Baby Bungy On The Road
Option Explicit
Randomize TIMER
DIM Now AS Double
DIM Counter, Randomed, Counter2, Level, LevelRounds, TotalRounds AS Integer
DIM KeyPress AS String
Level = 0
TotalRounds = 0
LevelRounds = 0
DIM BabyBungy(10,3) AS Integer
For Counter = 1 TO UBOUND(BabyBungy,1)
BabyBungy(Counter,1) = 10 : BabyBungy(Counter,2) = (30 + Counter) : BabyBungy(Counter,3) = 79
Next Counter
BabyBungy(1,3) = 2
DIM Cave(40,2), CaveX AS Integer
CaveX = 10
For Counter = 1 TO UBOUND(Cave,1)
Cave(Counter,1) = (CaveX - 4)
Cave(Counter,2) = (CaveX + 4)
Next Counter
SCREEN 13
DO
Now = Timer
TotalRounds = TotalRounds + 1
LevelRounds = LevelRounds + 1
IF LevelRounds = 10 THEN LevelRounds = 0 : Level = Level + 1
SLEEP (100 - Level)
KeyPress = INKEY$
Color 6, 6 : CLS
FOR Counter = UBOUND(Cave,1) TO 1 STEP - 1
Color 0, 0
FOR Counter2 = Cave(Counter,1) + 1 TO Cave(Counter,2) - 1
LOCATE Counter2, Counter : Print CHR$(35);
NEXT Counter2
IF Counter > 1 THEN Cave(Counter,1) = Cave((Counter - 1), 1) : Cave(Counter,2) = Cave((Counter - 1), 2)
Next Counter
Randomed = INT(RND * 3) + 1
IF Randomed = 1 AND Cave(1,1) > 1 THEN Cave(1,1) = Cave(1,1) - 1 : Cave(1,2) = Cave(1,2) - 1
IF Randomed = 2 AND Cave(1,2) < 25 THEN Cave(1,1) = Cave(1,1) + 1 : Cave(1,2) = Cave(1,2) + 1
Color 14, 0
FOR Counter = UBOUND(BabyBungy,1) TO 1 STEP - 1
IF Counter = 1 Then Color 7, 0
LOCATE BabyBungy(Counter,1), BabyBungy(Counter,2), 0 : Print CHR$(BabyBungy(Counter,3));
IF Counter > 1 THEN BabyBungy(Counter,1) = BabyBungy((Counter - 1), 1)
NEXT Counter
IF KeyPress = "a" THEN BaByBungy(1,1) = (BaByBungy(1,1) - 1)
IF KeyPress = "z" THEN BaByBungy(1,1) = (BaByBungy(1,1) + 1)
IF BabyBungy(1,1) = Cave(31,1) OR BabyBungy(1,1) = Cave(31,2) THEN EXIT DO
LOOP
CLS
Print TotalRounds;
SLEEP