glados: chell stays consistent colors now

This commit is contained in:
Vince Weaver 2017-01-09 01:22:21 -05:00
parent ae62fb1dce
commit cf4dc326fc

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@ -1,22 +1,36 @@
10 HOME:HGR:SCALE=2:ROT=0
' Variable Summary
'
' CX,CY = Chell X, Y OX,OY = Old Chell X,Y
' CD = Chell Direction OD = Old Direction
' VX,VY = Chell Velocity X/Y
' SX,SY = Cursor X,Y LX,LY = Old Cursor X,Y
' BO=Blue Portal Out BX,BY = Blue Portal X,Y
' GO=Orange Portal Out GX,GY = Orange Portal X,Y
' LY=Laser Y LB,LE = BEGIN/END
' T = TIME
'
10 HOME:HGR:SCALE=2:ROT=0:HCOLOR=4:HPLOT 0,0:CALL 62454
11 POKE 232,0:POKE 233,29
12 PRINT CHR$(4)+"BLOAD OBJECTS.SHAPE,A$1D00"
15 GOSUB 1000
20 CX=20:CY=100:VX=0:VY=0:SX=140:SY=80:BO=0:GO=0
20 CX=21:CY=100:CD=0:VX=0:VY=0:SX=140:SY=80:BO=0:GO=0:T=0
22 SCALE=2:XDRAW 1 AT SX,SY
25 SCALE=1:XDRAW 3 AT CX,CY
30 REM
35 OX=CX:OY=CY:LX=SX:LY=SY
'
30 REM MAIN LOOP
'
32 T=T+1:IF T>100 THEN T=0:GOSUB 8000
35 OX=CX:OY=CY:OD=CD:LX=SX:LY=SY
37 IF PEEK(-16384)<128 THEN GOTO 100
40 GET A$
42 IF A$="I" AND SY>4 THEN SY=SY-4
44 IF A$="J" AND SX>4 THEN SX=SX-4
46 IF A$="K" AND SX<275 THEN SX=SX+4
48 IF A$="M" AND SY<150 THEN SY=SY+4
50 IF A$="D" AND VX<0 THEN VX=0:GOTO 52
51 IF A$="D" THEN VX=5
52 IF A$="A" AND VX>0 THEN VX=0:GOTO 54
53 IF A$="A" THEN VX=-5
50 IF A$="D" AND VX<0 THEN VX=0:CD=0:GOTO 52
51 IF A$="D" THEN VX=8:CD=0
52 IF A$="A" AND VX>0 THEN VX=0:CD=1:GOTO 54
53 IF A$="A" THEN VX=-8:CD=1
54 IF A$="Q" THEN GOTO 800
56 IF A$=" " THEN VY=5
58 IF A$="H" THEN GOSUB 5000
@ -25,8 +39,9 @@
' PHYSICS ENGINE
100 CY=CY-VY
105 VY=VY-4.5
107 CX=CX+VX
110 IF VX<0.5 AND VX>-0.5 THEN VX=0
' Move X. Ensure we are always odd so colors are right
107 IF VX<2 AND VX>-2 THEN VX=0
110 CX=CX+VX
'
' COLLISION DETECTION
'
@ -42,12 +57,13 @@
220 IF CX < 119 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
225 IF CX > 161 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
230 IF CX > 119 AND CX < 161 AND CY>140 THEN GOTO 800
' LASER
'
240 REM
' DRAW AT UPDATE CO-ORDS
245 IF OX=CX AND OY=CY GOTO 255
250 SCALE=1:XDRAW 3 AT OX,OY
251 XDRAW 3 AT CX,CY
245 IF OX=CX AND OY=CY AND OD=CD GOTO 255
250 SCALE=1:XDRAW 3+OD AT OX,OY
251 XDRAW 3+CD AT CX,CY
255 IF LX=SX AND LY=SY GOTO 300
256 SCALE=2:XDRAW 1 AT LX,LY
257 XDRAW 1 AT SX,SY
@ -127,17 +143,27 @@
' DRAW BLUE PORTAL
6000 REM DRAW BLUE
' Erase old
6005 IF BO=1 THEN HCOLOR=0: DRAW 2 AT BX,BY
6004 SCALE=2
6005 IF BO=1 THEN XDRAW 2 AT BX,BY
6010 BX=SX:BY=SY
6020 BO=1:HCOLOR=6:DRAW 2 AT BX,BY
6020 BO=1:XDRAW 2 AT BX,BY
6030 RETURN
' DRAW ORANGE PORTAL
7000 REM DRAW ORANGE
' Erase old
7005 IF GO=1 THEN HCOLOR=0: DRAW 2 AT GX,GY
7004 SCALE=2
7005 IF GO=1 THEN XDRAW 2 AT GX,GY
7010 GX=SX+1:GY=SY
7020 GO=1:HCOLOR=5:DRAW 2 AT GX,GY
7020 GO=1:XDRAW 2 AT GX,GY
7030 RETURN
'
' Turret Talking
'
8000 R=INT(RND(1)*2)
8001 HTAB 20:VTAB 21
8002 IF R=0 THEN PRINT "Searching..."
8003 IF R=1 THEN PRINT "Is anyone there?"
8005 RETURN
'
' BUGS:
' Shouldn't be able to create portals underground
@ -150,21 +176,16 @@
' Print Level 1/19
' General
' Sound effects?
' Configurable Levels
' Parametric Levels (Generic Game Engine)
'
' Level 1/19
' Have sentry "talk" on text screen
' Clear screen to black4 so chell's colors are right
' Only allow chell on odd X co-ord
' Use xdraw for portals
' Allow Chell to face backward
' Walking animation?
' Sentries kill
' Sentries shoot/laser through portal
' Walk on platform
' Sentries can be knocked over from behind
' Sentries an object that can go through portal
' Companion cube?
'
' End level
' GLADOS
@ -173,3 +194,6 @@
' Incinerator
' Die if go into incinerator
' Call out to Still Alive
'