mirror of
https://github.com/AppleCommander/bastools.git
synced 2024-12-21 08:31:51 +00:00
188 lines
6.5 KiB
QBasic
188 lines
6.5 KiB
QBasic
' One-time initializations
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10 gosub 50000: \
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chargemax=5: \
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dim chargex(chargemax),chargey(chargemax),chargeshape(chargemax),\
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priorchargex(chargemax),priorchargey(chargemax),priorchargeshape(chargemax): \
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ch=36:cv=37: \
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charwidth=7:charheight=8: \
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space=asc(" "):rubshape=95+charbase: \
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waterline=40:shipy=waterline-3:chargestarty=waterline+2: \
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goto 1000
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' Search list of depth charges for open slot; if found, queue up the next depth charge!
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20 for i=1 to chargemax: \
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if chargex(i) then next i:return
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30 chargex(i)=shipx: \
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chargey(i)=chargestarty: \
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chargeshape(i)=constdepthchargeshape: \
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remainingcharges=remainingcharges-1: \
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gosub 40: \
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vtab 3:htab 37:qq=remainingcharges: \
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return
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' Display number in QQ zero-padded to 4 digits
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40 a$="0000"+str$(qq): \
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a$=mid$(a$,len(a$)-3)
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' Display string at current HTAB,VTAB location. Note the erase done with the rub character; assumption is color is black!
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50 ly=peek(cv)*charheight: \
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lx=peek(ch)*charwidth
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60 for c=1 to len(a$): \
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ls=charbase+asc(mid$(a$,c,1))-space: \
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draw rubshape at lx,ly: \
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xdraw ls at lx,ly: \
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lx=lx+charwidth: \
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next c: \
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return
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' Update ALL states on the screen
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90 vtab 1:htab 37:qq=hiscore:gosub 40: \
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vtab 2:qq=score:gosub 40: \
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vtab 3:qq=remainingcharges:gosub 40: \
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return
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' Game initialization
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100 shipx=140:shipdirection=0:shipshape=constdestroyershape: \
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score=0:remainingcharges=30:chargeindex=1
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120 for i=1 to chargemax: \
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chargex(i)=0: \
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chargey(i)=0: \
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chargeshape(i)=0: \
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next i
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130 subshape=0:subx=0:suby=0:subdirection=0
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140 explosionshape=0:explosionx=0:explosiony=0
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150 gosub 90
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' Draw all active shapes (based on X coordinate)
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200 xdraw shipshape at shipx,shipy: \
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oldshipx=shipx:oldshipshape=shipshape
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210 if subx then \
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xdraw subshape at subx,suby: \
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oldsubshape=subshape:oldsubx=subx:oldsuby=suby
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220 priorchargex(chargeindex)=chargex(chargeindex): \
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priorchargey(chargeindex)=chargey(chargeindex): \
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priorchargeshape(chargeindex)=chargeshape(chargeindex)
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230 if chargex(chargeindex) then \
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xdraw chargeshape(chargeindex) at chargex(chargeindex),chargey(chargeindex)
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240 if explosionx then \
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xdraw explosionshape at explosionx,explosiony:zs=explosionshape:zx=explosionx:zy=explosiony
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' Handle keyboard
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300 keypress=peek(-16384): \
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if keypress < 128 then 400
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310 poke -16368,0
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320 if keypress=136 then \
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shipshape=constdestroyershape: \
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shipdirection=shipdirection-1
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330 if keypress=149 then \
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shipshape=constdestroyershape+1: \
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shipdirection=shipdirection+1
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340 if shipdirection > 3 then shipdirection=3
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350 if shipdirection < -3 then shipdirection=-3
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360 if keypress=160 and remainingcharges > 0 then gosub 20
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' Submarine. Only one at a time. If it doesn't exist, pick a random number to see if one shows up!
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400 if not subx then 450
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410 subx=subx+subdirection
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420 if subx < 10 or subx > 270 then subshape=0:subx=0:suby=0:subdirection=0
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430 goto 500
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' Test for a new sub
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450 rr=rnd(1):if rr < 0.10 then 480
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460 if rr > 0.20 then 500
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470 subx=10:suby=waterline+10+rnd(1)*80:subdirection=2:subshape=constsubshape+1:goto 500
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480 subx=270:suby=waterline+10+rnd(1)*80:subdirection=-2:subshape=constsubshape
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' Move the destroyer/ship
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500 shipx=shipx+shipdirection
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510 if shipx < 10 then shipx=10
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520 if shipx > 270 then shipx=270
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' Make the explosion all explody
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550 if explosionshape then explosionshape=explosionshape+2:if explosionshape >= constdestroyershape then explosionx=0
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' Move one of the depth charges
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600 if not chargex(chargeindex) then 690
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610 chargeshape(chargeindex)=chargeshape(chargeindex)+1: \
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if chargeshape(chargeindex) > constdepthchargeshape+3 then \
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chargeshape(chargeindex)=constdepthchargeshape
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620 chargey(chargeindex)=chargey(chargeindex)+5: \
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if chargey(chargeindex) > 155 then \
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chargex(chargeindex)=0: \
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chargey(chargeindex)=0: \
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chargeshape(chargeindex)=0
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' Setup for next depth charge
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690 chargeindex=chargeindex+1: \
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if chargeindex > chargemax then \
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chargeindex = 1
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' Erase shapes
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700 if oldsubx then \
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xdraw oldsubshape at oldsubx,oldsuby: \
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a=oldsubx:oldsubx=0: \
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if peek(234) then \
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explosionshape=oldsubshape+2: \
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explosionx=a: \
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explosiony=oldsuby: \
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subx=0: \
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score=score+1: \
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remainingcharges=remainingcharges+5: \
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vtab 2:htab 37:qq=score:gosub 40: \
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vtab 3:qq=remainingcharges:gosub 40
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710 if priorchargex(chargeindex) then \
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xdraw priorchargeshape(chargeindex) at priorchargex(chargeindex),priorchargey(chargeindex): \
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if peek(234) then \
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chargex(chargeindex)=0: \
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chargey(chargeindex)=0: \
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chargeshape(chargeindex)=0
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720 if zx then xdraw zs at zx,explosiony:zx=0
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730 xdraw oldshipshape at oldshipx,shipy
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740 if remainingcharges > 0 then 200
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' Stupidly, once we run out of charges, we immediately end the game :-/
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' Check if a high score was set ...
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800 if score > hiscore then hiscore = score
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' Display the title screen!
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1000 hgr:poke -16302,0
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1010 hcolor=0: \
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vtab 1:htab 1:a$="Destroyer!":gosub 50
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1020 vtab 22:htab 4:a$="| Left, } Right, Spacebar to fire":gosub 50
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1030 vtab 1:htab 28:a$="Hiscore:":gosub 50:vtab 2:a$="Score:":gosub 50:vtab 3:a$="Charges:":gosub 50:gosub 90
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1050 hcolor=6: \
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hplot 0,waterline to 279,waterline: \
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hplot 0,159 to 279,159:hcolor=0
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1060 ly=waterline+15: \
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xdraw constdestroyershape at 45,ly+3: \
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a$="Your destroyer":lx=70:gosub 60
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1070 ly=ly+10: \
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xdraw constsubshape at 45,ly+3: \
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a$="Enemy submarine (1 point)":lx=70:gosub 60
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1080 ly=ly+10:lx=40: \
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for s=constdepthchargeshape to constdepthchargeshape+3: \
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xdraw s at lx,ly+3: \
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lx=lx+5: \
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next s: \
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a$="Depth charges (hit = +5!)":lx=70:gosub 60
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1090 ly=ly+20:lx=40: \
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a$="Demo code for 'bastools'":gosub 60
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1100 ly=ly+10:lx=40: \
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a$="Visit applecommander.github.io":gosub 60
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1110 ly=ly+20:lx=40: \
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a$="PRESS ANY KEY TO BEGIN!":gosub 60
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1120 if peek(-16384)<128 then 1120
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1130 poke -16368,0
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1140 hcolor=0: \
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for y=waterline+15 to 150: \
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hplot 0,y to 279,y: \
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next y
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1150 goto 100
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50000 $shape src="destroyer.st", \
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poke=yes, \
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init=yes, \
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assign=(constsubshape="sub-left", \
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constdestroyershape="ship-left", \
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constdepthchargeshape="depthcharge-1", \
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charbase="characters")
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