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glados: chell stays consistent colors now
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@ -1,22 +1,36 @@
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10 HOME:HGR:SCALE=2:ROT=0
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' Variable Summary
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'
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' CX,CY = Chell X, Y OX,OY = Old Chell X,Y
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' CD = Chell Direction OD = Old Direction
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' VX,VY = Chell Velocity X/Y
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' SX,SY = Cursor X,Y LX,LY = Old Cursor X,Y
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' BO=Blue Portal Out BX,BY = Blue Portal X,Y
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' GO=Orange Portal Out GX,GY = Orange Portal X,Y
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' LY=Laser Y LB,LE = BEGIN/END
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' T = TIME
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'
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10 HOME:HGR:SCALE=2:ROT=0:HCOLOR=4:HPLOT 0,0:CALL 62454
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11 POKE 232,0:POKE 233,29
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12 PRINT CHR$(4)+"BLOAD OBJECTS.SHAPE,A$1D00"
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15 GOSUB 1000
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20 CX=20:CY=100:VX=0:VY=0:SX=140:SY=80:BO=0:GO=0
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20 CX=21:CY=100:CD=0:VX=0:VY=0:SX=140:SY=80:BO=0:GO=0:T=0
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22 SCALE=2:XDRAW 1 AT SX,SY
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25 SCALE=1:XDRAW 3 AT CX,CY
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30 REM
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35 OX=CX:OY=CY:LX=SX:LY=SY
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'
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30 REM MAIN LOOP
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'
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32 T=T+1:IF T>100 THEN T=0:GOSUB 8000
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35 OX=CX:OY=CY:OD=CD:LX=SX:LY=SY
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37 IF PEEK(-16384)<128 THEN GOTO 100
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40 GET A$
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42 IF A$="I" AND SY>4 THEN SY=SY-4
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44 IF A$="J" AND SX>4 THEN SX=SX-4
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46 IF A$="K" AND SX<275 THEN SX=SX+4
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48 IF A$="M" AND SY<150 THEN SY=SY+4
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50 IF A$="D" AND VX<0 THEN VX=0:GOTO 52
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51 IF A$="D" THEN VX=5
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52 IF A$="A" AND VX>0 THEN VX=0:GOTO 54
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53 IF A$="A" THEN VX=-5
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50 IF A$="D" AND VX<0 THEN VX=0:CD=0:GOTO 52
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51 IF A$="D" THEN VX=8:CD=0
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52 IF A$="A" AND VX>0 THEN VX=0:CD=1:GOTO 54
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53 IF A$="A" THEN VX=-8:CD=1
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54 IF A$="Q" THEN GOTO 800
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56 IF A$=" " THEN VY=5
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58 IF A$="H" THEN GOSUB 5000
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@ -25,8 +39,9 @@
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' PHYSICS ENGINE
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100 CY=CY-VY
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105 VY=VY-4.5
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107 CX=CX+VX
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110 IF VX<0.5 AND VX>-0.5 THEN VX=0
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' Move X. Ensure we are always odd so colors are right
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107 IF VX<2 AND VX>-2 THEN VX=0
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110 CX=CX+VX
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'
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' COLLISION DETECTION
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'
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@ -42,12 +57,13 @@
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220 IF CX < 119 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
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225 IF CX > 161 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
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230 IF CX > 119 AND CX < 161 AND CY>140 THEN GOTO 800
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' LASER
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'
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240 REM
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' DRAW AT UPDATE CO-ORDS
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245 IF OX=CX AND OY=CY GOTO 255
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250 SCALE=1:XDRAW 3 AT OX,OY
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251 XDRAW 3 AT CX,CY
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245 IF OX=CX AND OY=CY AND OD=CD GOTO 255
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250 SCALE=1:XDRAW 3+OD AT OX,OY
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251 XDRAW 3+CD AT CX,CY
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255 IF LX=SX AND LY=SY GOTO 300
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256 SCALE=2:XDRAW 1 AT LX,LY
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257 XDRAW 1 AT SX,SY
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@ -127,18 +143,28 @@
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' DRAW BLUE PORTAL
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6000 REM DRAW BLUE
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' Erase old
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6005 IF BO=1 THEN HCOLOR=0: DRAW 2 AT BX,BY
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6004 SCALE=2
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6005 IF BO=1 THEN XDRAW 2 AT BX,BY
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6010 BX=SX:BY=SY
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6020 BO=1:HCOLOR=6:DRAW 2 AT BX,BY
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6020 BO=1:XDRAW 2 AT BX,BY
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6030 RETURN
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' DRAW ORANGE PORTAL
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7000 REM DRAW ORANGE
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' Erase old
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7005 IF GO=1 THEN HCOLOR=0: DRAW 2 AT GX,GY
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7004 SCALE=2
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7005 IF GO=1 THEN XDRAW 2 AT GX,GY
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7010 GX=SX+1:GY=SY
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7020 GO=1:HCOLOR=5:DRAW 2 AT GX,GY
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7020 GO=1:XDRAW 2 AT GX,GY
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7030 RETURN
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'
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' Turret Talking
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'
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8000 R=INT(RND(1)*2)
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8001 HTAB 20:VTAB 21
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8002 IF R=0 THEN PRINT "Searching..."
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8003 IF R=1 THEN PRINT "Is anyone there?"
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8005 RETURN
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'
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' BUGS:
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' Shouldn't be able to create portals underground
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' Artifacts when deleting portals
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@ -150,21 +176,16 @@
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' Print Level 1/19
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' General
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' Sound effects?
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' Configurable Levels
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' Parametric Levels (Generic Game Engine)
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'
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' Level 1/19
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' Have sentry "talk" on text screen
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' Clear screen to black4 so chell's colors are right
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' Only allow chell on odd X co-ord
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' Use xdraw for portals
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' Allow Chell to face backward
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' Walking animation?
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' Sentries kill
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' Sentries shoot/laser through portal
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' Walk on platform
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' Sentries can be knocked over from behind
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' Sentries an object that can go through portal
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' Companion cube?
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'
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' End level
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' GLADOS
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@ -173,3 +194,6 @@
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' Incinerator
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' Die if go into incinerator
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' Call out to Still Alive
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'
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