prog8/examples/cx16/tehtriz.p8

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; TehTriz - a Tetris clone. Commander X16 version.
;
; features:
; holding area
; wall kick rotations
; shows next piece
; staged speed increase
; simple sound effects (Vera PSG)
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%import syslib
%import textio
%import math
%import psg
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main {
const ubyte boardOffsetX = 14
const ubyte boardOffsetY = 3
const ubyte boardWidth = 10
const ubyte boardHeight = 20
const ubyte startXpos = boardOffsetX + 3
const ubyte startYpos = boardOffsetY - 2
uword lines
uword score
ubyte xpos
ubyte ypos
ubyte nextBlock
ubyte speedlevel
ubyte holding
bool holdingAllowed
ubyte ticks_since_previous_action
ubyte ticks_since_previous_move
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sub start() {
void cx16.screen_mode(3, false) ; low res
txt.color2(7,0) ; make sure correct screen colors are (re)set
txt.clear_screen()
; gimmick: make a mirrored R
cx16.vpoke(1,$f000+sc:'r'*8+0, %00111110)
cx16.vpoke(1,$f000+sc:'r'*8+1, %01100110)
cx16.vpoke(1,$f000+sc:'r'*8+2, %01100110)
cx16.vpoke(1,$f000+sc:'r'*8+3, %00111110)
cx16.vpoke(1,$f000+sc:'r'*8+4, %00011110)
cx16.vpoke(1,$f000+sc:'r'*8+5, %00110110)
cx16.vpoke(1,$f000+sc:'r'*8+6, %01100110)
cx16.vpoke(1,$f000+sc:'r'*8+7, %00000000)
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sound.init()
newGame()
drawBoard()
gameOver()
newgame:
newGame()
drawBoard()
spawnNextBlock()
waitkey:
sys.waitvsync()
ticks_since_previous_action++
ticks_since_previous_move++
if ticks_since_previous_action==0
ticks_since_previous_action=255
if ticks_since_previous_move==0
ticks_since_previous_move=255
ubyte time_lo = lsb(cbm.RDTIM16())
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if time_lo>=(60-4*speedlevel) {
cbm.SETTIM(0,0,0)
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drawBlock(xpos, ypos, true) ; hide block
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if blocklogic.noCollision(xpos, ypos+1) {
; slowly move the block down
ypos++
drawBlock(xpos, ypos, false) ; show block on new position
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} else {
; block can't move further down!
; check if the game area is full, if not, spawn the next block at the top.
if blocklogic.isGameOver(xpos, ypos) {
gameOver()
goto newgame
} else {
sound.blockrotate()
checkForLines()
spawnNextBlock()
score++
}
}
drawScore()
}
ubyte key
void, key=cbm.GETIN()
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keypress(key)
cx16.r0,void = cx16.joystick_get(1)
joystick(cx16.r0)
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goto waitkey
}
sub move_left() {
drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos-1, ypos) {
xpos--
}
drawBlock(xpos, ypos, false)
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}
sub move_right() {
drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos+1, ypos) {
xpos++
}
drawBlock(xpos, ypos, false)
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}
sub move_down_faster() {
drawBlock(xpos, ypos, true)
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if blocklogic.noCollision(xpos, ypos+1) {
ypos++
}
drawBlock(xpos, ypos, false)
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}
sub drop_down_immediately() {
drawBlock(xpos, ypos, true)
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ubyte dropypos
for dropypos in ypos+1 to boardOffsetY+boardHeight-1 {
if not blocklogic.noCollision(xpos, dropypos) {
dropypos-- ; the furthest down that still fits
break
}
}
if dropypos>ypos {
ypos = dropypos
sound.blockdrop()
drawBlock(xpos, ypos, false)
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checkForLines()
spawnNextBlock()
score++
drawScore()
}
}
sub rotate_counterclockwise() {
drawBlock(xpos, ypos, true)
if blocklogic.canRotateCCW(xpos, ypos) {
blocklogic.rotateCCW()
sound.blockrotate()
}
else if blocklogic.canRotateCCW(xpos-1, ypos) {
xpos--
blocklogic.rotateCCW()
sound.blockrotate()
}
else if blocklogic.canRotateCCW(xpos+1, ypos) {
xpos++
blocklogic.rotateCCW()
sound.blockrotate()
}
drawBlock(xpos, ypos, false)
}
sub rotate_clockwise() {
drawBlock(xpos, ypos, true)
if blocklogic.canRotateCW(xpos, ypos) {
blocklogic.rotateCW()
sound.blockrotate()
}
else if blocklogic.canRotateCW(xpos-1, ypos) {
xpos--
blocklogic.rotateCW()
sound.blockrotate()
}
else if blocklogic.canRotateCW(xpos+1, ypos) {
xpos++
blocklogic.rotateCW()
sound.blockrotate()
}
drawBlock(xpos, ypos, false)
}
sub hold_block() {
if holdingAllowed {
sound.swapping()
if holding<7 {
drawBlock(xpos, ypos, true)
ubyte newholding = blocklogic.currentBlockNum
swapBlock(holding)
holding = newholding
holdingAllowed = false
} else {
holding = blocklogic.currentBlockNum
drawBlock(xpos, ypos, true)
spawnNextBlock()
}
drawHoldBlock()
}
}
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sub keypress(ubyte key) {
when key {
157, ',' -> move_left()
29, '/' -> move_right()
17, '.' -> move_down_faster()
145, ' ' -> drop_down_immediately()
'z' -> rotate_counterclockwise()
'x' -> rotate_clockwise()
'c' -> hold_block()
}
}
sub joystick(uword joy) {
; note: we don't process simultaneous button presses
when joy {
%1111111111111101 -> {
if ticks_since_previous_move > 5 {
move_left()
ticks_since_previous_move = 0
ticks_since_previous_action = 0
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}
}
%1111111111111110 -> {
if ticks_since_previous_move > 5 {
move_right()
ticks_since_previous_move = 0
ticks_since_previous_action = 0
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}
}
%1111111111111011 -> {
if ticks_since_previous_move > 5 {
move_down_faster()
ticks_since_previous_move = 0
ticks_since_previous_action = 0
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}
}
%1111111101111111 -> {
if ticks_since_previous_action > 200 {
drop_down_immediately()
ticks_since_previous_action = 0
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}
}
%1111111110111111 -> {
if ticks_since_previous_action > 20 {
rotate_counterclockwise()
ticks_since_previous_action = 0
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}
}
%1011111111111111, %0111111111111111 -> {
if ticks_since_previous_action > 20 {
rotate_clockwise()
ticks_since_previous_action = 0
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}
}
%1111111111110111 -> {
if ticks_since_previous_action > 60 {
hold_block()
ticks_since_previous_action = 0
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}
}
$ffff -> {
; no button pressed, reset timers to allow button tapping
ticks_since_previous_move = 255
ticks_since_previous_action = 255
}
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}
}
sub checkForLines() {
; check if line(s) are full -> flash/clear line(s) + add score + move rest down
ubyte[boardHeight] complete_lines
ubyte num_lines=0
ubyte linepos
sys.memset(complete_lines, len(complete_lines), 0)
for linepos in boardOffsetY to boardOffsetY+boardHeight-1 {
if blocklogic.isLineFull(linepos) {
complete_lines[num_lines]=linepos
num_lines++
ubyte x
for x in boardOffsetX to boardOffsetX+boardWidth-1
txt.setcc2(x, linepos, 160, 1)
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}
}
if num_lines!=0 {
if num_lines>3 {
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sound.lineclear_big()
sys.wait(25) ; slight delay to flash the line
}
else {
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sound.lineclear()
sys.wait(15) ; slight delay to flash the line
}
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for linepos in complete_lines
if linepos!=0 and blocklogic.isLineFull(linepos)
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blocklogic.collapse(linepos)
lines += num_lines
uword[] scores = [10, 25, 50, 100] ; can never clear more than 4 lines at once
score += scores[num_lines-1]
speedlevel = 1+lsb(lines/10)
drawScore()
}
}
sub gameOver() {
sound.gameover()
txt.plot(7, 7)
txt.chrout('U')
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txt.print("────────────────────────")
txt.chrout('I')
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txt.plot(7, 8)
txt.print("│*** g a m e o v e r ***│")
txt.plot(7, 9)
txt.chrout('J')
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txt.print("────────────────────────")
txt.chrout('K')
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txt.plot(7, 18)
txt.chrout('U')
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txt.print("────────────────────────")
txt.chrout('I')
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txt.plot(7, 19)
txt.print("│ f1/start for new game │")
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txt.plot(7, 20)
txt.chrout('J')
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txt.print("────────────────────────")
txt.chrout('K')
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ubyte key
do {
; endless loop until user presses F1 or Start button to restart the game
cx16.r0, void = cx16.joystick_get(1)
if cx16.r0 & %0000000000010000 == 0
break
void, key = cbm.GETIN()
} until key==133
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}
sub newGame() {
lines = 0
score = 0
xpos = startXpos
ypos = startYpos
speedlevel = 1
nextBlock = math.rnd() % 7
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holding = 255
holdingAllowed = true
ticks_since_previous_action = 0
ticks_since_previous_move = 0
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}
sub swapBlock(ubyte newblock) {
blocklogic.newCurrentBlock(newblock)
xpos = startXpos
ypos = startYpos
drawBlock(xpos, ypos, false)
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}
sub spawnNextBlock() {
swapBlock(nextBlock)
nextBlock = (math.rnd() + lsb(cbm.RDTIM16())) % 7
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drawNextBlock()
holdingAllowed = true
}
sub drawBoard() {
txt.clear_screen()
txt.color(7)
txt.plot(1,1)
txt.print("* tehtriz *")
txt.color(5)
txt.plot(6,4)
txt.print("hold:")
txt.plot(2,22)
txt.print("speed: ")
txt.plot(28,3)
txt.print("next:")
txt.plot(28,10)
txt.print("lines:")
txt.plot(28,14)
txt.print("score:")
txt.color(12)
txt.plot(27,18)
txt.print("controls:")
txt.color(11)
txt.plot(28,19)
txt.print(",/ move")
txt.plot(28,20)
txt.print("zx rotate")
txt.plot(29,21)
txt.print(". descend")
txt.plot(27,22)
txt.print("spc drop")
txt.plot(29,23)
txt.print("c hold")
txt.plot(25,24)
txt.print("or joystick #1")
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txt.setcc(boardOffsetX-1, boardOffsetY-2, 255, 0) ; invisible barrier
txt.setcc(boardOffsetX-1, boardOffsetY-3, 255, 0) ; invisible barrier
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-2, 255, 0) ; invisible barrier
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-3, 255, 0) ; invisible barrier
txt.setcc(boardOffsetX-1, boardOffsetY-1, 108, 12)
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
txt.setcc(boardOffsetX+boardWidth, boardOffsetY-1, 123, 12)
txt.setcc(boardOffsetX-1, boardOffsetY+boardHeight, 124, 12)
txt.setcc(boardOffsetX+boardWidth, boardOffsetY+boardHeight, 126, 12)
ubyte i
for i in boardOffsetX+boardWidth-1 downto boardOffsetX {
txt.setcc(i, boardOffsetY-3, 255, 0) ; invisible barrier
txt.setcc(i, boardOffsetY+boardHeight, 69, 11)
}
for i in boardOffsetY+boardHeight-1 downto boardOffsetY {
txt.setcc(boardOffsetX-1, i, 89, 11)
txt.setcc(boardOffsetX+boardWidth, i, 84, 11)
}
ubyte[] colors = [6,8,7,5,4]
for i in len(colors)-1 downto 0 {
ubyte x
for x in 5 downto 0 {
txt.setcc(6+x-i, 11+2*i, 102, colors[i])
}
}
drawScore()
}
sub drawScore() {
txt.color(1)
txt.plot(30,11)
txt.print_uw(lines)
txt.plot(30,15)
txt.print_uw(score)
txt.plot(9,22)
txt.print_ub(speedlevel)
}
sub drawNextBlock() {
const ubyte nextBlockXpos = 29
const ubyte nextBlockYpos = 5
ubyte x
for x in nextBlockXpos+3 downto nextBlockXpos {
txt.setcc2(x, nextBlockYpos, ' ', 0)
txt.setcc2(x, nextBlockYpos+1, ' ', 0)
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}
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
ubyte prev = blocklogic.currentBlockNum
blocklogic.newCurrentBlock(nextBlock)
drawBlock(nextBlockXpos, nextBlockYpos, false)
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blocklogic.newCurrentBlock(prev)
}
sub drawHoldBlock() {
const ubyte holdBlockXpos = 7
const ubyte holdBlockYpos = 6
ubyte x
for x in holdBlockXpos+3 downto holdBlockXpos {
txt.setcc2(x, holdBlockYpos, '@', 0)
txt.setcc2(x, holdBlockYpos+1, '@', 0)
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}
if holding < 7 {
; reuse the normal block draw routine (because we can't manipulate array pointers yet)
ubyte prev = blocklogic.currentBlockNum
blocklogic.newCurrentBlock(holding)
drawBlock(holdBlockXpos, holdBlockYpos, false)
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blocklogic.newCurrentBlock(prev)
}
}
sub drawBlock(ubyte x, ubyte y, bool erase) {
ubyte char = 79 ; top left edge
if erase
char = 32 ; space
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ubyte @zp i
for i in 15 downto 0 {
ubyte @zp c=blocklogic.currentBlock[i]
if c!=0 {
if erase
c=0
else {
ubyte edge = blocklogic.edgecolors[c]
c <<= 4
c |= edge
}
txt.setcc2((i&3)+x, (i/4)+y, char, c)
}
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}
}
}
blocklogic {
ubyte currentBlockNum
ubyte[16] currentBlock
ubyte[16] rotated
; the 7 tetrominos
ubyte[] blockI = [0,0,0,0, ; blue note: special rotation (around matrix center)
6,6,6,6,
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0,0,0,0,
0,0,0,0]
ubyte[] blockJ = [5,0,0,0, ; green
5,5,5,0,
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0,0,0,0,
0,0,0,0]
ubyte[] blockL = [0,0,2,0, ; red
2,2,2,0,
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0,0,0,0,
0,0,0,0]
ubyte[] blockO = [0,12,12,0, ; grey ; note: no rotation (square)
0,12,12,0,
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0,0,0,0,
0,0,0,0]
ubyte[] blockS = [0,11,11,0, ; dark grey
11,11,0,0,
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0,0,0,0,
0,0,0,0]
ubyte[] blockT = [0,9,0,0, ; brown
9,9,9,0,
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0,0,0,0,
0,0,0,0]
ubyte[] blockZ = [4,4,0,0, ; purple
0,4,4,0,
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0,0,0,0,
0,0,0,0]
ubyte[16] edgecolors = [11, 1, 10, 0, 10, 13, 14, 1, 7, 7, 11, 12, 15, 1, 1, 1] ; highlighed colors for the edges
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uword[] blocks = [&blockI, &blockJ, &blockL, &blockO, &blockS, &blockT, &blockZ]
sub newCurrentBlock(ubyte block) {
currentBlockNum = block
sys.memcopy(blocks[block], currentBlock, len(currentBlock))
}
sub rotateCW() {
; rotates the current block clockwise.
if currentBlockNum==0 {
; the 'I' block rotates a 4x4 matrix around the center
rotated[0] = currentBlock[12]
rotated[1] = currentBlock[8]
rotated[2] = currentBlock[4]
rotated[3] = currentBlock[0]
rotated[4] = currentBlock[13]
rotated[5] = currentBlock[9]
rotated[6] = currentBlock[5]
rotated[7] = currentBlock[1]
rotated[8] = currentBlock[14]
rotated[9] = currentBlock[10]
rotated[10] = currentBlock[6]
rotated[11] = currentBlock[2]
rotated[12] = currentBlock[15]
rotated[13] = currentBlock[11]
rotated[14] = currentBlock[7]
rotated[15] = currentBlock[3]
sys.memcopy(rotated, currentBlock, len(currentBlock))
}
else if currentBlockNum!=3 {
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
sys.memset(rotated, len(rotated), 0)
rotated[0] = currentBlock[8]
rotated[1] = currentBlock[4]
rotated[2] = currentBlock[0]
rotated[4] = currentBlock[9]
rotated[5] = currentBlock[5]
rotated[6] = currentBlock[1]
rotated[8] = currentBlock[10]
rotated[9] = currentBlock[6]
rotated[10] = currentBlock[2]
sys.memcopy(rotated, currentBlock, len(currentBlock))
}
}
sub rotateCCW() {
; rotates the current block counterclockwise.
if currentBlockNum==0 {
; the 'I' block rotates a 4x4 matrix around the center
rotated[0] = currentBlock[3]
rotated[1] = currentBlock[7]
rotated[2] = currentBlock[11]
rotated[3] = currentBlock[15]
rotated[4] = currentBlock[2]
rotated[5] = currentBlock[6]
rotated[6] = currentBlock[10]
rotated[7] = currentBlock[14]
rotated[8] = currentBlock[1]
rotated[9] = currentBlock[5]
rotated[10] = currentBlock[9]
rotated[11] = currentBlock[13]
rotated[12] = currentBlock[0]
rotated[13] = currentBlock[4]
rotated[14] = currentBlock[8]
rotated[15] = currentBlock[12]
sys.memcopy(rotated, currentBlock, len(currentBlock))
}
else if currentBlockNum!=3 {
; rotate all blocks (except 3, the square) around their center square in a 3x3 matrix
sys.memset(rotated, len(rotated), 0)
rotated[0] = currentBlock[2]
rotated[1] = currentBlock[6]
rotated[2] = currentBlock[10]
rotated[4] = currentBlock[1]
rotated[5] = currentBlock[5]
rotated[6] = currentBlock[9]
rotated[8] = currentBlock[0]
rotated[9] = currentBlock[4]
rotated[10] = currentBlock[8]
sys.memcopy(rotated, currentBlock, len(currentBlock))
}
}
; For movement checking it is not needed to clamp the x/y coordinates,
; because we have to check for brick collisions anyway.
; The full play area is bordered by (in)visible characters that will collide.
; Collision is determined by reading the screen data directly.
sub canRotateCW(ubyte xpos, ubyte ypos) -> bool {
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rotateCW()
bool nocollision = noCollision(xpos, ypos)
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rotateCCW()
return nocollision
}
sub canRotateCCW(ubyte xpos, ubyte ypos) -> bool {
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rotateCCW()
bool nocollision = noCollision(xpos, ypos)
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rotateCW()
return nocollision
}
sub noCollision(ubyte xpos, ubyte ypos) -> bool {
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ubyte @zp i
for i in 15 downto 0 {
if currentBlock[i]!=0 and txt.getchr(xpos + (i&3), ypos+i/4)!=32
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return false
}
return true
}
sub isGameOver(ubyte xpos, ubyte ypos) -> bool {
main.drawBlock(xpos, ypos, true)
bool result = ypos==main.startYpos and not noCollision(xpos, ypos+1)
main.drawBlock(xpos, ypos, false)
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return result
}
sub isLineFull(ubyte ypos) -> bool {
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ubyte x
for x in main.boardOffsetX to main.boardOffsetX+main.boardWidth-1 {
if txt.getchr(x, ypos)==32
return false
}
return true
}
sub collapse(ubyte ypos) {
while ypos>main.startYpos+1 {
ubyte x
for x in main.boardOffsetX+main.boardWidth-1 downto main.boardOffsetX {
ubyte char = txt.getchr(x, ypos-1)
ubyte color = txt.getclr(x, ypos-1)
txt.setcc2(x, ypos, char, color)
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}
ypos--
}
}
}
sound {
sub init() {
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cx16.vpoke(1, $f9c2, %00111111) ; volume max, no channels
psg.silent()
cx16.enable_irq_handlers(true)
cx16.set_vsync_irq_handler(&psg.envelopes_irq)
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}
sub blockrotate() {
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; soft click/"tschk" sound
psg.freq(0, 15600)
psg.voice(0, psg.LEFT | psg.RIGHT, 32, psg.NOISE, 0)
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psg.envelope(0, 32, 200, 1, 100)
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}
sub blockdrop() {
; swish
psg.freq(1, 4600)
psg.voice(1, psg.LEFT | psg.RIGHT, 32, psg.NOISE, 0)
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psg.envelope(1, 32, 200, 5, 20)
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}
sub swapping() {
; beep
psg.freq(2, 1500)
psg.voice(2, psg.LEFT | psg.RIGHT, 32, psg.TRIANGLE, 0)
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psg.envelope(2, 40, 100, 6, 10)
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}
sub lineclear() {
; explosion
psg.freq(3, 1400)
psg.voice(3, psg.LEFT | psg.RIGHT, 63, psg.NOISE, 0)
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psg.envelope(3, 63, 100, 8, 10)
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}
sub lineclear_big() {
; big explosion
psg.freq(4, 2500)
psg.voice(4, psg.LEFT | psg.RIGHT, 63, psg.NOISE, 0)
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psg.envelope(4, 63, 100, 20, 10)
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}
sub gameover() {
; attempt at buzz/boing
psg.freq(5, 300)
psg.freq(6, 600)
psg.voice(5, psg.LEFT | psg.RIGHT, 0, psg.SAWTOOTH, 0)
psg.voice(6, psg.LEFT | psg.RIGHT, 0, psg.TRIANGLE, 0)
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psg.envelope(5, 50, 100, 30, 10)
psg.envelope(6, 50, 100, 30, 10)
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}
}