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722 lines
24 KiB
722 lines
24 KiB
'
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' Q B a s i c N i b b l e s
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'
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' Copyright (C) Microsoft Corporation 1990
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'
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' Nibbles is a game for one or two players. Navigate your snakes
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' around the game board trying to eat up numbers while avoiding
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' running into walls or other snakes. The more numbers you eat up,
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' the more points you gain and the longer your snake becomes.
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'
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' To run this game, press Shift+F5.
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'
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' To exit QBasic, press Alt, F, X.
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'
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' To get help on a BASIC keyword, move the cursor to the keyword and press
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' F1 or click the right mouse button.
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'
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'Set default data type to integer for faster game play
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DEFINT A-Z
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'User-defined TYPEs
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TYPE snakeBody
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row AS INTEGER
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col AS INTEGER
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END TYPE
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'This type defines the player's snake
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TYPE snaketype
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head AS INTEGER
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length AS INTEGER
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row AS INTEGER
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col AS INTEGER
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direction AS INTEGER
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lives AS INTEGER
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score AS INTEGER
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scolor AS INTEGER
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alive AS INTEGER
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END TYPE
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'This type is used to represent the playing screen in memory
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'It is used to simulate graphics in text mode, and has some interesting,
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'and slightly advanced methods to increasing the speed of operation.
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'Instead of the normal 80x25 text graphics using chr$(219) "Û", we will be
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'using chr$(220)"Ü" and chr$(223) "ß" and chr$(219) "Û" to mimic an 80x50
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'pixel screen.
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'Check out sub-programs SET and POINTISTHERE to see how this is implemented
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'feel free to copy these (as well as arenaType and the DIM ARENA stmt and the
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'initialization code in the DrawScreen subprogram) and use them in your own
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'programs
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TYPE arenaType
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realRow AS INTEGER 'Maps the 80x50 point into the real 80x25
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acolor AS INTEGER 'Stores the current color of the point
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sister AS INTEGER 'Each char has 2 points in it. .SISTER is
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END TYPE '-1 if sister point is above, +1 if below
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'Sub Declarations
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DECLARE SUB SpacePause (text$)
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DECLARE SUB PrintScore (NumPlayers%, score1%, score2%, lives1%, lives2%)
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DECLARE SUB Intro ()
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DECLARE SUB GetInputs (NumPlayers, speed, diff$, monitor$)
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DECLARE SUB DrawScreen ()
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DECLARE SUB PlayNibbles (NumPlayers, speed, diff$)
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DECLARE SUB Set (row, col, acolor)
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DECLARE SUB Center (row, text$)
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DECLARE SUB DoIntro ()
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DECLARE SUB Initialize ()
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DECLARE SUB SparklePause ()
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DECLARE SUB Level (WhatToDO, sammy() AS snaketype)
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DECLARE SUB InitColors ()
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DECLARE SUB EraseSnake (snake() AS ANY, snakeBod() AS ANY, snakeNum%)
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DECLARE FUNCTION StillWantsToPlay ()
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DECLARE FUNCTION PointIsThere (row, col, backColor)
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'Constants
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CONST TRUE = -1
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CONST FALSE = NOT TRUE
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CONST MAXSNAKELENGTH = 1000
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CONST STARTOVER = 1 ' Parameters to 'Level' SUB
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CONST SAMELEVEL = 2
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CONST NEXTLEVEL = 3
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'Global Variables
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DIM SHARED arena(1 TO 50, 1 TO 80) AS arenaType
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DIM SHARED curLevel, colorTable(10)
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RANDOMIZE TIMER
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GOSUB ClearKeyLocks
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Intro
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GetInputs NumPlayers, speed, diff$, monitor$
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GOSUB SetColors
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DrawScreen
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DO
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PlayNibbles NumPlayers, speed, diff$
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LOOP WHILE StillWantsToPlay
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GOSUB RestoreKeyLocks
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COLOR 15, 0
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CLS
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END
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ClearKeyLocks:
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DEF SEG = 0 ' Turn off CapLock, NumLock and ScrollLock
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KeyFlags = PEEK(1047)
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POKE 1047, &H0
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DEF SEG
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RETURN
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RestoreKeyLocks:
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DEF SEG = 0 ' Restore CapLock, NumLock and ScrollLock states
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POKE 1047, KeyFlags
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DEF SEG
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RETURN
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SetColors:
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IF monitor$ = "M" THEN
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RESTORE mono
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ELSE
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RESTORE normal
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END IF
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FOR a = 1 TO 6
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READ colorTable(a)
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NEXT a
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RETURN
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'snake1 snake2 Walls Background Dialogs-Fore Back
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mono: DATA 15, 7, 7, 0, 15, 0
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normal: DATA 14, 13, 12, 1, 15, 4
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END
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'Center:
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' Centers text on given row
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SUB Center (row, text$)
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LOCATE row, 41 - LEN(text$) / 2
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PRINT text$;
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END SUB
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'DrawScreen:
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' Draws playing field
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SUB DrawScreen
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'initialize screen
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VIEW PRINT
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COLOR colorTable(1), colorTable(4)
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CLS
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'Print title & message
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Center 1, "Nibbles!"
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Center 11, "Initializing Playing Field..."
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'Initialize arena array
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FOR row = 1 TO 50
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FOR col = 1 TO 80
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arena(row, col).realRow = INT((row + 1) / 2)
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arena(row, col).sister = (row MOD 2) * 2 - 1
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NEXT col
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NEXT row
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END SUB
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'EraseSnake:
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' Erases snake to facilitate moving through playing field
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SUB EraseSnake (snake() AS snaketype, snakeBod() AS snakeBody, snakeNum)
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FOR c = 0 TO 9
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FOR b = snake(snakeNum).length - c TO 0 STEP -10
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tail = (snake(snakeNum).head + MAXSNAKELENGTH - b) MOD MAXSNAKELENGTH
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Set snakeBod(tail, snakeNum).row, snakeBod(tail, snakeNum).col, colorTable(4)
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NEXT b
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NEXT c
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END SUB
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'GetInputs:
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' Gets player inputs
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SUB GetInputs (NumPlayers, speed, diff$, monitor$)
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COLOR 7, 0
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CLS
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DO
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LOCATE 5, 47: PRINT SPACE$(34);
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LOCATE 5, 20
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INPUT "How many players (1 or 2)"; num$
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LOOP UNTIL VAL(num$) = 1 OR VAL(num$) = 2
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NumPlayers = VAL(num$)
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LOCATE 8, 21: PRINT "Skill level (1 to 100)"
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LOCATE 9, 22: PRINT "1 = Novice"
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LOCATE 10, 22: PRINT "90 = Expert"
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LOCATE 11, 22: PRINT "100 = Twiddle Fingers"
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LOCATE 12, 15: PRINT "(Computer speed may affect your skill level)"
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DO
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LOCATE 8, 44: PRINT SPACE$(35);
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LOCATE 8, 43
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INPUT gamespeed$
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LOOP UNTIL VAL(gamespeed$) >= 1 AND VAL(gamespeed$) <= 100
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speed = VAL(gamespeed$)
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speed = (100 - speed) * 2 + 1
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DO
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LOCATE 15, 56: PRINT SPACE$(25);
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LOCATE 15, 15
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INPUT "Increase game speed during play (Y or N)"; diff$
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diff$ = UCASE$(diff$)
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LOOP UNTIL diff$ = "Y" OR diff$ = "N"
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DO
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LOCATE 17, 46: PRINT SPACE$(34);
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LOCATE 17, 17
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INPUT "Monochrome or color monitor (M or C)"; monitor$
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monitor$ = UCASE$(monitor$)
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LOOP UNTIL monitor$ = "M" OR monitor$ = "C"
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startTime# = TIMER ' Calculate speed of system
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FOR i# = 1 TO 1000: NEXT i# ' and do some compensation
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stopTime# = TIMER
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speed = speed * .5 / (stopTime# - startTime#)
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END SUB
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'InitColors:
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'Initializes playing field colors
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SUB InitColors
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FOR row = 1 TO 50
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FOR col = 1 TO 80
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arena(row, col).acolor = colorTable(4)
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NEXT col
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NEXT row
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CLS
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'Set (turn on) pixels for screen border
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FOR col = 1 TO 80
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Set 3, col, colorTable(3)
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Set 50, col, colorTable(3)
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NEXT col
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FOR row = 4 TO 49
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Set row, 1, colorTable(3)
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Set row, 80, colorTable(3)
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NEXT row
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END SUB
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'Intro:
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' Displays game introduction
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SUB Intro
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SCREEN 0
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WIDTH 80, 25
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COLOR 15, 0
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CLS
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Center 4, "Q B a s i c N i b b l e s"
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COLOR 7
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Center 6, "Copyright (C) Microsoft Corporation 1990"
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Center 8, "Nibbles is a game for one or two players. Navigate your snakes"
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Center 9, "around the game board trying to eat up numbers while avoiding"
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Center 10, "running into walls or other snakes. The more numbers you eat up,"
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Center 11, "the more points you gain and the longer your snake becomes."
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Center 13, " Game Controls "
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Center 15, " General Player 1 Player 2 "
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Center 16, " (Up) (Up) "
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Center 17, "P - Pause " + CHR$(24) + " W "
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Center 18, " (Left) " + CHR$(27) + " " + CHR$(26) + " (Right) (Left) A D (Right) "
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Center 19, " " + CHR$(25) + " S "
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Center 20, " (Down) (Down) "
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Center 24, "Press any key to continue"
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PLAY "MBT160O1L8CDEDCDL4ECC"
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SparklePause
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END SUB
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'Level:
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'Sets game level
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SUB Level (WhatToDO, sammy() AS snaketype) STATIC
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SELECT CASE (WhatToDO)
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CASE STARTOVER
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curLevel = 1
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CASE NEXTLEVEL
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curLevel = curLevel + 1
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END SELECT
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sammy(1).head = 1 'Initialize Snakes
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sammy(1).length = 2
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sammy(1).alive = TRUE
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sammy(2).head = 1
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sammy(2).length = 2
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sammy(2).alive = TRUE
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InitColors
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SELECT CASE curLevel
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CASE 1
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sammy(1).row = 25: sammy(2).row = 25
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sammy(1).col = 50: sammy(2).col = 30
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sammy(1).direction = 4: sammy(2).direction = 3
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CASE 2
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FOR i = 20 TO 60
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Set 25, i, colorTable(3)
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 60: sammy(2).col = 20
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sammy(1).direction = 3: sammy(2).direction = 4
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CASE 3
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FOR i = 10 TO 40
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Set i, 20, colorTable(3)
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Set i, 60, colorTable(3)
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NEXT i
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sammy(1).row = 25: sammy(2).row = 25
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sammy(1).col = 50: sammy(2).col = 30
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sammy(1).direction = 1: sammy(2).direction = 2
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CASE 4
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FOR i = 4 TO 30
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Set i, 20, colorTable(3)
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Set 53 - i, 60, colorTable(3)
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NEXT i
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FOR i = 2 TO 40
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Set 38, i, colorTable(3)
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Set 15, 81 - i, colorTable(3)
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 60: sammy(2).col = 20
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sammy(1).direction = 3: sammy(2).direction = 4
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CASE 5
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FOR i = 13 TO 39
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Set i, 21, colorTable(3)
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Set i, 59, colorTable(3)
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NEXT i
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FOR i = 23 TO 57
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Set 11, i, colorTable(3)
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Set 41, i, colorTable(3)
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NEXT i
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sammy(1).row = 25: sammy(2).row = 25
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sammy(1).col = 50: sammy(2).col = 30
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sammy(1).direction = 1: sammy(2).direction = 2
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CASE 6
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FOR i = 4 TO 49
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IF i > 30 OR i < 23 THEN
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Set i, 10, colorTable(3)
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Set i, 20, colorTable(3)
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Set i, 30, colorTable(3)
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Set i, 40, colorTable(3)
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Set i, 50, colorTable(3)
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Set i, 60, colorTable(3)
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Set i, 70, colorTable(3)
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END IF
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 65: sammy(2).col = 15
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sammy(1).direction = 2: sammy(2).direction = 1
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CASE 7
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FOR i = 4 TO 49 STEP 2
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Set i, 40, colorTable(3)
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 65: sammy(2).col = 15
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sammy(1).direction = 2: sammy(2).direction = 1
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CASE 8
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FOR i = 4 TO 40
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Set i, 10, colorTable(3)
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Set 53 - i, 20, colorTable(3)
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Set i, 30, colorTable(3)
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Set 53 - i, 40, colorTable(3)
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Set i, 50, colorTable(3)
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Set 53 - i, 60, colorTable(3)
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Set i, 70, colorTable(3)
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 65: sammy(2).col = 15
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sammy(1).direction = 2: sammy(2).direction = 1
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CASE 9
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FOR i = 6 TO 47
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Set i, i, colorTable(3)
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Set i, i + 28, colorTable(3)
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NEXT i
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sammy(1).row = 40: sammy(2).row = 15
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sammy(1).col = 75: sammy(2).col = 5
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sammy(1).direction = 1: sammy(2).direction = 2
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CASE ELSE
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FOR i = 4 TO 49 STEP 2
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Set i, 10, colorTable(3)
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Set i + 1, 20, colorTable(3)
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Set i, 30, colorTable(3)
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Set i + 1, 40, colorTable(3)
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Set i, 50, colorTable(3)
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Set i + 1, 60, colorTable(3)
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Set i, 70, colorTable(3)
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NEXT i
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sammy(1).row = 7: sammy(2).row = 43
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sammy(1).col = 65: sammy(2).col = 15
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sammy(1).direction = 2: sammy(2).direction = 1
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END SELECT
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END SUB
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'PlayNibbles:
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' Main routine that controls game play
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SUB PlayNibbles (NumPlayers, speed, diff$)
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'Initialize Snakes
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DIM sammyBody(MAXSNAKELENGTH - 1, 1 TO 2) AS snakeBody
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DIM sammy(1 TO 2) AS snaketype
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sammy(1).lives = 5
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sammy(1).score = 0
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sammy(1).scolor = colorTable(1)
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sammy(2).lives = 5
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sammy(2).score = 0
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sammy(2).scolor = colorTable(2)
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Level STARTOVER, sammy()
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startRow1 = sammy(1).row: startCol1 = sammy(1).col
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startRow2 = sammy(2).row: startCol2 = sammy(2).col
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curSpeed = speed
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'play Nibbles until finished
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SpacePause " Level" + STR$(curLevel) + ", Push Space"
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gameOver = FALSE
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DO
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IF NumPlayers = 1 THEN
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sammy(2).row = 0
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END IF
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number = 1 'Current number that snakes are trying to run into
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nonum = TRUE 'nonum = TRUE if a number is not on the screen
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playerDied = FALSE
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PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives
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PLAY "T160O1>L20CDEDCDL10ECC"
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DO
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'Print number if no number exists
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IF nonum = TRUE THEN
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DO
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numberRow = INT(RND(1) * 47 + 3)
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NumberCol = INT(RND(1) * 78 + 2)
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sisterRow = numberRow + arena(numberRow, NumberCol).sister
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LOOP UNTIL NOT PointIsThere(numberRow, NumberCol, colorTable(4)) AND NOT PointIsThere(sisterRow, NumberCol, colorTable(4))
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numberRow = arena(numberRow, NumberCol).realRow
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nonum = FALSE
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COLOR colorTable(1), colorTable(4)
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LOCATE numberRow, NumberCol
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PRINT RIGHT$(STR$(number), 1);
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count = 0
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END IF
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'Delay game
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FOR a# = 1 TO curSpeed: NEXT a#
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'Get keyboard input & Change direction accordingly
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kbd$ = INKEY$
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SELECT CASE kbd$
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CASE "w", "W": IF sammy(2).direction <> 2 THEN sammy(2).direction = 1
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CASE "s", "S": IF sammy(2).direction <> 1 THEN sammy(2).direction = 2
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CASE "a", "A": IF sammy(2).direction <> 4 THEN sammy(2).direction = 3
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CASE "d", "D": IF sammy(2).direction <> 3 THEN sammy(2).direction = 4
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CASE CHR$(0) + "H": IF sammy(1).direction <> 2 THEN sammy(1).direction = 1
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CASE CHR$(0) + "P": IF sammy(1).direction <> 1 THEN sammy(1).direction = 2
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CASE CHR$(0) + "K": IF sammy(1).direction <> 4 THEN sammy(1).direction = 3
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CASE CHR$(0) + "M": IF sammy(1).direction <> 3 THEN sammy(1).direction = 4
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CASE "p", "P": SpacePause " Game Paused ... Push Space "
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CASE ELSE
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END SELECT
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FOR a = 1 TO NumPlayers
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'Move Snake
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SELECT CASE sammy(a).direction
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CASE 1: sammy(a).row = sammy(a).row - 1
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CASE 2: sammy(a).row = sammy(a).row + 1
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CASE 3: sammy(a).col = sammy(a).col - 1
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CASE 4: sammy(a).col = sammy(a).col + 1
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END SELECT
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'If snake hits number, respond accordingly
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IF numberRow = INT((sammy(a).row + 1) / 2) AND NumberCol = sammy(a).col THEN
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PLAY "MBO0L16>CCCE"
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IF sammy(a).length < (MAXSNAKELENGTH - 30) THEN
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sammy(a).length = sammy(a).length + number * 4
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END IF
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sammy(a).score = sammy(a).score + number
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PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives
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number = number + 1
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IF number = 10 THEN
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EraseSnake sammy(), sammyBody(), 1
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EraseSnake sammy(), sammyBody(), 2
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LOCATE numberRow, NumberCol: PRINT " "
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Level NEXTLEVEL, sammy()
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PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives
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SpacePause " Level" + STR$(curLevel) + ", Push Space"
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IF NumPlayers = 1 THEN sammy(2).row = 0
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number = 1
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IF diff$ = "P" THEN speed = speed - 10: curSpeed = speed
|
|
END IF
|
|
nonum = TRUE
|
|
IF curSpeed < 1 THEN curSpeed = 1
|
|
END IF
|
|
NEXT a
|
|
|
|
FOR a = 1 TO NumPlayers
|
|
'If player runs into any point, or the head of the other snake, it dies.
|
|
IF PointIsThere(sammy(a).row, sammy(a).col, colorTable(4)) OR (sammy(1).row = sammy(2).row AND sammy(1).col = sammy(2).col) THEN
|
|
PLAY "MBO0L32EFGEFDC"
|
|
COLOR , colorTable(4)
|
|
LOCATE numberRow, NumberCol
|
|
PRINT " "
|
|
|
|
playerDied = TRUE
|
|
sammy(a).alive = FALSE
|
|
sammy(a).lives = sammy(a).lives - 1
|
|
|
|
'Otherwise, move the snake, and erase the tail
|
|
ELSE
|
|
sammy(a).head = (sammy(a).head + 1) MOD MAXSNAKELENGTH
|
|
sammyBody(sammy(a).head, a).row = sammy(a).row
|
|
sammyBody(sammy(a).head, a).col = sammy(a).col
|
|
tail = (sammy(a).head + MAXSNAKELENGTH - sammy(a).length) MOD MAXSNAKELENGTH
|
|
Set sammyBody(tail, a).row, sammyBody(tail, a).col, colorTable(4)
|
|
sammyBody(tail, a).row = 0
|
|
Set sammy(a).row, sammy(a).col, sammy(a).scolor
|
|
END IF
|
|
NEXT a
|
|
|
|
LOOP UNTIL playerDied
|
|
|
|
curSpeed = speed ' reset speed to initial value
|
|
|
|
FOR a = 1 TO NumPlayers
|
|
EraseSnake sammy(), sammyBody(), a
|
|
|
|
'If dead, then erase snake in really cool way
|
|
IF sammy(a).alive = FALSE THEN
|
|
'Update score
|
|
sammy(a).score = sammy(a).score - 10
|
|
PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives
|
|
|
|
IF a = 1 THEN
|
|
SpacePause " Sammy Dies! Push Space! --->"
|
|
ELSE
|
|
SpacePause " <---- Jake Dies! Push Space "
|
|
END IF
|
|
END IF
|
|
NEXT a
|
|
|
|
Level SAMELEVEL, sammy()
|
|
PrintScore NumPlayers, sammy(1).score, sammy(2).score, sammy(1).lives, sammy(2).lives
|
|
|
|
'Play next round, until either of snake's lives have run out.
|
|
LOOP UNTIL sammy(1).lives = 0 OR sammy(2).lives = 0
|
|
|
|
END SUB
|
|
|
|
'PointIsThere:
|
|
' Checks the global arena array to see if the boolean flag is set
|
|
FUNCTION PointIsThere (row, col, acolor)
|
|
IF row <> 0 THEN
|
|
IF arena(row, col).acolor <> acolor THEN
|
|
PointIsThere = TRUE
|
|
ELSE
|
|
PointIsThere = FALSE
|
|
END IF
|
|
END IF
|
|
END FUNCTION
|
|
|
|
'PrintScore:
|
|
' Prints players scores and number of lives remaining
|
|
SUB PrintScore (NumPlayers, score1, score2, lives1, lives2)
|
|
COLOR 15, colorTable(4)
|
|
|
|
IF NumPlayers = 2 THEN
|
|
LOCATE 1, 1
|
|
PRINT USING "#,###,#00 Lives: # <--JAKE"; score2; lives2
|
|
END IF
|
|
|
|
LOCATE 1, 49
|
|
PRINT USING "SAMMY--> Lives: # #,###,#00"; lives1; score1
|
|
END SUB
|
|
|
|
'Set:
|
|
' Sets row and column on playing field to given color to facilitate moving
|
|
' of snakes around the field.
|
|
SUB Set (row, col, acolor)
|
|
IF row <> 0 THEN
|
|
arena(row, col).acolor = acolor 'assign color to arena
|
|
realRow = arena(row, col).realRow 'Get real row of pixel
|
|
topFlag = arena(row, col).sister + 1 / 2 'Deduce whether pixel
|
|
'is on topß, or bottomÜ
|
|
sisterRow = row + arena(row, col).sister 'Get arena row of sister
|
|
sisterColor = arena(sisterRow, col).acolor 'Determine sister's color
|
|
|
|
LOCATE realRow, col
|
|
|
|
IF acolor = sisterColor THEN 'If both points are same
|
|
COLOR acolor, acolor 'Print chr$(219) "Û"
|
|
PRINT CHR$(219);
|
|
ELSE
|
|
IF topFlag THEN 'Since you cannot have
|
|
IF acolor > 7 THEN 'bright backgrounds
|
|
COLOR acolor, sisterColor 'determine best combo
|
|
PRINT CHR$(223); 'to use.
|
|
ELSE
|
|
COLOR sisterColor, acolor
|
|
PRINT CHR$(220);
|
|
END IF
|
|
ELSE
|
|
IF acolor > 7 THEN
|
|
COLOR acolor, sisterColor
|
|
PRINT CHR$(220);
|
|
ELSE
|
|
COLOR sisterColor, acolor
|
|
PRINT CHR$(223);
|
|
END IF
|
|
END IF
|
|
END IF
|
|
END IF
|
|
END SUB
|
|
|
|
'SpacePause:
|
|
' Pauses game play and waits for space bar to be pressed before continuing
|
|
SUB SpacePause (text$)
|
|
|
|
COLOR colorTable(5), colorTable(6)
|
|
Center 11, "ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ"
|
|
Center 12, "Û " + LEFT$(text$ + SPACE$(29), 29) + " Û"
|
|
Center 13, "ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ"
|
|
WHILE INKEY$ <> "": WEND
|
|
WHILE INKEY$ <> " ": WEND
|
|
COLOR 15, colorTable(4)
|
|
|
|
FOR i = 21 TO 26 ' Restore the screen background
|
|
FOR j = 24 TO 56
|
|
Set i, j, arena(i, j).acolor
|
|
NEXT j
|
|
NEXT i
|
|
|
|
END SUB
|
|
|
|
'SparklePause:
|
|
' Creates flashing border for intro screen
|
|
SUB SparklePause
|
|
|
|
COLOR 4, 0
|
|
a$ = "* * * * * * * * * * * * * * * * * "
|
|
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
|
|
|
|
WHILE INKEY$ = ""
|
|
FOR a = 1 TO 5
|
|
LOCATE 1, 1 'print horizontal sparkles
|
|
PRINT MID$(a$, a, 80);
|
|
LOCATE 22, 1
|
|
PRINT MID$(a$, 6 - a, 80);
|
|
|
|
FOR b = 2 TO 21 'Print Vertical sparkles
|
|
c = (a + b) MOD 5
|
|
IF c = 1 THEN
|
|
LOCATE b, 80
|
|
PRINT "*";
|
|
LOCATE 23 - b, 1
|
|
PRINT "*";
|
|
ELSE
|
|
LOCATE b, 80
|
|
PRINT " ";
|
|
LOCATE 23 - b, 1
|
|
PRINT " ";
|
|
END IF
|
|
NEXT b
|
|
NEXT a
|
|
WEND
|
|
|
|
END SUB
|
|
|
|
'StillWantsToPlay:
|
|
' Determines if users want to play game again.
|
|
FUNCTION StillWantsToPlay
|
|
|
|
COLOR colorTable(5), colorTable(6)
|
|
Center 10, "ÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßÛ"
|
|
Center 11, "Û G A M E O V E R Û"
|
|
Center 12, "Û Û"
|
|
Center 13, "Û Play Again? (Y/N) Û"
|
|
Center 14, "ÛÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛ"
|
|
|
|
WHILE INKEY$ <> "": WEND
|
|
DO
|
|
kbd$ = UCASE$(INKEY$)
|
|
LOOP UNTIL kbd$ = "Y" OR kbd$ = "N"
|
|
|
|
COLOR 15, colorTable(4)
|
|
Center 10, " "
|
|
Center 11, " "
|
|
Center 12, " "
|
|
Center 13, " "
|
|
Center 14, " "
|
|
|
|
IF kbd$ = "Y" THEN
|
|
StillWantsToPlay = TRUE
|
|
ELSE
|
|
StillWantsToPlay = FALSE
|
|
COLOR 7, 0
|
|
CLS
|
|
END IF
|
|
|
|
END FUNCTION
|
|
|
|
|