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Życie Wieczne
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
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Piotr-246
Gość
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Wysłany: Wto 17:08, 12 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*6+(roomx-1)
DIM plansza$(0 TO 35)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "#HHHHLLHHHHHHHWWHHHHHH#"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##000HHHWWWWWWWWWWWHHHU"
REM ************ plansze wiersza roomy=2
plansza$(6) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(7) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(8) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(9) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(10) = "UHHHHHPPHHHHU44WWHHHHH#"
plansza$(11) = "UUHHHHHHHHH00HHHHHHHHHU"
REM ************* plansze wiersza roomy=3
plansza$(12) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(13) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(14) = "UU00000000000..000000##": REM startowa
plansza$(15) = "WWWWWWWWWWWWWPP########"
plansza$(16) = "#3333333333333WWHHHHHHW"
plansza$(17) = "UU0004444UUU3333000HHUU"
REM ************ plansze wiersza roomy=4
plansza$(18) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(19) = "W33333WWHHZZHHWW44WWHH#"
plansza$(20) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(21) = "#######PPUUUUUUHHUUUUUU"
plansza$(22) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(23) = "UUUUHHHHWWWWHHHWWWHHUUU"
REM ****************** plansze wiersza roomy=5
plansza$(24) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(25) = "##..###############..##"
plansza$(26) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(27) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(28) = "U3333WWHHHHHPP#########"
plansza$(29) = "UUUU0000UUUU0000UUUUUUU"
REM ******************* plansze wiersza roomy=6
plansza$(30) = "##000000UUUULLUUUU00###"
plansza$(31) = "#######UUUUUPPHHWWLL###"
plansza$(32) = "UU000HHWWHHUUU0000..HH#"
plansza$(33) = "##LLUUU00000000UUUPP###"
plansza$(34) = "##PPHHWWLLWWHHH000HH###"
plansza$(35) = "UUUUUU00ZZ00###########"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
DEF SEG = 0: REM to dla pomiarow predkosci
x = 20: y = 10
xs = 20: ys = 10
licz = -1
roomx = 3
roomy = 3
REM Ustawienie wlasnej wartosci barw
REM kolejno, blue green red, kazdy max=63
PALETTE 100, 63 * 65536 + 31 * 256 + 15
PALETTE 101, 63 * 65536 + 15 * 256 + 0
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(177) + CHR$(177):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(177)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(177)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(177) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(177)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(177) + spc8$ + spc4$ + CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177) + spc8$ + spc4$ + CHR$(177)
REM kod elementu "0" - przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur z jedenj trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 6)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 100
LOCATE 1, 1: PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 23: ys = 23: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
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Wysłany: Wto 19:25, 12 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 48)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "#HHHHLLHHHHHHHWWHHHHHH#"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UHHHHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "#######PPUUUUUUHHUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000UUUU"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00###"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00###########"
plansza$(41) = "UUHHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "######00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000LL###########"
plansza$(46) = "##LLUU0000PP###########"
plansza$(47) = "##PPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
DEF SEG = 0: REM to dla pomiarow predkosci
x = 20: y = 10
xs = 20: ys = 10
licz = -1
roomx = 4
roomy = 4
REM Ustawienie wlasnej wartosci barw
REM kolejno, blue green red, kazdy max=63
PALETTE 100, 63 * 65536 + 31 * 256 + 15
PALETTE 101, 63 * 65536 + 15 * 256 + 0
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(177) + CHR$(177):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(177)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(177)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(177) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(177)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(177) + spc8$ + spc4$ + CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177) + spc8$ + spc4$ + CHR$(177)
REM kod elementu "0" - przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur z jedenj trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 100
LOCATE 1, 1: PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 23: ys = 23: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Piotr-246
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Wysłany: Wto 21:19, 12 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 48)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "###QQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
DEF SEG = 0: REM to dla pomiarow predkosci
x = 20: y = 10
xs = 20: ys = 10
licz = -1
roomx = 4
roomy = 4
REM Ustawienie wlasnej wartosci barw
REM kolejno, blue green red, kazdy max=63
PALETTE 100, 63 * 65536 + 31 * 256 + 15
PALETTE 101, 63 * 65536 + 15 * 256 + 0
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(177) + CHR$(177):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(177)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(177) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(177)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(177) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(177)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(177) + spc8$ + spc4$ + CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(177) + spc16$ + spc8$ + CHR$(32) + CHR$(177) + spc8$ + spc4$ + CHR$(177)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(177) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(177)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(177)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(177) + spc16$ + spc16$ + spc2$ + CHR$(32)
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 100
LOCATE 1, 1: PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 23: ys = 23: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Piotr-246
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Wysłany: Śro 14:04, 13 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0
DIM cegla(0 TO 16) AS LONG
DIM dwiecegly(0 TO 32) AS LONG
DIM czterycegly(0 TO 64) AS LONG
DIM osiemcegiel(0 TO 128) AS LONG
DIM szesnasciecegiel(0 TO 256) AS LONG
DIM czterdziescicegiel(0 TO 640) AS LONG
DIM osiemdziesiatcegiel(0 TO 1280) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "00000000","00000000"
DATA "01010101","00010101"
DATA "01010101","00010101"
DATA "01010101","00010101"
DATA "00000000","00000000"
DATA "00010101","01010101"
DATA "00010101","01010101"
DATA "00010101","01010101"
PUT (0, 0), cegla, PSET
PUT (8, 0), cegla, PSET
GET (0, 0)-(15, 7), dwiecegly
PUT (16, 0), dwiecegly, PSET
GET (0, 0)-(31, 7), czterycegly
PUT (32, 0), czterycegly, PSET
GET (0, 0)-(63, 7), osiemcegiel
PUT (64, 0), osiemcegiel, PSET
GET (0, 0)-(127, 7), szesnasciecegiel
PUT (128, 0), szesnasciecegiel, PSET
PUT (256, 0), osiemcegiel, PSET
GET (0, 0)-(319, 7), czterdziescicegiel
PUT (0, , czterdziescicegiel, PSET
GET (0, 0)-(319, 15), osiemdziesiatcegiel
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 4
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$( = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(1 = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "###QQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(2 = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(3 = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(4 = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
DEF SEG = 0: REM to dla pomiarow predkosci
x = 20: y = 10
xs = 20: ys = 10
licz = -1
roomx = 4
roomy = 4
REM Ustawienie wlasnej wartosci barw
REM kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 31
REM dawne PALETTE 100, 63 * 65536 + 31 * 256 + 47
REM dawne PALETTE 101, 63 * 65536 + 15 * 256 + 0
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(4 = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(8 = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PUT (0, 0), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PUT (0, , czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PUT (0, 16), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PUT (0, 24), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PUT (0, 32), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PUT (0, 40), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PUT (0, 4, czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PUT (0, 56), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PUT (0, 64), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PUT (0, 72), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PUT (0, 80), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PUT (0, 8, czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PUT (0, 96), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PUT (0, 104), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PUT (0, 112), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PUT (0, 120), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PUT (0, 128), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PUT (0, 136), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PUT (0, 144), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PUT (0, 152), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PUT (0, 160), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PUT (0, 168), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
PUT (0, 176), czterdziescicegiel, OR
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * , vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 23: ys = 23: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * , vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * , vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * , vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * , vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * , vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * , vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * , vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * , vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * , ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Śro 14:05, 13 Sty 2021 Temat postu: |
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poprawka - bez emotikonow
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0
DIM cegla(0 TO 16) AS LONG
DIM dwiecegly(0 TO 32) AS LONG
DIM czterycegly(0 TO 64) AS LONG
DIM osiemcegiel(0 TO 128) AS LONG
DIM szesnasciecegiel(0 TO 256) AS LONG
DIM czterdziescicegiel(0 TO 640) AS LONG
DIM osiemdziesiatcegiel(0 TO 1280) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "00000000","00000000"
DATA "01010101","00010101"
DATA "01010101","00010101"
DATA "01010101","00010101"
DATA "00000000","00000000"
DATA "00010101","01010101"
DATA "00010101","01010101"
DATA "00010101","01010101"
PUT (0, 0), cegla, PSET
PUT (8, 0), cegla, PSET
GET (0, 0)-(15, 7), dwiecegly
PUT (16, 0), dwiecegly, PSET
GET (0, 0)-(31, 7), czterycegly
PUT (32, 0), czterycegly, PSET
GET (0, 0)-(63, 7), osiemcegiel
PUT (64, 0), osiemcegiel, PSET
GET (0, 0)-(127, 7), szesnasciecegiel
PUT (128, 0), szesnasciecegiel, PSET
PUT (256, 0), osiemcegiel, PSET
GET (0, 0)-(319, 7), czterdziescicegiel
PUT (0, 8), czterdziescicegiel, PSET
GET (0, 0)-(319, 15), osiemdziesiatcegiel
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 48)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "###QQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
DEF SEG = 0: REM to dla pomiarow predkosci
x = 20: y = 10
xs = 20: ys = 10
licz = -1
roomx = 4
roomy = 4
REM Ustawienie wlasnej wartosci barw
REM kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 31
REM dawne PALETTE 100, 63 * 65536 + 31 * 256 + 47
REM dawne PALETTE 101, 63 * 65536 + 15 * 256 + 0
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PUT (0, 0), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PUT (0, 8), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PUT (0, 16), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PUT (0, 24), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PUT (0, 32), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PUT (0, 40), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PUT (0, 48), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PUT (0, 56), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PUT (0, 64), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PUT (0, 72), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PUT (0, 80), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PUT (0, 88), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PUT (0, 96), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PUT (0, 104), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PUT (0, 112), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PUT (0, 120), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PUT (0, 128), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PUT (0, 136), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PUT (0, 144), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PUT (0, 152), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PUT (0, 160), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PUT (0, 168), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
PUT (0, 176), czterdziescicegiel, OR
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 23: ys = 23: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Śro 15:29, 13 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
REM ************************* cegly
DIM cegla(0 TO 16) AS LONG
DIM czterdziescicegiel(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), czterdziescicegiel
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 48)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "###QQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
x = 20: y = 10: xs = 20: ys = 10: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
PRINT wiersz$(ASC(MID$(kod$, 1, 1)))
PUT (0, 0), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 2, 1)))
PUT (0, 8), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 3, 1)))
PUT (0, 16), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 4, 1)))
PUT (0, 24), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 5, 1)))
PUT (0, 32), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 6, 1)))
PUT (0, 40), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 7, 1)))
PUT (0, 48), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 8, 1)))
PUT (0, 56), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 9, 1)))
PUT (0, 64), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 10, 1)))
PUT (0, 72), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 11, 1)))
PUT (0, 80), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 12, 1)))
PUT (0, 88), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 13, 1)))
PUT (0, 96), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 14, 1)))
PUT (0, 104), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 15, 1)))
PUT (0, 112), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 16, 1)))
PUT (0, 120), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 17, 1)))
PUT (0, 128), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 18, 1)))
PUT (0, 136), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 19, 1)))
PUT (0, 144), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 20, 1)))
PUT (0, 152), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 21, 1)))
PUT (0, 160), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 22, 1)))
PUT (0, 168), czterdziescicegiel, OR
PRINT wiersz$(ASC(MID$(kod$, 23, 1)))
PUT (0, 176), czterdziescicegiel, OR
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 22: ys = 22: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Śro 18:07, 13 Sty 2021 Temat postu: |
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REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
REM ************************* cegly
DIM cegla(0 TO 16) AS LONG
DIM ceg40(0 TO 640) AS LONG
DIM ceg17plus17(0 TO 640) AS LONG
DIM ceg13plus13(0 TO 640) AS LONG
DIM ceg4plus20plus4(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM plansza$(0 TO 48)
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPP########"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "###QQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM wiersz$(35 TO 90):
x = 20: y = 10: xs = 20: ys = 10: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ********** dane poszczegolnych elementow
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, OR
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, OR
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, OR
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, OR
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 22: ys = 22: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
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Wysłany: Śro 21:20, 13 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 20: y = 10: xs = 20: ys = 10: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, OR
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, OR
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, OR
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, OR
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 22: ys = 22: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "#LL0HHHUHHHHHHU3333WLLU"
plansza$(1) = "#..UUUUU44444WHHHHHUPP#"
plansza$(2) = "#PPHHHHUHUHHHWHWHHHUHHU"
plansza$(3) = "##QQHHLLHHHHHHHWWHHQQ##"
plansza$(4) = "#HHHHPPHHHHUUHHHHUUUHHU"
plansza$(5) = "##LL0HHHWWWWWWWWWWWHHHU"
plansza$(6) = "##PPHHWWHH00HHHWWHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHUHH#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWHH#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHHU"
plansza$(10) = "###WWWLLHHHWWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHHH#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHHH##"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHHUUHHHW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWWPPUUUUUUUU"
plansza$(18) = "#3333333333333WWHHHHHHW"
plansza$(19) = "##0004444UUULL33000HHUU"
plansza$(20) = "UU00HHWWHHUUPPHH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLUUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWHH#"
plansza$(23) = "##00HHHLLHHW44WHHHWWWWW"
plansza$(24) = "UUUQQQQXXQQQQWWQQUUUUUU": REM startowa
plansza$(25) = "#HHWWWW3333WWHHUUUUUUUU"
plansza$(26) = "UUUUHHHHWWWWHHHWWWHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLHHHHWWWWWHHHHHHLLH#"
plansza$(29) = "##..###############..##"
plansza$(30) = "WHPPHHHHHUUUUUHHHHHPPUU"
plansza$(31) = "UUUHHHHUUHHHLLHWWHHHHH#"
plansza$(32) = "U3333WWHHHHHPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##000000UUUULLUUUU00UUU"
plansza$(36) = "#######UUUUUPPHHWWLL###"
plansza$(37) = "UU000HHWWHHUUU0000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP###"
plansza$(39) = "##PPHHWWLLWWHHH000HH###"
plansza$(40) = "UUUUUU00ZZ00UUUUUUUUUUU"
plansza$(41) = "##HHWWHH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LL00###########"
plansza$(43) = "######UU..UU###########"
plansza$(44) = "####LL00PP#############"
plansza$(45) = "####PP0000#############"
plansza$(46) = "##LLUU0000#############"
plansza$(47) = "UUPPHH00HH00000HHWWLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUUPP##"
END SUB
SUB wiersze
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
END SUB
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Piotr-246
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Wysłany: Śro 23:06, 13 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 20: y = 10: xs = 20: ys = 10: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 0
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, OR
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, OR
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, OR
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, OR
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 22: ys = 22: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "#%LLHHHUHHHHHHU3333LLVU"
plansza$(1) = "#%..VUUU44444WHHHHHPP%#"
plansza$(2) = "#%PPHHHUHUHHHWHWHHHHHVU"
plansza$(3) = "#%QQHHLLHHHHHHHWWHHQQ%#"
plansza$(4) = "#%HHHPPHHHHVUVHHVUVHHVU"
plansza$(5) = "#%LL0HHHMWWWWWWWWWMHHVU"
plansza$(6) = "#%PPHHWWHH00HHMWMHH00VU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHHH%#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWH%#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHVU"
plansza$(10) = "##%WWMLLHHHMWWMHHHHHMWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHH%#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH%##"
plansza$(13) = "UUUUUUUUVHHHHHVUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "###%HHHHHMWMHHHHVUVHHMW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWMPPVUUUUUUU"
plansza$(18) = "#333333333333MWWMHHHHMW"
plansza$(19) = "##0004444UUULL33000HHVU"
plansza$(20) = "UV00HHWWHHUUPPHH000VUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWMHHHMWWMLLVUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWH%#"
plansza$(23) = "##%0HHHLLHHM44MHHHMWWWW"
plansza$(24) = "UUUVQQQXXQQQQMQQQVUUUUU": REM startowa
plansza$(25) = "#HHWWWM333MWMHHVUUUUUUU"
plansza$(26) = "UUUVHHHHMWWMHHHMWMHHVUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UVLLHHHHMWWWMHHHHHHLL%#"
plansza$(29) = "#%..%#############%..%#"
plansza$(30) = "WMPPHHHHHVUUUUVHHHVPPVU"
plansza$(31) = "UUUVHHHVUVHHLLHMMHHHH%#"
plansza$(32) = "U3333WWHHHHHPP%########"
plansza$(33) = "UUUV0000VUUV0000VUUUUUU"
plansza$(34) = "UUUV0000HHHWHHH0000%###"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##%00000UUUULLUUUU00UUU"
plansza$(36) = "######%UUUUVPPHHWWLL###"
plansza$(37) = "UU000HHMWMHHVUV000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP%##"
plansza$(39) = "#%PPHHWWLLWWHHH000HH%##"
plansza$(40) = "UUUUUV00ZZ00VUUUUUUUUUU"
plansza$(41) = "##HHMWMH000000000000VUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUV00LL00%##########"
plansza$(43) = "#####%UV..VU%##########"
plansza$(44) = "###%LL00PP%############"
plansza$(45) = "###%PP0000%############"
plansza$(46) = "#%LLUU0000%############"
plansza$(47) = "UVPPHH00HH00000HMWMLL%#"
plansza$(48) = "UUUUUUUUUUUUUUUUUUVPP%#"
END SUB
SUB wiersze
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM "%" 37 -ten sam element bez cegiel
wiersz$(37) = wiersz$(35)
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32)
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(32) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM "V" ten sam element bez cegiel
wiersz$(86) = wiersz$(85)
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM "M" -77 - ten sam element bez cegiel
wiersz$(77) = wiersz$(87)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
END SUB
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Piotr-246
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Wysłany: Czw 10:29, 14 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 20: y = 10: xs = 20: ys = 10: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, OR
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, OR
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, OR
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, OR
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, OR
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, OR
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, OR
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, OR
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 300: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
REM PRINT k$; : IF k$ <> "" THEN PRINT ASC(k$);
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "M" THEN x = x + 1: obrot = 1: vert = 0
IF k$ = CHR$(0) + "K" THEN x = x - 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "H" THEN y = y - 1: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN y = y + 1: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
REM ************ dla ludzika dwuznakowego!
IF x = 41 THEN x = 1: xs = 1: roomx = roomx + 1: GOTO rysuj
IF x = 0 THEN x = 40: xs = 40: roomx = roomx - 1: GOTO rysuj
IF y = 23 THEN y = 1: ys = 1: roomy = roomy + 1: GOTO rysuj
IF y = 0 THEN y = 22: ys = 22: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
pobrany1 = SCREEN(y, x)
pobrany2 = SCREEN(y + 1, x)
REM *********** sprawdzenie czy cos mozna wziac
IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci
LOCATE ys, xs: PRINT " ";
LOCATE ys + 1, xs: PRINT " ";
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd2, PSET
IF przebiervert = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd1, PSET
IF przebiervert = 3 THEN PUT ((x - 1) * 8, (y - 1) * 8), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT ((x - 1) * 8, (y - 1) * 8), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "#%LLHHHUHHHHHHU3333LLVU"
plansza$(1) = "#%..VUUU44444WHHHHHPP%#"
plansza$(2) = "#%PPHHHUHUHHHWHWHHHHHVU"
plansza$(3) = "#%QQHHLLHHHHHHHWWHHQQ%#"
plansza$(4) = "#%HHHPPHHHHVUVHHVUVHHVU"
plansza$(5) = "#%LL0HHHMWWWWWWWWWMHHVU"
plansza$(6) = "#%PPHHWWHH00HHMWMHH00VU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHWWWWWHHLLHHUHHHHHH%#"
plansza$(8) = "#HHHHHHHHH..HWHWHWHWH%#"
plansza$(9) = "UU33W3333WPPHHUUUUUHHVU"
plansza$(10) = "##%WWMLLHHHMWWMHHHHHMWW"
plansza$(11) = "UUQQHHPPHHHHU44WWHHHH%#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH%##"
plansza$(13) = "UUUUUUUUVHHHHHVUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "###%HHHHHMWMHHHHVUVHHMW"
plansza$(15) = "#HHHHW444WWHHLLHHHHHHHW"
plansza$(16) = "UU00000000000..000000##"
plansza$(17) = "WWWWWWWWWWWWMPPVUUUUUUU"
plansza$(18) = "#333333333333MWWMHHHHMW"
plansza$(19) = "##0004444UUULL33000HHVU"
plansza$(20) = "UV00HHWWHHUUPPHH000VUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWMHHHMWWMLLVUUUUUUUUUU"
plansza$(22) = "W33333WWHHZZHHWW44WWH%#"
plansza$(23) = "##%0HHHLLHHM44MHHHMWWWW"
plansza$(24) = "UUUVQQRXXRQQQMQQQVUUUUU": REM startowa
plansza$(25) = "#%HHWWM333MWMHHVUUUUUUU"
plansza$(26) = "UUUVHHHHMWWMHHHMWMHHVUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UVLLHHHHMWWWMHHHHHHLL%#"
plansza$(29) = "#%..%#############%..%#"
plansza$(30) = "WMPPHHHHHVUUUUVHHHVPPVU"
plansza$(31) = "UUUVHHHVUVHHLLHMMHHHH%#"
plansza$(32) = "U3333WWHHHHHPP%########"
plansza$(33) = "UUUV0000VUUV0000VUUUUUU"
plansza$(34) = "UUUV0000HHHWHHH0000%###"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##%00000UUUULLUUUU00UUU"
plansza$(36) = "######%UUUUVPPHHWWLL###"
plansza$(37) = "UU000HHMWMHHVUV000..HH#"
plansza$(38) = "##LLUUU00000000UUUPP%##"
plansza$(39) = "#%PPHHWWLLWWHHH000HH%##"
plansza$(40) = "UUUUUV00ZZ00VUUUUUUUUUU"
plansza$(41) = "##HHMWMH000000000000VUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUV00LL00%##########"
plansza$(43) = "#####%UV..VU%##########"
plansza$(44) = "###%LL00PP%############"
plansza$(45) = "###%PP0000%############"
plansza$(46) = "#%LLUU0000%############"
plansza$(47) = "UVPPHH00HH00000HMWMLL%#"
plansza$(48) = "UUUUUUUUUUUUUUUUUUVPP%#"
END SUB
SUB wiersze
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM "%" 37 -ten sam element bez cegiel
wiersz$(37) = wiersz$(35)
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM "V" ten sam element bez cegiel
wiersz$(86) = wiersz$(85)
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + CHR$(219) + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM "M" -77 - ten sam element bez cegiel
wiersz$(77) = wiersz$(87)
REM kod elementu "3" - trzy sciany w tym jedna po lewej
wiersz$(51) = CHR$(219) + spc8$ + spc4$ + CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219)
REM kod elementu "4" - trzy sciany w tym jedna po prawej
wiersz$(52) = CHR$(219) + spc16$ + spc8$ + CHR$(32) + CHR$(219) + spc8$ + spc4$ + CHR$(219)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM "R" - ten sam element bez cegiel
wiersz$(82) = wiersz$(81)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
END SUB
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Piotr-246
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Wysłany: Czw 14:56, 14 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 2, 15 * 65536 + 15 * 256 + 15
PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "01010101","01010001"
DATA "00000000","00000000"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "01000101","01010101"
DATA "00000000","00000000"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS - wylaczenie CLS zapobiega miganiu ekranu
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, OR
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, OR
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, OR
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, OR
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, OR
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, OR
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, OR
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, OR
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT (x, y), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "K" THEN dx = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" THEN dx = 4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "H" THEN dy = -4: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN dy = 4: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
IF x + dx > 305 THEN x = 4: xs = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 305: xs = 305: roomx = roomx - 1: GOTO rysuj
IF y + dy > 166 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 162: ys = 162: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM kryterium graficzne
suma = 0
IF dx > 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x + 10, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x - 3, y + i): NEXT i
IF dy > 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y - 3): NEXT i
REM ***** sprawdzenie czy cos mozna wziac - stare kryterium tekstowe
REM IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
REM IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF suma = 0 THEN GOTO ruch
REM stare kryterium tekstowe IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
x = x + dx: y = y + dy
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci - metoda tekstowa
REM LOCATE ys, xs: PRINT " ";
REM LOCATE ys + 1, xs: PRINT " ";
LINE (xs, ys)-(xs + 7, ys + 15), 0, BF
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertg2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertd2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "#%LLLHHUHHHHHHUHHHLLLVU"
plansza$(1) = "#%...UUUHHHHHWHHHHPPP%#"
plansza$(2) = "#%PPPHHUHUHHHWHWHHHHHVU"
plansza$(3) = "#%QQHLLLHHHHHHHWWHHQQ%#"
plansza$(4) = "#%HHHPPPHHHVUVHHVUVHHVU"
plansza$(5) = "#%LLLHHHMWWWWWWWWWMHHVU"
plansza$(6) = "#%PPPHWWHH00HHMWMHH00VU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH%#"
plansza$(8) = "#HHHHHHHHH...WHWHWHWH%#"
plansza$(9) = "UUHHWHHHHWPPPHUUUUHHHVU"
plansza$(10) = "##%WWMLLLHHMWWMHHHHHMWW"
plansza$(11) = "UUQQHHPPPHHHUHHWWHHHH%#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH%##"
plansza$(13) = "UUUUUUUUVHHHHHVUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "###%HHHHHMWMHHHVUVHHHMW"
plansza$(15) = "#HHHHWHHHWWHLLLHHHHHHHW"
plansza$(16) = "UU0000000000...000000##"
plansza$(17) = "WWWWWWWWWWWMPPPVUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHMW"
plansza$(19) = "##000HHHHUUULLLH000HHVU"
plansza$(20) = "UV00HHWWHHUUPPPH000VUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWMHHHMWWMLLLUUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHZZZHWWHHWWH%#"
plansza$(23) = "##%0HHHLLLHMHHMHHHMWWWW"
plansza$(24) = "UUUVQQRXXXRQQMQQQVUUUUU": REM startowa
plansza$(25) = "#%HHWWMHHHMWMHHVUUUUUUU"
plansza$(26) = "UUUVHHHHMWWMHHHMWMHHVUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UVLLLHHHMWWWMHHHHHLLL%#"
plansza$(29) = "#%...%###########%...%#"
plansza$(30) = "WMPPPHHHHVUUUUVHHVPPPVU"
plansza$(31) = "UUUVHHHVUVHLLLHMMHHHH%#"
plansza$(32) = "UHHHHWWHHHHPPP%########"
plansza$(33) = "UUUV0000VUUV0000VUUUUUU"
plansza$(34) = "UUUV0000HHHWHHH0000%###"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##%00000UUUULLLUUU00UUU"
plansza$(36) = "######%UUUUVPPPHWWLL###"
plansza$(37) = "UU000HHMWMHHVUV00...HH#"
plansza$(38) = "##LLLUU00000000UUPPP%##"
plansza$(39) = "#%PPPHWWLLLWHHH000HH%##"
plansza$(40) = "UUUUUV00ZZZ0VUUUUUUUUUU"
plansza$(41) = "##HHMWMH000000000000VUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUV00LLL0%##########"
plansza$(43) = "#####%UV...U%##########"
plansza$(44) = "###%LLL0PPP%###########"
plansza$(45) = "###%PPP000%############"
plansza$(46) = "#%LLLU0000%############"
plansza$(47) = "UVPPPH00HH0000HHWMLLL%#"
plansza$(48) = "UUUUUUUUUUUUUUUUUVPPP%#"
END SUB
SUB wiersze
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM "%" 37 -ten sam element bez cegiel
wiersz$(37) = wiersz$(35)
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM "V" ten sam element bez cegiel
wiersz$(86) = wiersz$(85)
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + CHR$(219) + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM "M" -77 - ten sam element bez cegiel
wiersz$(77) = wiersz$(87)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM "R" - ten sam element bez cegiel
wiersz$(82) = wiersz$(81)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
END SUB
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Piotr-246
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Wysłany: Czw 16:06, 14 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 31 * 65536 + 31 * 256 + 35
PALETTE 2, 15 * 65536 + 15 * 256 + 15
REM PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010201"
DATA "01010101","01010201"
DATA "01010101","01010201"
DATA "02020202","02020202"
DATA "01020101","01010101"
DATA "01020101","01010101"
DATA "01020101","01010101"
DATA "02020202","02020202"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
CLS
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
REM PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT (x, y), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "K" THEN dx = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" THEN dx = 4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "H" THEN dy = -4: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN dy = 4: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
IF x + dx > 305 THEN x = 4: xs = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 305: xs = 305: roomx = roomx - 1: GOTO rysuj
IF y + dy > 166 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 162: ys = 162: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM kryterium graficzne
suma = 0
IF dx > 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x - 3, y + i): NEXT i
IF dy > 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y - 3): NEXT i
REM ***** sprawdzenie czy cos mozna wziac - stare kryterium tekstowe
REM IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
REM IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF suma = 0 THEN GOTO ruch
REM stare kryterium tekstowe IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
x = x + dx: y = y + dy
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci - metoda tekstowa
REM LOCATE ys, xs: PRINT " ";
REM LOCATE ys + 1, xs: PRINT " ";
LINE (xs, ys)-(xs + 7, ys + 15), 0, BF
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertg2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertd2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "#%LLLHHUHHHHHHUHHHLLLVU"
plansza$(1) = "#%...UUUHHHHHWHHHHPPP%#"
plansza$(2) = "#%PPPHHUHUHHHWHWHHHHHVU"
plansza$(3) = "#%QQHLLLHHHHHHHWWHHQQ%#"
plansza$(4) = "#%HHHPPPHHHVUVHHVUVHHVU"
plansza$(5) = "#%LLLHHHMWWWWWWWWWMHHVU"
plansza$(6) = "#%PPPHWWHH00HHMWMHH00VU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH%#"
plansza$(8) = "#HHHHHHHHH...WHWHWHWH%#"
plansza$(9) = "UUHHWHHHHWPPPHUUUUHHHVU"
plansza$(10) = "##%WWMLLLHHMWWMHHHHHMWW"
plansza$(11) = "UUQQHHPPPHHHUHHWWHHHH%#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH%##"
plansza$(13) = "UUUUUUUUVHHHHHVUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "###%HHHHHMWMHHHVUVHHHMW"
plansza$(15) = "#HHHHWHHHWWHLLLHHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHMW"
plansza$(19) = "##000HHHHUUULLLH000HHVU"
plansza$(20) = "UV00HHWWHHUUPPPH000VUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWMHHHMWWMLLLUUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHZZZHWWHHWWH%#"
plansza$(23) = "##00HHHLLLHHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPQQQWQQQUUUUUU": REM startowa
plansza$(25) = "#%HHWWMHHHMWMHHVUUUUUUU"
plansza$(26) = "UUUVHHHHMWWMHHHMWMHHVUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UVLLLHHHMWWWMHHHHHLLL%#"
plansza$(29) = "#%...%###########%...%#"
plansza$(30) = "WMPPPHHHHVUUUUVHHVPPPVU"
plansza$(31) = "UUUVHHHVUVHLLLHMMHHHH%#"
plansza$(32) = "UHHHHWWHHHHPPP%########"
plansza$(33) = "UUUV0000VUUV0000VUUUUUU"
plansza$(34) = "UUUV0000HHHWHHH0000%###"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "##%00000UUUULLLUUU00UUU"
plansza$(36) = "######%UUUUVPPPHWWLL###"
plansza$(37) = "UU000HHMWMHHVUV00...HH#"
plansza$(38) = "##LLLUU00000000UUPPP%##"
plansza$(39) = "#%PPPHWWLLLWHHH000HH%##"
plansza$(40) = "UUUUUV00ZZZ0VUUUUUUUUUU"
plansza$(41) = "##HHMWMH000000000000VUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUV00LLL0%##########"
plansza$(43) = "#####%UV...U%##########"
plansza$(44) = "###%LLL0PPP%###########"
plansza$(45) = "###%PPP000%############"
plansza$(46) = "#%LLLU0000%############"
plansza$(47) = "UVPPPH00HH0000HHWMLLL%#"
plansza$(48) = "UUUUUUUUUUUUUUUUUVPPP%#"
END SUB
SUB wiersze
mur2$ = CHR$(219) + CHR$(219):
mur4$ = mur2$ + mur2$: mur8$ = mur4$ + mur4$: mur16$ = mur8$ + mur8$
spc2$ = CHR$(32) + CHR$(32):
spc4$ = spc2$ + spc2$: spc8$ = spc4$ + spc4$: spc16$ = spc8$ + spc8$
REM kod elementu "#" - mur na cal szerokosc ekranu
wiersz$(35) = mur16$ + mur16$ + mur8$
REM "%" 37 -ten sam element bez cegiel
wiersz$(37) = wiersz$(35)
REM kod elementu "L" - mur tylko na lewej krawedzi ekranu
wiersz$(76) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + spc2$
REM kod elementu "P" - mur tylko na prawej krawedzi ekranu
wiersz$(80) = spc16$ + spc16$ + spc4$ + spc2$ + CHR$(219) + CHR$(219)
REM kod elementu "." - pust przestrzen na calej szerokosci ekranu
wiersz$(46) = spc16$ + spc16$ + spc8$
REM kod elementu "U" - dziura na srodku muru
wiersz$(85) = mur16$ + mur2$ + spc4$ + mur2$ + mur16$
REM "V" ten sam element bez cegiel
wiersz$(86) = wiersz$(85)
REM kod elenetu "H" - dwie sciany na obu krawedziach
wiersz$(72) = CHR$(219) + CHR$(219) + spc16$ + spc16$ + spc4$ + CHR$(219) + CHR$(219)
REM kod elementu "W" - dwie dziury w murze
wiersz$(87) = CHR$(219) + mur4$ + spc4$ + mur16$ + mur4$ + mur2$ + spc4$ + mur4$ + CHR$(219)
REM "M" -77 - ten sam element bez cegiel
wiersz$(77) = wiersz$(87)
REM kod elementu "0" - mala przestrzen posrodku
wiersz$(48) = mur8$ + mur4$ + mur2$ + spc8$ + spc4$ + mur8$ + mur4$ + mur2$
REM kod elementu "S" - mur w jednej trzeciej z lewej
wiersz$(83) = mur8$ + mur4$ + mur2$ + spc16$ + spc8$ + spc2$
REM kod elementu "Z" - mur w jednej trzeciej z prawej
wiersz$(90) = spc16$ + spc8$ + spc2$ + mur8$ + mur4$ + mur2$
REM kod elementu "Q" - srednia przestrzen posrodku
wiersz$(81) = CHR$(219) + mur4$ + spc16$ + spc8$ + spc4$ + spc2$ + mur4$ + CHR$(219)
REM "R" - ten sam element bez cegiel
wiersz$(82) = wiersz$(81)
REM kod elementu "X" - sredni mur z prawej
wiersz$(88) = spc16$ + spc16$ + spc2$ + CHR$(32) + mur4$ + CHR$(219)
REM kod elementu "Y" - sredni mur z lewej
wiersz$(89) = mur4$ + CHR$(219) + spc16$ + spc16$ + spc2$ + CHR$(32)
END SUB
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Piotr-246
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Wysłany: Czw 16:38, 14 Sty 2021 Temat postu: |
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DECLARE SUB wiersze ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 31 * 65536 + 31 * 256 + 35
PALETTE 2, 15 * 65536 + 15 * 256 + 15
REM PALETTE 3, 31 * 65536 + 31 * 256 + 35
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "01010101","01010201"
DATA "01010101","01010201"
DATA "01010101","01010201"
DATA "02020202","02020202"
DATA "01020101","01010101"
DATA "01020101","01010101"
DATA "01020101","01010101"
DATA "02020202","02020202"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ********************* Kody elementow planszy
REM ********* beda wywolane przez numer kodu ascii
DIM SHARED wiersz$(35 TO 90):
REM ********** dane poszczegolnych elementow
REM SUB wiersze - zapelnienie tablicy elementow strony
wiersze
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
REM PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
PUT (x, y), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "K" THEN dx = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" THEN dx = 4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "H" THEN dy = -4: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN dy = 4: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
IF x + dx > 305 THEN x = 4: xs = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 305: xs = 305: roomx = roomx - 1: GOTO rysuj
IF y + dy > 166 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 162: ys = 162: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM kryterium graficzne
suma = 0
IF dx > 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x - 3, y + i): NEXT i
IF dy > 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y - 3): NEXT i
REM ***** sprawdzenie czy cos mozna wziac - stare kryterium tekstowe
REM IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
REM IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody
IF suma = 0 THEN GOTO ruch
REM stare kryterium tekstowe IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
x = x + dx: y = y + dy
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci - metoda tekstowa
REM LOCATE ys, xs: PRINT " ";
REM LOCATE ys + 1, xs: PRINT " ";
LINE (xs, ys)-(xs + 7, ys + 15), 0, BF
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertg2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertg1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertg3, PSET
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 1 THEN PUT (x, y), vertd2, PSET
IF przebiervert = 2 THEN PUT (x, y), vertd1, PSET
IF przebiervert = 3 THEN PUT (x, y), vertd3, PSET
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKL1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKL2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKL3, PSET
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKP1, PSET
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKP2, PSET
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKP3, PSET
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLHHUHHHHHHUHHHLLLUU"
plansza$(1) = "##...UUUHHHHHWHHHHPPP##"
plansza$(2) = "##PPPHHUHUHHHWHWHHHHHVU"
plansza$(3) = "##QQHLLLHHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPHHHUUHHHUUHHHUU"
plansza$(5) = "#%LLLHHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPHWWHH00HHMWMHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH##"
plansza$(8) = "#HHHHHHHHH...WWWHHHHH##"
plansza$(9) = "UUHHWHHHHWPPPHUUUUHHHUU"
plansza$(10) = "###WWWLLLHHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPHHHUHHWWHHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHMWMHHHVUVHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLHHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUUULLLH000HHVU"
plansza$(20) = "UV00HHWWHHUUPPPH000VUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWMHHHMWWMLLLUUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPHWWHHWWH##"
plansza$(23) = "##00HHHLLLHHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPQQQWQQQUUUUUU": REM startowa
plansza$(25) = "##HHHWWHHHWWWHHHUUUUUUU"
plansza$(26) = "UUUVHHHHWWWWHHHWWHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLHHHWWWWWHHHHHLLL##"
plansza$(29) = "##...#############...##"
plansza$(30) = "WWPPPHHHHUUUUUUHHHPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLHWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUUULLLUUU00UUU"
plansza$(36) = "#######UUUUUPPPHWWLL###"
plansza$(37) = "UU000HHMWMHHVUV00...HH#"
plansza$(38) = "##LLLUU00000000UUPPP###"
plansza$(39) = "#%PPPHWWLLLWHHH000HH###"
plansza$(40) = "UUUUUU00ZZZ0UUUUUUUUUUU"
plansza$(41) = "##HHMWMH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLL0###########"
plansza$(43) = "######UU...U###########"
plansza$(44) = "####LLL0PPP############"
plansza$(45) = "####PPP000#############"
plansza$(46) = "##LLLU0000#############"
plansza$(47) = "UUPPPH00HH0000HHWMLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
SUB wiersze
REM do skasowania
END SUB
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Powrót do góry |
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
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Wysłany: Czw 18:12, 14 Sty 2021 Temat postu: |
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DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
DIM pamiec(0 TO 32) AS LONG
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 11 * 65536 + 11 * 256 + 11
PALETTE 33, 31 * 65536 + 31 * 256 + 35
PALETTE 34, 15 * 65536 + 15 * 256 + 15
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "21212121","21212221"
DATA "21212121","21212221"
DATA "21212121","21212221"
DATA "22222222","22222222"
DATA "21222121","21212121"
DATA "21222121","21212121"
DATA "21222121","21212121"
DATA "22222222","22222222"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
REM PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
LOCATE 10, 18: COLOR 1: PRINT "START!"
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "K" THEN dx = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" THEN dx = 4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "H" THEN dy = -4: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" THEN dy = 4: obrot = 0: vert = 1
REM ************ sprawdzenie czy jest przejscie do innej planszy
IF x + dx > 305 THEN x = 4: xs = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 305: xs = 305: roomx = roomx - 1: GOTO rysuj
IF y + dy > 166 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 162: ys = 162: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM kryterium graficzne
suma = 0
IF dx > 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x - 3, y + i): NEXT i
IF dy > 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y - 3): NEXT i
REM ***** sprawdzenie czy cos mozna wziac - stare kryterium tekstowe
REM IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
REM IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody. Przeszkoda sa punkty ponizej
REM okreslonej sumy rejestru koloru
IF suma < 20 THEN GOTO ruch
REM stare kryterium tekstowe IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
x = x + dx: y = y + dy
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (xs, ys), pamiec, PSET
GET (x, y)-(x + 7, y + 15), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertg1, OR
IF przebiervert = 1 THEN PUT (x, y), vertg2, OR
IF przebiervert = 2 THEN PUT (x, y), vertg1, OR
IF przebiervert = 3 THEN PUT (x, y), vertg3, OR
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertd1, OR
IF przebiervert = 1 THEN PUT (x, y), vertd2, OR
IF przebiervert = 2 THEN PUT (x, y), vertd1, OR
IF przebiervert = 3 THEN PUT (x, y), vertd3, OR
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKL1, OR
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKL2, OR
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKL3, OR
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKP1, OR
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKP2, OR
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKP3, OR
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLHHUHHHHHHUHHHLLLUU"
plansza$(1) = "##...UUUHHHHHWHHHHPPP##"
plansza$(2) = "##PPPHHUHUHHHWHWHHHHHUU"
plansza$(3) = "##QQHLLLHHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPHHHUUHHHUUHHHUU"
plansza$(5) = "##LLLHHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPHWWHH00HHMWMHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH##"
plansza$(8) = "#HHHHHHHHH...WWWHHHHH##"
plansza$(9) = "UUHHWHHHHWPPPHUUUUHHHUU"
plansza$(10) = "###WWWLLLHHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPHHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHMWMHHHVUVHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLHHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUUULLLH000HHUU"
plansza$(20) = "UU00HHWWHHUUPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLUUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPHWWHHWWH##"
plansza$(23) = "##00HHHLLLHHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPQQQWQQQUUUUUU": REM startowa
plansza$(25) = "##HHHWWHHHWWWHHHUUUUUUU"
plansza$(26) = "UUUVHHHHWWWWHHHWWHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLHHHWWWWWHHHHHLLL##"
plansza$(29) = "##...#############...##"
plansza$(30) = "WWPPPHHHHUUUUUUHHHPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLHWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUUULLLUUU00UUU"
plansza$(36) = "#######UUUUUPPPHWLLL###"
plansza$(37) = "UU000HHHWWHHHUU00...HH#"
plansza$(38) = "##LLLUU00000000UUPPP###"
plansza$(39) = "##PPPHWWLLLWHHH000HH###"
plansza$(40) = "UUUUUU00PPP0UUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLL0###########"
plansza$(43) = "######UU...U###########"
plansza$(44) = "####LLL0PPP############"
plansza$(45) = "####PPP000#############"
plansza$(46) = "##LLLU0000#############"
plansza$(47) = "UUPPPH00HH0000HHWWLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Pią 20:49, 15 Sty 2021 Temat postu: |
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DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
DIM pamiec(0 TO 32) AS LONG
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 11 * 65536 + 11 * 256 + 11
PALETTE 33, 31 * 65536 + 31 * 256 + 35
PALETTE 34, 15 * 65536 + 15 * 256 + 15
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
cegla(i * 2) = VAL("&H" + a1$)
cegla(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "21212121","21212221"
DATA "21212121","21212221"
DATA "21212121","21212221"
DATA "22222222","22222222"
DATA "21222121","21212121"
DATA "21222121","21212121"
DATA "21222121","21212121"
DATA "22222222","22222222"
REM SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
DIM SHARED plansza$(0 TO 48)
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
DIM ZNAKP1(0 TO 32) AS LONG
DIM ZNAKL1(0 TO 32) AS LONG
DIM ZNAKP2(0 TO 32) AS LONG
DIM ZNAKL2(0 TO 32) AS LONG
DIM ZNAKP3(0 TO 32) AS LONG
DIM ZNAKL3(0 TO 32) AS LONG
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP1(i * 2) = VAL("&H" + a1$)
ZNAKP1(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL1(i * 2) = VAL("&H" + a3$)
ZNAKL1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "00000B00","000B0000","00000B00","000B0000"
DATA "0000000B","00000B00","000B0000","0B000000"
DATA "0000000B","00070707","07070700","0B000000"
DATA "00000707","00000000","00000000","07070000"
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP2(i * 2) = VAL("&H" + a1$)
ZNAKP2(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL2(i * 2) = VAL("&H" + a3$)
ZNAKL2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B070700","0007070B","0B0B0000"
DATA "00000000","0B000700","0007000B","00000000"
DATA "00000000","0B000000","0000000B","00000000"
DATA "00000007","07070000","00000707","07000000"
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$:
ZNAKP3(i * 2) = VAL("&H" + a1$)
ZNAKP3(i * 2 - 1) = VAL("&H" + a2$)
ZNAKL3(i * 2) = VAL("&H" + a3$)
ZNAKL3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000808","08000000","00000008","08080000"
DATA "00000F0F","08000000","00000008","0F0F0000"
DATA "00000F0F","0F000000","0000000F","0F0F0000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "0000000C","0C000000","0000000C","0C000000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "00000C0C","0C0C0000","00000C0C","0C0C0000"
DATA "000C000C","0C0C0C00","000C0C0C","0C000C00"
DATA "000F0008","08080F00","000F0808","08000F00"
DATA "0000000B","0B0B0000","00000B0B","0B000000"
DATA "00000B0B","0B0B0000","00000B0B","0B0B0000"
DATA "000B0B00","0B000000","0000000B","000B0B00"
DATA "00000B0B","0B000000","0000000B","0B0B0000"
DATA "00000707","0B000000","0000000B","07070000"
DATA "00000000","000B0000","00000B00","00000000"
DATA "00000000","07070700","00070707","00000000"
REM ************************ fazy ruchu pionowego
DIM vertd1(0 TO 32) AS LONG
DIM vertg1(0 TO 32) AS LONG
DIM vertd2(0 TO 32) AS LONG
DIM vertg2(0 TO 32) AS LONG
DIM vertd3(0 TO 32) AS LONG
DIM vertg3(0 TO 32) AS LONG
REM Ludzik idacy w dol lub w gore faza 1
vertd1(0) = &H100040
vertg1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
vertg1(i * 2) = VAL("&H" + a3$)
vertg1(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","00070700","00000707","00070700"
REM Ludzik idacy w dol lub w gore faza 2
vertd2(0) = &H100040
vertg2(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd2(i * 2) = VAL("&H" + a1$)
vertd2(i * 2 - 1) = VAL("&H" + a2$)
vertg2(i * 2) = VAL("&H" + a3$)
vertg2(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "00000707","000B0000","00000707","000B0000"
DATA "00000000","000B0000","00000000","000B0000"
DATA "00000000","00070700","00000000","00070700"
REM Ludzik idacy w dol lub w gore faza 3
vertd3(0) = &H100040
vertg3(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$, a3$, a4$
vertd3(i * 2) = VAL("&H" + a1$)
vertd3(i * 2 - 1) = VAL("&H" + a2$)
vertg3(i * 2) = VAL("&H" + a3$)
vertg3(i * 2 - 1) = VAL("&H" + a4$)
NEXT i
DATA "00000008","08080000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "0000000F","0F0F0000","00000008","08080000"
DATA "00000000","0F000000","00000000","0F000000"
DATA "00000C0C","0C0C0C00","00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C","000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C","000C000C","0C0C000C"
DATA "000F0008","0808000F","000F0008","0808000F"
DATA "0000000B","0B0B0000","0000000B","0B0B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","000B0000","0000000B","000B0000"
DATA "0000000B","00070700","0000000B","00070700"
DATA "0000000B","00000000","0000000B","00000000"
DATA "00000707","00000000","00000707","00000000"
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM CLS
COLOR 2
LOCATE 1, 1
FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
REM PRINT wiersz$(ASC(el$))
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
LOCATE 10, 18: COLOR 1: PRINT "START!"
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
k$ = INKEY$
IF k$ = "" THEN GOTO petla
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF k$ = CHR$(0) + "K" OR k$ = "4" THEN dx = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" OR k$ = "6" THEN dx = 4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "H" OR k$ = "8" THEN dy = -4: obrot = 0: vert = -1
IF k$ = CHR$(0) + "P" OR k$ = "2" THEN dy = 4: obrot = 0: vert = 1
IF k$ = CHR$(0) + "I" OR k$ = "9" THEN dx = 4: dy = -4: obrot = 1: vert = 0
IF k$ = CHR$(0) + "G" OR k$ = "7" THEN dx = -4: dy = -4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "O" OR k$ = "1" THEN dx = -4: dy = 4: obrot = -1: vert = 0
IF k$ = CHR$(0) + "Q" OR k$ = "3" THEN dx = 4: dy = 4: obrot = 1: vert = 0
REM ************ sprawdzenie czy jest przejscie do innej planszy
IF x + dx > 305 THEN x = 4: xs = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 305: xs = 305: roomx = roomx - 1: GOTO rysuj
IF y + dy > 166 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 162: ys = 162: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM kryterium graficzne
suma = 0
IF dx > 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: suma = suma + POINT(x - 3, y + i): NEXT i
IF dy > 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: suma = suma + POINT(x + i, y - 3): NEXT i
REM ***** sprawdzenie czy cos mozna wziac - stare kryterium tekstowe
REM IF pobrany1 = 3 OR pobrany2 = 3 THEN SOUND 250, .5: SOUND 150, .5: GOTO ruch
REM IF pobrany1 = 4 OR pobrany2 = 4 THEN SOUND 1150, .5: SOUND 550, .5: GOTO ruch
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru
IF suma < 27 THEN GOTO ruch
REM stare kryterium tekstowe IF pobrany1 = 32 AND pobrany2 = 32 THEN GOTO ruch
REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = xs: y = ys
GOTO petla
REM ***************** ruch
ruch:
x = x + dx: y = y + dy
SOUND 100, .025: SOUND 30000, .025: SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (xs, ys), pamiec, PSET
GET (x, y)-(x + 7, y + 15), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM ************************** ruch w gore
IF vert = -1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertg1, OR
IF przebiervert = 1 THEN PUT (x, y), vertg2, OR
IF przebiervert = 2 THEN PUT (x, y), vertg1, OR
IF przebiervert = 3 THEN PUT (x, y), vertg3, OR
END IF
REM ************************** ruch w dol
IF vert = 1 THEN
przebiervert = przebiervert + 1
IF przebiervert = 4 THEN przebiervert = 0
IF przebiervert = 0 THEN PUT (x, y), vertd1, OR
IF przebiervert = 1 THEN PUT (x, y), vertd2, OR
IF przebiervert = 2 THEN PUT (x, y), vertd1, OR
IF przebiervert = 3 THEN PUT (x, y), vertd3, OR
END IF
REM ************************** ruch w lewo
IF obrot = -1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKL1, OR
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKL2, OR
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKL3, OR
END IF
REM ****************** ruch w prawo
IF obrot = 1 THEN
PRZEBIERANIE = PRZEBIERANIE + 1
IF PRZEBIERANIE = 3 THEN PRZEBIERANIE = 0
IF PRZEBIERANIE = 0 THEN PUT (x, y), ZNAKP1, OR
IF PRZEBIERANIE = 1 THEN PUT (x, y), ZNAKP2, OR
IF PRZEBIERANIE = 2 THEN PUT (x, y), ZNAKP3, OR
END IF
xs = x: ys = y
GOTO petla
SUB cegly
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB plansze
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLHHUHHHHHHUHHHLLLUU"
plansza$(1) = "##...UUUHHHHHWHHHHPPP##"
plansza$(2) = "##PPPHHUHUHHHWHWHHHHHUU"
plansza$(3) = "##QQHLLLHHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPHHHUUHHHUUHHHUU"
plansza$(5) = "##LLLHHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPHWWHH00HHMWMHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH##"
plansza$(8) = "#HHHHHHHHH...WWWHHHHH##"
plansza$(9) = "UUHHWHHHHWPPPHUUUUHHHUU"
plansza$(10) = "###WWWLLLHHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPHHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHMWMHHHVUVHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLHHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUUULLLH000HHUU"
plansza$(20) = "UU00HHWWHHUUPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLUUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPHWWHHWWH##"
plansza$(23) = "##00HHHLLLHHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPQQQWQQQUUUUUU": REM startowa
plansza$(25) = "##HHHWWHHHWWWHHHUUUUUUU"
plansza$(26) = "UUUVHHHHWWWWHHHWWHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLHHHWWWWWHHHHHLLL##"
plansza$(29) = "##...#############...##"
plansza$(30) = "WWPPPHHHHUUUUUUHHHPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLHWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPP#########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUUULLLUUU00UUU"
plansza$(36) = "#######UUUUUPPPHWLLL###"
plansza$(37) = "UU000HHHWWHHHUU00...HH#"
plansza$(38) = "##LLLUU00000000UUPPP###"
plansza$(39) = "##PPPHWWLLLWHHH000HH###"
plansza$(40) = "UUUUUU00PPP0UUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLL0###########"
plansza$(43) = "######UU...U###########"
plansza$(44) = "####LLL0PPP############"
plansza$(45) = "####PPP000#############"
plansza$(46) = "##LLLU0000#############"
plansza$(47) = "UUPPPH00HH0000HHWWLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
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