Here is an over blown example of managing multiple objects. In addition to maning multiple objects it shows an example of a standard game loop, and how to manage frames. No, you do not need 1600 if statements. What you need is two matched arrays to handle the x and y location of your objects. Then, for each frame you run through a nested for loop where -- each item is compared against each other item.
'Drift and bounce-- Created by codingCat aka Matthew L. Parets -- No rights reserved as long as no money is earned
'Demonstrates how to manage multiple moving objects at the same time.
'Circles are added every few ticks until the frame delay is reduced to zero.
'As the circles move around they bounce into each other
'----------------------------------------------------------------------------
'importCode: ZSK870
'At the top of your program - Initial Setup
'Stuff up here only happens once before the main loop
GraphicsWindow.Show()
GraphicsWindow.KeyDown = OnKeyDown 'Let winows know our key event is waiting for presses.
stop = "false"
pressed = "False" 'No key pressed at the start of the program
frameRate = 50 'Number of milliseonds each frame (trip through the main program) should take
ballAdd = Clock.ElapsedMilliseconds 'Note the time for adding new balls
ballRate = 500 'Add a new ball every half second
balls[1] = Shapes.AddEllipse(5,5)
ballsX[1] = GraphicsWindow.Width
ballsY[1] = Math.GetRandomNumber(GraphicsWindow.Height)
ballSpdX[ballCnt] = (Math.GetRandomNumber(1000) / 100)-500
ballSpdY[ballCnt] = (Math.GetRandomNumber(1000) / 100)-500
ballCnt = 1
'----------------------------------------------------------------------------
'Main Program Loop
'Repeats continuously until the escape key is pressed
frameStart = Clock.ElapsedMilliseconds 'note the time to allow for frame pauses
key = ""
While key <> "Escape" 'Keep going until the escape key is pressed
GetKeyPress() 'Check if a key has been pressed
MoveTheCircles() 'Update circle automatically
FrameWait() 'Pause and wait for just a tick
endwhile
'----------------------------------------------------------------------------
'Program Close Down. Stuff that is down once after the main loop
GraphicsWindow.FontSize = 90
GraphicsWindow.BrushColor = "Red"
GraphicsWindow.DrawText(100,GraphicsWindow.Height/3,"Good bye")
Program.Delay(2000)
Program.end()
'----------------------------------------------------------------------------
'Events and subroutines.
'Always at the bottom of your program
'No code outside of a subroutine allowed below.
Sub GetKeyPress
'Get key press, processes all user interaction.
'Key presses are ignored unless the event tells us that a new key has been pressed
If pressed = "True" Then 'ignore unless the event tells us there was a press
key = GraphicsWindow.LastKey 'Movement keys
pressed = "False"
EndIf
EndSub
Sub MoveTheCircles
If (Clock.ElapsedMilliseconds - ballAdd > ballRate) And stop <> "true" then
ballCnt = ballCnt + 1
GraphicsWindow.Title = "Balls = " + ballCnt
GraphicsWindow.PenColor = GraphicsWindow.GetRandomColor()
balls[ballCnt] = Shapes.AddEllipse(5,5)
ballsX[ballCnt] = Math.GetRandomNumber(GraphicsWindow.Width)
ballsY[ballCnt] = Math.GetRandomNumber(GraphicsWindow.Height)
ballSpdX[ballCnt] = (Math.GetRandomNumber(200) / 100)-1
ballSpdY[ballCnt] = (Math.GetRandomNumber(200) / 100)-1
ballAdd = Clock.ElapsedMilliseconds
EndIf
For i = 1 To ballCnt
ballsX[i] = ballsX[i] + ballSpdX[i]
ballsY[i] = ballsY[i] + ballSpdY[i]
If ballsX[i] < 0 or ballsX[i] > graphicswindow.Width Then
ballSpdX[i] = ballSpdX[i] * -1
endif
If ballsY[i] < 0 or ballsY[i] > graphicswindow.Height Then
ballSpdY[i] = ballSpdY[i] * -1
endif
For j = 1 To ballCnt
If i <> j Then
If (ballsX[j] > ballsX[i] And ballsX[j] < ballsX[i]+5 And ballsy[j] > ballsy[i] And ballsy[j] < ballsy[i]+5) Or (ballsX[j]+5 > ballsX[i] And ballsX[j]+5 < ballsX[i]+5 And ballsy[j] > ballsy[i] And ballsy[j] < ballsy[i]+5) or (ballsX[j] > ballsX[i] And ballsX[j] < ballsX[i]+5 And ballsy[j]+5 > ballsy[i] And ballsy[j]+5 < ballsy[i]+5) Or (ballsX[j]+5 > ballsX[i] And ballsX[j]+5 < ballsX[i]+5 And ballsy[j]+5 > ballsy[i] And ballsy[j]+5 < ballsy[i]+5) Then
ballSpdX[i] = ballSpdX[i] * -1
endif
endif
endfor
Shapes.Move(balls[i], ballsX[i], ballsY[i])
endfor
EndSub
Sub FrameWait
in = "false"
While Clock.ElapsedMilliseconds - frameStart < frameRate
'Sit here and do nothing until the frame clock has run out.
'This wait keeps the automatic operations, like moving the ball
'from running too fast.
'This technique is better then using Program.Delay() for two reasons:
' 1) The wait time is based on when we started the frame, not
' when we ended it. In other words, when one of our trips through
' the for loop above takes longer than normal, the delay will be
' reduced, so each frame will be exactly the same length.
' 2) We have the option (even though we are not using it here) of
' doing some extra processing, such as checking the keyboard.
' With Program.Delay() we are stuck, unable to do anything,
' until the delay is complete.
in = "true"
EndWhile
If in <> "true" Then
GraphicsWindow.Title = "Stopped -- Balls = " + ballCnt
stop = "true"
EndIf
frameStart = Clock.ElapsedMilliseconds 'Start a new frame.
EndSub
Sub OnKeyDown
'Take note of the fact that a key has been pressed. This event is
'needed because the GraphicsWindow.lastkey property never
'clears. Making otherwise impossible to distinguish between
'multiple presses of the same key
pressed = "True"
EndSub