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PTANK2-1.TXT
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PTANK2-1.TXT
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REM Diego Waxemberg & Doug Vandini
REM Period 3
REM Artiliry Strike
REM Recreation of "Pocket Tanks"
REM Ver. 2.1
REM Created April 1, 2008
REM Updated May 30, 2008
DECLARE SUB choose ()
DECLARE SUB intro2 ()
DECLARE SUB intro ()
DECLARE SUB cannon2 (num2!, ans$)
DECLARE SUB credits ()
DECLARE SUB cannon (num!, ans$)
DECLARE SUB grnd (b)
RANDOMIZE TIMER
SCREEN 12
DIM SHARED top
DIM SHARED cwep(0 TO 100)
DIM SHARED cwep2(0 TO 100)
DIM SHARED cwep1(0 TO 100)
DIM SHARED power
DIM SHARED power2
DIM SHARED tank2x
DIM SHARED tank2y
DIM SHARED sine2
DIM SHARED cosine2
DIM SHARED angle2
DIM SHARED turn
DIM SHARED weapon2
DIM SHARED tankx
DIM SHARED tanky
DIM SHARED pi
DIM SHARED sine
DIM SHARED cosine
DIM SHARED angle
DIM SHARED ballx
DIM SHARED bally
DIM SHARED gravity
DIM SHARED shot
DIM SHARED ballspeedy
DIM SHARED slope
DIM SHARED weapon
DIM SHARED point1
DIM SHARED point2
DIM SHARED snd$
DIM SHARED ballspeedx
CALL intro
CLS
INPUT "Sound ON or OFF"; snd$
CALL choose
CLS
weapon = 1
weapon2 = 1
turn = 1
shot = 0
gravity = .002
power = 5
power2 = 5
WINDOW SCREEN (0, 0)-(700, 500)
LINE (0, 0)-(700, 500), BF
b = INT(RND * 100)
c = 450 - b
b = c
RANDOMIZE TIMER
CLS
CALL grnd(b)
tankx = 100
tank2x = 600
FOR ctr = 1 TO 500
pcolor = POINT(tankx, ctr)
IF pcolor = 0 THEN tanky = ctr + 5: EXIT FOR
NEXT ctr
FOR ctr = 1 TO 500
pcolor = POINT(tank2x, ctr)
IF pcolor = 0 THEN tank2y = ctr + 5: EXIT FOR
NEXT ctr
num = .5
num2 = .5
pi = 3.141592654#
a$ = INPUT$(1)
DO
IF tanky > 495 THEN tanky = 494
IF tank2y > 495 THEN tank2y = 494
LINE (0, 500)-(700, 500), 2
ans$ = INKEY$
pcolor% = POINT(tankx, tanky + 9)
IF pcolor% <> 2 AND pcolor% <> 6 AND pcolor% <> 5 AND pcolor% <> 7 AND pcolor% <> 8 AND tanky < 495 THEN tanky = tanky + 1
IF pcolor% = 2 OR pcolor% = 6 OR pcolor% = 5 OR pcolor% = 7 OR pcolor% = 8 THEN
CIRCLE (tankx, tanky), 7, 4, , , 1 / 2
LINE (tankx - 8, tanky + 4)-(tankx + 8, tanky + 5), 1, BF
CIRCLE (tankx, tanky), 15, 8, -num * pi, -num * pi, 1
CALL cannon(num, ans$)
END IF
pcolor% = POINT(tank2x, tank2y + 9)
IF pcolor% <> 2 AND pcolor% <> 6 AND pcolor% <> 5 AND pcolor% <> 7 AND pcolor% <> 8 AND tank2y < 495 THEN tank2y = tank2y + 1
IF pcolor% = 2 OR pcolor% = 6 OR pcolor% = 5 OR pcolor% = 7 OR pcolor% = 8 THEN
CIRCLE (tank2x, tank2y), 7, 4, , , 1 / 2
LINE (tank2x - 8, tank2y + 4)-(tank2x + 8, tank2y + 5), 1, BF
CIRCLE (tank2x, tank2y), 15, 8, -num2 * pi, -num2 * pi, 1
CALL cannon2(num2, ans$)
r = 0
FOR ctr = 1 TO 10
IF cwep2(ctr) = 0 THEN r = r + 1
IF r = 10 THEN GOTO outt
NEXT ctr
END IF
LOOP
outt:
CLS
PRINT "Player 1 points:"; point1, "Player 2 points:"; point2
IF point1 > point2 THEN PRINT "Player 1 wins!!!"
IF point2 > point1 THEN PRINT "Player 2 wins!!!"
IF point1 = point2 THEN PRINT "It's a tie!!!"
PRINT "Would you like to play again?(Y/N)"
a$ = INPUT$(1)
IF UCASE$(a$) = "Y" THEN RUN
CLS
END
SUB cannon (num, ans$)
IF turn = 1 THEN
LOCATE 1, 30
PRINT "Player 1's Turn!"
LOCATE 1, 1
angle = CLNG((num * pi) * 57.2958)
PRINT "Angle: "; angle; " "
cosine = CLNG(16 * COS(angle / 57.2958))
sine = CLNG(16 * SIN(angle / 57.2958))
IF shot = 0 THEN
SELECT CASE LCASE$(ans$)
CASE "a"
pcolor% = POINT(tankx, tanky + 9)
IF pcolor% <> 2 AND pcolor% <> 6 AND pcolor% <> 5 AND pcolor% <> 7 AND pcolor% <> 8 THEN tanky = tanky + 1
movecheck = POINT(tankx - 8, tanky - 1)
IF movecheck <> 2 AND movecheck <> 6 AND movecheck <> 5 AND movecheck <> 7 AND movecheck <> 8 AND tankx > 10 AND tankx < 690 THEN
CIRCLE (tankx, tanky), 7, 0, , , 1 / 2
LINE (tankx - 8, tanky + 4)-(tankx + 8, tanky + 5), 0, BF
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
tanky = tanky - 10
tankx = tankx - 2
EXIT SUB
CALL cannon(num, ans$)
END IF
CASE "d"
pcolor% = POINT(tankx, tanky + 9)
IF pcolor% <> 2 AND pcolor% <> 6 AND pcolor% <> 5 AND pcolor% <> 7 AND pcolor% <> 8 THEN tanky = tanky + 1
movecheck = POINT(tankx + 8, tanky - 1)
IF movecheck <> 2 AND movecheck <> 6 AND movecheck <> 5 AND movecheck <> 7 AND movecheck <> 8 AND tankx > 10 AND tankx < 690 THEN
CIRCLE (tankx, tanky), 7, 0, , , 1 / 2
LINE (tankx - 8, tanky + 4)-(tankx + 8, tanky + 5), 0, BF
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
tanky = tanky - 10
tankx = tankx + 2
EXIT SUB
CALL cannon(num, ans$)
END IF
CASE "i"
CALL intro2
CASE "q"
CALL credits
CASE " "
IF cwep1(weapon) <> 0 THEN
shot = 1
ballx = tankx + cosine
bally = tanky - sine
angle = CLNG((num * pi) * 57.2958)
cosine = CLNG(16 * COS(angle / 57.2958))
sine = CLNG(16 * SIN(angle / 57.2958))
ballspeedy = -sine * (power / 100)
ballspeedx = cosine * (power / 100)
END IF
CASE "w"
power = power + .1
IF power > 10 THEN power = 10
CASE "s"
power = power - .1
IF power < 0 THEN power = 0
CASE "x"
LOCATE 5, 35
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
INPUT "Angle"; angle
IF angle < 180 AND angle > 0 THEN num = (angle / 57.2958) / pi
LOCATE 5, 35
PRINT " "
END SELECT
SELECT CASE ans$
CASE CHR$(27)
RUN
CASE CHR$(0) + CHR$(75)
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
num = num + .01
IF num >= 1 THEN num = 1
CASE CHR$(0) + CHR$(77)
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
num = num - .01
IF num <= .01 THEN num = .01
CASE CHR$(0) + CHR$(72)
weapon = weapon + 1
IF weapon > 10 THEN weapon = 1
CASE CHR$(0) + CHR$(80)
weapon = weapon - 1
IF weapon <= 0 THEN weapon = 10
END SELECT
END IF
LOCATE 2, 1
PRINT "Power:"; USING "###"; power * 10
SELECT CASE cwep1(weapon)
CASE 0
weapon$ = " Used "
CASE 1
weapon$ = "Single Shot "
CASE 2
weapon$ = "Dirt Ball "
CASE 3
weapon$ = "Bouncy Dirt "
CASE 4
weapon$ = "Nuke "
CASE 5
weapon$ = "Bouncy Dome "
CASE 6
weapon$ = "Wall "
CASE 7
weapon$ = "Well Digger "
CASE 8
weapon$ = "Super Nova "
CASE 9
weapon$ = "Spiral of Death"
CASE 10
weapon$ = "Death Star "
CASE 11
weapon$ = "Laser Gun "
CASE 12
weapon$ = "Rubber Gun "
CASE 13
weapon$ = "Time Bomb "
CASE 14
weapon$ = "Alienation "
CASE 15
weapon$ = "Eruption "
CASE 16
weapon$ = "Airstrike "
CASE 17
weapon$ = "Bouncy Box "
END SELECT
LOCATE 3, 1
PRINT "Weapon: "; weapon$
IF shot = 1 AND cwep1(weapon) <> 0 THEN
PSET (ballx, bally), 0
ballspeedy = ballspeedy + gravity
bally = bally + ballspeedy
ballx = ballx + ballspeedx
IF ballx > 701 OR ballx < -1 THEN turn = 2: shot = 0
PSET (ballx, bally), 15
colort% = POINT(ballx, bally + 1)
IF ABS(tank2x - ballx) < 20 AND ABS(tank2y - bally) < 20 AND cwep1(weapon) = 12 THEN colort% = 4
IF cwep1(weapon) = 7 OR cwep1(weapon) = 5 OR cwep1(weapon) = 16 THEN colort% = 4
IF colort% = 5 THEN ballspeedy = ballspeedy * -.95
IF POINT(ballx, bally - 1) = 5 THEN ballspeedy = ballspeedy * -.95
IF POINT(ballx - 1, bally) = 5 OR POINT(ballx + 1, bally) = 5 THEN ballspeedx = ballspeedx * -.95
IF colort% = 2 OR colort% = 4 OR colort% = 6 OR colort% = 7 OR colort% = 8 THEN
shot = 0
rndnum = RND * 50
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
CIRCLE (tankx, tanky), 7, 0, , , 1 / 2
LINE (tankx - 8, tanky + 4)-(tankx + 8, tanky + 5), 0, BF
CIRCLE (tankx, tanky), 15, 0, -num * pi, -num * pi, 1
SELECT CASE cwep1(weapon)
CASE 1 'single Shot ''''''''''''''''''''''''''''''''''''
CIRCLE (ballx, bally), 30, 3
PAINT (ballx, bally), 0, 3
CIRCLE (ballx, bally), 30, 0
IF ABS(ballx - tank2x) < 25 THEN point1 = point1 + 25: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 2 'Dirt Ball ''''''''''''''''''''''''''''''''''
CIRCLE (ballx, bally), 30, 3
PAINT (ballx, bally), 6, 3
CIRCLE (ballx, bally), 30, 6
turn = 2
cwep1(weapon) = 0
ans$ = ""
'''''''''''''''''''''''''''''''''''''
CASE 3 'Bouncy Dirt
LINE (ballx - 20, bally)-(ballx + 20, bally + 10), 5, BF
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 4 'Nuke
CIRCLE (ballx, bally), 100, 3
PAINT (ballx, bally), 0, 3
CIRCLE (ballx, bally), 100, 0
IF ABS(ballx - tank2x) < 95 THEN point1 = point1 + 75: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 5 'Bouncy Dome
ballxs = tankx
ballys = tanky
FOR ctr = 25 TO 50
CIRCLE (ballxs, ballys), ctr, 5
NEXT ctr
FOR ctr = 1 TO 10
CIRCLE (tankx + cosine * 1.6, tanky - sine - 5), ctr, 0
CIRCLE (tankx + cosine * 2.4, tanky - sine - 10), ctr, 0
CIRCLE (tankx + cosine * 3.2, tanky - sine - 15), ctr, 0
CIRCLE (tankx + cosine * 4, tanky - sine - 20), ctr, 0
CIRCLE (tankx + cosine * 4.8, tanky - sine - 25), ctr, 0
NEXT ctr
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 6 'Wall
LINE (ballx - 5, bally)-(ballx + 5, bally - 100), 7, BF
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 7 'Well Digger
bottom = tanky - 1
FOR ctr = 1 TO bottom
LINE (tankx - 15, bottom)-(tankx + 15, bottom - 2), 1, BF
LINE (tankx - 15, tanky + 10)-(tankx + 15, bottom), 0, BF
IF bottom = 100 THEN
LINE (tankx - 15, bottom)-(tankx + 15, bottom - 2), 0, BF
EXIT FOR
END IF
bottom = bottom - 1
FOR slow = 1 TO 10000
NEXT slow
NEXT ctr
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 8 'Super Nova
FOR ctr2 = 1 TO 100 STEP 2
FOR ctr = .01 TO 1.99 STEP .05
CIRCLE (ballx, bally), ctr2, 1, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
FOR ctr2 = 1 TO 100 STEP 2
FOR ctr = .01 TO 1.99 STEP .05
CIRCLE (ballx, bally), ctr2, 11, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
FOR ctr2 = 1 TO 100 STEP 2
FOR ctr = .01 TO 1.99 STEP .05
CIRCLE (ballx, bally), ctr2, 10, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
FOR ctr2 = 1 TO 100 STEP 2
FOR ctr = .01 TO 1.99 STEP .05
CIRCLE (ballx, bally), ctr2, 4, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
FOR ctr2 = 1 TO 100 STEP 2
FOR ctr = .01 TO 1.99 STEP .05
CIRCLE (ballx, bally), ctr2, 0, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
IF ABS(ballx - tank2x) < 25 THEN point1 = point1 + 125: ballx = 0: bally = 0
IF ABS(ballx - tank2x) < 55 THEN point1 = point1 + 55: ballx = 0: bally = 0
IF ABS(ballx - tank2x) < 95 THEN point1 = point1 + 25: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 9 'Spiral of Death
FOR ctr2 = 10 TO 15
IF snd$ = "on" THEN SOUND 500, 1
FOR ctr = 0 TO 2 STEP .01
CIRCLE (ballx, bally), 50, ctr2, (-ctr) * pi, (-ctr) * pi, 1
FOR slow = 1 TO 10000: NEXT slow
CIRCLE (ballx, bally), 50, 0, (-ctr) * pi, (-ctr) * pi, 1
NEXT ctr
NEXT ctr2
IF snd$ = "on" THEN SOUND 500, 15
IF ABS(ballx - tank2x) < 50 THEN point1 = point1 + 100: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 10 'Death Star
CIRCLE (350, 100), 100, 8
PAINT (350, 100), 8, 8
CIRCLE (350, 100), 20, 0
PAINT (350, 100), 0, 0
FOR ctr = 1 TO 10
LINE (350, 100)-(ballx, bally), 4
FOR slow = 1 TO 200000: NEXT slow
LINE (350, 100)-(ballx, bally), 0
FOR slow = 1 TO 200000: NEXT slow
NEXT ctr
LINE (250, 0)-(450, 200), 0, BF
IF ABS(ballx - tank2x) < 10 THEN point1 = point1 + 225: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 11 ' laser gun
LINE (ballx, bally)-(tank2x, tank2y), 10
IF snd$ = "on" THEN SOUND 1000, 1
FOR slow = 1 TO 1000000
NEXT slow
LINE (ballx, bally)-(tank2x, tank2y), 0
point1 = point1 + 50
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 12 'Rubber Gun
IF ABS(tank2x - ballx) < 20 AND ABS(tank2y - bally) < 20 THEN
LINE (tank2x - 40, tank2y - 20)-(tank2x + 40, tank2y - 22), 5, BF
END IF
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 13 'Time Bomb
FOR ctr = 500000 TO 50000 STEP -25000
loops = loops + 1
ctr2 = 3000
LINE (ballx - 5, bally + 2)-(ballx + 5, bally - 3), 8, BF
LINE (ballx - 1, bally - 1)-(ballx + 1, bally - 3), 4, BF
IF snd$ = "on" THEN SOUND ctr2, 1
FOR slow = 1 TO ctr: NEXT slow
LINE (ballx - 5, bally + 2)-(ballx + 5, bally - 3), 8, BF
LINE (ballx - 1, bally - 1)-(ballx + 1, bally - 3), 8, BF
FOR slow = 1 TO ctr: NEXT slow
IF loops = 2 THEN ctr2 = ctr2 + 100: loops = 0
NEXT ctr
CIRCLE (ballx, bally), 50, 3
PAINT (ballx, bally), 0, 3
CIRCLE (ballx, bally), 50, 0
IF snd$ = "on" THEN SOUND 300, 3
IF ABS(ballx - tank2x) < 10 AND ABS(bally - tank2y) < 10 THEN points = points + 100: ballx = 0: bally = 0
IF ABS(ballx - tank2x) < 30 AND ABS(bally - tank2y) < 30 THEN points = points + 50: ballx = 0: bally = 0
IF ABS(ballx - tank2x) < 50 AND ABS(bally - tank2y) < 50 THEN points = points + 10: ballx = 0: bally = 0
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 14 'Alienation
FOR ctr = 1 TO tank2x
CIRCLE (ctr, 130), 10, 1, , , 1 / 2
PAINT (ctr, 130), 1, 1
CIRCLE (ctr, 127), 5, 14, , , 1 / 2
PAINT (ctr, 127), 14, 14
FOR slow = 1 TO 20000
NEXT slow
LINE (ctr - 10, 124)-(ctr + 10, 136), 0, BF
NEXT ctr
CIRCLE (ctr, 130), 10, 1, , , 1 / 2
PAINT (ctr, 130), 1, 1
CIRCLE (ctr, 127), 5, 14, , , 1 / 2
PAINT (ctr, 127), 14, 14
FOR ctr = 136 TO tank2y
PSET (tank2x, ctr), 10
FOR slow = 1 TO 30000
NEXT slow
PSET (tank2x, ctr), 0
NEXT ctr
FOR ctr = 1 TO 100
CIRCLE (tank2x, tank2y), ctr, 0
FOR slow = 1 TO 100000: NEXT slow
NEXT ctr
point1 = point1 + INT(((2500 - ABS(tank2x - ballx)) / 10))
LINE (tank2x - 10, 124)-(tank2x + 10, 136), 0, BF
turn = 2
cwep1(weapon) = 0
ans$ = ""
CASE 15 'Eruption
FOR ctr = 1 TO 50
LINE (ballx, bally - 35)-(ballx - ctr, bally + 15), 6
LINE (ballx, bally - 35)-(ballx + ctr, bally + 15), 6
FOR slow = 1 TO 10000
NEXT slow
NEXT ctr
FOR slow = 1 TO 1000000
NEXT slow
FOR ctr = 1 TO 25
CIRCLE (ballx, bally - 35), ctr, 4
FOR slow = 1 TO 100000
NEXT slow
CIRCLE (ballx, bally - 35), ctr, 14
FOR slow = 1 TO 100000
NEXT slow
CIRCLE (ballx, bally - 35), ctr, 15
FOR slow = 1 TO 100000
NEXT slow
CIRCLE (ballx, bally - 35), ctr, 0
NEXT ctr
IF ABS(tank2x - ballx) < 25 AND ABS(tank2y - bally) < 25 THEN point1 = point1 + 50
ans$ = ""
turn = 2
cwep1(weapon) = 0
CASE 16 ' Airstrike
cx = 350
cy = 100
DO
ans3$ = INKEY$
SELECT CASE ans3$
CASE CHR$(0) + CHR$(75)
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
IF cx > 5 AND POINT(cx - 10, cy) <> 2 THEN cx = cx - 7
CASE CHR$(0) + CHR$(77)
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
IF cx < 695 AND POINT(cx + 10, cy) <> 2 THEN cx = cx + 7
CASE CHR$(0) + CHR$(72)
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
IF cy > 5 AND POINT(cx, cy - 10) <> 2 THEN cy = cy - 7
CASE CHR$(0) + CHR$(80)
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
IF POINT(cx, cy + 10) <> 2 THEN cy = cy + 7
END SELECT
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 15
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 15
LOOP WHILE ans3$ <> " "
px = 1
py = 120
FOR ctr = px TO cx - 20
LINE (px, py)-(px + 30, py + 5), 0, BF
LINE (px, py)-(px, py - 10), 0
LINE (px + 5, py)-(px, py - 10), 0
LINE (px + 15, py)-(px + 10, py + 20), 0
LINE (px + 25, py)-(px + 10, py + 20), 0
LINE (px + 30, py)-(px + 35, py + 5), 0
LINE (px + 30, py + 5)-(px + 35, py + 5), 0
CIRCLE (px + 11, py + 8), 1, 0
CIRCLE (px + 11, py + 12), 1, 0
px = px + 1
LINE (px, py)-(px + 30, py + 5), 1, BF
LINE (px, py)-(px, py - 10), 1
LINE (px + 5, py)-(px, py - 10), 1
LINE (px + 15, py)-(px + 10, py + 20), 1
LINE (px + 25, py)-(px + 10, py + 20), 1
LINE (px + 30, py)-(px + 35, py + 5), 1
LINE (px + 30, py + 5)-(px + 35, py + 5), 1
CIRCLE (px + 11, py + 8), 1, 1
CIRCLE (px + 11, py + 12), 1, 1
FOR slow = 1 TO 20000: NEXT slow
NEXT ctr
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
cx = cx - 45
FOR shots = 1 TO 5
LINE (0, 500)-(700, 500), 2
cx = cx + 15
FOR ctr = 150 TO 500
LINE (0, 500)-(700, 500), 2
LINE (cx, ctr)-(cx + 5, ctr - 8), 7
LINE (cx, ctr)-(cx - 5, ctr - 8), 7
LINE (cx + 5, ctr - 8)-(cx - 5, ctr - 8), 7
PAINT (cx, ctr - 7), 7, 7
CIRCLE (cx, ctr), 5, 4, , , 2
PAINT (cx, ctr), 4, 4
LINE (cx, ctr - 8)-(cx, ctr - 3), 15
FOR slow = 1 TO 5000
NEXT slow
LINE (cx, ctr)-(cx + 5, ctr - 8), 0
LINE (cx, ctr)-(cx - 5, ctr - 8), 0
LINE (cx + 5, ctr - 8)-(cx - 5, ctr - 8), 0
PAINT (cx, ctr - 7), 0, 0
CIRCLE (cx, ctr), 5, 0, , , 2
PAINT (cx, ctr), 0, 0
LINE (cx, ctr - 8)-(cx, ctr - 3), 0
IF POINT(cx, ctr + 10) <> 0 THEN EXIT FOR
IF ABS(cx - tank2x) < 50 AND ABS(ctr - tank2y) < 50 THEN point1 = point1 + 1
LOCATE 5, 1
PRINT "Points:"; point1
NEXT ctr
FOR ctr2 = 1 TO 50
LINE (0, 500)-(700, 500), 2
CIRCLE (cx, ctr), ctr2, 0
FOR SLOW2 = 1 TO 10000
NEXT SLOW2
pcolor% = POINT(tank2x, tank2y + 9)
IF tanky > 495 THEN tanky = 494
IF tank2y > 495 THEN tank2y = 494
CIRCLE (tank2x, tank2y), 15, 0, -num2 * pi, -num2 * pi, 1
CIRCLE (tank2x, tank2y), 7, 0, , , 1 / 2
LINE (tank2x - 8, tank2y + 4)-(tank2x + 8, tank2y + 5), 0, BF
CIRCLE (tank2x, tank2y), 15, 0, -num2 * pi, -num2 * pi, 1
LINE (0, 500)-(700, 500), 2
CIRCLE (tank2x, tank2y), 15, 8, -num2 * pi, -num2 * pi, 1
CIRCLE (tank2x, tank2y), 7, 4, , , 1 / 2
LINE (tank2x - 8, tank2y + 4)-(tank2x + 8, tank2y + 5), 1, BF
CIRCLE (tank2x, tank2y), 15, 8, -num2 * pi, -num2 * pi, 1
LINE (0, 500)-(700, 500), 2
IF tanky > 495 THEN tanky = 494
IF tank2y > 495 THEN tank2y = 494
NEXT ctr2
pcolor% = POINT(tank2x, tank2y + 9)
IF tanky > 495 THEN tanky = 494
IF tank2y > 495 THEN tank2y = 494
IF shots < 5 THEN
CIRCLE (tank2x, tank2y), 7, 4, , , 1 / 2
LINE (tank2x - 8, tank2y + 4)-(tank2x + 8, tank2y + 5), 1, BF
CIRCLE (tank2x, tank2y), 15, 8, -num2 * pi, -num2 * pi, 1
END IF
NEXT shots
FOR ctr = px TO 730
LINE (px, py)-(px + 30, py + 5), 0, BF
LINE (px, py)-(px, py - 10), 0
LINE (px + 5, py)-(px, py - 10), 0
LINE (px + 15, py)-(px + 10, py + 20), 0
LINE (px + 25, py)-(px + 10, py + 20), 0
LINE (px + 30, py)-(px + 35, py + 5), 0
LINE (px + 30, py + 5)-(px + 35, py + 5), 0
CIRCLE (px + 11, py + 8), 1, 0
CIRCLE (px + 11, py + 12), 1, 0
px = px + 1
LINE (px, py)-(px + 30, py + 5), 1, BF
LINE (px, py)-(px, py - 10), 1
LINE (px + 5, py)-(px, py - 10), 1
LINE (px + 15, py)-(px + 10, py + 20), 1
LINE (px + 25, py)-(px + 10, py + 20), 1
LINE (px + 30, py)-(px + 35, py + 5), 1
LINE (px + 30, py + 5)-(px + 35, py + 5), 1
CIRCLE (px + 11, py + 8), 1, 1
CIRCLE (px + 11, py + 12), 1, 1
FOR slow = 1 TO 20000: NEXT slow
NEXT ctr
LINE (px, py)-(px + 30, py + 5), 0, BF
LINE (px, py)-(px, py - 10), 0
LINE (px + 5, py)-(px, py - 10), 0
LINE (px + 15, py)-(px + 10, py + 20), 0
LINE (px + 25, py)-(px + 10, py + 20), 0
LINE (px + 30, py)-(px + 35, py + 5), 0
LINE (px + 30, py + 5)-(px + 35, py + 5), 0
CIRCLE (px + 11, py + 8), 1, 0
CIRCLE (px + 11, py + 12), 1, 0
LINE (cx - 5, cy - 5)-(cx + 5, cy + 5), 0
LINE (cx - 5, cy + 5)-(cx + 5, cy - 5), 0
CIRCLE (tank2x, tank2y), 7, 0, , , 1 / 2
LINE (tank2x - 8, tank2y + 4)-(tank2x + 8, tank2y + 5), 0, BF