Informations sur: C:\MIAMMIAM\MIAMMIAM.BAS

Publié par SFLPMEA le 04/07/2006

Description

Source Qbasic C:\MIAMMIAM\MIAMMIAM.BAS : le jeu des Gloutons. Par SFLPMEA.

Code source (langage qbasic)

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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%)