Autor Wiadomość
Piotr-246
PostWysłany: Pią 15:14, 03 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED kolor$(0 TO 255)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG

REM tlo

DIM SHARED szaretlo(0 TO 64) AS LONG
DIM SHARED szaretlo2(0 TO 128) AS LONG
DIM SHARED szaretlo4(0 TO 256) 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 spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG

DIM SHARED blokp(0 TO 64) AS LONG
DIM SHARED bloks(0 TO 64) AS LONG
DIM SHARED blokk(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 128) AS LONG
DIM SHARED blok4(0 TO 256) AS LONG

REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: 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
REM 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):

REM menu na dole
COLOR 28
LOCATE 23, 1: FOR i = 1 TO 40: PRINT CHR$(223); : NEXT i
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";

LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: 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 = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: 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 > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 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 dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), 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
IF dy = 0 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
IF dy = 0 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

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (0, 48)-(15, 63), szaretlo
GET (0, 48)-(31, 63), szaretlo2
GET (0, 48)-(63, 63), szaretlo4

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blokp
GET (48, 64)-(63, 79), bloks
GET (64, 64)-(79, 79), blokk
GET (0, 32)-(31, 47), blok2
GET (0, 32)-(63, 47), blok4

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety


REM palety kolorow *********************************
REM max koloru=3F

FOR i = 0 TO 255: kolor$(i) = "00 00 00 00": NEXT i

REM kolory za ludzikiem

kolor$(0) = "00 00 00 00": REM rejestr zero- wolny
kolor$(1) = "01 05 05 06": REM tlo plyta
kolor$(2) = "02 02 03 02": REM tlo fuga
kolor$(3) = "03 07 06 06": REM tlo krawedz
kolor$(4) = "04 00 24 00": REM liscie
kolor$(5) = "05 3F 08 00": REM serce
kolor$(6) = "06 32 32 32": REM framuga okna
kolor$(7) = "07 28 0A 00": REM doniczka
kolor$(8) = "08 00 1E 34": REM niebo
kolor$(9) = "09 3F 3F 3F": REM niezdef
kolor$(10) = "0A 3F 3F 3F"
kolor$(11) = "0B 3F 3F 3F"
kolor$(12) = "0C 3F 3F 3F"
kolor$(13) = "0D 3F 3F 3F"
kolor$(14) = "0E 3F 3F 3F"
kolor$(15) = "0F 3F 3F 3F": REM napis startowy / zastrzezony dla gracza

REM rejestry przezroczyste gracza
kolor$(16) = "10 1A 02 02": REM sweter + zero
kolor$(17) = "11 1A 02 02": REM
kolor$(18) = "12 1A 02 02": REM
kolor$(19) = "13 1A 02 02": REM
kolor$(20) = "14 22 12 00": REM sweter + liscie
kolor$(21) = "15 3F 00 00": REM
kolor$(22) = "16 2F 09 09": REM sweter + framuga okna
kolor$(23) = "17 3F 00 00": REM
kolor$(24) = "18 26 17 25": REM sweter + niebo
kolor$(25) = "19 3F 3F 3F": REM niezdef
kolor$(26) = "1A 3F 3F 3F": REM
kolor$(27) = "1B 3F 3F 3F": REM
kolor$(28) = "1C 3F 3F 3F": REM
kolor$(29) = "1D 3F 3F 3F": REM
kolor$(30) = "1E 3F 3F 3F": REM
REM kolor 31 1F zastrzezony dla gracza
kolor$(32) = "20 0A 13 29": REM spodnie + zero
kolor$(33) = "21 0A 13 29": REM
kolor$(34) = "22 0A 13 29": REM
kolor$(35) = "23 0A 13 29": REM
kolor$(36) = "24 05 1D 24": REM spodnie+ liscie
kolor$(37) = "25 3F 3F 3F": REM
kolor$(38) = "26 1B 1B 32": REM spodnie + framuga okna
kolor$(39) = "27 1A 10 3F": REM spodnie + doniczka
kolor$(40) = "28 00 1A 3F": REM spodnie + niebo
kolor$(41) = "29 3F 3F 3F": REM
kolor$(42) = "2A 3F 3F 3F": REM
kolor$(43) = "2B 3F 3F 3F": REM
kolor$(44) = "2C 3F 3F 3F": REM
kolor$(45) = "2D 3F 3F 3F": REM
kolor$(46) = "2E 3F 3F 3F": REM
REM rejestr 47 2F zastrzezony dla gracza


REM ******* ludzik - uwaga rejestry sa rozrzucone nF (1F-FF)
REM rejestry nieprzezroczyste

kolor$(31) = "1F 2F 09 09": REM sweter
kolor$(47) = "2F 0D 1A 37": REM spodnie
kolor$(63) = "3F 1A 1A 1A": REM wlosy i buty
kolor$(79) = "4F 10 10 10": REM pasek2
kolor$(95) = "5F 3F 2F 0F":
kolor$(111) = "6F 3F 30 1D": REM skora1
kolor$(127) = "7F 1A 02 02": REM sweter 2 przeniesiony do przezroczystych
kolor$(143) = "8F 32 22 02": REM nos
kolor$(159) = "9F 0A 13 29": REM spodnie2 przeniesiony do przezroczystych
kolor$(175) = "AF 22 02 02": REM sweter3
kolor$(191) = "BF 20 20 20": REM pasek
kolor$(207) = "CF 37 27 06": REM usta

REM bloczek

kolor$(224) = "E0 00 00 00": REM
kolor$(225) = "E1 04 04 04": REM
kolor$(226) = "E2 08 08 08": REM
kolor$(227) = "E3 0B 0B 0B": REM
kolor$(228) = "E4 10 10 10": REM
kolor$(229) = "E5 14 14 14": REM
kolor$(230) = "E6 18 18 18": REM
kolor$(231) = "E7 1B 1B 1B": REM
kolor$(232) = "E8 20 20 20": REM
kolor$(233) = "E9 24 2B 2B": REM
kolor$(234) = "EA 28 28 28": REM
kolor$(235) = "EB 2B 2B 2B": REM
kolor$(236) = "EC 30 30 30": REM
kolor$(237) = "ED 34 34 34": REM
kolor$(238) = "EE 38 38 38": REM
kolor$(239) = "EF 3F 3F 3F": REM zarezerwowany dla ludzika

REM cegly male

kolor$(252) = "FC 30 27 27": REM krawedz
kolor$(253) = "FD 14 0E 0E": REM fuga
kolor$(254) = "FE 1F 17 17": REM cegla
kolor$(255) = "FF 3F 3F 3F": REM zarezerwowany dla ludzika

FOR i = 0 TO 255: rej$ = "&H" + MID$(kolor$(i), 1, 2)
red$ = "&H" + MID$(kolor$(i), 4, 2)
gre$ = "&H" + MID$(kolor$(i), 7, 2)
blu$ = "&H" + MID$(kolor$(i), 10, 2)
REM PRINT rej$; " "; red$; " "; gre$; " "; blu$
rej = VAL(rej$)
red = VAL(red$)
gre = VAL(gre$)
blu = VAL(blu$)
REM PRINT rej; " "; red; " "; gre; " "; blu

PALETTE rej, red + gre * 256 + blu * 65536
NEXT i




END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________YS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie


FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "U" THEN
PUT (128, y16), szaretlo4, PSET
PUT (0, y16), blok4, PSET
PUT (64, y16), blok2, PSET
PUT (96, y16), bloks, PSET
PUT (112, y16), blokk, PSET
PUT (192, y16), blokp, PSET
PUT (208, y16), blok4, PSET
PUT (272, y16), blok2, PSET
PUT (304, y16), bloks, PSET
END IF

IF el$ = "L" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
PUT (0, y16), blokk, PSET
END IF

IF el$ = "P" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
PUT (304, y16), blokp, PSET
END IF

IF el$ = "." THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
END IF

IF el$ = "#" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), blok4, PSET: NEXT xw
END IF

IF el$ = "0" THEN
PUT (80, y16), szaretlo4, PSET
PUT (144, y16), szaretlo4, PSET
PUT (208, y16), szaretlo2, PSET
PUT (0, y16), blok4, PSET
PUT (64, y16), blokk, PSET
PUT (240, y16), blokp, PSET
PUT (256, y16), blok4, PSET
END IF

IF el$ = "W" THEN
PUT (32, y16), szaretlo4, PSET
PUT (224, y16), szaretlo4, PSET
PUT (0, y16), bloks, PSET
PUT (16, y16), blokk, PSET
PUT (80, y16), blokp, PSET
PUT (96, y16), blok4, PSET
PUT (160, y16), blok4, PSET
PUT (224, y16), blokk, PSET
PUT (288, y16), blokp, PSET
PUT (304, y16), bloks, PSET
END IF

IF el$ = "Q" THEN
FOR xw = 0 TO 3: PUT (xw * 64 + 16, y16), szaretlo4, PSET: NEXT xw
PUT (272, y16), szaretlo2, PSET
PUT (0, y16), blokk, PSET
PUT (304, y16), blokp, PSET
END IF

NEXT yw

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO okna

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

okna:

REM rysowanie okien

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), 8, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

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), 8, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
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), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
Piotr-246
PostWysłany: Pią 15:14, 03 Wrz 2021    Temat postu: Przeźroczyste rejestry gracza

REM modul BSAVE do gry "Serca"

SCREEN 13

DIM kolor$(0 TO 255)
DIM cegla(0 TO 32) AS LONG
DIM tlo(0 TO 32) AS LONG
DIM poltlo(0 TO 16) AS LONG
DIM bitmap$(0 TO 31)
DIM blok(0 TO 64) AS LONG

REM palety kolorow *********************************
REM max koloru=3F

FOR i = 0 TO 255: kolor$(i) = "00 00 00 00": NEXT i

REM kolory za ludzikiem

kolor$(0) = "00 00 00 00": REM rejestr zero- wolny
kolor$(1) = "01 0A 0A 0A": REM tlo plyta
kolor$(2) = "02 06 06 06": REM tlo fuga
kolor$(3) = "03 10 10 10": REM tlo krawedz
kolor$(4) = "04 00 2F 00": REM liscie
kolor$(5) = "05 3F 3F 3F"
kolor$(6) = "06 3F 3F 3F"
kolor$(7) = "07 28 0A 00": REM doniczka
kolor$(8) = "08 3F 3F 0F"
kolor$(9) = "09 3F 3F 3F"
kolor$(10) = "0A 3F 3F 3F"
kolor$(11) = "0B 3F 3F 3F"
kolor$(12) = "0C 3F 3F 3F"
kolor$(13) = "0D 3F 3F 3F"
kolor$(14) = "0E 3F 3F 3F"
kolor$(15) = "0F 3F 3F 3F": REM napis startowy

REM bloki przezroczystosci
kolor$(16) = "10 3F 3F 3F"
kolor$(32) = "20 3F 3F 3F"


REM ******* ludzik - uwaga rejestry sa rozrzucone nF (1F-FF)

kolor$(31) = "1F 28 00 00": REM sweter
kolor$(47) = "2F 05 12 2F": REM spodnie
kolor$(63) = "3F 17 17 17": REM wlosy i buty
kolor$(79) = "4F 10 10 10": REM pasek2
kolor$(95) = "5F 3F 2F 0F":
kolor$(111) = "6F 3F 2C 17": REM skora1
kolor$(127) = "7F 18 00 00": REM sweter 2 przeniesiony do przezroczystych
kolor$(143) = "8F 30 20 00": REM nos
kolor$(159) = "9F 04 0D 23": REM spodnie2 przeniesiony do przezroczystych
kolor$(175) = "AF 20 00 00": REM sweter3
kolor$(191) = "BF 20 20 20": REM pasek
kolor$(207) = "CF 37 27 06": REM usta

REM bloczek

kolor$(224) = "E0 00 00 00": REM
kolor$(225) = "E1 04 04 04": REM
kolor$(226) = "E2 08 08 08": REM
kolor$(227) = "E3 0B 0B 0B": REM
kolor$(228) = "E4 10 10 10": REM
kolor$(229) = "E5 14 14 14": REM
kolor$(230) = "E6 18 18 18": REM
kolor$(231) = "E7 1B 1B 1B": REM
kolor$(232) = "E8 20 20 20": REM
kolor$(233) = "E9 24 2B 2B": REM
kolor$(234) = "EA 28 28 28": REM
kolor$(235) = "EB 2B 2B 2B": REM
kolor$(236) = "EC 30 30 30": REM
kolor$(237) = "ED 34 34 34": REM
kolor$(238) = "EE 38 38 38": REM
kolor$(239) = "EF 3F 3F 3F": REM zarezerwowany dla ludzika

REM cegly male

kolor$(252) = "FC 30 27 27": REM krawedz
kolor$(253) = "FD 14 0E 0E": REM fuga
kolor$(254) = "FE 1F 17 17": REM cegla
kolor$(255) = "FF 3F 3F 3F": REM zarezerwowany dla ludzika

FOR i = 0 TO 255: rej$ = "&H" + MID$(kolor$(i), 1, 2)
red$ = "&H" + MID$(kolor$(i), 4, 2)
gre$ = "&H" + MID$(kolor$(i), 7, 2)
blu$ = "&H" + MID$(kolor$(i), 10, 2)
REM PRINT rej$; " "; red$; " "; gre$; " "; blu$
rej = VAL(rej$)
red = VAL(red$)
gre = VAL(gre$)
blu = VAL(blu$)
REM PRINT rej; " "; red; " "; gre; " "; blu

PALETTE rej, red + gre * 256 + blu * 65536
NEXT i

REM rysunki ****************************************

REM rysunek cegly

bitmap$(0) = "DDDDDDDEDDDDDDDE"
bitmap$(1) = "DFFFFFFEDFFFFFFE"
bitmap$(2) = "DFFFFFFEDFFFFFFE"
bitmap$(3) = "EEEEEEEEEEEEEEEE"
bitmap$(4) = "DDDEDDDDDDDDDDDD"
bitmap$(5) = "FFFEDFFFFFFFFFFF"
bitmap$(6) = "FFFEDFFFFFFFFFFF"
bitmap$(7) = "EEEEEEEEEEEEEEEE"

REM 250-A 251-B 252-C 253-D 254-E 255-F

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 - 1 + &HF0 + 10
: PSET (xd, yd)
NEXT xd: NEXT yd
GET (0, 0)-(15, 7), cegla


REM komorka tla

REM tlo(0) = &H80040

bitmap$(0) = "0001200000012000"
bitmap$(1) = "1111200000011111"
bitmap$(2) = "2221200000012222"
bitmap$(3) = "0001200000012000"
bitmap$(4) = "0001200000012000"
bitmap$(5) = "0001111111112000"
bitmap$(6) = "0001222222212000"
bitmap$(7) = "0001200000012000"

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 48 + 1
: PSET (xd, yd)
NEXT xd: NEXT yd

GET (0, 0)-(15, 7), tlo



REM przygotowanie tablic elementow wierszowych
CLS

FOR x = 0 TO 19
FOR y = 0 TO 10
PUT (x * 16, y * 8), tlo, PSET
NEXT y
NEXT x

REM cegly

FOR i = 0 TO 19
PUT (i * 16, 0), cegla, PSET
NEXT i

FOR i = 0 TO 8
PUT (i * 16, 8), cegla, PSET
PUT (304 - i * 16, 8), cegla, PSET
NEXT i

FOR i = 0 TO 4
PUT (i * 16, 16), cegla, PSET
PUT (304 - i * 16, 16), cegla, PSET
NEXT i


FOR i = 0 TO 2
PUT (i * 16, 24), cegla, PSET
PUT (304 - i * 16, 24), cegla, PSET
NEXT i
FOR i = 0 TO 9
PUT (i * 16 + 80, 24), cegla, PSET
NEXT i


REM poszerzenie przejsc pionowych

GET (8, 64)-(15, 71), poltlo
PUT (136, 8), poltlo, PSET
PUT (40, 24), poltlo, PSET
GET (0, 64)-(7, 71), poltlo
PUT (176, 8), poltlo, PSET
PUT (272, 24), poltlo, PSET

REM wykonczenie cegiel
COLOR 253: REM szczeliny
LINE (135, 8)-(135, 15)
LINE (79, 16)-(79, 23)
LINE (39, 24)-(39, 31)
LINE (239, 24)-(239, 31)

COLOR 252: REM krawedzie
LINE (184, 12)-(184, 14)
LINE (240, 21)-(240, 22)
LINE (80, 28)-(80, 30)
LINE (280, 28)-(280, 30)



REM RYSUNEK kamienia

bitmap$(0) = "JJJJJJJJJJJJJJJJ"
bitmap$(1) = "JJNNNNNNNNNNNNJJ"
bitmap$(2) = "JJNAAAKJPKAAANJJ"
bitmap$(3) = "JJNAKONPNKPKANJJ"
bitmap$(4) = "JJNAPMKLGLMPANJJ"
bitmap$(5) = "JJNKJOJKPJPKMNJJ"
bitmap$(6) = "JJNOLJKJJMKMJNJJ"
bitmap$(7) = "JJNJFMJOHKNIPNJJ"
bitmap$(8) = "JJNJILJLJHIJHNJJ"
bitmap$(9) = "JJNIHJNOHOJJKNJJ"
bitmap$(10) = "JJNAJIIHJOMPANJJ"
bitmap$(11) = "JJNAINNJLJOKANJJ"
bitmap$(12) = "JJNAAAIKJKAAANJJ"
bitmap$(13) = "JJNNNNNNNNNNNNJJ"
bitmap$(14) = "JJJJJJJJJJJJJJJJ"
bitmap$(15) = "JJJJJJJJJJJJJJJJ"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd, yd + 64)
NEXT xd: NEXT yd

REM RYSUNEK DONICZKI

bitmap$(0) = "BBBCDEEBBEECDBBB"
bitmap$(1) = "CCCCEEEEEEEEDCCC"
bitmap$(2) = "DDDEEEEEEEEEEDDD"
bitmap$(3) = "BBBEEEEEEEECEEBB"
bitmap$(4) = "BBEEBEBEEBECEEBB"
bitmap$(5) = "BBECDECEECECDEBB"
bitmap$(6) = "BBECEDDEEDDEDEBB"
bitmap$(7) = "BBECEBBEEBBEDEBB"
bitmap$(8) = "BBBCDBBEEBBCDBBB"
bitmap$(9) = "CCCCDBBEEBBCCCCC"
bitmap$(10) = "DDDCBBBEEBBCDDDD"
bitmap$(11) = "BBBCDHHHHHHCDBBB"
bitmap$(12) = "BBBCDHHHHHHCDBBB"
bitmap$(13) = "BBBCCCHHHHCCDBBB"
bitmap$(14) = "BBBCDDHHHHDCDBBB"
bitmap$(15) = "BBBCDBHHHHBCDBBB"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65
: PSET (xd + 16, yd + 64)
NEXT xd: NEXT yd

REM rysunek bloku

bitmap$(0) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(1) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(2) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(3) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(4) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(5) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(6) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(7) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"
bitmap$(8) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(9) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(10) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(11) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(12) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(13) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(14) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(15) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"

FOR yd = 0 TO 15
FOR xd = 0 TO 47
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 224
: PSET (xd + 32, yd + 64)
NEXT xd: NEXT yd

GET (48, 64)-(63, 79), blok
FOR i = 0 TO 19: PUT (i * 16, 32), blok, PSET
NEXT i


COLOR 15: LOCATE 10, 16: PRINT "SERCA 1.0"

REM animacja
REM 7,9 - rejestry przezroczyste

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066663300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866666300000" + "0000036666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111170000" + "0000711111700000"
bitmap$(11) = "0000011111170000" + "0000711111100000"
bitmap$(12) = "0000011111110000" + "0000111111100000"
bitmap$(13) = "0000711111117000" + "0007111111170000"
bitmap$(14) = "0000711111111000" + "0001111111170000"
bitmap$(15) = "0000111111111000" + "0001111111110000"
bitmap$(16) = "0001111333311000" + "0001133331111000"
bitmap$(17) = "0006602222206600" + "0066022222066000"
bitmap$(18) = "0006002222200600" + "0060022222006000"
bitmap$(19) = "0000092222200000" + "0000922222900000"
bitmap$(20) = "0000022222290000" + "0000222222200000"
bitmap$(21) = "0000022222220000" + "0000222222200000"
bitmap$(22) = "0000022202220000" + "0000222022200000"
bitmap$(23) = "0000922202220000" + "0000222022220000"
bitmap$(24) = "0000222202222000" + "0009222022220000"
bitmap$(25) = "0000222009222000" + "0002229002220000"
bitmap$(26) = "0000222000222000" + "0002220002220000"
bitmap$(27) = "0000222000222000" + "0002220002220000"
bitmap$(28) = "0009222000222300" + "0032220009229000"
bitmap$(29) = "0002220000033300" + "0033300000222000"
bitmap$(30) = "0003330000330000" + "0000330000222000"
bitmap$(31) = "0033330000000000" + "0000000000333300"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd, yd + 88)
IF znak$ = "7" THEN COLOR 16: PSET (xd, yd + 88)
IF znak$ = "A" THEN COLOR 16: PSET (xd, yd + 88)

IF znak$ = "9" THEN COLOR 32: PSET (xd, yd + 88)

NEXT xd
NEXT yd



REM ************************************ FAZA 2

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000001111100000" + "0000011111000000"
bitmap$(11) = "0000001111100000" + "0000011111000000"
bitmap$(12) = "0000001111100000" + "0000011111000000"
bitmap$(13) = "0000001111100000" + "0000011111000000"
bitmap$(14) = "0000071111100000" + "0000011111700000"
bitmap$(15) = "0000071111100000" + "0000011111700000"
bitmap$(16) = "0000071111300000" + "0000031111700000"
bitmap$(17) = "0000028118200000" + "0000028118200000"
bitmap$(18) = "0000022662200000" + "0000022662200000"
bitmap$(19) = "0000022662200000" + "0000022662200000"
bitmap$(20) = "0000022222000000" + "0000002222200000"
bitmap$(21) = "0000922222000000" + "0000002222290000"
bitmap$(22) = "0000222222000000" + "0000002222220000"
bitmap$(23) = "0000922222000000" + "0000002222290000"
bitmap$(24) = "0000022222000000" + "0000002222200000"
bitmap$(25) = "0000022222300000" + "0000032222200000"
bitmap$(26) = "0000002222300000" + "0000032222000000"
bitmap$(27) = "0000000222330000" + "0000332220000000"
bitmap$(28) = "0000000222033000" + "0003300222000000"
bitmap$(29) = "0000000222000000" + "0000000222000000"
bitmap$(30) = "0000000222000000" + "0000000222000000"
bitmap$(31) = "0000033330000000" + "0000000033330000"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 32, yd + 88)
IF znak$ = "7" THEN COLOR 16: PSET (xd + 32, yd + 88)
IF znak$ = "A" THEN COLOR 16: PSET (xd + 32, yd + 88)
IF znak$ = "9" THEN COLOR 32: PSET (xd + 32, yd + 88)

NEXT xd
NEXT yd

REM ************************ ruch poziomy FAZA 3

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111100000" + "0000111117000000"
bitmap$(11) = "0000011111170000" + "0000111111700000"
bitmap$(12) = "0000711111110000" + "0000111111170000"
bitmap$(13) = "0000711111110000" + "0000111111170000"
bitmap$(14) = "0000711111110000" + "0000111111170000"
bitmap$(15) = "0000111111110000" + "0000111111110000"
bitmap$(16) = "0000111333310000" + "0000133331110000"
bitmap$(17) = "0000066222260000" + "0000622226600000"
bitmap$(18) = "0000006222260000" + "0000622226000000"
bitmap$(19) = "0000002222200000" + "0000022222000000"
bitmap$(20) = "0000002222200000" + "0000022222000000"
bitmap$(21) = "0000022222200000" + "0000022222200000"
bitmap$(22) = "0000022222200000" + "0000022222200000"
bitmap$(23) = "0000922222200000" + "0000022222290000"
bitmap$(24) = "0000222022200000" + "0000022202220000"
bitmap$(25) = "0000222022200000" + "0000022202220000"
bitmap$(26) = "0000222092290000" + "0000922902220000"
bitmap$(27) = "0000222002220000" + "0000222002220000"
bitmap$(28) = "0000222002220000" + "0000222002220000"
bitmap$(29) = "0003333002220000" + "0000222003333000"
bitmap$(30) = "0000000000222000" + "0002220000000000"
bitmap$(31) = "0000000033330000" + "0000333300000000"


FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 64, yd + 88)
IF znak$ = "7" THEN COLOR 16: PSET (xd + 64, yd + 88)
IF znak$ = "A" THEN COLOR 16: PSET (xd + 64, yd + 88)

IF znak$ = "9" THEN COLOR 32: PSET (xd + 64, yd + 88)

NEXT xd
NEXT yd

REM ************************ fazy ruchu pionowego

REM Ludzik idacy w dol lub w gore

bitmap$(0) = "0000003330000000"
bitmap$(1) = "0000033333000000"
bitmap$(2) = "0000336663300000"
bitmap$(3) = "0000363636300000"
bitmap$(4) = "0000366666300000"
bitmap$(5) = "000006C8C6000000"
bitmap$(6) = "0000006860000000"
bitmap$(7) = "0000001610000000"
bitmap$(8) = "0000711111700000"
bitmap$(9) = "0001111111110000"

bitmap$(10) = "0071111111117000"
bitmap$(11) = "0071111111117000"
bitmap$(12) = "0011711111711000"
bitmap$(13) = "0711711111711700"
bitmap$(14) = "0A1A7111117A1A00"
bitmap$(15) = "0117A11111A71100"
bitmap$(16) = "0117111111171100"
bitmap$(17) = "01104BBBBB401100"
bitmap$(18) = "0860922222906800"
bitmap$(19) = "0000922222900000"
bitmap$(20) = "0000929092900000"
bitmap$(21) = "0000929092900000"
bitmap$(22) = "0000929092900000"
bitmap$(23) = "0000929092900000"
bitmap$(24) = "0000929092900000"
bitmap$(25) = "0000929092900000"
bitmap$(26) = "0000929092900000"
bitmap$(27) = "0000929092900000"
bitmap$(28) = "0000929092900000"
bitmap$(29) = "0000929092900000"
bitmap$(30) = "0000333033300000"
bitmap$(31) = "0003330003330000"
FOR yd = 0 TO 31
FOR xd = 0 TO 15
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 96, yd + 88)
IF znak$ = "7" THEN COLOR 16: PSET (xd + 96, yd + 88)
IF znak$ = "A" THEN COLOR 16: PSET (xd + 96, yd + 88)
IF znak$ = "4" THEN COLOR 32: PSET (xd + 96, yd + 88)

IF znak$ = "9" THEN COLOR 32: PSET (xd + 96, yd + 88)

NEXT xd
NEXT yd


REM zapis do pliku


DEF SEG = &HA000
BSAVE "bitmap1.scr", 0, 50000
LOCATE 15, 1
INPUT a$
CLS


BLOAD "bitmap1.scr"

END

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