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8bitworkshop/presets/atari8-800xl/joyas.bas

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'-------------------------------------
' Joyas: A match-three pieces game
'
' Character set redefinition
'/*{w:8,h:8,bpp:1,brev:1,count:13}*/
data charset() byte = $D0,$68,$34,$68,$D0,$68,$34,$68, ' 1: Wall 1
data byte = $16,$2C,$58,$2C,$16,$2C,$58,$2C, ' 2: Wall 2
data byte = $00,$18,$68,$44,$2C,$30,$00,$00, ' 3: Rotated square
data byte = $00,$10,$38,$6C,$38,$10,$00,$00, ' 4: Diamond
data byte = $00,$7C,$54,$7C,$54,$7C,$00,$00, ' 5: Filled Square
data byte = $00,$64,$2C,$10,$68,$4C,$00,$00, ' 6: Cross
data byte = $00,$38,$4C,$5C,$7C,$38,$00,$00, ' 7: Big ball
data byte = $00,$5C,$40,$54,$04,$74,$00,$00, ' 8: Flag?
data byte = $00,$00,$00,$00,$00,$00,$00,$00, ' 9: Explosion
data byte = $7C,$82,$82,$82,$82,$82,$7C,$00, '10: Cursor
data byte = $D1,$6A,$35,$1B,$0E,$04,$00,$00, ' B: Bottom-left
data byte = $11,$AA,$55,$BB,$EE,$44,$00,$00, ' C: Bottom
data byte = $16,$AC,$58,$B0,$E0,$40,$00,$00 ' D: Bottom-right
';
'/*{w:8,h:8,bpp:1,brev:1,count:4}*/
data explode() byte = $00,$00,$00,$38,$54,$38,$00,$00,
data byte = $00,$00,$24,$40,$12,$08,$44,$00,
data byte = $00,$42,$00,$80,$00,$01,$00,$82,
data byte = $00,$00,$00,$00,$00,$00,$00,$00
';
' Our board pieces:
data pieces() byte = $03, $44, $85, $C6, $07, $48
' Our empty board (two lines)
data eboard() byte = $80,$40,$81,$09,$09,$09,$09,$09,$09,$09,$09,$09,$09,$82,$40,$80,
data byte = $40,$80,$81,$09,$09,$09,$09,$09,$09,$09,$09,$09,$09,$82,$80,$40
data lboard() byte = $80,$40,$8B,$8C,$8C,$8C,$8C,$8C,$8C,$8C,$8C,$8C,$8C,$8D,$40,$80
' Set graphics mode and narrow screen
graphics 18
poke 559, 33
' Redefine character set
move $E000, $7C00, 512
move adr(charset), $7C08, 104
poke 756, $7C
' Set colors
if peek($d014) = 1
' PAL
se. 0,3,8
se. 1,11,10
se. 2,8,6
se. 3,14,14
else
' NTSC
se. 0,4,8
se. 1,12,10
se. 2,9,6
se. 3,2,14
endif
' Memory area for the board
mainBoard = $7000 + 19
fullBoard = $7000 + 16
' Clear board, needed to detect bad moves
mset $7000, 192, 0
hiScore = 0
screen = dpeek(88)
screenBoard = screen + 3
C = mainBoard - screenBoard
' Loop forever
do
' Clear board
for i=0 to 4
move adr(eboard), fullBoard+i*32, 32
next i
' Init game variables
score = 0 ' Score
nmoves = 15 ' Remaining moves
addMove = 16 ' Points to bonus
crsPos = 0 ' Cursor pos
' Clear the screen
mset screen, 176, 0
position 0, 0
' Show game info
print #6, , , " joyas", , , "HI SCORE:"; hiScore
print #6, "BUTTON: game"
' Wait for button press and release
repeat : until not strig(0)
repeat : until strig(0)
' Disable attract mode
poke 77,0
' Draw bottom of board
move adr(lboard), screen+160, 16
' Call game loop
while nmoves > 0
exec GameLoop
wend
if hiScore < score then hiScore = score
loop
'-------------------------------------
' Move the cursor and wait for play
proc MoveCursor
' Loop
do
' Disable attract mode
poke 77,0
' Wait for valid move
repeat
' Show cursor
poke crsPos+screenBoard, 192+10
pause 1
' Remove cursor
poke crsPos+screenBoard, peek(crsPos+mainBoard)
pause 1
' Move cursor
i = stick(0)
nxtPos = (i=7) - (i=11) + 16 * ((i=13) - (i=14)) + crsPos
until nxtPos <> crsPos and peek(nxtPos + mainBoard) & 63 > 2
' If button is pressed, return
if not strig(0) then Exit
' Move cursor
crsPos = nxtPos
loop
endproc
'-------------------------------------
' Make pieces fall in the board
proc FallPieces
' Loop until there are holes in the board
repeat
endFall = 1
' Move board to screen
move fullBoard, screen, 160
' Search for holes in the board
for A=mainBoard to mainBoard + 151 step 16
for P=A to A+9
if peek(P) & 63 = 9
' If we found a hole, fall pieces!
i = P
while i > mainBoard + 15
poke i, peek(i-16)
i = i-16
wend
' Set new piece and set A to exit outer loop
poke i, pieces(rand(6))
A = mainBoard + 152
endFall = 0
endif
next P
next A
until endFall
endproc
'-------------------------------------
' Search matching pieces and remove
proc MatchPieces
' Number of matches found
lsize = 0
' Go through each line
for A = screenBoard to screenBoard + 151 step 16
' And through each column
for X=A to A+9
P = peek(X)
' Test if equal to the next two pieces
if P = peek(X+1) and P = peek(X+2)
' Transform screen pointer to board pointer
Y = X + C
' Clean the three pieces found
PC = (P & 192) + 9
poke Y, PC
poke Y+1, PC
poke Y+2, PC
inc lsize
endif
' Test if equal to the two pieces bellow
IF P = peek(X + 16) and P = peek(X + 32)
' Transform screen pointer to board pointer
Y = X + C
' Clean the three pieces found
PC = (P & 192) + 9
poke Y, PC
poke Y + 16, PC
poke Y + 32, PC
inc lsize
endif
next X
next A
if lsize
' Found a line, add to score and show a little animation
score = score + lsize * lsize
move fullBoard, screen, 160
for i = 0 to 3
sound 1, 80, 0, 10 - i * 3
' Set animation frame
move i*8 + adr(explode), $7C48, 8
pause 4
next i
endif
' Add one move at 16, 32, 64, etc. points
if score >= addMove
inc nmoves
addMove = addMove * 2
endif
' Print current score and moves left
position 18, 8
print #6, "score "; score; "/"; nmoves,
sound
endproc
'-------------------------------------
' Our main game loop
proc GameLoop
' Update number of moves
dec nmoves
' Loop until no pieces are left to move
repeat
exec FallPieces
exec MatchPieces
until not lsize
' Game over if no more moves
if nmoves < 1 then exit
exec MoveCursor
' Perform an exchange
poke crsPos + mainBoard, peek(nxtPos + screenBoard)
poke nxtPos + mainBoard, peek(crsPos + screenBoard)
sound 0, 100, 10, 10
pause 2
sound
endproc