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25 270 706 bytes (24.10M)
File date:
2008-09-27 23:04:57
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  • bakcup.txt 5.77K
  • builder.bak 2.76K
  • builder.dba 1.96K
  • builder.txt 2.75K
  • CrashOn_09_25_08.txt 0B
  • CrashOn_09_26_08.txt 146B
  • elem.x 43.32K
  • Fx/ dir
  • Includes/ dir
  • Includes/builder.bak 1.96K
  • Includes/builder.dba 1.96K
  • Includes/builder.dbpro 1.37K
  • Includes/builder2.bak 13.15K
  • Includes/builder2.dba 13.15K
  • Includes/builder2.dbpro 1.37K
  • jatek.rar 4.55K
  • jump.txt 4.97K
  • main.bak 50.16K
  • main.dba 50.16K
  • main.dbpro 1.38K
  • menu/ dir
  • menu/back.png 6.01K
  • menu/bang.mp3 41.22K
  • menu/beep.mp3 3.80K
  • menu/beep2.mp3 5.02K
  • menu/construction.png 25.90K
  • menu/credits0.png 5.54K
  • menu/credits1.png 15.50K
  • menu/exit0.png 6.27K
  • menu/exit1.png 16.39K
  • menu/game_over.png 196.16K
  • menu/high.png 145.08K
  • menu/kkr.mp3 33.18K
  • menu/life.png 15.53K
  • menu/main.dba 8.76K
  • menu/main.dbpro 1.37K
  • menu/num/ dir
  • menu/num/0.png 6.80K
  • menu/num/1.png 5.05K
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  • menu/num/8.png 7.80K
  • menu/num/9.png 6.34K
  • menu/num/level.png 9.24K
  • menu/options/ dir
  • menu/options/back.png 6.01K
  • menu/options/fej.png 10.65K
  • menu/options/fel.png 4.09K
  • menu/options/fel1.png 4.26K
  • menu/options/le.png 3.57K
  • menu/options/le1.png 3.65K
  • menu/options/line.png 13.80K
  • menu/options/music.png 6.68K
  • menu/options/off.png 5.38K
  • menu/options/off1.png 14.15K
  • menu/options/on.png 4.98K
  • menu/options/on1.png 13.68K
  • menu/options/sfx.png 5.45K
  • menu/options/shaders.png 12.06K
  • menu/options/Thumbs.db 55.00K
  • menu/options/vissza.png 9.86K
  • menu/options/vissza1.png 22.34K
  • menu/options/volume.png 11.73K
  • menu/options0.png 5.24K
  • menu/options1.png 15.23K
  • menu/play0.png 6.13K
  • menu/play1.png 15.92K
  • menu/sprint.png 24.57K
  • menu/stanley.png 149.62K
  • menu/Thumbs.db 30.00K
  • menu/time.png 137.68K
  • menu/waves/ dir
  • menu/waves/computing.mp3 49.01K
  • menu/waves/construction.mp3 17.99K
  • menu/waves/fall.mp3 17.99K
  • menu/waves/gameover.mp3 65.34K
  • menu/waves/timesup.mp3 17.99K
  • menu/waves/walk_fast.mp3 8.60K
  • menu/waves/walk_slow.mp3 16.36K
  • Models/ dir
  • Models/csirke.x 627.38K
  • Models/DirtyCotton/ dir
  • Models/DirtyCotton/dc-back.png 313.65K
  • Models/DirtyCotton/dc-bottom.png 61.00K
  • Models/DirtyCotton/dc-front.png 295.27K
  • Models/DirtyCotton/dc-left.png 321.02K
  • Models/DirtyCotton/dc-right.png 327.58K
  • Models/DirtyCotton/dc-top.png 349.51K
  • Models/DirtyCotton/Thumbs.db 16.00K
  • Models/elem.x 43.32K
  • Models/elem2.x 51.16K
  • Models/elemjo.dbo 3.69M
  • Models/elemjo.md2 94.92K
  • Models/elemlakat.md2 149.16K
  • Models/elemm.md2 41.32K
  • Models/HeliosSunset/ dir
  • Models/HeliosSunset/hs-back.png 248.08K
  • Models/HeliosSunset/hs-bottom.png 44.78K
  • Models/HeliosSunset/hs-front.png 285.41K
  • Models/HeliosSunset/hs-left.png 286.19K
  • Models/HeliosSunset/hs-right.png 298.59K
  • Models/HeliosSunset/hs-top.png 397.52K
  • Models/HeliosSunset/Thumbs.db 22.00K
  • Models/kerek.x 181.20K
  • Models/MetalScratches0015_S.jpg 276.90K
  • Models/nyil.x 5.76K
  • Models/RustMixed0002_S.jpg 271.49K
  • Models/YARR/ dir
  • Models/YARR/sphere.png 930.81K
  • Models/YARR/Thumbs.db 31.00K
  • Music/ dir
  • Music/eger.wav 344.62K
  • Music/gameplay_3_loop.mp3 250.64K
  • Music/katt.wav 344.62K
  • Music/lerak.mp3 125.75K
  • Music/menu_music.wav 2.92M
  • Music/mindesign.wav 5.38M
  • random.exe 4.64M
  • Sprites/ dir
  • Sprites/builder.dba 1.96K
  • Sprites/e.bmp 768.05K
  • Sprites/following.jpg 40.46K
  • Sprites/intro.bak 907B
  • Sprites/intro.dba 909B
  • Sprites/intro.dbpro 1.39K
  • Sprites/intro.exe 5.58M
  • Sprites/mindesign.jpg 19.58K
  • Sprites/mindesign.wav 5.38M
  • Sprites/shade.bmp 102B
  • Sprites/sponsor.jpg 50.86K
  • Sprites/stanley.png 117.29K
  • stanley.exe 6.23M
  • Zeller/ dir
  • Zeller/HDR.fx 5.10K
  • Zeller/zeller.bak 6.36K
  • Zeller/zeller.dba 6.36K
  • Zeller/zeller.dbpro 1.37K

file_id.diz

Rem ***** Main Source File *****
REM F08, mindesign entertainment

Rem ***** Includes *****
#Include "Includes/builder.dba"
Rem ********************

Rem ***** ***** Inicializálás ***** *****
Rem Autocam off
Hide Mouse
Sync On : Sync Rate 60
Rem ***** ***** ***** ***** ***** *****

Rem ///// ///// Globális változók

  Rem TPS Sugár
  Global TPS_R As Float : TPS_R=30

  Rem Karakter
  Global Karakter As Integer : Karakter=FreeObject()

  Rem Alapok
  Global Alap As Integer : Alap=FreeObject()+100

  Rem Ugrás változók
  Global MaxY# as Float : MaxY#=5.0
  Global SzintY# as Float : SzintY#=MaxY#-0.3
  Global DeltaY# as Float : DeltaY#=0.1
  Global Jump as Boolean : Jump=0
  Global yPuffer# as Float
  Global Mozgas$ : Mozgas$="elore"

  Rem Builder
  DIM map(1000,1000) as byte
  Global done as boolean


Rem Globális változók \\\\\ \\\\\


Rem Debug Matrix
Make matrix 1,100,100,25,25

Rem TPS Kamera
Global Self As Integer : Self=1
Make object cube Self,10 : Hide object Self

Rem Karakter Betöltése
Make object box Karakter, 5,10,5

Rem Alapok betölése
Make object box Alap,15,5,15
Hide object Alap

Rem Pálya betöltése
Build_Map(20)


Rem Main Loop
Do

 Rem Alprogramok meghívása
 Gosub Control_Karakter
 Gosub Control_Camera
 Gosub Debug

 Rem Képernyõ frissítés
 Sync
Loop

Rem Kamera kezelõ alprogram
Control_Camera:

 Rem Egér
 Rotate object Self, Object Angle X(Self)+MouseMoveY(),Object Angle Y(Self)+MouseMoveX(),0

 Rem Debug
 If Object Angle X(Self)<10 then xRotate Object Self,10
 If Object Angle X(Self)>50 then xRotate Object Self,50
 If Object Angle Y(Self)>360 then yRotate Object Self,0
 If Object Angle Y(Self)<0 then yRotate Object Self,360

 Rem Asszimilálódás
 Position camera Object Position X(Self),Object Position Y(Self)+yPuffer#,Object Position z(Self)
 Rotate camera Object Angle X(Self),Object Angle Y(Self),Object Angle Z(Self)

 Rem Sugár
 Move camera TPS_R*(-1)

Return

Rem Karakter kezelõ alprogram
Control_Karakter:

Rem Karakter mozgatása
If not jump

 Mozgas$=""

 If keystate(17)
  Move object Karakter,0.5
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="elore"
 Endif

 If keystate(31)
  Move object Karakter,-0.5
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="hatra"
 Endif

 If keystate(32)
  yRotate object Karakter,Object Angle Y(Karakter)+90
  Move object Karakter,0.5
  yRotate object Karakter,Object Angle Y(Karakter)-90
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="jobbra"
 Endif

 If keystate(30)
  yRotate object Karakter,Object Angle Y(Karakter)-90
  Move object Karakter,0.5
  yRotate object Karakter,Object Angle Y(Karakter)+90
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="balra"
 Endif

 Rem Srég
 If keystate(17) and keystate(32) then Mozgas$="jobbfel"
  If keystate(17) and keystate(30) then Mozgas$="balfel"

 If keystate(31)
  If keystate(32) then Mozgas$="jobble"
  If keystate(30) then Mozgas$="balle"
 Endif

 Rem Mozgás vége
 Endif

 Rem Ugrás
 If spacekey() then Jump=1
 If Jump
 If Mozgas$="elore" then Move object Self,0.5
 If Mozgas$="hatra" then Move object Self,-0.5

 If Mozgas$="balra"
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif

 If Mozgas$="jobbra"
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

 If mozgas$="balfel"
  Rem Fel
  Move object Self,0.5

  Rem Balra
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif


 If mozgas$="jobbfel"
  Rem Fel
  Move object Self,0.5

  Rem Jobbra
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

  If mozgas$="jobble"
  Rem Fel
  Move object Self,-0.5

  Rem Jobbra
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

  If mozgas$="balle"
  Rem Fel
  Move object Self,-0.5

  Rem Balra
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif

   yPuffer#=(yPuffer#+(MaxY#-yPuffer#)*DeltaY#)
   If yPuffer#>=SzintY# and DeltaY#>0 then DeltaY#=(-1)*DeltaY#
   If yPuffer#<=0.005 and DeltaY#<0
     Jump=0
     DeltaY#=DeltaY#*(-1)
     yPuffer#=0
   Endif

 Endif


 Rem Karakter szink
 Position Object Karakter, Object Position X(Self),yPuffer#,Object Position Z(Self)
 Position Object Self, Object Position X(Self),0,Object Position Z(Self)
 yRotate Object Karakter, Object Angle Y(Self)

Return


Rem Debug
Debug:
 Set Cursor 1,1
 Print "xAngle: ",Object Angle X(Self)
 Print "yAngle: ",Object Angle Y(Self)
 Print "FPS: ",Screen FPS()
 Print Jump
 Print "Y ",yPuffer#
 Print "DeltaY ",DeltaY#
 Print Object Position Y(Self)
 Print Mozgas$
Return



Rem ********** Függvények **********

Rem BuildMap
Function Build_Map(elemszam as integer)
  Randomize timer()
  done=0
  map(50,50)=1
  map(49,50)=1
  kirak(49,50,2,elemszam)

  For n=1 to 1000
   For m=1 to 1000
    If map(n,m)>0
     temp=FreeObject()
     Clone object temp,Alap
     Position object temp,m*17,0,n*17
    Endif
   Next m
  Next n
Endfunction

Rem FreeObject
Function FreeObject()
 I=1
 Repeat
 I=I+1
 Until Object Exist(I)=0
Endfunction I

Rem ********************************Rem 0:le,1:jobbra,2:fel,3:balra}
Rem 0:lentrõl,1:jobbról,2:fentrõl,3:balról}

DIM map(1000,1000) as byte
    Global done as boolean

    Set text font "Arial"
    Set text size 7
  randomize timer()
  done=0
  map(50,50)=1
  map(49,50)=1
  kirak(49,50,2,200)

    Rem Main
    Do
     cls
     For w=0 to 80
      For v=0 to 120
       Print map(w,v)," ";
      Next v
      Print " "
     Next w
     Sync
    Loop

Function kirak(x as integer,y as integer,honnan as integer,van_meg as integer)

    Rem Locális deklarációk
    Local DIM mehet(3) as boolean
    i as integer
    uj_x as integer
    uj_y as integer
    tempx as integer
    tempy as integer
    irany as integer
    jo as boolean

Rem Begin

  Rem fillchar(mehet,sizeof(mehet),true);
  For t=0 to 3
   mehet(t)=1
  Next t

  tempx=x
  tempy=y

  Select honnan
    Case 0
        mehet(2)=0
        tempx=x-1
      endcase
    Case 1
        mehet(3)=0
        tempy=y-1
      endcase
    Case 2
        mehet(0)=0
        tempx=x+1
      endcase
    Case 3
        mehet(1)=0
        tempy=y+1
      endcase
  Endselect

  i=0
  while done=0 and (i<=2)
   Rem begin
    map(x,y)=0

    irany=RND(3)

    while mehet(irany)=0
     irany=RND(3)
    endwhile

    mehet(irany)=0
    uj_x=x
    uj_y=y

    Select irany

      Case 0
       uj_x=x+1
      endcase

      Case 1
       uj_y=y+1
      endcase

      Case 2
       uj_x=x-1
      endcase
      Case 3
       uj_y=y-1
      endcase

    endselect

    jo=1

    if map(uj_x,uj_y)=1 then jo=0
    if (map(uj_x-1,uj_y)=1) then jo=0
    if (map(uj_x,uj_y-1)=1) then jo=0
    if (map(uj_x+1,uj_y)=1) then jo=0
    if (map(uj_x,uj_y+1)=1) then jo=0

    map(tempx,tempy)=0
    if (map(uj_x+1,uj_y+1)=1) then jo=0
    if (map(uj_x+1,uj_y-1)=1) then jo=0
    if (map(uj_x-1,uj_y+1)=1) then jo=0
    if (map(uj_x-1,uj_y-1)=1) then jo=0
    map(tempx,tempy)=1

    if jo
    Rem begin
      map(uj_x,uj_y)=1

      if van_meg=0
      Rem begin
        map(x,y)=1
        done=1
      else
        map(x,y)=1
        kirak(uj_x,uj_y,irany,van_meg-1)
      endif

    endif
    inc i
  endwhile

  if done=0
  Rem begin
    map(x,y)=0
  endif

Endfunction

Remstart
procedure kiir;
var f:text;
    i,j:integer;
    temp:string[101];
begin
  assign(f,'ki.ki');
  rewrite(f);
  for i:=0 to 100 do
  begin
    temp:='';
    for j:=0 to 100 do
    begin
      if map[i,j]=1 then
      begin
        temp:=temp+'X';
      end else begin
        temp:=temp+' ';
      end;
    end;
    writeln(f,temp);
  end;
  close(f);
end;

begin
  randomize;
  done:=false;
  map[50,50]:=1;
  map[49,50]:=1;
  kirak(49,50,2,200);
  kiir;
end.
Remend
[COMMON]
PathToEXE=D:\temp\Projects\f08\CrashOn_09_26_08.txt
[CEXE]
m_dwRuntimeErrorDWORD=Internal Code:12002
m_dwRuntimeErrorLineDWORD=1042
Rem ***** Included Source File *****
REM KIDA BETEG KONSZEPTJE

Rem Inicializálás
Rem Autocam off
Hide Mouse
Sync On : Sync Rate 60

Rem Globális változók

Rem TPS Sugár
Global TPS_R As Float : TPS_R=30

Rem Karakter
Global Karakter As Integer : Karakter=FreeObject()

Rem Ugrás változók
Global MaxY# as Float : MaxY#=5.0
Global SzintY# as Float : SzintY#=MaxY#-0.3
Global DeltaY# as Float : DeltaY#=0.1
Global Jump as Boolean : Jump=0
Global yPuffer# as Float
Global Mozgas$ : Mozgas$="elore"


Rem Debug Matrix
Make matrix 1,100,100,25,25

Rem TPS Kamera
Global Self As Integer : Self=1
Make object cube Self,10 : Hide object Self

Rem Karakter Betöltése
Make object box Karakter, 5,10,5


Rem Main Loop
Do

 Rem Alprogramok meghívása
 Gosub Control_Karakter
 Gosub Control_Camera
 Gosub Debug

 Rem Képernyõ frissítés
 Sync
Loop

Rem Kamera kezelõ alprogram
Control_Camera:

 Rem Egér
 Rotate object Self, Object Angle X(Self)+MouseMoveY(),Object Angle Y(Self)+MouseMoveX(),0

 Rem Debug
 If Object Angle X(Self)<10 then xRotate Object Self,10
 If Object Angle X(Self)>50 then xRotate Object Self,50
 If Object Angle Y(Self)>360 then yRotate Object Self,0
 If Object Angle Y(Self)<0 then yRotate Object Self,360

 Rem Asszimilálódás
 Position camera Object Position X(Self),Object Position Y(Self)+yPuffer#,Object Position z(Self)
 Rotate camera Object Angle X(Self),Object Angle Y(Self),Object Angle Z(Self)

 Rem Sugár
 Move camera TPS_R*(-1)

Return

Rem Karakter kezelõ alprogram
Control_Karakter:

Rem Karakter mozgatása
If not jump

 Mozgas$=""

 If keystate(17)
  Move object Karakter,0.5
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="elore"
 Endif

 If keystate(31)
  Move object Karakter,-0.5
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="hatra"
 Endif

 If keystate(32)
  yRotate object Karakter,Object Angle Y(Karakter)+90
  Move object Karakter,0.5
  yRotate object Karakter,Object Angle Y(Karakter)-90
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="jobbra"
 Endif

 If keystate(30)
  yRotate object Karakter,Object Angle Y(Karakter)-90
  Move object Karakter,0.5
  yRotate object Karakter,Object Angle Y(Karakter)+90
  Position Object Self, Object Position X(Karakter),Object Position Y(Self),Object Position Z(Karakter)
  If not jump then Mozgas$="balra"
 Endif

 Rem Srég
 If keystate(17) and keystate(32) then Mozgas$="jobbfel"
  If keystate(17) and keystate(30) then Mozgas$="balfel"

 If keystate(31)
  If keystate(32) then Mozgas$="jobble"
  If keystate(30) then Mozgas$="balle"
 Endif

 Rem Mozgás vége
 Endif

 Rem Ugrás
 If spacekey() then Jump=1
 If Jump
 If Mozgas$="elore" then Move object Self,0.5
 If Mozgas$="hatra" then Move object Self,-0.5

 If Mozgas$="balra"
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif

 If Mozgas$="jobbra"
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

 If mozgas$="balfel"
  Rem Fel
  Move object Self,0.5

  Rem Balra
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif


 If mozgas$="jobbfel"
  Rem Fel
  Move object Self,0.5

  Rem Jobbra
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

  If mozgas$="jobble"
  Rem Fel
  Move object Self,-0.5

  Rem Jobbra
  yRotate object Self,Object Angle Y(Self)+90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)-90
 Endif

  If mozgas$="balle"
  Rem Fel
  Move object Self,-0.5

  Rem Balra
  yRotate object Self,Object Angle Y(Self)-90
  Move object Self,0.5
  yRotate object Self,Object Angle Y(Self)+90
 Endif

   yPuffer#=(yPuffer#+(MaxY#-yPuffer#)*DeltaY#)
   If yPuffer#>=SzintY# and DeltaY#>0 then DeltaY#=(-1)*DeltaY#
   If yPuffer#<=0.005 and DeltaY#<0
     Jump=0
     DeltaY#=DeltaY#*(-1)
     yPuffer#=0
   Endif

 Endif


 Rem Karakter szink
 Position Object Karakter, Object Position X(Self),yPuffer#,Object Position Z(Self)
 Position Object Self, Object Position X(Self),0,Object Position Z(Self)
 yRotate Object Karakter, Object Angle Y(Self)

Return


Rem Debug
Debug:
 Set Cursor 1,1
 Print "xAngle: ",Object Angle X(Self)
 Print "yAngle: ",Object Angle Y(Self)
 Print "FPS: ",Screen FPS()
 Print Jump
 Print "Y ",yPuffer#
 Print "DeltaY ",DeltaY#
 Print Object Position Y(Self)
 Print Mozgas$
Return



Rem ********** Függvények **********

Rem FreeObject
Function FreeObject()
 I=1
 Repeat
 I=I+1
 Until Object Exist(I)=0
Endfunction I

Rem ********************************