{{htmlmetatags>metatag-robots=()
metatag-title=( | ugBASIC User Manual)
metatag-keywords=(ugBASIC,Commodore 64,Commodore PLUS/4,ZX Spectrum)
metatag-description=(An isomorphic language for retrocomputers)
metatag-media-og:image=(:ugbasic:logo-ugbasic-fb.png)
metatag-og:title=( | ugBASIC User Manual)
metatag-og:description=(An isomorphic language for retrocomputers)
}}
====== ugBASIC User Manual ======
===== =====
==== PURPOSE ====
==== SOURCE CODE ====
BITMAP ENABLE(16)
CLS
map := LOAD TILEMAP("/usr/src/the-village/resources/village.tmx")
tileset := TILESET(map)
POSITIVE CONST startX = 1
POSITIVE CONST startY = 1
POSITIVE CONST tileWidth = TILE WIDTH( TILESET( map ) )
POSITIVE CONST tileWidth2 = (SCREEN SPRITE RATIO / 100 ) * tileWidth
POSITIVE CONST tileHeight = TILE HEIGHT( TILESET( map ) )
POSITIVE CONST screenWidthInTiles = SCREEN WIDTH / tileWidth
POSITIVE CONST screenHeightInTiles = SCREEN HEIGHT / tileHeight
POSITIVE CONST offsetWidthInTiles = ( TILEMAP WIDTH( map ) - screenWidthInTiles ) / 2
POSITIVE CONST offsetHeightInTiles = ( TILEMAP HEIGHT( map ) - screenHeightInTiles ) / 2
POSITIVE CONST maxPageX = TILEMAP WIDTH( map ) / screenWidthInTiles
POSITIVE CONST maxPageY = TILEMAP HEIGHT( map ) / screenHeightInTiles
POSITIVE CONST railLU = TILE ID( TILESET( map ), railLU )
POSITIVE CONST railLD = TILE ID( TILESET( map ), railLD )
POSITIVE CONST railRU = TILE ID( TILESET( map ), railRU )
POSITIVE CONST railRD = TILE ID( TILESET( map ), railRD )
POSITIVE CONST railLR = TILE ID( TILESET( map ), railLR )
POSITIVE CONST railUD = TILE ID( TILESET( map ), railUD )
POSITIVE CONST terrain = TILE ID( TILESET( map ), terrain )
POSITIVE CONST terrain2 = TILE ID( TILESET( map ), terrain2 )
POSITIVE CONST score = TILE ID( TILESET( map ), score )
POSITIVE CONST digit0 = TILE ID( TILESET( map ), digit0 )
POSITIVE CONST vagonST = TILE ID( TILESET( map ), vagonST )
POSITIVE CONST railLRbroken = TILE ID( TILESET( map ), railLRbroken )
POSITIVE CONST railUDbroken = TILE ID( TILESET( map ), railUDbroken )
DIM vagon AS SPRITE
DIM previousRail AS BYTE
DIM actualRail AS BYTE
DIM actualPageX AS BYTE
DIM actualPageY AS BYTE
DIM previousPageX AS BYTE = -1
DIM previousPageY AS BYTE = -1
DIM tx AS BYTE = startX
DIM ty AS BYTE = startY
DIM x AS POSITION = SCREEN BORDER X + startX*tileWidth2
DIM y AS POSITION = SCREEN BORDER Y + startY*tileHeight
DIM directionX AS POSITION = 1
DIM directionY AS POSITION = 0
DIM jumpAY AS BYTE = 0
DIM jumpY AS BYTE = 0
vagon = CSPRITE( IMAGE( tileset TILE NAMED vagonLR ) )
vagonUDImage = IMAGE( tileset TILE NAMED vagonUD )
vagonLRImage = IMAGE( tileset TILE NAMED vagonLR )
GLOBAL vagon, map, tileset, directionX, directionY, tx, ty
GLOBAL vagonUDImage, vagonLRImage, x, y, directionX, directionY
GLOBAL actualPageX, actualPageY, previousPageX, previousPageY
GLOBAL jumpAY, jumpY
PROCEDURE drawVagon ON C128, COLECO
IF jumpAY > 0 THEN
IF jumpAY > ( tileWidth2 / 2 ) THEN
jumpY = 4
ELSE IF jumpAY > ( tileWidth2 / 4 ) THEN
jumpY = 2
ELSE
jumpY = 1
ENDIF
DEC jumpAY
ELSE
jumpY = 0
ENDIF
SPRITE vagon ENABLE AT x, y - jumpY
END PROC
PROCEDURE drawVagon ON ALL BUT C128, COLECO
END PROC
PROCEDURE drawScore
PUT IMAGE tileset TILE score AT 0, 0
PUT IMAGE tileset TILE score+1 AT tileWidth, 0
PUT IMAGE tileset TILE digit0 AT 2*tileWidth, 0
PUT IMAGE tileset TILE digit0 AT 3*tileWidth, 0
PUT IMAGE tileset TILE digit0 AT 4*tileWidth, 0
PUT IMAGE tileset TILE digit0 AT 5*tileWidth, 0
PUT IMAGE tileset TILE digit0 AT 6*tileWidth, 0
END PROC
PROCEDURE changeVagonSpriteAndDirection[ rail AS BYTE, previous AS BYTE ]
DIM tocheck AS BYTE
tocheck = rail
IF rail = terrain OR rail = terrain2 THEN
tocheck = previous
ENDIF
IF ( directionX > 0 ) AND ( tocheck <> railLR ) THEN
directionX = 0
directionY = 0
IF tocheck = previous THEN
DEC tx
ENDIF
SELECT CASE tocheck
CASE railLU
directionX = 0
directionY = -1
vagon = CSPRITE( vagonUDImage, vagon )
CASE railLD
directionX = 0
directionY = 1
vagon = CSPRITE( vagonUDImage, vagon )
ENDSELECT
ELSE IF ( directionX < 0 ) AND ( tocheck <> railLR ) THEN
directionX = 0
directionY = 0
IF tocheck = previous THEN
INC tx
ENDIF
SELECT CASE tocheck
CASE railRU
directionX = 0
directionY = -1
vagon = CSPRITE( vagonUDImage, vagon )
CASE railRD
directionX = 0
directionY = 1
vagon = CSPRITE( vagonUDImage, vagon )
ENDSELECT
ELSE IF ( directionY > 0 ) AND ( tocheck <> railUD ) THEN
directionX = 0
directionY = 0
IF tocheck = previous THEN
DEC ty
ENDIF
SELECT CASE tocheck
CASE railLU
directionX = -1
directionY = 0
vagon = CSPRITE( vagonLRImage, vagon )
CASE railRU
directionX = 1
directionY = 0
vagon = CSPRITE( vagonLRImage, vagon )
ENDSELECT
ELSE IF ( directionY < 0 ) AND ( tocheck <> railUD ) THEN
directionX = 0
directionY = 0
IF tocheck = previous THEN
INC ty
ENDIF
SELECT CASE tocheck
CASE railLD
directionX = -1
directionY = 0
vagon = CSPRITE( vagonLRImage, vagon )
CASE railRD
directionX = 1
directionY = 0
vagon = CSPRITE( vagonLRImage, vagon )
ENDSELECT
ENDIF
END PROC
PROCEDURE moveVagonToStart
tx = startX
ty = startY
x = SCREEN BORDER X + startX*tileWidth2
y = SCREEN BORDER Y + startY*tileHeight
actualPageX = 0
actualPageY = 0
previousPageX = -1
previousPageY = -1
directionX = 1
directionY = 0
jumpAY = 0
jumpY = 0
changeVagonSpriteAndDirection[ railLR, terrain ]
drawVagon[]
END PROC
moveVagonToStart[]
DO
ADD x, directionX
IF ( ( x AND (tileWidth2-1) ) = 0 ) AND ( directionX <> 0 ) THEN
IF directionX > 0 THEN
INC tx
ELSE IF directionX < 0 THEN
DEC tx
ENDIF
ENDIF
ADD y, directionY
IF ( ( y AND (tileHeight-1) ) = 0 ) AND ( directionY <> 0 ) THEN
IF directionY > 0 THEN
INC ty
ELSE IF directionY < 0 THEN
DEC ty
ENDIF
ENDIF
IF ( previousPageX <> actualPageX ) OR ( previousPageY <> actualPageY ) THEN
PUT TILEMAP map FROM actualPageX * screenWidthInTiles, actualPageY * screenHeightInTiles
drawScore[]
previousPageX = actualPageX
previousPageY = actualPageY
ENDIF
actualRail = TILEMAP map AT( tx, ty )
IF actualRail = railLRbroken OR actualRail = railUDbroken THEN
IF jumpY <= 1 THEN
moveVagonToStart[]
ENDIF
ELSE
IF previousRail <> actualRail THEN
changeVagonSpriteAndDirection[ actualRail, previousRail ]
previousRail = actualRail
ENDIF
ENDIF
IF ( actualPageX < maxPageX ) AND tx > ( (actualPageX+1) * screenWidthInTiles ) THEN
x = SCREEN BORDER X + tileWidth2
INC actualPageX
ELSE IF ( actualPageX > 0 ) AND tx < ( (actualPageX) * screenWidthInTiles ) THEN
x = SCREEN BORDER X + tileWidth2*(screenWidthInTiles-1)
DEC actualPageX
ELSE IF ( actualPageY < maxPageY ) AND ty > ( (actualPageY+1) * screenHeightInTiles ) THEN
y = SCREEN BORDER Y
INC actualPageY
ELSE IF ( actualPageY > 0 ) AND ty < ( (actualPageY) * screenHeightInTiles ) THEN
y = SCREEN BORDER Y + tileHeight*(screenHeightInTiles-1) - tileHeight
DEC actualPageY
ENDIF
drawVagon[]
'PRINT INKEY;
'IF KEY PRESSED( KEY SPACE ) AND jumpAY = 0 THEN
' jumpAY = tileWidth2
'ENDIF
LOOP
==== SOURCE FILE ====
* ''[[https://github.com/spotlessmind1975/ugbasic/tree/main/examples/the-village.bas|the-village.bas]]''
==== HOW TO COMPILE AND RUN ====
The instructions here refer to compiling the example from the command line. For Microsoft Windows users we suggest using **[[https://spotlessmind1975.itch.io/ugbasic-ide|UGBASIC-IDE]]**, which allows you to compile the example with just one click.=== ATARI 400/800 family ===
In order to compile and run the example, you need to have the Altirra emulator, and in particular that the ''altirra'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.atari the-village.bas -o example.xex
altirra example.xex
# Windows
ugbc.atari.exe the-village.bas -o example.xex
altirra example.xex
=== ATARI 600XL/800XL/1200XL/XG(SE) family ===
In order to compile and run the example, you need to have the Altirra emulator, and in particular that the ''altirra'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.atarixl the-village.bas -o example.xex
altirra example.xex
# Windows
ugbc.atarixl.exe the-village.bas -o example.xex
altirra example.xex
=== Commodore 64 ===
In order to compile and run the example, you need to have the VICE emulator, and in particular that the ''x64sc'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.c64 the-village.bas -o example.prg
x64sc example.prg
# Windows
ugbc.c64.exe the-village.bas -o example.prg
x64sc example.prg
=== Commodore PLUS/4 ===
== Using YAPE ==
In order to run the example, you need to have the YAPE emulator. In particular that the ''yape'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.plus4 the-village.bas -o example.prg
yape example.prg
# Windows
ugbc.plus4.exe the-village.bas -o example.prg
yape example.prg
== Using VICE ==
In order to run the example, you need to have the VICE emulator. In particular that the ''xplus4'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.plus4 the-village.bas -o example.prg
xplus4 example.prg
# Windows
ugbc.plus4.exe the-village.bas -o example.prg
xplus4 example.prg
=== Dragon 32 ===
In order to compile and run the example, you need to have the XROAR emulator, and in particular that the ''xroar'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.d32 the-village.bas -o example.bin
xroar -rompath (your rom path) example.bin
# Windows
ugbc.d32.exe the-village.bas -o example.bin
xroar.exe -rompath (your rom path) example.bin
=== Dragon 64 ===
In order to compile and run the example, you need to have the XROAR emulator, and in particular that the ''xroar'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.d64 the-village.bas -o example.bin
xroar -rompath (your rom path) example.bin
# Windows
ugbc.d64.exe the-village.bas -o example.bin
xroar.exe -rompath (your rom path) example.bin
=== PC128 Olivetti Prodest ===
In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the ''dcmoto'' executable is accessible.
Then, type this command on the command line and on the emulator:
# Linux
ugbc.pc128op the-village.bas -o example.k7
dcmoto
(choose BASIC 128)
CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
# Windows
ugbc.pc128op.exe the-village.bas -o example.k7
dcmoto
(choose example.k7)
(choose BASIC 128)
CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
=== Thomson MO5 ===
In order to compile and run the example, you need to have the DCMOTO emulator, and in particular that the ''dcmoto'' executable is accessible.
Then, type this command on the command line and on the emulator:
# Linux
ugbc.pc128op the-village.bas -o example.k7
dcmoto
(choose BASIC 128)
CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
# Windows
ugbc.pc128op.exe the-village.bas -o example.k7
dcmoto
(choose example.k7)
(choose BASIC 128)
CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
=== Commodore VIC-20 ===
In order to compile and run the example, you need to have the VICE emulator, and in particular that the ''xvic'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.vic20 the-village.bas -o example.prg
xvic --memory 24k example.prg
# Windows
ugbc.vic20.exe the-village.bas -o example.prg
xvic --memory 24k example.prg
=== ZX Spectrum ===
In order to compile and run the example, you need to have the Speccy emulator, and in particular that the ''speccy'' executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.zx the-village.bas -o example.tap
Speccy example.tap
# Windows
ugbc.zx.exe the-village.bas -o example.tap
Speccy example.tap
=== MSX ===
In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
== openMSX ==
# Linux
ugbc.msx1 the-village.bas -o example.rom
openmsx -cart example.rom
# Windows
ugbc.msx1.exe the-village.bas -o example.rom
openmsx -cart example.rom
== blueMSX ==
# Linux
ugbc.msx1 the-village.bas -o example.rom
bluemsx example.rom
# Windows
ugbc.msx1.exe the-village.bas -o example.rom
bluemsx example.rom
=== ColecoVision ===
In order to compile and run the example, you need to have the openMsx or the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
== openMSX ==
# Linux
ugbc.coleco the-village.bas -o example.rom
openmsx -machine \"COL - ColecoVision\" -cart example.rom
# Windows
ugbc.coleco.exe the-village.bas -o example.rom
bluemsx -machine \"COL - ColecoVision\" example.rom
== blueMSX ==
# Linux
ugbc.coleco the-village.bas -o example.rom
bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
# Windows
ugbc.coleco.exe the-village.bas -o example.rom
bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
=== SEGA SC-3000 ===
In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.sc3000 the-village.bas -o example.rom
bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
# Windows
ugbc.sc3000.exe the-village.bas -o example.rom
bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
=== SEGA SG-1000 ===
In order to compile and run the example, you need to have the BlueMSX emulator, and in particular that its executable is accessible.
Then, type this command on the command line:
# Linux
ugbc.sg1000 the-village.bas -o example.rom
bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
# Windows
ugbc.sg1000.exe the-village.bas -o example.rom
bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
==== ANY PROBLEM? ====
If you have found a problem trying to run this example, if you think there is a bug or, more simply, you would like it to be improved, [[https://github.com/spotlessmind1975/ugbasic/issues/new?title=IMPROVE |open an issue]] for this example on GitHub. Thank you!===== POWERED BY =====
[[:ugbasic:user:examples|{{ :ugbasic:user:logo-ugbasic.png?nolink&600 |}}]]