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.AXE[010203->GDB1For(A,0,2Disp {GDB1+A}>Dec,iEnd
Lbl FClrHome"Score:"→Str1"High Score: "→Str2"vHIGHSCR"→Str0GetCalc(Str0)→θ!If θUnArchive Str0GetCalc(Str0)→θEnd!If θGetCalc(Str0,2)→θEndIf S>{θ}^rS→{θ}^rEndArchive Str0Disp Str1,i,S>Dec,i,i,Str2,i,{θ}^r>Dec
Lbl FClrHome"Score:"→Str1"High Score: "→Str2"vHIGHSCR"→Str0GetCalc(Str0)→θ!If θ .if there's no appvar, create oneGetCalc(Str0,2)→θCopy([0000],θ,2) .copy 2 bytes of 0 to the data.ElseUnArchive Str0 .otherwise, unarchive the appvarEndIf S>{θ}^rS→{θ}^rEndDisp Str1,S>Dec,i,i,Str2,{θ}^r>DecArchive Str0
Don't forget, GetCalc() returns 0 if the appvar is archived.
Yeah I was planning that. The problem with more enemies is variables, or in Axe is there a way to have more than the what... 29 or so variables? Like A-Z and Theta?And maybe after a certain amount of time the enemies shoot faster? Like as in more often?And finally the screen... I'm not quite sure what the problem with that is. I'm thinking of removing it after I add a counter.
.Storing enemy locationFor(A,0,15) //I want 16 enemies rand^95->{A*2+L1} //X-coordinate rand^30->{A*2+1+L1} //Y-coordinateEnd.Displaying enemiesFor(Z,0,15) Pt-On({A*2+L1},{A*2+1+L1},Pic1)End