Graphics 1280, 1024, 0, 2 SetBuffer BackBuffer() Type bullet Field x#,y# Field xv#,yv# Field frame End Type Global bullet.bullet cl1 = LoadImage("Images\Clouds\Cloud_1.bmp") cl2 = LoadImage("Images\Clouds\Cloud_2.bmp") pl1 = LoadImage("Images\Platforms\Platform_1.bmp") pl2 = LoadImage("Images\Platforms\Platform_2.bmp") pl3 = LoadImage("Images\Platforms\Platform_3.bmp") pl4 = LoadImage("Images\Platforms\Platform_4.bmp") pl5 = LoadImage("Images\Platforms\Platform_5.bmp") pl6 = LoadImage("Images\Platforms\Platform_6.bmp") wl1 = LoadImage("Images\Walls\Wall_1.bmp") wl2 = LoadImage("Images\Walls\Wall_2.bmp") vn1 = LoadImage("Images\Misc\Vine_1.bmp") Global chtr = LoadAnimImage("Chtr.bmp",47,53,0,24) Global chtr_bullet = LoadAnimImage("Chtr_bullet.bmp",19,7,0,2) Global chtr_frame = 0 Global cx# = 0 Global cy# = 600 - ImageHeight(chtr) Global chtr_frame_t = MilliSecs() Global chtr_frame_ta = True Global chtr_frame_delay = 50 Global chtr_freeze = 0 Global chtr_jump = False Global chtr_yv# = 0 ;jump to first data Restore level1 While Not KeyHit(1) UpdateBullet() UpdatePlayer() For y = 0 To 18 For x = 0 To 24 Read filled Select filled Case 1 DrawImage cl1,x*32,y*32 Case 2 DrawImage cl2,x*32,y*32 Case 3 DrawImage pl1,x*32,y*32 Case 4 DrawImage pl7,x*32,y*32 Case 5 DrawImage pl6,x*32,y*32 Case 6 DrawImage wl2,x*32,y*32 Case 6 DrawImage vn1,x*32,y*32 End Select Next Next Flip Wend End Function UpdatePlayer() DrawImage chtr,cx#,cy#,chtr_frame ;walk If KeyDown(205) cx# = cx# + 2 chtr_freeze = 0 If MilliSecs() > chtr_frame_t + chtr_frame_delay chtr_frame = chtr_frame + 1 chtr_frame_ta = False If chtr_frame > 8 chtr_frame = 0 EndIf EndIf If chtr_frame_ta = False chtr_frame_t = MilliSecs() chtr_frame_ta = True EndIf ElseIf KeyDown(203) cx# = cx# - 2 chtr_freeze = 12 If MilliSecs() > chtr_frame_t + chtr_frame_delay chtr_frame = chtr_frame - 1 chtr_frame_ta = False If chtr_frame < 13 chtr_frame = 23 EndIf EndIf If chtr_frame_ta = False chtr_frame_t = MilliSecs() chtr_frame_ta = True EndIf ElseIf Not KeyDown(203) And KeyDown(205) chtr_frame = chtr_freeze EndIf ;end walk ;shoot If KeyHit(57) If chtr_freeze = 0 CreateBullet(cx# + (ImageWidth(chtr)/2),cy# + 20,20,0) ElseIf chtr_freeze = 12 CreateBullet(cx#,cy# + 20,20,0) EndIf EndIf ;end shoot ;Jump If chtr_jump = False If KeyHit(200) chtr_jump = True chtr_yv# = -5 EndIf EndIf If chtr_jump = True chtr_yv# = chtr_yv# + .1 EndIf cy# = cy# + chtr_yv# If cy# > 600 - ImageHeight(chtr) chtr_yv# = 0 cy# = 600 - ImageHeight(chtr) chtr_jump = False EndIf ;end jump End Function Function CreateBullet(x#,y#,xv#,yv#) b.bullet = New bullet b\x# = x# b\y# = y# b\xv# = xv# b\yv# = yv# If chtr_freeze = 0 b\xv# = b\xv# b\frame = 1 Else b\xv# = -b\xv# b\frame = 0 EndIf End Function Function UpdateBullet() For h.bullet = Each bullet h\x# = h\x# + h\xv# If h\x# < 0 Delete h ElseIf h\x# > 800 Delete h Else DrawImage chtr_bullet,h\x#,h\y#,h\frame EndIf Next End Function .level1 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,0,3,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,0,3,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,0,3,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,0,0,0,0,0,3,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,5 Data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5 Data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
here is my code.
if i don't put the Read command in the main loop where do i put it