Challenge: 
Version: 
1
Winner?: 
No
Code Snippet: 
set display mode 1024,768,32
hide mouse
sync on
ground=1
face=20
balls=19
target=3
friction#=0.998
grid=100
tiles=40
make matrix ground,grid,grid,tiles,tiles
position matrix ground,0,0,0
create bitmap ground,20,20
ink rgb(128,128,128),0
line 0,10,19,10
line 10,0,10,19
get image ground,0,0,19,19
delete bitmap ground
prepare matrix texture ground,ground,1,1
for x=1 to tiles
  for y=1 to tiles
    read height
    set matrix height ground,x,y,height
  next y
next x
update matrix ground
for ball=1 to balls
  make object sphere ball,1
  color object ball,rgb(0,0,255)
  hide object ball
next ball
ball=1
dim bx#(balls)
dim by#(balls)
dim bz#(balls)
dim x#(balls)
dim y#(balls)
dim z#(balls)
dim bfuse#(balls)
dim bmove(balls)
dim boom(balls)
fx#=72.5
fy#=7.0
fz#=65
datatoimage(face)
create bitmap 1,128,128
ink rgb(255,255,255),0
box 0,0,127,127
paste image face,32,32,1
get image target,0,0,128,128
delete bitmap 1
make object sphere face,5
scale object face,100,100,10
texture object face,target
yrotate object face,45.0
position object face,fx#,fy#,fz#
swing#=30.0
bottom#=10.0
pole#=bottom#+10.0
position camera 5,pole#,5
point camera 100,0,100
camang#=camera angle y()
move=0
while not escapekey()
  if leftkey()
    if camera angle y() > camang#-swing#
      yrotate camera camera angle y()-0.5
    endif
  endif
  if rightkey()
    if camera angle y() < camang#+swing#
      yrotate camera camera angle y()+0.5
    endif
  endif
  if upkey()
    pole#=pole#+0.5
  endif
  if downkey()
    if pole#>bottom#
      pole#=pole#-0.5
    endif
  endif
  for x=1 to balls
    if bfuse#(x)>0.0
      if bx#(x)<=grid and bz#(x)<=grid
        xs#=(get ground height(ground,bx#(x)-0.5,bz#(x))-get ground height(ground,bx#(x)+0.5,bz#(x)))/150.0
        zs#=(get ground height(ground,bx#(x),bz#(x)-0.5)-get ground height(ground,bx#(x),bz#(x)+0.5))/150.0
        by#(x)=get ground height(ground,bx#(x),bz#(x))+1.0
      else
        x#(x)=0.0
        z#(x)=0.0
        y#(x)=-0.1
        bmove(x)=0
      endif
      x#(x)=x#(x)*friction#+xs#
      z#(x)=z#(x)*friction#+zs#
      bx#(x)=bx#(x)+x#(x)
      bz#(x)=bz#(x)+z#(x)
      by#(x)=by#(x)+y#(x)
      position object x, bx#(x),by#(x),bz#(x)
      if object collision(x,face)
        if object position x(x)>object position x(face)
          hit_face#=-10.0
        else
          hit_face#=10.0
        endif
      endif
      bfuse#(x)=bfuse#(x)-0.01
    else
      if bmove(x)=1
        ghost object on x
        bmove(x)=2
      endif
      if bmove(x)=2
        set matrix height ground,int(object position x(x)/2.5),int(object position z(x)/2.5),get matrix height(ground,int(object position x(x)/2.5),int(object position z(x)/2.5))-0.05
        set matrix height ground,int(object position x(x)/2.5)+1,int(object position z(x)/2.5),get matrix height(ground,int(object position x(x)/2.5)+1,int(object position z(x)/2.5))-0.03
        set matrix height ground,int(object position x(x)/2.5)-1,int(object position z(x)/2.5),get matrix height(ground,int(object position x(x)/2.5)-1,int(object position z(x)/2.5))-0.03
        set matrix height ground,int(object position x(x)/2.5),int(object position z(x)/2.5)+1,get matrix height(ground,int(object position x(x)/2.5),int(object position z(x)/2.5)+1)-0.03
        set matrix height ground,int(object position x(x)/2.5),int(object position z(x)/2.5)-1,get matrix height(ground,int(object position x(x)/2.5),int(object position z(x)/2.5)-1)-0.03
        update matrix ground
        inc boom(x)
        inc boom(x)
        scale object x,boom(x)*4,boom(x)*4,boom(x)*4
        fade object x,200-boom(x)
        if boom(x)=200
          bmove(x)=0
          hide object x
        endif
      endif
    endif
  next x
  yrotate object face,object angle y(face)+hit_face#
  hit_face#=hit_face#*0.99
  if abs(hit_face#)<0.001 then hit_face#=0.0
  position object face,object position x(face),get ground height(ground,object position x(face),object position z(face))+2.5,object position z(face)
  tmp#=camera angle y()
  position camera 5,pole#,5
  point camera 100,0,100
  yrotate camera tmp#
  if spacekey()
    if move=0
      move=1
      fuse#=0.0
    endif
    if move=1
      fuse#=fuse#+0.1
      ink rgb(255,64,64),0
      circle 512,728,20
      circle 512,728,19
      line 512,728,512+sin(fuse#*-45)*18,728+cos(fuse#*-45)*18
    endif
  endif
  if not spacekey()
    if move=1
      move=0
      gosub setup
    endif
  endif
  gosub textbox
  sync
endwhile
end
setup:
inc ball
if ball>balls then ball=1
bx#(ball)=5.0
by#(ball)=1.0
bz#(ball)=5.0
x#(ball)=sin(camera angle y())*0.5
y#(ball)=0.0
z#(ball)=cos(camera angle y())*0.5
bfuse#(ball)=fuse#
bmove(ball)=1
boom(ball)=100
position object ball,bx#(ball),by#(ball),bz#(ball)
fade object ball,100
scale object ball,100,100,100
ghost object off ball
color object ball,rgb(0,0,255)
show object ball
return
textbox:
  ink rgb(200,0,0),0
  box 0,0,1024,90
  ink rgb(100,0,0),0
  box 5,5,1019,85
  ink rgb(255,255,255),0
  set text transparent
  text 10,10,"Use left,right arrow keys to rotate the camera"
  text 10,25,"Use up, down arrow keys to raise, lower the camera"
  text 10,40,"Press space bar and hold to set fuse on bomb. Release spacebar to roll bomb."
  text 10,55,"Try and sink the smiley face into the ground"
return
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function datatoimage(image)
  memblock=1
  read size
  make memblock 1,size
  read sx `as dword
  read sy `as dword
  read depth `as dword
  write memblock dword 1,0,sx
  write memblock dword 1,4,sy
  write memblock dword 1,8,depth
  for x=0 to sx-1
    for y=0 to sy-1
      pos=(y*sx+x)*4+12
      read b `as byte
      read g `as byte
      read r `as byte
      read a `as byte
      write memblock byte 1,pos,b
      write memblock byte 1,pos+1,g
      write memblock byte 1,pos+2,r
      write memblock byte 1,pos+3,a
    next y
  next x
make image from memblock image,1
endfunction
data 16396
data 64
data 64
data 32
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