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Pascalated ZX BASIC Demo #12 - Dogfight David |
Posted by: zarsoft - 04-15-2023, 03:01 PM - Forum: Gallery
- No Replies
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To run online, click here: RUN ONLINE
Code: ' PROGRAM Dogfight David
' (c) Starsoft 2022 Pascalated BASIC
' (c) Starsoft 2023 Pascalated Boriel ZX BASIC
' Pascalated Sinclair BASIC (c) 1987 by ZarSoft
' Pascalated BASIC Converter (c) 2021 by Zarsoft
' Pascalated Boriel (c) 2023 by ZarSoft
' ZX BASIC Compiler (c) 2008 by Boriel
#include <input.bas> ' number = VAL INPUT(12)
#include <screen.bas> ' SCREEN$ function
#include <attr.bas> ' ATTR function
'--- Pascalated Boriel ---
#define PROGRAM REM
#define BEGIN REM
'#define CONST CONST
#define VAR DIM
#define INTEGER LONG
#define REAL FLOAT
#define CHAR STRING
'#define STRING STRING
#define BOOLEAN UBYTE
#define TYPE AS
'#define WHILE WHILE
#define REPEAT DO
#define UNTIL LOOP UNTIL
#define PROCEDURE SUB
CONST TRUE TYPE BOOLEAN = 1
CONST FALSE TYPE BOOLEAN = 0
PROGRAM Dogfight David
' CONSTant declarations
CONST DX TYPE INTEGER = 1 ' index for automaton for moveForward
CONST DY TYPE INTEGER = 2 ' index for automaton for moveForward
' VAR - Global variables
REM boolean GAMEOVER
VAR player1COL TYPE INTEGER
VAR player1LIN TYPE INTEGER
VAR player1COL0 TYPE INTEGER
VAR player1LIN0 TYPE INTEGER
VAR player2COL TYPE INTEGER
VAR player2LIN TYPE INTEGER
VAR player2COL0 TYPE INTEGER
VAR player2LIN0 TYPE INTEGER
VAR DirectionP1 TYPE INTEGER
VAR DirectionP2 TYPE INTEGER
VAR missile1COL TYPE INTEGER
VAR missile1LIN TYPE INTEGER
VAR missile1COL0 TYPE INTEGER
VAR missile1LIN0 TYPE INTEGER
VAR missile2COL TYPE INTEGER
VAR missile2LIN TYPE INTEGER
VAR missile2COL0 TYPE INTEGER
VAR missile2LIN0 TYPE INTEGER
VAR DirectionM1 TYPE INTEGER
VAR missile1Fuel TYPE INTEGER
VAR DirectionM2 TYPE INTEGER
VAR missile2Fuel TYPE INTEGER
VAR Sprite$(8) TYPE STRING ' automaton for plane image
VAR KeyMap(13,2,2) TYPE INTEGER ' automaton to use several keys
VAR DXY(8,2) TYPE INTEGER ' automaton for moveForward
VAR key TYPE INTEGER
VAR range TYPE INTEGER
VAR player1Points TYPE INTEGER
VAR player2Points TYPE INTEGER
VAR Clock,Clock0 TYPE INTEGER
VAR Period TYPE INTEGER = 8
PROCEDURE WaitClock
VAR elapsed TYPE INTEGER
REPEAT
ScanKey
LET Clock = PEEK 23672
LET elapsed = Clock-Clock0
IF elapsed<0 THEN LET elapsed = elapsed+256
UNTIL elapsed >= Period
LET Clock0 = Clock0 + Period: IF Clock0 > 255 THEN LET Clock0 = Clock0 - 256
REM PRINT AT 0,0;INK 2;elapsed;" ";
END PROCEDURE
PROCEDURE Process1
LET player1LIN0 = player1LIN
LET player1COL0 = player1COL
LET DirectionP1 = DirectionP1 + KeyMap(key,1,1)
IF DirectionP1 > 8 THEN LET DirectionP1 = 1
IF DirectionP1 < 1 THEN LET DirectionP1 = 8
LET player1LIN = player1LIN + DXY(DirectionP1,DY)
IF player1LIN > 21 THEN LET player1LIN = 1
IF player1LIN < 1 THEN LET player1LIN = 21
LET player1COL = player1COL + DXY(DirectionP1,DX)
IF player1COL > 31 THEN LET player1COL = 1
IF player1COL < 1 THEN LET player1COL = 31
PRINT AT player1LIN0 , player1COL0 ; " ";
PRINT AT player1LIN , player1COL ; ink 6; Sprite$(DirectionP1);
END PROCEDURE
PROCEDURE Process2
LET player2LIN0 = player2LIN
LET player2COL0 = player2COL
LET DirectionP2 = DirectionP2 + KeyMap(key,2,1)
IF DirectionP2 > 8 THEN LET DirectionP2 = 1
IF DirectionP2 < 1 THEN LET DirectionP2 = 8
LET player2LIN = player2LIN + DXY(DirectionP2,DY)
IF player2LIN > 21 THEN LET player2LIN = 0
IF player2LIN < 0 THEN LET player2LIN = 21
LET player2COL = player2COL + DXY(DirectionP2,DX)
IF player2COL > 31 THEN LET player2COL = 0
IF player2COL < 0 THEN LET player2COL = 31
PRINT AT player2LIN0 , player2COL0 ; " ";
PRINT AT player2LIN , player2COL ; ink 5; Sprite$(DirectionP2);
END PROCEDURE
PROCEDURE Player1Shot
BORDER 2
LET player2Points = player2Points + 1
PRINT AT 23, 20; PAPER 1; ink 4; "Points: "; player2Points;
LET player1LIN0 = player1LIN
LET player1COL0 = player1COL
PRINT AT player1LIN , player1COL ; "\F"
LET missile2Fuel = 0
PRINT AT missile2LIN , missile2COL ; ink 5; "\F"
LET player1LIN = player2LIN + 11
IF player1LIN > 21 THEN LET player1LIN = player1LIN - 21
LET player1COL = 0
LET DirectionP1 = 1
FOR i = 1 TO 20 : BEEP .005,5*RND : NEXT i
PRINT AT player1LIN0 , player1COL0 ; " "
PRINT AT player1LIN , player1COL ; ink 6; Sprite$(DirectionP1)
PRINT AT missile2LIN , missile2COL ; " "
END PROCEDURE
PROCEDURE Player2Shot
BORDER 2
LET player1Points = player1Points + 1
PRINT AT 23, 0; PAPER 1; ink 4; "Points: "; player1Points;
LET player2LIN0 = player2LIN
LET player2COL0 = player2COL
PRINT AT player2LIN , player2COL ; "\F"
LET missile1Fuel = 0
PRINT AT missile1LIN , missile1COL ; ink 6; "\F"
LET player2LIN = player1LIN + 11
IF player2LIN > 21 THEN LET player2LIN = player2LIN - 21
LET player2COL = 31
LET DirectionP2 = 5
FOR i = 1 TO 20 : BEEP .005,5*RND : NEXT i
PRINT AT player2LIN0 , player2COL0 ; " "
PRINT AT player2LIN , player2COL ; ink 5; Sprite$(DirectionP2)
PRINT AT missile1LIN , missile1COL ; " "
END PROCEDURE
PROCEDURE ProcessMissile1
LET missile1LIN0 = missile1LIN
LET missile1COL0 = missile1COL
LET missile1LIN = missile1LIN + DXY(DirectionM1,DY)
IF missile1LIN > 21 THEN LET missile1LIN = 1
IF missile1LIN < 1 THEN LET missile1LIN = 21
LET missile1COL = missile1COL + DXY(DirectionM1,DX)
IF missile1COL > 31 THEN LET missile1COL = 1
IF missile1COL < 1 THEN LET missile1COL = 31
LET missile1Fuel = missile1Fuel - 1
PRINT AT missile1LIN0 , missile1COL0 ; " "
IF ABS(missile1LIN - player2LIN) <= range AND ABS(missile1COL - player2COL) <= range THEN Player2Shot
IF missile1Fuel > 0 THEN PRINT AT missile1LIN , missile1COL ; ink 6; "\A"
END PROCEDURE
PROCEDURE ProcessMissile2
LET missile2LIN0 = missile2LIN
LET missile2COL0 = missile2COL
LET missile2LIN = missile2LIN + DXY(DirectionM2,DY)
IF missile2LIN > 21 THEN LET missile2LIN = 1
IF missile2LIN < 1 THEN LET missile2LIN = 21
LET missile2COL = missile2COL + DXY(DirectionM2,DX)
IF missile2COL > 31 THEN LET missile2COL = 1
IF missile2COL < 1 THEN LET missile2COL = 31
LET missile2Fuel = missile2Fuel - 1
PRINT AT missile2LIN0 , missile2COL0 ; " "
IF ABS(missile2LIN - player1LIN) <= range AND ABS(missile2COL - player1COL) <= range THEN Player1Shot
IF missile2Fuel > 0 THEN PRINT AT missile2LIN , missile2COL ; ink 5; "\A"
END PROCEDURE
PROCEDURE Fire1
LET missile1Fuel = 15
LET DirectionM1 = DirectionP1
LET missile1COL = player1COL + DXY(DirectionP1,DX)
IF missile1COL > 31 THEN LET missile1COL = 1
IF missile1COL < 1 THEN LET missile1COL = 31
LET missile1LIN = player1LIN + DXY(DirectionP1,DY)
IF missile1LIN > 21 THEN LET missile1LIN = 1
IF missile1LIN < 1 THEN LET missile1LIN = 21
PRINT AT missile1LIN , missile1COL ; ink 6; "\A"
END PROCEDURE
PROCEDURE Fire2
LET missile2Fuel = 15
LET DirectionM2 = DirectionP2
LET missile2COL = player2COL + DXY(DirectionP2,DX)
IF missile2COL > 31 THEN LET missile2COL = 1
IF missile2COL < 1 THEN LET missile2COL = 31
LET missile2LIN = player2LIN + DXY(DirectionP2,DY)
IF missile2LIN > 21 THEN LET missile2LIN = 1
IF missile2LIN < 1 THEN LET missile2LIN = 21
PRINT AT missile2LIN , missile2COL ; ink 5; "\A"
END PROCEDURE
PROCEDURE WaitForPlayer
VAR B$ TYPE STRING
PRINT AT 13,3; ink 6; " Difficulty: 1, 2 or 3"
REPEAT
PAUSE 0
LET B$ = INKEY$
UNTIL B$ >= "1" AND B$ <= "3"
LET range = 3 - VAL B$
LET dif = VAL B$
IF dif = 1 THEN Period = 24
IF dif = 2 THEN Period = 16
IF dif = 3 THEN Period = 8
RANDOMIZE
LET Clock0 = PEEK 23672
CLS
END PROCEDURE
PROCEDURE InitGame
LET player1LIN = 5 : LET player1COL = 0 : LET DirectionP1 = 1
LET player2LIN = 16 : LET player2COL = 31 : LET DirectionP2 = 5
PRINT AT player1LIN, player1COL; ink 6; Sprite$(DirectionP1)
PRINT AT player2LIN, player2COL; ink 5; Sprite$(DirectionP2)
LET missile1Fuel = 0
LET missile2Fuel = 0
LET player1Points = 0
LET player2Points = 0
END PROCEDURE
PROCEDURE initScreen
BORDER 1 : PAPER 1 : ink 7 : CLS
PRINT AT 0,9; ink 4; "Dogfight David";
PRINT AT 21,0; ink 4; " (c) 2022, 2023 STARSOFT";
PRINT AT 22,0; ink 4; " Pascalated BASIC";
PRINT AT 23,0; ink 4; " Compiled by Boriel ZX BASIC";
PRINT AT 10,3; "Player1: ASD Player2: JKL"
PRINT AT 13,9; ink 6; "Please wait..."
END PROCEDURE
PROCEDURE DefineChars
VAR n TYPE INTEGER
'RESTORE Sprites
READ car$
REPEAT
FOR i=0 TO 7
READ n
POKE USR car$+i,n
NEXT i
READ car$
UNTIL car$ = ""
END PROCEDURE
PROCEDURE Sprites
DATA "A"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00001000
DATA BIN 00011100
DATA BIN 00111110
DATA BIN 00011100
DATA BIN 00001000
DATA BIN 00000000
DATA "B"
DATA BIN 00000010
DATA BIN 01000011
DATA BIN 01100110
DATA BIN 01111100
DATA BIN 00111000
DATA BIN 00011100
DATA BIN 00101110
DATA BIN 00000111
DATA "C"
DATA BIN 00111100
DATA BIN 00011000
DATA BIN 00011000
DATA BIN 00011000
DATA BIN 11111111
DATA BIN 01111110
DATA BIN 00011000
DATA BIN 00000000
DATA "D"
DATA BIN 01000000
DATA BIN 11000010
DATA BIN 01100110
DATA BIN 00111110
DATA BIN 00011100
DATA BIN 00111000
DATA BIN 01110100
DATA BIN 11100000
DATA "E"
DATA BIN 00010000
DATA BIN 00110000
DATA BIN 00110001
DATA BIN 01111111
DATA BIN 01111111
DATA BIN 00110001
DATA BIN 00110000
DATA BIN 00010000
DATA "F"
DATA BIN 00100010
DATA BIN 01010101
DATA BIN 10001000
DATA BIN 00000000
DATA BIN 01000100
DATA BIN 10101010
DATA BIN 00010001
DATA BIN 00000000
DATA "G"
DATA BIN 00001000
DATA BIN 00001100
DATA BIN 10001100
DATA BIN 11111110
DATA BIN 11111110
DATA BIN 10001100
DATA BIN 00001100
DATA BIN 00001000
DATA "H"
DATA BIN 00000000
DATA BIN 00001110
DATA BIN 01011100
DATA BIN 00111000
DATA BIN 01111000
DATA BIN 11101100
DATA BIN 11000111
DATA BIN 10000010
DATA "I"
DATA BIN 00000000
DATA BIN 00011000
DATA BIN 01111110
DATA BIN 11111111
DATA BIN 00011000
DATA BIN 00011000
DATA BIN 00011000
DATA BIN 00111100
DATA "J"
DATA BIN 11100000
DATA BIN 01110100
DATA BIN 00111000
DATA BIN 00011100
DATA BIN 00111110
DATA BIN 01100110
DATA BIN 11000010
DATA BIN 01000000
DATA ""
END PROCEDURE
PROCEDURE InitProg
DefineChars
REM automaton for plane image
'DIM Sprite$(8)
LET Sprite$(1) = "\G"
LET Sprite$(2) = "\J"
LET Sprite$(3) = "\I"
LET Sprite$(4) = "\H"
LET Sprite$(5) = "\E"
LET Sprite$(6) = "\B"
LET Sprite$(7) = "\C"
LET Sprite$(8) = "\D"
REM automaton for moveForward
'DIM DXY(8,2)
LET DXY(1,DX) = 1 : LET DXY(1,DY) = 0
LET DXY(2,DX) = 1 : LET DXY(2,DY) = -1
LET DXY(3,DX) = 0 : LET DXY(3,DY) = -1
LET DXY(4,DX) = -1 : LET DXY(4,DY) = -1
LET DXY(5,DX) = -1 : LET DXY(5,DY) = 0
LET DXY(6,DX) = -1 : LET DXY(6,DY) = 1
LET DXY(7,DX) = 0 : LET DXY(7,DY) = 1
LET DXY(8,DX) = 1 : LET DXY(8,DY) = 1
REM automaton for keys
'DIM KeyMap(32,2,2)
LET KeyMap(2,1,1) = 1
LET KeyMap(3,1,2) = TRUE
LET KeyMap(5,1,1) = -1
LET KeyMap(4,1,1) = -1 : LET KeyMap(4,1,2) = TRUE
LET KeyMap(7,1,1) = 1 : LET KeyMap(7,1,2) = TRUE
LET KeyMap(9,2,1) = 1
LET KeyMap(5,2,2) = TRUE
LET KeyMap(3,2,1) = -1
LET KeyMap(13,2,1) = -1 : LET KeyMap(4,2,2) = TRUE
LET KeyMap(7,2,1) = 1 : LET KeyMap(7,2,2) = TRUE
END PROCEDURE
PROCEDURE Game
InitProg
initScreen
InitGame
WaitForPlayer
PRINT AT 23,0; ink 4; "Points: "; player1Points;
PRINT AT 23,20; ink 4; "Points: "; player2Points;
REPEAT
WaitClock
BORDER 1
LET key = 192 - IN 65022
Process1
IF missile1Fuel = 0 THEN IF KeyMap(key,1,2) = 1 THEN BEEP .1,5: Fire1
IF missile1Fuel THEN ProcessMissile1
IF missile2Fuel THEN ProcessMissile2
LET key = 192 - IN 49150
Process2
IF missile2Fuel = 0 THEN IF KeyMap(key,2,2) = 1 THEN BEEP .1,5: Fire2
IF missile1Fuel THEN ProcessMissile1
IF missile2Fuel THEN ProcessMissile2
UNTIL FALSE
END PROCEDURE
BEGIN
REM PRINT "Demo for Pascalated BASIC"
PAUSE 50
Game
END
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Pascalated ZX BASIC Demo #11 - The Towers of Hanoi |
Posted by: zarsoft - 04-09-2023, 01:01 PM - Forum: Gallery
- No Replies
|
 |
To run online, click here: RUN ONLINE
Code: ' PROGRAM The Towers of Hanoi
' (c) Zarsoft 2022 Pascalated BASIC
' (c) Zarsoft 2023 Pascalated Boriel ZX BASIC
' Pascalated Sinclair BASIC (c) 1987 by ZarSoft
' Pascalated BASIC Converter (c) 2021 by Zarsoft
' Pascalated Boriel (c) 2023 by ZarSoft
' ZX BASIC Compiler (c) 2008 by Boriel
#include <input.bas> ' number = VAL INPUT(12)
#include <screen.bas> ' SCREEN$ function
#include <attr.bas> ' ATTR function
'--- Pascalated Boriel ---
#define PROGRAM REM
#define BEGIN REM
'#define CONST CONST
#define VAR DIM
#define INTEGER LONG
#define REAL FLOAT
#define CHAR STRING
'#define STRING STRING
#define BOOLEAN UBYTE
#define TYPE AS
'#define WHILE WHILE
#define REPEAT DO
#define UNTIL LOOP UNTIL
#define PROCEDURE SUB
CONST TRUE TYPE BOOLEAN = 1
CONST FALSE TYPE BOOLEAN = 0
PROGRAM The Towers of Hanoi
' CONSTant declarations
CONST black TYPE INTEGER = 0
CONST blue TYPE INTEGER = 1
CONST green TYPE INTEGER = 4
CONST white TYPE INTEGER = 7
CONST MinDisks TYPE INTEGER = 6
CONST PoleLine TYPE INTEGER = 16
' VAR - Global variables
VAR DiskShape(11) TYPE STRING ' :REM disk ARRAY (0..10) OF ARRAY (1..19) OF CHAR;
VAR Pole(3,11) TYPE INTEGER ' pole ARRAY (1..03) OF ARRAY (1..10) OF INTEGER;
VAR PoleLen(3) TYPE INTEGER :REM REM PoleLen :ARRAY (1..03) OF INTEGER;
VAR PoleCol(3) TYPE INTEGER :REM REM PoleCol :ARRAY (1..03) OF INTEGER;
VAR f,t TYPE INTEGER ' from, to
VAR MaxDisks TYPE INTEGER
VAR movement TYPE INTEGER
VAR LegalMove TYPE BOOLEAN
VAR abort TYPE BOOLEAN
VAR TheEnd TYPE BOOLEAN
PROCEDURE CheckEnd
LET TheEnd = TRUE
IF abort THEN LET TheEnd = FALSE
IF (MaxDisks < MinDisks)
LET TheEnd = FALSE
PRINT AT PoleLine+2,0;
PRINT INK 3;" =-- NOT ENOUGH DISKS --="
PRINT INK 2;" Try again "
ELSEIF (MaxDisks >= MinDisks) AND (movement > 2^MaxDisks-1)
LET TheEnd = FALSE
PRINT AT PoleLine+2,0;
PRINT INK 3;" =-- TOO MUCH MOVEMENTS --="
PRINT INK 2;" Try again "
PAUSE 10
ENDIF
PRINT AT 21,0;PAPER 1;" Press any key to continue "
PAUSE 10
PAUSE 10
PAUSE 0
END PROCEDURE
PROCEDURE finalization
PRINT AT PoleLine+2,0;
PRINT INK 3;" ===-- CONGRATULATIONS! --==="
PRINT INK 2;" "
: FOR i=-11 TO 11: BEEP .01,i: BEEP .01,ABS(i): NEXT i
PAUSE 0
END PROCEDURE
PROCEDURE MoveDisk (f TYPE INTEGER,t TYPE INTEGER)
VAR column TYPE INTEGER
VAR l,col TYPE INTEGER
BEGIN
LET movement = movement+1
PRINT AT 2,0;"This move: ";movement
LET PoleLen(t) = PoleLen(t)+1
LET Pole(t,PoleLen(t)) = Pole(f,PoleLen(f))
LET Pole(f,PoleLen(f)) = 0
LET PoleLen(f) = PoleLen(f)-1
REM move up
LET col = PoleCol(f)
FOR l = PoleLine-PoleLen(f)-2 TO PoleLine-11 STEP -1
PRINT AT l,col;INK green;DiskShape$(Pole(t,PoleLen(t))+1);
PRINT AT l+1,col;INK blue;DiskShape$(0+1);
NEXT l
REM left/right
IF f < t
REM move right
LET col = PoleCol(f)+2
WHILE col < PoleCol(t)
PRINT AT PoleLine-11,col-2;INK green;" ";DiskShape$(Pole(t,PoleLen(t))+1);
LET col = col+2
END WHILE
ELSE
REM move left
LET col = PoleCol(f)-2
WHILE col > PoleCol(t)
PRINT AT PoleLine-11,col;INK green;DiskShape$(Pole(t,PoleLen(t))+1);" ";
LET col = col-2
END WHILE
ENDIF
PRINT AT PoleLine-11,PoleCol(t);" ";
PRINT AT PoleLine-11,0;" ";
PRINT AT PoleLine-10,PoleCol(t);INK green;DiskShape$(Pole(t,PoleLen(t))+1);
REM move down
LET col = PoleCol(t)
FOR l = PoleLine-9 TO PoleLine-PoleLen(t)
PRINT AT l,col;INK green;DiskShape$(Pole(t,PoleLen(t))+1);
PRINT AT l-1,col;INK blue;DiskShape$(0+1);
NEXT l
END PROCEDURE
PROCEDURE CheckLegalMove
REM (VAR f,t:INTEGER);
LET LegalMove = TRUE
IF (f = t) OR (PoleLen(f) = 0)
LET LegalMove = FALSE
ELSEIF PoleLen(t) <> 0
IF NOT( Pole(f,PoleLen(f)) < Pole(t,PoleLen(t)) ) THEN LET LegalMove = FALSE
ENDIF
END PROCEDURE
PROCEDURE InputMove
REM (VAR f,t:INTEGER);
VAR k$ TYPE STRING
BEGIN
PRINT AT PoleLine+2,1;"MOVE FROM... ";
REPEAT
PAUSE 0
LET k$ = INKEY$
UNTIL k$ >= "0" AND k$ <= "9"
BEEP .1,5
LET f = VAL (k$)
LET k$ = "X"
IF f=0 THEN LET abort = TRUE: LET k$="0"
PRINT AT PoleLine+2,1;"MOVE FROM ";f;" TO... ";
WHILE NOT(abort) AND NOT (k$ >= "0" AND k$ <= "9")
PAUSE 0
LET k$ = INKEY$
END WHILE
BEEP .1,5
LET t = VAL k$
IF t=0 THEN LET abort = TRUE
IF abort THEN LET f = 1: LET t = 1
PRINT AT PoleLine+2,1;" ";
END PROCEDURE
PROCEDURE PrintPole (PoleNumber TYPE INTEGER)
VAR col TYPE INTEGER
VAR i TYPE INTEGER
BEGIN
LET col = PoleCol(PoleNumber)
FOR i = 1 TO 10
IF Pole(PoleNumber,i) = 0 THEN INK blue
IF Pole(PoleNumber,i) <> 0 THEN INK green
PRINT AT PoleLine-i,col;DiskShape$(Pole(PoleNumber,i)+1);
NEXT i
INK white
END PROCEDURE
PROCEDURE Initialization
VAR i TYPE INTEGER
BEGIN
LET TheEnd = FALSE
LET abort = FALSE
LET PoleCol(1) = 1
LET PoleCol(2) = 1+9+2
LET PoleCol(3) = 1+9+2+9+2
LET DiskShape$( 1) = " | "
LET DiskShape$( 2) = " 1 "
LET DiskShape$( 3) = " \A2\C "
LET DiskShape$( 4) = " \B3\B "
LET DiskShape$( 5) = " \A\B4\B\C "
LET DiskShape$( 6) = " \B\B5\B\B "
LET DiskShape$( 7) = " \A\B\B6\B\B\C "
LET DiskShape$( 8) = " \B\B\B7\B\B\B "
LET DiskShape$( 9) = "\A\B\B\B8\B\B\B\C"
LET DiskShape$(10) = "\B\B\B\B9\B\B\B\B"
FOR i = 1 TO 10
LET Pole(1,i) = 0
LET Pole(2,i) = 0
LET Pole(3,i) = 0
NEXT i
FOR i = 1 TO MaxDisks
LET Pole(1,i) = MaxDisks-(i-1)
NEXT i
LET PoleLen(1) = MaxDisks
LET PoleLen(2) = 0
LET PoleLen(3) = 0
INK blue
PRINT AT PoleLine,PoleCol(1);
PRINT "\::\::\::\::1\::\::\::\::";
PRINT " ";
PRINT "\::\::\::\::2\::\::\::\::";
PRINT " ";
PRINT "\::\::\::\::3\::\::\::\::";
INK white
LET movement = 0
PRINT AT 0,7;INK green;"THE TOWERS OF HANOI"
PRINT AT 2,19;"Minimum: ";2^MaxDisks-1
PAPER blue: INK green
PRINT AT 21,0;"1,2,3 - Select pole 0 - ABORT"
PAPER black
END PROCEDURE
PROCEDURE AskMaxDisks
VAR k$ TYPE CHAR
BEGIN
INK green
PRINT AT PoleLine+3,0;"NUMBER OF DISKS = [1..9] ";
REPEAT
PAUSE 0
LET k$ = INKEY$
UNTIL k$ >= "1" AND k$ <= "9"
BEEP .1,5
LET MaxDisks = VAL (k$)
IF MaxDisks=0 THEN LET MaxDisks = 10
PRINT AT PoleLine+2,1;
END PROCEDURE
PROCEDURE Introduction
REM VAR s :BOOLEAN
BEGIN
BORDER black: PAPER black: INK green: CLS
PRINT " THE TOWERS OF HANOI"
PRINT
INK white
PRINT "In the great temple of Brahma","in Benares of India, there is ","a plate with 3 diamond needles","under the dome that marks the","center of the world."
PRINT
PRINT "At the creation, God placed 64","disks of pure gold in the order of their sizes, from largest to smallest."
PRINT
PRINT "This is the Tower of Brahma."
PRINT
PRINT "Day and night unceasingly the","monks of the temple move the","disks from one diamond needle","to another."
PRINT
PRINT AT 21,0;PAPER 1;"Press any key to read the rules"
PAUSE 0
INK 6
CLS
PRINT INK 3;"RULES:"
PRINT
PRINT " 1 - Only one disk can be moved at a time."
PRINT
PRINT " 2 - A disk can only be placed","on a larger disk (or no smaller disk below)."
PRINT
PRINT " 3 - All disks must go to the","third needle."
PRINT
INK 7
PRINT "When all disks are moved from","the first needle to the third","needle forming the Tower of","Brahma, then will come the end","of the universe and all will","turn to dust."
PRINT
END PROCEDURE
PROCEDURE DefineChars
VAR n TYPE INTEGER
'RESTORE DataChars
READ b$
REPEAT
FOR i=0 TO 7
READ n
POKE USR b$+i,n
NEXT i
READ b$
UNTIL b$ = ""
END PROCEDURE
PROCEDURE DataChars
DATA "A"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00001111
DATA BIN 00001111
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA "B"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 11111111
DATA BIN 11111111
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA "C"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 11110000
DATA BIN 11110000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA ""
END PROCEDURE
PROCEDURE MainRoutine
DefineChars
REPEAT
Introduction
AskMaxDisks
CLS
Initialization
PrintPole(1)
PrintPole(2)
PrintPole(3)
REPEAT
InputMove: REM (f,t)
CheckLegalMove: REM (f,t)
IF LegalMove THEN MoveDisk(f,t)
UNTIL (PoleLen(3) = MaxDisks) OR abort
CheckEnd
UNTIL TheEnd
finalization
END PROCEDURE
BEGIN
CLS
PRINT "Demo for Pascalated BASIC"
MainRoutine
END
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Pascalated ZX BASIC Demo #10 - Worm |
Posted by: zarsoft - 03-25-2023, 08:12 PM - Forum: Gallery
- No Replies
|
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To run online, click here: RUN ONLINE
Code: ' PROGRAM Worm
' (c) Starsoft 2020 Java console
' (c) Starsoft 2022 Pascalated BASIC
' (c) Starsoft 2023 Pascalated Boriel ZX BASIC
' Written by David Magalhaes
' Pascalated Sinclair BASIC (c) 1987 by ZarSoft
' Pascalated BASIC Converter (c) 2021 by Zarsoft
' Pascalated Boriel (c) 2023 by ZarSoft
' ZX BASIC Compiler (c) 2008 by Boriel
#include <input.bas> ' number = VAL INPUT(12)
#include <screen.bas> ' SCREEN$ function
#include <attr.bas> ' ATTR function
'--- Pascalated Boriel ---
#define PROGRAM REM
#define BEGIN REM
'#define CONST CONST
#define VAR DIM
#define INTEGER LONG
#define REAL FLOAT
#define CHAR STRING
'#define STRING STRING
#define BOOLEAN UBYTE
#define TYPE AS
'#define WHILE WHILE
#define REPEAT DO
#define UNTIL LOOP UNTIL
#define PROCEDURE SUB
CONST TRUE TYPE BOOLEAN = 1
CONST FALSE TYPE BOOLEAN = 0
PROGRAM Worm
' CONSTant declarations
CONST Period TYPE INTEGER = 8
' VAR - Global variables
VAR Clock,Clock0 TYPE INTEGER
VAR GAMEOVER TYPE BOOLEAN
VAR LIN, COL TYPE INTEGER
VAR Direction, DirectionOld TYPE INTEGER
VAR LengthMax TYPE INTEGER
VAR LengthCurrent TYPE INTEGER
VAR TailL, TailC TYPE INTEGER
VAR Cook TYPE INTEGER
VAR DirectionTail TYPE INTEGER
VAR Trail$(8,8) TYPE STRING ' automaton for PrintTrail
VAR TailDirection$(8,128) TYPE STRING ' automaton for getDirectionTail
VAR TailColor(150) TYPE INTEGER ' automaton for tail colors
VAR KeyMap$(128) TYPE STRING ' automaton to use several keys
VAR DX, DY TYPE INTEGER ' index for automaton for moveForward
VAR DXY(8,2) TYPE INTEGER ' automaton for moveForward
VAR Record TYPE INTEGER ' max length achieved
'--- KEYBOARD BUFFER ---
VAR BUFFER$ TYPE STRING = ""
PROCEDURE ScanKey
VAR key$ TYPE STRING = INKEY$
VAR l TYPE INTEGER
IF key$ <> "" THEN
IF BUFFER$ = "" THEN
LET BUFFER$ = BUFFER$+INKEY$
ELSE
LET l = LEN BUFFER$
IF BUFFER$(l-1) <> key$ THEN LET BUFFER$ = BUFFER$+INKEY$
ENDIF
ENDIF
END PROCEDURE
FUNCTION GetKey$ TYPE STRING
VAR result$ TYPE STRING
VAR l TYPE INTEGER
LET l = LEN BUFFER$
IF l = 0
LET result$ = CHR 0
ELSEIF l = 1
LET result$ = BUFFER$
BUFFER$ = ""
ELSE
LET result$ = BUFFER$(0)
BUFFER$ = BUFFER$( 1 TO )
ENDIF
RETURN result$
END FUNCTION
'------------------------
PROCEDURE TheEnd
PRINT AT 21,10; ink 2; " GAME OVER "
BEEP .5,15: BEEP .5,10: BEEP .5,5: BEEP .5,0
PAUSE 50
IF LengthCurrent > Record
PRINT AT 0,8; ink 2; " NEW HIGH SCORE "
BEEP .5,10: BEEP .5,0: BEEP .5,20
LET Record = LengthCurrent
ENDIF
REPEAT
UNTIL INKEY$ = ""
FOR i=1 TO 5
PAUSE 50
NEXT i
END PROCEDURE
PROCEDURE GiveFood
VAR cMin TYPE INTEGER = 3
VAR cMax TYPE INTEGER = 30
VAR lMin TYPE INTEGER = 3
VAR lMax TYPE INTEGER = 20
VAR l,c TYPE INTEGER
VAR food TYPE INTEGER
IF Cook < 10
LET Cook = Cook+1
ELSE
LET Cook = 0
LET l = lMin + INT(RND * ((lMax - lMin) + 1))
LET c = cMin + INT(RND * ((cMax - cMin) + 1))
LET food = 1 + INT(RND * ((9 - 1) + 1))
IF SCREEN$(l,c) = " " THEN PRINT AT l, c; food
ENDIF
END PROCEDURE
PROCEDURE PrintTrailOldVersion
IF DirectionOld = 5 AND Direction = 5
LET r$ = "-"
ELSEIF DirectionOld = 5 AND Direction = 6
LET r$ = "/"
ELSEIF DirectionOld = 5 AND Direction = 7
LET r$ = "\\"
ELSEIF DirectionOld = 6 AND Direction = 6
LET r$ = "|"
ELSEIF DirectionOld = 6 AND Direction = 5
LET r$ = "/"
ELSEIF DirectionOld = 6 AND Direction = 8
LET r$ = "\\"
ELSEIF DirectionOld = 7 AND Direction = 7
LET r$ = "|"
ELSEIF DirectionOld = 7 AND Direction = 5
LET r$ = "\\"
ELSEIF DirectionOld = 7 AND Direction = 8
LET r$ = "/"
ELSEIF DirectionOld = 8 AND Direction = 8
LET r$ = "-"
ELSEIF DirectionOld = 8 AND Direction = 6
LET r$ = "\\"
ELSEIF DirectionOld = 8 AND Direction = 7
LET r$ = "/"
ELSE
LET r$ = "."
ENDIF
PRINT AT LIN, COL; r$
END PROCEDURE
PROCEDURE PrintTrail
PRINT AT LIN, COL; ink TailColor(CODE Trail$(DirectionOld,Direction)); Trail$(DirectionOld,Direction)
END PROCEDURE
PROCEDURE getDirectionTailOld1Version
LET c$ = SCREEN$(TailL,TailC)
IF DirectionTail = 5 AND c$ = "-"
LET DirectionTail = 5
ELSEIF DirectionTail = 5 AND c$ = "/"
LET DirectionTail = 6
ELSEIF DirectionTail = 5 AND c$ = "\\"
LET DirectionTail = 7
ELSEIF DirectionTail = 6 AND c$ = "|"
LET DirectionTail = 6
ELSEIF DirectionTail = 6 AND c$ = "/"
LET DirectionTail = 5
ELSEIF DirectionTail = 6 AND c$ = "\\"
LET DirectionTail = 8
ELSEIF DirectionTail = 7 AND c$ = "|"
LET DirectionTail = 7
ELSEIF DirectionTail = 7 AND c$ = "/"
LET DirectionTail = 8
ELSEIF DirectionTail = 7 AND c$ = "\\"
LET DirectionTail = 5
ELSEIF DirectionTail = 8 AND c$ = "-"
LET DirectionTail = 8
ELSEIF DirectionTail = 8 AND c$ = "/"
LET DirectionTail = 7
ELSEIF DirectionTail = 8 AND c$ = "\\"
LET DirectionTail = 6
ENDIF
END PROCEDURE
PROCEDURE getDirectionTailOld2Version
LET c$ = SCREEN$(TailL,TailC)
LET DirectionTail = VAL TailDirection$(DirectionTail,CODE c$)
END PROCEDURE
PROCEDURE getDirectionTail
VAR c TYPE INTEGER
LET c = ATTR(TailL,TailC) - 56
LET DirectionTail = VAL TailDirection$(DirectionTail, c)
END PROCEDURE
PROCEDURE MoveForwardOldVersion
PrintTrail
REM move worm
IF Direction = 8
LET COL = COL+1
ELSEIF Direction = 5
LET COL = COL-1
ELSEIF Direction = 7
LET LIN = LIN-1
ELSE
LET LIN = LIN+1
ENDIF
LET c$ = SCREEN$(LIN,COL)
IF c$ = " "
REM nothing ahead
PRINT AT LIN, COL; "o" : REM head of worm
PRINT AT 22, 8; LengthCurrent
ELSEIF c$ >= "1" AND c$ <= "9"
REM steped on food
LET LengthMax = LengthMax + VAL c$
PRINT AT LIN, COL; "o";
BEEP .005,INT (30*RND)
ELSE
PRINT AT LIN, COL; "X"
LET GAMEOVER = TRUE
ENDIF
LET DirectionOld = Direction
REM process Tail
IF LengthCurrent < LengthMax BEGIN w
LET LengthCurrent = LengthCurrent+1
ELSE
getDirectionTail
PRINT AT TailL, TailC; " "
IF DirectionTail = 6
LET TailL = TailL+1
ELSEIF DirectionTail = 5
LET TailC = TailC-1
ELSEIF DirectionTail = 8
LET TailC = TailC+1
ELSEIF DirectionTail = 7
LET TailL = TailL-1
ENDIF
ENDIF
END PROCEDURE
PROCEDURE MoveForward
PrintTrail
REM move worm
LET LIN = LIN + DXY(Direction,DY)
LET COL = COL + DXY(Direction,DX)
LET c$ = SCREEN$(LIN,COL)
IF c$ = " "
REM nothing ahead
PRINT AT LIN, COL; "o" : REM head of worm
PRINT AT 22, 8; LengthCurrent
ELSEIF c$ >= "1" AND c$ <= "9"
REM steped on food
LET LengthMax = LengthMax + VAL c$
PRINT AT LIN, COL; "o";
BEEP .01,INT (30*RND)
ELSE
PRINT AT LIN, COL; "X"
LET GAMEOVER = TRUE
ENDIF
LET DirectionOld = Direction
REM process Tail
IF LengthCurrent < LengthMax
LET LengthCurrent = LengthCurrent+1
ELSE
getDirectionTail
PRINT AT TailL, TailC; " "
LET TailL = TailL + DXY(DirectionTail,DY)
LET TailC = TailC + DXY(DirectionTail,DX)
ENDIF
END PROCEDURE
PROCEDURE WaitClock
VAR elapsed TYPE INTEGER
REPEAT
ScanKey
LET Clock = PEEK 23672
LET elapsed = Clock-Clock0
IF elapsed<0 THEN LET elapsed = elapsed+256
UNTIL elapsed >= Period
LET Clock0 = Clock0 + Period: IF Clock0 > 255 THEN LET Clock0 = Clock0 - 256
REM PRINT AT 0,0;INK 2;elapsed;" ";
END PROCEDURE
PROCEDURE WaitForPlayer
PRINT AT 18,5;"Keys: 5678 QAOP arrows"
PRINT AT 19,3;" PRESS ANY KEY TO START "
FOR i = -20 TO 20: BEEP .005,ABS i: NEXT i
REPEAT
PAUSE 0
LET BUFFER$ = KeyMap$(CODE (INKEY$+" ") )
UNTIL BUFFER$ >= "5" AND BUFFER$ <= "8"
BEEP .1,20
LET Direction = VAL BUFFER$
LET DirectionOld = Direction
LET DirectionTail = Direction
LET Clock0 = PEEK 23672
PRINT AT 18,5;" "
PRINT AT 19,5;" "
END PROCEDURE
PROCEDURE InitGame
BORDER 7: PAPER 7: INK 0: CLS
REM horizontal frame
FOR i=0 TO 31
REM top frame
PRINT AT 0, i; "#";
REM bottom frame
PRINT AT 21, i; "#";
NEXT i
REM vertical frame
FOR i=0 TO 21
REM left frame
PRINT AT i, 0; "#";
REM right frame
PRINT AT i, 31; "#";
NEXT i
REM Titulos
PRINT AT 0, 13; ink 1; "WORM";
PRINT AT 22, 0; "Length: ";
PRINT AT 23, 0; "Record: "; Record
PRINT AT 22, 23; "(c) 2023";AT 23, 23; "STARSOFT";
LET LIN = 10 : LET COL = 10
LET TailL = 10 : LET TailC = 10
LET Direction = 0 : LET DirectionOld = 0 : REM must init with first move
LET Cook= 0
LET BUFFER$ = ""
PRINT AT LIN, COL; "o" : REM head of worm
LET LengthMax = 2 : LET LengthCurrent = 1
REM PRINT AT 1, 10; LengthCurrent
PRINT AT 22, 8; LengthCurrent
LET GAMEOVER = FALSE
END PROCEDURE
PROCEDURE Game
InitGame
WaitForPlayer
REPEAT
WaitClock
LET key$ = GetKey
LET key$ = KeyMap$(CODE (key$+" ") )
IF key$ >= "5" AND key$ <= "8" THEN IF Direction + VAL key$ <> 13 THEN LET Direction = VAL key$
MoveForward
GiveFood
UNTIL GAMEOVER
TheEnd
END PROCEDURE
PROCEDURE DefineChars
VAR n TYPE INTEGER
REM RESTORE DataChars
READ BUFFER$
REPEAT
FOR i=0 TO 7
READ n
POKE USR BUFFER$+i,n
NEXT i
READ BUFFER$
UNTIL BUFFER$ = ""
END PROCEDURE
PROCEDURE DataChars
DATA "A"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 11111111
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA "B"
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA "C"
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00011111
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA "D"
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 11110000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA "E"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 11110000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA "F"
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00000000
DATA BIN 00011111
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA BIN 00010000
DATA ""
END PROCEDURE
PROCEDURE InitProg
REM CLS: PRINT AT 18,5;"Please wait..."
LET Record = 0
DefineChars
REM automaton for PrintTrail
REM DIM Trail$(8,8)
LET Trail$(5,5) = "\A" : REM "-"
LET Trail$(5,6) = "\F" : REM "/"
LET Trail$(5,7) = "\C" : REM "\\"
LET Trail$(6,6) = "\B" : REM "|"
LET Trail$(6,5) = "\D" : REM "/"
LET Trail$(6,8) = "\C" : REM "\\"
LET Trail$(7,7) = "\B" : REM "|"
LET Trail$(7,5) = "\E" : REM "\\"
LET Trail$(7,8) = "\F" : REM "/"
LET Trail$(8,8) = "\A" : REM "-"
LET Trail$(8,6) = "\E" : REM "\\"
LET Trail$(8,7) = "\D" : REM "/"
REM automaton for getDirectionTail
REM DIM TailDirection$(8,4)
LET TailDirection$(5,1) = "5"
LET TailDirection$(5,3) = "7"
LET TailDirection$(5,4) = "6"
LET TailDirection$(6,2) = "6"
LET TailDirection$(6,3) = "8"
LET TailDirection$(6,4) = "5"
LET TailDirection$(7,2) = "7"
LET TailDirection$(7,3) = "5"
LET TailDirection$(7,4) = "8"
LET TailDirection$(8,1) = "8"
LET TailDirection$(8,3) = "6"
LET TailDirection$(8,4) = "7"
REM automaton for moveForward
REM DIM DXY(8,2)
LET DX = 1 : LET DY = 2
LET DXY(5,DX) = -1 : LET DXY(5,DY) = 0
LET DXY(6,DX) = 0 : LET DXY(6,DY) = 1
LET DXY(7,DX) = 0 : LET DXY(7,DY) = -1
LET DXY(8,DX) = 1 : LET DXY(8,DY) = 0
REM automaton for tail colors
REM DIM TailColor(150)
LET TailColor(CODE("\A")) = 1
LET TailColor(CODE("\B")) = 2
LET TailColor(CODE("\C")) = 3
LET TailColor(CODE("\D")) = 4
LET TailColor(CODE("\E")) = 3
LET TailColor(CODE("\F")) = 4
REM Table for accept 5678 qaop and arrows
REM DIM KeyMap$(128)
REM left
LET KeyMap$(CODE "5") = "5"
LET KeyMap$(CODE "o") = "5"
LET KeyMap$(CODE "O") = "5"
LET KeyMap$(8) = "5" : REM arrow
REM right
LET KeyMap$(CODE "8") = "8"
LET KeyMap$(CODE "p") = "8"
LET KeyMap$(CODE "P") = "8"
LET KeyMap$(9) = "8" : REM arrow
REM up
LET KeyMap$(CODE "7") = "7"
LET KeyMap$(CODE "q") = "7"
LET KeyMap$(CODE "Q") = "7"
LET KeyMap$(11) = "7" : REM arrow
REM down
LET KeyMap$(CODE "6") = "6"
LET KeyMap$(CODE "a") = "6"
LET KeyMap$(CODE "A") = "6"
LET KeyMap$(10) = "6" : REM arrow
END PROCEDURE
PROCEDURE MainRoutine
InitProg
REPEAT
Game
UNTIL FALSE
END PROCEDURE
BEGIN
POKE 23739,244: REM restore messages
PRINT PAPER 5;INK 0;AT 1,13;" Do you think ";AT 2,13;"there will be life";AT 3,13;" in other apples?";
FOR j = 1 TO 3
FOR i = 0 TO 20: BEEP .005,i: NEXT i
NEXT j
PAUSE 2*50
MainRoutine
END
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Pascalated ZX BASIC Demo #9 - 15 |
Posted by: zarsoft - 03-19-2023, 11:01 AM - Forum: Gallery
- No Replies
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To run online, click here: RUN ONLINE
Code: ' PROGRAM 15
' (c) 2023 by Zarsoft
' Written by Ze Oliveira
' Demo for the Pascalated language
' Pascalated Sinclair BASIC (c) 1987 by ZarSoft
' Pascalated BASIC Converter (c) 2021 by Zarsoft
' Pascalated Boriel (c) 2023 by ZarSoft
' ZX BASIC Compiler (c) 2008 by Boriel
#include <input.bas> ' number = VAL INPUTable(12)
#include <screen.bas> ' SCREEN$ function
#include <attr.bas> ' ATTR function
'--- Pascalated Boriel ---
'#define CONST CONST
#define VAR DIM
#define INTEGER LONG
#define REAL FLOAT
#define CHAR STRING
'#define STRING STRING
#define BOOLEAN UBYTE
#define TYPE AS
'#define WHILE WHILE
#define REPEAT DO
#define UNTIL LOOP UNTIL
#define PROCEDURE SUB
#define PROGRAM REM
CONST TRUE TYPE BOOLEAN = 1
CONST FALSE TYPE BOOLEAN = 0
' CONSTant declarations
' VAR - Global variables
REM VAR B$(4,4) TYPE CHAR '--- the board
VAR Board$(4) TYPE STRING '--- the board
VAR Table(127,2) TYPE INTEGER '--- table for key conversion onto movements Lin,Col
VAR Success TYPE BOOLEAN '--- board completed
VAR PositionL TYPE INTEGER '--- current position of the blank space
VAR PositionC TYPE INTEGER '--- current position of the blank space
VAR NewPositionL TYPE INTEGER
VAR NewPositionC TYPE INTEGER
VAR PosL TYPE INTEGER '--- position of the board
VAR PosC TYPE INTEGER '--- position of the board
PROCEDURE GameOver
PRINT AT 21,10;FLASH 1;"SUCCESS!";
PAUSE 50
PRINT AT 22,3;"GAME OVER - insert coin";
PAUSE 0
END PROCEDURE
PROCEDURE ShowPosition
PRINT AT PosL+0+3*PositionL,PosC+3*PositionC;"\:'\''\':";
PRINT AT PosL+1+3*PositionL,PosC+3*PositionC;"\: ";Board$(PositionL)(PositionC);"\ :";
PRINT AT PosL+2+3*PositionL,PosC+3*PositionC;"\:.\..\.:";
END PROCEDURE
PROCEDURE HidePosition
PRINT AT PosL+0+3*PositionL,PosC+3*PositionC;"\::\::\::";
PRINT AT PosL+1+3*PositionL,PosC+3*PositionC;"\::\::\::";
PRINT AT PosL+2+3*PositionL,PosC+3*PositionC;"\::\::\::";
END PROCEDURE
PROCEDURE MovePiece
LET Board$(PositionL)(PositionC) = Board$(NewPositionL)(NewPositionC)
LET Board$(NewPositionL)(NewPositionC) = " "
ShowPosition
LET PositionL = NewPositionL
LET PositionC = NewPositionC
HidePosition
IF Board$(4) = "MNO " THEN IF Board$(3) = "IJKL" THEN IF Board$(2) = "EFGH" THEN IF Board$(1) = "ABCD" THEN LET Success = TRUE
END PROCEDURE
FUNCTION ReadKey TYPE INTEGER
REPEAT
PAUSE 0
LET k$ = INKEY$
UNTIL k$ <> ""
REM PRINT AT 21,0;CODE k$;" ";
BEEP .01,10
RETURN CODE k$
END FUNCTION
PROCEDURE ShowBoard
VAR bakL TYPE INTEGER
VAR bakC TYPE INTEGER
BORDER 1 : PAPER 1 : INK 7 : CLS
PRINT AT 0,9;"--- ";INK 3;15;INK 7;" ---"
PRINT AT 2,5;INK 5;"Sort the characters"
PRINT AT 3,3;INK 5;"(in alphabetical order)"
PRINT AT 20,3;INK 5;"Keys: 5678 QAOP arrows";
PRINT AT 22,3;INK 0;" Pascalated BASIC ";
PRINT AT 23,3;INK 0;"Compiled by ZX BASIC (Boriel)";
PAPER 0 : INK 7
REM backup vars because there is no local vars
LET bakL = PositionL
LET bakC = PositionC
REM show all positions
FOR L=1 TO 4
FOR C=1 TO 4
LET PositionL = L
LET PositionC = C
ShowPosition
NEXT C
NEXT L
REM restore vars
LET PositionL = bakL
LET PositionC = bakC
HidePosition
REM shadow on the bottom
FOR C=1 TO 12
PRINT AT PosL+3+12,PosC+2+C;" ";
NEXT C
PRINT AT PosL+3+12,PosC+2+1;INK 1;"\. ";
PRINT AT PosL+3+12,PosC+3+12;" ";
REM shadow on the right
FOR L=1 TO 12
PRINT AT PosL+2+L,PosC+3+12;" ";
NEXT L
PRINT AT PosL+2+1,PosC+3+12;INK 1;"\':";
END PROCEDURE
PROCEDURE InitVariables
LET PosL = 3
LET PosC = 5
REM Board
REM DIM Board$(4,4)
REM board for debug
LET Board$(1) = ".ABCD"
LET Board$(2) = ".EFGH"
LET Board$(3) = ".IJKL"
LET Board$(4) = ".MN O"
LET PositionL = 4
LET PositionC = 3
REM inverse order
LET Board$(1) = ". ONM"
LET Board$(2) = ".LKJI"
LET Board$(3) = ".HGFE"
LET Board$(4) = ".DCBA"
LET PositionL = 1
LET PositionC = 1
LET Success = FALSE
REM Table for keyboard conversion to make movements
REM DIM Table(128,2)
REM left
LET Table(CODE "5",2) = 1
LET Table(CODE "o",2) = 1
LET Table(CODE "O",2) = 1
LET Table(8,2) = 1 : REM arrow
REM right
LET Table(CODE "8",2) = -1
LET Table(CODE "p",2) = -1
LET Table(CODE "P",2) = -1
LET Table(9,2) = -1 : REM arrow
REM up
LET Table(CODE "7",1) = 1
LET Table(CODE "q",1) = 1
LET Table(CODE "Q",1) = 1
LET Table(11,1) = 1 : REM arrow
REM down
LET Table(CODE "6",1) = -1
LET Table(CODE "a",1) = -1
LET Table(CODE "A",1) = -1
LET Table(10,1) = -1 : REM arrow
END PROCEDURE
PROCEDURE MainRoutine
InitVariables
ShowBoard
REPEAT
keycode = ReadKey
IF Table(keycode,1)+Table(keycode,2) <> 0
LET NewPositionL = PositionL+Table(keycode,1)
LET NewPositionC = PositionC+Table(keycode,2)
IF NewPositionL >=1 AND NewPositionL <= 4 AND NewPositionC >= 1 AND NewPositionC <= 4
MovePiece
ENDIF
ENDIF
UNTIL Success
GameOver
END PROCEDURE
PROGRAM Game15
MainRoutine
' last 2 lines are going to be deleted
PRINT AT 23,0;
END PROGRAM
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Pascalated ZX BASIC Demo #8 - Pong |
Posted by: zarsoft - 03-11-2023, 10:12 PM - Forum: Gallery
- No Replies
|
 |
To run online, click here: RUN ONLINE
Listing:
Code: ' PROGRAM Pong
' (c) 2023 by Zarsoft
' Written by Ze Oliveira
' Demo for the Pascalated language
' Pascalated Sinclair BASIC (c) 1987 by ZarSoft
' Pascalated BASIC Converter (c) 2021 by Zarsoft
' Pascalated Boriel (c) 2023 by ZarSoft
' ZX BASIC Compiler (c) 2008 by Boriel
#include <input.bas> ' number = VAL INPUT(12)
#include <screen.bas> ' SCREEN$ function
#include <attr.bas> ' ATTR function
'--- Pascalated Boriel ---
'#define CONST CONST
#define VAR DIM
#define INTEGER LONG
#define REAL FLOAT
#define CHAR STRING
'#define STRING STRING
#define BOOLEAN UBYTE
#define TYPE AS
'#define WHILE WHILE
#define REPEAT DO
#define UNTIL LOOP UNTIL
#define PROCEDURE SUB
#define PROGRAM REM
CONST TRUE TYPE BOOLEAN = 1
CONST FALSE TYPE BOOLEAN = 0
' CONSTant declarations
CONST Period TYPE INTEGER = 8
' VAR - Global variables
VAR ScorePlayer TYPE INTEGER = 0
VAR ScoreComputer TYPE INTEGER = 0
VAR PlayerFirst TYPE BOOLEAN = TRUE
VAR Handicap TYPE INTEGER = 14
VAR Goal TYPE BOOLEAN
VAR ComputerPos TYPE INTEGER = 15
VAR PlayerPos TYPE INTEGER = 15
VAR BallLin TYPE INTEGER = 19-1
VAR BallCol TYPE INTEGER = PlayerPos
VAR DL TYPE INTEGER = -1
VAR DC TYPE INTEGER = -1 + INT (RND*3)
VAR Clock,Clock0 TYPE INTEGER
PROCEDURE GetReady
LET Goal = FALSE
IF BallLin = 2 THEN LET ScorePlayer = ScorePlayer+1
IF BallLin = 19 THEN LET ScoreComputer = ScoreComputer+1
PRINT AT 0,7;ScoreComputer
PRINT AT 21,7;ScorePlayer
IF BallLin = 2
LET PlayerFirst = TRUE
ELSEIF BallLin = 19
LET PlayerFirst = FALSE
ENDIF
IF PlayerFirst
LET BallLin = 19-1
LET BallCol = PlayerPos
LET DL = -1
LET DC = -1 + INT (RND*3)
ELSE
LET BallLin = 2+1
LET BallCol = ComputerPos
LET DL = 1
LET DC = -1 + INT (RND*3)
ENDIF
PRINT AT 19,PlayerPos-2;INK 4;" \''\''\'' ";
PRINT AT 2,ComputerPos-2;INK 3;" \..\..\.. ";
PRINT AT BallLin,BallCol;"\A"
IF ScorePlayer-ScoreComputer >= 2 THEN IF Handicap < 15 THEN LET Handicap = 15
IF ScorePlayer-ScoreComputer >= 3 THEN IF Handicap < 16 THEN LET Handicap = 16
IF ScorePlayer-ScoreComputer >= 4 THEN IF Handicap < 17 THEN LET Handicap = 17
IF ScorePlayer-ScoreComputer >= 5 THEN IF Handicap < 18 THEN LET Handicap = 18
IF ScorePlayer-ScoreComputer >= 6 THEN IF Handicap < 19 THEN LET Handicap = 19
IF ScorePlayer-ScoreComputer >= 7 THEN IF Handicap < 20 THEN LET Handicap = 20
END PROCEDURE
PROCEDURE DrawField
BORDER 0: PAPER 0: INK 7: CLS
LET Goal = FALSE
FOR N=1 TO 30: PRINT AT 1,N;"\..";AT 20,N;"\''";: NEXT N
FOR N=2 TO 19: PRINT AT N,0;"\ :";AT N,31;"\: ";: NEXT N
PRINT AT 1,0;"\ .";
PRINT AT 1,31;"\. ";
PRINT AT 20,0;"\ '";
PRINT AT 20,31;"\' ";
PRINT AT 0,25;INK 6;"PONG"
PRINT AT 0,0;"Score: ";0;
PRINT AT 21,0;"Score: ";0;
PRINT AT 19,PlayerPos-2;INK 4;" \''\''\'' ";
PRINT AT 21,11;INK 1;"Pascalated BASIC demo"
END PROCEDURE
FUNCTION GetKey$ TYPE CHAR
VAR result$ TYPE CHAR = ""
VAR key$ TYPE CHAR
VAR elapsed TYPE INTEGER
REPEAT
key$ = INKEY$
IF key$ = "5" OR key$ = "8" THEN LET result$ = key$
LET Clock = PEEK 23672
LET elapsed = Clock-Clock0: IF elapsed<0 THEN LET elapsed = elapsed+256
UNTIL elapsed >= Period
LET Clock0 = Clock0 + Period: IF Clock0>255 THEN LET Clock0 = Clock0-256
RETURN result$
END FUNCTION
PROCEDURE WaitForUser
REPEAT
PAUSE 1
LET k$ = INKEY$
UNTIL k$ = ""
PAUSE 0
BEEP .05,20
LET k$ = INKEY$
REM this give advantage; canceled
REM IF k$ = "5" THEN LET DC = -1
REM IF k$ = "8" THEN LET DC = 1
END PROCEDURE
'----------------- game -------------------
PROCEDURE ProcessPlayer
LET k$ = GetKey$
IF k$="5" THEN IF PlayerPos>3 THEN LET PlayerPos = PlayerPos-1
IF k$="8" THEN IF PlayerPos<28 THEN LET PlayerPos = PlayerPos+1
PRINT AT 19,PlayerPos-2;INK 4;" \''\''\'' ";
END PROCEDURE
PROCEDURE ProcessComputer
IF BallLin < Handicap THEN LET ComputerPos = ComputerPos + SGN(BallCol-ComputerPos)
IF ComputerPos < 3 THEN LET ComputerPos = 3
IF ComputerPos > 28 THEN LET ComputerPos = 28
PRINT AT 2,ComputerPos-2;INK 3;" \..\..\.. ";
END PROCEDURE
PROCEDURE ProcessBall
PRINT AT BallLin,BallCol;INK 6;" "
LET BallCol = BallCol + DC
LET BallLin = BallLin + DL
PRINT AT BallLin,BallCol;INK 6;"\A"
IF BallCol = 1 OR BallCol = 30 THEN LET DC = -DC: BEEP .05,10
END PROCEDURE
PROCEDURE TestGameStatus
IF BallLin = 2 OR BallLin = 19 THEN LET Goal = TRUE: BEEP .1,0
IF BallLin = 3 THEN IF ABS(BallCol-ComputerPos)<=1 THEN LET DL = -DL: LET DC = SGN(RND*10-5): BEEP .05,20
IF BallLin = 18 THEN IF ABS(BallCol-PlayerPos)<=1 THEN LET DL = -DL: BEEP .05,20
END PROCEDURE
'----------------- end game -------------------
PROCEDURE InitVariables
POKE 23609,50
LET Goal = FALSE
LET ComputerPos = 15
LET PlayerPos = 15
LET BallLin = 19-1
LET BallCol = PlayerPos
LET DL = -1
LET DC = -1 + INT (RND*3)
END PROCEDURE
PROCEDURE InitGraphics
REM \A
POKE USR "A"+0,BIN 00111100
POKE USR "A"+1,BIN 01111110
POKE USR "A"+2,BIN 11111111
POKE USR "A"+3,BIN 11111111
POKE USR "A"+4,BIN 11111111
POKE USR "A"+5,BIN 11111111
POKE USR "A"+6,BIN 01111110
POKE USR "A"+7,BIN 00111100
END PROCEDURE
PROCEDURE Game
LET Clock0 = PEEK 23672
REPEAT
ProcessPlayer
ProcessComputer
ProcessBall
TestGameStatus
UNTIL Goal
END PROCEDURE
PROCEDURE MainRoutine
InitGraphics
InitVariables
DrawField
REPEAT
GetReady
IF PlayerFirst THEN WaitForUser
Game
UNTIL FALSE
END PROCEDURE
PROGRAM Pong
MainRoutine
' last 2 lines are going to be deleted
PRINT AT 23,0;
END PROGRAM
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