Seizure Machine
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Metal-Head91
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Posted: Thu Jun 07, 2007 11:35 pm Post subject: Seizure Machine |
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This was a project writen be me and a partner for our computer sciences class. It's a game where the object is to click the ball that moves before it moves again. there are some glitches that me nor my partner knew how to fix, but it can be enjoyable in a way i guess. The first 3 screens are blank because their supposed to be a title page and 2 pages of instructions but we made those in paint which i dont have so just hit any key 3 times and ignore it. and i would be very pleased if someone can help me with my glitch once oyu find it. enjoy
%Francis Kurevija & Luke Doherty
%May 23, 2007
%Seizure Machine
var count, x, y, x2, y2, button : int
proc Title
Pic.ScreenLoad ("H:/My Pictures/Seizure Machine.bmp", 0, 0, picUnderMerge) %Loads picture
Input.Pause %Gets input from keyboard
cls
end Title
proc Instructions1
Pic.ScreenLoad ("H:/My Pictures/Instructions1.bmp", 0, 0, picUnderMerge)
Input.Pause
cls
end Instructions1
proc Instructions2
Pic.ScreenLoad ("H:/My Pictures/instructions2.bmp", 0, 0, picUnderMerge)
Input.Pause
cls
end Instructions2
proc Level1
count := 0
loop
x := Rand.Int (0, maxx) % Creates random integer
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen) %Draws backround
Draw.FillOval (x, y, 20, 20, black) %Draws circle
delay (1500)
if Mouse.ButtonMoved ("down") then %If statement is initiated when the mouse button is
%pressed
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown) %When the mouse
%button is pressed it's co-ordinates are checked and assigned to a variable
Draw.FillOval (x2, y2, 5, 5, brightred) %A red dot appears over the black circle
%to tell the user when they have hit the black circle
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then %If the
%co-ordinates of the mouse are within the vicinity of the circle the if statement
%is initiated
count := count + 10
put count
delay (500)
end if
end if
exit when count = 30
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level1
proc Level2
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 20, 20, black)
delay (1200)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 60
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level2
proc Level3
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 20, 20, black)
delay (1000)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 90
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level3
proc Level4
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 20, 20, black)
delay (800)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 120
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level4
proc Level5
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level5
proc Level6
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 25, 25, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 25 and x2 <= x + 25) and (y2 >= y - 25 and y2 <= y + 25) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 30
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level6
proc Level7
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 60
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level7
proc Level8
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 15, 15, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 15 and x2 <= x + 15) and (y2 >= y - 15 and y2 <= y + 15) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 90
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level8
proc Level9
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 10, 10, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 10 and x2 <= x + 10) and (y2 >= y - 10 and y2 <= y + 10) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 120
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level9
proc Level10
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightgreen)
Draw.FillOval (x, y, 5, 5, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 5 and x2 <= x + 5) and (y2 >= y - 5 and y2 <= y + 5) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level10
proc Level11
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, brightred)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level11
proc Level12
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, blue)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level12
proc Level13
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, green)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level13
proc Level14
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, 113)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
cls
put "You have advance to the next level."
delay (3000)
end Level14
proc Level15
count := 0
loop
x := Rand.Int (0, maxx)
y := Rand.Int (0, maxy)
Draw.FillBox (0, 0, maxx, maxy, 17)
Draw.FillOval (x, y, 20, 20, black)
delay (500)
if Mouse.ButtonMoved ("down") then
var buttonnumber, buttonupdown : int
Mouse.ButtonWait ("down", x2, y2, buttonnumber, buttonupdown)
Draw.FillOval (x2, y2, 5, 5, brightred)
if (x2 >= x - 20 and x2 <= x + 20) and (y2 >= y - 20 and y2 <= y + 20) then
count := count + 10
put count
delay (500)
end if
end if
exit when count = 150
end loop
end Level15
proc Win
cls
put "CONGRADULATIONS!"
put "YOU WIN!"
end Win
%---------------|
Title % |
Instructions1 % |
Instructions2 % |
Level1 % |
Level2 % |
Level3 % |
Level4 % |
Level5 % |
Level6 % |
Level7 % |------ Calls all procedures
Level8 % |
Level9 % |
Level10 % |
Level11 % |
Level12 % |
Level13 % |
Level14 % |
Level15 % |
Win % |
%---------------| |
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Sponsor Sponsor
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ashiphire
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Posted: Sun Jun 10, 2007 8:03 pm Post subject: RE:Seizure Machine |
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u should put all the levels in one procedure |
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UraniumLobster
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Posted: Wed Sep 12, 2007 10:14 am Post subject: RE:Seizure Machine |
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What motivated you to make a game that could cause epilepsy? haha |
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aspire
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Posted: Fri Sep 14, 2007 1:39 pm Post subject: RE:Seizure Machine |
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That is really cool. I love looking at things like these . They make me feel special lol. |
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