Publié par SFLPMEA le 04/07/2006
Source Qbasic C:\MIAMMIAM\MIAMMIAM.BAS : le jeu des Gloutons. Par SFLPMEA.
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' ************************************* ' * JEU du CHASSEUR de Gloutons * C:\\MIAMMIAM\\MIAMMIAM.BAS ' ************************************* ' AUTEUR: Michel - DATE 27/10/1995 - 17/11/1995 - 12/06/2006 OPTION BASE 1: DEFSTR A-Z: CLEAR , , 4000 DEF SEG = 0 Pk% = PEEK(1047): IF (Pk% AND 32) = 0 THEN POKE 1047, Pk% OR 32 DEF SEG DIM Score&(15), Joueur(15) AS STRING * 20, Nota(15) AS STRING * 20 DIM Terrain(38, 27) AS STRING * 1 ' Indices COLONNE (Xt%) et Ligne (Yt%) ' Suivant Xts% Yts% ' Valeurs: Mur = "M" ' Chasseur = "C" ' Vie de Secours = "V" ' PiŠges "1" … "5" en cours de pose ' "5" … "1" en cours de d‚montage ' "P" si complet ' "6" pour UN Glouton pris DIM Xpix%(38) ' Pixel de gauche de colonne du terrain DIM Ypix%(27) ' Pixel du haut de ligne du terrain DIM Glouton%(38, 27) ' Nombre de Gloutons par case DIM XGl%(21) ' Colonnes des diff‚rents Gloutons DIM YGl%(21) ' Lignes des diff‚rents Gloutons DIM DGlouton(21) ' Direction de deplacement des Gloutons ' (N, S, E, O) DIM Glouton.Piege%(38, 27) ' Num‚ro du Glouton pris au piŠge DIM Duree.Piege%(38, 27) ' Dur‚e pi‚geage Glouton ' ** PRESENTATION ** SCREEN 12: WINDOW SCREEN (1, 1)-(640, 480): RANDOMIZE TIMER GOSUB GS01.CADRE ' ** Dessins DIM Chasseur&(33), Glouton1&(33), Glouton2&(33), Glouton3&(33), Glouton4&(33) DIM Pvide&(33), Pplein1&(33), Pplein2&(33), Vsec&(33), Boum&(33), L&(385) CLOSE : OPEN "C:\\MIAMMIAM\\CHASSEUR.GRA" FOR INPUT AS #1 ' ** Chasseur FOR I% = 1 TO 33: INPUT #1, Chasseur&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\Glouton1.GRA" FOR INPUT AS #1 ' ** Glouton 1 FOR I% = 1 TO 33: INPUT #1, Glouton1&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\Glouton2.GRA" FOR INPUT AS #1 ' ** Glouton 2 FOR I% = 1 TO 33: INPUT #1, Glouton2&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\Glouton3.GRA" FOR INPUT AS #1 ' ** Glouton 3 FOR I% = 1 TO 33: INPUT #1, Glouton3&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\Glouton4.GRA" FOR INPUT AS #1 ' ** Glouton 4 FOR I% = 1 TO 33: INPUT #1, Glouton4&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\PVIDE.GRA" FOR INPUT AS #1 ' ** PiŠge Vide FOR I% = 1 TO 33: INPUT #1, Pvide&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\PPLEIN1.GRA" FOR INPUT AS #1 ' ** PiŠge Ferm‚ 1 FOR I% = 1 TO 33: INPUT #1, Pplein1&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\PPLEIN2.GRA" FOR INPUT AS #1 ' ** PiŠge Ferm‚ 2 FOR I% = 1 TO 33: INPUT #1, Pplein2&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\VSEC.GRA" FOR INPUT AS #1 ' ** VIE de SECOURS FOR I% = 1 TO 33: INPUT #1, Vsec&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\BOUM.GRA" FOR INPUT AS #1 ' ** BOUM FOR I% = 1 TO 33: INPUT #1, Boum&(I%): NEXT I%: CLOSE ' ** Chiffres 18/25 DIM C0&(76), C1&(76), C2&(76), C3&(76), C4&(76), C5&(76) DIM C6&(76), C7&(76), C8&(76), C9&(76), CM&(76), CP&(76) OPEN "C:\\MIAMMIAM\\C_0.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C0&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_1.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C1&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_2.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C2&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_3.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C3&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_4.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C4&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_5.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C5&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_6.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C6&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_7.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C7&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_8.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C8&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_9.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, C9&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_M.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, CM&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C_P.LET" FOR INPUT AS #1 FOR I% = 1 TO 76: INPUT #1, CP&(I%): NEXT I%: CLOSE ' ** Chiffres 13/16 DIM D0&(33), D1&(33), D2&(33), D3&(33), D4&(33), D5&(33) DIM D6&(33), D7&(33), D8&(33), D9&(33), DM&(33), DP&(33) DIM DMIN&(33), DSEC&(33) OPEN "C:\\MIAMMIAM\\C0.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D0&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C1.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D1&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C2.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D2&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C3.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D3&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C4.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D4&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C5.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D5&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C6.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D6&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C7.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D7&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C8.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D8&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\C9.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, D9&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\CM.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, DM&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\CP.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, DP&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\CMIN.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, DMIN&(I%): NEXT I%: CLOSE OPEN "C:\\MIAMMIAM\\CSEC.LET" FOR INPUT AS #1 FOR I% = 1 TO 33: INPUT #1, DSEC&(I%): NEXT I%: CLOSE E00.SUITE: COLOR 14 DATA 97, 145, 241, 289, 337, 385, 433, 481,241, 289, 337 DATA 145, 193, 241, 289, 337, 385, 433, 481 Xdep% = 500: Y1% = 103: M = "LACHASSE" FOR I% = 1 TO 8 Lettre = MID$(M, I%, 1): READ Xfin%: GOSUB GS02.TITRE NEXT I% Y1% = 193: M = "AUX" FOR I% = 1 TO 3 Lettre = MID$(M, I%, 1): READ Xfin%: GOSUB GS02.TITRE NEXT I% Y1% = 283: M = "GLOUTONS" FOR I% = 1 TO 8 Lettre = MID$(M, I%, 1): READ Xfin%: GOSUB GS02.TITRE NEXT I% LINE (113, 369)-(544, 377), 11, BF FOR A& = 1 TO 100000 X% = INT(RND * 608) + 16: Y% = INT(RND * 448) + 16 C% = POINT(X%, Y%) IF C% = 0 THEN PSET (X%, Y%), INT(RND * 13) + 3 NEXT GOTO E50.DEBUT E32.CREAT.FICH.SCORES: ' *** PREMIERE Cr‚ation du fichier des scores CLOSE : OPEN "C:\\MIAMMIAM\\SCORES.CHA" FOR OUTPUT AS #1 Score& = 0: Joueur = "????? ": Nota = SPACE$(20) FOR I% = 1 TO 15: WRITE #1, Score&, Joueur, Nota: NEXT I% CLOSE : GOTO E51.LECTURE.SCORES E50.DEBUT: ON ERROR GOTO F04.ERREUR.PROG Cfd% = 0 ' COULEUR DE FOND ECRAN Ccv1% = 15: Ccv2% = 0 ' COULEUR CADRE VIDE Cct1% = 11: Cct2% = 0: Cte1% = 15: Cte2% = 0 ' COULEUR CADRE/TITRE SCREEN 0: WIDTH 80, 25: LOCATE 1, 1: COLOR , Cfd%: PRINT SPACE$(2000); Titre = " *** JEU de la CHASSE aux Gloutons *** " Y% = 2: X% = 23: GOSUB GS06.TITRE: L.Er% = 25 E51.LECTURE.SCORES: Etape = "OUVERTURE FICHIER" CLOSE : OPEN "C:\\MIAMMIAM\\SCORES.CHA" FOR INPUT AS #1 Etape = "" FOR I% = 1 TO 15 INPUT #1, Score&, Joueur, Nota Score&(I%) = Score&: Joueur(I%) = Joueur: Nota(I%) = Nota NEXT I% CLOSE : GOSUB GS08.TRI.SCORES COLOR Cfd%, Cfd% FOR Y% = 5 TO 23: LOCATE Y%, 2: PRINT SPACE$(78); : NEXT Y% Tempo = "SCORES … BATTRE": Lchg% = 7: Cchg% = 4: Lcbd% = 23: Ccbd% = 6 GOSUB GS07.CADRE.VIDE: COLOR 30, 0 FOR I% = 1 TO 15: LOCATE I% + 7, 5: PRINT MID$(Tempo, I%, 1); : NEXT I% LOCATE 14, 12: COLOR 11: PRINT "Û"; LOCATE 15, 8: PRINT "°±²ÛÛ"; : LOCATE 16, 12: PRINT "Û"; Ecr(1) = "ÉÍÍËÍÍÍÍÍÍÍÍÍËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍËÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ»" Ecr(2) = "ºRgº Score º JOUEUR º Observations º" Ecr(3) = "ÌÍÍÎÍÍÍÍÍÍÍÍÍÎÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÎÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹" Ecr(4) = "º º º º º" Ecr(5) = "ÈÍÍÊÍÍÍÍÍÍÍÍÍÊÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÊÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ" COLOR 15, 0: FOR Y% = 5 TO 7: LOCATE Y%, 15: PRINT Ecr(Y% - 4); : NEXT Y% FOR Y% = 8 TO 22: LOCATE Y%, 15: PRINT Ecr(4); : NEXT Y% LOCATE 23, 15: PRINT Ecr(5); : COLOR 15, 0 FOR I% = 1 TO 15 LOCATE I% + 7, 16: PRINT USING "##"; I% LOCATE I% + 7, 19: PRINT USING "######## "; Score&(I%) LOCATE I% + 7, 29: PRINT Joueur(I%) LOCATE I% + 7, 50: PRINT Nota(I%) NEXT I% Faux = "APPUYEZ sur une TOUCHE quelconque pour POURSUIVRE" GOSUB GS03.ERREUR COLOR Cfd%: FOR Y% = 5 TO 23: LOCATE Y%, 2: PRINT SPACE$(78); : NEXT Y% Cct1% = 14: Cct2% = 5: Cte1% = 15: Cte2% = 1 Titre = " Votre NOM : " Y% = 11: X% = 27: GOSUB GS06.TITRE Y% = 12: X% = 41: Nbc% = 15: Saisiepr = "?": GOSUB GS05.ALPHA Joueur = S LOCATE Y%, X%: COLOR 14, Cfd%: PRINT Joueur; : SLEEP 2 ' Mise en table des cordonn‚es Colonne/Ligne du terrain en pixels ' Pixel en haut et … gauche de chaque colonne/ligne FOR X% = 1 TO 38: Xpix%(X%) = X% * 16 + 1: NEXT X% FOR Y% = 1 TO 27: Ypix%(Y%) = (Y% + 2) * 16 + 1: NEXT Y% Nb.Gl% = 1: Vies% = 3 Score& = 0: Valeur.Glouton% = 2000: Valeur.Vie.Secours% = 2500 ON TIMER(1) GOSUB GS14.BONUS.TEMPS ' *** Ancienne m‚thode de ralentissement 'Debut! = TIMER 'DO: V1& = V1& + 1: LOOP UNTIL TIMER > Debut! + 1 ' ************ 'T1# = V1& * 8 ' *** Ralentiseur de jeu ' ************ Duree.Cycle! = .4 ' *** Nouvelle m‚thode de r‚gularisation de vitesse SCREEN 12: WINDOW SCREEN (1, 1)-(640, 480) E52.NIVEAU.SUPERIEUR: '*** Affichage terrain vide RANDOMIZE TIMER: Couleur% = 0 LINE (1, 1)-(640, 480), Couleur%, BF LINE (33, 65)-(608, 464), 15, BF FOR X% = 49 TO 529 STEP 80 FOR Y% = 81 TO 401 STEP 64 LINE (X%, Y%)-(X% + 63, Y% + 47), Couleur%, BF NEXT Y% NEXT X% ERASE Terrain, Glouton%, XGl%, YGl% ' ** Initialisation du Terrain "(38, 27)" FOR X% = 1 TO 38: FOR Y% = 1 TO 27: Terrain(X%, Y%) = "M": NEXT Y%, X% FOR Y% = 2 TO 26 STEP 4: FOR X% = 2 TO 37: Terrain(X%, Y%) = " ": NEXT X%, Y% FOR X% = 2 TO 37 STEP 5: FOR Y% = 2 TO 26: Terrain(X%, Y%) = " ": NEXT Y%, X% ' ** Suppression de 5 'Couloirs' FOR I% = 1 TO 5 E52.OCCUPE: A2.7% = INT(RND * 6) + 1: X% = 7 + (A2.7% - 1) * 5 A2.6% = INT(RND * 5) + 1: Y% = 6 + (A2.6% - 1) * 4 SELECT CASE INT(RND * 4) + 1 CASE 1: IF Terrain(X%, Y% - 1) = "M" GOTO E52.OCCUPE Xcl% = Xpix%(X%): Ycl% = Ypix%(Y%) Xhg% = Xcl%: Xbd% = Xhg% + 15 Yhg% = Ycl% - 48: Ybd% = Ycl% - 1 LINE (Xhg%, Yhg%)-(Xbd%, Ybd%), Couleur%, BF FOR Y% = Y% - 1 TO Y% - 3 STEP -1: Terrain(X%, Y%) = "M": NEXT Y% CASE 2: IF Terrain(X%, Y% + 1) = "M" GOTO E52.OCCUPE Xcl% = Xpix%(X%): Ycl% = Ypix%(Y%) Xhg% = Xcl%: Xbd% = Xhg% + 15 Yhg% = Ycl% + 16: Ybd% = Ycl% + 63 LINE (Xhg%, Yhg%)-(Xbd%, Ybd%), Couleur%, BF FOR Y% = Y% + 1 TO Y% + 3: Terrain(X%, Y%) = "M": NEXT Y% CASE 3: IF Terrain(X% - 1, Y%) = "M" GOTO E52.OCCUPE Xcl% = Xpix%(X%): Ycl% = Ypix%(Y%) Xhg% = Xcl% - 64: Xbd% = Xcl% - 1 Yhg% = Ycl%: Ybd% = Ycl% + 15 LINE (Xhg%, Yhg%)-(Xbd%, Ybd%), Couleur%, BF FOR X% = X% - 4 TO X% - 1: Terrain(X%, Y%) = "M": NEXT X% CASE 4: IF Terrain(X%, Y% + 1) = "M" GOTO E52.OCCUPE Xcl% = Xpix%(X%): Ycl% = Ypix%(Y%) Xhg% = Xcl% + 16: Xbd% = Xhg% + 63 Yhg% = Ycl%: Ybd% = Ycl% + 15 LINE (Xhg%, Yhg%)-(Xbd%, Ybd%), Couleur%, BF FOR X% = X% + 1 TO X% + 4: Terrain(X%, Y%) = "M": NEXT X% END SELECT NEXT I% ' ** Position de d‚part du chasseur Terrain(37, 26) = "C": Xch% = 37: Ych% = 26 ' ** Position Initiale des Gloutons (au nombre de Nb.Glouton%) Nb.Gl% = Nb.Gl% + 2: IF Nb.Gl% > 20 THEN Nb.Gl% = 20 Nb.Glouton% = Nb.Gl%: Glouton%(2, 2) = Nb.Glouton% FOR A% = 1 TO Nb.Glouton%: XGl%(A%) = 2: YGl%(A%) = 2: NEXT A% ' *** (Ralentisseur) 'T& = V1& / 5 - 24 * Nb.Glouton% ' ** Position de la vie de secours sur le terrain E52.PAS.LIBRE: Y% = INT(RND * 25) + 2: X% = INT(RND * 36) + 2 IF Terrain(X%, Y%) <> " " GOTO E52.PAS.LIBRE PUT (Xpix%(X%), Ypix%(Y%)), Vsec&, PSET: Terrain(X%, Y%) = "V" ' ** Coordonn‚es de d‚part des Gloutons FOR I% = 1 TO Nb.Glouton%: XGl% = 2: YGl% = 2: NEXT I% ' ** Affichage Chasseur et Gloutons en position de d‚part PUT (Xpix%(Xch%), Ypix%(Ych%)), Chasseur&, PSET PUT (Xpix%(XGl%), Ypix%(YGl%)), Glouton1&, PSET K.Pr = "5": Valeur.Vie.Secours% = Valeur.Vie.Secours% + 1000 Valeur.Glouton% = Valeur.Glouton% + 1000 ' ** Affichage du score … battre LOCATE 2, 41: COLOR 15: PRINT "SCORE … BATTRE:" LOCATE 1, 41: COLOR 15: PRINT USING "#,###,###"; Score&(1) Xx% = 445: Yy% = 10: GOSUB GS12.ECRITURE.SCORE ' ** Score … battre GOSUB GS08.AFFICHE.TOUT: LOCATE 30, 1: COLOR 11 PRINT "RAPPEL: A -> Pose PIEGE, Z -> Vide P, E -> Sup P"; PRINT ", R -> PAUSE, @ -> FIN, +/- -> V"; ' ** Bonus% = 0: Duree% = 150 + 30 * Nb.Glouton%: TIMER ON ' ** COLOR 15: LOCATE 6, 7: PRINT "GLOUTONS" COLOR 15: LOCATE 7, 9: PRINT USING "## …"; Nb.Glouton% LOCATE 8, 8: PRINT Valeur.Glouton% E53.COMMANDE: ' ** Guide Chasseur ** 'FOR A& = 1 TO T&: NEXT ' ** Ralentisseur Debut! = TIMER PUT (Xpix%(Xch%), Ypix%(Ych%)), Chasseur&, PSET IF Vies% < 0 THEN ' ** Jeu Perdu ... TIMER OFF: FOR S% = 123 TO 65 STEP -5: SOUND S%, 1: NEXT S%: SLEEP 2 PLAY "O2 T120 L16F L8AB- O3 L4CF L6C L16D L8C O2 L8B- L4AG L8F" SLEEP 2: GOTO E80.CEFINI END IF GOSUB GS10.AFFICHE.NB.GLOUTONS IF Nb.Glouton% = 0 THEN TIMER OFF: SLEEP 2: GOTO E99.NIVEAU.FINI K = INKEY$: IF K = "" THEN K = K.Pr E53A: COLOR 0 ' *** les commandes du joueur SELECT CASE K CASE CHR$(0) + "H", "8": Dxch% = 0: Dych% = -1: Stepx% = 0: Stepy% = -1: GOTO E53.CHASSEUR CASE CHR$(0) + "P", "2": Dxch% = 0: Dych% = 1: Stepx% = 0: Stepy% = 1: GOTO E53.CHASSEUR CASE CHR$(0) + "K", "4": Dxch% = -1: Dych% = 0: Stepx% = -1: Stepy% = 0: GOTO E53.CHASSEUR CASE CHR$(0) + "M", "6": Dxch% = 1: Dych% = 0: Stepx% = 1: Stepy% = 0: GOTO E53.CHASSEUR CASE CHR$(0) + "Q", "A", "a", "P", "p": GOTO E57.POSE.PIEGE CASE CHR$(0) + "I", "E", "e", "S", "s": GOTO E58.SUPPRESSION.PIEGE CASE "V", "v", "Z", "z": GOTO E58.VIDE.PIEGE 'CASE "+": T& = T& * .95: K.Pr = "5": GOTO E53.COMMANDE 'CASE "-": T& = T& * 1.05: K.Pr = "5": GOTO E53.COMMANDE CASE "+": Duree.Cycle! = Duree.Cycle! * .95 K.Pr = "5": GOTO E53.COMMANDE CASE "-": Duree.Cycle! = Duree.Cycle! * 1.05 K.Pr = "5": GOTO E53.COMMANDE CASE CHR$(27): COLOR 15: END CASE "R", "r", "5": K.Pr = K: TIMER OFF SLEEP: TIMER ON GOTO E53.COMMANDE CASE "@": COLOR 15: GOTO E80.CEFINI CASE ELSE: K = K.Pr: GOTO E53A END SELECT E53.CHASSEUR: ' ** D‚placement du Chasseur Xts% = Xch% + Dxch%: Yts% = Ych% + Dych% Suivant = Terrain(Xts%, Yts%): Glouton% = Glouton%(Xts%, Yts%) ' ** Arriv‚e contre une cloison ou un piege (prˆt ou plein) IF Suivant = "M" OR Suivant = "P" OR Suivant = "6" GOTO E59.GLOUTON ' ** RIEN devant IF Suivant = " " AND Glouton% = 0 THEN IF Dxch% = 0 THEN ' ** D‚placement vertical Yd% = Ypix%(Ych%): Yf% = Ypix%(Yts%): X% = Xpix%(Xch%) FOR Y% = Yd% TO Yf% STEP Stepy% PUT (X%, Y%), Chasseur&, PSET NEXT Y% ELSE ' ** D‚placement Horizontal Xd% = Xpix%(Xch%): Xf% = Xpix%(Xts%): Y% = Ypix%(Ych%) FOR X% = Xd% TO Xf% - Dxch% STEP Stepx% PUT (X% + Dxch%, Y%), Chasseur&, PSET NEXT X% END IF Terrain(Xch%, Ych%) = " ": Terrain(Xts%, Yts%) = "C" IF Glouton%(Xch%, Ych%) > 0 THEN ' ** Glouton au d‚part du chasseur SELECT CASE INT(RND * 4) + 1 CASE 1: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton1&, PSET CASE 2: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton2&, PSET CASE 3: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton3&, PSET CASE 4: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton4&, PSET END SELECT END IF Xch% = Xts%: Ych% = Yts%: GOTO E59.GLOUTON END IF ' ** Une Vie de Secours devant et PAS de Glouton IF Suivant = "V" AND Glouton% = 0 THEN Xpix% = Xpix%(Xts%): Ypix% = Ypix%(Yts%) FOR S% = 130 TO 200 STEP 10: SOUND S%, 1: NEXT S% PUT (Xpix%, Ypix%), Vsec&, PRESET: PUT (Xpix%, Ypix%), Vsec&, PSET LINE (Xpix%(Xch%), Ypix%(Ych%))-(Xpix%(Xch%) + 15, Ypix%(Ych%) + 15), 15, BF Terrain(Xch%, Ych%) = " ": Terrain(Xts%, Yts%) = "C" IF Glouton%(Xch%, Ych%) > 0 THEN ' ** Glouton au d‚part du chasseur SELECT CASE INT(RND * 4) + 1 CASE 1: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton1&, PSET CASE 2: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton2&, PSET CASE 3: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton3&, PSET CASE 4: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton4&, PSET END SELECT END IF Xch% = Xts%: Ych% = Yts% PUT (Xpix%(Xch%), Ypix%(Ych%)), Chasseur&, PSET ' ** Affichage des Vies et du Score Vies% = Vies% + 1: Score& = Score& + Valeur.Vie.Secours% GOSUB GS08.AFFICHE.TOUT: GOTO E59.GLOUTON END IF ' ** Le chasseur arrive contre un piege en cours de construction IF Suivant >= "1" AND Suivant <= "5" AND Glouton% = 0 THEN IF Glouton%(Xch%, Ych%) > 0 THEN ' ** Glouton au d‚part du chasseur SELECT CASE INT(RND * 4) + 1 CASE 1: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton1&, PSET CASE 2: PUT (Xpix%(Xch%), Ypix%(Ych%)), Glouton2&, PSET CASE 3: PUT (Xpix%(Xch%), Ypix%(Ych%)