mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-17 14:12:58 +00:00
f475446465
really kills the frame rate though
455 lines
14 KiB
QBasic
455 lines
14 KiB
QBasic
' "Portal" in Applesoft BASIC
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' by Vince Weaver (vince@deater.net)
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' http://www.deater.net/weave/vmwprod/portal/
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'
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' This program is pretty big (>7k) so you might need to load it high
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' POKE 104,64:POKE 16384,0 before running
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'
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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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' PR=Portal rotated LR=Last rotate
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' JO=Blob out JX,JY,JA = Blob X,Y,add
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' KO=object out KX,KY,KV = Object X,Y,velocity
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' UX,UY = old object X,Y
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' ZY,PY=Laser Y ZX,PX = Laser Begin/End
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' T = TIME L = Current Level
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' JS = Joystick Enabled
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'
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' Title Screen
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'
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1 HOME:HGR:D$=CHR$(4):PRINT D$;"BLOAD PORTAL_TITLE.HGR"
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'
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' Load Sound Library
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' Violin sound, based on: https://gist.github.com/thelbane/9291cc81ed0d8e0266c8
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5 DATA 172,1,3,173,0,3,133,250,174,0,3,228,250,208,3,173,48,192,202,208,246,173,48,192,136,240,7,198,250,208,233,76,5,3,96
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6 FOR L=770 TO 804:READ V:POKE L,V:NEXT L
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'
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' Load Shape Table
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' We just *barely* fit above the sound but below DOS vectors
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8 POKE 232,38:POKE 233,3
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9 PRINT D$;"BLOAD OBJECTS.SHAPE,A$326"
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'
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' Wait a few seconds, or until keypressed
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'
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10 I=0:VTAB 24:PRINT "H FOR HELP";
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11 IF PEEK(-16384)>=128 THEN GET A$:GOTO 13
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12 I=I+1:IF I<500 GOTO 11
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13 HGR:PR=0:LR=0:JS=0
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'
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'14 L=19:PR=1:LR=1
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14 L=1
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' PRINT LEVEL INFO
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15 TEXT:GOSUB 9000
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' Clear screen to black#2
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16 HOME:HGR:SCALE=2:ROT=0:HCOLOR=4:HPLOT 0,0:CALL 62454
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'
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' Initialize Variables
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'
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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:ZY=42:ZX=0:PX=0:PY=0:JO=0:LR=0:KO=0
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'
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' Draw Level Background
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'
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22 IF L=1 THEN GOSUB 1000
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23 IF L=19 THEN GOSUB 2000
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'
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' Draw Initial Chell and Gun Cursor
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'
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25 SCALE=2:ROT=0:IF PR=1 THEN ROT=16
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26 XDRAW 1 AT SX,SY:ROT=0
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27 SCALE=1:XDRAW 4 AT CX,CY
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'
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30 REM MAIN LOOP
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'
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' Time related activities
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31 T=T+1
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32 IF L=1 AND T=50 THEN GOSUB 8000
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34 IF T>100 THEN T=0
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'
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35 OX=CX:OY=CY:OD=CD:LX=SX:LY=SY:LR=PR:UX=KX:UY=KY
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'
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' Check keyboard
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'
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37 IF PEEK(-16384)<128 THEN GOTO 64
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40 GET A$
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41 IF A$="1" THEN JS=1-JS
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42 IF A$="I" AND SY>4 THEN SY=SY-4
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44 IF A$="J" AND SX>4 THEN SX=SX-4
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45 IF A$="U" AND SX>24 THEN SX=SX-24
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46 IF A$="K" AND SX<275 THEN SX=SX+4
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47 IF A$="O" AND SX<255 THEN SX=SX+24
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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: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$=" " AND CY=112 THEN VY=5:POKE 768,240:POKE 769,10:CALL 770
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58 IF A$="H" THEN GOSUB 5000
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60 IF A$="," THEN GOSUB 6000
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62 IF A$="." THEN GOSUB 6100
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63 IF A$=";" THEN PR=1-PR
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64 IF JS=0 THEN GOTO 100
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' JOYSTICK CODE
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70 Q=PDL(0):R=PDL(1)
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71 O0=D0:O1=D1
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72 IF Q > 160 THEN SX=SX+4
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74 IF Q > 220 THEN SX=SX+24
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76 IF Q < 96 THEN SX=SX-4
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78 IF Q < 36 THEN SX=SX-24
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80 IF R > 160 THEN SY=SY+4
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82 IF R>220 THEN SY=SY+24
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84 IF R < 96 THEN SY=SY-4
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86 IF R < 36 THEN SY=SY-24
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88 D0=PEEK(-16287)
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90 D1=PEEK(-16286)
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92 IF D0>127 AND O0<127 THEN GOSUB 6000
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94 IF D1>127 AND O1<127 THEN GOSUB 6100
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'
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' PHYSICS ENGINE
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'
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100 CY=CY-VY
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105 VY=VY-4.5
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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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' Move the Level-19 blob object
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115 IF L=19 AND JO=0 THEN JO=1:JX=45:JY=10:JA=5:SCALE=2:XDRAW 6 AT JX,JY:POKE 768,200:POKE 769,10:CALL 770
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120 IF L=19 AND JO=1 THEN SCALE=2:XDRAW 6 AT JX,JY:JY=JY+JA:XDRAW 6 AT JX,JY
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' Move the Level-19 extra object
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125 IF L=19 AND KO=1 THEN KY=KY-KV:KV=KV-4.5
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'
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' COLLISION DETECTION
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'
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' Portal/Chell
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200 IF BO=0 OR GO=0 GOTO 210
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201 IF CX>BX-6 AND CX<BX+6 AND CY<BY+12 AND CY>BY-12 THEN CX=GX+2*VX:CY=GY:POKE 768,180:POKE 769,40:CALL 770
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202 IF CX>GX-6 AND CX<GX+6 AND CY<GY+12 AND CY>GY-12 THEN CX=BX+2*VX:CY=BY:POKE 768,180:POKE 769,40:CALL 770
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' Portal/Object. Cheat a bit
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203 IF KO=0 GOTO 206
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204 IF KX>BX-12 AND KX<BX+12 AND KY<BY+6 AND KY>BY-6 THEN SCALE=1:KX=GX:KY=GY+6
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205 IF KX>GX-12 AND KX<GX+12 AND KY<GY+6 AND KY>GY-6 THEN SCALE=1:KX=BX:KY=BY+6
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' Portal/Blob
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206 IF L=1 OR JO=0 GOTO 210
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207 IF JX>BX-12 AND JX<BX+12 AND JY<BY+6 AND JY>BY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=GX:JY=GY-6:JA=-JA:XDRAW 6 AT JX,JY
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208 IF JX>GX-12 AND JX<GX+12 AND JY<GY+6 AND JY>GY-6 THEN SCALE=2:XDRAW 6 AT JX,JY:JX=BX:JY=BY-6:JA=-JA:XDRAW 6 AT JX,JY
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' Edges
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210 IF CX<7 THEN CX=7:VX=0
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211 IF L=1 AND CX>271 THEN L=19:PR=1:GOTO 15
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212 IF CX>271 THEN CX=271:VX=0
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214 IF CY<7 THEN CY=7:VY=-VY
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' Floors
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220 IF L=1 THEN GOTO 233
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' Level 19 Floors
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221 IF CY > 112 THEN CY=112:VY=0:VX=VX/2
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' Incinerator
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222 IF CX > 240 AND CY>100 THEN GOTO 800
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223 IF CX > 215 AND CY>105 THEN CX=215
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' Dropping Blob
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224 IF JO<=0 GOTO 229
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225 IF JX>CX-5 AND JX<CX+5 AND JY>CY-7 AND JY<CY+7 THEN GOTO 800
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226 IF JY>120 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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227 IF JA<0 AND JY<5 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
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228 IF JX>110 AND JX<130 AND JY>60 AND JY<85 THEN GOSUB 3000
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' Object
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229 IF KO=1 AND KY>115 THEN KY=115:KV=0
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' Object in Incinerator
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230 IF KO=1 AND KX>240 AND KY>100 THEN GOSUB 4000
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231 GOTO 240
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' Level 1 Floors
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233 IF CX < 119 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
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234 IF CX > 161 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
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235 IF CX > 119 AND CX < 161 AND CY>140 THEN GOTO 800
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' LASER
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238 IF ZY>CY-8 AND ZY<CY+8 AND CX+6>ZX AND CX-6<240 THEN GOTO 700
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239 IF PY>CY-8 AND PY<CY+8 AND CX+6>0 AND CX-6<PX THEN GOTO 700
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'
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240 REM
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' DRAW AT UPDATE CO-ORDS
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' CHELL
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245 IF OX=CX AND OY=CY AND OD=CD GOTO 254
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250 SCALE=1:XDRAW 4+OD AT OX,OY
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251 XDRAW 4+CD AT CX,CY
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' Crosshairs
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254 IF LX=SX AND LY=SY AND LR=PR GOTO 260
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255 SCALE=2:ROT=0:IF LR=1 THEN ROT=16
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256 XDRAW 1 AT LX,LY:ROT=0:IF PR=1 THEN ROT=16
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257 XDRAW 1 AT SX,SY:ROT=0
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' Object
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260 IF UX=KX AND UY=KY GOTO 300
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265 SCALE=1:XDRAW 7 AT UX,UY:XDRAW 7 AT KX,KY
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300 REM
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500 GOTO 30
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'
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700 REM LASER DEAD
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705 HCOLOR=3
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707 GOSUB 8010
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710 SCALE=1:XDRAW 4+OD AT OX,OY:ROT=32:XDRAW 4+CD AT CX,CY
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715 M=CX:IF ZX>CX THEN M=ZX
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720 FOR I=240 TO M STEP -6:HPLOT I,ZY TO I+3,ZY:X=PEEK(-16336):NEXT I
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730 FOR I=PX TO CX STEP -6:HPLOT I,PY TO I+3,PY:X=PEEK(-16336):NEXT I
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'
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800 REM DEAD
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805 VTAB 22:PRINT "YOU DIED!":PRINT "TRY AGAIN? (Y/N) ";
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810 GET A$
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815 IF A$="Y" THEN GOTO 15
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820 IF A$="N" THEN GOTO 999
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830 GOTO 810
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'
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999 END
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1000 REM LEVEL 1
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' FLOOR
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1005 HCOLOR=3
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1010 HPLOT 0,120 TO 112,120 TO 112,159 TO 168,159 TO 168,120 TO 279,120
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' "WATER"
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1015 HCOLOR=1
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1020 FOR I=113 TO 167:HPLOT I,130 TO I,158:NEXT I
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' PLATFORM
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1030 HCOLOR=2:FOR I=230 TO 279:HPLOT I,50 TO I,56:NEXT I
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' SENTRY
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1035 HCOLOR=3:HPLOT 242,40 TO 242,46:HPLOT 243,40 TO 243,46:HPLOT 247,40 TO 247,46:HPLOT 248,40 TO 248,46
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1037 HPLOT 243,39 TO 247,39:HPLOT 242,46 TO 248,46
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1038 HPLOT 240,47 TO 241,47:HPLOT 239,48 TO 240,48:HPLOT 239,49 TO 240,49
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1039 HPLOT 249,47 TO 250,47:HPLOT 250,48 TO 251,48:HPLOT 250,49 TO 251,49
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1040 HCOLOR=5:HPLOT 244,41 TO 245,41:HPLOT 244,43 TO 245,43
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' LASER
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1042 HPLOT ZX,ZY TO 240,ZY
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'
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' COMPANION CUBE
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' 0123456789012
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'0 #### ### ####
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'1 ### ###
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'2 ## ##
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'3 ## ##
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'4 ## ##### ##
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'5 ## ##### ##
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'6 ###
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'7 ## # #
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'8 ### ###
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'9 #### ### ####
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1050 HCOLOR=3:X=261:Y=39
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1052 HPLOT X,Y TO X+3,Y :HPLOT X+5,Y TO X+7,Y:HPLOT X+9,Y TO X+12,Y
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1054 HPLOT X,Y+1 TO X+2,Y+1: HPLOT X+10,Y+1 TO X+12,Y+1
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1056 HPLOT X,Y+2 TO X+1,Y+2: HPLOT X+11,Y+2 TO X+12,Y+2
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1058 HPLOT X,Y+4 TO X+1,Y+4: HPLOT X+11,Y+4 TO X+12,Y+4
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1060 HPLOT X,Y+5 TO X+1,Y+5: HPLOT X+11,Y+5 TO X+12,Y+5
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1062 HPLOT X,Y+7 TO X+1,Y+7: HPLOT X+11,Y+7 TO X+12,Y+7
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1064 HPLOT X,Y+8 TO X+2,Y+8: HPLOT X+10,Y+8 TO X+12,Y+8
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1066 HPLOT X,Y+9 TO X+3,Y+9:HPLOT X+5,Y+9 TO X+7,Y+9:HPLOT X+9,Y+9 TO X+12,Y+9
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1068 HPLOT X+4,Y+3 TO X+5,Y+3:HPLOT X+7,Y+3 TO X+8,Y+3
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1070 HPLOT X+4,Y+4 TO X+8,Y+4
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1072 HPLOT X+4,Y+5 TO X+8,Y+5
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1074 HPLOT X+5,Y+6 TO X+7,Y+6
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1076 HPLOT X+6,Y+7
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' EXIT SIGN
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1100 X=266:Y=90:HCOLOR=3
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1102 FOR I=0 TO 10:HPLOT X,Y+I TO X+12,Y+I:NEXT I
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1103 HCOLOR=0:HPLOT X+2,Y+5 TO X+10,Y+5
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1104 HPLOT X+8,Y+4 TO X+9,Y+4:HPLOT X+8,Y+6 TO X+9,Y+6
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1105 HPLOT X+7,Y+3 TO X+8,Y+3:HPLOT X+7,Y+7 TO X+8,Y+7
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1106 HPLOT X+6,Y+2 TO X+7,Y+2:HPLOT X+6,Y+8 TO X+7,Y+8
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1107 HPLOT X+5,Y+1 TO X+6,Y+1:HPLOT X+5,Y+9 TO X+6,Y+9
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1110 HCOLOR=6:HPLOT 278,100 TO 278,119
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1199 RETURN
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' LEVEL 19
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2000 PRINT D$;"BLOAD GLADOS.HGR"
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' Draw the blue core
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2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
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2007 HTAB 3:VTAB 21: PRINT "Well, you found me. Congratulations."
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2099 RETURN
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' GLADOS INJURED
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3000 HTAB 3:VTAB 21:PRINT " Nice job breaking it, hero. "
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3005 JO=-1
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3010 FOR I=1 TO 10
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3015 XDRAW 7 AT 110,60:V=PEEK(-16336):XDRAW 7 AT 130,60
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3020 XDRAW 7 AT 130,85:V=PEEK(-16336):XDRAW 7 AT 110,85
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3030 XDRAW 7 AT 120,85:V=PEEK(-16336)
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3040 NEXT I
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' Release the orb
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3050 KO=1
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3099 RETURN
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' GLADOS DESTROYED
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4000 VTAB 20:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT
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4005 HCOLOR=5
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4010 FOR X=0 TO 278 STEP 5:HPLOT X,0 TO 120,85:V=PEEK(-16336):NEXT X
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4015 FOR Y=0 TO 159 STEP 5:HPLOT 278,Y TO 120,85:V=PEEK(-16336):NEXT Y
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4020 FOR X=278 TO 0 STEP -5:HPLOT X,159 TO 120,85:V=PEEK(-16336):NEXT X
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4025 FOR Y=159 TO 0 STEP -5:HPLOT 0,Y TO 120,85:V=PEEK(-16336):NEXT Y
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4097 GET A$
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4098 PRINT:PRINT D$;"RUN STILL_ALIVE.BAS"
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4099 END
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' HELP
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5000 REM HELP
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5010 TEXT:HOME
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5020 PRINT " **** HELP ****"
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5025 PRINT
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5030 PRINT " CHELL PORTAL GUN"
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5035 PRINT " ~~~~~~~~~~~~~ ~~~~~~~~~~~~~"
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5040 PRINT " A = MOVE LEFT I = UP"
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5045 PRINT " D = MOVE RIGHT J,U = LEFT"
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5050 PRINT " SPACE = JUMP K,O = RIGHT"
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5055 HTAB 24:PRINT "M = DOWN"
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5060 HTAB 24:PRINT ", = SHOOT BLUE"
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5065 HTAB 24:PRINT ". = SHOOT ORANGE"
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5070 PRINT " Q = QUIT ; = ROTATE PORTAL"
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5080 PRINT " 1 = ENABLE JOYSTICK"
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5100 PRINT:GET A$
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' return to hires
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5110 POKE -16304,0
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5120 RETURN
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' DRAW BLUE PORTAL
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6000 REM DRAW BLUE
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6002 POKE 768,143:POKE 769,40:CALL 770
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' Erase old
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6004 SCALE=2: IF PR=1 THEN SCALE=1
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6005 IF BO=1 THEN XDRAW 2+PR AT BX,BY
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6010 BX=SX:BY=SY
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6020 BO=1:XDRAW 2+PR AT BX,BY
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6025 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
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6030 RETURN
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' DRAW ORANGE PORTAL
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6100 REM DRAW ORANGE
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6102 POKE 768,72:POKE 769,40:CALL 770
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' Erase old
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6104 SCALE=2: IF PR=1 THEN SCALE=1
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6105 IF GO=1 THEN XDRAW 2+PR AT GX,GY
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6110 GX=SX+1:GY=SY
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6120 GO=1:XDRAW 2+PR AT GX,GY
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6125 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
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6130 RETURN
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'
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' Handle Laser/Portal Interaction
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7000 REM
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' ERASE OLD
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7010 HCOLOR=4:HPLOT ZX,ZY TO 240,ZY:HPLOT PX,PY TO 0,PY
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' Check if hitting Blue
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7010 IF (ZY>BY-7 AND ZY<BY+7) THEN 7030
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' Check if hitting Orange
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7012 IF (ZY>GY-7 AND ZY<GY+7) THEN 7040
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' Not hitting any
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7015 PX=0:PY=0:ZX=0:HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
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7020 GOTO 7500
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7030 REM HIT BLUE
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7032 ZX=BX:PX=GX:PY=GY
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7035 GOTO 7050
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7040 ZX=GX:PX=BX:PY=BY
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7050 HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
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7055 HPLOT PX,PY TO 0,PY
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7500 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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' Turret Firing
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'
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8010 R=INT(RND(1)*3)
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8011 HTAB 20:VTAB 21
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8012 IF R=0 THEN PRINT "Firing. "
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8013 IF R=1 THEN PRINT "There you are. "
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8014 IF R=2 THEN PRINT "I see you. "
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8015 RETURN
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'
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' Level Transition
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'
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9000 HOME:POKE 32,8:PRINT
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9001 PRINT"************************"
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9002 PRINT"* *"
|
|
9003 IF L=1 GOTO 9020
|
|
9004 IF L=19 GOTO 9030
|
|
' Too lazy to implement full number printing routine
|
|
9006 PRINT"* ??? ??? *"
|
|
9008 PRINT"* ? ? ? ? *"
|
|
9010 PRINT"* ? ? *"
|
|
9012 PRINT"* ? ? *"
|
|
9014 PRINT"* o o *"
|
|
9016 GOTO 9040
|
|
9020 PRINT"* @@@@@ @@ *"
|
|
9022 PRINT"* @ @ @ @ *"
|
|
9024 PRINT"* @ @ @ *"
|
|
9026 PRINT"* @ @ @ *"
|
|
9028 PRINT"* @@@@@ @@@@@ *"
|
|
9029 GOTO 9040
|
|
9030 PRINT"* @@ @@@@@ *"
|
|
9032 PRINT"* @ @ @ @ *"
|
|
9034 PRINT"* @ @@@@@ *"
|
|
9036 PRINT"* @ @ *"
|
|
9038 PRINT"* @@@@@ @@@@@ *"
|
|
9040 REM
|
|
9042 PRINT"* *"
|
|
9044 PRINT"* ";:IF L<10 THEN PRINT "0";
|
|
9046 PRINT L;"/19 *"
|
|
9048 PRINT"* ___________________ *"
|
|
9049 PRINT"* ";
|
|
9050 FOR I=1 TO L:PRINT "|";:NEXT I
|
|
9052 FOR I=L TO 19:PRINT " ";:NEXT I
|
|
9054 PRINT" *"
|
|
9056 PRINT"* *"
|
|
9058 PRINT"* ___________________ *"
|
|
9060 IF L=1 GOTO 9079
|
|
9062 PRINT"* # *"
|
|
9064 PRINT"* #### _()_ [=|=] *"
|
|
9066 PRINT"* #*# |____ *"
|
|
9068 PRINT"* ===== |____ O *"
|
|
9078 GOTO 9086
|
|
9079 PRINT"* ___ *"
|
|
9080 PRINT"* \o/ [] [] o () *"
|
|
9082 PRINT"* ~~~~~ [ V ] /< _ *"
|
|
9084 PRINT"* / \ []_[] <=> | *"
|
|
9086 PRINT"* *"
|
|
9088 PRINT"************************"
|
|
9090 POKE 32,0
|
|
9091 FOR I=1 TO 2500:NEXT I
|
|
9099 RETURN
|
|
'
|
|
' ISSUES:
|
|
' BUG: Shouldn't be able to create portals underground
|
|
' BUG: Artifacts when deleting portals
|
|
'
|
|
' TODO:
|
|
'
|
|
' Opening:
|
|
' General:
|
|
' FUTURE: Parametric Levels (Generic Game Engine)
|
|
' FUTURE: Button to specify horizontal vs vertical portals
|
|
' BUG: Physics: can walk when in air
|
|
'
|
|
' Level 1/19:
|
|
' FUTURE: Walking animation?
|
|
' FUTURE: Walk on all platforms
|
|
' FUTURE: Knock over sentries from behind
|
|
' FUTURE: Sentries an object that can go through portal
|
|
' BUG: Chell changes color (turns into Mel) going through O->B portal?
|
|
'
|
|
' End level:
|
|
' BUG: Come into level with high VX?
|
|
' FUTURE: Objects can be picked up with gun?
|
|
' This is doable but would hugely complicate the code
|
|
'
|
|
' FUTURE: Add countdown timer from 5 mins?
|
|
' Think it would just slow things down for no good reason
|
|
'
|
|
' It turns out it is impossible to draw an ASCII Cake
|
|
'
|
|
' __ /@/|
|
|
' /@/| | |/|
|
|
' ///| |_|/
|
|
' |//
|
|
'
|
|
' Fire? Am I too lazy to update the icons for Level 19?
|
|
' # #
|
|
' ## #
|
|
' ####
|
|
' #*#
|
|
'
|