/* ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Gnork in Space 2 º ÇÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄĶ º Original concept and storyline by: º º Valentijn Geirnaert º º º º Programming by: º º Valentijn Geirnaert º º º º All names, images and logos are º º legal property of: º º Valentijn Geirnaert º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ */ //---------------------------------------- // The Program Process, this is the main // process which loads all the graphics // and sounds, sets the resolution, etc.. //---------------------------------------- program Gnork_in_Space_2; global file_gnork; file_enemy; file_rock; file_menu; sound_shot_g; sound_shot_e; sound_explo; font_gnorksmall; font_gnork; font_menu; font_menusmall; text_status; text_game; text_game2; player; enemy_id; obstacle_id; arrow; menu_on=false; enemies=0; max_enemies; total_enemies=0; obstacles; scroll1_speed=5; scroll2_speed=3; life=2; shield=6; score=0; highscore=0; level_clear; ammo; max_shot2_ammo=200; max_shot3_ammo=10; shot1_ammo=1; shot2_ammo=0; shot3_ammo=0; level_cleared=false; level=1; godmode_on=false; local choice=0; begin set_fps(24,0); set_mode(m1024x768); file_gnork=load_fpg("gnork\images\gnork.fpg"); file_enemy=load_fpg("gnork\images\enemy.fpg"); file_rock=load_fpg("gnork\images\rock.fpg"); file_menu=load_fpg("gnork\images\menu.fpg"); sound_shot_g=load_pcm("pcm\library\war\lasers\laser.pcm",0); sound_shot_e=load_pcm("pcm\library\war\lasers\laser2.pcm",0); sound_explo=load_pcm("pcm\library\war\explosio\explos00.pcm",0); font_gnork=load_fnt("gnork\images\gnork.fnt"); font_gnorksmall=load_fnt("gnork\images\g_small.fnt"); font_menu=load_fnt("gnork\images\g_menu.fnt"); font_menusmall=load_fnt("gnork\images\gm_small.fnt"); //load_pal("gnork\images\menu.pal"); arrow=cursor(370,240); load("gnork.grk", & highscore); end //---------------------------------------- // The cursor Process, this is the arrow // in the menu. //---------------------------------------- process cursor(x,y); private change; click; begin change=load_pcm("pcm\library\buttons\buttons\boton00.pcm",0); click=load_pcm("pcm\library\buttons\buttons\boton01.pcm",0); load_pal("gnork\images\menu.pal"); file=file_menu; graph=2; timer[8]=0; size=1; menu_on=true; // delete_text(text_game); put_screen(file_menu,1); write(font_menu,532,350,4,"Gnork in Space 2"); frame(2400); delete_text(all_text); write(font_menusmall,370,650,4,"Score:"); write_int(font_menusmall,420,650,3,& score); write(font_menusmall,654,650,4,"Highscore:"); write_int(font_menusmall,719,650,3,& highscore); write(font_menu,532,240,4,"New Game"); write(font_menu,532,290,4,"Save Score"); write(font_menu,532,340,4,"Clear Highscore"); write(font_menu,532,390,4,"Help"); write(font_menu,532,440,4,"Credits"); write(font_menu,532,490,4,"Exit"); sound(click,128,256); size=100; // loop if(key(_up) and y>240 and timer[8]>10); y=y-50; choice=choice-1; timer[8]=0; sound(change,128,256); end if(key(_down) and y<490 and timer[8]>10); y=y+50; choice=choice+1; timer[8]=0; sound(change,128,256); end if(key(_enter) and timer[8]>30) timer[8]=0; switch(choice) case 0: // fade_off(); life=2; level=1; sound(click,128,256); menu_on=false; load_pal("gnork\images\gnork.pal"); delete_text(all_text); timer[9]=0; level_switch(); end case 1: sound(click,128,256); highscore=score; save("gnork.grk", & highscore, sizeof(highscore)); end case 2: sound(click,128,256); highscore=0; save("gnork.grk", & highscore, sizeof(highscore)); end case 3: sound(click,128,256); size=1; delete_text(all_text); put_screen(file_menu,1); write(font_menu,552,200,4,"Gnork Help"); write(font_menu,552,250,4,"Use the arrow keys to move"); write(font_menu,552,280,4,"Use the space bar to shoot"); write(font_menu,552,330,4,"Use [1], [2] and [3] to select a weapon"); write(font_menu,552,360,4,"Press [ESC] to exit the game"); write(font_menu,552,410,4,"Press [ENTER] to return to the menu"); write(font_menusmall,532,650,4,"visit Gnork at: http://www.planetgnork.tk"); if(scan_code==0); frame; else sound(click,128,256); size=100; delete_text(all_text); write(font_menusmall,370,650,4,"Score:"); write_int(font_menusmall,420,650,3,& score); write(font_menusmall,654,650,4,"Highscore:"); write_int(font_menusmall,719,650,3,& highscore); write(font_menu,532,240,4,"New Game"); write(font_menu,532,290,4,"Save Score"); write(font_menu,532,340,4,"Clear Highscore"); write(font_menu,532,390,4,"Help"); write(font_menu,532,440,4,"Credits"); write(font_menu,532,490,4,"Exit"); end end case 4: sound(click,128,256); size=1; delete_text(all_text); put_screen(file_menu,1); write(font_menu,552,200,4,"Gnork in Space 2"); write(font_menu,552,250,4,"Original Concept and Story line:"); write(font_menu,552,280,4,"Valentijn Geirnaert"); write(font_menu,552,330,4,"Programming:"); write(font_menu,552,360,4,"Valentijn Geirnaert"); write(font_menu,552,410,4,"Graphics:"); write(font_menu,552,440,4,"Valentijn Geirnaert"); write(font_menu,552,490,4,"Copyright Valentijn Geirnaert 2002"); write(font_menusmall,532,650,4,"visit Gnork at: http://www.planetgnork.tk"); if(scan_code==0); frame; else sound(click,128,256); size=100; delete_text(all_text); write(font_menusmall,370,650,4,"Score:"); write_int(font_menusmall,420,650,3,& score); write(font_menusmall,654,650,4,"Highscore:"); write_int(font_menusmall,719,650,3,& highscore); write(font_menu,532,240,4,"New Game"); write(font_menu,532,290,4,"Save Score"); write(font_menu,532,340,4,"Clear Highscore"); write(font_menu,532,390,4,"Help"); write(font_menu,532,440,4,"Credits"); write(font_menu,532,490,4,"Exit"); end end case 5: sound(click,128,256); frame(1200); fade_off(); exit("Thanks for playing Gnork in Space 2. Be sure to check for new versions on: http://www.planetgnork.tk .",0); end end end frame; end end //---------------------------------------- // The Gnork Process, this is the player. //---------------------------------------- process gnork(x,y); private weapon=1; begin ammo=shot1_ammo; file=file_gnork; load_pal("gnork\images\gnork.pal"); graph=5; timer[0]=0; //gnork_shield(x,y+3); signal(arrow, s_kill); loop if(key(_g) and key(_u) and key(_n)); shot2_ammo=+50; shot3_ammo=+50; end if(key(_a) and key(_m) and key(_o)); ammo=ammo+50; end if(key(_1)); weapon=1; ammo=shot1_ammo; end if(key(_2)); ammo=shot2_ammo; weapon=2; end if(key(_3)); weapon=3; ammo=shot3_ammo; end // if(key(_m) and key(_e) and key(_g) and key(_o) and key(_d)); godmode_on=true; end // // if(key(_right) and x<1024); x=x+10; scroll.x1-=1; end if(key(_left) and x>0); x=x-10; scroll.x1+=1; end if(key(_up) and y>620); y=y-5;; end if(key(_down) and y<710); y=y+5;; end if(key(_space)); switch(weapon); case 1: if(timer>50) shot1(x,y,-90000); shot1(x,y,-90000); shot1(x,y,-90000); sound(sound_shot_g,60,256); timer[0]=0; end end case 2: ammo=shot2_ammo; if(timer[0]>30); if(shot2_ammo>0); shot2(x-15,y+10,rand(-45000,45000)); shot2(x-15,y+10,rand(-45000,45000)); shot2(x+15,y+10,rand(-45000,45000)); shot2(x+15,y+10,rand(-45000,45000)); sound(sound_shot_g,60,240); sound(sound_shot_g,60,260); shot2_ammo=shot2_ammo-2; timer[0]=0; else weapon=1; end end end case 3: ammo=shot3_ammo; if(timer[0]>100); if(shot3_ammo>0); clusterbomb(x,y,rand(-45000,45000)); sound(sound_shot_g,60,256); shot3_ammo=shot3_ammo-1; timer[0]=0; else weapon=2; end end end end end // if(collision(type enemy1) and godmode_on==false); shield=shield-2; end if(shield<0) shield=0; life--; if(life<0); sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); size=1; delete_text(all_text); text_game=write(font_gnork,512,384,4,"Game over!"); scroll1_speed=0; scroll2_speed=0; signal(enemy_id, s_freeze_tree); signal(obstacle_id, s_freeze_tree); frame(2400); fade_off(); load_pal("gnork\images\menu.pal"); stop_scroll(0); signal(player, s_kill_tree); signal(enemy_id, s_kill_tree); signal(obstacle_id, s_kill_tree); arrow=cursor(380,240); fade_on(); else sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); size=1; text_game=write(font_gnork,512,384,4,"You died!"); scroll1_speed=0; scroll2_speed=0; signal(enemy_id, s_freeze_tree); signal(obstacle_id, s_freeze_tree); frame(2400); fade_off(); delete_text(text_game); x=512; y=668; shield=6; weapon=1; enemies=0; ammo=0; shot2_ammo=0; shot3_ammo=0; size=100; signal(enemy_id, s_kill_tree); signal(obstacle_id, s_kill_tree); enemy_id=call_enemy1(10); obstacle_id=call_obstacle(1); scroll1_speed=5; scroll2_speed=3; start_scroll(0,file_gnork,2,1,0,15); fade_on(); end end frame; end end //---------------------------------------- // The call_gnork Process, this is used // to avoid any nasty stack overflow. //---------------------------------------- process call_gnork(); begin player=gnork(512,668); frame; end //---------------------------------------- // The shot1 Process, the first weapon. // Lasergun; fires a laserblast at the // eneny. Uses 1 ammo. //---------------------------------------- process shot1(x,y,angle); begin file=file_gnork; graph=6; z=-1; repeat advance(-25); if(collision(type enemy1)); //if(reserved.id_scan <> player); // signal(reserved.id_scan,s_kill); break; // end end frame; until(y<-10 or y>800 or x<0 or x>1030); end //---------------------------------------- // The shot2 Process, the second weapon. // Plasma cannon; fires two plasmaballs // at the enemy. Uses 2 ammo. //---------------------------------------- process shot2(x,y,angle); begin priority=10; file=file_gnork; graph=7; z=-2; repeat y=y-20; angle=angle+11250; if(collision(type enemy1)); break; end frame; until(y<-10); end //---------------------------------------- // The clusterbomb Process, this is the // clusterbomb. //---------------------------------------- process clusterbomb(x,y,angle); begin priority=10; file=file_gnork; graph=9; z=-2; timer[3]=0; loop y=y-15; angle=angle+11250; if(timer[3]>33); shot1(x,y,-90000); shot1(x,y,-90000); shot1(x,y,0); shot1(x,y,0); shot1(x,y,-45000); shot1(x,y,-45000); shot1(x,y,-135000); shot1(x,y,-135000); shot1(x,y,-180000); shot1(x,y,-180000); shot1(x,y,-225000); shot1(x,y,-225000); shot1(x,y,45000); shot1(x,y,45000); timer[3]=0; end if(y<350 or collision(type enemy1)); shot1(x,y,-90000); shot1(x,y,-90000); shot1(x,y,0); shot1(x,y,0); shot1(x,y,-45000); shot1(x,y,-45000); shot1(x,y,-135000); shot1(x,y,-135000); shot1(x,y,-180000); shot1(x,y,-180000); shot1(x,y,-225000); shot1(x,y,-225000); shot1(x,y,45000); shot1(x,y,45000); break; end frame; end end //---------------------------------------- // The call_enemy Process, this summons // all enemy processes and checks if a // level is cleared. //---------------------------------------- process call_enemy1(amount); begin loop if(rand(0,100)99 or (key(_n) and key(_e) and key(_x) and key(_t))); switch(level) case 1: text_game=write(font_gnork,512,384,4,"Level 1 Cleared!"); end case 2: text_game=write(font_gnork,512,384,4,"Level 2 Cleared!"); end case 3: text_game=write(font_gnork,512,384,4,"Level 3 Cleared! Demo has ended. Press [ESC]."); end end level_clear=100; break; end end frame; end frame(4800); loop player.y=player.y-10; frame; if(player.y<-100); break; end end fade_off(); level++; level_switch(); end //---------------------------------------- // The call_obstace Process, this summons // all the obstacels. //---------------------------------------- process call_obstacle(amount); begin loop if(rand(0,200)99); break; end frame; end end //---------------------------------------- // The enemy1 Process, here is the code // for all the normal enemies. //---------------------------------------- process enemy1(x,speed); begin file=file_enemy; z=1; priority=1; switch(level) case 1: graph=3; loop y=y+speed; if(y>800); break; end if(id.x-player.x>-15 and id.x-player.x<15); graph=4; speed=20+rand(5,8); else if(id.x3); pickup(x,y,rand(1,50)); end sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); score=score+5; break; end frame; end enemies--; total_enemies++; end case 2: graph=1; timer[1]=0; loop y=y+speed; if(y>800); enemies--; total_enemies++; break; end if(id.x-player.x>-22 and id.x-player.x<22 and timer[1]>30 and player.y-id.y>150); sound(sound_shot_e,128,rand(200,300)); enemy_shot(x,y-10); timer[1]=0; end if(collision(type shot1) or collision(type shot2)); if(rand(1,5)>3); pickup(x,y,rand(1,50)); end sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); enemies--; total_enemies++; score=score+5; break; end if(collision(type gnork) and godmode_on==false) shield=shield-2; sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); enemies--; total_enemies++; break; end frame; end end case 3: graph=5; timer[2]=0; loop y=y+speed; if(y>800); enemies--; total_enemies++; break; end if(player.y-id.y>450); if(id.x-22 and id.x-player.x<22 and timer[2]>50 and player.y-id.y>300); sound(sound_shot_e,128,rand(200,300)); enemy_shot2(x-10,y-5); enemy_shot2(x+10,y-5); timer[2]=0; end if(collision(type shot1) or collision(type shot2)); if(rand(1,5)>3); pickup(x,y,rand(1,50)); end sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); enemies--; total_enemies++; score=score+5; break; end if(collision(type gnork) and godmode_on==false) shield=shield-2; sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); enemies--; total_enemies++; break; end frame; end end case 4; graph=11; turret_head(); loop y=y+speed; if(y>800); enemies--; total_enemies++; break; end frame; end end end end //---------------------------------------- // The turret_head process, this is the // moving turret, shooting at gnork //---------------------------------------- process turret_head(); begin file=file_enemy; graph=12; timer[2]=0; loop x=father.x; y=father.y; if(get_dist(player)<600); angle=get_angle(player); if(timer[2]>100); sound(sound_shot_e,128,rand(200,300)); enemy_shot3(x,y,angle); enemy_shot3(x,y,angle); timer[2]=0; end end if(collision(type shot1) or collision(type shot2)); if(rand(1,5)>3); pickup(x,y,rand(1,50)); end sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); score=score+5; break; end if(collision(type gnork)); shield-=2; sound(sound_explo,100,200); explosion(x,y,rand(90,110),rand(-45000,45000)); end if(y>800); break; end frame; end end //---------------------------------------- // The enemy_shot Process, the enemy uses // this process as gnork uses the shot // process //---------------------------------------- process enemy_shot(x,y) begin file=file_enemy; graph=99; repeat y=y+17; if(collision(type gnork)and godmode_on==false); shield=shield-1; break; end frame; until(y>800); end //----------------------------------------- // The obstacel Process, this makes the // obstacles in the levels (asteroids,etc) //----------------------------------------- process obstacle(x,speed,angle,size) begin file=file_rock; z=-4; switch(level) case 1: graph=19; loop y=y+speed; graph++; if(graph==38); graph=19; end if(y>800); obstacles--; break; end if(collision(type gnork)and godmode_on==false); shield=shield-7; end frame; end end end end //----------------------------------------- // The enemy_shot2 Process, the enemy uses // this process as gnork uses the shot // process //----------------------------------------- process enemy_shot3(x,y,angle) begin file=file_enemy; graph=14; repeat advance(20); if(collision(type gnork)and godmode_on==false); shield=shield-1; break; end frame; until(y>800); end //----------------------------------------- // The enemy_shot3 Process, the enemy uses // this process as gnork uses the shot // process //----------------------------------------- process enemy_shot2(x,y) begin file=file_enemy; graph=98; repeat y=y+25; if(collision(type gnork)and godmode_on==false); shield=shield-1; break; end frame; until(y>800); end //---------------------------------------- // The explosion Process, this shows the // explosion after a hit, but makes sure // you only need to type it once //---------------------------------------- process explosion(x,y,size,angle); begin file=file_rock; from graph=1 to 11; frame; end end //---------------------------------------- // The jet Process, this shows the jet // flame behind the crafts. //---------------------------------------- process jet(x,y,flags); begin z=-3; file=file_rock; graph=12; y=father.y-18; frame; end //---------------------------------------- // The shield Process, this is the shield // that you see around Gnork. //---------------------------------------- process gnork_shield(x,y) private teller=-1; begin file=file_gnork; graph=8; flags=4; loop size=100+teller; x=father.x; y=father.y; switch(size) case 96: teller=1; end case 104: teller=-1; end end frame; end end //--------------------------------------- // The pickup Process, these are the // pick ups //--------------------------------------- process pickup(x,y,mode); begin file=file_enemy; switch(mode) case 1..34: graph=97; repeat y=y+10; if(collision(type gnork)); shot2_ammo=shot2_ammo+30; if(shot2_ammo>max_shot2_ammo); shot2_ammo=max_shot2_ammo; end break; end frame; until(y>800); end case 41..49: graph=96; repeat y=y+10; if(collision(type gnork)); shield=shield+6; if(shield>6); shield=6; end break; end frame; until(y>800); end case 50: graph=95; repeat y=y+10; if(collision(type gnork)); life=life+1; break; end frame; until(y>800); end case 35..40: graph=94; repeat y=y+10; if(collision(type gnork)); shot3_ammo=shot3_ammo+1; if(shot3_ammo>max_shot3_ammo); shot3_ammo=max_shot3_ammo; end break; end frame; until(y>800); end end end //---------------------------------------- // The switch_level Process. This makes // it easy to change the level if needed. //---------------------------------------- process level_switch(); begin delete_text(all_text); file=file_menu; signal(arrow, s_kill); switch(level) // case 1: delete_text(all_text); load_pal("gnork\images\gnork.pal"); obstacle_id=call_obstacle(1); max_enemies=100; start_scroll(0,file_gnork,2,1,0,15); call_gnork(); enemy_id=call_enemy1(10); shield=6; score=0; total_enemies=0; scroll1_speed=4; scroll2_speed=2; text_game=write(font_gnork,512,384,4,"Stage 1 - Level 1"); write(font_gnorksmall,80,50,5,"Shield:"); write_int(font_gnorksmall,100,50,3,& shield); write(font_gnorksmall,80,100,5,"Ammo:"); write_int(font_gnorksmall,100,100,3,& ammo); write(font_gnorksmall,80,150,5,"Life:"); write_int(font_gnorksmall,100,150,3,& life); write(font_gnorksmall,910,50,5,"Level cleared:"); write_int(font_gnorksmall,920,50,3,& level_clear); write(font_gnorksmall,950,50,3,"%"); write(font_gnorksmall,910,100,5,"Score:"); write_int(font_gnorksmall,920,100,3,& score); frame(1200); timer[9]=0; fade_on(); loop scroll.y0=scroll.y0-scroll1_speed; scroll.y1=scroll.y1-scroll2_speed; if(key(_esc) and menu_on<>true); fade_off(); load_pal("gnork\images\menu.pal"); stop_scroll(0); signal(player, s_kill_tree); signal(enemy_id, s_kill_tree); signal(obstacle_id, s_kill_tree); delete_text(all_text); arrow=cursor(380,240); fade_on(); end if(timer[9]>300 and timer[9]<400); delete_text(text_game); end frame; end end // // case 2: delete_text(all_text); load_pal("gnork\images\gnork.pal"); signal(enemy_id, s_kill_tree); signal(player, s_kill_tree); signal(obstacle_id, s_kill_tree); call_gnork(); enemy_id=call_enemy1(10); obstacle_id=call_obstacle(1); max_enemies=100; start_scroll(0,file_gnork,2,1,0,15); shield=6; total_enemies=0; scroll1_speed=4; scroll2_speed=2; total_enemies=0; text_game=write(font_gnork,512,384,4,"Stage 1 - Level 2"); write(font_gnorksmall,80,50,5,"Shield:"); write_int(font_gnorksmall,100,50,3,& shield); write(font_gnorksmall,80,100,5,"Ammo:"); write_int(font_gnorksmall,100,100,3,& ammo); write(font_gnorksmall,80,150,5,"Life:"); write_int(font_gnorksmall,100,150,3,& life); write(font_gnorksmall,910,50,5,"Level cleared:"); write_int(font_gnorksmall,920,50,3,& level_clear); write(font_gnorksmall,950,50,3,"%"); write(font_gnorksmall,910,100,5,"Score:"); write_int(font_gnorksmall,920,100,3,& score); //frame(1200); timer[9]=0; fade_on(); loop scroll.y0=scroll.y0-scroll1_speed; scroll.y1=scroll.y1-scroll2_speed; if(key(_esc)); fade_off(); load_pal("gnork\images\menu.pal"); stop_scroll(0); signal(player, s_kill_tree); signal(enemy_id, s_kill_tree); signal(obstacle_id, s_kill_tree); delete_text(all_text); arrow=cursor(380,240); fade_on(); end if(timer[9]>300 and timer[9]<400); delete_text(text_game); end frame; end end // // case 3: delete_text(all_text); load_pal("gnork\images\gnork.pal"); signal(enemy_id, s_kill_tree); signal(player, s_kill_tree); signal(obstacle_id, s_kill_tree); call_gnork(); enemy_id=call_enemy1(10); obstacle_id=call_obstacle(1); max_enemies=100; start_scroll(0,file_gnork,2,1,0,15); shield=6; total_enemies=0; scroll1_speed=4; scroll2_speed=2; total_enemies=0; text_game=write(font_gnork,512,384,4,"Stage 1 - Level 3"); write(font_gnorksmall,80,50,5,"Shield:"); write_int(font_gnorksmall,100,50,3,& shield); write(font_gnorksmall,80,100,5,"Ammo:"); write_int(font_gnorksmall,100,100,3,& ammo); write(font_gnorksmall,80,150,5,"Life:"); write_int(font_gnorksmall,100,150,3,& life); write(font_gnorksmall,910,50,5,"Level cleared:"); write_int(font_gnorksmall,920,50,3,& level_clear); write(font_gnorksmall,950,50,3,"%"); write(font_gnorksmall,910,100,5,"Score:"); write_int(font_gnorksmall,920,100,3,& score); //frame(1200); timer[9]=0; fade_on(); loop scroll.y0=scroll.y0-scroll1_speed; scroll.y1=scroll.y1-scroll2_speed; if(key(_esc)); fade_off(); load_pal("gnork\images\menu.pal"); stop_scroll(0); signal(player, s_kill_tree); signal(enemy_id, s_kill_tree); signal(obstacle_id, s_kill_tree); delete_text(all_text); arrow=cursor(380,240); fade_on(); end if(timer[9]>300 and timer[9]<400); delete_text(text_game); end frame; end end end end