IF b > 0 THEN IF sipp = 20 THEN PUT (a \ 2, b \ 2), sippm20, OR\r
IF b > 0 THEN IF sipp = 3 THEN PUT (a \ 2, b \ 2), sippm3, OR\r
\r
+' Draw companions in scaled down mode\r
GET (FirstCompanionX% \ 2, FirstCompanionY% \ 2)-((FirstCompanionX% + 10) \ 2, (FirstCompanionY% + 10) \ 2), siilm1\r
PUT (FirstCompanionX% \ 2, FirstCompanionY% \ 2), siilm, OR\r
GET (SecondCompanionX% \ 2, SecondCompanionY% \ 2)-((siia1 + 10) \ 2, (SecondCompanionY% + 10) \ 2), siilm2\r
PUT (SecondCompanionX% \ 2, SecondCompanionY% \ 2), siilm, OR\r
+\r
+' Small delay to limit framerate\r
SOUND 0, .8\r
+\r
+' Check collisions with terrain (z = solid block)\r
+' Right side collision checks\r
IF TerrainGrid((a + 38) \ 20, (b + 37) \ 20) = "z" THEN eda = -1: r = 9: lke = 0\r
IF TerrainGrid((a + 38) \ 20, (b + 22) \ 20) = "z" THEN eda = -1: r = 9: lke = 0\r
\r
+' Left side collision checks\r
IF TerrainGrid((a + 21) \ 20, (b + 22) \ 20) = "z" THEN eda = 1: r = 9: lke = 0\r
IF TerrainGrid((a + 21) \ 20, (b + 37) \ 20) = "z" THEN eda = 1: r = 9: lke = 0\r
\r
+' Top collision checks\r
IF TerrainGrid((a + 22) \ 20, (b + 21) \ 20) = "z" THEN all = 0: cd = 10: lke = 0\r
IF TerrainGrid((a + 37) \ 20, (b + 21) \ 20) = "z" THEN all = 0: cd = 10: lke = 0\r
\r
+' Bottom collision checks (landing on ground)\r
IF TerrainGrid((a + 22) \ 20, (b + 38) \ 20) = "z" THEN all = -1: r1 = 2: lk = 1: lke = 0\r
IF TerrainGrid((a + 37) \ 20, (b + 38) \ 20) = "z" THEN all = -1: r1 = 2: lk = 1: lke = 0\r
\r
qwer = qwer + 1: IF ObjectGrid((a + 30) \ 20, (b + 30) \ 20) = "q" AND qwer > 20 THEN qwer = 1: LivesRemaining% = LivesRemaining% - 1: eda = -5: all = -3: DisplayGameStatistics\r
IF qwer > 100 THEN qwer = 50\r
+\r
+' Coin collection logic\r
IF TerrainGrid((a + 30) \ 20, (b + 30) \ 20) = "1" THEN CoinsCollected% = CoinsCollected% + 1: kustuta1 = 1: DisplayGameStatistics: TerrainGrid((a + 30) \ 20, (b + 30) \ 20) = ""\r
+\r
+' Trampoline effect\r
IF TerrainGrid((a + 30) \ 20, (b + 30) \ 20) = "v" THEN all = -8: sipp = 3\r
+\r
+' Conveyor belt movement triggers\r
IF ObjectGrid((a + 30) \ 20, (b + 38) \ 20) = ">" THEN eda = 3\r
IF ObjectGrid((a + 30) \ 20, (b + 38) \ 20) = "<" THEN eda = -3\r
+\r
lke = lke + 1\r
r = r + 1: IF r > 10 THEN r = 0: IF eda > 0 THEN eda = eda - 1: ELSE IF eda < 0 THEN eda = eda + 1\r
r1 = r1 + 1: IF r1 > 3 THEN r1 = 0: all = all + 1\r
lk = lk + 1: cd = cd - 1\r
+\r
+' Breakable block interaction\r
IF ObjectGrid((a + 30) \ 20, (b + 21) \ 20) = "o" THEN TerrainGrid((a + 30) \ 20, (b + 21) \ 20) = "": ObjectGrid((a + 30) \ 20, (b + 21) \ 20) = "": kustuta = 1\r
+\r
IF ObjectGrid((a + 30) \ 20, (b + 38) \ 20) = "a" THEN TerrainGrid((a + 30) \ 20, (b + 38) \ 20) = "": ObjectGrid((a + 30) \ 20, (b + 38) \ 20) = "": kustuta2 = 1\r
+\r
+' First companion hedgehog terrain collision checks\r
IF TerrainGrid((FirstCompanionX% + 25) \ 20, (FirstCompanionY% + 25) \ 20) = "z" THEN siiall = -1\r
IF TerrainGrid((FirstCompanionX% + 30) \ 20, (FirstCompanionY% + 10) \ 20) = "z" THEN siie = -1\r
IF TerrainGrid((FirstCompanionX% + 20) \ 20, (FirstCompanionY% + 10) \ 20) = "z" THEN siie = 1\r
+\r
+' Second companion hedgehog terrain collision checks\r
IF TerrainGrid((SecondCompanionX% + 25) \ 20, (SecondCompanionY% + 25) \ 20) = "z" THEN siiall1 = -1\r
IF TerrainGrid((SecondCompanionX% + 30) \ 20, (SecondCompanionY% + 10) \ 20) = "z" THEN siie1 = -1\r
IF TerrainGrid((SecondCompanionX% + 20) \ 20, (SecondCompanionY% + 10) \ 20) = "z" THEN siie1 = 1\r
+\r
+' Screen boundary checks for companions\r
IF FirstCompanionX% > 600 THEN siie = -1\r
IF FirstCompanionX% < 3 THEN siie = 1\r
IF SecondCompanionX% > 600 THEN siie1 = -1\r
IF SecondCompanionX% < 3 THEN siie1 = 1\r
+\r
+' Restore previous companion positions\r
PUT (SecondCompanionX% \ 2, SecondCompanionY% \ 2), siilm2, PSET\r
PUT (FirstCompanionX% \ 2, FirstCompanionY% \ 2), siilm1, PSET\r
+\r
+' Restore previous player position\r
IF b > 0 THEN PUT (a \ 2, b \ 2), marm1, PSET\r
+\r
+' Handle sprite clearing after coin collection\r
IF kustuta = 1 THEN kustuta = 0: PUT (((a + 10) \ 20) * 10, (b \ 20) * 10), EmptySpaceSpriteSmall, PSET\r
IF kustuta1 = 1 THEN kustuta1 = 0: PUT (((a + 10) \ 20) * 10, ((b + 10) \ 20) * 10), EmptySpaceSpriteSmall, PSET\r
IF kustuta2 = 1 THEN kustuta2 = 0: PUT (((a + 10) \ 20) * 10, ((b + 28) \ 20) * 10), EmptySpaceSpriteSmall, PSET\r
+\r
IF makk = 1 THEN makk = 0: a = a - 20\r
+\r
ObjectGrid((SecondCompanionX% + 25) \ 20, (SecondCompanionY% + 8) \ 20) = "": ObjectGrid((FirstCompanionX% + 25) \ 20, (FirstCompanionY% + 8) \ 20) = ""\r
+\r
+' Update companion positions\r
FirstCompanionX% = FirstCompanionX% + siie\r
FirstCompanionY% = FirstCompanionY% + siiall\r
SecondCompanionX% = SecondCompanionX% + siie1\r
SecondCompanionY% = SecondCompanionY% + siiall1\r
+\r
+' Mark new companion positions in object grid\r
ObjectGrid((SecondCompanionX% + 25) \ 20, (SecondCompanionY% + 8) \ 20) = "q": ObjectGrid((FirstCompanionX% + 25) \ 20, (FirstCompanionY% + 8) \ 20) = "q"\r
siiall = siiall + 1: IF siiall > 2 THEN siiall = 2\r
siiall1 = siiall1 + 1: IF siiall1 > 2 THEN siiall1 = 2\r
+\r
+' Update player position based on velocity\r
a = a + eda\r
b = b + all\r
+\r
+' Level transition when reaching right edge\r
IF a > 594 THEN a = 2: CurrentLevelNumber% = CurrentLevelNumber% + 1: LoadLevel CurrentLevelNumber%: siie = 1: siie1 = 1\r
+\r
+' Level transition when reaching left edge\r
IF a < 1 THEN a = 594: IF CurrentLevelNumber% = 1 THEN LoadLevel CurrentLevelNumber%: ELSE CurrentLevelNumber% = CurrentLevelNumber% - 1: LoadLevel CurrentLevelNumber%: IF graphicsMode = 1 THEN a = 297\r
+\r
+' Player falls off bottom of screen\r
IF b > 358 THEN LivesRemaining% = LivesRemaining% - 1: DisplayGameStatistics: CurrentLevelNumber% = CurrentLevelNumber% - 1: LoadLevel CurrentLevelNumber%: b = 100: a = 2: DisplayGameStatistics\r
+\r
+' Teleportation triggers ("u" and "U" markers in level data)\r
IF TerrainGrid((a + 30) \ 20, (b + 30) \ 20) = "u" THEN a = DoorExitX% + 5: b = DoorExitY%: eda = 0\r
IF TerrainGrid((a + 30) \ 20, (b + 30) \ 20) = "U" THEN a = DoorEntryX% + 5: b = DoorEntryY%: eda = 0\r
\r
IF kbd$ = "/" THEN a = 2: b = 50: CurrentLevelNumber% = CurrentLevelNumber% + 1: LoadLevel CurrentLevelNumber%: siie = 1: siie1 = 1\r
IF kbd$ = "+" THEN a = 2: b = 50: CurrentLevelNumber% = CurrentLevelNumber% + 5: LoadLevel CurrentLevelNumber%: siie = 1: siie1 = 1\r
IF kbd$ = "q" THEN END\r
+\r
sipa = sipa + 1\r
IF sipa = 3 THEN sipa = 1\r
+\r
GOTO 106\r
\r
SUB DisplayGameStatistics\r
aiia1 = 0\r
SecondCompanionY% = 0\r
FOR a1 = 1 TO 32\r
-FOR b1 = 1 TO 20\r
-TerrainGrid(a1, b1) = ""\r
-ObjectGrid(a1, b1) = ""\r
-NEXT b1\r
+ FOR b1 = 1 TO 20\r
+ TerrainGrid(a1, b1) = ""\r
+ ObjectGrid(a1, b1) = ""\r
+ NEXT b1\r
NEXT a1\r
+\r
FOR a = 1 TO 10\r
-asciiLevelData(a) = ""\r
+ asciiLevelData(a) = ""\r
NEXT a\r
+\r
CLS\r
LOCATE 3, 10\r
+\r
SELECT CASE y\r
CASE 1\r
asciiLevelData(1) = " mmm"\r