#include "fbgfx.bi" 
Using FB

' Our subroutine declarations will go here!
DECLARE SUB MainMenu ' Sub that runs our main menu loop.
DECLARE SUB MainLoop ' Sub that runs our main game loop.
DECLARE SUB LoadGraphics ' Sub that loads all the program's graphics.
DECLARE SUB InitVariables ' Sub that initiates the game variables
                          ' (should be called before every new game).
DECLARE SUB MoveDrawSheep ' Sub that moves and draws the sheep.
DECLARE SUB MoveDrawPlayer ' Sub that moves and draws the player

' Useful constants (makes your code easier to read and write).
const FALSE = 0
const TRUE = 1

DIM SHARED background1 AS ANY PTR ' A pointer that points to a memory
                                  ' buffer holding the background graphics
DIM SHARED WarriorSprite(12) AS ANY PTR ' A pointer that points to a memory
                                        ' buffer holding warrior sprites

DIM SHARED ExtraSprite(18) AS ANY PTR   ' An array that will hold
                                        ' the additional sprites.
                                            
DIM SHARED workpage AS INTEGER ' Our work page
DIM SHARED AS INTEGER Frame1, Frame2
DIM SHARED AS INTEGER KeyPressed

SCREEN 18,8,2,0 ' Sets the graphic mode
		' 18 means 640 * 480
                ' 8 means 8bit color depth; 2 means two work pages and
                ' 0 means window mode( 1 would be full screen mode).
                ' When your program is running you can toggle
                ' between full screen/window mode with ALT+ENTER.
                
SETMOUSE 0,0,0  ' Hides the mouse cursor.


' Our user defined type containing 8 variables.
TYPE ObjectType
X          AS SINGLE
Y          AS SINGLE
Speed      AS SINGLE
Frame      AS INTEGER
Direction  AS INTEGER
Move       AS INTEGER
Attack     AS INTEGER
Alive      AS INTEGER
END TYPE

DIM SHARED Player AS ObjectType ' Our player.
DIM SHARED Sheep(10) AS ObjectType ' Our sheep.

LoadGraphics ' Load the program's graphics.
MainMenu ' Initiate main menu.
' Destroy our memory buffers before ending the program
' (free memory).
IMAGEDESTROY (background1)
FOR imagepos AS INTEGER = 1 TO 12
IMAGEDESTROY WarriorSprite(imagepos)
NEXT imagepos
FOR imagepos AS INTEGER = 1 TO 18
IMAGEDESTROY ExtraSprite(imagepos)
NEXT imagepos

END ' End program.

' MAIN MODULE ENDS HERE!
' **********************

SUB LoadGraphics
    
' Let's hide the work page since we are
' going to load program graphics directly
' on the screen.
SCREENSET 1, 0

' Load the background image and store
' it into a memory buffer.
background1 = IMAGECREATE (640, 480)
BLOAD "BACKGRND.bmp", 0
GET (0,0)-(639,479), background1

CLS ' Clear our screen since we
    ' are loading a new image (not
    ' neccesary but wise).

' Load the sprites onto the screen and store them 
' into an array.
BLOAD "SPRITES.bmp", 0
FOR imagepos AS INTEGER = 1 TO 12
	WarriorSprite(imagepos) = IMAGECREATE (40, 40)
	GET (0+(imagepos-1)*48,0)-(39+(imagepos-1)*48,39),  WarriorSprite(imagepos)
NEXT imagepos

' Load the image holding the additional sprites and store
' them into the "ExtraSprite" array on specific positions.
BLOAD "EXTRASPR.BMP", 0
' Load the sheep sprites.
FOR imagepos AS INTEGER = 1 TO 8
    ExtraSprite(imagepos) = IMAGECREATE (40, 40)
    GET (0+(imagepos-1)*48,0)-(39+(imagepos-1)*48,39), ExtraSprite(imagepos)
NEXT imagepos
' Load the bloody sheep meat.
FOR meatpos AS INTEGER  = 1 TO 7
    ExtraSprite(meatpos + 8) = IMAGECREATE (24, 19)
    GET (12+(meatpos-1)*26,50)-(34+(meatpos-1)*26,68), ExtraSprite(meatpos + 8)
NEXT meatpos
' Load the fireball.
ExtraSprite(16) = IMAGECREATE (24, 24)
GET (22, 84)-(46, 106), ExtraSprite(16)
' Load the mouse cursor.
ExtraSprite(17) = IMAGECREATE (33, 42)
GET (212, 44)-(246, 85), ExtraSprite(17)
' Load the menu pointer.
ExtraSprite(18) = IMAGECREATE (24, 25)
GET (254, 50)-(278, 74), ExtraSprite(18)

' The sprites are saved in the "ExtraSprite" array as follows:
' ExtraSprite(1, 0) - sheep moving down image #1
' ExtraSprite(2, 0) - sheep moving down image #2
' ExtraSprite(3, 0) - sheep moving up image #1
' ExtraSprite(4, 0) - sheep moving up image #2
' ExtraSprite(5, 0) - sheep moving left image #1
' ExtraSprite(6, 0) - sheep moving left image #2
' ExtraSprite(7, 0) - sheep moving right image #1
' ExtraSprite(8, 0) - sheep moving right image #2
' ExtraSprite(9, 0) - ExtraSprite(15, 0) - 7 bloody meat pieces
' ExtraSprite(16, 0) - the fireball sprite
' ExtraSprite(17, 0) - the mouse cursor
' ExtraSprite(18, 0) - the menu pointer

END SUB

SUB MainLoop

DO

screenlock ' Lock our screen (nothing will be
           ' displayed until we unlock the screen).
screenset workpage, workpage xor 1 ' Swap work pages.

' Frame1 changes from 1 to 2 or vice versa every
' 16 cycles (set with Frame2 variable).
Frame2 = (Frame2 MOD 16) + 1
IF Frame2 = 10 THEN Frame1 = (Frame1 MOD 2) + 1

' Pastes the background.
PUT (0, 0), background1, PSET

MoveDrawPlayer ' draw/move our player
MoveDrawSheep ' draw/move our sheep

workpage xor = 1 ' Swap work pages.
screenunlock ' Unlock the page to display what has been drawn.

SLEEP 10, 1 ' Slow down the program and prevent 100 % CPU usage.

LOOP UNTIL MULTIKEY(SC_Q) OR MULTIKEY(SC_ESCAPE) 
' Execute the loop until the user presses Q or ESCAPE.

END SUB

SUB MainMenu
    
' Will add code here later that calls
' the main loop after the player clicks
' on an option in the menu. For now
' the main loop is called right away.

' Load initial variables(player's position, etc.).
InitVariables
' Call the main game loop.
MainLoop

END SUB

SUB InitVariables
    
RANDOMIZE TIMER
    
' Warrior's(player's) initial
' position, speed(constant)
' and direction(1 = right).
Player.X = 150
Player.Y = 90
Player.Speed = 1.5
Player.Direction = 1

' Initiate all the sheep(their positions, etc.).
FOR countsheep AS INTEGER = 1 TO 10
    ' Randomize a number 1 to 600 (sheep's X position).
    Sheep(countsheep).X = INT(RND * 600) + 1 
    ' Randomize a number 1 to 440 (sheep's Y position).
    Sheep(countsheep).Y = INT(RND * 440) + 1 
    ' Randomize a number 1 to 4.
    Sheep(countsheep).Direction = INT(RND * 4) + 1 
    ' New game -> all sheep alive by deafult.
    Sheep(countsheep).Alive = TRUE
    ' Speed of all sheep.
    Sheep(countsheep).Speed = 0.9
NEXT countsheep
    
END SUB

SUB MoveDrawPlayer
    
' Player.Direction = 1 -> warrior moving right
' Player.Direction = 2 -> warrior moving left
' Player.Direction = 3 -> warrior moving down
' Player.Direction = 4 -> warrior moving up

Player.Move = FALSE ' By deafult player is not
                    ' moving.

' According to pushed key move the
' player and flag the proper direction.
IF MULTIKEY(SC_RIGHT) THEN 
    Player.X = Player.X + Player.Speed
    Player.Direction = 1
    Player.Move = TRUE
END IF
IF MULTIKEY(SC_LEFT) THEN 
    Player.X = Player.X - Player.Speed
    Player.Direction = 2
    Player.Move = TRUE
END IF
IF MULTIKEY(SC_DOWN) THEN 
    Player.Y = Player.Y + Player.Speed
    Player.Direction = 3
    Player.Move = TRUE
END IF
IF MULTIKEY(SC_UP) THEN 
    Player.Y = Player.Y - Player.Speed
    Player.Direction = 4
    Player.Move = TRUE
END IF

' The following 4 conditions prevent
' the warrior to walk off the screen.
IF Player.X < 0 THEN 
    Player.Move = FALSE
    Player.X = 0
END IF
IF Player.X > 600 THEN 
    Player.Move = FALSE
    Player.X = 600
END IF
IF Player.Y < 0 THEN 
    Player.Move = FALSE
    Player.Y = 0
END IF
IF Player.Y > 440 THEN 
    Player.Move = FALSE
    Player.Y = 440
END IF

IF Player.Move = FALSE OR Frame1 = 0 THEN Frame1 = 1

' Attack variable needs to reduce to 0 by 1 in
' each cycle since we want for the attack to 
' "time out" once we initiate it(swing with the
' sword).
Player.Attack = Player.Attack - 1
IF Player.Attack < 0 THEN Player.Attack = 0

' When the player presses SPACE and the SPACE
' key is released from the last time you 
' swung the sword (KeyPressed = FALSE)
' initiate new attack (Player.Attack = 10) and
' flag that SPACE is pressed (KeyPressed = TRUE).
' KeyPressed variable is used to prevent the
' player to be able to hold the SWING. This can
' be done on more ways like prevent the player
' to swing until Player.Attack = 0 (replace
' KeyPressed = FALSE with this condition).
IF MULTIKEY(SC_SPACE) AND KeyPressed = FALSE THEN
	KeyPressed = TRUE
	Player.Attack = 10
END IF

' According to player's direction flag the 
' proper sprite (check in the tutorial on which
' position each sprite is stored).
IF Player.Direction = 1 THEN Player.Frame = 6 + Frame1
IF Player.Direction = 2 THEN Player.Frame = 4 + Frame1
IF Player.Direction = 3 THEN Player.Frame = 0 + Frame1
IF Player.Direction = 4 THEN Player.Frame = 2 + Frame1

' If the player is attacking flag the proper attack
' sprite according to player's direction.
IF Player.Attack >0 THEN
	IF Player.Direction = 1 THEN Player.Frame = 12
	IF Player.Direction = 2 THEN Player.Frame = 11
	IF Player.Direction = 3 THEN Player.Frame = 10
	IF Player.Direction = 4 THEN Player.Frame = 9	
END IF

' Paste the warrior on Player.X and Player.Y coordinates, 
' using sprite number Player.Frame, and skip background color.
PUT (Player.X, Player.Y), WarriorSprite(Player.Frame), TRANS

' Flag KeyPressed as FALSE (pressing is not locked!) only when
' the player releases SPACE and ENTER.
IF NOT MULTIKEY(SC_ENTER) AND NOT MULTIKEY(SC_SPACE) THEN KeyPressed = FALSE

END SUB

SUB MoveDrawSheep
 
' Loop through all the sheep. 
FOR countsheep AS INTEGER = 1 TO 10
	 
	' The current sheep is not moving by default. 
	Sheep(countsheep).Move = FALSE

	' Sheep(countsheep).Direction = 1 -> sheep moving right
	' Sheep(countsheep).Direction = 2 -> sheep moving left
	' Sheep(countsheep).Direction = 3 -> sheep moving down
	' Sheep(countsheep).Direction = 4 -> sheep moving up

	' The next 4 IF clauses is the AS (artificial smart) algorithm. 
	' In more demanding projects your AS code will most likely be more 
	' complex so you will probably place it in a separate sub.
	' Each IF checks if the player is less than 100 pixels away from
	' the sheep in both directions (scope of detection - change all 100 to 
	' higher or less number to get a different scope of detection/reaction). 
	' The first condition in each IF checks where's the player according 
	' to sheep (in X or Y direction) and then we flag the sheep's direction 
	' if that condtition is met. The last two IFs have another condition 
	' inside them which is just nitpicking and gives slightly better result.
	IF Player.Y < Sheep(countsheep).Y AND ABS(Player.Y-Sheep(countsheep).Y) < 100 AND ABS(Player.X-Sheep(countsheep).X) < 100 THEN
			Sheep(countsheep).Move = TRUE
			Sheep(countsheep).Direction = 3
	END IF
	IF Player.Y > Sheep(countsheep).Y AND ABS(Player.Y-Sheep(countsheep).Y) < 100 AND ABS(Player.X-Sheep(countsheep).X) < 100 THEN
			Sheep(countsheep).Move = TRUE
			Sheep(countsheep).Direction = 4
	END IF
	IF Player.X > Sheep(countsheep).X AND ABS(Player.X-Sheep(countsheep).X) < 100 AND ABS(Player.Y-Sheep(countsheep).Y) < 100 THEN
			Sheep(countsheep).Move = TRUE
			IF ABS(Player.X-Sheep(countsheep).X) > 40 THEN Sheep(countsheep).Direction = 2
	END IF
	IF Player.X < Sheep(countsheep).X AND ABS(Player.X-Sheep(countsheep).X) < 100 AND ABS(Player.Y-Sheep(countsheep).Y) < 100 THEN
			Sheep(countsheep).Move = TRUE
			IF ABS(Player.X-Sheep(countsheep).X) > 40 THEN Sheep(countsheep).Direction = 1
	END IF

	' If the current sheep is moving change its position
	' according to its direction (flagged with the AS code). 
	' If the current sheep is out of bounds prevent it to
	' walk off the screen. Note how the SELECT CASE statement
	' works.
	IF Sheep(countsheep).Move = TRUE THEN
			SELECT CASE Sheep(countsheep).Direction
				CASE 1
				Sheep(countsheep).X = Sheep(countsheep).X + Sheep(countsheep).Speed
				IF Sheep(countsheep).X > 600 THEN Sheep(countsheep).X = 600
				CASE 2
				Sheep(countsheep).X = Sheep(countsheep).X - Sheep(countsheep).Speed
				IF Sheep(countsheep).X < 0 THEN Sheep(countsheep).X = 0
				CASE 3
				Sheep(countsheep).Y = Sheep(countsheep).Y + Sheep(countsheep).Speed
				IF Sheep(countsheep).Y > 440 THEN Sheep(countsheep).Y = 440
				CASE 4
				Sheep(countsheep).Y = Sheep(countsheep).Y - Sheep(countsheep).Speed
				IF Sheep(countsheep).Y < 0 THEN Sheep(countsheep).Y = 0
			END SELECT
	END IF

	' The current sheep frame(sprite) by default(sheep not moving).
	IF Sheep(countsheep).Direction = 1 THEN Sheep(countsheep).Frame = 7
	IF Sheep(countsheep).Direction = 2 THEN Sheep(countsheep).Frame = 5
	IF Sheep(countsheep).Direction = 3 THEN Sheep(countsheep).Frame = 1
	IF Sheep(countsheep).Direction = 4 THEN Sheep(countsheep).Frame = 3

	' If the current sheep is moving flag the proper sprite according 
	' to its direction.
	IF Sheep(countsheep).Move = TRUE THEN
	IF Sheep(countsheep).Direction = 1 THEN Sheep(countsheep).Frame = 6 + Frame1
	IF Sheep(countsheep).Direction = 2 THEN Sheep(countsheep).Frame = 4 + Frame1
	IF Sheep(countsheep).Direction = 3 THEN Sheep(countsheep).Frame = 0 + Frame1
	IF Sheep(countsheep).Direction = 4 THEN Sheep(countsheep).Frame = 2 + Frame1
	END IF

	' If the current sheep is ALIVE draw it!
	IF Sheep(countsheep).Alive = TRUE THEN PUT (Sheep(countsheep).X, Sheep(countsheep).Y), ExtraSprite(Sheep(countsheep).Frame), TRANS

NEXT countsheep
    
END SUB

