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Test gry

 
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Piotr-246
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PostWysłany: Wto 17:58, 31 Sie 2021    Temat postu: Test gry

REM modul BSAVE do gry "Serca"

SCREEN 13
FOR j = 0 TO 15
FOR i = 0 TO 15
PALETTE i + j * 16, INT(RND(1) * 63) + 256 * INT(RND(1) * 63)
NEXT i: NEXT j

DIM cegla(0 TO 32) AS LONG
DIM tlo(0 TO 32) AS LONG
DIM poltlo(0 TO 16) AS LONG
DIM bitmap$(0 TO 31)

REM rysunek cegly

bitmap$(0) = "DDDDDDDEDDDDDDDE"
bitmap$(1) = "DFFFFFFEDFFFFFFE"
bitmap$(2) = "DFFFFFFEDFFFFFFE"
bitmap$(3) = "EEEEEEEEEEEEEEEE"
bitmap$(4) = "DDDEDDDDDDDDDDDD"
bitmap$(5) = "FFFEDFFFFFFFFFFF"
bitmap$(6) = "FFFEDFFFFFFFFFFF"
bitmap$(7) = "EEEEEEEEEEEEEEEE"

REM 250-A 251-B 252-C 253-D 254-E 255-F

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + &HF0 + 10
: PSET (xd, yd)
NEXT xd: NEXT yd
GET (0, 0)-(15, 7), cegla


REM komorka tla

REM tlo(0) = &H80040

bitmap$(0) = "0001200000012000"
bitmap$(1) = "0001200000012000"
bitmap$(2) = "1111200000011111"
bitmap$(3) = "2221200000012222"
bitmap$(4) = "0001200000012000"
bitmap$(5) = "0001111111112000"
bitmap$(6) = "0001222222212000"
bitmap$(7) = "0001200000012000"

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 48
: PSET (xd, yd)
NEXT xd: NEXT yd

GET (0, 0)-(15, 7), tlo



REM przygotowanie tablic elementow wierszowych
CLS

FOR x = 0 TO 19
FOR y = 0 TO 10
PUT (x * 16, y * 8), tlo, PSET
NEXT y
NEXT x

REM cegly

FOR i = 0 TO 19
PUT (i * 16, 0), cegla, PSET
NEXT i

FOR i = 0 TO 8
PUT (i * 16, 8), cegla, PSET
PUT (304 - i * 16, 8), cegla, PSET
NEXT i

FOR i = 0 TO 4
PUT (i * 16, 16), cegla, PSET
PUT (304 - i * 16, 16), cegla, PSET
NEXT i


FOR i = 0 TO 0
PUT (i * 16, 24), cegla, PSET
PUT (304 - i * 16, 24), cegla, PSET
NEXT i

FOR i = 0 TO 2
PUT (i * 16, 32), cegla, PSET
PUT (304 - i * 16, 32), cegla, PSET
NEXT i
FOR i = 0 TO 9
PUT (i * 16 + 80, 32), cegla, PSET
NEXT i


PUT (0, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (0, 48), cegla, PSET
PUT (304, 56), cegla, PSET

REM poszerzenie przejsc pionowych

GET (8, 64)-(15, 71), poltlo
PUT (136, 8), poltlo, PSET
PUT (40, 32), poltlo, PSET
GET (0, 64)-(7, 71), poltlo
PUT (176, 8), poltlo, PSET
PUT (272, 32), poltlo, PSET

REM wykonczenie cegiel
COLOR 254: REM szczeliny
LINE (135, 8)-(135, 15)
LINE (79, 16)-(79, 23)
LINE (15, 24)-(15, 31)
LINE (39, 32)-(39, 39)
LINE (239, 32)-(239, 39)
LINE (15, 40)-(15, 47)
LINE (15, 48)-(15, 55)

COLOR 253: REM krawedzie
LINE (184, 12)-(184, 14)
LINE (240, 21)-(240, 22)
LINE (304, 28)-(304, 30)
LINE (80, 36)-(80, 38)
LINE (280, 36)-(280, 38)
LINE (304, 44)-(304, 46)
LINE (304, 62)-(304, 60)



REM RYSUNEK kamienia

bitmap$(0) = "JJJJJJJJJJJJJJJJ"
bitmap$(1) = "JJNNNNNNNNNNNNJJ"
bitmap$(2) = "JJNAAAKJPKAAANJJ"
bitmap$(3) = "JJNAKONPNKPKANJJ"
bitmap$(4) = "JJNAPMKLGLMPANJJ"
bitmap$(5) = "JJNKJOJKPJPKMNJJ"
bitmap$(6) = "JJNOLJKJJMKMJNJJ"
bitmap$(7) = "JJNJFMJOHKNIPNJJ"
bitmap$(8) = "JJNJILJLJHIJHNJJ"
bitmap$(9) = "JJNIHJNOHOJJKNJJ"
bitmap$(10) = "JJNAJIIHJOMPANJJ"
bitmap$(11) = "JJNAINNJLJOKANJJ"
bitmap$(12) = "JJNAAAIKJKAAANJJ"
bitmap$(13) = "JJNNNNNNNNNNNNJJ"
bitmap$(14) = "JJJJJJJJJJJJJJJJ"
bitmap$(15) = "JJJJJJJJJJJJJJJJ"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd, yd + 72)
NEXT xd: NEXT yd

REM RYSUNEK DONICZKI

bitmap$(0) = "AAABCEEAAEEBCAAA"
bitmap$(1) = "AAABEEEEEEEECAAA"
bitmap$(2) = "BBBEEEEEEEEEEBBB"
bitmap$(3) = "CCCEEEEEEEEBEECC"
bitmap$(4) = "AAEEAEAEEAEBEEAA"
bitmap$(5) = "AAEBCEAEEAEBCEAA"
bitmap$(6) = "AAEBEAAEEAAECEAA"
bitmap$(7) = "AAEBEAAEEAAECEAA"
bitmap$(8) = "AAABCAAEEAABCAAA"
bitmap$(9) = "AAABCAAEEAABCAAA"
bitmap$(10) = "BBBBBBBEEBBBBBBB"
bitmap$(11) = "CCCBCHHHHHHBCCCC"
bitmap$(12) = "AAABCHHHHHHBCAAA"
bitmap$(13) = "AAABCAHHHHABCAAA"
bitmap$(14) = "AAABCAHHHHABCAAA"
bitmap$(15) = "AAABCAHHHHABCAAA"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65
: PSET (xd + 16, yd + 72)
NEXT xd: NEXT yd

REM rysunek bloku

bitmap$(0) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(1) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(2) = "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF"
bitmap$(3) = "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF"
bitmap$(4) = "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF"
bitmap$(5) = "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF"
bitmap$(6) = "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF" + "JJHHHHHHHHHHHHHF"
bitmap$(7) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"
bitmap$(8) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(9) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(10) = "JJHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHF"
bitmap$(11) = "JJHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHF"
bitmap$(12) = "JJHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHF"
bitmap$(13) = "JJHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHF"
bitmap$(14) = "JJHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHH" + "HHHHHHHFJJHHHHHF"
bitmap$(15) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"

FOR yd = 0 TO 15
FOR xd = 0 TO 47
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd + 32, yd + 72)
NEXT xd: NEXT yd



COLOR 15: LOCATE 10, 16: PRINT "SERCA 1.0"

REM animacja

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066663300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866666300000" + "0000036666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111170000" + "0000711111700000"
bitmap$(11) = "0000011111170000" + "0000711111100000"
bitmap$(12) = "0000011111110000" + "0000111111100000"
bitmap$(13) = "0000711111117000" + "0007111111170000"
bitmap$(14) = "0000711111111000" + "0001111111170000"
bitmap$(15) = "0000111111111000" + "0001111111110000"
bitmap$(16) = "0001111333311000" + "0001133331111000"
bitmap$(17) = "0006602222206600" + "0066022222066000"
bitmap$(18) = "0006002222200600" + "0060022222006000"
bitmap$(19) = "0000092222200000" + "0000922222900000"
bitmap$(20) = "0000022222290000" + "0000222222200000"
bitmap$(21) = "0000022222220000" + "0000222222200000"
bitmap$(22) = "0000022202220000" + "0000222022200000"
bitmap$(23) = "0000922202220000" + "0000222022220000"
bitmap$(24) = "0000222202222000" + "0009222022220000"
bitmap$(25) = "0000222009222000" + "0002229002220000"
bitmap$(26) = "0000222000222000" + "0002220002220000"
bitmap$(27) = "0000222000222000" + "0002220002220000"
bitmap$(28) = "0009222000222300" + "0032220009229000"
bitmap$(29) = "0002220000033300" + "0033300000222000"
bitmap$(30) = "0003330000330000" + "0000330000222000"
bitmap$(31) = "0033330000000000" + "0000000000333300"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd, yd + 88)
NEXT xd
NEXT yd



REM ************************************ FAZA 2

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000001111100000" + "0000011111000000"
bitmap$(11) = "0000001111100000" + "0000011111000000"
bitmap$(12) = "0000001111100000" + "0000011111000000"
bitmap$(13) = "0000001111100000" + "0000011111000000"
bitmap$(14) = "0000071111100000" + "0000011111700000"
bitmap$(15) = "0000071111100000" + "0000011111700000"
bitmap$(16) = "0000071111300000" + "0000031111700000"
bitmap$(17) = "0000088118200000" + "0000028118200000"
bitmap$(18) = "0000022662200000" + "0000022662200000"
bitmap$(19) = "0000022662200000" + "0000022662200000"
bitmap$(20) = "0000022222000000" + "0000002222200000"
bitmap$(21) = "0000922222000000" + "0000002222290000"
bitmap$(22) = "0000222222000000" + "0000002222220000"
bitmap$(23) = "0000922222000000" + "0000002222290000"
bitmap$(24) = "0000022222000000" + "0000002222200000"
bitmap$(25) = "0000022222300000" + "0000032222200000"
bitmap$(26) = "0000002222300000" + "0000032222000000"
bitmap$(27) = "0000000222330000" + "0000332220000000"
bitmap$(28) = "0000000222033000" + "0003300222000000"
bitmap$(29) = "0000000222000000" + "0000000222000000"
bitmap$(30) = "0000000222000000" + "0000000222000000"
bitmap$(31) = "0000033330000000" + "0000000033330000"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 32, yd + 88)
NEXT xd
NEXT yd

REM ************************ ruch poziomy FAZA 3

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111100000" + "0000111117000000"
bitmap$(11) = "0000011111170000" + "0000111111700000"
bitmap$(12) = "0000711111110000" + "0000111111170000"
bitmap$(13) = "0000711111110000" + "0000111111170000"
bitmap$(14) = "0000711111110000" + "0000111111170000"
bitmap$(15) = "0000111111110000" + "0000111111110000"
bitmap$(16) = "0000111333310000" + "0000133331110000"
bitmap$(17) = "0000066222260000" + "0000622226600000"
bitmap$(18) = "0000006222260000" + "0000622226000000"
bitmap$(19) = "0000002222200000" + "0000022222000000"
bitmap$(20) = "0000002222200000" + "0000022222000000"
bitmap$(21) = "0000022222200000" + "0000022222200000"
bitmap$(22) = "0000022222200000" + "0000022222200000"
bitmap$(23) = "0000922222200000" + "0000022222290000"
bitmap$(24) = "0000222022200000" + "0000022202220000"
bitmap$(25) = "0000222022200000" + "0000022202220000"
bitmap$(26) = "0000222092290000" + "0000922902220000"
bitmap$(27) = "0000222002220000" + "0000222002220000"
bitmap$(28) = "0000222002220000" + "0000222002220000"
bitmap$(29) = "0003333002220000" + "0000222003333000"
bitmap$(30) = "0000000000222000" + "0002220000000000"
bitmap$(31) = "0000000033330000" + "0000333300000000"


FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 64, yd + 88)
NEXT xd
NEXT yd

REM ************************ fazy ruchu pionowego

REM Ludzik idacy w dol lub w gore

bitmap$(0) = "0000003330000000"
bitmap$(1) = "0000033333000000"
bitmap$(2) = "0000336663300000"
bitmap$(3) = "0000363636300000"
bitmap$(4) = "0000366666300000"
bitmap$(5) = "000006C8C6000000"
bitmap$(6) = "0000006860000000"
bitmap$(7) = "0000001610000000"
bitmap$(8) = "0000711111700000"
bitmap$(9) = "0001111111110000"

bitmap$(10) = "0071111111117000"
bitmap$(11) = "0071111111117000"
bitmap$(12) = "0011711111711000"
bitmap$(13) = "0711711111711700"
bitmap$(14) = "0A1A7111117A1A00"
bitmap$(15) = "0117A11111A71100"
bitmap$(16) = "0117111111171100"
bitmap$(17) = "01104BBBBB401100"
bitmap$(18) = "0860922222906800"
bitmap$(19) = "0000922222900000"
bitmap$(20) = "0000929092900000"
bitmap$(21) = "0000929092900000"
bitmap$(22) = "0000929092900000"
bitmap$(23) = "0000929092900000"
bitmap$(24) = "0000929092900000"
bitmap$(25) = "0000929092900000"
bitmap$(26) = "0000929092900000"
bitmap$(27) = "0000929092900000"
bitmap$(28) = "0000929092900000"
bitmap$(29) = "0000929092900000"
bitmap$(30) = "0000333033300000"
bitmap$(31) = "0003330003330000"
FOR yd = 0 TO 31
FOR xd = 0 TO 15
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 96, yd + 88)
NEXT xd
NEXT yd


REM zapis do pliku


DEF SEG = &HA000
BSAVE "bitmap1.scr", 0, 50000

INPUT a$
CLS


BLOAD "bitmap1.scr"

END
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Autor Wiadomość
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Gość






PostWysłany: Wto 17:58, 31 Sie 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED kamienie(0 TO 64) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 15
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";
LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4spc32plus4
GET (0, 32)-(319, 39), ceg4plus20plus4
GET (0, 40)-(319, 47), ceg1spc38ceg1
GET (0, 48)-(319, 55), ceg1spc39
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
GET (40, 40)-(47, 47), tlo

GET (0, 72)-(15, 87), kamienie
GET (16, 72)-(31, 87), palma
GET (32, 72)-(47, 87), blok1
GET (48, 72)-(63, 87), blok2
GET (64, 72)-(79, 87), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "##LLLLLUHHHHQQLLLLLLLUU_______YQ_GN____________#LLLUQQLLLU"
plansza$(1) = "##.....UHHHHHHPPPPPPP##____MD__________________#...UUUPPP#"
plansza$(2) = "##PPPPPHHUHHHHHHHHHHHUU_HE__________ZT_________#PPPQUQQQQU"
plansza$(3) = "####HLLLLLHHHHWHHHHQQ##__________SM____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "##HHHPPPPPHHHHHUHHHHHUU_______YR_______________#QPPPQQUQQU"
plansza$(5) = "##LLLLLLHHWWWWWWHHHHHUU____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "##PPPPPPHHHHHH0HHHH00UU_LC__________FR_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = "UHHHHHHHHHLLLLLHHHHHH##_LC_____________________UQQQWLLLQQ#"
plansza$(8) = "#HHHHHHHHH.....WHHHHH##_______YQ_RN____________#QQQQ...QQ#"
plansza$(9) = "UUUHHHHHHWPPPPPUUHHHHUU____MK__________KK1_____UUQQQPPPUQU"
plansza$(10) = "#WWWLLLLLLHHWWWHHHHHWWW_____________ZS_________#WLLLWQQQQW"
plansza$(11) = "UUQQHPPPPPHHUHHHHHWWW##_aI_____________________UQPPPQQQQQ#"
plansza$(12) = "UUHHHHHHHHH00HHHHHHH###__________RN_FS_________UQQQ000QQQ#"
plansza$(13) = "UUUUUUUUUHHHHHUUUUUUUUU____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = "##HHHHHHHHHHHHHHHHHHWWW__________NG_ZS_________#QQQWQWQQQW"
plansza$(15) = "##HHHHHHHWWHLLLLLHHHHHW_MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "UU000000000......0000##_WR_____________DI3_`I3_U0000....0#"
plansza$(17) = "WWWWWWWWWWWPPPPPPUUUUUU_MM__________ZP_________WWWWWPPPPUU"
plansza$(18) = "#HHHHHHHHHHHHMWWMHHHHWW_______NP_SM____________#QQQQMWMQQW"
plansza$(19) = "##000HHHHHULLLLL000HHUU________________EB1_____#00QQLLL0HU"
plansza$(20) = "UU00HHHHHWHPPPPP000####____aM____UP____________U0QQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = "WWWHHHHHWWLLLLLUUUUUUUU____YK____SG____________WQQQWLLLLUU"
plansza$(22) = "WHHHHHWWHHPPPPPWHHHHH##________________________WHHHWPPPP##"
plansza$(23) = "##00HHHLLLLLHHHHHHHWWWW_______NP_UQ_ZR_RU3_____#0QLLLQQQQW"
plansza$(24) = "UUUUQQQPPPPPQWQQQQQUUUU_YF_YJ_YO_SL_FR_GB5_YB5_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = "##HHHHHHHHHWWWHHHHHUUUU__________NG____________#QQQQWQQQQU"
plansza$(26) = "UUUUHHHHHWWWWHHLLLLLUUU_______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "####00000UUUUUUPPPPPUUU_____________PS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "UULLLLLHWWWWWHHHLLLLL##_DD____aR_SS_ZT_________ULLLWWWLLL#"
plansza$(29) = "##......UUUUUUU.....###________________II4_YI4_#...UUU...#"
plansza$(30) = "WWPPPPPPHHUUUUHPPPPPUUU_______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = "UUUUHHHUUULLLLLWHHHHH##____ML_______PS_________UUQQULLLQQ#"
plansza$(32) = "UHHHHHHHHHPPPPP########____YL__________________UQQQWPPP###"
plansza$(33) = "UUUU00000UU00000UUUUUUU________________KR1_____UU00U000UUU"
plansza$(34) = "UUUU000HHHHHWHHHHH000##____OG____SR_FQ_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "###00000UULLLLLUUU00UUU_____________KN_________#00ULLLU0UU"
plansza$(36) = "#######UPPPPPPLLLLLLL##__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "UU0HHHHHHHHHHH.......H#_______GQ_______________U0QQQQW...#"
plansza$(38) = "##LLLLLU0000000PPPPPP##_EC__________ZT_________#LLLU00PPP#"
plansza$(39) = "##PPPPPWLLLLLLL000HH###__________MM____________#PPPWLLLQQ#"
plansza$(40) = "UUUUUU00PPPPPPPUUUUUUUU________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "##HHHHHHHHHHHHH00000UUU_CC_______ZF_PS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "UUUUUU00LLLLL##########_EI__________ZL_________UUU0LLL####"
plansza$(43) = "######UU.....##########____SJ____ML____________###U...####"
plansza$(44) = "##LLLLL0PPPPP##########_____________KL_________#LLLPPP####"
plansza$(45) = "##PPPPP000#############____PH____ZJ____________#PPP000####"
plansza$(46) = "##LLLLL000#############__________EE____________#LLL0######"
plansza$(47) = "UUPPPPP0HHHHHHHLLLLLL##_____________FT_________UPPPQQQLLL#"
plansza$(48) = "UUUUUUUUUUUUUUUPPPPPP##_LR_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i


FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO kamien
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET

kamien:
el$ = MID$(kod$, 40, 1)
IF el$ = "" OR el$ = "_" THEN GOTO drugaseria
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 41, 1)
yokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 42, 1)
ilex = (ASC(el$) - 48)

REM FOR i = 1 TO ilex
REM IF i = 1 AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok1, PSET
REM IF i = ilex AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok3, PSET
REM IF i <> 1 AND i <> ilex THEN PUT (xokna + 16 * (i - 1), yokna), blok2, PSET
REM NEXT i

drugaseria:
el$ = MID$(kod$, 44, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 45, 1)
yokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 46, 1)
ilex = (ASC(el$) - 48)

REM FOR i = 1 TO ilex
REM PUT (xokna + 16 * (i - 1), yokna), kamienie, PSET
REM NEXT i

REM FOR i = 1 TO ilex
REM IF i = 1 AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok1, PSET
REM IF i = ilex AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok3, PSET
REM IF i <> 1 AND i <> ilex THEN PUT (xokna + 16 * (i - 1), yokna), blok2, PSET
REM NEXT i

koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Wto 20:39, 31 Sie 2021    Temat postu:

REM modul BSAVE do gry "Serca"

SCREEN 13
FOR j = 0 TO 15
FOR i = 0 TO 15
PALETTE i + j * 16, INT(RND(1) * 63) + 256 * INT(RND(1) * 63)
NEXT i: NEXT j

DIM cegla(0 TO 32) AS LONG
DIM tlo(0 TO 32) AS LONG
DIM poltlo(0 TO 16) AS LONG
DIM bitmap$(0 TO 31)

REM rysunek cegly

bitmap$(0) = "DDDDDDDEDDDDDDDE"
bitmap$(1) = "DFFFFFFEDFFFFFFE"
bitmap$(2) = "DFFFFFFEDFFFFFFE"
bitmap$(3) = "EEEEEEEEEEEEEEEE"
bitmap$(4) = "DDDEDDDDDDDDDDDD"
bitmap$(5) = "FFFEDFFFFFFFFFFF"
bitmap$(6) = "FFFEDFFFFFFFFFFF"
bitmap$(7) = "EEEEEEEEEEEEEEEE"

REM 250-A 251-B 252-C 253-D 254-E 255-F

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + &HF0 + 10
: PSET (xd, yd)
NEXT xd: NEXT yd
GET (0, 0)-(15, 7), cegla


REM komorka tla

REM tlo(0) = &H80040

bitmap$(0) = "0001200000012000"
bitmap$(1) = "1111200000011111"
bitmap$(2) = "2221200000012222"
bitmap$(3) = "0001200000012000"
bitmap$(4) = "0001200000012000"
bitmap$(5) = "0001111111112000"
bitmap$(6) = "0001222222212000"
bitmap$(7) = "0001200000012000"

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 48
: PSET (xd, yd)
NEXT xd: NEXT yd

GET (0, 0)-(15, 7), tlo



REM przygotowanie tablic elementow wierszowych
CLS

FOR x = 0 TO 19
FOR y = 0 TO 10
PUT (x * 16, y * 8), tlo, PSET
NEXT y
NEXT x

REM cegly

FOR i = 0 TO 19
PUT (i * 16, 0), cegla, PSET
NEXT i

FOR i = 0 TO 8
PUT (i * 16, 8), cegla, PSET
PUT (304 - i * 16, 8), cegla, PSET
NEXT i

FOR i = 0 TO 4
PUT (i * 16, 16), cegla, PSET
PUT (304 - i * 16, 16), cegla, PSET
NEXT i


FOR i = 0 TO 0
PUT (i * 16, 24), cegla, PSET
PUT (304 - i * 16, 24), cegla, PSET
NEXT i

FOR i = 0 TO 2
PUT (i * 16, 32), cegla, PSET
PUT (304 - i * 16, 32), cegla, PSET
NEXT i
FOR i = 0 TO 9
PUT (i * 16 + 80, 32), cegla, PSET
NEXT i


PUT (0, 40), cegla, PSET
PUT (304, 40), cegla, PSET
PUT (0, 48), cegla, PSET
PUT (304, 56), cegla, PSET

REM poszerzenie przejsc pionowych

GET (8, 64)-(15, 71), poltlo
PUT (136, 8), poltlo, PSET
PUT (40, 32), poltlo, PSET
GET (0, 64)-(7, 71), poltlo
PUT (176, 8), poltlo, PSET
PUT (272, 32), poltlo, PSET

REM wykonczenie cegiel
COLOR 254: REM szczeliny
LINE (135, 8)-(135, 15)
LINE (79, 16)-(79, 23)
LINE (15, 24)-(15, 31)
LINE (39, 32)-(39, 39)
LINE (239, 32)-(239, 39)
LINE (15, 40)-(15, 47)
LINE (15, 48)-(15, 55)

COLOR 253: REM krawedzie
LINE (184, 12)-(184, 14)
LINE (240, 21)-(240, 22)
LINE (304, 28)-(304, 30)
LINE (80, 36)-(80, 38)
LINE (280, 36)-(280, 38)
LINE (304, 44)-(304, 46)
LINE (304, 62)-(304, 60)



REM RYSUNEK kamienia

bitmap$(0) = "JJJJJJJJJJJJJJJJ"
bitmap$(1) = "JJNNNNNNNNNNNNJJ"
bitmap$(2) = "JJNAAAKJPKAAANJJ"
bitmap$(3) = "JJNAKONPNKPKANJJ"
bitmap$(4) = "JJNAPMKLGLMPANJJ"
bitmap$(5) = "JJNKJOJKPJPKMNJJ"
bitmap$(6) = "JJNOLJKJJMKMJNJJ"
bitmap$(7) = "JJNJFMJOHKNIPNJJ"
bitmap$(8) = "JJNJILJLJHIJHNJJ"
bitmap$(9) = "JJNIHJNOHOJJKNJJ"
bitmap$(10) = "JJNAJIIHJOMPANJJ"
bitmap$(11) = "JJNAINNJLJOKANJJ"
bitmap$(12) = "JJNAAAIKJKAAANJJ"
bitmap$(13) = "JJNNNNNNNNNNNNJJ"
bitmap$(14) = "JJJJJJJJJJJJJJJJ"
bitmap$(15) = "JJJJJJJJJJJJJJJJ"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd, yd + 72)
NEXT xd: NEXT yd

REM RYSUNEK DONICZKI

bitmap$(0) = "AAABCEEAAEEBCAAA"
bitmap$(1) = "BBBBEEEEEEEECBBB"
bitmap$(2) = "CCCEEEEEEEEEECCC"
bitmap$(3) = "AAAEEEEEEEEBEEAA"
bitmap$(4) = "AAEEAEAEEAEBEEAA"
bitmap$(5) = "AAEBCEBEEBEBCEAA"
bitmap$(6) = "AAEBECCEECCECEAA"
bitmap$(7) = "AAEBEAAEEAAECEAA"
bitmap$(8) = "AAABCAAEEAABCAAA"
bitmap$(9) = "BBBBCAAEEAABBBBB"
bitmap$(10) = "CCCBAAAEEAABCCCC"
bitmap$(11) = "AAABCHHHHHHBCAAA"
bitmap$(12) = "AAABCHHHHHHBCAAA"
bitmap$(13) = "AAABBBHHHHBBCAAA"
bitmap$(14) = "AAABCCHHHHCBCAAA"
bitmap$(15) = "AAABCAHHHHABCAAA"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65
: PSET (xd + 16, yd + 72)
NEXT xd: NEXT yd

REM rysunek bloku

bitmap$(0) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(1) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(2) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(3) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(4) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(5) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(6) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(7) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"
bitmap$(8) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(9) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(10) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(11) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(12) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(13) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(14) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(15) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"

FOR yd = 0 TO 15
FOR xd = 0 TO 47
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd + 32, yd + 72)
NEXT xd: NEXT yd



COLOR 15: LOCATE 10, 16: PRINT "SERCA 1.0"

REM animacja

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066663300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866666300000" + "0000036666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111170000" + "0000711111700000"
bitmap$(11) = "0000011111170000" + "0000711111100000"
bitmap$(12) = "0000011111110000" + "0000111111100000"
bitmap$(13) = "0000711111117000" + "0007111111170000"
bitmap$(14) = "0000711111111000" + "0001111111170000"
bitmap$(15) = "0000111111111000" + "0001111111110000"
bitmap$(16) = "0001111333311000" + "0001133331111000"
bitmap$(17) = "0006602222206600" + "0066022222066000"
bitmap$(18) = "0006002222200600" + "0060022222006000"
bitmap$(19) = "0000092222200000" + "0000922222900000"
bitmap$(20) = "0000022222290000" + "0000222222200000"
bitmap$(21) = "0000022222220000" + "0000222222200000"
bitmap$(22) = "0000022202220000" + "0000222022200000"
bitmap$(23) = "0000922202220000" + "0000222022220000"
bitmap$(24) = "0000222202222000" + "0009222022220000"
bitmap$(25) = "0000222009222000" + "0002229002220000"
bitmap$(26) = "0000222000222000" + "0002220002220000"
bitmap$(27) = "0000222000222000" + "0002220002220000"
bitmap$(28) = "0009222000222300" + "0032220009229000"
bitmap$(29) = "0002220000033300" + "0033300000222000"
bitmap$(30) = "0003330000330000" + "0000330000222000"
bitmap$(31) = "0033330000000000" + "0000000000333300"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd, yd + 88)
NEXT xd
NEXT yd



REM ************************************ FAZA 2

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000001111100000" + "0000011111000000"
bitmap$(11) = "0000001111100000" + "0000011111000000"
bitmap$(12) = "0000001111100000" + "0000011111000000"
bitmap$(13) = "0000001111100000" + "0000011111000000"
bitmap$(14) = "0000071111100000" + "0000011111700000"
bitmap$(15) = "0000071111100000" + "0000011111700000"
bitmap$(16) = "0000071111300000" + "0000031111700000"
bitmap$(17) = "0000088118200000" + "0000028118200000"
bitmap$(18) = "0000022662200000" + "0000022662200000"
bitmap$(19) = "0000022662200000" + "0000022662200000"
bitmap$(20) = "0000022222000000" + "0000002222200000"
bitmap$(21) = "0000922222000000" + "0000002222290000"
bitmap$(22) = "0000222222000000" + "0000002222220000"
bitmap$(23) = "0000922222000000" + "0000002222290000"
bitmap$(24) = "0000022222000000" + "0000002222200000"
bitmap$(25) = "0000022222300000" + "0000032222200000"
bitmap$(26) = "0000002222300000" + "0000032222000000"
bitmap$(27) = "0000000222330000" + "0000332220000000"
bitmap$(28) = "0000000222033000" + "0003300222000000"
bitmap$(29) = "0000000222000000" + "0000000222000000"
bitmap$(30) = "0000000222000000" + "0000000222000000"
bitmap$(31) = "0000033330000000" + "0000000033330000"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 32, yd + 88)
NEXT xd
NEXT yd

REM ************************ ruch poziomy FAZA 3

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111100000" + "0000111117000000"
bitmap$(11) = "0000011111170000" + "0000111111700000"
bitmap$(12) = "0000711111110000" + "0000111111170000"
bitmap$(13) = "0000711111110000" + "0000111111170000"
bitmap$(14) = "0000711111110000" + "0000111111170000"
bitmap$(15) = "0000111111110000" + "0000111111110000"
bitmap$(16) = "0000111333310000" + "0000133331110000"
bitmap$(17) = "0000066222260000" + "0000622226600000"
bitmap$(18) = "0000006222260000" + "0000622226000000"
bitmap$(19) = "0000002222200000" + "0000022222000000"
bitmap$(20) = "0000002222200000" + "0000022222000000"
bitmap$(21) = "0000022222200000" + "0000022222200000"
bitmap$(22) = "0000022222200000" + "0000022222200000"
bitmap$(23) = "0000922222200000" + "0000022222290000"
bitmap$(24) = "0000222022200000" + "0000022202220000"
bitmap$(25) = "0000222022200000" + "0000022202220000"
bitmap$(26) = "0000222092290000" + "0000922902220000"
bitmap$(27) = "0000222002220000" + "0000222002220000"
bitmap$(28) = "0000222002220000" + "0000222002220000"
bitmap$(29) = "0003333002220000" + "0000222003333000"
bitmap$(30) = "0000000000222000" + "0002220000000000"
bitmap$(31) = "0000000033330000" + "0000333300000000"


FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 64, yd + 88)
NEXT xd
NEXT yd

REM ************************ fazy ruchu pionowego

REM Ludzik idacy w dol lub w gore

bitmap$(0) = "0000003330000000"
bitmap$(1) = "0000033333000000"
bitmap$(2) = "0000336663300000"
bitmap$(3) = "0000363636300000"
bitmap$(4) = "0000366666300000"
bitmap$(5) = "000006C8C6000000"
bitmap$(6) = "0000006860000000"
bitmap$(7) = "0000001610000000"
bitmap$(8) = "0000711111700000"
bitmap$(9) = "0001111111110000"

bitmap$(10) = "0071111111117000"
bitmap$(11) = "0071111111117000"
bitmap$(12) = "0011711111711000"
bitmap$(13) = "0711711111711700"
bitmap$(14) = "0A1A7111117A1A00"
bitmap$(15) = "0117A11111A71100"
bitmap$(16) = "0117111111171100"
bitmap$(17) = "01104BBBBB401100"
bitmap$(18) = "0860922222906800"
bitmap$(19) = "0000922222900000"
bitmap$(20) = "0000929092900000"
bitmap$(21) = "0000929092900000"
bitmap$(22) = "0000929092900000"
bitmap$(23) = "0000929092900000"
bitmap$(24) = "0000929092900000"
bitmap$(25) = "0000929092900000"
bitmap$(26) = "0000929092900000"
bitmap$(27) = "0000929092900000"
bitmap$(28) = "0000929092900000"
bitmap$(29) = "0000929092900000"
bitmap$(30) = "0000333033300000"
bitmap$(31) = "0003330003330000"
FOR yd = 0 TO 31
FOR xd = 0 TO 15
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 96, yd + 88)
NEXT xd
NEXT yd


REM zapis do pliku


DEF SEG = &HA000
BSAVE "bitmap1.scr", 0, 50000

INPUT a$
CLS


BLOAD "bitmap1.scr"

END
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Wto 20:39, 31 Sie 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED kamienie(0 TO 64) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 15
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";
LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4spc32plus4
GET (0, 32)-(319, 39), ceg4plus20plus4
GET (0, 40)-(319, 47), ceg1spc38ceg1
GET (0, 48)-(319, 55), ceg1spc39
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
GET (40, 40)-(47, 47), tlo

GET (0, 72)-(15, 87), kamienie
GET (16, 72)-(31, 87), palma
GET (32, 72)-(47, 87), blok1
GET (48, 72)-(63, 87), blok2
GET (64, 72)-(79, 87), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN____________#LLLUQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES_________#PPPQUQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______YR_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = ".......W..............._______YQ_RN____________#QQQQ...QQ#"
plansza$(9) = ".........W.............____MK__________KK1_____UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "............U.........._aI_____________________UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_FS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WR_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "..............W........_______NP_SM____________#QQQQMWMQQW"
plansza$(19) = ".........U.............________________EB1_____#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____YK____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WHHHWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3_____#0QLLLQQQQW"
plansza$(24) = "............W.........._YF_YJ_YO_SK_GS_GB5_YB5_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______OS_________UUQQULLLQQ#"
plansza$(32) = ".......................____YL__________________UQQQWPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_FS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = "................0......__________MM____________#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "........0.............._____________FT_________UPPPQQQLLL#"
plansza$(48) = "......................._LR_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

FOR i = 0 TO 22
el$ = MID$(kod$, i + 1, 1)
IF el$ = "#" THEN PUT (0, i * 8), ceg40, PSET
IF el$ = "U" THEN PUT (0, i * 8), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, i * 8), ceg13plus13, PSET
IF el$ = "W" THEN PUT (0, i * 8), ceg4plus20plus4, PSET
IF el$ = "Q" THEN PUT (0, i * 8), ceg4spc32plus4, PSET
IF el$ = "H" THEN PUT (0, i * 8), ceg1spc38ceg1, PSET
IF el$ = "L" THEN PUT (0, i * 8), ceg1spc39, PSET
IF el$ = "P" THEN PUT (0, i * 8), spc39ceg1, PSET
IF el$ = "." THEN PUT (0, i * 8), spc40, PSET
NEXT i


FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO kamien
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET

kamien:
el$ = MID$(kod$, 40, 1)
IF el$ = "" OR el$ = "_" THEN GOTO drugaseria
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 41, 1)
yokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 42, 1)
ilex = (ASC(el$) - 48)

REM FOR i = 1 TO ilex
REM IF i = 1 AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok1, PSET
REM IF i = ilex AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok3, PSET
REM IF i <> 1 AND i <> ilex THEN PUT (xokna + 16 * (i - 1), yokna), blok2, PSET
REM NEXT i

drugaseria:
el$ = MID$(kod$, 44, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 45, 1)
yokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 46, 1)
ilex = (ASC(el$) - 48)

REM FOR i = 1 TO ilex
REM PUT (xokna + 16 * (i - 1), yokna), kamienie, PSET
REM NEXT i

REM FOR i = 1 TO ilex
REM IF i = 1 AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok1, PSET
REM IF i = ilex AND ilex > 1 THEN PUT (xokna + 16 * (i - 1), yokna), blok3, PSET
REM IF i <> 1 AND i <> ilex THEN PUT (xokna + 16 * (i - 1), yokna), blok2, PSET
REM NEXT i

koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 4:10, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED ceg4spc32plus4(0 TO 640) AS LONG
DIM SHARED ceg1spc38ceg1(0 TO 640) AS LONG
DIM SHARED ceg1spc39(0 TO 640) AS LONG
DIM SHARED spc39ceg1(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED kamienie(0 TO 64) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 15
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";
LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4spc32plus4
GET (0, 32)-(319, 39), ceg4plus20plus4
GET (0, 40)-(319, 47), ceg1spc38ceg1
GET (0, 48)-(319, 55), ceg1spc39
GET (0, 56)-(319, 63), spc39ceg1
GET (0, 64)-(319, 71), spc40
GET (40, 40)-(47, 47), tlo

GET (0, 72)-(15, 87), kamienie
GET (16, 72)-(31, 87), palma
GET (32, 72)-(47, 87), blok1
GET (48, 72)-(63, 87), blok2
GET (64, 72)-(79, 87), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN____________#LLLUQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES_________#PPPQUQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______YR_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_FS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WR_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____YK____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WHHHWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3_____#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______OS_________UUQQULLLQQ#"
plansza$(32) = ".......................____YL__________________UQQQWPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_FS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________FT______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LR_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR i = 0 TO 22
PUT (0, i * 8), spc40, PSET
NEXT i

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO bloki

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

bloki:
REM rysowanie blokow

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Piotr-246
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PostWysłany: Śro 6:15, 01 Wrz 2021    Temat postu:

REM modul BSAVE do gry "Serca"

SCREEN 13
FOR j = 0 TO 15
FOR i = 0 TO 15
PALETTE i + j * 16, INT(RND(1) * 63) + 256 * INT(RND(1) * 63)
NEXT i: NEXT j

DIM cegla(0 TO 32) AS LONG
DIM tlo(0 TO 32) AS LONG
DIM poltlo(0 TO 16) AS LONG
DIM bitmap$(0 TO 31)

REM rysunek cegly

bitmap$(0) = "DDDDDDDEDDDDDDDE"
bitmap$(1) = "DFFFFFFEDFFFFFFE"
bitmap$(2) = "DFFFFFFEDFFFFFFE"
bitmap$(3) = "EEEEEEEEEEEEEEEE"
bitmap$(4) = "DDDEDDDDDDDDDDDD"
bitmap$(5) = "FFFEDFFFFFFFFFFF"
bitmap$(6) = "FFFEDFFFFFFFFFFF"
bitmap$(7) = "EEEEEEEEEEEEEEEE"

REM 250-A 251-B 252-C 253-D 254-E 255-F

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + &HF0 + 10
: PSET (xd, yd)
NEXT xd: NEXT yd
GET (0, 0)-(15, 7), cegla


REM komorka tla

REM tlo(0) = &H80040

bitmap$(0) = "0001200000012000"
bitmap$(1) = "1111200000011111"
bitmap$(2) = "2221200000012222"
bitmap$(3) = "0001200000012000"
bitmap$(4) = "0001200000012000"
bitmap$(5) = "0001111111112000"
bitmap$(6) = "0001222222212000"
bitmap$(7) = "0001200000012000"

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 48
: PSET (xd, yd)
NEXT xd: NEXT yd

GET (0, 0)-(15, 7), tlo



REM przygotowanie tablic elementow wierszowych
CLS

FOR x = 0 TO 19
FOR y = 0 TO 10
PUT (x * 16, y * 8), tlo, PSET
NEXT y
NEXT x

REM cegly

FOR i = 0 TO 19
PUT (i * 16, 0), cegla, PSET
NEXT i

FOR i = 0 TO 8
PUT (i * 16, 8), cegla, PSET
PUT (304 - i * 16, 8), cegla, PSET
NEXT i

FOR i = 0 TO 4
PUT (i * 16, 16), cegla, PSET
PUT (304 - i * 16, 16), cegla, PSET
NEXT i


FOR i = 0 TO 2
PUT (i * 16, 24), cegla, PSET
PUT (304 - i * 16, 24), cegla, PSET
NEXT i
FOR i = 0 TO 9
PUT (i * 16 + 80, 24), cegla, PSET
NEXT i


REM poszerzenie przejsc pionowych

GET (8, 64)-(15, 71), poltlo
PUT (136, 8), poltlo, PSET
PUT (40, 24), poltlo, PSET
GET (0, 64)-(7, 71), poltlo
PUT (176, 8), poltlo, PSET
PUT (272, 24), poltlo, PSET

REM wykonczenie cegiel
COLOR 254: REM szczeliny
LINE (135, 8)-(135, 15)
LINE (79, 16)-(79, 23)
LINE (39, 24)-(39, 31)
LINE (239, 24)-(239, 31)

COLOR 253: REM krawedzie
LINE (184, 12)-(184, 14)
LINE (240, 21)-(240, 22)
LINE (80, 28)-(80, 30)
LINE (280, 28)-(280, 30)



REM RYSUNEK kamienia

bitmap$(0) = "JJJJJJJJJJJJJJJJ"
bitmap$(1) = "JJNNNNNNNNNNNNJJ"
bitmap$(2) = "JJNAAAKJPKAAANJJ"
bitmap$(3) = "JJNAKONPNKPKANJJ"
bitmap$(4) = "JJNAPMKLGLMPANJJ"
bitmap$(5) = "JJNKJOJKPJPKMNJJ"
bitmap$(6) = "JJNOLJKJJMKMJNJJ"
bitmap$(7) = "JJNJFMJOHKNIPNJJ"
bitmap$(8) = "JJNJILJLJHIJHNJJ"
bitmap$(9) = "JJNIHJNOHOJJKNJJ"
bitmap$(10) = "JJNAJIIHJOMPANJJ"
bitmap$(11) = "JJNAINNJLJOKANJJ"
bitmap$(12) = "JJNAAAIKJKAAANJJ"
bitmap$(13) = "JJNNNNNNNNNNNNJJ"
bitmap$(14) = "JJJJJJJJJJJJJJJJ"
bitmap$(15) = "JJJJJJJJJJJJJJJJ"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd, yd + 72)
NEXT xd: NEXT yd

REM RYSUNEK DONICZKI

bitmap$(0) = "AAABCEEAAEEBCAAA"
bitmap$(1) = "BBBBEEEEEEEECBBB"
bitmap$(2) = "CCCEEEEEEEEEECCC"
bitmap$(3) = "AAAEEEEEEEEBEEAA"
bitmap$(4) = "AAEEAEAEEAEBEEAA"
bitmap$(5) = "AAEBCEBEEBEBCEAA"
bitmap$(6) = "AAEBECCEECCECEAA"
bitmap$(7) = "AAEBEAAEEAAECEAA"
bitmap$(8) = "AAABCAAEEAABCAAA"
bitmap$(9) = "BBBBCAAEEAABBBBB"
bitmap$(10) = "CCCBAAAEEAABCCCC"
bitmap$(11) = "AAABCHHHHHHBCAAA"
bitmap$(12) = "AAABCHHHHHHBCAAA"
bitmap$(13) = "AAABBBHHHHBBCAAA"
bitmap$(14) = "AAABCCHHHHCBCAAA"
bitmap$(15) = "AAABCAHHHHABCAAA"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65
: PSET (xd + 16, yd + 72)
NEXT xd: NEXT yd

REM rysunek bloku

bitmap$(0) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(1) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(2) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(3) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(4) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(5) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(6) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(7) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"
bitmap$(8) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(9) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(10) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(11) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(12) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(13) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(14) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(15) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"

FOR yd = 0 TO 15
FOR xd = 0 TO 47
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd + 32, yd + 72)
NEXT xd: NEXT yd



COLOR 15: LOCATE 10, 16: PRINT "SERCA 1.0"

REM animacja

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066663300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866666300000" + "0000036666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111170000" + "0000711111700000"
bitmap$(11) = "0000011111170000" + "0000711111100000"
bitmap$(12) = "0000011111110000" + "0000111111100000"
bitmap$(13) = "0000711111117000" + "0007111111170000"
bitmap$(14) = "0000711111111000" + "0001111111170000"
bitmap$(15) = "0000111111111000" + "0001111111110000"
bitmap$(16) = "0001111333311000" + "0001133331111000"
bitmap$(17) = "0006602222206600" + "0066022222066000"
bitmap$(18) = "0006002222200600" + "0060022222006000"
bitmap$(19) = "0000092222200000" + "0000922222900000"
bitmap$(20) = "0000022222290000" + "0000222222200000"
bitmap$(21) = "0000022222220000" + "0000222222200000"
bitmap$(22) = "0000022202220000" + "0000222022200000"
bitmap$(23) = "0000922202220000" + "0000222022220000"
bitmap$(24) = "0000222202222000" + "0009222022220000"
bitmap$(25) = "0000222009222000" + "0002229002220000"
bitmap$(26) = "0000222000222000" + "0002220002220000"
bitmap$(27) = "0000222000222000" + "0002220002220000"
bitmap$(28) = "0009222000222300" + "0032220009229000"
bitmap$(29) = "0002220000033300" + "0033300000222000"
bitmap$(30) = "0003330000330000" + "0000330000222000"
bitmap$(31) = "0033330000000000" + "0000000000333300"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd, yd + 88)
NEXT xd
NEXT yd



REM ************************************ FAZA 2

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000001111100000" + "0000011111000000"
bitmap$(11) = "0000001111100000" + "0000011111000000"
bitmap$(12) = "0000001111100000" + "0000011111000000"
bitmap$(13) = "0000001111100000" + "0000011111000000"
bitmap$(14) = "0000071111100000" + "0000011111700000"
bitmap$(15) = "0000071111100000" + "0000011111700000"
bitmap$(16) = "0000071111300000" + "0000031111700000"
bitmap$(17) = "0000088118200000" + "0000028118200000"
bitmap$(18) = "0000022662200000" + "0000022662200000"
bitmap$(19) = "0000022662200000" + "0000022662200000"
bitmap$(20) = "0000022222000000" + "0000002222200000"
bitmap$(21) = "0000922222000000" + "0000002222290000"
bitmap$(22) = "0000222222000000" + "0000002222220000"
bitmap$(23) = "0000922222000000" + "0000002222290000"
bitmap$(24) = "0000022222000000" + "0000002222200000"
bitmap$(25) = "0000022222300000" + "0000032222200000"
bitmap$(26) = "0000002222300000" + "0000032222000000"
bitmap$(27) = "0000000222330000" + "0000332220000000"
bitmap$(28) = "0000000222033000" + "0003300222000000"
bitmap$(29) = "0000000222000000" + "0000000222000000"
bitmap$(30) = "0000000222000000" + "0000000222000000"
bitmap$(31) = "0000033330000000" + "0000000033330000"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 32, yd + 88)
NEXT xd
NEXT yd

REM ************************ ruch poziomy FAZA 3

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111100000" + "0000111117000000"
bitmap$(11) = "0000011111170000" + "0000111111700000"
bitmap$(12) = "0000711111110000" + "0000111111170000"
bitmap$(13) = "0000711111110000" + "0000111111170000"
bitmap$(14) = "0000711111110000" + "0000111111170000"
bitmap$(15) = "0000111111110000" + "0000111111110000"
bitmap$(16) = "0000111333310000" + "0000133331110000"
bitmap$(17) = "0000066222260000" + "0000622226600000"
bitmap$(18) = "0000006222260000" + "0000622226000000"
bitmap$(19) = "0000002222200000" + "0000022222000000"
bitmap$(20) = "0000002222200000" + "0000022222000000"
bitmap$(21) = "0000022222200000" + "0000022222200000"
bitmap$(22) = "0000022222200000" + "0000022222200000"
bitmap$(23) = "0000922222200000" + "0000022222290000"
bitmap$(24) = "0000222022200000" + "0000022202220000"
bitmap$(25) = "0000222022200000" + "0000022202220000"
bitmap$(26) = "0000222092290000" + "0000922902220000"
bitmap$(27) = "0000222002220000" + "0000222002220000"
bitmap$(28) = "0000222002220000" + "0000222002220000"
bitmap$(29) = "0003333002220000" + "0000222003333000"
bitmap$(30) = "0000000000222000" + "0002220000000000"
bitmap$(31) = "0000000033330000" + "0000333300000000"


FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 64, yd + 88)
NEXT xd
NEXT yd

REM ************************ fazy ruchu pionowego

REM Ludzik idacy w dol lub w gore

bitmap$(0) = "0000003330000000"
bitmap$(1) = "0000033333000000"
bitmap$(2) = "0000336663300000"
bitmap$(3) = "0000363636300000"
bitmap$(4) = "0000366666300000"
bitmap$(5) = "000006C8C6000000"
bitmap$(6) = "0000006860000000"
bitmap$(7) = "0000001610000000"
bitmap$(8) = "0000711111700000"
bitmap$(9) = "0001111111110000"

bitmap$(10) = "0071111111117000"
bitmap$(11) = "0071111111117000"
bitmap$(12) = "0011711111711000"
bitmap$(13) = "0711711111711700"
bitmap$(14) = "0A1A7111117A1A00"
bitmap$(15) = "0117A11111A71100"
bitmap$(16) = "0117111111171100"
bitmap$(17) = "01104BBBBB401100"
bitmap$(18) = "0860922222906800"
bitmap$(19) = "0000922222900000"
bitmap$(20) = "0000929092900000"
bitmap$(21) = "0000929092900000"
bitmap$(22) = "0000929092900000"
bitmap$(23) = "0000929092900000"
bitmap$(24) = "0000929092900000"
bitmap$(25) = "0000929092900000"
bitmap$(26) = "0000929092900000"
bitmap$(27) = "0000929092900000"
bitmap$(28) = "0000929092900000"
bitmap$(29) = "0000929092900000"
bitmap$(30) = "0000333033300000"
bitmap$(31) = "0003330003330000"
FOR yd = 0 TO 31
FOR xd = 0 TO 15
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 96, yd + 88)
NEXT xd
NEXT yd


REM zapis do pliku


DEF SEG = &HA000
BSAVE "bitmap1.scr", 0, 50000

INPUT a$
CLS


BLOAD "bitmap1.scr"

END
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 6:16, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 15
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";
LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 64)-(319, 71), spc40
GET (40, 40)-(47, 47), tlo

GET (16, 72)-(31, 87), palma
GET (32, 72)-(47, 87), blok1
GET (48, 72)-(63, 87), blok2
GET (64, 72)-(79, 87), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN____________#LLLUQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES_________#PPPQUQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______YR_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_FS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WR_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____YK____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WHHHWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______OS_________UUQQULLLQQ#"
plansza$(32) = ".......................____YL__________________UQQQWPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_FS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________FT______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LR_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR i = 0 TO 22
PUT (0, i * 8), spc40, PSET
NEXT i

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO bloki

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

bloki:
REM rysowanie blokow

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 10:55, 01 Wrz 2021    Temat postu:

REM modul BSAVE do gry "Serca"

SCREEN 13
FOR j = 0 TO 15
FOR i = 0 TO 15
PALETTE i + j * 16, INT(RND(1) * 63) + 256 * INT(RND(1) * 63)
NEXT i: NEXT j

DIM cegla(0 TO 32) AS LONG
DIM tlo(0 TO 32) AS LONG
DIM poltlo(0 TO 16) AS LONG
DIM bitmap$(0 TO 31)
DIM blok(0 TO 64) AS LONG

REM rysunek cegly

bitmap$(0) = "DDDDDDDEDDDDDDDE"
bitmap$(1) = "DFFFFFFEDFFFFFFE"
bitmap$(2) = "DFFFFFFEDFFFFFFE"
bitmap$(3) = "EEEEEEEEEEEEEEEE"
bitmap$(4) = "DDDEDDDDDDDDDDDD"
bitmap$(5) = "FFFEDFFFFFFFFFFF"
bitmap$(6) = "FFFEDFFFFFFFFFFF"
bitmap$(7) = "EEEEEEEEEEEEEEEE"

REM 250-A 251-B 252-C 253-D 254-E 255-F

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + &HF0 + 10
: PSET (xd, yd)
NEXT xd: NEXT yd
GET (0, 0)-(15, 7), cegla


REM komorka tla

REM tlo(0) = &H80040

bitmap$(0) = "0001200000012000"
bitmap$(1) = "1111200000011111"
bitmap$(2) = "2221200000012222"
bitmap$(3) = "0001200000012000"
bitmap$(4) = "0001200000012000"
bitmap$(5) = "0001111111112000"
bitmap$(6) = "0001222222212000"
bitmap$(7) = "0001200000012000"

FOR yd = 0 TO 7
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 48
: PSET (xd, yd)
NEXT xd: NEXT yd

GET (0, 0)-(15, 7), tlo



REM przygotowanie tablic elementow wierszowych
CLS

FOR x = 0 TO 19
FOR y = 0 TO 10
PUT (x * 16, y * 8), tlo, PSET
NEXT y
NEXT x

REM cegly

FOR i = 0 TO 19
PUT (i * 16, 0), cegla, PSET
NEXT i

FOR i = 0 TO 8
PUT (i * 16, 8), cegla, PSET
PUT (304 - i * 16, 8), cegla, PSET
NEXT i

FOR i = 0 TO 4
PUT (i * 16, 16), cegla, PSET
PUT (304 - i * 16, 16), cegla, PSET
NEXT i


FOR i = 0 TO 2
PUT (i * 16, 24), cegla, PSET
PUT (304 - i * 16, 24), cegla, PSET
NEXT i
FOR i = 0 TO 9
PUT (i * 16 + 80, 24), cegla, PSET
NEXT i


REM poszerzenie przejsc pionowych

GET (8, 64)-(15, 71), poltlo
PUT (136, 8), poltlo, PSET
PUT (40, 24), poltlo, PSET
GET (0, 64)-(7, 71), poltlo
PUT (176, 8), poltlo, PSET
PUT (272, 24), poltlo, PSET

REM wykonczenie cegiel
COLOR 254: REM szczeliny
LINE (135, 8)-(135, 15)
LINE (79, 16)-(79, 23)
LINE (39, 24)-(39, 31)
LINE (239, 24)-(239, 31)

COLOR 253: REM krawedzie
LINE (184, 12)-(184, 14)
LINE (240, 21)-(240, 22)
LINE (80, 28)-(80, 30)
LINE (280, 28)-(280, 30)



REM RYSUNEK kamienia

bitmap$(0) = "JJJJJJJJJJJJJJJJ"
bitmap$(1) = "JJNNNNNNNNNNNNJJ"
bitmap$(2) = "JJNAAAKJPKAAANJJ"
bitmap$(3) = "JJNAKONPNKPKANJJ"
bitmap$(4) = "JJNAPMKLGLMPANJJ"
bitmap$(5) = "JJNKJOJKPJPKMNJJ"
bitmap$(6) = "JJNOLJKJJMKMJNJJ"
bitmap$(7) = "JJNJFMJOHKNIPNJJ"
bitmap$(8) = "JJNJILJLJHIJHNJJ"
bitmap$(9) = "JJNIHJNOHOJJKNJJ"
bitmap$(10) = "JJNAJIIHJOMPANJJ"
bitmap$(11) = "JJNAINNJLJOKANJJ"
bitmap$(12) = "JJNAAAIKJKAAANJJ"
bitmap$(13) = "JJNNNNNNNNNNNNJJ"
bitmap$(14) = "JJJJJJJJJJJJJJJJ"
bitmap$(15) = "JJJJJJJJJJJJJJJJ"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd, yd + 64)
NEXT xd: NEXT yd

REM RYSUNEK DONICZKI

bitmap$(0) = "AAABCEEAAEEBCAAA"
bitmap$(1) = "BBBBEEEEEEEECBBB"
bitmap$(2) = "CCCEEEEEEEEEECCC"
bitmap$(3) = "AAAEEEEEEEEBEEAA"
bitmap$(4) = "AAEEAEAEEAEBEEAA"
bitmap$(5) = "AAEBCEBEEBEBCEAA"
bitmap$(6) = "AAEBECCEECCECEAA"
bitmap$(7) = "AAEBEAAEEAAECEAA"
bitmap$(8) = "AAABCAAEEAABCAAA"
bitmap$(9) = "BBBBCAAEEAABBBBB"
bitmap$(10) = "CCCBAAAEEAABCCCC"
bitmap$(11) = "AAABCHHHHHHBCAAA"
bitmap$(12) = "AAABCHHHHHHBCAAA"
bitmap$(13) = "AAABBBHHHHBBCAAA"
bitmap$(14) = "AAABCCHHHHCBCAAA"
bitmap$(15) = "AAABCAHHHHABCAAA"

FOR yd = 0 TO 15
FOR xd = 0 TO 15
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65
: PSET (xd + 16, yd + 64)
NEXT xd: NEXT yd

REM rysunek bloku

bitmap$(0) = "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF" + "JJJJJJJJJJJJJJJF"
bitmap$(1) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(2) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(3) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(4) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(5) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(6) = "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF" + "KHHHHHHHHHHHHHHF"
bitmap$(7) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"
bitmap$(8) = "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJJ" + "JJJJJJJFJJJJJJJF"
bitmap$(9) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(10) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(11) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(12) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(13) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(14) = "KHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHH" + "HHHHHHHFKHHHHHHF"
bitmap$(15) = "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF" + "FFFFFFFFFFFFFFFF"

FOR yd = 0 TO 15
FOR xd = 0 TO 47
COLOR ASC(MID$(bitmap$(yd), xd + 1, 1)) - 65 + 230
: PSET (xd + 32, yd + 64)
NEXT xd: NEXT yd

GET (48, 64)-(63, 79), blok
FOR i = 0 TO 19: PUT (i * 16, 32), blok, PSET
NEXT i


COLOR 15: LOCATE 10, 16: PRINT "SERCA 1.0"

REM animacja

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066663300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866666300000" + "0000036666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111170000" + "0000711111700000"
bitmap$(11) = "0000011111170000" + "0000711111100000"
bitmap$(12) = "0000011111110000" + "0000111111100000"
bitmap$(13) = "0000711111117000" + "0007111111170000"
bitmap$(14) = "0000711111111000" + "0001111111170000"
bitmap$(15) = "0000111111111000" + "0001111111110000"
bitmap$(16) = "0001111333311000" + "0001133331111000"
bitmap$(17) = "0006602222206600" + "0066022222066000"
bitmap$(18) = "0006002222200600" + "0060022222006000"
bitmap$(19) = "0000092222200000" + "0000922222900000"
bitmap$(20) = "0000022222290000" + "0000222222200000"
bitmap$(21) = "0000022222220000" + "0000222222200000"
bitmap$(22) = "0000022202220000" + "0000222022200000"
bitmap$(23) = "0000922202220000" + "0000222022220000"
bitmap$(24) = "0000222202222000" + "0009222022220000"
bitmap$(25) = "0000222009222000" + "0002229002220000"
bitmap$(26) = "0000222000222000" + "0002220002220000"
bitmap$(27) = "0000222000222000" + "0002220002220000"
bitmap$(28) = "0009222000222300" + "0032220009229000"
bitmap$(29) = "0002220000033300" + "0033300000222000"
bitmap$(30) = "0003330000330000" + "0000330000222000"
bitmap$(31) = "0033330000000000" + "0000000000333300"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd, yd + 88)
NEXT xd
NEXT yd



REM ************************************ FAZA 2

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000001111100000" + "0000011111000000"
bitmap$(11) = "0000001111100000" + "0000011111000000"
bitmap$(12) = "0000001111100000" + "0000011111000000"
bitmap$(13) = "0000001111100000" + "0000011111000000"
bitmap$(14) = "0000071111100000" + "0000011111700000"
bitmap$(15) = "0000071111100000" + "0000011111700000"
bitmap$(16) = "0000071111300000" + "0000031111700000"
bitmap$(17) = "0000088118200000" + "0000028118200000"
bitmap$(18) = "0000022662200000" + "0000022662200000"
bitmap$(19) = "0000022662200000" + "0000022662200000"
bitmap$(20) = "0000022222000000" + "0000002222200000"
bitmap$(21) = "0000922222000000" + "0000002222290000"
bitmap$(22) = "0000222222000000" + "0000002222220000"
bitmap$(23) = "0000922222000000" + "0000002222290000"
bitmap$(24) = "0000022222000000" + "0000002222200000"
bitmap$(25) = "0000022222300000" + "0000032222200000"
bitmap$(26) = "0000002222300000" + "0000032222000000"
bitmap$(27) = "0000000222330000" + "0000332220000000"
bitmap$(28) = "0000000222033000" + "0003300222000000"
bitmap$(29) = "0000000222000000" + "0000000222000000"
bitmap$(30) = "0000000222000000" + "0000000222000000"
bitmap$(31) = "0000033330000000" + "0000000033330000"

FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 32, yd + 88)
NEXT xd
NEXT yd

REM ************************ ruch poziomy FAZA 3

bitmap$(0) = "0000003333000000" + "0000003333000000"
bitmap$(1) = "0000033333300000" + "0000033333300000"
bitmap$(2) = "0000066633300000" + "0000033366600000"
bitmap$(3) = "0000063663300000" + "0000033663600000"
bitmap$(4) = "0000866663300000" + "0000033666680000"
bitmap$(5) = "0000066666300000" + "0000036666600000"
bitmap$(6) = "0000006666000000" + "0000006666000000"
bitmap$(7) = "0000000661000000" + "0000001660000000"
bitmap$(8) = "0000000711700000" + "0000071170000000"
bitmap$(9) = "0000007111100000" + "0000011117000000"

bitmap$(10) = "0000071111100000" + "0000111117000000"
bitmap$(11) = "0000011111170000" + "0000111111700000"
bitmap$(12) = "0000711111110000" + "0000111111170000"
bitmap$(13) = "0000711111110000" + "0000111111170000"
bitmap$(14) = "0000711111110000" + "0000111111170000"
bitmap$(15) = "0000111111110000" + "0000111111110000"
bitmap$(16) = "0000111333310000" + "0000133331110000"
bitmap$(17) = "0000066222260000" + "0000622226600000"
bitmap$(18) = "0000006222260000" + "0000622226000000"
bitmap$(19) = "0000002222200000" + "0000022222000000"
bitmap$(20) = "0000002222200000" + "0000022222000000"
bitmap$(21) = "0000022222200000" + "0000022222200000"
bitmap$(22) = "0000022222200000" + "0000022222200000"
bitmap$(23) = "0000922222200000" + "0000022222290000"
bitmap$(24) = "0000222022200000" + "0000022202220000"
bitmap$(25) = "0000222022200000" + "0000022202220000"
bitmap$(26) = "0000222092290000" + "0000922902220000"
bitmap$(27) = "0000222002220000" + "0000222002220000"
bitmap$(28) = "0000222002220000" + "0000222002220000"
bitmap$(29) = "0003333002220000" + "0000222003333000"
bitmap$(30) = "0000000000222000" + "0002220000000000"
bitmap$(31) = "0000000033330000" + "0000333300000000"


FOR yd = 0 TO 31
FOR xd = 0 TO 31
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 64, yd + 88)
NEXT xd
NEXT yd

REM ************************ fazy ruchu pionowego

REM Ludzik idacy w dol lub w gore

bitmap$(0) = "0000003330000000"
bitmap$(1) = "0000033333000000"
bitmap$(2) = "0000336663300000"
bitmap$(3) = "0000363636300000"
bitmap$(4) = "0000366666300000"
bitmap$(5) = "000006C8C6000000"
bitmap$(6) = "0000006860000000"
bitmap$(7) = "0000001610000000"
bitmap$(8) = "0000711111700000"
bitmap$(9) = "0001111111110000"

bitmap$(10) = "0071111111117000"
bitmap$(11) = "0071111111117000"
bitmap$(12) = "0011711111711000"
bitmap$(13) = "0711711111711700"
bitmap$(14) = "0A1A7111117A1A00"
bitmap$(15) = "0117A11111A71100"
bitmap$(16) = "0117111111171100"
bitmap$(17) = "01104BBBBB401100"
bitmap$(18) = "0860922222906800"
bitmap$(19) = "0000922222900000"
bitmap$(20) = "0000929092900000"
bitmap$(21) = "0000929092900000"
bitmap$(22) = "0000929092900000"
bitmap$(23) = "0000929092900000"
bitmap$(24) = "0000929092900000"
bitmap$(25) = "0000929092900000"
bitmap$(26) = "0000929092900000"
bitmap$(27) = "0000929092900000"
bitmap$(28) = "0000929092900000"
bitmap$(29) = "0000929092900000"
bitmap$(30) = "0000333033300000"
bitmap$(31) = "0003330003330000"
FOR yd = 0 TO 31
FOR xd = 0 TO 15
znak$ = MID$(bitmap$(yd), xd + 1, 1)
kolor = VAL("&H" + znak$ + "F")
IF znak$ <> "0" THEN COLOR kolor: PSET (xd + 96, yd + 88)
NEXT xd
NEXT yd


REM zapis do pliku


DEF SEG = &HA000
BSAVE "bitmap1.scr", 0, 50000

INPUT a$
CLS


BLOAD "bitmap1.scr"

END
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Zobacz poprzedni temat :: Zobacz następny temat  
Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 10:55, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 15
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";
LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (40, 40)-(47, 47), tlo

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blok1
GET (48, 64)-(63, 79), blok2
GET (64, 64)-(79, 79), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR i = 0 TO 22
PUT (0, i * 8), spc40, PSET
NEXT i

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO bloki

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

bloki:
REM rysowanie blokow

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
Powrót do góry
Zobacz poprzedni temat :: Zobacz następny temat  
Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 12:25, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG
DIM SHARED szaretlo(0 TO 64) AS LONG


REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG
DIM SHARED blok1(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 64) AS LONG
DIM SHARED blok3(0 TO 64) AS LONG


REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 28
LOCATE 23, 1: FOR i = 1 TO 40: PRINT CHR$(223); : NEXT i
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";

LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (48, 48)-(63, 63), szaretlo

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blok1
GET (48, 64)-(63, 79), blok2
GET (64, 64)-(79, 79), blok3

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "U" THEN
FOR xw = 0 TO 3: PUT (xw * 16 + 128, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 10: PUT (xw * 16 + 64, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "W" THEN
FOR xw = 0 TO 2: PUT (xw * 16 + 32, y16), szaretlo, PSET: NEXT xw
FOR xw = 0 TO 3: PUT (xw * 16 + 224, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "Q" THEN
FOR xw = 0 TO 17: PUT (xw * 16 + 16, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "L" THEN
FOR xw = 0 TO 18: PUT (xw * 16 + 16, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "P" THEN
FOR xw = 0 TO 18: PUT (xw * 16, y16), szaretlo, PSET: NEXT xw
END IF

IF el$ = "." THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), szaretlo, PSET: NEXT xw
END IF

NEXT yw


REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO bloki

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

bloki:
REM rysowanie blokow

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 19: PUT (xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 6: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (112, y16), blok3, PSET
PUT (192, y16), blok1, PSET
FOR xw = 0 TO 6: PUT (208 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 3: PUT (xw * 16, y16), blok2, PSET: NEXT xw
PUT (64, y16), blok3, PSET
PUT (240, y16), blok1, PSET
FOR xw = 0 TO 3: PUT (256 + xw * 16, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), blok2, PSET
PUT (16, y16), blok3, PSET
FOR xw = 0 TO 8: PUT (xw * 16 + 88, y16), blok2, PSET: NEXT xw
PUT (72, y16), blok1, PSET
PUT (232, y16), blok3, PSET

PUT (288, y16), blok1, PSET
PUT (304, y16), blok2, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blok3, PSET: PUT (304, y16), blok1, PSET
REM wycofane IF el$ = "H" THEN PUT (0, y16), blok1, PSET
IF el$ = "L" THEN PUT (0, y16), blok3, PSET
IF el$ = "P" THEN PUT (304, y16), blok1, PSET
IF el$ = "." THEN REM PUT (0, y16), spc40, PSET
NEXT yw




REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
Powrót do góry
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 18:01, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG

REM tlo

DIM SHARED szaretlo(0 TO 64) AS LONG
DIM SHARED szaretlo2(0 TO 128) AS LONG

REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG

DIM SHARED blokp(0 TO 64) AS LONG
DIM SHARED bloks(0 TO 64) AS LONG
DIM SHARED blokk(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 128) AS LONG

REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 28
LOCATE 23, 1: FOR i = 1 TO 40: PRINT CHR$(223); : NEXT i
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";

LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (0, 48)-(15, 63), szaretlo
GET (0, 48)-(31, 63), szaretlo2

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blokp
GET (48, 64)-(63, 79), bloks
GET (64, 64)-(79, 79), blokk
GET (0, 32)-(31, 47), blok2

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "U" THEN
FOR xw = 0 TO 1: PUT (xw * 32 + 128, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 5: PUT (xw * 32 + 64, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
FOR xw = 0 TO 1: PUT (xw * 32 + 32, y16), szaretlo2, PSET: NEXT xw
FOR xw = 0 TO 1: PUT (xw * 32 + 224, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "Q" THEN
FOR xw = 0 TO 8: PUT (xw * 32 + 16, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "L" THEN
FOR xw = 0 TO 9: PUT (xw * 32, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "P" THEN
FOR xw = 0 TO 9: PUT (xw * 32, y16), szaretlo2, PSET: NEXT xw
END IF

IF el$ = "." THEN
FOR xw = 0 TO 9: PUT (xw * 32, y16), szaretlo2, PSET: NEXT xw
END IF

bloki:
REM rysowanie blokow

REM el$ = MID$(kod$, yw + 48, 1)
REM y16 = yw * 16

IF el$ = "#" THEN
FOR xw = 0 TO 9: PUT (xw * 32, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "U" THEN
FOR xw = 0 TO 2: PUT (xw * 32, y16), blok2, PSET: NEXT xw
PUT (3 * 32, y16), bloks, PSET
PUT (112, y16), blokk, PSET
PUT (192, y16), blokp, PSET
FOR xw = 0 TO 2: PUT (208 + xw * 32, y16), blok2, PSET: NEXT xw
PUT (208 + 3 * 32, y16), bloks, PSET
END IF

IF el$ = "0" THEN
FOR xw = 0 TO 1: PUT (xw * 32, y16), blok2, PSET: NEXT xw
PUT (64, y16), blokk, PSET
PUT (240, y16), blokp, PSET
FOR xw = 0 TO 1: PUT (256 + xw * 32, y16), blok2, PSET: NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), bloks, PSET
PUT (16, y16), blokk, PSET
PUT (80, y16), blokp, PSET
FOR xw = 0 TO 3: PUT (xw * 32 + 96, y16), blok2, PSET: NEXT xw
PUT (224, y16), blokk, PSET
PUT (288, y16), blokp, PSET
PUT (304, y16), bloks, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blokk, PSET: PUT (304, y16), blokp, PSET
IF el$ = "L" THEN PUT (0, y16), blokk, PSET
IF el$ = "P" THEN PUT (304, y16), blokp, PSET
NEXT yw

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO okna

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

okna:

REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 18:44, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG

REM tlo

DIM SHARED szaretlo(0 TO 64) AS LONG
DIM SHARED szaretlo2(0 TO 128) AS LONG
DIM SHARED szaretlo4(0 TO 256) AS LONG
REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG

DIM SHARED blokp(0 TO 64) AS LONG
DIM SHARED bloks(0 TO 64) AS LONG
DIM SHARED blokk(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 128) AS LONG
DIM SHARED blok4(0 TO 256) AS LONG

REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 28
LOCATE 23, 1: FOR i = 1 TO 40: PRINT CHR$(223); : NEXT i
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";

LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (0, 48)-(15, 63), szaretlo
GET (0, 48)-(31, 63), szaretlo2
GET (0, 48)-(63, 63), szaretlo4

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blokp
GET (48, 64)-(63, 79), bloks
GET (64, 64)-(79, 79), blokk
GET (0, 32)-(31, 47), blok2
GET (0, 32)-(63, 47), blok4

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie

REM rysowanie tla

FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "U" THEN PUT (128, y16), szaretlo4, PSET

IF el$ = "0" THEN
PUT (80, y16), szaretlo4, PSET
PUT (144, y16), szaretlo4, PSET
PUT (208, y16), szaretlo2, PSET
END IF

IF el$ = "W" THEN
PUT (32, y16), szaretlo4, PSET
PUT (224, y16), szaretlo4, PSET
END IF

IF el$ = "Q" THEN
FOR xw = 0 TO 3: PUT (xw * 64 + 16, y16), szaretlo4, PSET: NEXT xw
PUT (272, y16), szaretlo2, PSET
END IF

IF el$ = "L" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw

END IF

IF el$ = "P" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
END IF

IF el$ = "." THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
END IF

bloki:
REM rysowanie blokow

IF el$ = "#" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), blok4, PSET: NEXT xw
END IF

IF el$ = "U" THEN
PUT (0, y16), blok4, PSET
PUT (64, y16), blok2, PSET
PUT (96, y16), bloks, PSET
PUT (112, y16), blokk, PSET

PUT (192, y16), blokp, PSET
PUT (208, y16), blok4, PSET
PUT (272, y16), blok2, PSET
PUT (304, y16), bloks, PSET
END IF

IF el$ = "0" THEN
REM FOR xw = 0 TO 1:
PUT (0, y16), blok4, PSET
REM NEXT xw

PUT (64, y16), blokk, PSET
PUT (240, y16), blokp, PSET
REM FOR xw = 0 TO 1
PUT (256, y16), blok4, PSET
REM NEXT xw
END IF

IF el$ = "W" THEN
PUT (0, y16), bloks, PSET
PUT (16, y16), blokk, PSET
PUT (80, y16), blokp, PSET
REM FOR xw = 0 TO 3:
PUT (96, y16), blok4, PSET
PUT (160, y16), blok4, PSET
REM : NEXT xw
PUT (224, y16), blokk, PSET
PUT (288, y16), blokp, PSET
PUT (304, y16), bloks, PSET

END IF

IF el$ = "Q" THEN PUT (0, y16), blokk, PSET: PUT (304, y16), blokp, PSET
IF el$ = "L" THEN PUT (0, y16), blokk, PSET
IF el$ = "P" THEN PUT (304, y16), blokp, PSET
NEXT yw

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO okna

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

okna:

REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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Autor Wiadomość
Piotr-246
Gość






PostWysłany: Śro 20:26, 01 Wrz 2021    Temat postu:

DECLARE SUB zabranie ()

REM Gra "Serca"
REM wymaga emulatora o predkosci 3300 cyklow
REM wymaga pliku bitmap1.scr utworzonego przez modul bsave.bas

DECLARE SUB dreptanie ()
DECLARE SUB animacja ()
DECLARE SUB rysowanie ()
DECLARE SUB palety ()
DECLARE SUB plansze ()
DECLARE SUB cegly ()

DIM SHARED pomoc$(0 TO 31)
DIM pamiec(0 TO 128) AS LONG
DIM SHARED plansza$(0 TO 48)
DIM SHARED kod$
DIM SHARED serca(1 TO 7, 1 TO 7) AS INTEGER
DIM SHARED roomx AS INTEGER, roomy AS INTEGER
DIM SHARED xserca AS INTEGER, yserca AS INTEGER
DIM SHARED bitmap$(0 TO 15)

REM pamiec tla pod wziatek

DIM SHARED tlo(0 TO 32) AS LONG

REM tlo

DIM SHARED szaretlo(0 TO 64) AS LONG
DIM SHARED szaretlo2(0 TO 128) AS LONG
DIM SHARED szaretlo4(0 TO 256) AS LONG
REM dane elementow planszy

DIM SHARED ceg40(0 TO 640) AS LONG
DIM SHARED ceg17plus17(0 TO 640) AS LONG
DIM SHARED ceg13plus13(0 TO 640) AS LONG
DIM SHARED ceg4plus20plus4(0 TO 640) AS LONG
DIM SHARED spc40(0 TO 640) AS LONG
DIM SHARED palma(0 TO 64) AS LONG

DIM SHARED blokp(0 TO 64) AS LONG
DIM SHARED bloks(0 TO 64) AS LONG
DIM SHARED blokk(0 TO 64) AS LONG
DIM SHARED blok2(0 TO 128) AS LONG
DIM SHARED blok4(0 TO 256) AS LONG

REM ****************** DANE ANIMACJI

DIM SHARED znakp1(0 TO 128) AS LONG
DIM SHARED znakl1(0 TO 128) AS LONG
DIM SHARED znakp2(0 TO 128) AS LONG
DIM SHARED znakl2(0 TO 128) AS LONG
DIM SHARED znakp3(0 TO 128) AS LONG
DIM SHARED znakl3(0 TO 128) AS LONG
DIM SHARED vertd1(0 TO 128) AS LONG

REM ************************* DANE STARTOWE

SCREEN 13
DEF SEG = 0: REM - to dla pomiaru predkosci

x = 100: y = 60: XS = 100: YS = 60: REM wspolrzedne poczatkowe gracza na ekranie
licz = -1: REM wartosc startowa zegara
roomx = 4: roomy = 4: REM plansza startowa

REM ***** SUB palety - ustawienie nowych wartosci barw
palety

REM ***** SUB cegly - zapelnienie pozostalych tablic
cegly

REM SUB plansze - wypelnienie tablicy wygladu plansz
plansze

REM SUB animacja - tablice animacji postaci
REM animacja


REM ************************* WYBOR POMIESZCZENIA

rysuj:

kod$ = plansza$(roomx - 1 + (roomy - 1) * 7)

REM ******************** rysowanie pomieszczenia
t0 = PEEK(1132): REM pomiar czasu rysowania


REM SUB rysowanie - rysowanie planszy
rysowanie

REM pomiar czasu rysowania
t1 = PEEK(1132):

REM menu na dole
COLOR 28
LOCATE 23, 1: FOR i = 1 TO 40: PRINT CHR$(223); : NEXT i
LOCATE 25, 15: PRINT "L-SHIFT ALT P-SHIFT";

LOCATE 24, 2: COLOR 225: PRINT "T:"; t0; "/"; t1;
PRINT " ROOM:"; roomx; "/"; roomy; "--";


REM **************** ustawienie gracza na planszy
GET (x, y)-(x + 15, y + 31), pamiec
PUT (x, y), vertd1, PSET

liczsercaroom = 0
REM *************************** PETLA GLOWNA

PETLA:

dx = 0: dy = 0
IF dzwiekbrania = 1 THEN dzwiekbrania = 0: zabranie

REM ******************* czas gry w sekundach

se$ = MID$(TIME$, 7, 2)
se = VAL(se$)
IF se <> ses THEN licz = licz + 1
ses = se
LOCATE 25, 2: COLOR 15: PRINT "Czas:"; licz;

REM ************************ petla opozniajaca
FOR delay = 1 TO 1800: NEXT delay

REM ************************ sprawdzenie klawiszy

alt = 0: lshift = 0: pshift = 0: skos = 0

k$ = INKEY$
IF k$ = CHR$(27) THEN END

REM klawisz alt - wznoszenie sie
IF (PEEK(1047) AND 8) = 8 THEN alt = 1
IF (PEEK(1047) AND 2) = 2 THEN lshift = 1
IF (PEEK(1047) AND 1) = 1 THEN pshift = 1

REM bezruch = grawitacja
IF lshift = 0 AND pshift = 0 AND alt = 0 THEN dy = 2: vert = 1: obrot = 0: przebiervert = 0: GOTO czy

POKE 1050, PEEK(1052): REM czyszczenie bufora klawiatury

IF lshift = 1 THEN dx = -4: dy = 2: obrot = -1: vert = 0
IF pshift = 1 THEN dx = 4: dy = 2: obrot = 1: vert = 0
IF alt = 1 THEN dy = -4: vert = 1
IF dx <> 0 AND dy <> 0 THEN skos = 1
czy:

REM ************ sprawdzenie czy jest przejscie do innej planszy

IF x + dx > 301 THEN x = 4: XS = 4: roomx = roomx + 1: GOTO rysuj
IF x + dx < 2 THEN x = 301: XS = 301: roomx = roomx - 1: GOTO rysuj
IF y + dy > 149 THEN y = 4: YS = 4: roomy = roomy + 1: GOTO rysuj
IF y + dy < 2 THEN y = 147: YS = 147: roomy = roomy - 1: GOTO rysuj

REM *********** sprawdzenie czy ruch jest mozliwy
REM sprawdzenie przeszkody. Przeszkoda sa kolory > 200

xmozliwy = 0: xniemozliwy = 0
ymozliwy = 0: yniemozliwy = 0

REM sprawdzenie sasiedztwa obok

IF dx > 0 THEN
FOR i = 0 TO 31: IF POINT(x + 19, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF

IF dx < 0 THEN
FOR i = 0 TO 31: IF POINT(x - 3, y + i) > 200 THEN xniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF xniemozliwy = 0 THEN xmozliwy = 1
IF xniemozliwy = 1 THEN xmozliwy = 0

REM sprawdzenie sasiedztwa gora dol

IF dy > 0 THEN
FOR i = 0 TO 15:
IF POINT(x + i, y + 32) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y + 33) > 200 THEN yniemozliwy = 1: EXIT FOR

NEXT i
END IF

IF dy < 0 THEN
FOR i = 0 TO 15
IF POINT(x + i, y - 4) > 200 THEN yniemozliwy = 1: EXIT FOR
IF POINT(x + i, y - 5) > 200 THEN yniemozliwy = 1: EXIT FOR
NEXT i
END IF
IF yniemozliwy = 0 THEN ymozliwy = 1
IF yniemozliwy = 1 THEN ymozliwy = 0

REM ruch gdy oba mozliwe x oraz y
IF ymozliwy = 1 AND xmozliwy = 1 THEN IF dx <> 0 OR dy <> 0 THEN GOTO ruch


REM szczegolne przypadki gdy tylko x albo y mozliwy
IF ymozliwy = 0 AND xmozliwy = 1 THEN dy = 0: GOTO czy
IF ymozliwy = 1 AND xmozliwy = 0 THEN dx = 0: GOTO czy

REM ruch niemozliwy powrot petli glownej bez zmian pozostaja x y
x = XS: y = YS
GOTO PETLA

REM ***************** RUCH

ruch:

x = x + dx: y = y + dy
IF dy = 0 AND przebieranie = 0 AND alt = 0 THEN dreptanie: REM dzwiek chodzenia

REM ************* otworzenie tego, co bylo za ludzikiem

PUT (XS, YS), pamiec, PSET

REM ******************** czy jest wziatek
deltawx = ABS(x - xserca)
deltawy = ABS(y + 16 - yserca)
IF deltawx < 10 AND deltawy < 22 THEN GOSUB wziatek

REM ********************* zapamietanie tego co za ludzikiem

GET (x, y)-(x + 15, y + 31), pamiec

REM ************* rysowanie nowej postaci WEDLUG FAZY RUCHU

REM aby nie rysowac dwoch postaci w przypadku skosu
IF skos = 1 THEN GOTO bezskosu:

REM ************************** ruch w dol lub gore

IF vert = 1 THEN PUT (x, y), vertd1, OR: XS = x: YS = y: GOTO PETLA
bezskosu:
REM ************************** ruch w lewo

IF obrot = -1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1
IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakl1, OR
IF przebieranie = 1 THEN PUT (x, y), znakl2, OR
IF przebieranie = 2 THEN PUT (x, y), znakl3, OR
END IF

REM ****************** ruch w prawo

IF obrot = 1 THEN
IF dy = 0 THEN przebieranie = przebieranie + 1

IF przebieranie = 3 THEN przebieranie = 0
IF przebieranie = 0 THEN PUT (x, y), znakp1, OR
IF przebieranie = 1 THEN PUT (x, y), znakp2, OR
IF przebieranie = 2 THEN PUT (x, y), znakp3, OR
END IF

XS = x: YS = y

GOTO PETLA

REM GOSUB-RETURN****************************** obsluga wziatku

wziatek:
IF serca(roomx, roomy) = 0 THEN GOTO niemawziatku
IF liczsercaroom = 1 THEN GOTO niemawziatku
serca(roomx, roomy) = 0
liczserca = liczserca + 1
PUT (xserca, yserca), tlo, PSET
liczsercaroom = 1
dzwiekbrania = 1
REM zabranie

LOCATE 1, 1: COLOR 6: PRINT liczserca;
niemawziatku:
RETURN

SUB animacja
REM ************************ znaczek - glowny bohater
REM ****************** DANE ANIMACJI
REM ten SUB jest do skasowania

END SUB

SUB cegly

BLOAD "bitmap1.scr"
REM INPUT a$
REM pobranie z ekranu tablic elementow

GET (0, 0)-(319, 7), ceg40
GET (0, 8)-(319, 15), ceg17plus17
GET (0, 16)-(319, 23), ceg13plus13
GET (0, 24)-(319, 31), ceg4plus20plus4
GET (0, 48)-(319, 55), spc40
GET (0, 48)-(15, 63), szaretlo
GET (0, 48)-(31, 63), szaretlo2
GET (0, 48)-(63, 63), szaretlo4

GET (16, 64)-(31, 79), palma
GET (32, 64)-(47, 79), blokp
GET (48, 64)-(63, 79), bloks
GET (64, 64)-(79, 79), blokk
GET (0, 32)-(31, 47), blok2
GET (0, 32)-(63, 47), blok4

GET (0, 88)-(15, 119), znakl1
GET (16, 88)-(31, 119), znakp1
GET (32, 88)-(47, 119), znakl2
GET (48, 88)-(63, 119), znakp2
GET (64, 88)-(79, 119), znakl3
GET (80, 88)-(95, 119), znakp3
GET (96, 88)-(111, 119), vertd1

END SUB

SUB dreptanie

DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)



FOR i = 1 TO 10
OUT 66, 32: OUT 66, 2
OUT 66, 64: OUT 66, 1
OUT 66, 250: OUT 66, 0
OUT 66, 32: OUT 66, 1
OUT 66, 32: OUT 66, 0
OUT 66, 104: OUT 66, 2
OUT 66, 48: OUT 66, 0
OUT 66, 250: OUT 66, 2
OUT 66, 32: OUT 66, 0
NEXT i
REM FOR i = 1 TO 150: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB

SUB palety

REM ****************** Ustawienie wlasnej wartosci barw
REM **************** kolejno, blue green red, kazdy max=6
REM rejestry tla - zaczyna od &H0
PALETTE 0, 10 * 65536 + 10 * 256 + 10: REM tlo sciany
PALETTE 1, 9 * 65536 + 9 * 256 + 9: REM tlo sciany
PALETTE 2, 11 * 65536 + 11 * 256 + 11: REM tlo sciany

PALETTE 3, 63 * 65536 + 31 * 256 + 0: REM blekit za oknem
PALETTE 4, 0 * 65536 + 31 * 256 + 0: REM zielen za oknem
PALETTE 5, 0 * 65536 + 0 * 256 + 63: REM czerwien serca
PALETTE 6, 47 * 65536 + 47 * 256 + 47: REM rama okienna
PALETTE 7, 3 * 65536 + 12 * 256 + 35: REM doniczka


REM rejestry gracza powinny byc kodowane &HnF od 1F
REM ze wzgledu na funkce PUT-OR

PALETTE &H1F, 0 * 65536 + 0 * 256 + 48: REM sweter
PALETTE &H2F, 63 * 65536 + 47 * 256 + 0: REM SPODNIE
PALETTE &H3F, 31 * 65536 + 31 * 256 + 31: REM SREDNIA SZAROSC
PALETTE &H4F, 15 * 65536 + 15 * 256 + 15: REM 1/4 SZAROSCI
PALETTE &H5F, 47 * 65536 + 47 * 256 + 47: REM 3/4 SZAROSCI
PALETTE &H6F, 46 * 65536 + 55 * 256 + 63: REM SKORA
PALETTE &H7F, 0 + 65536 + 0 * 256 + 31: REM pol sweter
PALETTE &H8F, 34 * 65536 + 40 * 256 + 46: REM 3/4 skora
PALETTE &H9F, 47 * 65536 + 38 * 256 + 0: REM 7/8 SPODNI
PALETTE &HAF, 0 * 65536 + 0 * 256 + 40: REM 3/4 swetra
PALETTE &HBF, 23 * 65536 + 23 * 256 + 23: REM 3/8 szarosci
PALETTE &HCF, 43 * 65536 + 43 * 256 + 51: REM 7/8 skora

REM rejestry przeszkod - powinny byc od &HFF wstecz

PALETTE &HFF, 18 * 65536 + 19 * 256 + 33: REM cegly
PALETTE &HFE, 19 * 65536 + 19 * 256 + 19: REM fugi
PALETTE &HFD, 28 * 65536 + 28 * 256 + 28: REM krawedz

FOR i = 0 TO 15
PALETTE 230 + i, i * 4 * 65536 + i * 4 * 256 + i * 4: REM kamien
NEXT i
END SUB

SUB plansze

REM ************************** DANE pomieszczen
REM ***************** obliczane od roomx=1,roomy=1
REM ***************** (roomy-1)*7+(roomx-1)

REM kodowanie _+++++++++++++++++++++++_okna++++_se_kw_se1_se2_nowy11+++++
REM ************ plansze wiersza roomy=1

plansza$(0) = "......................._______YQ_GN_________UI_#LLLQQQLLLU"
plansza$(1) = ".......................____MD__________________#...UUUPPP#"
plansza$(2) = "......................._HE__________ES______UI_#PPPQQQQQQU"
plansza$(3) = ".......................__________SK____BB1_fB1_##LLLQWWWQ#"
plansza$(4) = "......................._______ZK_______________#QPPPQQUQQU"
plansza$(5) = ".......................____MG__________LK5_____#LLLQWWQQQU"
plansza$(6) = "......................._LC__________FQ_________#PPPWQQQQUU"

REM ************ plansze wiersza roomy=2

plansza$(7) = ".......................________________________UQQQWLLLQQ#"
plansza$(8) = "......................._______YQ_RN_________WH_#QQQQ...QQ#"
plansza$(9) = ".......................____MK__________KK1__WJ_UUQQQPPPUQU"
plansza$(10) = "......................._____________MS_________#WLLLWQQQQW"
plansza$(11) = "......................._aI__________________UM_UQPPPQQQQQ#"
plansza$(12) = ".......................__________RN_GS_________UQQQ000QQQ#"
plansza$(13) = ".......................____DJ____aM____________UUUUQQQUUUU"

REM ************* plansze wiersza roomy=3

plansza$(14) = ".......................__________NG_YS_________#QQQWQWQQQW"
plansza$(15) = "......................._MC_YP____UP____________#QQQWLLLLQW"
plansza$(16) = "......................._WQ_____________DI3_`I3_U0000....0#"
plansza$(17) = "......................._MM__________YQ_________WWWWWPPPPUU"
plansza$(18) = "......................._______NP_SM_________WO_#QQQQMWMQQW"
plansza$(19) = ".......................________________EB1__UJ_#00QQLLL0QU"
plansza$(20) = ".......................____aM____UP____________UQQQWPPP0##"

REM ************ plansze wiersza roomy=4

plansza$(21) = ".......................____ZM____SG____________WQQQWLLLLUU"
plansza$(22) = ".......................________________________WPPPWPPPP##"
plansza$(23) = "......................._______NP_UQ_YS_RU3__#F_#0QLLLQQQQW"
plansza$(24) = "......................._YF_YJ_YO_SK_GS_GB5__WM_UUQPPPQQQQU": REM startowa MaX=dU
plansza$(25) = ".......................__________NG____________#QQQQWQQQQU"
plansza$(26) = "......................._______YR_SG____________UUQQQWLLLLU"
plansza$(27) = "......................._____________LS_KK1_____##00UUPPPPU"

REM ****************** plansze wiersza roomy=5

plansza$(28) = "......................._DD____aR_SS_YS_________ULLLWWWLLL#"
plansza$(29) = ".......................________________II4_YI4_#...UUU...#"
plansza$(30) = "......................._______aR_______GL5_YL5_WPPPQUUPPPU"
plansza$(31) = ".......................____ML_______YS______UJ_UUQQQLLLQQ#"
plansza$(32) = ".......................____YL_______________WJ_UQQQQPPP###"
plansza$(33) = ".......................________________KR1_____UU00U000UUU"
plansza$(34) = ".......................____OG____SR_YS_________UU0QQQWQQQ#"

REM ******************* plansze wiersza roomy=6

plansza$(35) = "......................._____________KM_________#00ULLLU0UU"
plansza$(36) = ".......................__________SR____MH2_YH2_###UPPPLLL#"
plansza$(37) = "......................._______GQ_______________U0QQQQW...#"
plansza$(38) = "......................._____________ZS_________#LLLU00PPP#"
plansza$(39) = ".......................__________MM_________0Q_#PPPWLLLQQ#"
plansza$(40) = ".......................________________KO3_YO3_UUUU0PPPUUU"
plansza$(41) = "......................._CC_______ZF_MS_________#QQQWQQQ00U"


REM ******************* plansze wiersza roomy=7

plansza$(42) = "......................._EI__________YM_________UUU0LLL####"
plansza$(43) = ".......................____SJ____ML____________###U...####"
plansza$(44) = "......................._____________KM_________#LLLPPP####"
plansza$(45) = ".......................____PH____ZJ____________#PPP000####"
plansza$(46) = ".......................__________EE____________#LLL0######"
plansza$(47) = "......................._____________GS______0I_UPPPQQQLLL#"
plansza$(48) = "......................._LQ_____________________UUUUUUUPPP#"

REM lokalizacja serc
REM serca wiersza 1

serca(1, 1) = 1
serca(4, 1) = 1

REM serca wiersza 2
serca(2, 2) = 1
serca(6, 2) = 1
serca(7, 2) = 1

REM serca wiersza 3

serca(1, 3) = 1
serca(2, 3) = 1
serca(5, 3) = 1
serca(7, 3) = 1

REM serca wiersza 4
serca(1, 4) = 1
serca(3, 4) = 1
serca(4, 4) = 1
serca(5, 4) = 1
serca(6, 4) = 1

REM serca wiersza 5

serca(1, 5) = 1
serca(7, 5) = 1

REM serca wiersza 6
serca(2, 6) = 1
serca(5, 6) = 1
serca(7, 6) = 1

REM serca wiersza 7
serca(2, 7) = 1
serca(4, 7) = 1
serca(5, 7) = 1

END SUB

SUB rysowanie


FOR yw = 0 TO 10
el$ = MID$(kod$, yw + 48, 1)
y16 = yw * 16

IF el$ = "U" THEN
PUT (128, y16), szaretlo4, PSET
PUT (0, y16), blok4, PSET
PUT (64, y16), blok2, PSET
PUT (96, y16), bloks, PSET
PUT (112, y16), blokk, PSET
PUT (192, y16), blokp, PSET
PUT (208, y16), blok4, PSET
PUT (272, y16), blok2, PSET
PUT (304, y16), bloks, PSET
END IF

IF el$ = "L" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
PUT (0, y16), blokk, PSET
END IF

IF el$ = "P" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
PUT (304, y16), blokp, PSET
END IF

IF el$ = "." THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), szaretlo4, PSET: NEXT xw
END IF

IF el$ = "#" THEN
FOR xw = 0 TO 4: PUT (xw * 64, y16), blok4, PSET: NEXT xw
END IF

IF el$ = "0" THEN
PUT (80, y16), szaretlo4, PSET
PUT (144, y16), szaretlo4, PSET
PUT (208, y16), szaretlo2, PSET
PUT (0, y16), blok4, PSET
PUT (64, y16), blokk, PSET
PUT (240, y16), blokp, PSET
PUT (256, y16), blok4, PSET
END IF

IF el$ = "W" THEN
PUT (32, y16), szaretlo4, PSET
PUT (224, y16), szaretlo4, PSET
PUT (0, y16), bloks, PSET
PUT (16, y16), blokk, PSET
PUT (80, y16), blokp, PSET
PUT (96, y16), blok4, PSET
PUT (160, y16), blok4, PSET
PUT (224, y16), blokk, PSET
PUT (288, y16), blokp, PSET
PUT (304, y16), bloks, PSET
END IF

IF el$ = "Q" THEN
FOR xw = 0 TO 3: PUT (xw * 64 + 16, y16), szaretlo4, PSET: NEXT xw
PUT (272, y16), szaretlo2, PSET
PUT (0, y16), blokk, PSET
PUT (304, y16), blokp, PSET
END IF

NEXT yw

REM rysowanie podestow

el$ = MID$(kod$, 45, 1)
IF el$ = "" OR el$ = "_" THEN GOTO okna

el2$ = MID$(kod$, 46, 1)
yokna = (ASC(el2$) - 65) * 8
IF el$ = "#" THEN PUT (0, yokna), ceg40, PSET
IF el$ = "W" THEN PUT (0, yokna), ceg4plus20plus4, PSET
IF el$ = "U" THEN PUT (0, yokna), ceg17plus17, PSET
IF el$ = "0" THEN PUT (0, yokna), ceg13plus13, PSET

okna:

REM rysowanie okien

el$ = MID$(kod$, 25, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknonz
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 26, 1)
yokna = (ASC(el$) - 65) * 8


LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 3, BF
LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknonz:
REM okno niebiesko-zielone

el$ = MID$(kod$, 28, 1)
IF el$ = "" OR el$ = "_" THEN GOTO oknoziel
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 29, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 11), 3, BF
LINE (xokna + 2, yokna + 12)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6

oknoziel:
REM okno niebiesko-zielone

el$ = MID$(kod$, 31, 1)
IF el$ = "" OR el$ = "_" THEN GOTO serce
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 32, 1)
yokna = (ASC(el$) - 65) * 8

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 21), 4, BF

LINE (xokna + 2, yokna + 2)-(xokna + 32, yokna + 2), 6
LINE (xokna + 2, yokna + 21)-(xokna + 32, yokna + 21), 6
LINE (xokna + 2, yokna + 2)-(xokna + 2, yokna + 21), 6
LINE (xokna + 12, yokna + 2)-(xokna + 12, yokna + 21), 6
LINE (xokna + 22, yokna + 2)-(xokna + 22, yokna + 21), 6
LINE (xokna + 32, yokna + 2)-(xokna + 32, yokna + 21), 6



serce:
REM serce
xserca = -20
yokna = -20
IF serca(roomx, roomy) = 0 THEN GOTO donica
el$ = MID$(kod$, 34, 1)
IF el$ = "" OR el$ = "_" THEN GOTO donica
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 35, 1)
yokna = (ASC(el$) - 65) * 8
GET (xokna + 8, yokna + 8)-(xokna + 15 + 8, yokna + 7 + 8), tlo
COLOR 5: LOCATE yokna / 8, xokna / 8: PRINT CHR$(3);
xserca = xokna - 8
yserca = yokna - 8


donica:
el$ = MID$(kod$, 37, 1)
IF el$ = "" OR el$ = "_" THEN GOTO koniecrysowania
xokna = (ASC(el$) - 65) * 8
el$ = MID$(kod$, 38, 1)
yokna = (ASC(el$) - 65) * 8
PUT (xokna, yokna), palma, PSET


koniecrysowania:
LOCATE 24, 2: COLOR 15: PRINT "Czas:"; licz;


END SUB

SUB zabranie
DEF SEG = 0
REM wlaczene zegara
OUT 67, 182

REM odczytanie wartosci portu 97
stary.port = INP(97)


REM ustawienie wartosci "1" dla bitow 1 i 0
nowy.port = (stary.port OR 3)

REM wlaczenie glosnika
OUT 97, nowy.port

REM najpierw mlodszy potem starszy bajt

t0 = PEEK(1132)

OUT 66, 32: OUT 66, 3
FOR i = 1 TO 3000: NEXT i

OUT 66, 204: OUT 66, 4
FOR i = 1 TO 3000: NEXT i


t1 = PEEK(1132)
REM wylaczenie glosnika
OUT 97, stary.port

END SUB
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