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Życie Wieczne
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
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Wysłany: Pią 21:15, 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 dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
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: dy = 1: obrot = -1: vert = 0
IF k$ = CHR$(0) + "M" OR k$ = "6" THEN dx = 4: dy = 1: 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
czy:
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
xsuma = 0
ysuma = 0
xmozliwy = 0
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 20 THEN xmozliwy = 1
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 3): NEXT i
IF ysuma < 20 THEN ymozliwy = 1
suma = xsuma + ysuma
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 szczegolne przypadki
IF suma > 27 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma > 27 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
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
przebiervert = przebiervert + 1
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$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
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Powrót do góry |
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Zobacz poprzedni temat :: Zobacz następny temat |
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Wiadomość |
Piotr-246
Gość
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Wysłany: Sob 9:26, 16 Sty 2021 Temat postu: |
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DECLARE SUB plansze ()
DECLARE SUB cegly ()
REM ************************* DANE STARTOWE
SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci
x = 100: y = 80: xs = 100: ys = 80: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa
DIM pamiec(0 TO 32) AS LONG
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
PALETTE 1, 9 * 65536 + 5 * 256 + 0
PALETTE 13, 0 * 65536 + 0 * 256 + 47: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 47: REM sweter
PALETTE 33, 35 * 65536 + 20 * 256 + 0
PALETTE 34, 25 * 65536 + 10 * 256 + 0
REM ************************* cegly
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
cegla(0) = &H80040
FOR i = 1 TO 8: READ a1$, 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; "--";
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 250: NEXT delay
REM ************************ sprawdzenie klawiszy
ctrl = 0: lshift = 0: pshift = 0
k$ = INKEY$
REM klawisz ctrl - wznoszenie sie
IF (PEEK(1047) AND 4) = 4 THEN ctrl = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
IF lshift = 0 AND pshift = 0 AND ctrl = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
PRINT pshift; lshift;
IF ctrl = 1 THEN dy = -4
czy:
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
xsuma = 0
ysuma = 0
xmozliwy = 0
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 20 THEN xmozliwy = 1
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 3): NEXT i
IF ysuma < 20 THEN ymozliwy = 1
suma = xsuma + ysuma
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 szczegolne przypadki
IF suma > 27 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma > 27 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
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
przebiervert = przebiervert + 1
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
COLOR 1
LINE (0, 0)-(319, 71), 1, BF
COLOR 0
FOR x = 0 TO 39: LINE (x * 8, 0)-(x * 8, 71): NEXT x
FOR y = 0 TO 10: LINE (0, y * 8)-(319, y * 8): NEXT y
COLOR 1
LOCATE 9, 10: PRINT "L-SHIFT CTRL P-SHIFT"
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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Powrót do góry |
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
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Wysłany: Sob 13:29, 16 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
REM rejestry tla
PALETTE 0, 11 * 65536 + 11 * 256 + 11
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 47: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 47: REM sweter
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
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 "81818181","81818281"
DATA "81818181","81818281"
DATA "81818181","81818281"
DATA "82828282","82828282"
DATA "81828181","81818181"
DATA "81828181","81818181"
DATA "81828181","81818181"
DATA "82828282","82828282"
DIM SHARED tlo(0 TO 16) AS LONG
tlo(0) = &H80040
FOR i = 1 TO 8: READ a1$, a2$
tlo(i * 2) = VAL("&H" + a1$)
tlo(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "00000101","01000000"
DATA "00010100","01010000"
DATA "01010000","00010100"
DATA "01000000","00000101"
DATA "01010000","00010100"
DATA "00010100","01010000"
DATA "00000101","01000000"
DATA "00000001","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 ************************* 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
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0
k$ = INKEY$
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4
czy:
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 sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN 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
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
przebiervert = przebiervert + 1
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 x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
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: Sob 14:44, 16 Sty 2021 Temat postu: |
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DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 15)
DIM pamiec(0 TO 32) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(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
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
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; "--";
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0
k$ = INKEY$
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4
czy:
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 sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN 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
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
przebiervert = przebiervert + 1
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
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla
PALETTE 0, 11 * 65536 + 11 * 256 + 11
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(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$(9) = "UUHHHWHHHWPPPHUUUUHHHUU"
plansza$(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) = "UU00HHHWHHUUPPPH000UUUU"
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$(47) = "UUPPPH00HH000HHHWWLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
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Powrót do góry |
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Sob 15:43, 16 Sty 2021 Temat postu: |
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DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 15)
DIM pamiec(0 TO 32) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
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
DIM vertd1(0 TO 32) AS LONG
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
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
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H100040
FOR i = 1 TO 16: READ a1$, a2$
vertd1(i * 2) = VAL("&H" + a1$)
vertd1(i * 2 - 1) = VAL("&H" + a2$)
NEXT i
DATA "00000008","08080000"
DATA "0000000F","0F0F0000"
DATA "0000000F","0F0F0000"
DATA "00000000","0F000000"
DATA "00000C0C","0C0C0C00"
DATA "000C0C0C","0C0C0C0C"
DATA "000C0C0C","0C0C0C0C"
DATA "000C000C","0C0C000C"
DATA "000F0008","0808000F"
DATA "0000000B","0B0B0000"
DATA "0000000B","000B0000"
DATA "0000000B","000B0000"
DATA "0000000B","000B0000"
DATA "0000000B","000B0000"
DATA "0000000B","000B0000"
DATA "00000707","00070700"
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF k$ = CHR$(27) THEN END
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN 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 aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (x, y), vertd1, OR
bezskosu:
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
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla
PALETTE 0, 11 * 65536 + 11 * 256 + 11
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLHHUHHHHHHUHHHLLLUU"
plansza$(1) = "##...UUUHHHHHWHHHHPPP##"
plansza$(2) = "##PPPHHUHUHHHWHWHHHHHUU"
plansza$(3) = "##QQHLLLHHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPHHHUUHHHUUHHHUU"
plansza$(5) = "##LLLHHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPHWWHHH0HHHWHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH##"
plansza$(8) = "#HHHHHHHHH...WWWHHHHH##"
plansza$(9) = "UUHHHWHHHWPPPHUUUUHHHUU"
plansza$(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) = "UU00HHHWHHHUPPPH000UUUU"
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$(47) = "UUPPPH00HH000HHHWWLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
SUB rysowanie
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;
END SUB
|
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Powrót do góry |
|
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
|
Wysłany: Sob 18:30, 16 Sty 2021 Temat postu: |
|
|
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 15)
DIM pamiec(0 TO 32) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED ZNAKP1(0 TO 32) AS LONG
DIM SHARED ZNAKL1(0 TO 32) AS LONG
DIM SHARED ZNAKP2(0 TO 32) AS LONG
DIM SHARED ZNAKL2(0 TO 32) AS LONG
DIM SHARED ZNAKP3(0 TO 32) AS LONG
DIM SHARED ZNAKL3(0 TO 32) AS LONG
DIM SHARED vertd1(0 TO 32) AS LONG
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM ustawienie gracza na planszy
GET (x, y)-(x + 7, y + 15), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x + 11, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 15: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y + 18): NEXT i
IF dy < 0 THEN FOR i = 0 TO 7: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN 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 aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (x, y), vertd1, OR
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
ZNAKP1(0) = &H100040
ZNAKL1(0) = &H100040
pomoc$(0) = "0000080808000000" + "0000000808080000"
pomoc$(1) = "00000F0F08000000" + "000000080F0F0000"
pomoc$(2) = "00000F0F0F000000" + "0000000F0F0F0000"
pomoc$(3) = "000000000F000000" + "000000000F000000"
pomoc$(4) = "0000000C0C000000" + "0000000C0C000000"
pomoc$(5) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(6) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(7) = "000C000C0C0C0C00" + "000C0C0C0C000C00"
pomoc$(8) = "000F000808080F00" + "000F080808000F00"
pomoc$(9) = "0000000B0B0B0000" + "00000B0B0B000000"
pomoc$(10) = "0000000B0B0B0000" + "00000B0B0B000000"
pomoc$(11) = "00000B00000B0000" + "00000B00000B0000"
pomoc$(12) = "00000B00000B0000" + "00000B00000B0000"
pomoc$(13) = "0000000B00000B00" + "000B00000B000000"
pomoc$(14) = "0000000B00070707" + "070707000B000000"
pomoc$(15) = "0000070700000000" + "0000000007070000"
FOR i = 1 TO 16
ZNAKP1(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 1, 8))
ZNAKP1(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 9, 8))
ZNAKL1(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 17, 8))
ZNAKL1(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 25, 8))
NEXT i
REM ************************************ FAZA 2
ZNAKP2(0) = &H100040
ZNAKL2(0) = &H100040
pomoc$(0) = "0000080808000000" + "0000000808080000"
pomoc$(1) = "00000F0F08000000" + "000000080F0F0000"
pomoc$(2) = "00000F0F0F000000" + "0000000F0F0F0000"
pomoc$(3) = "000000000F000000" + "000000000F000000"
pomoc$(4) = "0000000C0C000000" + "0000000C0C000000"
pomoc$(5) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(6) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(7) = "000C000C0C0C0C00" + "000C0C0C0C000C00"
pomoc$(8) = "000F000808080F00" + "000F080808000F00"
pomoc$(9) = "0000000B0B0B0000" + "00000B0B0B000000"
pomoc$(10) = "00000B0B0B0B0000" + "00000B0B0B0B0000"
pomoc$(11) = "000B0B000B000000" + "0000000B000B0B00"
pomoc$(12) = "00000B0B0B070700" + "0007070B0B0B0000"
pomoc$(13) = "000000000B000700" + "0007000B00000000"
pomoc$(14) = "000000000B000000" + "0000000B00000000"
pomoc$(15) = "0000000707070000" + "0000070707000000"
FOR i = 1 TO 16
ZNAKP2(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 1, 8))
ZNAKP2(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 9, 8))
ZNAKL2(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 17, 8))
ZNAKL2(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 25, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
ZNAKP3(0) = &H100040
ZNAKL3(0) = &H100040
pomoc$(0) = "0000080808000000" + "0000000808080000"
pomoc$(1) = "00000F0F08000000" + "000000080F0F0000"
pomoc$(2) = "00000F0F0F000000" + "0000000F0F0F0000"
pomoc$(3) = "000000000F000000" + "000000000F000000"
pomoc$(4) = "0000000C0C000000" + "0000000C0C000000"
pomoc$(5) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(6) = "00000C0C0C0C0000" + "00000C0C0C0C0000"
pomoc$(7) = "000C000C0C0C0C00" + "000C0C0C0C000C00"
pomoc$(8) = "000F000808080F00" + "000F080808000F00"
pomoc$(9) = "0000000B0B0B0000" + "00000B0B0B000000"
pomoc$(10) = "00000B0B0B0B0000" + "00000B0B0B0B0000"
pomoc$(11) = "000B0B000B000000" + "0000000B000B0B00"
pomoc$(12) = "00000B0B0B000000" + "0000000B0B0B0000"
pomoc$(13) = "000007070B000000" + "0000000B07070000"
pomoc$(14) = "00000000000B0000" + "00000B0000000000"
pomoc$(15) = "0000000007070700" + "0007070700000000"
FOR i = 1 TO 16
ZNAKP3(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 1, 8))
ZNAKP3(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 9, 8))
ZNAKL3(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 17, 8))
ZNAKL3(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 25, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H100040
pomoc$(0) = "0000000808080000"
pomoc$(1) = "0000000F0F0F0000"
pomoc$(2) = "0000000F0F0F0000"
pomoc$(3) = "000000000F000000"
pomoc$(4) = "00000C0C0C0C0C00"
pomoc$(5) = "000C0C0C0C0C0C0C"
pomoc$(6) = "000C0C0C0C0C0C0C"
pomoc$(7) = "000C000C0C0C000C"
pomoc$(8) = "000F00080808000F"
pomoc$(9) = "0000000B0B0B0000"
pomoc$(10) = "0000000B000B0000"
pomoc$(11) = "0000000B000B0000"
pomoc$(12) = "0000000B000B0000"
pomoc$(13) = "0000000B000B0000"
pomoc$(14) = "0000000B000B0000"
pomoc$(15) = "0000070700070700"
FOR i = 1 TO 16
vertd1(i * 2) = VAL("&H" + MID$(pomoc$(i - 1), 1, 8))
vertd1(i * 2 - 1) = VAL("&H" + MID$(pomoc$(i - 1), 9, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLHHUHHHHHHUHHHLLLUU"
plansza$(1) = "##...UUUHHHHHWHHHHPPP##"
plansza$(2) = "##PPPHHUHUHHHWHWHHHHHUU"
plansza$(3) = "##QQHLLLHHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPHHHUUHHHUUHHHUU"
plansza$(5) = "##LLLHHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPHWWHHH0HHHWHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLHUHHHHHH##"
plansza$(8) = "#HHHHHHHHH...WWWHHHHH##"
plansza$(9) = "UUHHHWHHHWPPPHUUUUHHHUU"
plansza$(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) = "UU00HHHWHHHUPPPH000UUUU"
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$(47) = "UUPPPH00HH000HHHWWLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUUPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Sob 21:21, 16 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 11, y + 23), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 156: ys = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x + 15, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (xs, ys), pamiec, PSET
GET (x, y)-(x + 11, y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (x, y), vertd1, OR
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(8) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(9) = "00000C0C000C0C0C0C000000" + "0000000C0C0C0C000C0C0000"
pomoc$(10) = "00000C0C000C0C0C0C0C0000" + "00000C0C0C0C0C000C0C0000"
pomoc$(11) = "000C0C00000C0C0C0C0C0000" + "00000C0C0C0C0C00000C0C00"
pomoc$(12) = "000F0F00000808080F0F0000" + "00000F0F08080800000F0F00"
pomoc$(13) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B0B000000" + "0000000B0B0B0B0B00000000"
pomoc$(16) = "0000000B0B0B000B0B000000" + "0000000B0B000B0B0B000000"
pomoc$(17) = "0000000B0B00000B0B000000" + "0000000B0B00000B0B000000"
pomoc$(18) = "0000000B0B00000B0B000000" + "0000000B0B00000B0B000000"
pomoc$(19) = "000000000B0B00000B0B0000" + "00000B0B00000B0B00000000"
pomoc$(20) = "000000000B0B00000B0B0000" + "00000B0B00000B0B00000000"
pomoc$(21) = "000000000B0B00000B0B0000" + "00000B0B00000B0B00000000"
pomoc$(22) = "000000000B0B000707070000" + "0000070707000B0B00000000"
pomoc$(23) = "000000070707000000000000" + "000000000000070707000000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(8) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(9) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(10) = "00000C0C000C0C0C0C0C0000" + "00000C0C0C0C0C000C0C0000"
pomoc$(11) = "00000C0C000C0C0C0C0C0000" + "00000C0C0C0C0C000C0C0000"
pomoc$(12) = "00000F0F000808080F0F0000" + "00000F0F080808000F0F0000"
pomoc$(13) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(16) = "0000000B0B0B0B0B00000000" + "000000000B0B0B0B0B000000"
pomoc$(17) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(18) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(19) = "00000000000B0B0B07000000" + "000000070B0B0B0000000000"
pomoc$(20) = "0000000000000B0B07070000" + "000007070B0B000000000000"
pomoc$(21) = "0000000000000B0B00000700" + "000700000B0B000000000000"
pomoc$(22) = "0000000000000B0B00000000" + "000000000B0B000000000000"
pomoc$(23) = "000000000707070700000000" + "000000000707070700000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "000000000C0C0C0C00000000" + "000000000C0C0C0C00000000"
pomoc$(8) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(9) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C0C0000"
pomoc$(10) = "00000C0C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C0C0000"
pomoc$(11) = "00000C0C000C0C0C0C0C0000" + "00000C0C0C0C0C000C0C0000"
pomoc$(12) = "00000F0F000808080F0F0000" + "00000F0F080808000F0F0000"
pomoc$(13) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(16) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(17) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(18) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(19) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(20) = "0000000B0B000B0B0B000000" + "0000000B0B0B000B0B000000"
pomoc$(21) = "000007070700000B0B000000" + "0000000B0B00000707070000"
pomoc$(22) = "000000000000000B0B000000" + "0000000B0B00000000000000"
pomoc$(23) = "000000000007070707000000" + "000000070707070000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "000000000808080800000000"
pomoc$(1) = "000000000F0F0F0F00000000"
pomoc$(2) = "000000000F0F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000"
pomoc$(5) = "0000000C0C0C0C0C0C000000"
pomoc$(6) = "00000C0C0C0C0C0C0C0C0000"
pomoc$(7) = "000C0C0C0C0C0C0C0C0C0C00"
pomoc$(8) = "000C0C0C0C0C0C0C0C0C0C00"
pomoc$(9) = "0C0C0C0C0C0C0C0C0C0C0C0C"
pomoc$(10) = "0C0C000C0C0C0C0C0C000C0C"
pomoc$(11) = "0C0C000C0C0C0C0C0C000C0C"
pomoc$(12) = "0F0F00080808080808000F0F"
pomoc$(13) = "0000000B0B0B0B0B0B000000"
pomoc$(14) = "0000000B0B0B0B0B0B000000"
pomoc$(15) = "0000000B0B00000B0B000000"
pomoc$(16) = "0000000B0B00000B0B000000"
pomoc$(17) = "0000000B0B00000B0B000000"
pomoc$(18) = "0000000B0B00000B0B000000"
pomoc$(19) = "0000000B0B00000B0B000000"
pomoc$(20) = "0000000B0B00000B0B000000"
pomoc$(21) = "0000000B0B00000B0B000000"
pomoc$(22) = "0000000B0B00000B0B000000"
pomoc$(23) = "000707070700000707070700"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHHWHHHPPPP##"
plansza$(2) = "##PPPPHUHUHHHWHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPPHHUUHHHUUHHHUU"
plansza$(5) = "##LLLLHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHWWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHWHHHWPPPPUUUUHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHMWMHHHVUVHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQUUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Sob 22:54, 16 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 11, y + 23), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 156: ys = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x + 15, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (xs, ys), pamiec, PSET
GET (x, y)-(x + 11, y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (x, y), vertd1, OR
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(8) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(9) = "0000000C0C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(10) = "0000000C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C000000"
pomoc$(11) = "00000C0C000C0C0C0C0C0000" + "00000C0C0C0C0C000C0C0000"
pomoc$(12) = "00000C0C00080808080C0C00" + "000C0C08080808000C0C0000"
pomoc$(13) = "00000F0F000B0B0B0B0F0F00" + "000F0F0B0B0B0B000F0F0000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B0B000000" + "0000000B0B0B0B0B00000000"
pomoc$(16) = "0000000B0B0B000B0B000000" + "0000000B0B000B0B0B000000"
pomoc$(17) = "0000000B0B00000B0B000000" + "0000000B0B00000B0B000000"
pomoc$(18) = "0000000B0B00000B0B000000" + "0000000B0B00000B0B000000"
pomoc$(19) = "000000000B0B00000B0B0000" + "00000B0B00000B0B00000000"
pomoc$(20) = "000000000B0B00000B0B0000" + "00000B0B00000B0B00000000"
pomoc$(21) = "000000000B0B000707070000" + "0000070707000B0B00000000"
pomoc$(22) = "000000000B0B000000000000" + "0000000000000B0B00000000"
pomoc$(23) = "000000070707000000000000" + "000000000000070707000000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "00000000000C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(8) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(9) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(10) = "0000000C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C000000"
pomoc$(11) = "00000C0C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C0C0000"
pomoc$(12) = "00000C0C00080808080C0C00" + "000C0C08080808000C0C0000"
pomoc$(13) = "00000F0F000B0B0B0B0F0F00" + "000F0F0B0B0B0B000F0F0000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(16) = "0000000B0B0B0B0B00000000" + "000000000B0B0B0B0B000000"
pomoc$(17) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(18) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(19) = "00000000000B0B0B07000000" + "000000070B0B0B0000000000"
pomoc$(20) = "0000000000000B0B07070000" + "000007070B0B000000000000"
pomoc$(21) = "0000000000000B0B00070700" + "000707000B0B000000000000"
pomoc$(22) = "0000000000000B0B00000000" + "000000000B0B000000000000"
pomoc$(23) = "000000000707070700000000" + "000000000707070700000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000000808080800000000" + "000000000808080800000000"
pomoc$(1) = "000000000F0F080800000000" + "0000000008080F0F00000000"
pomoc$(2) = "000000000F0F0F0800000000" + "00000000080F0F0F00000000"
pomoc$(3) = "000000000F0F0F0F00000000" + "000000000F0F0F0F00000000"
pomoc$(4) = "00000000000F0F0000000000" + "00000000000F0F0000000000"
pomoc$(5) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(6) = "00000000000C0C0C00000000" + "000000000C0C0C0000000000"
pomoc$(7) = "000000000C0C0C0C00000000" + "000000000C0C0C0C00000000"
pomoc$(8) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C00000000"
pomoc$(9) = "000000000C0C0C0C0C000000" + "0000000C0C0C0C0C0C000000"
pomoc$(10) = "0000000C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C000000"
pomoc$(11) = "00000C0C0C0C0C0C0C0C0000" + "00000C0C0C0C0C0C0C000000"
pomoc$(12) = "00000C0C00080808080C0C00" + "000C0C08080808000C0C0000"
pomoc$(13) = "00000F0F000B0B0B0B0F0F00" + "000F0F0B0B0B0B000F0F0000"
pomoc$(14) = "00000000000B0B0B0B000000" + "0000000B0B0B0B0000000000"
pomoc$(15) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(16) = "000000000B0B0B0B00000000" + "000000000B0B0B0B00000000"
pomoc$(17) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(18) = "0000000B0B000B0B00000000" + "000000000B0B000B0B000000"
pomoc$(19) = "0000000B0B000B0B0B000000" + "0000000B0B0B000B0B000000"
pomoc$(20) = "0000000B0B00000B0B000000" + "0000000B0B00000B0B000000"
pomoc$(21) = "000007070700000B0B000000" + "0000000B0B00000707070000"
pomoc$(22) = "00000000000000000B0B0000" + "00000B0B0000000000000000"
pomoc$(23) = "000000000000070707070000" + "000007070707000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "000000000808080000000000"
pomoc$(1) = "000000080F0F0F0800000000"
pomoc$(2) = "0000000F0F0F0F0F000000000"
pomoc$(3) = "000000000F0F0F0000000000"
pomoc$(4) = "00000000080F080000000000"
pomoc$(5) = "00000C0C0C0C0C0C0C000000"
pomoc$(6) = "00000C0C0C0C0C0C0C000000"
pomoc$(7) = "000C0C0C0C0C0C0C0C0C0000"
pomoc$(8) = "000C0C0C0C0C0C0C0C0C0000"
pomoc$(9) = "0C0C0C0C0C0C0C0C0C0C0C00"
pomoc$(10) = "0C0C000C0C0C0C0C000C0C00"
pomoc$(11) = "0C0C000C0C0C0C0C000C0C00"
pomoc$(12) = "0C0C000808080808000C0C00"
pomoc$(13) = "0F0F000B0B0B0B0B000F0F00"
pomoc$(14) = "0000000B0B0B0B0B00000000"
pomoc$(15) = "0000000B0B000B0B00000000"
pomoc$(16) = "0000000B0B000B0B00000000"
pomoc$(17) = "0000000B0B000B0B00000000"
pomoc$(18) = "0000000B0B000B0B00000000"
pomoc$(19) = "0000000B0B000B0B00000000"
pomoc$(20) = "0000000B0B000B0B00000000"
pomoc$(21) = "0000000B0B000B0B00000000"
pomoc$(22) = "0000000B0B000B0B00000000"
pomoc$(23) = "000807070700070707080000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
FOR i = 0 TO 39
PUT (i * 8, 0), cegla, PSET
NEXT i
GET (0, 0)-(319, 7), ceg40
FOR i = 0 TO 16
PUT (i * 8, 8), cegla, PSET
PUT (312 - i * 8, 8), cegla, PSET
NEXT i
GET (0, 8)-(319, 15), ceg17plus17
FOR i = 0 TO 12
PUT (i * 8, 16), cegla, PSET
PUT (312 - i * 8, 16), cegla, PSET
NEXT i
GET (0, 16)-(319, 23), ceg13plus13
FOR i = 0 TO 3
PUT (i * 8, 24), cegla, PSET
PUT (312 - i * 8, 24), cegla, PSET
NEXT i
FOR i = 0 TO 19
PUT (i * 8 + 80, 24), cegla, PSET
NEXT i
GET (0, 24)-(319, 31), ceg4plus20plus4
FOR i = 0 TO 3
PUT (i * 8, 32), cegla, PSET
PUT (312 - i * 8, 32), cegla, PSET
NEXT i
GET (0, 32)-(319, 39), ceg4spc32plus4
PUT (0, 40), cegla, PSET
PUT (8, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (312, 40), cegla, PSET
GET (0, 40)-(319, 47), ceg1spc38ceg1
PUT (0, 48), cegla, PSET
PUT (8, 48), cegla, PSET
GET (0, 48)-(319, 55), ceg1spc39
PUT (304, 56), cegla, PSET
PUT (312, 56), cegla, PSET
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
END SUB
SUB palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza takze po zsumowaniu z tlem
PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE 15, 46 * 65536 + 57 * 256 + 63: REM SKORA
REM rejestry przeszkod
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHHWHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPPHHUUHHHUUHHHUU"
plansza$(5) = "##LLLLHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHWHHHWPPPPUUUUHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Wiadomość |
Piotr-246
Gość
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Wysłany: Nie 13:25, 17 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 11, y + 23), pamiec
PUT (x, y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
petla:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN y = 4: ys = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 156: ys = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x + 15, y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(x - 3, y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(x + i, y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (xs, ys), pamiec, PSET
GET (x, y)-(x + 11, y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (x, y), vertd1, OR
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F0F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000001F1F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F001F1F1F1F1F0000" + "00001F1F1F1F1F001F1F0000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "000000002F2F0000002F2F00" + "002F2F0000002F2F00000000"
pomoc$(21) = "000000002F2F000000002F2F" + "2F2F000000002F2F00000000"
pomoc$(22) = "000000002F2F0000003F3F3F" + "3F3F3F0000002F2F00000000"
pomoc$(23) = "0000003F3F3F000000000000" + "0000000000003F3F3F000000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F6F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F1F0000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F6F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "000000001F1F1F1F00000000" + "000000001F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "000000003F3F3F0000000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000006F6F5F6F6F000000000"
pomoc$(4) = "000000006F6F6F0000000000"
pomoc$(5) = "00004F1F1F1F1F1F4F000000"
pomoc$(6) = "00001F1F1F1F1F1F1F000000"
pomoc$(7) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "1F1F1F1F1F1F1F1F1F1F1F00"
pomoc$(10) = "1F1F001F1F1F1F1F001F1F00"
pomoc$(11) = "1F1F001F1F1F1F1F001F1F00"
pomoc$(12) = "1F1F003F3F3F3F3F001F1F00"
pomoc$(13) = "6F6F002F2F2F2F2F006F6F00"
pomoc$(14) = "0000002F2F2F2F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000002F2F002F2F00000000"
pomoc$(23) = "003F3F3F3F003F3F3F3F0000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "8181818181818281"
pomoc$(1) = "8181818181818281"
pomoc$(2) = "8181818181818281"
pomoc$(3) = "8282828282828282"
pomoc$(4) = "8182818181818181"
pomoc$(5) = "8182818181818181"
pomoc$(6) = "8182818181818181"
pomoc$(7) = "8282828282828282"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0000010101000000"
pomoc$(1) = "0001010001010000"
pomoc$(2) = "0101000000010100"
pomoc$(3) = "0100000000000101"
pomoc$(4) = "0101000000010100"
pomoc$(5) = "0001010001010000"
pomoc$(6) = "0000010101000000"
pomoc$(7) = "0000000100000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR x = 0 TO 39
FOR y = 0 TO 10
PUT (x * 8, y * 8), tlo, PSET
NEXT y
NEXT x
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
REM PALETTE 13, 0 * 65536 + 0 * 256 + 48: REM sweter
REM PALETTE 12, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 57 * 256 + 63: REM SKORA
PALETTE 15, 46 * 65536 + 57 * 256 + 63: REM SKORA
REM rejestry przeszkod powinny byc od &HFF wstecz
PALETTE 129, 27 * 65536 + 27 * 256 + 27: REM cegly
PALETTE 130, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHHWHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHHWWHHQQ##"
plansza$(4) = "##HHHPPPPHHUUHHHUUHHHUU"
plansza$(5) = "##LLLLHHMWWWWWWWWWHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHWHHHWPPPPUUUUHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
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Wysłany: Nie 16:13, 17 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 450: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000003F3F3F4F00000000" + "000000004F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F0F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000001F1F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F001F1F1F1F1F0000" + "00001F1F1F1F1F001F1F0000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "000000002F2F0000002F2F00" + "002F2F0000002F2F00000000"
pomoc$(21) = "000000002F2F000000002F2F" + "2F2F000000002F2F00000000"
pomoc$(22) = "000000002F2F0000003F3F3F" + "3F3F3F0000002F2F00000000"
pomoc$(23) = "0000003F3F3F000000000000" + "0000000000003F3F3F000000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000003F3F3F4F00000000" + "000000004F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F6F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F1F0000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000003F3F3F4F00000000" + "000000004F3F3F3F00000000"
pomoc$(1) = "000000006F6F3F3F00000000" + "000000003F3F6F6F00000000"
pomoc$(2) = "0000006F3F6F6F3F00000000" + "000000003F6F6F3F6F000000"
pomoc$(3) = "000000006F6F6F6F00000000" + "000000006F6F6F6F00000000"
pomoc$(4) = "00000000006F6F0000000000" + "00000000006F6F0000000000"
pomoc$(5) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(6) = "00000000001F1F1F00000000" + "000000001F1F1F0000000000"
pomoc$(7) = "000000001F1F1F1F00000000" + "000000001F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F1F000000"
pomoc$(10) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(11) = "00001F1F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "00001F1F003F3F3F3F1F1F00" + "001F1F3F3F3F3F001F1F0000"
pomoc$(13) = "00006F6F002F2F2F2F6F6F00" + "006F6F2F2F2F2F006F6F0000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "000000003F3F3F0000000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000006F6F5F6F6F000000000"
pomoc$(4) = "000000006F6F6F0000000000"
pomoc$(5) = "00004F1F1F1F1F1F4F000000"
pomoc$(6) = "00001F1F1F1F1F1F1F000000"
pomoc$(7) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "1F1F1F1F1F1F1F1F1F1F1F00"
pomoc$(10) = "1F1F001F1F1F1F1F001F1F00"
pomoc$(11) = "1F1F001F1F1F1F1F001F1F00"
pomoc$(12) = "1F1F003F3F3F3F3F001F1F00"
pomoc$(13) = "6F6F002F2F2F2F2F006F6F00"
pomoc$(14) = "0000002F2F2F2F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000002F2F002F2F00000000"
pomoc$(23) = "004F3F3F3F003F3F3F4F0000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Wiadomość |
Piotr-246
Gość
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Wysłany: Nie 19:15, 17 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 1850: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F0F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F2F002F2F2F0000" + "00002F2F2F002F2F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "00002F2F2F0000002F2F2F00" + "002F2F2F0000002F2F2F0000"
pomoc$(21) = "00002F2F00000000002F2F00" + "002F2F00000000002F2F0000"
pomoc$(22) = "3F3F3F2F00000000003F3F00" + "003F3F00000000002F3F3F3F"
pomoc$(23) = "00003F3F0000003F3F3F0000" + "00003F3F3F0000003F3F0000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F7F00000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(8) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "0000004F3F3F3F4F00000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000008F6F5F6F8F00000000"
pomoc$(4) = "000000008F6F8F0000000000"
pomoc$(5) = "00007F1F1F1F1F1F7F000000"
pomoc$(6) = "007F1F1F1F1F1F1F1F7F0000"
pomoc$(7) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "7F1F1F1F1F1F1F1F1F1F7F00"
pomoc$(10) = "7F1F7F1F1F1F1F1F7F1F7F00"
pomoc$(11) = "7F1F003F3F3F3F3F001F7F00"
pomoc$(12) = "7F1F002F2F2F2F2F001F7F00"
pomoc$(13) = "8F6F002F2F2F2F2F006F8F00"
pomoc$(14) = "0000002F2F002F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000002F2F002F2F00000000"
pomoc$(23) = "004F3F3F3F003F3F3F4F0000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 31 * 65536 + 23 * 256 + 0: REM POL SPODNIE
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHWHHH0000####"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHWWH000000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Nie 20:42, 17 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 1850: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F0F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000007F1F1F1F1F7F0000" + "00007F1F1F1F1F7F00000000"
pomoc$(9) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(10) = "000000001F1F1F1F1F1F0000" + "00001F1F1F1F1F1F00000000"
pomoc$(11) = "00007F1F1F1F1F1F1F1F7F00" + "007F1F1F1F1F1F1F1F7F0000"
pomoc$(12) = "00001F1F1F3F3F3F3F1F1F00" + "001F1F3F3F3F3F1F1F1F0000"
pomoc$(13) = "006F8F00002F2F2F2F008F6F" + "6F8F002F2F2F2F00008F6F00"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F2F002F2F2F0000" + "00002F2F2F002F2F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "00002F2F2F0000002F2F2F00" + "002F2F2F0000002F2F2F0000"
pomoc$(21) = "00002F2F00000000002F2F00" + "002F2F00000000002F2F0000"
pomoc$(22) = "3F3F3F2F00000000003F3F00" + "003F3F00000000002F3F3F3F"
pomoc$(23) = "00003F3F0000003F3F3F0000" + "00003F3F3F0000003F3F0000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(8) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(9) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(10) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(11) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(12) = "00000000003F1F1F3F000000" + "0000003F1F1F3F0000000000"
pomoc$(13) = "00000000008F6F8F2F000000" + "0000002F8F6F8F0000000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "0000004F3F3F3F4F00000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000008F6F5F6F8F00000000"
pomoc$(4) = "000000008F6F8F0000000000"
pomoc$(5) = "00007F1F1F1F1F1F7F000000"
pomoc$(6) = "007F1F1F1F1F1F1F1F7F0000"
pomoc$(7) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "7F1F1F1F1F1F1F1F1F1F7F00"
pomoc$(10) = "7F1F7F1F1F1F1F1F7F1F7F00"
pomoc$(11) = "7F1F003F3F3F3F3F001F7F00"
pomoc$(12) = "7F1F002F2F2F2F2F001F7F00"
pomoc$(13) = "8F6F002F2F2F2F2F006F8F00"
pomoc$(14) = "0000002F2F002F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000002F2F002F2F00000000"
pomoc$(23) = "004F3F3F3F003F3F3F4F0000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 31 * 65536 + 23 * 256 + 0: REM POL SPODNIE
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW"
plansza$(16) = "UU000000000.....00000##"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU": REM startowa
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##"
plansza$(32) = "UHHHHWWHHHHPPPP########"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHHWHHHH0000##"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#"
plansza$(38) = "##LLLLU00000000UPPPP###"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHHWHHHH000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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;
END SUB
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Piotr-246
Gość
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Wysłany: Nie 22:07, 17 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
DIM SHARED okno(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 1850: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F0F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000007F1F1F1F1F7F0000" + "00007F1F1F1F1F7F00000000"
pomoc$(9) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(10) = "000000001F1F1F1F1F1F0000" + "00001F1F1F1F1F1F00000000"
pomoc$(11) = "00007F1F1F1F1F1F1F1F7F00" + "007F1F1F1F1F1F1F1F7F0000"
pomoc$(12) = "00001F1F1F3F3F3F3F1F1F00" + "001F1F3F3F3F3F1F1F1F0000"
pomoc$(13) = "006F8F00002F2F2F2F008F6F" + "6F8F002F2F2F2F00008F6F00"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F2F002F2F2F0000" + "00002F2F2F002F2F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "00002F2F2F0000002F2F2F00" + "002F2F2F0000002F2F2F0000"
pomoc$(21) = "00002F2F00000000002F2F00" + "002F2F00000000002F2F0000"
pomoc$(22) = "3F3F3F2F00000000003F3F00" + "003F3F00000000002F3F3F3F"
pomoc$(23) = "00003F3F0000003F3F3F0000" + "00003F3F3F0000003F3F0000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(8) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(9) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(10) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(11) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(12) = "00000000003F1F1F3F000000" + "0000003F1F1F3F0000000000"
pomoc$(13) = "00000000008F6F8F2F000000" + "0000002F8F6F8F0000000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "00000000003F3F3F4F000000" + "0000004F3F3F3F0000000000"
pomoc$(1) = "00000000006F6F3F3F000000" + "0000003F3F6F6F0000000000"
pomoc$(2) = "000000006F3F6F6F3F000000" + "0000003F6F6F3F6F00000000"
pomoc$(3) = "00000000006F6F6F6F000000" + "0000006F6F6F6F0000000000"
pomoc$(4) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(5) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(6) = "00000000001F1F1F7F000000" + "0000007F1F1F1F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "0000004F3F3F3F4F00000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000008F6F5F6F8F00000000"
pomoc$(4) = "000000008F6F8F0000000000"
pomoc$(5) = "00007F1F1F1F1F1F7F000000"
pomoc$(6) = "007F1F1F1F1F1F1F1F7F0000"
pomoc$(7) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "7F1F1F1F1F1F1F1F1F1F7F00"
pomoc$(10) = "7F1F7F1F1F1F1F1F7F1F7F00"
pomoc$(11) = "7F1F003F3F3F3F3F001F7F00"
pomoc$(12) = "7F1F002F2F2F2F2F001F7F00"
pomoc$(13) = "8F6F002F2F2F2F2F006F8F00"
pomoc$(14) = "0000002F2F002F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000002F2F002F2F00000000"
pomoc$(23) = "004F3F3F3F003F3F3F4F0000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
okno(0) = &H80040
pomoc$(0) = "0202020202020202"
pomoc$(1) = "0203030303030302"
pomoc$(2) = "0203030303030302"
pomoc$(3) = "0203030303030302"
pomoc$(4) = "0203030303030302"
pomoc$(5) = "0203030303030302"
pomoc$(6) = "0203030303030302"
pomoc$(7) = "0202020202020202"
FOR i = 0 TO 7:
okno((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
okno((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
PALETTE 2, 47 * 65536 + 47 * 256 + 47
PALETTE 3, 63 * 65536 + 31 * 256 + 0
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 31 * 65536 + 23 * 256 + 0: REM POL SPODNIE
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##_aI"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW_MC"
plansza$(16) = "UU000000000.....00000##_WS"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU_MM"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW_NQ"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU_YK": REM startowa MaX=dU
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##_DS"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU_cS"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##_MM"
plansza$(32) = "UHHHHWWHHHHPPPP########_YM"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHHWHHHH0000##"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#_GS"
plansza$(38) = "##LLLLU00000000UPPPP###_ED"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHHWHHHH000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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
EL$ = MID$(kod$, 25, 1)
IF EL$ = "" THEN GOTO BEZOKNA
xokna = (ASC(EL$) - 65) * 8
EL$ = MID$(kod$, 26, 1)
yokna = (ASC(EL$) - 65) * 8
PUT (xokna, yokna), okno, PSET
PUT (xokna + 7, yokna), okno, PSET
PUT (xokna + 14, yokna), okno, PSET
PUT (xokna, yokna + 7), okno, PSET
PUT (xokna + 7, yokna + 7), okno, PSET
PUT (xokna + 14, yokna + 7), okno, PSET
BEZOKNA:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
Autor |
Wiadomość |
Piotr-246
Gość
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Wysłany: Pon 6:04, 18 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
DIM SHARED okno(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 1850: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000003F3F3F3F4F000000" + "0000004F3F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F0F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000003F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000007F1F1F1F1F7F0000" + "00007F1F1F1F1F7F00000000"
pomoc$(9) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(10) = "000000001F1F1F1F1F1F0000" + "00001F1F1F1F1F1F00000000"
pomoc$(11) = "00007F1F1F1F1F1F1F1F7F00" + "007F1F1F1F1F1F1F1F7F0000"
pomoc$(12) = "00001F1F1F3F3F3F3F1F1F00" + "001F1F3F3F3F3F1F1F1F0000"
pomoc$(13) = "006F8F00002F2F2F2F008F6F" + "6F8F002F2F2F2F00008F6F00"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F2F002F2F2F0000" + "00002F2F2F002F2F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "00002F2F2F0000002F2F2F00" + "002F2F2F0000002F2F2F0000"
pomoc$(21) = "00002F2F00000000002F2F00" + "002F2F00000000002F2F0000"
pomoc$(22) = "3F3F3F2F00000000003F3F00" + "003F3F00000000002F3F3F3F"
pomoc$(23) = "00003F3F0000003F3F3F0000" + "00003F3F3F0000003F3F0000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000003F3F3F3F4F000000" + "0000004F3F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F6F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000003F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(8) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(9) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(10) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(11) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(12) = "00000000003F1F1F3F000000" + "0000003F1F1F3F0000000000"
pomoc$(13) = "00000000008F6F8F2F000000" + "0000002F8F6F8F0000000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000003F3F3F3F4F000000" + "0000004F3F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F6F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000006F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "0000004F3F3F3F4F00000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000006F6F6F6F6F00000000"
pomoc$(4) = "0000008F6F3F6F8F00000000"
pomoc$(5) = "000000008F8F8F0000000000"
pomoc$(6) = "00007F1F1F1F1F1F7F000000"
pomoc$(7) = "007F1F1F1F1F1F1F1F7F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "7F1F1F1F1F1F1F1F1F1F7F00"
pomoc$(10) = "7F1F7F1F1F1F1F1F7F1F7F00"
pomoc$(11) = "7F1F001F1F1F1F1F001F7F00"
pomoc$(12) = "7F1F003F3F3F3F3F001F7F00"
pomoc$(13) = "8F6F002F2F2F2F2F006F8F00"
pomoc$(14) = "0000002F2F2F2F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000003F3F003F3F00000000"
pomoc$(23) = "00003F3F0000003F3F000000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
okno(0) = &H80040
pomoc$(0) = "0202020202020202"
pomoc$(1) = "0203030303030302"
pomoc$(2) = "0203030303030302"
pomoc$(3) = "0203030303030302"
pomoc$(4) = "0203030303030302"
pomoc$(5) = "0203030303030302"
pomoc$(6) = "0203030303030302"
pomoc$(7) = "0202020202020202"
FOR i = 0 TO 7:
okno((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
okno((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
PALETTE 2, 47 * 65536 + 47 * 256 + 47
PALETTE 3, 63 * 65536 + 31 * 256 + 0
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 31 * 65536 + 23 * 256 + 0: REM POL SPODNIE
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##_aI"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW_MC"
plansza$(16) = "UU000000000.....00000##_WS"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU_MM"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW_NQ"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU_YK": REM startowa MaX=dU
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##_DS"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU_cS"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##_MM"
plansza$(32) = "UHHHHWWHHHHPPPP########_YM"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHHWHHHH0000##"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#_GS"
plansza$(38) = "##LLLLU00000000UPPPP###_ED"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHHWHHHH000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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
EL$ = MID$(kod$, 25, 1)
IF EL$ = "" THEN GOTO BEZOKNA
xokna = (ASC(EL$) - 65) * 8
EL$ = MID$(kod$, 26, 1)
yokna = (ASC(EL$) - 65) * 8
PUT (xokna, yokna), okno, PSET
PUT (xokna + 7, yokna), okno, PSET
PUT (xokna + 14, yokna), okno, PSET
PUT (xokna, yokna + 7), okno, PSET
PUT (xokna + 7, yokna + 7), okno, PSET
PUT (xokna + 14, yokna + 7), okno, PSET
BEZOKNA:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
END SUB
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Zobacz poprzedni temat :: Zobacz następny temat |
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Piotr-246
Gość
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Wysłany: Pon 9:54, 18 Sty 2021 Temat postu: |
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DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()
DIM SHARED pomoc$(0 TO 23)
DIM pamiec(0 TO 72) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
REM cegielki planszy
DIM SHARED cegla(0 TO 16) AS LONG
DIM SHARED tlo(0 TO 16) AS LONG
REM dane elementow planszy
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
REM ****************** DANE ANIMACJI
DIM SHARED znakp1(0 TO 72) AS LONG
DIM SHARED znakl1(0 TO 72) AS LONG
DIM SHARED znakp2(0 TO 72) AS LONG
DIM SHARED znakl2(0 TO 72) AS LONG
DIM SHARED znakp3(0 TO 72) AS LONG
DIM SHARED znakl3(0 TO 72) AS LONG
DIM SHARED vertd1(0 TO 72) AS LONG
REM przykladowa
REM DIM zmienna(0 TO 72) AS LONG
REM zmienna(0) = &H180060
REM zmienna(1) = &HF0F0F0F
REM zmienna(2) = &HF0F0F0F
REM zmienna(3) = &HF0F0F0F
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 ***** SUB palety - ustawienie nowych wartosci barw
palety
REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly
REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze
REM SUB animacja - tablice animacji postaci
animacja
REM ************************* WYBOR POMIESZCZENIA
rysuj:
kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)
REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania
REM SUB rysowanie - rysowanie planszy
rysowanie
REM pomiar czasu rysowania
t1 = PEEK(1132): LOCATE 24, 10: PRINT "--"; t0; t1; "--";
PRINT "Room:"; roomx; roomy; "--";
REM **************** ustawienie gracza na planszy
GET (X, Y)-(X + 11, Y + 23), pamiec
PUT (X, Y), vertd1, PSET
COLOR 15
LOCATE 25, 10: PRINT "L-SHIFT CTRL P-SHIFT";
REM *************************** PETLA GLOWNA
PETLA:
dx = 0: dy = 0
REM ******************* czas gry w sekundach
se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
REM ************************ petla opozniajaca
FOR delay = 1 TO 1850: NEXT delay
REM ************************ sprawdzenie klawiszy
alt = 0: lshift = 0: pshift = 0: skos = 0
k$ = INKEY$
IF k$ = CHR$(27) THEN END
REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1
REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 1: vert = 1: obrot = 0: przebiervert = 0: GOTO czy
POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury
IF lshift = 1 THEN dx = -4: dy = 1: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 1: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:
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 > 158 THEN Y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF Y + dy < 2 THEN Y = 156: YS = 156: roomy = roomy - 1: GOTO rysuj
REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa punkty powyzej
REM okreslonej sumy rejestru koloru >=128
xsuma = 0
ysuma = 0
xmozliwy = 0
ymozliwy = 0
REM sprawdzenie sasiedztwa obok
IF dx > 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X + 15, Y + i): NEXT i
IF dx < 0 THEN FOR i = 0 TO 23: xsuma = xsuma + POINT(X - 3, Y + i): NEXT i
IF xsuma < 128 THEN xmozliwy = 1
REM sprawdzenie sasiedztwa gora dol
IF dy > 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y + 26): NEXT i
IF dy < 0 THEN FOR i = 0 TO 11: ysuma = ysuma + POINT(X + i, Y - 4): NEXT i
IF ysuma < 128 THEN ymozliwy = 1
suma = xsuma + ysuma
IF suma < 128 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch
REM szczegolne przypadki
IF suma >= 128 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF suma >= 128 AND ymozliwy = 1 THEN dx = 0: GOTO czy
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
IF vert = 0 THEN SOUND 100, .025: SOUND 30000, .025
REM ************* kasowanie starej postaci, otworzenie tego, jest za nia
PUT (XS, YS), pamiec, PSET
GET (X, Y)-(X + 11, Y + 23), pamiec
REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU
REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:
REM ************************** ruch w dol lub gore
IF vert = 1 THEN PUT (X, Y), vertd1, OR: XS = X: YS = Y: GOTO PETLA
bezskosu:
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 animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ************************* ruch poziomy FAZA 1
znakp1(0) = &H180060
znakl1(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F0F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000003F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000007F1F1F1F1F7F0000" + "00007F1F1F1F1F7F00000000"
pomoc$(9) = "000000001F1F1F1F1F7F0000" + "00007F1F1F1F1F1F00000000"
pomoc$(10) = "000000001F1F1F1F1F1F0000" + "00001F1F1F1F1F1F00000000"
pomoc$(11) = "00007F1F1F1F1F1F1F1F7F00" + "007F1F1F1F1F1F1F1F7F0000"
pomoc$(12) = "00001F1F1F3F3F3F3F1F1F00" + "001F1F3F3F3F3F1F1F1F0000"
pomoc$(13) = "006F8F00002F2F2F2F008F6F" + "6F8F002F2F2F2F00008F6F00"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F2F000000" + "0000002F2F2F2F2F00000000"
pomoc$(16) = "000000002F2F002F2F000000" + "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F2F002F2F2F0000" + "00002F2F2F002F2F2F000000"
pomoc$(18) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(19) = "0000002F2F0000002F2F0000" + "00002F2F0000002F2F000000"
pomoc$(20) = "00002F2F2F0000002F2F2F00" + "002F2F2F0000002F2F2F0000"
pomoc$(21) = "00002F2F00000000002F2F00" + "002F2F00000000002F2F0000"
pomoc$(22) = "3F3F3F2F00000000003F3F00" + "003F3F00000000002F3F3F3F"
pomoc$(23) = "00003F3F0000003F3F3F0000" + "00003F3F3F0000003F3F0000"
FOR i = 0 TO 23
znakp1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************************ FAZA 2
znakp2(0) = &H180060
znakl2(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F6F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000003F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(8) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(9) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(10) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(11) = "00000000001F1F1F1F000000" + "0000001F1F1F1F0000000000"
pomoc$(12) = "00000000003F1F1F3F000000" + "0000003F1F1F3F0000000000"
pomoc$(13) = "00000000008F6F8F2F000000" + "0000002F8F6F8F0000000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(19) = "00000000002F2F2F3F000000" + "0000003F2F2F2F0000000000"
pomoc$(20) = "0000000000002F2F3F3F0000" + "00003F3F2F2F000000000000"
pomoc$(21) = "0000000000002F2F003F3F00" + "003F3F002F2F000000000000"
pomoc$(22) = "0000000000002F2F00000000" + "000000002F2F000000000000"
pomoc$(23) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
FOR i = 0 TO 23
znakp2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl2(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl2(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl2(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ ruch poziomy FAZA 3
znakp3(0) = &H180060
znakl3(0) = &H180060
pomoc$(0) = "000000003F3F3F3F00000000" + "000000003F3F3F3F00000000"
pomoc$(1) = "000000006F6F6F3F3F000000" + "0000003F3F6F6F6F00000000"
pomoc$(2) = "000000003F6F6F3F3F000000" + "0000003F3F6F6F3F00000000"
pomoc$(3) = "0000008F6F6F6F6F3F000000" + "0000003F6F6F6F6F8F000000"
pomoc$(4) = "000000006F6F6F6F3F000000" + "0000006F6F6F6F6F00000000"
pomoc$(5) = "0000000000006F6F00000000" + "000000006F6F000000000000"
pomoc$(6) = "00000000007F1F1F7F000000" + "0000007F1F1F7F0000000000"
pomoc$(7) = "000000007F1F1F1F1F000000" + "0000001F1F1F1F7F00000000"
pomoc$(8) = "000000001F1F1F1F1F000000" + "0000001F1F1F1F1F00000000"
pomoc$(9) = "0000007F1F1F1F1F1F7F0000" + "00007F1F1F1F1F1F7F000000"
pomoc$(10) = "0000007F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F7F000000"
pomoc$(11) = "0000001F1F1F1F1F1F1F0000" + "00001F1F1F1F1F1F1F000000"
pomoc$(12) = "0000001F1F3F3F3F3F1F0000" + "00001F3F3F3F3F1F1F000000"
pomoc$(13) = "0000006F8F2F2F2F2F6F0000" + "00006F2F2F2F2F8F6F000000"
pomoc$(14) = "00000000002F2F2F2F000000" + "0000002F2F2F2F0000000000"
pomoc$(15) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(16) = "000000002F2F2F2F00000000" + "000000002F2F2F2F00000000"
pomoc$(17) = "0000002F2F2F2F2F00000000" + "000000002F2F2F2F2F000000"
pomoc$(18) = "0000002F2F002F2F00000000" + "000000002F2F002F2F000000"
pomoc$(19) = "0000002F2F002F2F2F000000" + "0000002F2F2F002F2F000000"
pomoc$(20) = "0000002F2F00002F2F000000" + "0000002F2F00002F2F000000"
pomoc$(21) = "00003F3F3F00002F2F000000" + "0000002F2F00003F3F3F0000"
pomoc$(22) = "00000000000000002F2F0000" + "00002F2F0000000000000000"
pomoc$(23) = "0000000000003F3F3F3F0000" + "00003F3F3F3F000000000000"
FOR i = 0 TO 23
znakp3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
znakp3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
znakp3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
znakl3(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 25, 8))
znakl3(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 33, 8))
znakl3(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 41, 8))
NEXT i
REM ************************ fazy ruchu pionowego
REM Ludzik idacy w dol lub w gore
vertd1(0) = &H180060
pomoc$(0) = "0000004F3F3F3F4F00000000"
pomoc$(1) = "0000003F6F6F6F3F00000000"
pomoc$(2) = "0000006F3F6F3F6F00000000"
pomoc$(3) = "0000006F6F6F6F6F00000000"
pomoc$(4) = "0000008F6F3F6F8F00000000"
pomoc$(5) = "000000008F8F8F0000000000"
pomoc$(6) = "00007F1F1F1F1F1F7F000000"
pomoc$(7) = "007F1F1F1F1F1F1F1F7F0000"
pomoc$(8) = "001F1F1F1F1F1F1F1F1F0000"
pomoc$(9) = "7F1F1F1F1F1F1F1F1F1F7F00"
pomoc$(10) = "7F1F7F1F1F1F1F1F7F1F7F00"
pomoc$(11) = "7F1F001F1F1F1F1F001F7F00"
pomoc$(12) = "7F1F003F3F3F3F3F001F7F00"
pomoc$(13) = "8F6F002F2F2F2F2F006F8F00"
pomoc$(14) = "0000002F2F2F2F2F00000000"
pomoc$(15) = "0000002F2F002F2F00000000"
pomoc$(16) = "0000002F2F002F2F00000000"
pomoc$(17) = "0000002F2F002F2F00000000"
pomoc$(18) = "0000002F2F002F2F00000000"
pomoc$(19) = "0000002F2F002F2F00000000"
pomoc$(20) = "0000002F2F002F2F00000000"
pomoc$(21) = "0000002F2F002F2F00000000"
pomoc$(22) = "0000003F3F003F3F00000000"
pomoc$(23) = "00003F3F0000003F3F000000"
FOR i = 0 TO 23
vertd1(i * 3 + 3) = VAL("&H" + MID$(pomoc$(i), 1, 8))
vertd1(i * 3 + 2) = VAL("&H" + MID$(pomoc$(i), 9, 8))
vertd1(i * 3 + 1) = VAL("&H" + MID$(pomoc$(i), 17, 8))
NEXT i
END SUB
SUB cegly
cegla(0) = &H80040
pomoc$(0) = "FFFFFFFFFFFFFEFF"
pomoc$(1) = "FFFFFFFFFFFFFEFF"
pomoc$(2) = "FFFFFFFFFFFFFEFF"
pomoc$(3) = "FEFEFEFEFEFEFEFE"
pomoc$(4) = "FFFEFFFFFFFFFFFF"
pomoc$(5) = "FFFEFFFFFFFFFFFF"
pomoc$(6) = "FFFEFFFFFFFFFFFF"
pomoc$(7) = "FEFEFEFEFEFEFEFE"
FOR i = 0 TO 7:
cegla((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
cegla((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM komorka tla
tlo(0) = &H80040
pomoc$(0) = "0001000000000000"
pomoc$(1) = "0101010101010101"
pomoc$(2) = "0001000000000000"
pomoc$(3) = "0001000000000000"
pomoc$(4) = "0001000000000000"
pomoc$(5) = "0001000000000000"
pomoc$(6) = "0001000000000000"
pomoc$(7) = "0001000000000000"
FOR i = 0 TO 7:
tlo((i + 1) * 2) = VAL("&H" + MID$(pomoc$(i), 1, 8))
tlo((i + 1) * 2 - 1) = VAL("&H" + MID$(pomoc$(i), 9, 8))
NEXT i
REM przygotowanie tablic elementow wierszowych
FOR X = 0 TO 39
FOR Y = 0 TO 10
PUT (X * 8, Y * 8), tlo, PSET
NEXT Y
NEXT X
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 palety
REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10
PALETTE 1, 9 * 65536 + 9 * 256 + 9
PALETTE 2, 47 * 65536 + 47 * 256 + 47
PALETTE 3, 63 * 65536 + 31 * 256 + 0
PALETTE 4, 0 * 65536 + 31 * 256 + 0
REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR
PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 31 * 65536 + 23 * 256 + 0: REM POL SPODNIE
REM rejestry przeszkod - powinny byc od &HFF wstecz
PALETTE &HFF, 27 * 65536 + 27 * 256 + 25: REM cegly
PALETTE &HFE, 34 * 65536 + 34 * 256 + 34: REM fugi
END SUB
SUB plansze
REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)
REM ************ plansze wiersza roomy=1
plansza$(0) = "##LLLLHUHHHHHHUHHLLLLUU"
plansza$(1) = "##....UUHHHHWHHHHPPPP##"
plansza$(2) = "##PPPPHHHUHHHHHWHHHHHUU"
plansza$(3) = "##QQHLLLLHHHHHWHHHHQQ##"
plansza$(4) = "##HHHPPPPHHHHHHHUHHHHUU"
plansza$(5) = "##LLLLHHHHWWWWWWWHHHHUU"
plansza$(6) = "##PPPPWWHHHHHH0HHHH00UU"
REM ************ plansze wiersza roomy=2
plansza$(7) = "UHHHHWWHHHLLLLUHHHHHH##"
plansza$(8) = "#HHHHHHHHH....WWHHHHH##"
plansza$(9) = "UUHHHHHHHWPPPPUUUHHHHUU"
plansza$(10) = "###WWWLLLLHHWWWHHHHHWWW"
plansza$(11) = "UUQQHHPPPPHHUHHHWWHHH##_aI"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU"
REM ************* plansze wiersza roomy=3
plansza$(14) = "####HHHHHHWHHHHHUHHHHWW"
plansza$(15) = "#HHHHWHHHWWHLLLLHHHHHHW_MB"
plansza$(16) = "UU000000000.....00000##_WR"
plansza$(17) = "WWWWWWWWWWWPPPPPUUUUUUU_MM"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW"
plansza$(19) = "##000HHHHUULLLLH000HHUU"
plansza$(20) = "UU00HHHHHWHPPPPH000UUUU"
REM ************ plansze wiersza roomy=4
plansza$(21) = "WWWHHHWWWWLLLLUUUUUUUUU"
plansza$(22) = "WHHHHHWWHHPPPPWWHHHHH##"
plansza$(23) = "##00HHHLLLLHHHHHHHHWWWW_______NP"
plansza$(24) = "UUUUQQQPPPPQQWQQQQUUUUU_YF_YJ_YO": REM startowa MaX=dU
plansza$(25) = "##HHHHWHHHHWWWHHHHUUUUU"
plansza$(26) = "UUUUHHHHHWWWWHHHHHHHUUU"
plansza$(27) = "UUUUUUUUUUUUUUUUUUUUUUU"
REM ****************** plansze wiersza roomy=5
plansza$(28) = "UULLLLHHWWWWWHHHHLLLL##_DR"
plansza$(29) = "##....###########....##"
plansza$(30) = "WWPPPPHHHHUUUUUHHPPPPUU_______aR"
plansza$(31) = "UUUUHHHUUUHLLLLWWHHHH##____ML"
plansza$(32) = "UHHHHWWHHHHPPPP########____YL"
plansza$(33) = "UUUU0000UUUU0000UUUUUUU"
plansza$(34) = "UUUU0000HHHHWHHHH0000##"
REM ******************* plansze wiersza roomy=6
plansza$(35) = "###00000UUULLLLUUU00UUU"
plansza$(36) = "#######UUUUPPPPHLLLL###"
plansza$(37) = "UU000HHHHWHHHHU0....HH#_______GS"
plansza$(38) = "##LLLLU00000000UPPPP###_EC"
plansza$(39) = "##PPPPWWLLLLHHH000HH###"
plansza$(40) = "UUUUUU00PPPPUUUUUUUUUUU"
plansza$(41) = "##HHHHWHHHH000000000UUU"
REM ******************* plansze wiersza roomy=7
plansza$(42) = "UUUUUU00LLLL###########"
plansza$(43) = "######UU....###########"
plansza$(44) = "###LLLL0PPPP###########"
plansza$(45) = "###PPPP000#############"
plansza$(46) = "##LLLL0000#############"
plansza$(47) = "UUPPPP00HHHHHHHHWLLLL##"
plansza$(48) = "UUUUUUUUUUUUUUUUUPPPP##"
END SUB
SUB rysowanie
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
el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 2
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 2
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 2
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 2
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 2
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 2
oknonz:
REM okno niebiesko-zielone
el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 2
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 2
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 2
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 2
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 2
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 2
oknoziel:
REM okno niebiesko-zielone
el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 2
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 2
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 2
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 2
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 2
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 2
koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;
END SUB
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