Table of Contents

ugBASIC User Manual

PURPOSE

SOURCE CODE

 INK BROWN
 CLS
 COLOR BORDER LIGHT BLUE
 
 CONST POSITIVE maxWalls = 3
 CONST POSITIVE windowHeight = 3
 CONST POSITIVE maxobjects = 4
 
 title = LOAD TILES("examples/scrolling_title.png") TRANSPARENT
 
 titleX = ( SCREEN TILES WIDTH - TILES WIDTH( title ) ) \ 2
 titleY = ( SCREEN TILES HEIGHT - TILES HEIGHT( title ) ) \ 2
 
 titleCycle = 0
 
 DO
 
     ADD titleCycle, 1, 0 TO 5000
 
     IF titleCycle = 0 THEN
         INK BROWN
         PUT TILE title AT titleX, titleY
     ELSE IF titleCycle = 2500 THEN
         INK RED
         PUT TILE title AT titleX, titleY
     ENDIF
 
     IF (titleCycle = 0) OR (titleCycle=2500) THEN
         INK YELLOW
         LOCATE , titleY + TILES HEIGHT(title) + 2: CENTER "press any key"
     ELSE IF (titleCycle = 1250) OR (titleCycle=3750) THEN
         LOCATE , titleY + TILES HEIGHT(title) + 2: CLINE
     ENDIF
 
     IF SCANCODE > 0 THEN 
         EXIT
     ENDIF
 
 LOOP
 
 INK BROWN
 
 basement = LOAD TILES("examples/scrolling_basement.png") TRANSPARENT 
 
 DIM wall AS TILES(maxWalls)
 wall(0) = LOAD TILES("examples/scrolling_wall0.png") TRANSPARENT
 wall(1) = LOAD TILES("examples/scrolling_wall1.png") TRANSPARENT
 wall(2) = LOAD TILES("examples/scrolling_wall2.png") TRANSPARENT
 
 DIM window AS TILES(windowHeight)
 window(0) = LOAD TILES("examples/scrolling_window0.png") TRANSPARENT
 window(1) = LOAD TILES("examples/scrolling_window1.png") TRANSPARENT
 window(2) = LOAD TILES("examples/scrolling_window2.png") TRANSPARENT
 
 player = CSPRITE(LOAD IMAGE("examples/scrolling_player0.png"))
 
 DIM object AS SPRITE(maxobjects)
 object(0) = SPRITE(LOAD IMAGE("examples/scrolling_arrow.png") MULTICOLOR)
 object(1) = SPRITE(LOAD IMAGE("examples/scrolling_barrel.png") MULTICOLOR)
 object(2) = SPRITE(LOAD IMAGE("examples/scrolling_chair.png") MULTICOLOR)
 object(3) = SPRITE(LOAD IMAGE("examples/scrolling_barrel.png") MULTICOLOR)
 
 DIM objectX AS POSITION(maxobjects)
 objectX(0) = 0
 objectX(1) = 0
 
 DIM objectY AS POSITION(maxobjects)
 objectY(0) = 0
 objectY(1) = 0
 
 DIM objectSpeed AS POSITION(maxobjects)
 objectSpeed(0) = 0
 objectSpeed(1) = 0
 
 rowIndex = 0
 windowIndex = 0
 playerIndex = 0
 playerX = ( SCREEN WIDTH - SPRITE WIDTH ) \ #2
 playerY = SCREEN HEIGHT - SPRITE HEIGHT - TILES HEIGHT(basement)
 
 GLOBAL wall
 GLOBAL window
 GLOBAL rowIndex
 GLOBAL windowIndex
 GLOBAL player
 GLOBAL playerIndex
 GLOBAL playerX
 GLOBAL playerY
 GLOBAL objectX
 GLOBAL objectY
 GLOBAL objectSpeed
 GLOBAL object
 
 PARALLEL PROCEDURE moveobject
 
     [objectX] = RND(SCREEN WIDTH - SPRITE WIDTH - 1)
     [objectY] = 1
     [objectSpeed] = 3 + RND(5)
 
     IF RANDOM BYTE < 64 THEN
         [object] = SPRITE(LOAD IMAGE("examples/scrolling_arrow.png"), [object] MULTICOLOR)
     ELSE IF RANDOM BYTE < 128 THEN
         [object] = SPRITE(LOAD IMAGE("examples/scrolling_chair.png"), [object] MULTICOLOR)
     ELSE IF RANDOM BYTE < 192 THEN
         [object] = SPRITE(LOAD IMAGE("examples/scrolling_hammer.png"), [object] MULTICOLOR)
     ELSE
         [object] = SPRITE(LOAD IMAGE("examples/scrolling_barrel.png"), [object] MULTICOLOR)
     ENDIF
 
     WHILE [objectY] > 0 
         IF COLLISION(player) THEN
             playerY = playerY + [objectSpeed]
         ENDIF
         ADD [objectY], [objectSpeed], 0 TO SCREEN HEIGHT + SPRITE HEIGHT
         SPRITE [object] AT [objectX],[objectY] ENABLE
     WEND
 
     SPRITE [object] DISABLE
 
 END PROC
 
 DIM objectThread AS THREAD(maxobjects)
 objectThread(0) = HALTED SPAWN moveobject 
 objectThread(1) = HALTED SPAWN moveobject 
 objectThread(2) = HALTED SPAWN moveobject 
 objectThread(3) = HALTED SPAWN moveobject 
 
 PROCEDURE refreshRow
 
     x = (BYTE) 0
 
     IF rowIndex > 0 THEN
         DRAW TILES wall(rowIndex) ROW 0, 0 TO rowIndex - 1
     ENDIF
 
     DRAW TILES wall(rowIndex) ROW 0, rowIndex TO SCREEN TILES WIDTH - 1
 
     IF windowIndex > 4 THEN
         w = TILES WIDTH(window(windowIndex-5))
         x = 4
         DRAW TILES window(windowIndex-5) ROW 0, x TO x + w - 1
         ADD x, w ** #2
         DRAW TILES window(windowIndex-5) ROW 0, x TO x + w - 1
         ADD x, w ** #2
         DRAW TILES window(windowIndex-5) ROW 0, x TO x + w - 1
     ENDIF
 
     ADD rowIndex, 1, 0 TO 2
     ADD windowIndex, 1, 0 TO 7
     ADD playerIndex, 1, 0 TO 1
 
     IF playerIndex = 0 THEN
         player = CSPRITE(LOAD IMAGE("examples/scrolling_player0.png"), player)
     ELSE
         player = CSPRITE(LOAD IMAGE("examples/scrolling_player1.png"), player)
     ENDIF
 
     IF ( playerY > 0 ) AND ( windowIndex = 7 ) THEN
         DEC playerY 
         DEC playerY 
     ENDIF
 
 END PROC
 
 SCREEN ROWS 24
 
 SCROLL DOWN
 
 DRAW TILES basement ROW 0, 0 TO SCREEN TILES WIDTH - 1
 
 DOUBLE BUFFER ON
 
 BEGIN GAMELOOP
 
     ON SCROLL DOWN ROW CALL refreshRow
 
     SCROLL DOWN
 
     SELECT CASE JOY(0)
         CASE JOY LEFT
             IF playerX > 0 THEN
                 DEC playerX
             ENDIF
         CASE JOY RIGHT
             IF playerX < (SCREEN WIDTH - SPRITE WIDTH)  THEN
                 INC playerX
             ENDIF
     ENDSELECT
 
     SPRITE player AT playerX, playerY ENABLE
     
     IF (RANDOM BYTE > 128) THEN
         RESPAWN objectThread(0)
     ENDIF
 
     IF (RANDOM BYTE > 146) THEN
         RESPAWN objectThread(1)
     ENDIF
 
     IF (RANDOM BYTE > 192) THEN
         RESPAWN objectThread(2)
     ENDIF
 
     IF (RANDOM BYTE > 192) THEN
         RESPAWN objectThread(3)
     ENDIF
 
 END GAMELOOP
 

SOURCE FILE

HOW TO COMPILE AND RUN

The instructions here refer to compiling the example from the command line. For Microsoft Windows users we suggest using 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 scrolling_example_08.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atari.exe scrolling_example_08.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 scrolling_example_08.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atarixl.exe scrolling_example_08.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 scrolling_example_08.bas -o example.prg
 x64sc example.prg
 
 # Windows 
 ugbc.c64.exe scrolling_example_08.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 scrolling_example_08.bas -o example.prg
 yape example.prg
 
 # Windows 
 ugbc.plus4.exe scrolling_example_08.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 scrolling_example_08.bas -o example.prg
 xplus4 example.prg
 
 # Windows 
 ugbc.plus4.exe scrolling_example_08.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 scrolling_example_08.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d32.exe scrolling_example_08.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 scrolling_example_08.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d64.exe scrolling_example_08.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 scrolling_example_08.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe scrolling_example_08.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 scrolling_example_08.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe scrolling_example_08.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 scrolling_example_08.bas -o example.prg
 xvic --memory 24k example.prg
 
 # Windows 
 ugbc.vic20.exe scrolling_example_08.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 scrolling_example_08.bas -o example.tap
 Speccy example.tap
 
 # Windows 
 ugbc.zx.exe scrolling_example_08.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 scrolling_example_08.bas -o example.rom
 openmsx -cart example.rom
 
 # Windows 
 ugbc.msx1.exe scrolling_example_08.bas -o example.rom
 openmsx -cart example.rom
blueMSX
 # Linux 
 ugbc.msx1 scrolling_example_08.bas -o example.rom
 bluemsx example.rom
 
 # Windows 
 ugbc.msx1.exe scrolling_example_08.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 scrolling_example_08.bas -o example.rom
 openmsx -machine \"COL - ColecoVision\" -cart example.rom
 
 # Windows 
 ugbc.coleco.exe scrolling_example_08.bas -o example.rom
 bluemsx -machine \"COL - ColecoVision\" example.rom
blueMSX
 # Linux 
 ugbc.coleco scrolling_example_08.bas -o example.rom
 bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
 
 # Windows 
 ugbc.coleco.exe scrolling_example_08.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 scrolling_example_08.bas -o example.rom
 bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
 
 # Windows 
 ugbc.sc3000.exe scrolling_example_08.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 scrolling_example_08.bas -o example.rom
 bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
 
 # Windows 
 ugbc.sg1000.exe scrolling_example_08.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, open an issue for this example on GitHub. Thank you!

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