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Pascalated ZX BASIC Demo #12 - Dogfight David
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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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