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Artillery 1.4.2

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  1.    10 GO TO 2630
  2.    20 REM Artillery, based on the 1987 Macintosh game by Kirk Crawford
  3.    30 REM Started in about 1994 and mostly developed in Feb 2019 by patters
  4.    40 REM
  5.    50 REM sub - trajectories loop
  6.    60 REM
  7.    70 FOR t=0 TO 30 STEP 0.5
  8.    80 POKE 23677,r: POKE 23678,s: LET p1=j: LET p3=f
  9.    90 LET v1=v1+z/8
  10.   100 LET x=o1+v1*t
  11.   110 LET y=o3+v3*t-4.905*t*t
  12.   120 LET j=x>=0
  13.   130 IF y<0 THEN LET f=0
  14.   140 IF x>255 THEN LET j=0: IF y<c2 THEN LET f=0
  15.   150 IF h=1 THEN LET h=0: PRINT c$
  16.   160 IF h=2 THEN LET h=0: PRINT e$
  17.   170 IF NOT f THEN GO TO 240
  18.   180 IF y>175 THEN LET j=0: IF x>=0 AND x<=255 THEN LET c$(3)=CHR$ (INT (x/8)): PRINT c$: LET h=1
  19.   190 IF x>255 THEN IF y>=c2 AND y<=175 THEN LET e$(2)=CHR$ (21-INT (y/8)): PRINT e$: LET h=2
  20.   200 IF NOT j THEN GO TO 240
  21.   210 IF p1 THEN DRAW INK 3;x-r,y-s
  22.   220 IF NOT p1 THEN PLOT INK 3;x,y
  23.   230 IF ATTR (21-INT (y/8),INT (x/8))=gd THEN LET f=0
  24.   240 IF NOT h2 THEN IF PEEK a+PEEK b+PEEK c+PEEK d<>cs THEN LET h2=1: PRINT h$: BEEP .4,-20: LET s$=s$+"2": IF x>127 THEN LET f=0: LET p3=0
  25.   250 IF NOT f THEN IF p3 THEN BEEP .01,-20
  26.   260 LET r=PEEK 23677: LET s=PEEK 23678
  27.   270 POKE 23677,p: POKE 23678,q: LET p2=i: LET p4=e
  28.   280 LET v2=v2+z/8
  29.   290 LET v=o2+v2*t
  30.   300 LET w=o4+v4*t-4.905*t*t
  31.   310 LET i=v<=255
  32.   320 IF w<0 THEN LET e=0
  33.   330 IF v<0 THEN LET i=0: IF w<c1 THEN LET e=0
  34.   340 IF g=1 THEN LET g=0: PRINT d$
  35.   350 IF g=2 THEN LET g=0: PRINT f$
  36.   360 IF NOT e THEN GO TO 430
  37.   370 IF w>175 THEN LET i=0: IF v>=0 AND v<=255 THEN LET d$(3)=CHR$ (INT (v/8)): PRINT d$: LET g=1
  38.   380 IF v<0 THEN IF w>=c1 AND w<=175 THEN LET f$(2)=CHR$ (21-INT (w/8)): PRINT f$: LET g=2
  39.   390 IF NOT i THEN GO TO 430
  40.   400 IF p2 THEN DRAW INK 3;v-p,w-q
  41.   410 IF NOT p2 THEN PLOT INK 3;v,w
  42.   420 IF ATTR (21-INT (w/8),INT (v/8))=gd THEN LET e=0
  43.   430 IF NOT h1 THEN IF PEEK l+PEEK m+PEEK n+PEEK o<>cs THEN LET h1=1: PRINT g$: BEEP .4,-20: LET s$=s$+"1": IF v<128 THEN LET e=0: LET p4=0
  44.   440 IF NOT e THEN IF p4 THEN BEEP .01,-20
  45.   450 LET p=PEEK 23677: LET q=PEEK 23678
  46.   460 IF f OR e THEN NEXT t
  47.   470 RETURN
  48.   480 REM
  49.   490 REM sub - redraw terrain
  50.   500 REM
  51.   510 LET t=0: IF te<>tp OR bt<>bp THEN LET t=1
  52.   520 IF bt=bs THEN IF sk=sp THEN IF te=tp THEN LET t=2
  53.   530 FOR y=s TO e STEP dd
  54.   540 IF dd=-1 THEN IF y=18 THEN IF rv THEN GO SUB 1420
  55.   550 IF t=2 THEN PRINT AT y,0; PAPER 8; INK 8; BRIGHT bs; OVER 1;TAB 31;" ": GO TO 590
  56.   560 IF c(y+1,1) THEN PRINT AT y,0; PAPER sk; BRIGHT bs; OVER ov; INK 8;TAB c(y+1,1)-1;" "
  57.   570 IF t THEN PRINT AT y,c(y+1,1); PAPER te; BRIGHT bt; OVER 1; INK 8;TAB c(y+1,2);" "
  58.   580 IF c(y+1,2)<31 THEN PRINT AT y,c(y+1,2)+1; PAPER sk; BRIGHT bs; OVER ov; INK 8;TAB 31;" "
  59.   590 IF y=k THEN PRINT a$(30 TO )
  60.   600 IF y=k-1 THEN PRINT a$(17 TO 29)
  61.   610 IF y=k-2 THEN PRINT a$( TO 16)
  62.   620 IF y=u THEN PRINT b$(30 TO )
  63.   630 IF y=u-1 THEN PRINT b$(17 TO 29)
  64.   640 IF y=u-2 THEN PRINT b$( TO 16)
  65.   650 NEXT y
  66.   660 IF dd=1 AND rv THEN GO SUB 1420: REM draw water
  67.   670 RETURN
  68.   680 REM
  69.   690 REM sub - generate and draw terrain
  70.   700 REM
  71.   710 DIM c(22,2): REM terrain matrix, last 2 rows for water extents
  72.   720 REM generate terrain left to right with sine function
  73.   730 LET yp=k+2: REM previous y value
  74.   740 LET t=0: REM x is river
  75.   750 LET p=0: REM prev x is river
  76.   760 LET ym=19: REM peak
  77.   770 FOR x=x1+3 TO x2-2
  78.   780 LET n=ABS (31*q-x): REM x-flip
  79.   790 LET y=21-INT (v*SIN (PI/w*n-s)+r+0.5)
  80.   800 REM river extents
  81.   810 IF y>19 THEN LET y=19: IF rv THEN LET t=1
  82.   820 IF t THEN IF NOT p THEN LET c(21+(c(21,1)<>0),1)=x: REM start
  83.   830 IF NOT t THEN IF p THEN LET c(21+(c(21,2)<>0),2)=x-1: REM end
  84.   840 IF t THEN IF x=x2-2 THEN LET c(21+(c(21,2)<>0),2)=x: REM catch last extent
  85.   850 LET p=t: LET t=0
  86.   860 IF y<0 THEN LET y=0
  87.   870 PRINT AT y,x;"-"
  88.   880 REM find horizontal extents
  89.   890 IF y<>yp THEN LET c(y+1,2-(y<yp))=x
  90.   900 IF y>yp THEN LET c(yp+1,2)=x-1: REM fix descending extents after gaps
  91.   910 LET yp=y
  92.   920 IF y<ym THEN LET ym=y: REM peak
  93.   930 NEXT x
  94.   940 IF u+1>y THEN LET c(y+1,2)=x-1: REM fix last descending extent
  95.   950 FOR y=k+1 TO 19: LET c(y+1,1)=0: NEXT y: REM castle 1 footing
  96.   960 FOR y=u+1 TO 19: LET c(y+1,2)=31: NEXT y: REM castle 2 footing
  97.   970 REM edge detection pass
  98.   980 LET v=0: LET w=0
  99.   990 FOR y=ym TO 19
  100.  1000 IF NOT c(y+1,1) AND y<=k THEN LET c(y+1,1)=v
  101.  1010 IF NOT c(y+1,2) THEN LET c(y+1,2)=w
  102.  1020 LET v=c(y+1,1): LET w=c(y+1,2)
  103.  1030 NEXT y
  104.  1040 REM
  105.  1050 REM draw terrain
  106.  1060 REM
  107.  1070 LET ov=0
  108.  1080 FOR y=19 TO ym STEP -1
  109.  1090 IF y=18 THEN IF rv THEN GO SUB 1420: REM draw water
  110.  1100 IF y=k THEN PRINT a$
  111.  1110 IF y=u THEN PRINT b$
  112.  1120 PRINT AT y,c(y+1,1); PAPER te; INK 3; BRIGHT bt;TAB c(y+1,2);" "
  113.  1130 NEXT y
  114.  1140 IF k<=ym THEN PRINT a$
  115.  1150 IF u<=ym THEN PRINT b$
  116.  1160 RETURN
  117.  1170 REM
  118.  1180 REM sub - redraw sky
  119.  1190 REM
  120.  1200 FOR y=s TO e STEP dd
  121.  1210 PRINT AT y,0; OVER ov; INK 8;TAB 31;" "
  122.  1220 IF y=k THEN PRINT a$(30 TO )
  123.  1230 IF y=k-1 THEN PRINT a$(17 TO 29)
  124.  1240 IF y=k-2 THEN PRINT a$( TO 16)
  125.  1250 IF y=u THEN PRINT b$(30 TO )
  126.  1260 IF y=u-1 THEN PRINT b$(17 TO 29)
  127.  1270 IF y=u-2 THEN PRINT b$( TO 16)
  128.  1280 NEXT y
  129.  1290 RETURN
  130.  1300 REM
  131.  1310 REM sub - redraw terrain and sky
  132.  1320 REM
  133.  1330 LET ov=1: LET dd=-1: IF td=1 OR td=4 THEN LET dd=1: REM draw dir, sunrise or sunset
  134.  1340 IF td=3 AND tn>4 THEN LET ov=0: LET tn=0: REM nightfall scrubs trails in sky after 4 turns
  135.  1350 IF dd=-1 THEN LET s=19: LET e=ym: GO SUB 510: LET s=ym-1: LET e=0: GO SUB 1200
  136.  1360 IF dd=1 THEN LET s=0: LET e=ym-1: GO SUB 1200: LET s=ym: LET e=19: GO SUB 510
  137.  1370 PRINT a$+b$: REM redraw castles to catch edge cases
  138.  1380 RETURN
  139.  1390 REM
  140.  1400 REM sub - draw water
  141.  1410 REM
  142.  1420 PRINT AT 19,c(21,1); PAPER 1; BRIGHT (bs=0); INK 3; OVER ov;TAB c(21,2)+(c(21,1)>0);AT 19,c(22,1);TAB c(22,2)+(c(22,1)>0)
  143.  1430 RETURN
  144.  1440 REM
  145.  1450 REM sub - check input
  146.  1460 REM
  147.  1470 PRINT #0;AT 1,ix;"Entry error": PAUSE 50
  148.  1480 INPUT AT 1,ix;(v$;" [";d;"]: "); LINE i$
  149.  1490 IF i$="" THEN LET i=d: RETURN
  150.  1500 FOR n=1 TO LEN i$: IF CODE i$(n)<45 OR CODE i$(n)>57 THEN GO TO 1470: NEXT n
  151.  1510 LET i=INT VAL i$
  152.  1520 IF i<mn THEN LET i=mn: PRINT #0;"Constrained to min": PAUSE 50
  153.  1530 IF i>mx THEN LET i=mx: PRINT #0;"Constrained to max": PAUSE 50
  154.  1540 RETURN
  155.  1550 PAPER 7: INK 0: BRIGHT 0: FLASH 0: BORDER 7: CLS
  156.  1560 LET s1=0: LET s2=0: REM score
  157.  1570 LET sk=0: LET te=0: LET bt=0: REM sky colour, terrain colour, terrain bright
  158.  1580 LET td=1: REM time of day
  159.  1590 LET ix=0: REM input x pos
  160.  1600 LET wn=5: LET v$="Score to win match (1-9)": LET d=wn: LET mn=1: LET mx=9: GO SUB 1480: LET wn=i
  161.  1610 RANDOMIZE
  162.  1620 REM
  163.  1630 REM start round
  164.  1640 REM
  165.  1650 LET z=(INT (RND*11))-5: REM wind
  166.  1660 IF td=5 THEN LET td=1: REM loop time of day counter
  167.  1670 REM default params
  168.  1680 LET a1=60: LET a2=60: REM angle (deg)
  169.  1690 LET q1=45: LET q2=45: REM initial velocity
  170.  1700 LET h1=0: LET h2=0: REM reset castle hit states
  171.  1710 LET s$="": REM records order castles are hit in
  172.  1720 LET tn=0: REM turns
  173.  1730 REM
  174.  1740 REM terrain and castle setup
  175.  1750 REM
  176.  1760 LET v=(RND*8)+3: REM amplitude
  177.  1770 LET w=(RND*4)+13: REM frequency
  178.  1780 LET r=(RND*(17-((v<6)*v)+((v>9)*(12-v))))-2: REM y-offset
  179.  1790 LET s=((RND*25)+2)/10: REM x-offset
  180.  1800 LET q=INT (RND*2): REM terrain function may x-flip, to remove bias
  181.  1810 REM castle 1 location
  182.  1820 LET x1=2+(INT (RND*4))
  183.  1830 LET n=ABS (31*q-(x1+2)): REM x-flip
  184.  1840 LET k=21-INT (v*SIN (PI/w*n-s)+r+0.5)-1: REM castle is 1 row higher than terrain at x
  185.  1850 IF k<4 THEN GO TO 1760: REM problem, reset terrain params
  186.  1860 IF k>18 THEN LET k=18
  187.  1870 REM castle 2 location
  188.  1880 LET x2=28-(INT (RND*4))
  189.  1890 LET n=ABS (31*q-(x2-1)): REM x-flip
  190.  1900 LET u=21-INT (v*SIN (PI/w*n-s)+r+0.5)-1: REM castle is 1 row higher than terrain at x
  191.  1910 IF u<4 THEN GO TO 1760: REM problem, reset terrain params
  192.  1920 IF u>18 THEN LET u=18
  193.  1930 REM castle coords valid, continue setup
  194.  1940 LET lv=INT (RND*8)+2: REM level type, grass desert soil snow
  195.  1950 IF lv>7 THEN LET lv=3: REM grass is more likely
  196.  1960 LET rv=INT (RND*3): IF rv=2 THEN LET rv=0: REM water
  197.  1970 IF lv=7 THEN LET rv=1
  198.  1980 REM trajectory origin coords
  199.  1990 LET o1=(x1+2)*8: LET o3=(21-k+2)*8
  200.  2000 LET o2=(x2*8)-1: LET o4=(21-u+2)*8
  201.  2010 GO SUB 3320: REM set up time of day
  202.  2020 INK 0: CLS
  203.  2030 GO SUB 3090: REM wind arrow
  204.  2040 FOR n=20 TO 21: PRINT AT n,0; BRIGHT 0; PAPER 7; OVER 1;TAB 31;" ": NEXT n
  205.  2050 REM
  206.  2060 REM update castle sprites
  207.  2070 REM
  208.  2080 LET a$(2 TO 3)=CHR$ (k-2)+CHR$ (x1+po): LET a$(10 TO 13)=w$(po+1)+CHR$ 22+CHR$ (k-2)+CHR$ (x1+fl): LET a$(16 TO 19)=w$(fl+1)+CHR$ 22+CHR$ (k-1)+CHR$ x1: LET a$(31 TO 32)=CHR$ k+CHR$ x1
  209.  2090 LET b$(2 TO 3)=CHR$ (u-2)+CHR$ (x2+po): LET b$(10 TO 19)=w$(po+1)+CHR$ 22+CHR$ (u-2)+CHR$ (x2+fl)+CHR$ 16+CHR$ 2+w$(fl+1)+CHR$ 22+CHR$ (u-1)+CHR$ x2: LET b$(31 TO 32)=CHR$ u+CHR$ x2
  210.  2100 LET g$( TO 32)=a$( TO 32): LET g$(9)=CHR$ 6: LET g$(28)=CHR$ 2
  211.  2110 LET h$( TO 32)=b$( TO 32): LET h$(9)=CHR$ 6: LET h$(28)=CHR$ 2
  212.  2120 GO SUB 3490: REM update sprite colours
  213.  2130 GO SUB 710: REM generate and draw terrain
  214.  2140 REM
  215.  2150 REM start turn
  216.  2160 REM
  217.  2170 LET tn=tn+1
  218.  2180 PRINT AT 21,1; BRIGHT 0; INVERSE 1; PAPER 7;"SCORE  ";AT 21,8-(s1>9);s1;AT 21,23;"SCORE  ";AT 21,30-(s2>9);s2
  219.  2190 GO SUB 2900: REM player 1 input
  220.  2200 PRINT a$(11 TO 16)
  221.  2210 GO SUB 2990: REM player 2 input
  222.  2220 PRINT b$(11 TO 16)
  223.  2230 LET j=1: LET i=1: REM on-screen trajectory flag
  224.  2240 LET f=1: LET e=1: REM projectile in flight flag
  225.  2250 LET r=o1: LET s=o3: LET p=o2: LET q=o4: REM draw coords set to origins
  226.  2260 REM velocity components
  227.  2270 LET n=a1*PI/180: REM deg to rad
  228.  2280 LET v1=q1*COS n
  229.  2290 LET v3=q1*SIN n
  230.  2300 LET n=(180-a2+180)*PI/180: REM deg to rad, x flip
  231.  2310 LET v2=-q2*COS n
  232.  2320 LET v4=-q2*SIN n
  233.  2330 LET h=0: LET g=0: REM off screen arrows
  234.  2340 LET c1=(21-k)*8: LET c2=(21-u)*8: REM castle footings y
  235.  2350 REM castle ATTR mem addr
  236.  2360 LET l=22528+k*32+x1: LET m=l+1: LET n=l-32: LET o=n+1
  237.  2370 LET a=22528+u*32+x2: LET b=a+1: LET c=a-32: LET d=c+1
  238.  2380 BEEP .1,-35
  239.  2390 GO SUB 70: REM trajectories loop
  240.  2400 REM
  241.  2410 REM end of turn, check outcomes
  242.  2420 REM
  243.  2430 PRINT a$(11 TO 16)+b$(11 TO 16): REM fix flags colour clash
  244.  2440 FOR n=0 TO 1: PRINT AT 20+n,0; BRIGHT 0; PAPER 7; OVER 1;TAB 31;" ": NEXT n: REM fix HUD colour clash
  245.  2450 IF s$="1" THEN LET pl=1: LET x=x1: LET y=k: GO SUB 3220: REM castle 1 collapse
  246.  2460 IF s$="2" THEN LET pl=2: LET x=x2: LET y=u: GO SUB 3220: REM castle 2 collapse
  247.  2470 IF s$="21" THEN LET pl=2: LET x=x2: LET y=u: GO SUB 3220: LET pl=1: LET y=k: LET x=x1: GO SUB 3220: REM castle 2 then 1 collapse
  248.  2480 IF s$="12" THEN LET pl=1: LET x=x1: LET y=k: GO SUB 3220: LET pl=2: LET y=u: LET x=x2: GO SUB 3220: REM castle 1 then 2 collapse
  249.  2490 IF s$<>"" THEN LET td=INT td+1: GO TO 3550: REM round over, increment time of day
  250.  2500 IF td=2 OR td=4 THEN LET td=td+0.5: REM dawn and dusk last one turn only
  251.  2510 LET td=td+0.5: IF td=5 THEN LET td=1: REM night and day last two turns
  252.  2520 IF td-(INT td)=0 THEN GO SUB 3320: GO SUB 3490: GO SUB 1330: REM change time of day, update sprites, redraw screen
  253.  2530 GO TO 2150: REM no score, round continues
  254.  2540 REM
  255.  2550 REM user defined graphics
  256.  2560 REM
  257.  2570 RESTORE 2590
  258.  2580 FOR x=0 TO 71: READ y: POKE USR CHR$ (144)+x,y: NEXT x
  259.  2590 DATA 1,1,1,1,1,1,1,1,153,153,255,96,40,37,34,34,153,153,255,38,132,68,164,164,34,34,35,32,44,38,32,32,164,36,236,28,20,4,100,4,128,128,128,128,128,128,128,128,0,16,40,16,0,0,0,0,0,0,16,32,126,32,16,0,0,0,8,4,126,4,8,0
  260.  2600 REM
  261.  2610 REM variables setup, perf critical first
  262.  2620 REM
  263.  2630 LET x=0: LET y=0: LET v=0: LET w=0: LET r=0: LET s=0: LET p=0: LET q=0: LET t=0: LET v1=0: LET v3=0: LET v2=0: LET v4=0: LET o1=0: LET o3=0: LET o2=0: LET o4=0: LET f=0: LET e=0: LET j=0: LET i=0: LET h=0: LET g=0: LET p1=0: LET p2=0: LET p3=0: LET p4=0: LET h1=0: LET h2=0: LET gd=0: LET cs=0
  264.  2640 LET c$=CHR$ 22+CHR$ 0+CHR$ 0+CHR$ 21+CHR$ 1+CHR$ 19+CHR$ 8+CHR$ 17+CHR$ 8+CHR$ 16+CHR$ 3+"^": LET d$=c$: LET e$=c$: LET f$=c$: LET e$(12)="\i": LET e$(3)=CHR$ 31: LET f$(12)="\h": REM offscreen arrows
  265.  2650 DIM a$(42): DIM b$(42): REM castle sprites
  266.  2660 DIM g$(46): DIM h$(46): REM hit castle sprites
  267.  2670 LET a$( TO 16)=CHR$ 22+CHR$ 17+CHR$ 0+CHR$ 17+CHR$ 8+CHR$ 19+CHR$ 8+CHR$ 16+CHR$ 7+"\a"+CHR$ 22+CHR$ 17+CHR$ 1+CHR$ 16+CHR$ 1+"\' ": REM castle flag,16 chars
  268.  2680 LET a$(17 TO 29)=CHR$ 22+CHR$ 18+CHR$ 0+CHR$ 19+CHR$ 1+CHR$ 16+CHR$ 0+"\b"+CHR$ 19+CHR$ 0+CHR$ 16+CHR$ 1+"\c": REM castle top, 13 chars
  269.  2690 LET a$(30 TO 42)=CHR$ 22+CHR$ 19+CHR$ 0+CHR$ 19+CHR$ 1+CHR$ 16+CHR$ 0+"\d"+CHR$ 19+CHR$ 0+CHR$ 16+CHR$ 1+"\e": REM castle base, 13 chars
  270.  2700 LET b$()=a$
  271.  2710 LET g$()=a$: LET g$(36 TO 46)=CHR$ 6+CHR$ 17+CHR$ 2+CHR$ 18+CHR$ 1+CHR$ 21+CHR$ 1+"\.'"+CHR$ 19+CHR$ 0+"\.'": REM hit castle
  272.  2720 LET h$()=g$
  273.  2730 DIM c(22,2): DIM d(32)
  274.  2740 REM time of day colour lookup table
  275.  2750 REM day,dusk,night,dawn - 1st row sky types, +10 for bright
  276.  2760 RESTORE 2770
  277.  2770 DATA 15,5,1,6
  278.  2780 DATA 2,2,0,2
  279.  2790 DATA 4,4,0,4
  280.  2800 DATA 14,4,0,5
  281.  2810 DATA 6,6,0,6
  282.  2820 DATA 16,6,0,16
  283.  2830 DATA 17,17,5,17
  284.  2840 DIM e(7,4)
  285.  2850 FOR n=1 TO 7: FOR t=1 TO 4: READ a: LET e(n,t)=a: NEXT t: NEXT n
  286.  2860 GO TO 1550
  287.  2870 REM
  288.  2880 REM sub - user input player 1
  289.  2890 REM
  290.  2900 PRINT AT k-2,x1+fl; INK 1-(sk=1); FLASH 1; BRIGHT bs;"\..": REM highlight flag
  291.  2910 LET ix=0: LET v$="Angle": LET d=a1: LET mn=-45: LET mx=135: GO SUB 1480: LET a1=i
  292.  2920 PRINT AT 20,1; PAPER 7; INK 0; BRIGHT 0;"    ";AT 20,1;a1;"\g"
  293.  2930 LET ix=0: LET v$="Velocity": LET d=q1: LET mn=20: LET mx=99: GO SUB 1480: LET q1=i
  294.  2940 PRINT AT 20,6; PAPER 7; INK 0; BRIGHT 0;"    ";AT 20,6;"V";q1
  295.  2950 RETURN
  296.  2960 REM
  297.  2970 REM sub - user input player 2
  298.  2980 REM
  299.  2990 PRINT AT u-2,x2+fl; INK 2; FLASH 1; BRIGHT bs;"\..": REM highlight flag
  300.  3000 LET ix=15: LET v$="Angle": LET d=a2: LET mn=-45: LET mx=135: GO SUB 1480: LET a2=i
  301.  3010 PRINT AT 20,23; PAPER 7; INK 0; BRIGHT 0;"    ";AT 20,23;a2;"\g"
  302.  3020 LET ix=12: LET v$="Velocity": LET d=q2: LET mn=20: LET mx=99: GO SUB 1480: LET q2=i
  303.  3030 PRINT AT 20,28; PAPER 7; INK 0; BRIGHT 0;"    ";AT 20,28;"V";q2
  304.  3040 INPUT #1: REM clear bottom of screen
  305.  3050 RETURN
  306.  3060 REM
  307.  3070 REM sub - wind arrow & flag
  308.  3080 REM
  309.  3090 LET r$="No Wind": IF z>0 THEN LET m$="-----": LET r$=m$(1 TO z-1)+">"
  310.  3100 IF z THEN PRINT AT 21,14;"Wind"
  311.  3110 IF z<0 THEN LET m$="<-----": LET r$=m$(1 TO INT (ABS (z)+0.5))
  312.  3120 LET n=INT ((32-(LEN r$))/2)
  313.  3130 PRINT AT 20,n; r$
  314.  3140 IF z<0 THEN PLOT (8*n)+3,11: DRAW (((LEN r$)-1)*8)+3,0
  315.  3150 IF z>0 THEN PLOT (8*n)+2,11: DRAW (((LEN r$)-1)*8)+3,0
  316.  3160 LET w$="\a\' \. ": LET po=0: LET fl=1
  317.  3170 IF z<0 THEN LET w$="\ '\f\ .": LET po=1: LET fl=0
  318.  3180 RETURN
  319.  3190 REM
  320.  3200 REM sub - castle collapse
  321.  3210 REM
  322.  3220 PRINT AT y-2,x+fl; INK pl-(pl=1 AND sk=1);w$(3): PAUSE 10: PRINT AT y-2,x+fl;" ": PAUSE 10: PRINT AT y-2,x+fl; INK 7; BRIGHT bs;w$(3): PAUSE 10: PRINT AT y-2,x+fl; INK 7; BRIGHT bs;w$(fl+1)
  323.  3230 PAUSE 60: PRINT AT y-2,x;"  ";AT y-1,x; INK 0; BRIGHT 1; OVER 1;"#"; BRIGHT 0; INK 1-(sk=1);"#";AT y,x; BRIGHT 1; INK 0;"\b"; BRIGHT 0; INK 1-(sk=1);"\c"
  324.  3240 FOR n=20 TO -10 STEP -5: BEEP 0.005,n: NEXT n
  325.  3250 PRINT AT y-1,x; INK 0; BRIGHT bs;"  ";AT y,x; BRIGHT bs; INVERSE 1; OVER 1;"00"
  326.  3260 PRINT AT y,x-1; INK 0; BRIGHT bs;".";AT y,x+2; INK 1-(sk=1);"'"
  327.  3270 PAUSE 20: PRINT AT y-2,x; INK 0; BRIGHT bs;"  ";AT y-1,x;"  ";AT y,x; BRIGHT 1;"\b"; BRIGHT 0; INK 1-(sk=1);"\c"; BRIGHT bs;",";AT y,x; OVER 1; BRIGHT 1; INK 0;"_"; INK 1-(sk=1); BRIGHT 0;"_"
  328.  3280 PAUSE 20: RETURN
  329.  3290 REM
  330.  3300 REM sub - set time of day
  331.  3310 REM
  332.  3320 LET sp=sk: LET tp=te: LET bp=bt: REM store previous values
  333.  3330 LET sk=e(1,td)
  334.  3340 LET bs=0: REM sky bright
  335.  3350 IF sk>10 THEN LET bs=1: LET sk=sk-10
  336.  3360 LET te=e(lv,td)
  337.  3370 LET bt=0: REM terrain bright
  338.  3380 IF te>10 THEN LET bt=1: LET te=te-10
  339.  3390 REM colour constraints
  340.  3400 IF te=6 AND sk=6 THEN LET sk=5
  341.  3410 IF te=5 AND sk=5 THEN LET sk=6: LET bs=0
  342.  3420 PAPER sk: BRIGHT bs
  343.  3430 LET gd=64*bt+8*te+3: REM ground ATTR
  344.  3440 LET cs=32*sk+130-(sk=1)*2: REM castle aggregate ATTR
  345.  3450 RETURN
  346.  3460 REM
  347.  3470 REM sub - update sprite colours
  348.  3480 REM
  349.  3490 IF sk=1 OR sp=1 THEN LET a$(9)=CHR$ (7-(sk=1)*2): LET b$(9)=a$(9): LET a$(15)=CHR$ (1-(sk=1)): LET a$(28)=a$(15): LET b$(28)=a$(15): LET a$(41)=a$(15): LET b$(41)=a$(15): LET g$(15)=a$(15): LET g$(21 TO 23)=a$(15)+CHR$ 16+CHR$ (0+(sk=1)*6): LET h$(21 TO 23)=g$(21 TO 23)
  350.  3500 IF sk=6 OR sp=6 THEN LET g$(9)=CHR$ (6+(sk=6)): LET h$(9)=g$(9)
  351.  3510 RETURN
  352.  3520 REM
  353.  3530 REM check scores
  354.  3540 REM
  355.  3550 PAPER 7: BRIGHT 0: INK 0: PAUSE 60
  356.  3560 PRINT AT 21,1; BRIGHT 0; INVERSE 1; PAPER 7;"SCORE  ";AT 21,8-(s1>9);s1;AT 21,14; INVERSE 0;"    ";AT 21,23; INVERSE 1;"SCORE  ";AT 21,30-(s2>9);s2;AT 20,0; INVERSE 0;TAB 31;" "
  357.  3570 FOR n=0 TO 10: PRINT AT n,0; OVER 1; BRIGHT 0;TAB 31;" ";AT 20-n,0;TAB 31;" ": NEXT n: PAUSE 20
  358.  3580 IF h2=1 THEN LET s1=s1+1: BEEP 0.01,20: PRINT AT 21,8-(s1>9); INVERSE 1; PAPER 7; BRIGHT 1;s1: BEEP 0.01,30: PAUSE 30
  359.  3590 IF h1=1 THEN LET s2=s2+1: BEEP 0.01,20: PRINT AT 21,30-(s2>9); INVERSE 1; BRIGHT 1; PAPER 7;s2: BEEP 0.01,30: PAUSE 30
  360.  3600 PAUSE 60: FOR n=0 TO 10: PRINT AT n,0;TAB 31;" ";AT 20-n,0;TAB 31;" ": NEXT n
  361.  3610 IF s1<wn AND s2<wn THEN GO TO 1650
  362.  3620 IF s1=s2 THEN LET wn=wn+1: GO TO 1650: REM tied, play another round
  363.  3630 REM
  364.  3640 REM game over yeah
  365.  3650 REM
  366.  3660 IF s1=wn THEN LET pl=1
  367.  3670 IF s2=wn THEN LET pl=2
  368.  3680 CLS : BRIGHT bs: PAPER sk
  369.  3690 FOR n=6 TO 12
  370.  3700 IF n>10 THEN PAPER te: BRIGHT bt
  371.  3710 PRINT AT n,12;TAB 19;" "
  372.  3720 NEXT n
  373.  3730 LET n=10: LET y=10: LET x=15: PAPER sk: BRIGHT bs: PRINT AT y-2,x; INK 7-(sk=1)*2;"\a"; INK pl-(pl=1 AND sk=1);"\' ";AT y-1,x;a$(20 TO 29);AT y,x;a$(33 TO ): PAUSE 5: PRINT AT y-2,x+1; INK pl-(pl=1 AND sk=1);"\''": PAUSE n
  374.  3740 INK pl: PRINT AT 15,12; BRIGHT 0; INVERSE 1; PAPER 7;"VICTORY!"
  375.  3750 LET x=x+2: LET y=y-2: PAUSE n: INK pl-(pl=1 AND sk=1): BRIGHT bs: PRINT AT y,x;"\' ": PAUSE n: PRINT AT y,x;"\. ": PAUSE n: FLASH 1: PRINT AT y,x;"\'.": PAUSE n*2: PRINT AT y,x;"\''": PRINT AT y,x+1; FLASH 0;"\' ": PAUSE n: PRINT AT y,x+1; FLASH 0;"\. ": PAUSE n: PRINT AT y,x+1;"\.."
  376.  3760 BEEP 0.5,0: BEEP 0.25,0: BEEP 0.5,7
  377.  3770 FLASH 0: PAPER 7: INK 0: BRIGHT 0: PAUSE 0: LET sp=1: LET sk=6: GO SUB 3490: GO TO 1550
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