mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-18 21:06:31 +00:00
f475446465
really kills the frame rate though
455 lines
14 KiB
QBasic
455 lines
14 KiB
QBasic
' "Portal" in Applesoft BASIC
|
|
' by Vince Weaver (vince@deater.net)
|
|
' http://www.deater.net/weave/vmwprod/portal/
|
|
'
|
|
' This program is pretty big (>7k) so you might need to load it high
|
|
' POKE 104,64:POKE 16384,0 before running
|
|
'
|
|
' 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
|
|
' PR=Portal rotated LR=Last rotate
|
|
' JO=Blob out JX,JY,JA = Blob X,Y,add
|
|
' KO=object out KX,KY,KV = Object X,Y,velocity
|
|
' UX,UY = old object X,Y
|
|
' ZY,PY=Laser Y ZX,PX = Laser Begin/End
|
|
' T = TIME L = Current Level
|
|
' JS = Joystick Enabled
|
|
'
|
|
' Title Screen
|
|
'
|
|
1 HOME:HGR:D$=CHR$(4):PRINT D$;"BLOAD PORTAL_TITLE.HGR"
|
|
'
|
|
' Load Sound Library
|
|
' Violin sound, based on: https://gist.github.com/thelbane/9291cc81ed0d8e0266c8
|
|
5 DATA 172,1,3,173,0,3,133,250,174,0,3,228,250,208,3,173,48,192,202,208,246,173,48,192,136,240,7,198,250,208,233,76,5,3,96
|
|
6 FOR L=770 TO 804:READ V:POKE L,V:NEXT L
|
|
'
|
|
' Load Shape Table
|
|
' We just *barely* fit above the sound but below DOS vectors
|
|
8 POKE 232,38:POKE 233,3
|
|
9 PRINT D$;"BLOAD OBJECTS.SHAPE,A$326"
|
|
'
|
|
' Wait a few seconds, or until keypressed
|
|
'
|
|
10 I=0:VTAB 24:PRINT "H FOR HELP";
|
|
11 IF PEEK(-16384)>=128 THEN GET A$:GOTO 13
|
|
12 I=I+1:IF I<500 GOTO 11
|
|
13 HGR:PR=0:LR=0:JS=0
|
|
'
|
|
'14 L=19:PR=1:LR=1
|
|
14 L=1
|
|
' PRINT LEVEL INFO
|
|
15 TEXT:GOSUB 9000
|
|
' Clear screen to black#2
|
|
16 HOME:HGR:SCALE=2:ROT=0:HCOLOR=4:HPLOT 0,0:CALL 62454
|
|
'
|
|
' Initialize Variables
|
|
'
|
|
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
|
|
'
|
|
' Draw Level Background
|
|
'
|
|
22 IF L=1 THEN GOSUB 1000
|
|
23 IF L=19 THEN GOSUB 2000
|
|
'
|
|
' Draw Initial Chell and Gun Cursor
|
|
'
|
|
25 SCALE=2:ROT=0:IF PR=1 THEN ROT=16
|
|
26 XDRAW 1 AT SX,SY:ROT=0
|
|
27 SCALE=1:XDRAW 4 AT CX,CY
|
|
'
|
|
30 REM MAIN LOOP
|
|
'
|
|
' Time related activities
|
|
31 T=T+1
|
|
32 IF L=1 AND T=50 THEN GOSUB 8000
|
|
34 IF T>100 THEN T=0
|
|
'
|
|
35 OX=CX:OY=CY:OD=CD:LX=SX:LY=SY:LR=PR:UX=KX:UY=KY
|
|
'
|
|
' Check keyboard
|
|
'
|
|
37 IF PEEK(-16384)<128 THEN GOTO 64
|
|
40 GET A$
|
|
41 IF A$="1" THEN JS=1-JS
|
|
42 IF A$="I" AND SY>4 THEN SY=SY-4
|
|
44 IF A$="J" AND SX>4 THEN SX=SX-4
|
|
45 IF A$="U" AND SX>24 THEN SX=SX-24
|
|
46 IF A$="K" AND SX<275 THEN SX=SX+4
|
|
47 IF A$="O" AND SX<255 THEN SX=SX+24
|
|
48 IF A$="M" AND SY<150 THEN SY=SY+4
|
|
50 IF A$="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$=" " AND CY=112 THEN VY=5:POKE 768,240:POKE 769,10:CALL 770
|
|
58 IF A$="H" THEN GOSUB 5000
|
|
60 IF A$="," THEN GOSUB 6000
|
|
62 IF A$="." THEN GOSUB 6100
|
|
63 IF A$=";" THEN PR=1-PR
|
|
64 IF JS=0 THEN GOTO 100
|
|
' JOYSTICK CODE
|
|
70 Q=PDL(0):R=PDL(1)
|
|
71 O0=D0:O1=D1
|
|
72 IF Q > 160 THEN SX=SX+4
|
|
74 IF Q > 220 THEN SX=SX+24
|
|
76 IF Q < 96 THEN SX=SX-4
|
|
78 IF Q < 36 THEN SX=SX-24
|
|
80 IF R > 160 THEN SY=SY+4
|
|
82 IF R>220 THEN SY=SY+24
|
|
84 IF R < 96 THEN SY=SY-4
|
|
86 IF R < 36 THEN SY=SY-24
|
|
88 D0=PEEK(-16287)
|
|
90 D1=PEEK(-16286)
|
|
92 IF D0>127 AND O0<127 THEN GOSUB 6000
|
|
94 IF D1>127 AND O1<127 THEN GOSUB 6100
|
|
'
|
|
' PHYSICS ENGINE
|
|
'
|
|
100 CY=CY-VY
|
|
105 VY=VY-4.5
|
|
' 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
|
|
' Move the Level-19 blob object
|
|
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
|
|
120 IF L=19 AND JO=1 THEN SCALE=2:XDRAW 6 AT JX,JY:JY=JY+JA:XDRAW 6 AT JX,JY
|
|
' Move the Level-19 extra object
|
|
125 IF L=19 AND KO=1 THEN KY=KY-KV:KV=KV-4.5
|
|
'
|
|
' COLLISION DETECTION
|
|
'
|
|
' Portal/Chell
|
|
200 IF BO=0 OR GO=0 GOTO 210
|
|
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
|
|
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
|
|
' Portal/Object. Cheat a bit
|
|
203 IF KO=0 GOTO 206
|
|
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
|
|
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
|
|
' Portal/Blob
|
|
206 IF L=1 OR JO=0 GOTO 210
|
|
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
|
|
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
|
|
|
|
' Edges
|
|
210 IF CX<7 THEN CX=7:VX=0
|
|
211 IF L=1 AND CX>271 THEN L=19:PR=1:GOTO 15
|
|
212 IF CX>271 THEN CX=271:VX=0
|
|
214 IF CY<7 THEN CY=7:VY=-VY
|
|
' Floors
|
|
220 IF L=1 THEN GOTO 233
|
|
' Level 19 Floors
|
|
221 IF CY > 112 THEN CY=112:VY=0:VX=VX/2
|
|
' Incinerator
|
|
222 IF CX > 240 AND CY>100 THEN GOTO 800
|
|
223 IF CX > 215 AND CY>105 THEN CX=215
|
|
' Dropping Blob
|
|
224 IF JO<=0 GOTO 229
|
|
225 IF JX>CX-5 AND JX<CX+5 AND JY>CY-7 AND JY<CY+7 THEN GOTO 800
|
|
226 IF JY>120 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
|
|
227 IF JA<0 AND JY<5 THEN SCALE=2:XDRAW 6 AT JX,JY:JO=0
|
|
228 IF JX>110 AND JX<130 AND JY>60 AND JY<85 THEN GOSUB 3000
|
|
' Object
|
|
229 IF KO=1 AND KY>115 THEN KY=115:KV=0
|
|
' Object in Incinerator
|
|
230 IF KO=1 AND KX>240 AND KY>100 THEN GOSUB 4000
|
|
231 GOTO 240
|
|
' Level 1 Floors
|
|
233 IF CX < 119 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
|
|
234 IF CX > 161 AND CY > 112 THEN CY=112:VY=0:VX=VX/2
|
|
235 IF CX > 119 AND CX < 161 AND CY>140 THEN GOTO 800
|
|
' LASER
|
|
238 IF ZY>CY-8 AND ZY<CY+8 AND CX+6>ZX AND CX-6<240 THEN GOTO 700
|
|
239 IF PY>CY-8 AND PY<CY+8 AND CX+6>0 AND CX-6<PX THEN GOTO 700
|
|
'
|
|
240 REM
|
|
' DRAW AT UPDATE CO-ORDS
|
|
' CHELL
|
|
245 IF OX=CX AND OY=CY AND OD=CD GOTO 254
|
|
250 SCALE=1:XDRAW 4+OD AT OX,OY
|
|
251 XDRAW 4+CD AT CX,CY
|
|
' Crosshairs
|
|
254 IF LX=SX AND LY=SY AND LR=PR GOTO 260
|
|
255 SCALE=2:ROT=0:IF LR=1 THEN ROT=16
|
|
256 XDRAW 1 AT LX,LY:ROT=0:IF PR=1 THEN ROT=16
|
|
257 XDRAW 1 AT SX,SY:ROT=0
|
|
' Object
|
|
260 IF UX=KX AND UY=KY GOTO 300
|
|
265 SCALE=1:XDRAW 7 AT UX,UY:XDRAW 7 AT KX,KY
|
|
300 REM
|
|
500 GOTO 30
|
|
'
|
|
700 REM LASER DEAD
|
|
705 HCOLOR=3
|
|
707 GOSUB 8010
|
|
710 SCALE=1:XDRAW 4+OD AT OX,OY:ROT=32:XDRAW 4+CD AT CX,CY
|
|
715 M=CX:IF ZX>CX THEN M=ZX
|
|
720 FOR I=240 TO M STEP -6:HPLOT I,ZY TO I+3,ZY:X=PEEK(-16336):NEXT I
|
|
730 FOR I=PX TO CX STEP -6:HPLOT I,PY TO I+3,PY:X=PEEK(-16336):NEXT I
|
|
'
|
|
800 REM DEAD
|
|
805 VTAB 22:PRINT "YOU DIED!":PRINT "TRY AGAIN? (Y/N) ";
|
|
810 GET A$
|
|
815 IF A$="Y" THEN GOTO 15
|
|
820 IF A$="N" THEN GOTO 999
|
|
830 GOTO 810
|
|
'
|
|
999 END
|
|
1000 REM LEVEL 1
|
|
' FLOOR
|
|
1005 HCOLOR=3
|
|
1010 HPLOT 0,120 TO 112,120 TO 112,159 TO 168,159 TO 168,120 TO 279,120
|
|
' "WATER"
|
|
1015 HCOLOR=1
|
|
1020 FOR I=113 TO 167:HPLOT I,130 TO I,158:NEXT I
|
|
' PLATFORM
|
|
1030 HCOLOR=2:FOR I=230 TO 279:HPLOT I,50 TO I,56:NEXT I
|
|
' SENTRY
|
|
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
|
|
1037 HPLOT 243,39 TO 247,39:HPLOT 242,46 TO 248,46
|
|
1038 HPLOT 240,47 TO 241,47:HPLOT 239,48 TO 240,48:HPLOT 239,49 TO 240,49
|
|
1039 HPLOT 249,47 TO 250,47:HPLOT 250,48 TO 251,48:HPLOT 250,49 TO 251,49
|
|
1040 HCOLOR=5:HPLOT 244,41 TO 245,41:HPLOT 244,43 TO 245,43
|
|
' LASER
|
|
1042 HPLOT ZX,ZY TO 240,ZY
|
|
'
|
|
' COMPANION CUBE
|
|
' 0123456789012
|
|
'0 #### ### ####
|
|
'1 ### ###
|
|
'2 ## ##
|
|
'3 ## ##
|
|
'4 ## ##### ##
|
|
'5 ## ##### ##
|
|
'6 ###
|
|
'7 ## # #
|
|
'8 ### ###
|
|
'9 #### ### ####
|
|
1050 HCOLOR=3:X=261:Y=39
|
|
1052 HPLOT X,Y TO X+3,Y :HPLOT X+5,Y TO X+7,Y:HPLOT X+9,Y TO X+12,Y
|
|
1054 HPLOT X,Y+1 TO X+2,Y+1: HPLOT X+10,Y+1 TO X+12,Y+1
|
|
1056 HPLOT X,Y+2 TO X+1,Y+2: HPLOT X+11,Y+2 TO X+12,Y+2
|
|
1058 HPLOT X,Y+4 TO X+1,Y+4: HPLOT X+11,Y+4 TO X+12,Y+4
|
|
1060 HPLOT X,Y+5 TO X+1,Y+5: HPLOT X+11,Y+5 TO X+12,Y+5
|
|
1062 HPLOT X,Y+7 TO X+1,Y+7: HPLOT X+11,Y+7 TO X+12,Y+7
|
|
1064 HPLOT X,Y+8 TO X+2,Y+8: HPLOT X+10,Y+8 TO X+12,Y+8
|
|
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
|
|
1068 HPLOT X+4,Y+3 TO X+5,Y+3:HPLOT X+7,Y+3 TO X+8,Y+3
|
|
1070 HPLOT X+4,Y+4 TO X+8,Y+4
|
|
1072 HPLOT X+4,Y+5 TO X+8,Y+5
|
|
1074 HPLOT X+5,Y+6 TO X+7,Y+6
|
|
1076 HPLOT X+6,Y+7
|
|
' EXIT SIGN
|
|
1100 X=266:Y=90:HCOLOR=3
|
|
1102 FOR I=0 TO 10:HPLOT X,Y+I TO X+12,Y+I:NEXT I
|
|
1103 HCOLOR=0:HPLOT X+2,Y+5 TO X+10,Y+5
|
|
1104 HPLOT X+8,Y+4 TO X+9,Y+4:HPLOT X+8,Y+6 TO X+9,Y+6
|
|
1105 HPLOT X+7,Y+3 TO X+8,Y+3:HPLOT X+7,Y+7 TO X+8,Y+7
|
|
1106 HPLOT X+6,Y+2 TO X+7,Y+2:HPLOT X+6,Y+8 TO X+7,Y+8
|
|
1107 HPLOT X+5,Y+1 TO X+6,Y+1:HPLOT X+5,Y+9 TO X+6,Y+9
|
|
1110 HCOLOR=6:HPLOT 278,100 TO 278,119
|
|
1199 RETURN
|
|
' LEVEL 19
|
|
2000 PRINT D$;"BLOAD GLADOS.HGR"
|
|
' Draw the blue core
|
|
2005 SCALE=1:KX=150:KY=65:XDRAW 7 AT KX,KY:KO=0
|
|
2007 HTAB 3:VTAB 21: PRINT "Well, you found me. Congratulations."
|
|
2099 RETURN
|
|
' GLADOS INJURED
|
|
3000 HTAB 3:VTAB 21:PRINT " Nice job breaking it, hero. "
|
|
3005 JO=-1
|
|
3010 FOR I=1 TO 10
|
|
3015 XDRAW 7 AT 110,60:V=PEEK(-16336):XDRAW 7 AT 130,60
|
|
3020 XDRAW 7 AT 130,85:V=PEEK(-16336):XDRAW 7 AT 110,85
|
|
3030 XDRAW 7 AT 120,85:V=PEEK(-16336)
|
|
3040 NEXT I
|
|
' Release the orb
|
|
3050 KO=1
|
|
3099 RETURN
|
|
' GLADOS DESTROYED
|
|
4000 VTAB 20:PRINT:PRINT:PRINT:PRINT:PRINT:PRINT
|
|
4005 HCOLOR=5
|
|
4010 FOR X=0 TO 278 STEP 5:HPLOT X,0 TO 120,85:V=PEEK(-16336):NEXT X
|
|
4015 FOR Y=0 TO 159 STEP 5:HPLOT 278,Y TO 120,85:V=PEEK(-16336):NEXT Y
|
|
4020 FOR X=278 TO 0 STEP -5:HPLOT X,159 TO 120,85:V=PEEK(-16336):NEXT X
|
|
4025 FOR Y=159 TO 0 STEP -5:HPLOT 0,Y TO 120,85:V=PEEK(-16336):NEXT Y
|
|
4097 GET A$
|
|
4098 PRINT:PRINT D$;"RUN STILL_ALIVE.BAS"
|
|
4099 END
|
|
' HELP
|
|
5000 REM HELP
|
|
5010 TEXT:HOME
|
|
5020 PRINT " **** HELP ****"
|
|
5025 PRINT
|
|
5030 PRINT " CHELL PORTAL GUN"
|
|
5035 PRINT " ~~~~~~~~~~~~~ ~~~~~~~~~~~~~"
|
|
5040 PRINT " A = MOVE LEFT I = UP"
|
|
5045 PRINT " D = MOVE RIGHT J,U = LEFT"
|
|
5050 PRINT " SPACE = JUMP K,O = RIGHT"
|
|
5055 HTAB 24:PRINT "M = DOWN"
|
|
5060 HTAB 24:PRINT ", = SHOOT BLUE"
|
|
5065 HTAB 24:PRINT ". = SHOOT ORANGE"
|
|
5070 PRINT " Q = QUIT ; = ROTATE PORTAL"
|
|
5080 PRINT " 1 = ENABLE JOYSTICK"
|
|
5100 PRINT:GET A$
|
|
' return to hires
|
|
5110 POKE -16304,0
|
|
5120 RETURN
|
|
' DRAW BLUE PORTAL
|
|
6000 REM DRAW BLUE
|
|
6002 POKE 768,143:POKE 769,40:CALL 770
|
|
' Erase old
|
|
6004 SCALE=2: IF PR=1 THEN SCALE=1
|
|
6005 IF BO=1 THEN XDRAW 2+PR AT BX,BY
|
|
6010 BX=SX:BY=SY
|
|
6020 BO=1:XDRAW 2+PR AT BX,BY
|
|
6025 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
|
|
6030 RETURN
|
|
' DRAW ORANGE PORTAL
|
|
6100 REM DRAW ORANGE
|
|
6102 POKE 768,72:POKE 769,40:CALL 770
|
|
' Erase old
|
|
6104 SCALE=2: IF PR=1 THEN SCALE=1
|
|
6105 IF GO=1 THEN XDRAW 2+PR AT GX,GY
|
|
6110 GX=SX+1:GY=SY
|
|
6120 GO=1:XDRAW 2+PR AT GX,GY
|
|
6125 IF BO=1 AND GO=1 AND L=1 THEN GOTO 7000
|
|
6130 RETURN
|
|
'
|
|
' Handle Laser/Portal Interaction
|
|
7000 REM
|
|
' ERASE OLD
|
|
7010 HCOLOR=4:HPLOT ZX,ZY TO 240,ZY:HPLOT PX,PY TO 0,PY
|
|
' Check if hitting Blue
|
|
7010 IF (ZY>BY-7 AND ZY<BY+7) THEN 7030
|
|
' Check if hitting Orange
|
|
7012 IF (ZY>GY-7 AND ZY<GY+7) THEN 7040
|
|
' Not hitting any
|
|
7015 PX=0:PY=0:ZX=0:HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
|
|
7020 GOTO 7500
|
|
7030 REM HIT BLUE
|
|
7032 ZX=BX:PX=GX:PY=GY
|
|
7035 GOTO 7050
|
|
7040 ZX=GX:PX=BX:PY=BY
|
|
7050 HCOLOR=5:HPLOT ZX,ZY TO 240,ZY
|
|
7055 HPLOT PX,PY TO 0,PY
|
|
7500 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
|
|
'
|
|
' Turret Firing
|
|
'
|
|
8010 R=INT(RND(1)*3)
|
|
8011 HTAB 20:VTAB 21
|
|
8012 IF R=0 THEN PRINT "Firing. "
|
|
8013 IF R=1 THEN PRINT "There you are. "
|
|
8014 IF R=2 THEN PRINT "I see you. "
|
|
8015 RETURN
|
|
'
|
|
' Level Transition
|
|
'
|
|
9000 HOME:POKE 32,8:PRINT
|
|
9001 PRINT"************************"
|
|
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?
|
|
' # #
|
|
' ## #
|
|
' ####
|
|
' #*#
|
|
'
|