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