prog8/examples/turtle-gfx.p8

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2020-03-28 13:17:35 +00:00
%import c64lib
%import c64flt
%import c64graphics
%option enable_floats
main {
sub start() {
graphics.enable_bitmap_mode()
turtle.init()
ubyte i
for i in 0 to 255 {
while c64.RASTER {
}
}
for i in 0 to 100 {
turtle.fd(i+20)
turtle.rt(94)
}
forever {
}
}
}
turtle {
float xpos
float ypos
float angle
ubyte pendown
sub init() {
xpos = 160.0
ypos = 100.0
angle = 0.0
pendown = true
c64.SPRPTR[0] = $0d00 / 64
c64.SPENA = 1
c64.SP0COL = 5
turtlepos()
}
sub turtlepos() {
uword xx = xpos as uword
c64.SPXY[0] = lsb(xx) + 12
if msb(xx)
c64.MSIGX = 1
else
c64.MSIGX = 0
c64.SPXY[1] = lsb(ypos) + 40
}
sub fd(uword length) {
float flen = length as float
float sx = xpos
float sy = ypos
xpos += flen * sin(angle)
ypos -= flen * cos(angle)
turtlepos()
if pendown {
graphics.line(sx as uword, lsb(sy), xpos as uword, lsb(ypos))
}
}
sub rt(uword degrees) {
angle += rad(degrees as float)
}
sub lt(uword degrees) {
angle -= rad(degrees as float)
}
sub pu() {
pendown = false
}
sub pd() {
pendown = true
}
}
spritedata $0d00 {
; this memory block contains the sprite data
; it must start on an address aligned to 64 bytes.
%option force_output ; make sure the data in this block appears in the resulting program
ubyte[] balloonsprite = [ %00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%01111110,%00000000,
%00000000,%11000011,%00000000,
%00000000,%11000011,%00000000,
%00000000,%11000011,%00000000,
%00000000,%01111110,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000,
%00000000,%00000000,%00000000 ]
}