/*
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;
//
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