Flexible Arrays for snake/an "evil" process 
	 
	
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		Mr. T
 
  
 
    
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				  Posted: Sat May 28, 2005 12:57 am    Post subject: Flexible Arrays for snake/an "evil" process  | 
	
				
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				1. i read over the tutorials on flexible arrays, but i am still bewildered to how/where i can incorporate them to allow my snake to grow
 
2. i have a process which seems to work fine.  if u think its worth eliminating, be my guest
 
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	  | code: | 	 		  
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%variable declaration
 
var scorewin, gamewin : int
 
scorewin := Window.Open ("nocursor,graphics:455;90,title:Uncle Worm           Score: 0")
 
colourback (black)
 
cls
 
colour (brightgreen)
 
gamewin := Window.Open ("nocursor,position:bottom; right,graphics:500;400")
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
var food1, food2 : int
 
var foodSize : int
 
var makeFood : boolean := true
 
var box1, box4 : int := 0
 
var col : int := 4
 
var countdown : int := 5
 
/*var snakex : int := 200*/
 
/*var snakey : int := 150*/
 
var snakesize : int := 5
 
var move, move2, move3, move4 := false
 
var key : array char of boolean
 
var ring : int := 0
 
var answer : string
 
move3 := true %starting direction of snake
 
var newMaxX : int := 500 %innitial screen dimensions (x co-ords)
 
var newMaxY : int := 400 %innitial screen dimensions (y co-ords)
 
var levelUpX : int := 50 %decrease in screen dimensions (x co-ords) upon completion of level
 
var levelUpY : int := 40 %decrease in screen dimensions (y co-ords) upon completion of level
 
var scoreLevel : int := 50
 
var foodBoolean : boolean
 
var score : int := 0 %score
 
var bonus : int := 60 %1 min to get bonus (bonus = 60000 milliseconds = 60 seconds =1 min)
 
var fontScore, fontExit : int
 
var col1, col2, col3 : int := brightred
 
fontScore := Font.New ("serif:40")
 
fontExit := Font.New ("arial:14")
 
var randomMotivation : int
 
var funnyMotivation : array 1 .. 5 of string
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%Preliminary Setup
 
funnyMotivation (1) := "HAX00R!!!"
 
funnyMotivation (2) := "OH SNAP!!!"
 
funnyMotivation (3) := "GHETTO!!!"
 
funnyMotivation (4) := "WERD UP!!!"
 
funnyMotivation (5) := "PWNAGE!!!"
 
type snakeDat :
 
    record
 
        x : int
 
        y : int
 
    end record
 
var snake : flexible array 1 .. 2 of snakeDat
 
snake (1).x := maxx div 2
 
snake (1).y := maxy div 2
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%%%%%%%%%
 
% START %
 
%%%%%%%%%
 
colour (0)
 
colourback (7)
 
cls
 
%gives time for user to get ready
 
loop
 
    locate (12, 25) %locates the count down test
 
    put "Starting in...", countdown  %starts the countdown
 
    delay (300) %delay between each consecutive decreasing number
 
    countdown := countdown - 1 %decreasing increments
 
    cls %erases the countdown text when countdown reaches 0
 
    exit when countdown = 0 %game begins when countdown hits 0
 
end loop
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
process windowUpdate
 
    Window.Select (scorewin)
 
    View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score)) %if food eaten, score added to total at the top of the screen
 
    randint (randomMotivation, 1, 5) %random motivation generator
 
    Font.Draw (funnyMotivation (randomMotivation), (maxx div 2) - 125, (maxy div 2), fontScore, yellow) %random motivation ouput
 
end windowUpdate
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
procedure food
 
    if makeFood then %makeFood:=true
 
        randint (food1, 1, newMaxX - 10) %random food location (but not in the walls)
 
        randint (food2, 1, newMaxY - 10) %random food location (but not in the walls)
 
        randint (foodSize, 2, 10) %random food size
 
        drawfilloval (food1, food2, foodSize, foodSize, 2) %draws the food
 
    end if
 
end food
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%point of contact upon death
 
procedure ringEnd
 
    loop
 
        Window.Select (scorewin)
 
        cls
 
        Font.Draw ("GAME OVER!!!", (maxx div 2) - 175, (maxy div 2), fontScore, ring)
 
        Window.Select (gamewin)
 
        drawoval (snake (1).x, snake (1).y, snakesize + ring, snakesize + ring, ring)  %ring expands around the ball at the point of collision
 
        ring += 2 %increments of the rings
 
        delay (10) %delay between each ring increment
 
        exit when ring = 100 %game ends when ring incremeent hits 100
 
    end loop
 
end ringEnd
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%draws food
 
food
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
%snake movement
 
loop
 
    drawbox (box1, newMaxY - 1, newMaxX - 1, box4, 14)
 
    drawfilloval (snake (1).x, snake (1).y, snakesize, snakesize, 7)
 
    /*draw_snake*/
 
    if move then
 
        snake (1).y += 1
 
    elsif move2 then
 
        snake (1).y -= 1
 
    elsif move3 then
 
        snake (1).x += 1
 
    elsif move4 then
 
        snake (1).x -= 1
 
    end if
 
    Input.KeyDown (key)
 
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
 
        move2 := false
 
        move3 := false
 
        move4 := false
 
        move := true
 
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
 
        move := false
 
        move3 := false
 
        move4 := false
 
        move2 := true
 
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
 
        move := false
 
        move2 := false
 
        move4 := false
 
        move3 := true
 
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
 
        move := false
 
        move2 := false
 
        move3 := false
 
        move4 := true
 
    end if
 
    drawfilloval (snake (1).x, snake (1).y, snakesize, snakesize, 12)
 
    /*col:=7
 
     draw_snake */
 
    %deletes the tail
 
    delay (10)
 
    %%%%%%%%%%%%%%%%%%%%%%%%
 
    %wall collision detection
 
    if snake (1).x = 4 or snake (1).x = maxx - 4 or snake (1).y = 4 or snake (1).y = maxy - 4 then   %collision detection to detect whether the ball has hit the walls
 
        Window.Select (scorewin)
 
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score) + "            You Lose!") %if balls hits the wall, you lose!
 
        Window.Select (gamewin)
 
        ringEnd %fancy death
 
        exit %game ends
 
    end if
 
    %%%%%%%%%%%%%%%%%%%%%%%%
 
    %food collision detection
 
    if score < scoreLevel then     %additional check to make sure the level isnt completed
 
        if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
 
                then
 
            score += 10 %when food collision detected points are added to score
 
            new snake, upper (snake) + 1
 
            fork windowUpdate %fork needed so that the delay within the process will only affect one screen
 
            Window.Select (scorewin)
 
            cls %scorewin clears refreshes the score every time a new apple is eaten
 
            Window.Select (gamewin)
 
            drawfilloval (food1, food2, foodSize, foodSize, 7)   %so that no chunk of food is left behind
 
            if score < scoreLevel then %if level isnt completed
 
                food %continue to make food if its still the same level
 
            end if
 
        end if
 
    end if
 
    %%%%%%%%%%%%%%%%%%%%%%%%
 
    %NEXT LEVEL
 
    if score >= scoreLevel %ready to enter next level
 
            then
 
        drawfillbox ((maxx div 2) - 27, maxy, (maxx div 2) + 20, maxy - 25, 0)
 
        Font.Draw ("EXIT", (maxx div 2) - 25, maxy - 20, fontExit, col1) %level's exit point
 
        col1 += 1
 
        if col1 = 40
 
                then
 
            col1 := 0
 
        end if
 
        makeFood := false   %once exit appears, no more food is drawn
 
    end if
 
 
    if whatdotcolour (snake (1).x + snakesize, snake (1).y + snakesize) = 0 %if the snake reaches the exit (detects the WHITE(whatdotcolour) exit point)
 
            then
 
        cls      %clears the screen for the scoring updates
 
        %%%%%%%%%%%%%%%%%%%%%%%%
 
        %scoring system (after each completed level)
 
        Window.Select (scorewin)
 
        put "Your score is: ", score %score with out additional time bonus
 
 
        var timeBonus : int := bonus - Time.Elapsed div 1000 %1 min timer (Time.Elapsed = 1000 milliseconds = 1 min)
 
        put "Your time bonus is: ", timeBonus %time bonus
 
        score := score + timeBonus %updated score = score as of to that point + time bonus
 
        put "Your overall score is: ", score %score as of to that point + time bonus
 
        bonus := 60 + (Time.Elapsed div 1000) %bonus reset
 
        put "[press enter to continue to next round]" %gives the user time to read the score
 
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score))
 
        Window.Select (gamewin)
 
        Input.Pause %waits for a button to be pressed before entering the next level
 
        Window.Select (scorewin)
 
        cls %clears the scorewin once the gamewin restarts
 
        Window.Select (gamewin)
 
        /*getch (ch)
 
         if ch =(KEY_ENTER)
 
         then*/
 
        %%%%%%%%%%%%%%%%%%%%%%%%
 
        %variable reset
 
        newMaxX := newMaxX - levelUpX %updated screen dimensions = screen dimensions - 50
 
        newMaxY := newMaxY - levelUpY %updated screen dimensions = screen dimensions - 40
 
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY)) %displaying new screen for gamewin
 
        snake (1).x := newMaxX div 2 %new x co-ords for the start of a new level
 
        snake (1).y := newMaxY div 2 %new y co-ords for the start of a new level
 
        colour (0) %reset the colour of any writing
 
        colourback (7) %reset the colour of the background
 
        cls %paints the background specified colour
 
        makeFood := true %makign it possible to draw food
 
        food %start redrawing food
 
        scoreLevel := score + 50 %next level will be completed after an additional 50 points
 
    end if
 
end loop
 
View.Update
 
%%%%%%%%%%%%%%%%%%%%%%%%
 
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		Cervantes
 
  
 
    
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				  Posted: Sat May 28, 2005 7:27 am    Post subject: (No subject)  | 
	
				
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				I don't understand why you think you need that process.  I would eliminate it, if I were you.
 
	  | code: | 	 		  
 
if you eat an apple then
 
    incriment the upper bounds of your flexible array by 1
 
    you don't need to set the x and y coordinates of the new segment
 
end if
 
 
%update positions of snake
 
for decreasing  n : upper (snake) .. 2
 
    snake (n) := snake (n - 1)    
 
    %where snake is an array of a record that contains x and y coordinates
 
end for
 
  | 	  
 
 
If you have the update segments code between the drawing and the eating the apples, then you don't have to set the x and y coords. This is how you should do it.  The reason is, you eat an apple, then go into the decreasing for loop and the upper (snake) is set to the second greatest element of the flexible array.  
 
 
Hope that helps. | 
			 
			
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		Mr. T
 
  
 
    
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				  Posted: Sat May 28, 2005 2:34 pm    Post subject: Alex's Opinion  | 
	
				
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				I'm still not getting how and where i can fit it in ack!   | 
			 
			
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		Token
 
  
 
    
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				  Posted: Sat May 28, 2005 2:52 pm    Post subject: (No subject)  | 
	
				
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				well what your doing with the array is storing the location that each block of the snake is in, so0o what you do is every time you eat an apple you make the array able to hold one more cordinate. then what you'd would be somthing like this
 
 
 
	  | code: | 	 		  
 
 
for decreasing i : lengthOfSnake .. 2
 
 
    snakex (i) := snakex (i - 1)
 
end for
 
snake (1) := %%%whatever the new one is, i didnt take the time to look at your code.
 
 
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hope this helps | 
			 
			
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		  | 
	 
				 
		Cervantes
 
  
 
    
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				  Posted: Sat May 28, 2005 3:14 pm    Post subject: (No subject)  | 
	
				
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				Token wrote: 	  | code: | 	 		  snake (1) := %%%whatever the new one is, i didnt take the time to look at your code.   | 	 
  
 
Assuming snake (1) is the head of the snake (which it makes most sense to be), why would you adjust it's position to the new position.  It's like you're sticking the snake's head in its ass!   | 
			 
			
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		Mr. T
 
  
 
    
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				  Posted: Sat May 28, 2005 4:03 pm    Post subject: Alex's Opinion  | 
	
				
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				ok, i added in the flexible array stuff...but its screwy, cuz the game is running, but u cant see the snake.
 
	  | code: | 	 		  
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%variable declaration 
 
var scorewin, gamewin : int 
 
scorewin := Window.Open ("nocursor,graphics:455;90,title:Uncle Worm           Score: 0") 
 
colourback (black) 
 
cls 
 
colour (brightgreen) 
 
gamewin := Window.Open ("nocursor,position:bottom; right,graphics:500;400") 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
var food1, food2 : int 
 
var foodSize : int 
 
var makeFood : boolean := true 
 
var box1, box4 : int := 0 
 
var col : int := 4 
 
var countdown : int := 5 
 
/*var snakex : int := 200*/ 
 
/*var snakey : int := 150*/ 
 
var snakesize : int := 5 
 
var move, move2, move3, move4 := false 
 
var key : array char of boolean 
 
var ring : int := 0 
 
var answer : string 
 
move3 := true %starting direction of snake 
 
var newMaxX : int := 500 %innitial screen dimensions (x co-ords) 
 
var newMaxY : int := 400 %innitial screen dimensions (y co-ords) 
 
var levelUpX : int := 50 %decrease in screen dimensions (x co-ords) upon completion of level 
 
var levelUpY : int := 40 %decrease in screen dimensions (y co-ords) upon completion of level 
 
var scoreLevel : int := 50 
 
var foodBoolean : boolean 
 
var score : int := 0 %score 
 
var bonus : int := 60 %1 min to get bonus (bonus = 60000 milliseconds = 60 seconds =1 min) 
 
var fontScore, fontExit : int 
 
var col1, col2, col3 : int := brightred 
 
fontScore := Font.New ("serif:40") 
 
fontExit := Font.New ("arial:14") 
 
var randomMotivation : int 
 
var funnyMotivation : array 1 .. 5 of string 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%Preliminary Setup 
 
funnyMotivation (1) := "HAX00R!!!" 
 
funnyMotivation (2) := "OH SNAP!!!" 
 
funnyMotivation (3) := "GHETTO!!!" 
 
funnyMotivation (4) := "WERD UP!!!" 
 
funnyMotivation (5) := "PWNAGE!!!" 
 
type snakeDat : 
 
    record 
 
        x : int 
 
        y : int 
 
    end record 
 
var snake : flexible array 1 .. 2 of snakeDat 
 
snake (1).x := maxx div 2 
 
snake (1).y := maxy div 2 
 
snake (2).x :=(maxx div 2)-10
 
snake (2).y :=maxy div 2
 
new snake, 2 %set snake's length to 2
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%%%%%%%%% 
 
% START % 
 
%%%%%%%%% 
 
colour (0) 
 
colourback (7) 
 
cls 
 
%gives time for user to get ready 
 
loop 
 
    locate (12, 25) %locates the count down test 
 
    put "Starting in...", countdown  %starts the countdown 
 
    delay (300) %delay between each consecutive decreasing number 
 
    countdown := countdown - 1 %decreasing increments 
 
    cls %erases the countdown text when countdown reaches 0 
 
    exit when countdown = 0 %game begins when countdown hits 0 
 
end loop 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
process windowUpdate 
 
    Window.Select (scorewin) 
 
    View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score)) %if food eaten, score added to total at the top of the screen 
 
    randint (randomMotivation, 1, 5) %random motivation generator 
 
    Font.Draw (funnyMotivation (randomMotivation), (maxx div 2) - 125, (maxy div 2), fontScore, yellow) %random motivation ouput 
 
end windowUpdate 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
procedure food 
 
    if makeFood then %makeFood:=true 
 
        randint (food1, 1, newMaxX - 10) %random food location (but not in the walls) 
 
        randint (food2, 1, newMaxY - 10) %random food location (but not in the walls) 
 
        randint (foodSize, 2, 10) %random food size 
 
        drawfilloval (food1, food2, foodSize, foodSize, 2) %draws the food 
 
    end if 
 
end food 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%point of contact upon death 
 
procedure ringEnd 
 
    loop 
 
        Window.Select (scorewin) 
 
        cls 
 
        Font.Draw ("GAME OVER!!!", (maxx div 2) - 175, (maxy div 2), fontScore, ring) 
 
        Window.Select (gamewin) 
 
        drawoval (snake (1).x, snake (1).y, snakesize + ring, snakesize + ring, ring)  %ring expands around the ball at the point of collision 
 
        ring += 2 %increments of the rings 
 
        delay (10) %delay between each ring increment 
 
        exit when ring = 100 %game ends when ring incremeent hits 100 
 
    end loop 
 
end ringEnd 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%draws food 
 
food 
 
 
  for i : 1 .. upper (snake) %redraw snake
 
            Draw.FillOval (snake (i).x, snake (i).y, 5,  5, 12)
 
        end for
 
 
        
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
%snake movement 
 
 
loop   
 
    drawbox (box1, newMaxY - 1, newMaxX - 1, box4, 14)
 
    
 
    /*draw_snake*/ 
 
    if move then 
 
        snake (1).y += 1 
 
    elsif move2 then 
 
        snake (1).y -= 1 
 
    elsif move3 then 
 
        snake (1).x += 1 
 
    elsif move4 then 
 
        snake (1).x -= 1 
 
    end if 
 
    Input.KeyDown (key) 
 
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false 
 
        move2 := false 
 
        move3 := false 
 
        move4 := false 
 
        move := true 
 
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false 
 
        move := false 
 
        move3 := false 
 
        move4 := false 
 
        move2 := true 
 
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false 
 
        move := false 
 
        move2 := false 
 
        move4 := false 
 
        move3 := true 
 
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false 
 
        move := false 
 
        move2 := false 
 
        move3 := false 
 
        move4 := true 
 
    end if 
 
    for decreasing i : upper (snake) .. 2 %set each of the snake's sections to equal the one before it
 
            snake (i) := snake (i - 1)
 
        end for
 
        delay (10) 
 
    %%%%%%%%%%%%%%%%%%%%%%%% 
 
    %wall collision detection 
 
    if snake (1).x = 4 or snake (1).x = maxx - 4 or snake (1).y = 4 or snake (1).y = maxy - 4 then   %collision detection to detect whether the ball has hit the walls 
 
        Window.Select (scorewin) 
 
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score) + "            You Lose!") %if balls hits the wall, you lose! 
 
        Window.Select (gamewin) 
 
        ringEnd %fancy death 
 
        exit %game ends 
 
    end if 
 
    %%%%%%%%%%%%%%%%%%%%%%%% 
 
    %food collision detection 
 
    if score < scoreLevel then     %additional check to make sure the level isnt completed 
 
        if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12 
 
                then 
 
            score += 10 %when food collision detected points are added to score 
 
            new snake, upper (snake) + 1 %add a new element to it
 
            snake (upper (snake)) := snake (upper (snake) - 1) %set new element's coordinates
 
            fork windowUpdate %fork needed so that the delay within the process will only affect one screen 
 
            Window.Select (scorewin) 
 
            cls %scorewin clears refreshes the score every time a new apple is eaten 
 
            Window.Select (gamewin) 
 
            drawfilloval (food1, food2, foodSize, foodSize, 7)   %so that no chunk of food is left behind 
 
                if score < scoreLevel then %if level isnt completed 
 
                food %continue to make food if its still the same level 
 
                
 
        
 
        
 
            end if 
 
                end if 
 
    end if 
 
    
 
    %%%%%%%%%%%%%%%%%%%%%%%% 
 
    %NEXT LEVEL 
 
    if score >= scoreLevel %ready to enter next level 
 
            then 
 
        drawfillbox ((maxx div 2) - 27, maxy, (maxx div 2) + 20, maxy - 25, 0) 
 
        Font.Draw ("EXIT", (maxx div 2) - 25, maxy - 20, fontExit, col1) %level's exit point 
 
        col1 += 1 
 
        if col1 = 40 
 
                then 
 
            col1 := 0 
 
        end if 
 
        makeFood := false   %once exit appears, no more food is drawn 
 
    end if 
 
 
    if whatdotcolour (snake (1).x + snakesize, snake (1).y + snakesize) = 0 %if the snake reaches the exit (detects the WHITE(whatdotcolour) exit point) 
 
            then 
 
        cls      %clears the screen for the scoring updates 
 
        %%%%%%%%%%%%%%%%%%%%%%%% 
 
        %scoring system (after each completed level) 
 
        Window.Select (scorewin) 
 
        put "Your score is: ", score %score with out additional time bonus 
 
 
        var timeBonus : int := bonus - Time.Elapsed div 1000 %1 min timer (Time.Elapsed = 1000 milliseconds = 1 min) 
 
        put "Your time bonus is: ", timeBonus %time bonus 
 
        score := score + timeBonus %updated score = score as of to that point + time bonus 
 
        put "Your overall score is: ", score %score as of to that point + time bonus 
 
        bonus := 60 + (Time.Elapsed div 1000) %bonus reset 
 
        put "[press enter to continue to next round]" %gives the user time to read the score 
 
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score)) 
 
        Window.Select (gamewin) 
 
        Input.Pause %waits for a button to be pressed before entering the next level 
 
        Window.Select (scorewin) 
 
        cls %clears the scorewin once the gamewin restarts 
 
        Window.Select (gamewin) 
 
        /*getch (ch) 
 
         if ch =(KEY_ENTER) 
 
         then*/ 
 
        %%%%%%%%%%%%%%%%%%%%%%%% 
 
        %variable reset 
 
        newMaxX := newMaxX - levelUpX %updated screen dimensions = screen dimensions - 50 
 
        newMaxY := newMaxY - levelUpY %updated screen dimensions = screen dimensions - 40 
 
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY)) %displaying new screen for gamewin 
 
        snake (1).x := newMaxX div 2 %new x co-ords for the start of a new level 
 
        snake (1).y := newMaxY div 2 %new y co-ords for the start of a new level 
 
        colour (0) %reset the colour of any writing 
 
        colourback (7) %reset the colour of the background 
 
        cls %paints the background specified colour 
 
        makeFood := true %makign it possible to draw food 
 
        food %start redrawing food 
 
        scoreLevel := score + 50 %next level will be completed after an additional 50 points 
 
    end if 
 
end loop 
 
 
 
%%%%%%%%%%%%%%%%%%%%%%%% 
 
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		Token
 
  
 
    
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				  Posted: Mon May 30, 2005 6:40 pm    Post subject: (No subject)  | 
	
				
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				| [quote="Cervantes"] Token wrote: ...   It's like you're sticking the snake's head in its ass!...       
 
 
lmao great way of putting it    | 
			 
			
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