Verfasst: 14.02.2007 18:13
Hier ist der Bereich wo die Sprites geladen und gemacht werden :
Code: Alles auswählen
OpenWindow(1, DesktopX()/2-320, DesktopY()/2-240, 640, 480, #PB_Window_BorderLess, "Wasser") ; #PB_Window_MinimizeGadget
OpenWindowedScreen(UseWindow(1), 0, 0, 640, 480, 0, 0, 0)
;OpenScreen(640, 480, 32, "Wasser") ; #PB_Window_MinimizeGadget
SetFrameRate(50)
CatchSprite(10, ?F0, #PB_Sprite_Texture)
CatchSprite(1, ?F1, #PB_Sprite_Texture)
CatchSprite(2, ?F2, #PB_Sprite_Texture)
CatchSprite(3, ?F3, #PB_Sprite_Texture)
CatchSprite(4, ?F4, #PB_Sprite_Texture)
CatchSprite(5, ?F5, #PB_Sprite_Texture)
CatchSprite(6, ?F6, #PB_Sprite_Texture)
CatchSprite(7, ?F7, #PB_Sprite_Texture)
CatchSprite(0, ?Gras, #PB_Sprite_Texture)
CatchSprite(20, ?VOLL, #PB_Sprite_Texture)
CatchSprite(11, ?FF1, #PB_Sprite_Texture)
CatchSprite(12, ?FF2, #PB_Sprite_Texture)
CatchSprite(13, ?FF3, #PB_Sprite_Texture)
CatchSprite(14, ?FF4, #PB_Sprite_Texture)
CatchSprite(15, ?FF5, #PB_Sprite_Texture)
CatchSprite(16, ?FF6, #PB_Sprite_Texture)
CatchSprite(17, ?FF7, #PB_Sprite_Texture)
CatchSprite(114, ?Hori42, #PB_Sprite_Texture)
CatchSprite(104, ?Hori4, #PB_Sprite_Texture)
CatchSprite(105, ?Hori5, #PB_Sprite_Texture)
CatchSprite(107, ?Hori, #PB_Sprite_Texture)
CatchSprite(108, ?Hori2, #PB_Sprite_Texture)
CatchSprite(101, ?Verti, #PB_Sprite_Texture)
CatchSprite(100, ?Ecke, #PB_Sprite_Texture)
CatchSprite(102, ?Ecke2, #PB_Sprite_Texture)
CatchSprite(110, ?Schl, #PB_Sprite_Texture)
CatchSprite(111, ?Schl2, #PB_Sprite_Texture)
CatchSprite(120, ?Button, #PB_Sprite_Texture)
CatchSprite(122, ?Button2, #PB_Sprite_Texture)
CatchSprite(123, ?Button3, #PB_Sprite_Texture)
CatchSprite(130, ?Text, #PB_Sprite_Texture)
CreateSprite(500, 640, 480, #PB_Sprite_Texture)
CreateSprite(200, 640, 480, #PB_Sprite_Texture)
UseBuffer(200)
DisplaySprite(102, 0, 0)
DisplaySprite(110, 624, 0)
DisplaySprite(100, 624, 464)
DisplaySprite(100, 0, 464)
DisplaySprite(104, 16, 0)
For y = 0 To 13 :
DisplaySprite(101, 0, y*32+16)
DisplaySprite(101, 624, y*32+16)
Next y
For x = 0 To 18 :
If x > 3 :
DisplaySprite(108, x*32+16, 0)
EndIf
DisplaySprite(107, x*32+16, 464)
Next x
For x = 0 To 18 :
DisplaySprite(10, x*32+16, 16)
DisplaySprite(10, x*32+16, 48)
Next x
DisplaySprite(122, 640-16-64, 48)
DisplaySprite(130, 496, 16)
DisplaySprite(114, 640-16-128, 480-16)
DisplaySprite(130, 320-64-16, 48)
DisplaySprite(130, 320-64-16+160, 48)
UseBuffer(-1)
CreateSprite(201, 160, 96, #PB_Sprite_Texture)
UseBuffer(201)
DisplaySprite(102, 0, 0)
DisplaySprite(102, 144, 0)
DisplaySprite(100, 144, 80)
DisplaySprite(100, 0, 80)
For x = 0 To 3 :
DisplaySprite(108, x*32+16, 0)
DisplaySprite(107, x*32+16, 80)
Next x
For y = 0 To 1 :
DisplaySprite(101, 0, y*32+16)
DisplaySprite(101, 144, y*32+16)
Next y
DisplaySprite(130, 16, 16)
DisplaySprite(122, 48, 48)
DisplaySprite(10, 16, 48)
DisplaySprite(10, 112, 48)
UseBuffer(-1)
CreateSprite(202, 160, 64, #PB_Sprite_Texture)
UseBuffer(202)
DisplaySprite(102, 0, 0)
DisplaySprite(102, 144, 0)
DisplaySprite(100, 144, 48)
DisplaySprite(100, 0, 48)
For x = 0 To 3 :
DisplaySprite(108, x*32+16, 0)
DisplaySprite(107, x*32+16, 48)
Next x
For y = 0 To 0 :
DisplaySprite(101, 0, y*32+16)
DisplaySprite(101, 144, y*32+16)
Next y
DisplaySprite(130, 16, 16)
UseBuffer(-1)
StartDrawing(SpriteOutput(200))
DrawingMode(1)
DrawingFont(Schrift)
FrontColor(191,224,191)
Text(320-64-16+4, 50, "Punkte", 1)
Text(320-64-16+4, 62, "(Gesamt)", 1)
Text(320+64+16+4, 50, "Punkte", 1)
Text(320+64+16+4, 62, "(Level)", 1)
StopDrawing()
CreateSprite(304, 32, 32, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(304)) : Box(0,0,32,32,RGB(0,255,255)) : StopDrawing()
CreateSprite(305, 32, 32, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(305)) : Box(0,0,32,32,RGB(255,128,128)) : StopDrawing()
CreateSprite(306, 32, 32, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(306)) : Box(0,0,32,32,RGB(255,255,0)) : StopDrawing()
CreateSprite(307, 32, 32, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(307)) : Box(0,0,32,32,RGB(0,255,0)) : StopDrawing()
CatchSprite(301, ?START, #PB_Sprite_Texture)
CatchSprite(302, ?PASS, #PB_Sprite_Texture)
CatchSprite(303, ?ZIEL, #PB_Sprite_Texture)
TransparentSpriteColor(301, 255,255,255)
TransparentSpriteColor(302, 255,255,255)
TransparentSpriteColor(303, 255,255,255)
For n = 1 To 4 :
For m = 1 To 3
CreateSprite(300+n*10+m, 32, 32, #PB_Sprite_Texture)
UseBuffer(300+n*10+m)
DisplaySprite(303+n, 0, 0)
DisplayTransparentSprite(300+m, 0, 0)
UseBuffer(-1)
Next m
Next n