import "DanSprite.tu"
 
setscreen ("graphics,nobuttonbar") 
 
setscreen ("offscreenonly") 
 
var x, y : int %var for the first sprite
 
var x2, y2 : int %var for the second sprite
 
var x3, y3 : int %var for the 1st ovals quadents 
 
var x4, y4 : int %var for the 2nd ovals quadents 
 
var nx3, ny3, nx4, ny4 : int := 1 %vars for the chage in qroadents 
 
var s : int := 10 %var for the size of the ovals 
 
var chars : array char of boolean 
 
 
 
x := 1
 
y := 1
 
x2 := 100
 
y2 := 100
 
var pic : int := DanSprite.newPic (x, y, "slime1.jpg") 
 
DanSprite.setMode(pic,DanSprite.MERGE) 
 
var pic2 : int := DanSprite.newPic (x2, y2, "slime2.jpg") 
 
DanSprite.setMode(pic2,DanSprite.MERGE) 
 
x3 := Rand.Int (1, 100) %set the x quadent for the 1st oval 
 
y3 := Rand.Int (1, 100) %set the y quadent for the 1st oval 
 
x4 := Rand.Int (1, 100) %set the x quadent for the 2nd oval 
 
y4 := Rand.Int (1, 100) %set the y quadent for the 2nd oval 
 
 
%main loop 
 
loop 
 
    if Input.hasch then 
 
        Input.KeyDown (chars) 
 
        if chars (KEY_UP_ARROW) then 
 
            y += 10
 
            DanSprite.movePic (x, y, pic)  
 
            end if 
 
        if chars (KEY_RIGHT_ARROW) then 
 
            x += 10 
 
            DanSprite.movePic (x, y, pic) 
 
            end if 
 
        if chars (KEY_LEFT_ARROW) then 
 
            x -= 10
 
            DanSprite.movePic (x, y, pic)  
 
        end if 
 
        if chars (KEY_DOWN_ARROW) then 
 
            y -= 10 
 
            DanSprite.movePic (x, y, pic) 
 
        end if 
 
        
 
        if chars ('w') then 
 
            y2 += 10 
 
            DanSprite.movePic (x2, y2, pic2) 
 
        end if 
 
        if chars ('d') then 
 
            x2 += 10 
 
            DanSprite.movePic (x2, y2, pic2) 
 
        end if 
 
        if chars ('a') then 
 
            x2 -= 10 
 
            DanSprite.movePic (x2, y2, pic2) 
 
        end if 
 
        if chars ('s') then 
 
            y2 -= 10 
 
            DanSprite.movePic (x2, y2, pic2) 
 
        end if 
 
 
 end if 
 
    
 
    drawfilloval (x3, y3, s, s, red) %draws the 1st oval 
 
    drawfilloval (x4, y4, s, s, green) %draws the 2nd one   
 
    
 
     View.Update     
 
 
 
    
 
    %check to see if oval gose off the screen 
 
    %for oval 1 
 
    
 
    if x3 <= 0 then %check to see if it gose off the bottom 
 
        nx3 := 1 %chages the direction 
 
    elsif y3 <= 0 then %check to see if it gose off to the left 
 
        ny3 := 1 %chages the direction 
 
    end if 
 
 
    if x3 >= maxx then %check to see if it gose off the top 
 
        nx3 := - 1 %chages the direction 
 
    elsif y3 >= maxy then %check to see if it gose off to the right 
 
        ny3 := - 1 %chages the direction 
 
    end if 
 
 
 
 
    %check to see if oval gose off the screen 
 
    %for oval 2 
 
    
 
    if x4 <= 0 then %check to see if it gose off the bottom 
 
        nx4 := 1 %chages the direction 
 
    elsif y4 <= 0 then %check to see if it gose off to the left 
 
        ny4 := 1 %chages the direction 
 
    end if 
 
 
    if x4 >= maxx then %check to see if it gose off the top 
 
        nx4 := - 1 %chages the direction 
 
    elsif y4 >= maxy then %check to see if it gose off to the right 
 
        ny4 := - 1 %chages the direction 
 
    end if 
 
 
 
 
    %this if checks to see if the ovals have hit each other 
 
    if x3 + s > x2 - s and x2 - s < x2 + s and y2 + s > y2 - s and y2 - s < y2 + 
 
            s then 
 
        
 
 
 
 
        %chages the direction of all the ovals 
 
        nx3 := nx3 * - 1 
 
        ny3 := ny3 * - 1 
 
        nx4 := nx4 * - 1 
 
        ny4 := ny4 * - 1 
 
    end if 
 
 
    %this part adds the chage in qroadents to the 
 
    %quradents and makes the ovals move 
 
    x3 += nx3 
 
    y3 += ny3 
 
    x4 += nx4 
 
    y4 += ny4 
 
 
    delay (0) 
 
     
 
end loop   |