ok hier mal der code .
hab nun mal ein jpg bild eingefügt.
geh trotzdem nich davor hatte ich ein jpg bild.
fehler is bei zeile 656 diese soll eine kollision mim tor erkennen und halt den ball zurückschicken.
Code: Alles auswählen
;******************************************************************************************************
;- *** Konstants ***
;******************************************************************************************************
EnableExplicit
UseBriefLZPacker() : UseJPEGImageDecoder() : UsePNGImageDecoder() : UseOGGSoundDecoder()
#Gametitel = "Minifootball"
#window_heigh = 400
#window_weight = 400
;Defines for game
#PLAYER_WALKSPEED = 0.2 ;Pixel seconds
#PLAYER_RUNSPEED = 0.7 ;Pixel seconds
#BALL_SPEED = 1 ;Pixel seconds
#PLAYER_SIZE = 15 ;Pixel
#Ball_SIZE = 10 ;Pixel
#POWER_NEED_WALK = 1 ;Kost for shoot
#SHOOT_RANGE = 25 ;pixel
#GRAS_VALUE = 1 ;eigenschaft gras
Enumeration ;GFX
#maussprite
#spritegoal
#spritegoaldump
#spritegoaldumpa
#spritegoaldumpb
#fieldsprite
#fieldbackgroundsprite
#playersprite_black
#playersprite_white
#playersprite_red
#playersprite_brown
#player_mark
#sprite_ball
EndEnumeration
Enumeration ;directions
#UP
#DOWN
#LEFT
#RIGHT
EndEnumeration
Enumeration ;Gamestate
#GAME_RUNNING
#GAME_PAUSE
#GAME_PRE
#GAME_STOP
#GAME_ENDE
#GAME_MENU
EndEnumeration
Enumeration ;Matchstatus
#MATCH_RUNNING
#MATCH_BRAKE
#MATCH_RUNNING2
#MATCH_END
#MATCH_PREPARE
EndEnumeration
Enumeration ;playerstate
#PLAYER_Stand
#PLAYER_Walking
#PLAYER_Running
#PLAYER_ECKE
#TOR
#PLAYER_ACTION_STAND
#PLAYER_ACTION_WALK
#PLAYER_ACTION_RUN
#PLAYER_ACTION_PASS
#PLAYER_ACTION_LOOP
#PLAYER_ACTION_TRIBBLE
#PLAYER_ACTION_SCRETCH
#PLAYER_ACTION_ATTACK
#PLAYER_ACTION_SHOOT
#PLAYER_ACTION_KOPFBALL
#PLAYER_ACTION_SPEZACTION
#PLAYER_ACTION_SPEZACTION1
#PLAYER_ACTION_SPEZACTION2
#CARD_RED
#CARD_YELLOW
#CARD_YELLOW_2
#PLAYER_MIDFIELD
#PLAYER_L_MIDFIELD
#PLAYER_R_MIDFIELD
#PLAYER_TOR
#PLAYER_FRONT
#PLAYER_R_FRONT
#PLAYER_L_FRONT
#PLAYER_R_SIDE
#PLAYER_L_SIDE
#PLAYER_R_DEF
#PLAYER_L_DEF
#PLAYER_M_DEF
#PLAYER_BANK_1
#PLAYER_BANK_2
#PLAYER_BANK_3
#TEAM_A
#TEAM_B
EndEnumeration
Structure player
myplayer.i
posx.f
posy.f
targetx.f
targety.f
direction.i
velo.f
starttime.i
sprite.i
team.i
power.i ;0-100
type.i
hasball.i
playercard.i ;0 , 1 ,2 3 > keine , gelb , 2 gelbe , rot
hurtdmg.i ;0-100
state.i ;0 stand ,1 walking, 2 running ;
shootpower.f ;rnd 3
EndStructure
Structure ball
posx.f
posy.f
starttime.i
targetx.f
targety.f
state.i
direction.i
speed.f
out.i
stickat_team.i
stickat_player.i
EndStructure
Structure playField
Color.i
size.i
pos_top.i
pos_right.i
pos_down.i
pos_left.i
line_top.i
line_right.i
line_down.i
line_left.i
EndStructure
Structure Animation
speed.f
starttime.i
targetx.f
targety.f
EndStructure
Define NewList Playermove.Animation()
Define NewList Player1.player()
Define field.playField
Define border.playField
Define tora.playField
Define torb.playField
Define ball.ball
Define game_finish.i = #True
Define tor_me = 0
Define tor_cpu = 0
Define nowplaytime = 0
Define breaktime = 45
Define totalplaytime = 90
Define Spielstatus.s
Define Debuging = #False
Define timerproc.i
Define checktime.i
Define Gamestatus = #GAME_MENU
Define.i fieldWidth,fieldHeight,fieldstartx,fieldstarty
;******************************************************************************************************
;- *** Includes ***
;******************************************************************************************************
;DLL / Definitionen / Include
Procedure Fehlerbehandlung(Ergebnis.i, Text.s)
Define Ergebnis.i
If Ergebnis = 0
MessageRequester("Fehler", Text, #PB_MessageRequester_Ok)
End
EndIf
EndProcedure
Procedure inverse(zahl)
ProcedureReturn -zahl
EndProcedure
Procedure spritesladen()
;GUI
Fehlerbehandlung(CatchSprite(#maussprite,?Maus),"Fehler beim laden von Grafik")
;game
Fehlerbehandlung(CatchSprite(#spritegoal,?goal),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#spritegoaldump,?goaldump,#PB_Sprite_PixelCollision),"Fehler beim laden von Grafik")
;Fehlerbehandlung(CatchSprite(#spritegoaldumpa,?goaldumpa,#PB_Sprite_PixelCollision),"Fehler beim laden von Grafik")
;Fehlerbehandlung(CatchSprite(#spritegoaldumpb,?goaldumpb,#PB_Sprite_PixelCollision),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#fieldbackgroundsprite,?field1),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#fieldsprite,?field0),"Fehler beim laden von Grafik")
;Players
Fehlerbehandlung(CatchSprite(#playersprite_black,?player_black),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#playersprite_red,?player_red),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#playersprite_white,?player_white),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#playersprite_brown,?player_brown),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#player_mark,?player_mark),"Fehler beim laden von Grafik")
Fehlerbehandlung(CatchSprite(#sprite_Ball,?player_white),"Fehler beim laden von Grafik")
EndProcedure
Procedure ADDPLAYER(type.i,team,sprite.i,List Player1.Player(),myplayer.i)
If AddElement(Player1())
With Player1()
\type = type.i
\sprite = sprite.i
\team = team.i
\myplayer = myplayer.i
\power = 100
EndWith
EndIf
EndProcedure
Procedure MOVEPLAYER(speed.f,targetx,targety,List Playermove.Animation())
If AddElement(Playermove())
With Playermove()
\targetx = targetx
\targety = targety
\speed = speed
EndWith
EndIf
EndProcedure
Procedure.f FPS()
Static time.i = -1
Protected currentTime.i = ElapsedMilliseconds()
Protected timeDiff.i = currentTime - time
time = currentTime
If timeDiff > 0
ProcedureReturn 1000. / timeDiff
EndIf
EndProcedure
;******************************************************************************************************
;- *** INIT GAME FIELD ***
;******************************************************************************************************
field.playField\size = 100
field.playField\Color = #Green
border.playField\Color = #Gray
ExamineDesktops()
fieldstartx.i = DesktopWidth(0)/4-100
fieldstarty.i = DesktopHeight(0)/4
fieldHeight.i = (field.playField\size*10)/2
fieldWidth.i = (field.playField\size*10)
;Startposi für ball
ball\posx = (fieldstartx + (fieldWidth/2)) - 6
ball\posy = (fieldstarty + (fieldHeight/2)) - 2
;Ränder definieren
field.playField\pos_top = 230
field.playField\pos_right = 1337
field.playField\pos_down = 781
field.playField\pos_left = 289
;Aus linie definieren
field.playField\line_top = 264
field.playField\line_right = 1316
field.playField\line_down = 760
field.playField\line_left = 648
;left side
tora.playField\line_top = 440
tora.playField\line_right = 400
tora.playField\line_down = 583
tora.playField\line_left = 340
;right side
torb.playField\line_top = 436
torb.playField\line_right = 1291
torb.playField\line_down = 590
torb.playField\line_left = 1233
;******************************************************************************************************
;- *** init ***
;******************************************************************************************************
;Initalisiere
If InitMouse() = 0 Or InitSprite() = 0 Or InitKeyboard() = 0 Or InitSound() = 0 Or InitMovie() = 0
MessageRequester(#Gametitel, "Can't open DirectX 7-9", 0)
End
EndIf
OpenScreen(DesktopWidth(0),DesktopHeight(0),DesktopDepth(0),#Gametitel,0,DesktopFrequency(0))
If Debuging = #True
OpenWindow(0,0,0,1500,800,"test")
OpenWindowedScreen(WindowID(0),0,0,1500,800)
EndIf
spritesladen()
;******************************************************************************************************
;- *** Set Fonts ***
;******************************************************************************************************
LoadFont(1,"Arial",24)
;******************************************************************************************************
;- *** Main loop ***
;******************************************************************************************************
Repeat
Define time = ElapsedMilliseconds()
ClearScreen(RGB(0,0,0))
;******************************************************************************************************
;- *** Controll ***
;******************************************************************************************************
ExamineMouse()
ExamineKeyboard()
If KeyboardReleased(#PB_Key_Escape)
Gamestatus = #GAME_ENDE
ElseIf (KeyboardReleased(#PB_Key_N) And (game_finish = #True));check for next game
game_finish = #False
Gamestatus = #GAME_PRE
Else
ResetList(Player1())
While NextElement(Player1())
With Player1()
If \myplayer = #True
;******************************************************************************************************
;- *** Player selected
;******************************************************************************************************
If KeyboardPushed(#PB_Key_Up)
If (field.playField\pos_top <= \posy - #PLAYER_WALKSPEED)
\direction = #UP
\posy = \posy - #PLAYER_WALKSPEED
\state = #PLAYER_ACTION_RUN
If \hasball = #True
ball\posy = ball\posy - #PLAYER_WALKSPEED
EndIf
EndIf
EndIf
If KeyboardPushed(#PB_Key_Down)
If (field.playField\pos_down >= \posy + #PLAYER_WALKSPEED + #PLAYER_SIZE)
\direction = #DOWN
\posy = \posy + #PLAYER_WALKSPEED
\state = #PLAYER_ACTION_RUN
If \hasball = #True
ball\posy = ball\posy + #PLAYER_WALKSPEED
EndIf
EndIf
EndIf
If KeyboardPushed(#PB_Key_Right)
If (field.playField\pos_right >= \posx + #PLAYER_WALKSPEED + #PLAYER_SIZE)
\direction = #RIGHT
\posx = \posx + #PLAYER_WALKSPEED
\state = #PLAYER_ACTION_RUN
If \hasball = #True
ball\posx = ball\posx + #PLAYER_WALKSPEED
EndIf
EndIf
EndIf
If KeyboardPushed(#PB_Key_Left)
If (field.playField\pos_left <= \posx - #PLAYER_WALKSPEED)
\direction = #LEFT
\posx = \posx - #PLAYER_WALKSPEED
\state = #PLAYER_ACTION_RUN
If \hasball = #True
ball\posx = ball\posx - #PLAYER_WALKSPEED
EndIf
EndIf
EndIf
;******************************************************************************************************
;- *** Player has ball ***
;******************************************************************************************************
If SpriteCollision(#sprite_ball,ball\posx,ball\posy,\sprite,\posx,\posy)
\hasball = #True
ball\stickat_player = #True
ball\stickat_team = \team
EndIf
;******************************************************************************************************
;- *** Shoot control ***
;******************************************************************************************************
If ((KeyboardPushed(#PB_Key_Space)) And (\hasball = #True ) And (\power >= 5)) ;shoot
If \shootpower < 100
If \power > Int(\shootpower)
\shootpower + 0.1
EndIf
EndIf
EndIf
If ((KeyboardReleased(#PB_Key_Space)) And (\hasball = #True ) And (\power >= 5)) ;shoot
If Debuging = #True
Debug "schuss"
EndIf
;\shootpower = (\shootpower/10)*Random(50,1)
ball\starttime = time
\state = #PLAYER_ACTION_SHOOT
;Set Direction and shoot.
If \direction = #UP
ball\targety = \shootpower
ball\direction = #UP
ball\posy - 5
EndIf
If \direction = #DOWN
ball\targety = \shootpower
ball\direction = #DOWN
ball\posy + 5
EndIf
If \direction = #RIGHT
ball\targetx = \shootpower
ball\direction = #RIGHT
ball\posx + 5
EndIf
If \direction = #LEFT
ball\targetx = \shootpower
ball\posx - 5
ball\direction = #LEFT
EndIf
;Ball goes away
\power = \power - Int(\shootpower)
\hasball = #False
\shootpower = 0
EndIf
EndIf
;******************************************************************************************************
;- *** POWER RELOAD OF PLAYER ***
;******************************************************************************************************
;RELOAD PLAYER POWER
If ((timerproc = #False) And (\power < 100))
\power + 5
EndIf
;Kollision mit objecten spielern rand !
;If SpriteCollision(#sprite_ball,ball\posx,ball\posy,\sprite,\posx,\posy)
;EndIf
EndWith
Wend
EndIf
;******************************************************************************************************
;- *** game ablauf ***
;******************************************************************************************************
If Gamestatus = #GAME_MENU
Spielstatus = "MENÜ"
ElseIf Gamestatus = #GAME_PRE
Spielstatus = "Vorbereitung"
#PLAYER_TEAMSIZE = 2
;TEAM ERSTELLEN
ADDPLAYER(#PLAYER_FRONT,#TEAM_A,#playersprite_red,Player1(),#True)
ADDPLAYER(#PLAYER_MIDFIELD,#TEAM_A,#playersprite_red,Player1(),#False)
ADDPLAYER(#PLAYER_TOR,#TEAM_A,#playersprite_red,Player1(),#False)
ResetList(Player1())
;Add Playerpositions
While NextElement(Player1())
With Player1()
If \team = #TEAM_A
Select \type
Case #PLAYER_M_DEF
\posX = (fieldstartx + (fieldWidth/2))-300
\posY = fieldstarty + (fieldHeight/2)
Case #PLAYER_L_DEF
\posX = (fieldstartx + (fieldWidth/2))-300
\posY = fieldstarty + (fieldHeight/2)-50
Case #PLAYER_R_DEF
\posX = (fieldstartx + (fieldWidth/2))-300
\posY = fieldstarty + (fieldHeight/2)+50
Case #PLAYER_MIDFIELD
\posX = (fieldstartx + (fieldWidth/2))-200
\posY = fieldstarty + (fieldHeight/2)
Case #PLAYER_FRONT
\posX = (fieldstartx + (fieldWidth/2))-100
\posY = fieldstarty + (fieldHeight/2)
Case #PLAYER_TOR
\posX = fieldstartx + 60
\posY = fieldstarty + (fieldHeight/2)
EndSelect
ElseIf \team = #TEAM_B
EndIf
EndWith
Wend
Gamestatus = #GAME_RUNNING
ElseIf Gamestatus = #GAME_RUNNING
If Not Spielstatus = "2 Spielzeit"
Spielstatus = "Läuft"
EndIf
;******************************************************************************************************
;- *** CALC GAMETIME ***
;******************************************************************************************************
If game_finish = #False
If timerproc = #False
timerproc = #True
checktime = time
EndIf
If time -checktime > 1000
timerproc = #False
nowplaytime + 1
EndIf
EndIf
If nowplaytime >= breaktime
Spielstatus = "Pause 3 MIN"
If nowplaytime + 3 >= breaktime
nowplaytime = 0
Spielstatus = "2 Spielzeit"
EndIf
EndIf
;******************************************************************************************************
;- *** CALC BALL ***
;******************************************************************************************************
If ball\out = #False ;Check ball im aus ?
;******************************************************************************************************
;- *** BALL MOVE ***
;******************************************************************************************************
;v = v_0 * Exp(-(b*t)/m) d*t Formel ballgeschwindigkeit
;v = v_0 * Exp(-(b*Time)/50) d*time
If ball\targetx > 0
If ball\direction = #RIGHT
ball\speed + 0.02
ball\posx + ball\speed
ball\targetx - 1
ElseIf ball\direction = #LEFT
ball\posx - 1
ball\targetx - 1
EndIf
EndIf
If ball\targety > 0
If ball\direction = #UP
ball\posy - 1
ball\targety - 1
ElseIf ball\direction = #DOWN
ball\posy + 1
ball\targety - 1
EndIf
EndIf
;******************************************************************************************************
;- *** DETECT MOVE END ***
;******************************************************************************************************
EndIf
ResetList(Player1())
While NextElement(Player1())
With Player1()
If \myplayer = #True
;******************************************************************************************************
;- *** Player MOVE ***
;******************************************************************************************************
;
; If \targetx > 0
; If \direction = #RIGHT
;
; ElseIf \direction = #LEFT
;
; EndIf
; EndIf
;
; If \targety > 0
; If \direction = #UP
;
; ElseIf \direction = #DOWN
;
; EndIf
; EndIf
If ball\out = #False
If (ball\targetx = 0 And ball\targety = 0)
ball\stickat_player = #False
\state = #PLAYER_ACTION_STAND
EndIf
EndIf
EndIf
EndWith
Wend
;******************************************************************************************************
;- *** CHECK BALL OUT ***
;******************************************************************************************************
If Not SpriteCollision(#sprite_ball,ball\posx,ball\posy,#fieldsprite,fieldstartx,fieldstarty)
ball\out = #True
;Ball steht
ball\targety = 3
ball\targetx = 3
Else
ball\out = #False
EndIf
;******************************************************************************************************
;- *** CHECK BALL TOUCH TOR ***
;******************************************************************************************************
;TOR A
;TransparentSpriteColor(#spritegoaldump,#PB_Default)
If SpritePixelCollision(#sprite_ball,ball\posx,ball\posy,#spritegoaldump,fieldstartx,fieldstarty)
If Debuging = #True
Debug "touch tor"
EndIf
If Not ball\targety = 0
ball\targety = inverse(ball\targety)
EndIf
If Not ball\targetx = 0
ball\targetx = inverse(ball\targetx)
EndIf
EndIf
;TOR B
; If SpritePixelCollision(#sprite_ball,ball\posx,ball\posy,#spritegoaldumpb,torb.playField\line_left,torb.playField\line_top)
; End
;
; If Debuging = #True
; Debug "touch tor"
; EndIf
; If Not ball\targety = 0
; ball\targety = inverse(ball\targety)
; EndIf
; If Not ball\targetx = 0
; ball\targetx = inverse(ball\targetx)
; EndIf
; EndIf
;
;******************************************************************************************************
;- *** CHECK TOR ***
;******************************************************************************************************
;check tor Teama
If ball\posx > tora.playField\line_left
If ball\posx < tora.playField\line_right
If ball\posy > tora.playField\line_top
If ball\posy < tora.playField\line_down
If (timerproc = #False And ball\stickat_player = #True)
tor_cpu + 1
ball\posx + 20
ball\stickat_player = #False
EndIf
EndIf
EndIf
EndIf
EndIf
;check tor Teamb
If ball\posx > torb.playField\line_left
If ball\posx < torb.playField\line_right
If ball\posy > torb.playField\line_top
If ball\posy < torb.playField\line_down
If (timerproc = #False And ball\stickat_player = #True)
tor_me + 1
ball\posx - 20
ball\stickat_player = #False
EndIf
EndIf
EndIf
EndIf
EndIf
ElseIf Gamestatus = #GAME_PAUSE
Spielstatus = "Pause"
Else
Spielstatus = "unbekannt"
Delay(10)
EndIf
;******************************************************************************************************
;- *** GUI DRAW ***
;******************************************************************************************************
StartDrawing(ScreenOutput())
If Gamestatus = #GAME_MENU
DrawText(((DesktopWidth(0)/2)),(DesktopHeight(0)/5),"PRESS (N)ew TO PLAY")
ElseIf Gamestatus = #GAME_RUNNING
If ball\out = #True
Define text_over_field.s = "Spieler: " + Str(tor_me) + " vs " + Str(tor_cpu) + " Computer: - Spielzeit: "+ Str(nowplaytime) +" Minuten - Matchstatus: BALL AUS"
Else
Define text_over_field.s = "Spieler: " + Str(tor_me) + " vs " + Str(tor_cpu) + " Computer: - Spielzeit: "+ Str(nowplaytime) +" Minuten - Matchstatus: " + Spielstatus
EndIf
DrawText(((DesktopWidth(0)/2+150)-TextWidth(text_over_field)),(DesktopHeight(0)/5)-TextHeight(text_over_field),text_over_field)
ResetList(Player1())
While NextElement(Player1())
With Player1()
If \myplayer = #True
DrawText(0,0,"Kraft: " +Str(\power))
DrawText(0,20,"Verletzt: " +Str(\hurtdmg))
DrawText(0,40,"Schusskraft: " +Str(\shootpower))
If \playercard = 0
DrawText(0,60,"Karten: keine")
ElseIf \playercard = 1
DrawText(0,60,"Karten: eine Gelbe")
ElseIf \playercard = 2
DrawText(0,60,"Karten: 2 Gelbe")
ElseIf \playercard = 3
DrawText(0,60,"Karten: Rot")
EndIf
If \state = #PLAYER_ACTION_SHOOT
DrawText(0,80,"Status: Schuss")
EndIf
If \state = #TOR
DrawText(0,80,"Status: TOR")
EndIf
EndIf
EndWith
Wend
EndIf
DrawText(DesktopWidth(0)/2,0,#Gametitel,#Red)
If Debuging = #True
Define fps = FPS()
If fps > 0
DrawText(DesktopWidth(0)-80,0,"FPS: "+ Str(fps))
EndIf
EndIf
StopDrawing()
;******************************************************************************************************
;- *** game DRAW ***
;******************************************************************************************************
If Gamestatus = #GAME_RUNNING
;Fieldbackground
ZoomSprite(#fieldbackgroundsprite,fieldWidth+50,fieldHeight+50)
DisplaySprite(#fieldbackgroundsprite,fieldstartx-30,fieldstarty-30)
;Field
ZoomSprite(#fieldsprite,fieldWidth,fieldHeight)
DisplaySprite(#fieldsprite,fieldstartx,fieldstarty+2)
;Goaldump tor a for ping
;ZoomSprite(#spritegoaldumpa,70,160)
;DisplayTransparentSprite(#spritegoaldumpa,tora.playField\line_left,tora.playField\line_top)
;Goaldump tor b for ping
;ZoomSprite(#spritegoaldumpb,70,160)
;DisplayTransparentSprite(#spritegoaldumpb,torb.playField\line_left,torb.playField\line_top)
ZoomSprite(#spritegoaldump,fieldWidth,fieldHeight)
DisplayTransparentSprite(#spritegoaldump,fieldstartx,fieldstarty)
;Goal
;ZoomSprite(#spritegoal,fieldWidth,fieldHeight)
;DisplayTransparentSprite(#spritegoal,fieldstartx,fieldstarty)
;BALL
ZoomSprite(#sprite_ball,#Ball_SIZE,#Ball_SIZE)
DisplaySprite(#sprite_ball,ball\posx,ball\posy)
;players
ResetList(Player1())
While NextElement(Player1())
With Player1()
ZoomSprite(\sprite,#PLAYER_SIZE,#PLAYER_SIZE)
DisplaySprite(\sprite,\posx,\posy)
;Spieler einheit markieren
If \myplayer = #True
ZoomSprite(#player_mark,#PLAYER_SIZE,#PLAYER_SIZE)
DisplaySprite(#player_mark,\posx,\posy)
EndIf
EndWith
Wend
EndIf
;DRAW MOUSE POINTER
;debug mous pos
If Debuging = #True
;Debug "X: "+Str(MouseX())+"Y: "+ Str(MouseY())
EndIf
DisplayTransparentSprite(#maussprite,MouseX(),MouseY())
FlipBuffers()
Until Gamestatus = #GAME_ENDE
;******************************************************************************************************
;- *** END MAIN LOOP
;******************************************************************************************************
DataSection
goal: IncludeBinary "gfx/goal.png"
goaldump: IncludeBinary "gfx/goal_dump.jpg"
goaldumpa: IncludeBinary "gfx/goal_dumpa.png"
goaldumpb: IncludeBinary "gfx/goal_dumpb.png"
field1: IncludeBinary "gfx/field1.jpg"
field0: IncludeBinary "gfx/field0.jpg"
maus: IncludeBinary "gfx/maus.png"
player_black: IncludeBinary "gfx/player_black.png"
player_red: IncludeBinary "gfx/player_red.png"
player_brown: IncludeBinary "gfx/player_brown.png"
player_white: IncludeBinary "gfx/player_white.png"
player_mark: IncludeBinary "gfx/player_mark.png"
EndDataSection