdice[GetCisloDlazdice(Item[I].X+8,Item[I].Y+8)].Typ:=I+6; If Item[I].Y=Bonus.Item[I].MinY*8 then Bonus.Item[I].Go:=False; End; End; End; {End If Item[I].Sebrany=False} End; {End For I:=0 to 5 do} End; {End If Bonus.Round=True} {ITEM 0 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=6) and (Item[0].Sebrany=False) then Begin Item[0].Sebrany:=True; Item[0].Pocitadlo:=0; Inc(Player.Score,250); PlaySound(2); End; If Item[0].Sebrany=True then If Item[0].Pocitadlo<20 then Inc(Item[0].Pocitadlo); {ITEM 1 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=7) and (Item[1].Sebrany=False) then Begin Item[1].Sebrany:=True; Item[1].Pocitadlo:=0; Inc(Player.Score,500); PlaySound(2); End; If Item[1].Sebrany=True then If Item[1].Pocitadlo<20 then Inc(Item[1].Pocitadlo); {ITEM 2 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=8) and (Item[2].Sebrany=False) then Begin Item[2].Sebrany:=True; Item[2].Pocitadlo:=0; Inc(Player.Score,1000); PlaySound(2); End; If Item[2].Sebrany=True then If Item[2].Pocitadlo<20 then Inc(Item[2].Pocitadlo); {ITEM 3 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=9) and (Item[3].Sebrany=False) then Begin Item[3].Sebrany:=True; Item[3].Pocitadlo:=0; Inc(Player.Score,250); PlaySound(2); End; If Item[3].Sebrany=True then If Item[3].Pocitadlo<20 then Inc(Item[3].Pocitadlo); {ITEM 4 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=10) and (Item[4].Sebrany=False) then Begin Item[4].Sebrany:=True; Item[4].Pocitadlo:=0; Inc(Player.Score,500); PlaySound(2); End; If Item[4].Sebrany=True then If Item[4].Pocitadlo<20 then Inc(Item[4].Pocitadlo); {ITEM 5 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=11) and (Item[5].Sebrany=False) then Begin Item[5].Sebrany:=True; Item[5].Pocitadlo:=0; Inc(Player.Score,1000); PlaySound(2); End; If Item[5].Sebrany=True then If Item[5].Pocitadlo<20 then Inc(Item[5].Pocitadlo); {ITEM 6 test sebrani} If (Dlazdice[GetCisloDlazdice(Player.X+8,Player.Y+8)].Typ=12) and (Item[6].Sebrany=False) then Begin Item[6].Sebrany:=True; Item[6].Pocitadlo:=0; Inc(Player.Score,1500); PlaySound(2); Domecek.Otevreno:=True; End; If Item[6].Sebrany=True then If Item[6].Pocitadlo<20 then Inc(Item[6].Pocitadlo); {voda} If Voda.Sprite=0 then Begin Inc(Voda.Pocitadlo); If Voda.Pocitadlo=10 then Begin Voda.Sprite:=1; Voda.Pocitadlo:=0; End; End; If Voda.Sprite=1 then Begin Inc(Voda.Pocitadlo); If Voda.Pocitadlo=10 then Begin Voda.Sprite:=0; Voda.Pocitadlo:=0; End; End; {Vzducholod} If Vzducholod.Leta=True then Begin If Vzducholod.Going=True then Inc(Vzducholod.UhelInt) else Dec(Vzducholod.UhelInt); If Vzducholod.X=277 then Vzducholod.Going:=False; If Vzducholod.X=10 then Vzducholod.Going:=True; Vzducholod.UhelRad:=0.01745*Vzducholod.UhelInt; Vzducholod.SinusY:=Sin(Vzducholod.UhelRad); Vzducholod.Y:=Round(Vzducholod.SinusY*Vzducholod.K+Vzducholod.P); If Vzducholod.Xct1<5 then Inc(Vzducholod.Xct1) else Begin Vzducholod.Xct1:=0; If Vzducholod.Going=True then Inc(Vzducholod.X) else Dec(Vzducholod.X); End; If Vzducholod.Xct2<15 then Inc(Vzducholod.Xct2) else Vzducholod.Xct2:=0; If Vzducholod.Xct2 in [0..4] then Vzducholod.Sprite:=1; If Vzducholod.Xct2 in [5..9] then Vzducholod.Sprite:=2; If Vzducholod.Xct2 in [10..14] then Vzducholod.Sprite:=3; End; {ITEM KEY TEST LEVEL COMPLETE} If ((Item[6].Sebrany=True) and ((Player.X>=Domecek.X+8) and (Player.X<=Domecek.X+16)) and ((Player.Y>=Domecek.Y+24) and (Player.Y<=Domecek.Y+40))) then LevelCompleted:=True; {PLAYER DEATH TEST chyceny neprateli} For A:=0 to 2 do Begin If (Player.X+8 > Enemy[A].X) and (Player.X+8 < Enemy[A].X+16) and (Player.Y+8 > Enemy[A].Y) and (Player.Y+8 < Enemy[A].Y+16) then Begin PlaySound(3); Player.Smer:=4; Player.Mrtvy:=True; If Player.DeathPocitadlo=0 then Dec(Player.Zivoty); If Player.Zivoty=0 then Begin {game over} EndingPlay:=True; StartGame:=False; End; End; End; If Player.Mrtvy=True then Begin Player.Smer:=4; Inc(Player.DeathPocitadlo); End; {PLAYER DEATH TEST - Vzducholod} If (Player.X+8 > Vzducholod.X+3) and (Player.X+8 < Vzducholod.X+29) and (Player.Y+8 > Vzducholod.Y+3) and (Player.Y+8 < Vzducholod.Y+13) then Begin PlaySound(3); Player.Smer:=4; Player.Mrtvy:=True; If Player.DeathPocitadlo=0 then Dec(Player.Zivoty); If Player.Zivoty=0 then Begin {game over} EndingPlay:=True; StartGame:=False; End; End; {ubihani casu} If FPS2s=True then Begin {prvni vterina} If Cas.Bool=False then Begin Cas.Bool:=True; Dec(Cas.CT); End; End else Begin {druha vterina} If Cas.Bool=True then Begin Cas.Bool:=False; Dec(Cas.CT); End; End; Cas.Minuty:=Trunc(Cas.CT/60); Cas.Vteriny:=Cas.CT-(Cas.Minuty*60); If Cas.CT=0 then Begin Player.Mrtvy:=True; Dec(Player.Zivoty); End; If (Player.Zivoty=0) and (Cas.CT=0) then Begin {game over} EndingPlay:=True; StartGame:=False; End; End; Procedure FramePohybEnemy; Begin {enemy} If Enemy[A].Pad=False then If (Enemy[A].RightPressed=True) or (Enemy[A].LeftPressed=True) or (Enemy[A].UpPressed=True) or (Enemy[A].DownPressed=True) then Begin If Enemy[A].Sprite=1 then Begin Inc(Enemy[A].Pocitadlo); If Enemy[A].Pocitadlo>10 then Begin Enemy[A].Sprite:=2; Enemy[A].Pocitadlo:=0; End; End; If Enemy[A].Sprite=2 then Begin Inc(Enemy[A].Pocitadlo); If Enemy[A].Pocitadlo>10 then Begin Enemy[A].Sprite:=1; Enemy[A].Pocitadlo:=0; End; End; End; {enemy stop akcelerace} If (Enemy[A].LeftPressed=False) and (Enemy[A].RightPressed=False) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Pad=False) then Begin Enemy[A].PWRLeft:=0; Enemy[A].PWRRight:=0; End; {enemy gravitace} If (Dlazdice[GetCisloDlazdice(Enemy[A].X+13,Enemy[A].Y+15)].Typ<>5) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+13,Enemy[A].Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+13,Enemy[A].Y+8)].Typ<>2) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+2,Enemy[A].Y+16)].Typ<>5) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+2,Enemy[A].Y+16)].Vyska=0) and (Dlazdice[GetCisloDlazdice(Enemy[A].X+2,Enemy[A].Y+8)].Typ<>2) then Begin {falldown} If (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) then Begin Enemy[A].Pad:=True; If Enemy[A].Y<183 then Inc(Enemy[A].Y); If Enemy[A].PWRDown<50 then Inc(Enemy[A].PWRDown); If Enemy[A].PWRDown=50 then If Enemy[A].Nausea=False then Enemy[A].Nausea:=True; End; End else Begin {not fall down} If Enemy[A].PWRDown=50 then Enemy[A].Nausea:=True; Enemy[A].Pad:=False; Enemy[A].PWRDown:=0; Enemy[A].LogY:=Enemy[A].Y; End; {enemy falldown akcelerace X} If Enemy[A].Pad=True then Case Enemy[A].Smer of 1: Begin {doprava} If Enemy[A].PWRRight in [3..8] then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+15)].Vyska=0 then Begin {pad doprava volny} If Enemy[A].X<303 then Begin Inc(Enemy[A].PWRRPocitadlo); If Enemy[A].PWRRPocitadlo=2 then Begin Inc(Enemy[A].X); Enemy[A].PWRRPocitadlo:=0; End; End else Enemy[A].X:=0; End; End; If Enemy[A].PWRRight in [9..10] then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X+16,Enemy[A].Y+15)].Vyska=0 then Begin {pad doprava volny} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; End; End; {1 End doprava} 2: Begin {doleva} If Enemy[A].PWRLeft in [3..8] then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y+15)].Vyska=0 then Begin {pad doleva volny} If Enemy[A].X>0 then Begin Inc(Enemy[A].PWRLPocitadlo); If Enemy[A].PWRLPocitadlo=2 then Begin Dec(Enemy[A].X); Enemy[A].PWRLPocitadlo:=0; End; End else Enemy[A].X:=303; End; End; If Enemy[A].PWRLeft in [9..10] then Begin If Dlazdice[GetCisloDlazdice(Enemy[A].X,Enemy[A].Y+15)].Vyska=0 then Begin {pad doleva volny} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; End; End; {2 End doleva} End; {Case End} {enemy pad do vody} If (Enemy[A].Splouch.Je=False) and (Enemy[A].Vykreslovat=True) and (Enemy[A].Mrtvy=False) then If Dlazdice[GetCisloDlazdice(Enemy[A].X+8,Enemy[A].Y+16)].Typ=5 then Begin {panak je ve vode} PlaySound(4); Enemy[A].Splouch.Je:=True; Enemy[A].Vykreslovat:=False; Enemy[A].Mrtvy:=True; End; {enemy splouch} If Enemy[A].Splouch.Je=True then Begin Inc(Enemy[A].Splouch.Pocitadlo); If Enemy[A].Splouch.Pocitadlo=50 then Begin {enemy over} Enemy[A].Splouch.Pocitadlo:=0; Enemy[A].Splouch.Je:=False; End; End; {enemy skok} If Enemy[A].Skok=True then Begin Inc(Enemy[A].EnemySkok.Pocitadlo); Case Enemy[A].Smer of 1: Begin {skok doprava} If Enemy[A].EnemySkok.Pocitadlo<16 then Begin If Enemy[A].PWRRight=0 then Begin {skok na miste} End; If Enemy[A].PWRRight in [3..8] then Begin {maly skok} If Enemy[A].X<303 then Begin Inc(Enemy[A].PWRRPocitadlo); If Enemy[A].PWRRPocitadlo=2 then Begin Inc(Enemy[A].X); Enemy[A].PWRRPocitadlo:=0; End; End else Enemy[A].X:=0; End; If Enemy[A].PWRRight in [9..10] then Begin {velky skok} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; Dec(Enemy[A].Y) End; End; 2: Begin {skok doleva} If Enemy[A].EnemySkok.Pocitadlo<16 then Begin If Enemy[A].PWRLeft=0 then Begin {skok na miste} End; If Enemy[A].PWRLeft in [3..8] then Begin {maly skok} If Enemy[A].X>0 then Begin Inc(Enemy[A].PWRLPocitadlo); If Enemy[A].PWRLPocitadlo=2 then Begin Dec(Enemy[A].X); Enemy[A].PWRLPocitadlo:=0; End; End else Enemy[A].X:=303; End; If Enemy[A].PWRLeft in [9..10] then Begin {velky skok} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; Dec(Enemy[A].Y) End; End; 3: Begin {skok zady k obrazovce} If Enemy[A].EnemySkok.Pocitadlo<16 then Dec(Enemy[A].Y); End; 4: Begin {skok s pohledem na obrazovku} If Enemy[A].EnemySkok.Pocitadlo<16 then Dec(Enemy[A].Y); End; End; {Case End} If Enemy[A].EnemySkok.Pocitadlo in [16..24] then {vrchol skoku} Begin Case Enemy[A].Smer of 1: Begin {skok doprava} If Enemy[A].PWRRight=0 then Begin {skok na miste} End; If Enemy[A].PWRRight in [3..8] then Begin {maly skok} If Enemy[A].X<303 then Begin Inc(Enemy[A].PWRRPocitadlo); If Enemy[A].PWRRPocitadlo=2 then Begin Inc(Enemy[A].X); Enemy[A].PWRRPocitadlo:=0; End; End else Enemy[A].X:=0; End; If Enemy[A].PWRRight in [9..10] then Begin {velky skok} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; End; 2: Begin {skok doleva} If Enemy[A].PWRLeft=0 then Begin {skok na miste} End; If Enemy[A].PWRLeft in [3..8] then Begin {maly skok} If Enemy[A].X>0 then Begin Inc(Enemy[A].PWRLPocitadlo); If Enemy[A].PWRLPocitadlo=2 then Begin Dec(Enemy[A].X); Enemy[A].PWRLPocitadlo:=0; End; End else Enemy[A].X:=303; End; If Enemy[A].PWRLeft in [9..10] then Begin {velky skok} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; End; 3: Begin End; {skok zady k obrazovce} 4: Begin End; {skok s pohledem na obrazovku} End{Case End} End; If Enemy[A].EnemySkok.Pocitadlo=25 then {konec skoku} Begin Enemy[A].EnemySkok.Pocitadlo:=0; Enemy[A].Skok:=False; Enemy[A].Pad:=True; End; End; {End Skok=True} {enemy skok 2 - ODPEROVATKOVY SKOK} If Enemy[A].Skok2=True then Begin Inc(Enemy[A].EnemySkok2.Pocitadlo); Case Enemy[A].Smer of 1: Begin {skok doprava} If Enemy[A].EnemySkok2.Pocitadlo<30 then Begin If Enemy[A].PWRRight=0 then Begin {skok na miste} End; If Enemy[A].PWRRight in [3..8] then Begin {maly skok} If Enemy[A].X<303 then Begin Inc(Enemy[A].PWRRPocitadlo); If Enemy[A].PWRRPocitadlo=2 then Begin Inc(Enemy[A].X); Enemy[A].PWRRPocitadlo:=0; End; End else Enemy[A].X:=0; End; If Enemy[A].PWRRight in [9..10] then Begin {velky skok} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; Dec(Enemy[A].Y) End; End; 2: Begin {skok doleva} If Enemy[A].EnemySkok2.Pocitadlo<30 then Begin If Enemy[A].PWRLeft=0 then Begin {skok na miste} End; If Enemy[A].PWRLeft in [3..8] then Begin {maly skok} If Enemy[A].X>0 then Begin Inc(Enemy[A].PWRLPocitadlo); If Enemy[A].PWRLPocitadlo=2 then Begin Dec(Enemy[A].X); Enemy[A].PWRLPocitadlo:=0; End; End else Enemy[A].X:=303; End; If Enemy[A].PWRLeft in [9..10] then Begin {velky skok} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; Dec(Enemy[A].Y) End; End; 3: Begin {skok zady k obrazovce} If Enemy[A].EnemySkok2.Pocitadlo<30 then Dec(Enemy[A].Y); End; 4: Begin {skok s pohledem na obrazovku} If Enemy[A].EnemySkok2.Pocitadlo<30 then Dec(Enemy[A].Y); End; End; {Case End} If Enemy[A].EnemySkok2.Pocitadlo in [31..39] then {vrchol skoku} Begin Case Enemy[A].Smer of 1: Begin {skok doprava} If Enemy[A].PWRRight=0 then Begin {skok na miste} End; If Enemy[A].PWRRight in [3..8] then Begin {maly skok} If Enemy[A].X<303 then Begin Inc(Enemy[A].PWRRPocitadlo); If Enemy[A].PWRRPocitadlo=2 then Begin Inc(Enemy[A].X); Enemy[A].PWRRPocitadlo:=0; End; End else Enemy[A].X:=0; End; If Enemy[A].PWRRight in [9..10] then Begin {velky skok} If Enemy[A].X<303 then Inc(Enemy[A].X) else Enemy[A].X:=0; End; End; 2: Begin {skok doleva} If Enemy[A].PWRLeft=0 then Begin {skok na miste} End; If Enemy[A].PWRLeft in [3..8] then Begin {maly skok} If Enemy[A].X>0 then Begin Inc(Enemy[A].PWRLPocitadlo); If Enemy[A].PWRLPocitadlo=2 then Begin Dec(Enemy[A].X); Enemy[A].PWRLPocitadlo:=0; End; End else Enemy[A].X:=303; End; If Enemy[A].PWRLeft in [9..10] then Begin {velky skok} If Enemy[A].X>0 then Dec(Enemy[A].X) else Enemy[A].X:=303; End; End; 3: Begin End; {skok zady k obrazovce} 4: Begin End; {skok s pohledem na obrazovku} End{Case End} End; If Enemy[A].EnemySkok2.Pocitadlo=40 then {konec skoku} Begin Enemy[A].EnemySkok2.Pocitadlo:=0; Enemy[A].Skok2:=False; Enemy[A].Pad:=True; End; End; {End Skok=True} {enemy odperovatko} If ((Dlazdice[GetCisloDlazdice(Enemy[A].X+1,Enemy[A].Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+14,Enemy[A].Y+16)].Typ=4)) and (Enemy[A].PWRDown>10) and (Enemy[A].Skok=False) then Begin Odperovatko.Activ:=True; PlaySound(1); End; {enemy skok na odperovatku} If ((Dlazdice[GetCisloDlazdice(Enemy[A].X+1,Enemy[A].Y+8)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+1,Enemy[A].Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+1,Enemy[A].Y+24)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+14,Enemy[A].Y+8)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+14,Enemy[A].Y+16)].Typ=4) or (Dlazdice[GetCisloDlazdice(Enemy[A].X+14,Enemy[A].Y+24)].Typ=4)) and (Odperovatko.Activ=True) and (Enemy[A].Skok=False) then Begin If Odperovatko.MEM=False then Begin Odperovatko.Power:=Enemy[A].PWRDown; Odperovatko.MEM:=True; End; Inc(Odperovatko.Pocitadlo); If Odperovatko.Pocitadlo in [0..4] then Begin {odperovatko klesa 1} Odperovatko.Sprite:=2; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Vyska:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Typ:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Vyska:=0; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Typ:=0; End; If Odperovatko.Pocitadlo in [5..9] then Begin {odperovatko klesa 2} Odperovatko.Sprite:=3; End; If Odperovatko.Pocitadlo in [10..11] then Begin {odperovatko stoupa 1} Odperovatko.Sprite:=2; Dec(Enemy[A].Y,4); End; If Odperovatko.Pocitadlo=12 then Begin {odperovatko stoupa 2} Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X,Odperovatko.Y)].Typ:=4; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Vyska:=1; Dlazdice[GetCisloDlazdice(Odperovatko.X+8,Odperovatko.Y)].Typ:=4; Odperovatko.Sprite:=1; Odperovatko.Pocitadlo:=0; Odperovatko.Activ:=False; If Odperovatko.Power<35 then Enemy[A].Skok:=True else Enemy[A].Skok2:=True; End; End; {odperovatko ready} If Odperovatko.Activ=False then Begin Odperovatko.Power:=0; Odperovatko.MEM:=False; Odperovatko.Pocitadlo:=0; Odperovatko.Sprite:=1; End; End; Procedure KresliFrame; Var I: Byte; X,Y: Word; Begin {pozadi} FlipPage(Buffer[2],Buffer[3]); {domecek} WriteSprite(Domecek.X,Domecek.Y,0,32,31,71,Buffer[1],Buffer[3]); If Domecek.Otevreno=False then WriteSprite(Domecek.X+8,Domecek.Y+24,32,56,47,71,Buffer[1],Buffer[3]) else WriteSprite(Domecek.X+8,Domecek.Y+24,32,40,47,55,Buffer[1],Buffer[3]); {cas} Ramecek(300,0,319,8,50,Buffer[3]); Blok(301,1,318,7,15,Buffer[3]); WriteNumber(302,2,Cas.Minuty,True,Buffer[3]); WritePixel(307,3,50,Buffer[3]); WritePixel(307,5,50,Buffer[3]); If Cas.Vteriny>9 then WriteNumber(309,2,Cas.Vteriny,True,Buffer[3]) else Begin WriteNumber(309,2,0,True,Buffer[3]); WriteNumber(314,2,Cas.Vteriny,True,Buffer[3]); End; {score total} Ramecek(0,0,32,8,50,Buffer[3]); Blok(1,1,31,7,15,Buffer[3]); WriteNumber(2,2,Player.ScoreTotal,True,Buffer[3]); {level score} Ramecek(34,0,56,8,50,Buffer[3]); Blok(35,1,55,7,15,Buffer[3]); WriteNumber(36,2,Player.Score,True,Buffer[3]); {player left right down Power} Ramecek(134,0,146,8,50,Buffer[3]); Blok(135,1,145,7,15,Buffer[3]); WriteNumber(136,2,Player.PWRLeft,True,Buffer[3]); Ramecek(148,0,160,8,50,Buffer[3]); Blok(149,1,159,7,15,Buffer[3]); WriteNumber(150,2,Player.PWRDown,True,Buffer[3]); Ramecek(162,0,174,8,50,Buffer[3]); Blok(163,1,173,7,15,Buffer[3]); WriteNumber(164,2,Player.PWRRight,True,Buffer[3]); {zivoty} If Player.Zivoty>1 then Begin X:=302; Y:=10; For I:=1 to Player.Zivoty-1 do Begin WriteSprite(X,Y,120,16,127,23,Buffer[1],Buffer[3]); Inc(X,9); End; End; {odperovatko} Case Odperovatko.Sprite of 1: WriteSprite(Odperovatko.X,Odperovatko.Y,80,0,95,15,Buffer[1],Buffer[3]); 2: WriteSprite(Odperovatko.X,Odperovatko.Y,96,0,111,15,Buffer[1],Buffer[3]); 3: WriteSprite(Odperovatko.X,Odperovatko.Y+8,112,8,127,15,Buffer[1],Buffer[3]); End; {Case End} {Itemy} If Item[0].Sebrany=False then WriteSprite(Item[0].X,Item[0].Y,144,0,159,15,Buffer[1],Buffer[3]); If Item[1].Sebrany=False then WriteSprite(Item[1].X,Item[1].Y,128,0,143,15,Buffer[1],Buffer[3]); If Item[2].Sebrany=False then WriteSprite(Item[2].X,Item[2].Y,128,16,143,31,Buffer[1],Buffer[3]); If Item[3].Sebrany=False then WriteSprite(Item[3].X,Item[3].Y,144,0,159,15,Buffer[1],Buffer[3]); If Item[4].Sebrany=False then WriteSprite(Item[4].X,Item[4].Y,128,0,143,15,Buffer[1],Buffer[3]); If Item[5].Sebrany=False then WriteSprite(Item[5].X,Item[5].Y,128,16,143,31,Buffer[1],Buffer[3]); If Item[6].Sebrany=False then WriteSprite(Item[6].X,Item[6].Y,144,16,159,31,Buffer[1],Buffer[3]); {Item 0 SCORE} If Item[0].Sebrany=True then Begin If Item[0].Pocitadlo<20 then Begin WriteSprite(Item[0].X,Item[0].Y,80,24,95,31,Buffer[1],Buffer[3]); Dec(Item[0].Y); End; End; {Item 1 SCORE} If Item[1].Sebrany=True then Begin If Item[1].Pocitadlo<20 then Begin WriteSprite(Item[1].X,Item[1].Y,80,16,95,23,Buffer[1],Buffer[3]); Dec(Item[1].Y); End; End; {Item 2 SCORE} If Item[2].Sebrany=True then Begin If Item[2].Pocitadlo<20 then Begin WriteSprite(Item[2].X,Item[2].Y,96,16,115,23,Buffer[1],Buffer[3]); Dec(Item[2].Y); End; End; {Item 3 SCORE} If Item[3].Sebrany=True then Begin If Item[3].Pocitadlo<20 then Begin WriteSprite(Item[3].X,Item[3].Y,80,24,95,31,Buffer[1],Buffer[3]); Dec(Item[3].Y); End; End; {Item 4 SCORE} If Item[4].Sebrany=True then Begin If Item[4].Pocitadlo<20 then Begin WriteSprite(Item[4].X,Item[4].Y,80,16,95,23,Buffer[1],Buffer[3]); Dec(Item[4].Y); End; End; {Item 5 SCORE} If Item[5].Sebrany=True then Begin If Item[5].Pocitadlo<20 then Begin WriteSprite(Item[5].X,Item[5].Y,96,16,115,23,Buffer[1],Buffer[3]); Dec(Item[5].Y); End; End; {Item 6 SCORE} If Item[6].Sebrany=True then Begin If Item[6].Pocitadlo<20 then Begin WriteSprite(Item[6].X,Item[6].Y,96,24,115,31,Buffer[1],Buffer[3]); Dec(Item[6].Y); End; End; For A:=0 to 2 do Begin {enemy} If (Enemy[A].Vykreslovat=True) and (Enemy[A].Skok=False) and (Enemy[A].Skok2=False) and (Enemy[A].Nausea=False) then Case Enemy[A].Smer of 1: Begin {doprava} If Enemy[A].Sprite=1 then WriteSprite(Enemy[A].X,Enemy[A].Y,112,32,127,47,Buffer[1],Buffer[3]); If Enemy[A].Sprite=2 then WriteSprite(Enemy[A].X,Enemy[A].Y,128,32,143,47,Buffer[1],Buffer[3]); End; 2: Begin {doleva} If Enemy[A].Sprite=1 then WriteSprite(Enemy[A].X,Enemy[A].Y,112,132,127,147,Buffer[1],Buffer[3]); If Enemy[A].Sprite=2 then WriteSprite(Enemy[A].X,Enemy[A].Y,128,132,143,147,Buffer[1],Buffer[3]); End; 3: Begin {nahoru} If Enemy[A].Sprite=1 then WriteSprite(Enemy[A].X,Enemy[A].Y,96,32,111,47,Buffer[1],Buffer[3]); If Enemy[A].Sprite=2 then WriteSprite(Enemy[A].X,Enemy[A].Y,96,132,111,147,Buffer[1],Buffer[3]); End; 4: Begin {dolu} If Enemy[A].Sprite=1 then WriteSprite(Enemy[A].X,Enemy[A].Y,80,32,95,47,Buffer[1],Buffer[3]); If Enemy[A].Sprite=2 then WriteSprite(Enemy[A].X,Enemy[A].Y,80,132,95,147,Buffer[1],Buffer[3]); End; End;{Case End} {enemy skok} If (Enemy[A].Vykreslovat=True) and ((Enemy[A].Skok=True) or (Enemy[A].Skok2=True)) and (Enemy[A].Nausea=False) then Begin If Enemy[A].Smer=1 then WriteSprite(Enemy[A].X,Enemy[A].Y,144,32,159,47,Buffer[1],Buffer[3]); If Enemy[A].Smer=2 then WriteSprite(Enemy[A].X,Enemy[A].Y,144,132,159,147,Buffer[1],Buffer[3]); If Enemy[A].Smer=3 then WriteSprite(Enemy[A].X,Enemy[A].Y,96,32,111,47,Buffer[1],Buffer[3]); If Enemy[A].Smer=4 then WriteSprite(Enemy[A].X,Enemy[A].Y,80,32,95,47,Buffer[1],Buffer[3]); End; {enemy oblbly nause True} If (Enemy[A].Vykreslovat=True) and (Enemy[A].Nausea=True) and (Enemy[A].Splouch.Je=False) then WriteSprite(Enemy[A].X,Enemy[A].Y,80,48,95,63,Buffer[1],Buffer[3]); {enemy splouch} If Enemy[A].Splouch.Je=True then Begin x:=Enemy[A].X+8; y:=Enemy[A].Y+8; If Enemy[A].Splouch.Pocitadlo in [0..9] then Begin WriteSprite(x,y,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-10,y,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+10,y,40,16,47,23,Buffer[1],Buffer[3]); End; If Enemy[A].Splouch.Pocitadlo in [10..19] then Begin WriteSprite(x,y-1,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-11,y-1,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+11,y-1,40,16,47,23,Buffer[1],Buffer[3]); End; If Enemy[A].Splouch.Pocitadlo in [20..29] then Begin WriteSprite(x,y-2,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-12,y-2,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+12,y-2,40,16,47,23,Buffer[1],Buffer[3]); End; If Enemy[A].Splouch.Pocitadlo in [30..39] then Begin WriteSprite(x,y-3,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-13,y-3,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+13,y-3,40,16,47,23,Buffer[1],Buffer[3]); End; If Enemy[A].Splouch.Pocitadlo in [40..50] then Begin WriteSprite(x,y-4,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-14,y-4,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+14,y-4,40,16,47,23,Buffer[1],Buffer[3]); End; End; {Enemy.Splouch.Je=True End} End; {player} If (Player.Vykreslovat=True) and (Player.Skok=False) and (Player.Nausea=False) then Case Player.Smer of 1: Begin {doprava} If Player.Sprite=1 then WriteSprite(Player.X,Player.Y,32,0,47,15,Buffer[1],Buffer[3]); If Player.Sprite=2 then WriteSprite(Player.X,Player.Y,48,0,63,15,Buffer[1],Buffer[3]); End; 2: Begin {doleva} If Player.Sprite=1 then WriteSprite(Player.X,Player.Y,32,100,47,115,Buffer[1],Buffer[3]); If Player.Sprite=2 then WriteSprite(Player.X,Player.Y,48,100,63,115,Buffer[1],Buffer[3]); End; 3: Begin {nahoru} If Player.Sprite=1 then WriteSprite(Player.X,Player.Y,16,0,31,15,Buffer[1],Buffer[3]); If Player.Sprite=2 then WriteSprite(Player.X,Player.Y,16,100,31,115,Buffer[1],Buffer[3]); End; 4: Begin {dolu} If Player.Sprite=1 then WriteSprite(Player.X,Player.Y,0,0,15,15,Buffer[1],Buffer[3]); If Player.Sprite=2 then WriteSprite(Player.X,Player.Y,0,100,15,115,Buffer[1],Buffer[3]); End; End;{Case End} {player skok} If (Player.Vykreslovat=True) and (Player.Skok=True) and (Player.Nausea=False) and (Player.Mrtvy=False) then Begin If Player.Smer=1 then WriteSprite(Player.X,Player.Y,64,0,79,15,Buffer[1],Buffer[3]); If Player.Smer=2 then WriteSprite(Player.X,Player.Y,64,100,79,115,Buffer[1],Buffer[3]); If Player.Smer=3 then WriteSprite(Player.X,Player.Y,16,100,31,115,Buffer[1],Buffer[3]); If Player.Smer=4 then WriteSprite(Player.X,Player.Y,0,100,15,115,Buffer[1],Buffer[3]); End; {smrt ve skoku} If (Player.Skok=True) and (Player.Nausea=False) and (Player.Mrtvy=True) then WriteSprite(Player.X,Player.Y,0,0,15,15,Buffer[1],Buffer[3]); {player oblbly nause True} If (Player.Nausea=True) and (Player.Splouch.Je=False) then WriteSprite(Player.X,Player.Y,56,48,71,63,Buffer[1],Buffer[3]); {player splouch} If Player.Splouch.Je=True then Begin x:=Player.X+8; y:=Player.Y+8; If Player.Splouch.Pocitadlo in [0..9] then Begin WriteSprite(x,y,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-10,y,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+10,y,40,16,47,23,Buffer[1],Buffer[3]); End; If Player.Splouch.Pocitadlo in [10..19] then Begin WriteSprite(x,y-1,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-11,y-1,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+11,y-1,40,16,47,23,Buffer[1],Buffer[3]); End; If Player.Splouch.Pocitadlo in [20..29] then Begin WriteSprite(x,y-2,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-12,y-2,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+12,y-2,40,16,47,23,Buffer[1],Buffer[3]); End; If Player.Splouch.Pocitadlo in [30..39] then Begin WriteSprite(x,y-3,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-13,y-3,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+13,y-3,40,16,47,23,Buffer[1],Buffer[3]); End; If Player.Splouch.Pocitadlo in [40..50] then Begin WriteSprite(x,y-4,32,16,39,23,Buffer[1],Buffer[3]); WriteSprite(x-14,y-4,0,150,7,157,Buffer[1],Buffer[3]); WriteSprite(x+14,y-4,40,16,47,23,Buffer[1],Buffer[3]); End; End; {Player.Splouch.Je=True End} {Vzducholod} If Vzducholod.Leta=True then Begin If Vzducholod.Going=True then Begin {leti doprava} WriteSprite(Vzducholod.X,Vzducholod.Y,56,32,79,47,Buffer[1],Buffer[3]); Case Vzducholod.Sprite of 1: WriteSprite(Vzducholod.X-8,Vzducholod.Y,48,48,55,63,Buffer[1],Buffer[3]); 2: WriteSprite(Vzducholod.X-8,Vzducholod.Y,48,32,55,47,Buffer[1],Buffer[3]); 3: WriteSprite(Vzducholod.X-8,Vzducholod.Y+4,48,64,55,71,Buffer[1],Buffer[3]); End; {Case End} End else Begin {leti doleva} WriteSprite(Vzducholod.X,Vzducholod.Y,256,32,279,47,Buffer[1],Buffer[3]); Case Vzducholod.Sprite of 1: WriteSprite(Vzducholod.X+24,Vzducholod.Y,248,48,255,63,Buffer[1],Buffer[3]); 2: WriteSprite(Vzducholod.X+24,Vzducholod.Y,248,32,255,47,Buffer[1],Buffer[3]); 3: WriteSprite(Vzducholod.X+24,Vzducholod.Y+4,248,64,255,71,Buffer[1],Buffer[3]); End; {Case End} End; End; {voda} If Voda.Sprite=0 then For I:=0 to 19 do WriteSprite(I*16,192,0,16,15,23,Buffer[1],Buffer[3]) else For I:=0 to 19 do WriteSprite(I*16,192,16,16,31,23,Buffer[1],Buffer[3]); {fps} If ShowFPS=True then Begin WriteNumber(10,190,fps,True,Buffer[3]); WriteNumber(35,190,frame,True,Buffer[3]); WriteNumber(55,190,prodleva,True,Buffer[3]); End; {kreslime frame} If Vsync=True then WaitRetrace; FlipPage(Buffer[3],Buffer[4]); Wait(prodleva); End; Procedure ProcessLevel; Begin Repeat NacitaniKlaves; {vstup od hrace} For A:=0 to 2 do UmelaInteligence1; {logika 1} For A:=0 to 2 do UmelaInteligence2; {logika 2} PocitejFPS; {vypocet fps} FramePohyb; {pohyb hrace} For A:=0 to 2 do FramePohybEnemy; {pohyb enemy} KresliFrame; {frame na screen} Until (EndingPlay=True) or (EndingGame=True) or (LevelCompleted=True) or ((Player.Mrtvy=True) and (Player.Splouch.Pocitadlo=50)) or ((Player.Mrtvy=True) and (Cas.CT=0)) or ((Player.Mrtvy=True) and (Player.Deathpocitadlo=50)) or ((Player.Mrtvy=True) and (Player.Harakiri=True)); End; {XXXXXXXXXXXXXXXXXXXXXXXXXXX GAME ENGINE XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} Procedure ShowLevelStart(LevelNumber:Byte); {uvodni obrazovka levelu} Begin ClearPage(Buffer[2]); Ramecek(0,0,319,199,50,Buffer[2]); WriteText(125,90,'LEVEL',Buffer[2]); WriteNumber(161,90,LevelNumber,False,Buffer[2]); WriteText(110,105,'STISKNETE ENTER',Buffer[2]); WritePixel(145,103,50,Buffer[2]); WritePixel(146,103,50,Buffer[2]); WritePixel(147,103,50,Buffer[2]); WritePixel(146,104,50,Buffer[2]); If (LevelNumber=7) then Begin Ramecek(105,45,200,62,50,Buffer[2]); Writetext(110,50,'! BONUS ROUND !',Buffer[2]); End; FlipPage(Buffer[2],Buffer[4]); Repeat If Key[28]=True then Begin StartLevel:=True; PlaySound(0); End;{ENTER=START} Until StartLevel=True; End; Procedure SSLframe; Var X,Y,I: Word; Begin ClearPage(Buffer[2]); Ramecek(0,0,319,199,50,Buffer[2]); If Skip=False then Begin Ramecek(8,8,44,20,50,Buffer[2]); WriteText(10,10,'S=SKIP',Buffer[2]); End; X:=100; Y:=80; WriteText(X+17,Y+5,'CAS:',Buffer[2]); WriteNumber(X+40,Y+5,Cas.CT*10,False,Buffer[2]); WritePixel(X+18,Y+2,50,Buffer[2]); WritePixel(X+19,Y+2,50,Buffer[2]); WritePixel(X+20,Y+2,50,Buffer[2]); WritePixel(X+19,Y+3,50,Buffer[2]); WriteText(X+5,Y+15,'OVOCE:',Buffer[2]); WriteNumber(X+40,Y+15,Player.Score,False,Buffer[2]); Blok(X+5,Y+25,X+62,Y+25,50,Buffer[2]); WriteText(X+5,Y+28,'TOTAL:',Buffer[2]); WriteNumber(X+40,Y+28,Player.ScoreTotal,False,Buffer[2]); If Item[0].Sebrany=True then WriteSprite(X+80,Y,144,0,159,15,Buffer[1],Buffer[2]); If Item[1].Sebrany=True then WriteSprite(X+100,Y,128,0,143,15,Buffer[1],Buffer[2]); If Item[2].Sebrany=True then WriteSprite(X+120,Y,128,16,143,31,Buffer[1],Buffer[2]); If Item[3].Sebrany=True then WriteSprite(X+80,Y+20,144,0,159,15,Buffer[1],Buffer[2]); If Item[4].Sebrany=True then WriteSprite(X+100,Y+20,128,0,143,15,Buffer[1],Buffer[2]); If Item[5].Sebrany=True then WriteSprite(X+120,Y+20,128,16,143,31,Buffer[1],Buffer[2]); If (VyuctovaniScore=True) and (Player.Score=0) then Begin WriteText(X+5,Y+40,'STISKNETE MEZERNIK',Buffer[2]); WritePixel(X+40,Y+38,50,Buffer[2]); WritePixel(X+41,Y+38,50,Buffer[2]); WritePixel(X+42,Y+38,50,Buffer[2]); WritePixel(X+41,Y+39,50,Buffer[2]); WritePixel(X+101,Y+38,50,Buffer[2]); WritePixel(X+100,Y+39,50,Buffer[2]); End; FlipPage(Buffer[2],Buffer[4]); If VyuctovaniCasu=True then If Cas.CT>0 then Begin PlaySound(5); Dec(Cas.CT); Inc(Player.ScoreTotal,10); End; If Cas.CT=0 then Begin VyuctovaniCasu:=False; VyuctovaniScore:=True; End; If VyuctovaniScore=True then If Player.Score>0 then Begin PlaySound(5); Dec(Player.Score,10); Inc(Player.ScoreTotal,10); End; If Skip=True then Begin Inc(Player.ScoreTotal,10*Cas.CT); Inc(Player.ScoreTotal,10*Trunc(Player.Score/10)); Cas.CT:=0; Player.Score:=0; VyuctovaniScore:=True; End; End; Procedure ShowScoreList(LevelNumber:Byte); {jeden level dokonceny} Begin VyuctovaniCasu:=True; VyuctovaniScore:=False; Skip:=False; Repeat SSLFrame; Wait(10); {S} If Key[31]=True then Skip:=True; Until (Key[57]=True) and (VyuctovaniScore=True) and (Player.Score=0); PlaySound(0); If LevelNumber=PosledniLevel then GameCompleted:=True; End; Procedure WriteSCScreen; Begin Ramecek(0,0,319,199,50,Buffer[2]); WriteText(74,45,'! ! ! GRATULATIONS ! ! !',Buffer[2]); WriteText(74,65,' ! ! ! GAME OVER ! ! !',Buffer[2]); WriteText(104,85,'SCORE :',Buffer[2]); WriteNumber(150,85,Player.ScoreTotal,False,Buffer[2]); WriteText(104,135,'STISKNETE ENTER',Buffer[2]); WritePixel(139,133,50,Buffer[2]); WritePixel(140,133,50,Buffer[2]); WritePixel(141,133,50,Buffer[2]); WritePixel(140,134,50,Buffer[2]); GratzOver:=True; End; Procedure ShowCongratulations; {cela hra dokoncena} Var I: Byte; Begin GratzOver:=False; Repeat ClearPage(Buffer[2]); WriteSCScreen; If Vsync=True then Waitretrace; FlipPage(Buffer[2],Buffer[4]); Until (Key[28]=True) and (GratzOver=True); For I:=0 to 5 do Begin PlaySound(I); Wait(100); End; StartGame:=False; End; Procedure MainGame; Begin CisloLevelu:=StartovaciLevel; Repeat ShowLevelStart(CisloLevelu); InitLevel(CisloLevelu); ProcessLevel; {frame engine} If (Player.Mrtvy=False) and (EndingPlay=False) then ShowScoreList(CisloLevelu); If Player.Mrtvy=False then If CisloLevelu<20 then Inc(CisloLevelu); Until (EndingPlay=True) or (EndingGame=True) or (GameCompleted=True); If GameCompleted=True then ShowCongratulations; End; {@@@@@@@@@@@@@@@@@@@@@@@@ UVODNI OBRAZOVKA HRY @@@@@@@@@@@@@@@@@@@@@@@@@@@@@} Procedure WriteMMScreen; Var X: Word; Y: Byte; Begin ClearPage(Buffer[2]); Ramecek(0,0,319,199,50,Buffer[2]); Ramecek(0,0,128,65,50,Buffer[2]); WriteText(5,5,'S=START',Buffer[2]); WriteText(5,15,'ESC=EXIT',Buffer[2]); WriteText(5,25,'SIPKY=POHYB',Buffer[2]); WritePixel(6,23,50,Buffer[2]); WritePixel(7,23,50,Buffer[2]); WritePixel(8,23,50,Buffer[2]); WritePixel(7,24,50,Buffer[2]); WriteText(5,35,'MEZERNIK=SKOK',Buffer[2]); WritePixel(42,34,50,Buffer[2]); WritePixel(43,33,50,Buffer[2]); WriteText(5,45,'BACKSPACE=SEBEVRAZDA',Buffer[2]); WritePixel(108,43,50,Buffer[2]); WritePixel(109,43,50,Buffer[2]); WritePixel(110,43,50,Buffer[2]); WritePixel(109,44,50,Buffer[2]); WriteText(5,55,'F=FPS',Buffer[2]); WriteSprite(158,40,144,0,159,15,Buffer[1],Buffer[2]); WriteSprite(178,40,128,0,143,15,Buffer[1],Buffer[2]); WriteSprite(198,40,128,16,143,31,Buffer[1],Buffer[2]); WriteSprite(218,40,144,16,159,31,Buffer[1],Buffer[2]); WriteSprite(238,40,0,0,15,15,Buffer[1],Buffer[2]); WriteNumber(140,190,Player.ScoreTotal,False,Buffer[2]); X:=Random(5)+20; Y:=Random(5)+110; {M} WriteBlok(X,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+8,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+16,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+24,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+32,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+32,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+32,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+32,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+32,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {I} WriteBlok(X+48,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+48,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+48,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+48,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+48,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {L} WriteBlok(X+64,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+64,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+64,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+64,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+64,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+72,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+80,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {K} WriteBlok(X+96,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+96,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+96,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+96,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+96,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+112,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+112,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+104,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+112,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+112,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {N} WriteBlok(X+128,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+128,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+128,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+128,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+128,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+136,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+142,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+150,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+150,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+150,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+150,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+150,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {U} WriteBlok(X+166,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+166,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+166,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+166,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+174,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+182,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+190,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+190,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+190,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+190,Y+24,56,16,63,23,Buffer[1],Buffer[2]); {T} WriteBlok(X+206,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+214,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+222,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+214,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+214,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+214,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+214,Y+32,56,16,63,23,Buffer[1],Buffer[2]); {S} WriteBlok(X+238,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+246,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+254,Y,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+262,Y+8,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+254,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+246,Y+16,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+238,Y+24,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+246,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+254,Y+32,56,16,63,23,Buffer[1],Buffer[2]); WriteBlok(X+262,Y+32,56,16,63,23,Buffer[1],Buffer[2]); If ShowFPS=True then Begin WriteNumber(10,190,MMfps,True,Buffer[2]); WriteNumber(35,190,MMframe,True,Buffer[2]); WriteNumber(55,190,MMprodleva,True,Buffer[2]); End; If Vsync=True then Waitretrace; FlipPage(Buffer[2],Buffer[4]); End; Procedure MainMenu; Begin Repeat WriteMMScreen; Wait(MMprodleva); If FPS2s=True then Inc(MMframe) {je zrovna prvni vterina} else Begin {je zrovna druha vterina} If MMframe>0 then Begin MMfps:=MMframe; {obnovit fps} If vSync=False then Begin If MMfps<75 then Begin If MMprodleva>0 then Dec(MMprodleva); End else Begin If MMprodleva<65535 then Inc(MMprodleva); End; End; End; MMframe:=0; {vynulovat pocet napocitanych snimku} End; {S} If Key[31]=True then StartGame:=True; {S=START} If Key[1]=True then EndingGame:=True; {ESC=EXIT} {F} If Key[33]=True then {F=SHOW FPS} Begin If fpsButtonF<15 then Inc(fpsButtonF) else fpsButtonF:=0; If fpsButtonF=15 then Begin If ShowFPS=False then ShowFPS:=True else ShowFPS:=False; End; End; If StartGame=True then Begin PlaySound(0); Player.ScoreTotal:=0; Player.Zivoty:=3; EndingPlay:=False; GameCompleted:=False; MainGame; End; Until EndingGame=True; End; {XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} Procedure Main; Begin InitBuffers; Init320x200; InitKeyboard; InitTexter(50); InitTimer; Initialize; MainMenu; Silence; ShutdownTimer; ShutdownTexter; ShutdownKeyboard; Init80x25; ShutdownBuffers; End; {XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX} Begin Main; End.