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 Post subject: the latest production yours truly
Unread postPosted: Wed Feb 22, 2017 4:54 pm 
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Joined: Mon Nov 09, 2015 7:14 pm
Posts: 129
Greetings rfo-basic crowd,.. i am moving forward on this project that got stalled last year when it looked Roy had the arc thing beat,.. i was kind of going to wait and see if someone was going to make the release better,.. looked like Roy was headed for greatness,.. but oh well,.. i am writing this to share the new concept that i am getting started with again ,.. here is a sneak preview (level 2),.. so there are rectangles locked on an axis and you have to move the ball and collect the ovals,.. i am trying to make this has a look its own and apart from my other projects,... i am trying to think of what its going to be called,.. because that is actually half the battle of whether or not its going to be popular, if its only half fun but then very fun to say,.. sometimes that compensates i think. just like you wouldnt want to call your daughter or son a thing and have result in a boring life,.. does that make sense? so it is here maybe you try this out in your interpreter and if you think of something poignant or otherwise clever, write me back,.. huh?? ok?


PRINT "Untitled"
PRINT "by Joel M. Hinson 2016"
PRINT "Tilt the screen to move the walls"
PRINT "& manuver the ball to the finish line"

Tapped = 0
DO
UNTIL Tapped
GOTO Start

onConsoleTouch:
Tapped = 1
ConsoleTouch.Resume


Start:


SENSORS.OPEN 1
GR.OPEN 255,255,255,255,0
GR.SET.STROKE 4
GR.ORIENTATION 0 % Force landscape
GR.SCREEN w, h
dw = 1920
dh = 1112
sw = w/dw
sh = h/dh
GR.SCALE sw,sh
scale_width = w /1920 
scale_height = h /1112

GR.COLOR 255,255,255,255,1
GR.RECT lvl2chck1, 800, 500, 1000, 700
GR.COLOR 100, 10, 10, 10, 1
GR.RECT lvl2chck2, 750, 450, 850, 550
GR.RECT lvl2chck3, 950, 450, 1050, 550
GR.RECT lvl2chck4, 850, 550, 950, 650
GR.RECT lvl2chck5, 750, 650, 850, 750
GR.RECT lvl2chck6, 950, 650, 1050, 750


GR.COLOR 255, 0, 255, 0 ,1
GR.RECT nr1, 0, 0, 1920, 5
GR.RECT nr2, 0, 5, 5, 1200
GR.RECT nr3, 0, 1105, 1920, 1200
GR.RECT nr4, 1915, 0, 1920, 1200

GR.COLOR 255, 200, 100, 50, 1

GR.RECT lvl2wl1, 50, 300, 1300, 330
GR.RECT lvl2wl2, 1400, 50, 1430, 600
GR.RECT lvl2wl3, 500, 600, 530, 1050
GR.RECT lvl2wl4, 600, 800, 1850, 830


GR.COLOR 255, 157, 40, 157, 1
GR.OVAL lvl2ov1, 175, 75, 225, 200
GR.OVAL lvl2ov2, 175, 900, 225, 1025
GR.OVAL lvl2ov3, 1675, 75, 1725, 200
GR.OVAL lvl2ov4, 1675, 900, 1725, 1025
GR.OVAL lvl2ov5, 138, 112, 263, 162
GR.OVAL lvl2ov6, 138, 937, 263, 988
GR.OVAL lvl2ov7, 1638, 112, 1763, 162
GR.OVAL lvl2ov8, 1638, 937, 1763, 988

validationlvl2ov1 = 1
validationlvl2ov2 = 1
validationlvl2ov3 = 1
validationlvl2ov4 = 1

GR.COLOR 255, 255, 0, 0, 1

GR.CIRCLE Ball, 950, 600, 55

GR.HIDE lvl2chck1
GR.HIDE lvl2chck2
GR.HIDE lvl2chck3
GR.HIDE lvl2chck4
GR.HIDE lvl2chck5
GR.HIDE lvl2chck6



validationlvl2 = 1


do

IF validationlvl2 = 1 Then

if GR_COLLISION (Ball, nr1) | GR_COLLISION (Ball, nr2) | GR_COLLISION (Ball, nr3) | GR_COLLISION (Ball, nr4) |~
GR_COLLISION (Ball, lvl2wl1)| GR_COLLISION (Ball, lvl2wl2) | GR_COLLISION (Ball, lvl2wl3) |~
GR_COLLISION (Ball, lvl2wl4) THEN
GR.MOVE Ball, -x*15,-y*15
endif
SENSORS.READ 1,y,x,z

GR.MOVE Ball, x*15,y*15

GR.GET.VALUE Ball, "x", xp
GR.GET.VALUE Ball, "y", yp

if GR_COLLISION (Ball, nr1) | GR_COLLISION (Ball, nr2) | GR_COLLISION (Ball, nr3) | GR_COLLISION (Ball, nr4) |~
GR_COLLISION (Ball, lvl2wl1)| GR_COLLISION (Ball, lvl2wl2) | GR_COLLISION (Ball, lvl2wl3) |~
GR_COLLISION (Ball, lvl2wl4) THEN
GR.MOVE Ball, -x*15,-y*15
endif

if GR_COLLISION (lvl2wl1, nr1) | GR_COLLISION (lvl2wl1, nr2) | GR_COLLISION (lvl2wl1, nr3) |~
GR_COLLISION (lvl2wl1, nr4) | GR_COLLISION (lvl2wl1, lvl2wl2) | GR_COLLISION (lvl2wl1, lvl2wl3) |~
GR_COLLISION (lvl2wl1, lvl2wl4) THEN
GR.MOVE lvl2wl1, -x*15,-y*0
endif

SENSORS.READ 1,y,x,z

GR.MOVE lvl2wl1, x*15,y*0


if GR_COLLISION (lvl2wl1, nr1) | GR_COLLISION (lvl2wl1, nr2) | GR_COLLISION (lvl2wl1, nr3) |~
GR_COLLISION (lvl2wl1, nr4) | GR_COLLISION (lvl2wl1, lvl2wl2) | GR_COLLISION (lvl2wl1, lvl2wl3) |~
GR_COLLISION (lvl2wl1, lvl2wl4) THEN
GR.MOVE lvl2wl1, -x*15,-y*0
endif

if GR_COLLISION (lvl2wl2, nr1) | GR_COLLISION (lvl2wl2, nr2) | GR_COLLISION (lvl2wl2, nr3) |~
GR_COLLISION (lvl2wl2, nr4) | GR_COLLISION (lvl2wl2, lvl2wl1) | GR_COLLISION (lvl2wl2, lvl2wl3) |~
GR_COLLISION (lvl2wl2, lvl2wl4) THEN
GR.MOVE lvl2wl2, -x*0,-y*15
endif

SENSORS.READ 1,y,x,z

GR.MOVE lvl2wl2, x*0,y*15


if GR_COLLISION (lvl2wl2, nr1) | GR_COLLISION (lvl2wl2, nr2) | GR_COLLISION (lvl2wl2, nr3) |~
GR_COLLISION (lvl2wl2, nr4) | GR_COLLISION (lvl2wl2, lvl2wl1) | GR_COLLISION (lvl2wl2, lvl2wl3) |~
GR_COLLISION (lvl2wl2, lvl2wl4) THEN
GR.MOVE lvl2wl2, -x*0,-y*15
endif

if GR_COLLISION (lvl2wl3, nr1) | GR_COLLISION (lvl2wl3, nr2) | GR_COLLISION (lvl2wl3, nr3) |~
GR_COLLISION (lvl2wl3, nr4) | GR_COLLISION (lvl2wl3, lvl2wl2) | GR_COLLISION (lvl2wl3, lvl2wl1) |~
GR_COLLISION (lvl2wl3, lvl2wl4) THEN
GR.MOVE lvl2wl3, -x*0,-y*15
endif

SENSORS.READ 1,y,x,z

GR.MOVE lvl2wl3, x*0,y*15


if GR_COLLISION (lvl2wl3, nr1) | GR_COLLISION (lvl2wl3, nr2) | GR_COLLISION (lvl2wl3, nr3) |~
GR_COLLISION (lvl2wl3, nr4) | GR_COLLISION (lvl2wl3, lvl2wl2) | GR_COLLISION (lvl2wl3, lvl2wl1) |~
GR_COLLISION (lvl2wl3, lvl2wl4) THEN
GR.MOVE lvl2wl3, -x*0,-y*15
endif

if GR_COLLISION (lvl2wl4, nr1) | GR_COLLISION (lvl2wl4, nr2) | GR_COLLISION (lvl2wl4, nr3) |~
GR_COLLISION (lvl2wl4, nr4) | GR_COLLISION (lvl2wl4, lvl2wl2) | GR_COLLISION (lvl2wl4, lvl2wl1) |~
GR_COLLISION (lvl2wl4, lvl2wl3) THEN
GR.MOVE lvl2wl4, -x*15,-y*0
endif

SENSORS.READ 1,y,x,z

GR.MOVE lvl2wl4, x*15,y*0


if GR_COLLISION (lvl2wl4, nr1) | GR_COLLISION (lvl2wl4, nr2) | GR_COLLISION (lvl2wl4, nr3) |~
GR_COLLISION (lvl2wl4, nr4) | GR_COLLISION (lvl2wl4, lvl2wl2) | GR_COLLISION (lvl2wl4, lvl2wl1) |~
GR_COLLISION (lvl2wl4, lvl2wl3) THEN
GR.MOVE lvl2wl4, -x*15,-y*0
endif

IF GR_COLLISION (Ball, lvl2ov1) THEN
validationlvl2ov1 = 0
GR.HIDE lvl2ov1
GR.HIDE lvl2ov5
ENDIF

IF GR_COLLISION (Ball, lvl2ov2) THEN
validationlvl2ov2 = 0
GR.HIDE lvl2ov2
GR.HIDE lvl2ov6
ENDIF

IF GR_COLLISION (Ball, lvl2ov3) THEN
validationlvl2ov3 = 0
GR.HIDE lvl2ov3
GR.HIDE lvl2ov7
ENDIF

IF GR_COLLISION (Ball, lvl2ov4) THEN
validationlvl2ov4 = 0
GR.HIDE lvl2ov4
GR.HIDE lvl2ov8
ENDIF

IF validationlvl2ov1 = 0 & validationlvl2ov2 = 0 & validationlvl2ov3 = 0 & validationlvl2ov4 = 0 THEN
GR.SHOW lvl2chck1
GR.SHOW lvl2chck2
GR.SHOW lvl2chck3
GR.SHOW lvl2chck4
GR.SHOW lvl2chck5
GR.SHOW lvl2chck6
ENDIF


if GR_COLLISION (Ball, lvl2chck1) Then
GR.HIDE lvl2wl1
GR.HIDE lvl2wl2
GR.HIDE lvl2wl3
GR.HIDE lvl2wl4
GR.HIDE lvl2chck1
GR.HIDE lvl2chck2
GR.HIDE lvl2chck3
GR.HIDE lvl2chck4
GR.HIDE lvl2chck5
GR.HIDE lvl2chck6
GR.HIDE Ball
validationlvl2 = 0
validationlvl3 = 1
GR.SHOW lvl3wl1
GR.SHOW lvl3wl2
GR.SHOW lvl3wl3
GR.SHOW lvl3wl4
GR.SHOW lvl3wl5
GR.SHOW lvl3wl6
GR.SHOW lvl3wl7
GR.SHOW lvl3ov1
GR.SHOW lvl3ov2
GR.SHOW lvl3ov3
GR.SHOW lvl3ov4
GR.SHOW lvl3ov5
GR.SHOW lvl3ov6
GR.SHOW lvl3ov7
GR.SHOW lvl3ov8
validationlvl3ov1 = 1
validationlvl3ov2 = 1
validationlvl3ov3 = 1
validationlvl3ov4 = 1
GR.COLOR 255, 255, 0, 0, 1
GR.CIRCLE Ball, 650, 300, 55
endif

GR.RENDER

endif

until 0


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 Post subject: Re: the latest production yours truly
Unread postPosted: Thu Feb 23, 2017 12:25 am 
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Joined: Mon Aug 18, 2014 1:16 pm
Posts: 1288
JoelHinson, I think this should be in 'Shared BASIC! Programs' and the code should be between' [code][/code]' ;)


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