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ugbasic:user:example:contrib_gamex
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ugBASIC User Manual

PURPOSE

SOURCE CODE

 DEFINE STRING SPACE 128
 DEFINE STRING COUNT 32
 DEFINE SCREEN MODE UNIQUE
 
 BITMAP ENABLE(16)
 
 CONST step = 2
 CONST levels = SCREEN HEIGHT / 16
 CONST screenLimitH = ( SCREEN HEIGHT - 1 )
 CONST screenLimitH2 = screenLimitH - 16
 CONST screenLimitW = ( SCREEN WIDTH - 1 )
 CONST screenLimitBH = ( SCREEN HEIGHT - 12 )
 CONST screenLimitBW = ( SCREEN WIDTH - 8 )
 CONST screenLimitBWB = ( SCREEN WIDTH - 16 )
 CONST screenLimitL = 2*step
 CONST maxDistancePerPath = 300
 CONST startPosX = ( SCREEN WIDTH / 2 ) - 4
 CONST maxBallPerGame = 10
 CONST centerScreenY = SCREEN ROWS / 2
 CONST currentBallsX = SCREEN COLUMNS - 10
 
 DIM x%, y%, px%, py%, dx%, dy%, d@, m@, v@, currentballs@, oldballs@, winColor@
 DIM score%, oldscore%,distance%, bx%, by%
 
 GLOBAL x, y, px, py, f, dx, dy, d, m, v, score, oldscore, currentballs, oldballs, distance
 GLOBAL winColor, blockColor
 GLOBAL bx, by
 
 GLOBAL ball, bar, bgball
 GLOBAL basket
 
 PROCEDURE home1
 	LOCATE , 1
 END PROCEDURE
 
 PROCEDURE clrline1
 	WAIT 1000 MS
 	LOCATE ,1: CENTER "              "
 END PROCEDURE
 
 PROCEDURE center
 	LOCATE , centerScreenY
 END PROCEDURE
 
 PROCEDURE titleScreen
 
 	CLS
 	LOCATE , centerScreenY
 	INK BLUE
 	CENTER "{BLUE}10 BALLS DOWN!"
 	CENTER "{GREY}(press fire)"
 	PRINT
 	CENTER "{RED}last score: "+STR(score)
 	WAIT KEY OR FIRE RELEASE
 	
 END PROCEDURE
 
 PROCEDURE prepareGraphics
 
 	bgball := NEW IMAGE(16,10)
 	
 	CLS BLACK
 	INK GREY
 	BAR 0,0 TO 15,3
 	INK BLUE
 	DRAW"L16R2U3L2R16L2D3L4U3L3D3"
 	bar := NEW IMAGE(16,4)
 	GET IMAGE bar FROM 0, 0
 
 	CLS 
 	INK GREY
 	BAR 0,0 TO 15,7
 	INK BLUE
 	DRAW"BU8D8L15U8"
 	basket := NEW IMAGE(16,8)
 	GET IMAGE basket FROM 0, 0
 	
 	winColor = POINT(3,1)
 	
 	CLS
 	INK RED
 	CIRCLE 4,4,4
 	PAINT(4,4)
 	INK WHITE
 	DRAW"BU2L1D1L1D1"
 	ball := NEW IMAGE(16,10)
 	GET IMAGE ball FROM 0, 0
 	
 	CLS
 
 	GET IMAGE bgball FROM 0, 0
 	
 END PROCEDURE
 
 PROCEDURE drawBarrier
 	bx = 0
 	j = RND(255): i = j: c = 0
 	REPEAT
 		IF (j AND 1) = 1 THEN
 			PUT IMAGE bar AT bx, by
 			INC c
 		ENDIF
 		j = j \ 2
 		IF ( j = 0 AND c > 4 ) THEN
 			j = i AND 127
 		ENDIF
 		ADD bx, 16
 	UNTIL bx > screenLimitBW
 END PROCEDURE
 
 PROCEDURE drawBarriersAndBaskets
 	CLS
 	RANDOMIZE TIMER
 	by = 24
 	REPEAT
 		drawBarrier[]
 		ADD by, 16
 	UNTIL by > screenLimitH2
 	bx = 8
 	REPEAT
 		PUT IMAGE basket AT bx, by
 		ADD bx, RND(16)
 		ADD bx, 20
 	UNTIL bx > screenLimitBWB
 	INK BLUE
 	DRAW 0,16 TO 0,screenLimitH
 	DRAW 0,screenLimitH TO screenLimitW,screenLimitH
 	DRAW screenLimitW,16 TO screenLimitW,screenLimitH
 END PROCEDURE
 
 PARALLEL PROCEDURE moveBall
 	REPEAT
 		WAIT WHILE d
 		IF dy OR dx THEN
 			x3 = x-3: x4 = x+4: y9 = y+9
 			x9 = x+9: y4 = y+4
 			IF POINT(x4,y9) = BLACK THEN
 				dy = 1
 				dx = 0
 			ELSE
 				dy = 0
 				IF dx = 0 AND y < screenLimitBH THEN
 					IF RND(100) > 50 THEN
 						dx = step
 					ELSE
 						dx = -step
 					ENDIF
 				ENDIF
 				IF POINT(x4,y9) = winColor THEN
 					home1[]
 					IF distance < maxDistancePerPath THEN
 						ADD score, maxDistancePerPath - distance
 						CENTER "+"+STR(maxDistancePerPath - distance)+" points!"
 					ELSE
 						CENTER "no points!"
 					ENDIF
 					clrline1[]
 					dy = 0
 					dx = 0
 					y = 8
 					x = startPosX
 					DEC currentballs
 				ELSEIF y > screenLimitBH THEN
 					home1[]
 					CENTER "missed!"
 					clrline1[]
 					dy = 0
 					dx = 0
 					y = 8
 					x = startPosX
 					DEC currentballs
 				ELSEIF x >= screenLimitBW AND dx > 0 THEN
 					dx = -step
 				ELSEIF x < step AND dx < 0 THEN
 					dx = step
 				ELSEIF POINT(x9,y4) <> BLACK THEN
 					dx = -step
 				ELSEIF POINT(x3,y4) <> BLACK THEN
 					dx = step
 				ENDIF
 			ENDIF
 			ADD x, dx
 			ADD y, dy
  			INC distance
 		ENDIF
 		m = 1
 		d = 1
 	UNTIL y > SCREEN HEIGHT	
 END PROCEDURE
 
 PROCEDURE waitRaster
 	WAIT WHILE m
 	FORBID
 	WHILE RASTER LINE < y+16
 	WEND
 	ALLOW
 END PROC
 
 PARALLEL PROCEDURE drawBalls
 
 	DO
 		waitRaster[]
 		d = 1
 		IF px <> x OR py <> y THEN
 			PUT IMAGE bgball FRAME i AT px, py
 			GET IMAGE bgball FRAME i FROM x, y
 			PUT IMAGE ball AT x, y WITH TRANSPARENCY
 			px = x
 			py = y
 		ENDIF
 		d = 0
 	LOOP
 	
 END PROCEDURE
 
 PARALLEL PROCEDURE movePlayerAndDrawScore
 
 	DO
 		INK GREY
 		IF oldscore <> score THEN
 			HOME
 			PRINT score
 			oldscore = score
 		ENDIF
 		IF oldballs <> currentballs THEN
 			LOCATE currentBallsX, 0: PRINT "BALLS: "; currentballs;" "
 			oldballs = currentballs
 		ENDIF
 		IF y = 8 THEN
 			IF ( JLEFT(0) OR KEY PRESSED(KEY A) ) AND x > screenLimitL THEN
 				ADD x, -step
 			ENDIF
 			IF ( JRIGHT(0) OR KEY PRESSED(KEY D) ) AND x < screenLimitBW THEN
 				ADD x, step
 			ENDIF
 			IF JFIRE(0) OR KEY PRESSED(KEY SPACE) THEN
 				dy = 1
 				INC y
 				distance = 0
 			ENDIF
 		ENDIF
 	LOOP
 		
 END PROC
 
 prepareGraphics[]
 
 DO
 
 	titleScreen[]
 	
 	currentballs = maxBallPerGame
 	oldscore = -1
 	score = 0
 	y = 8
 	x = startPosX
 	dx = 0
 	dy = 0
 	d = 1
 	m = 0
 	
 	drawBarriersAndBaskets[]
 		
 	tmb = SPAWN moveBall
 	tdb = SPAWN drawBalls
 	tmp = SPAWN movePlayerAndDrawScore
 
 	DO
 		EXIT IF currentballs = 0
 		RUN PARALLEL
 	LOOP
 
 	KILL tmb
 	KILL tdb
 	KILL tmp
 	
 	center[]
 	CENTER "{RED}score: "+STR(score)
 	PRINT
 	CENTER "(press fire)"
 	WAIT KEY OR FIRE RELEASE
 
 LOOP	
 	
 
 
 
 
 
 
 
 
 
 

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 contrib_gamex.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atari.exe contrib_gamex.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 contrib_gamex.bas -o example.xex
 altirra example.xex
 
 # Windows 
 ugbc.atarixl.exe contrib_gamex.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 contrib_gamex.bas -o example.prg
 x64sc example.prg
 
 # Windows 
 ugbc.c64.exe contrib_gamex.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 contrib_gamex.bas -o example.prg
 yape example.prg
 
 # Windows 
 ugbc.plus4.exe contrib_gamex.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 contrib_gamex.bas -o example.prg
 xplus4 example.prg
 
 # Windows 
 ugbc.plus4.exe contrib_gamex.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 contrib_gamex.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d32.exe contrib_gamex.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 contrib_gamex.bas -o example.bin
 xroar -rompath (your rom path) example.bin
 
 # Windows 
 ugbc.d64.exe contrib_gamex.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 contrib_gamex.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe contrib_gamex.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 contrib_gamex.bas -o example.k7
 dcmoto
 (choose BASIC 128)
 CLEAR,&H2FFF: LOADM"CASS:",R: EXEC
 
 # Windows 
 ugbc.pc128op.exe contrib_gamex.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 contrib_gamex.bas -o example.prg
 xvic --memory 24k example.prg
 
 # Windows 
 ugbc.vic20.exe contrib_gamex.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 contrib_gamex.bas -o example.tap
 Speccy example.tap
 
 # Windows 
 ugbc.zx.exe contrib_gamex.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 contrib_gamex.bas -o example.rom
 openmsx -cart example.rom
 
 # Windows 
 ugbc.msx1.exe contrib_gamex.bas -o example.rom
 openmsx -cart example.rom
blueMSX
 # Linux 
 ugbc.msx1 contrib_gamex.bas -o example.rom
 bluemsx example.rom
 
 # Windows 
 ugbc.msx1.exe contrib_gamex.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 contrib_gamex.bas -o example.rom
 openmsx -machine \"COL - ColecoVision\" -cart example.rom
 
 # Windows 
 ugbc.coleco.exe contrib_gamex.bas -o example.rom
 bluemsx -machine \"COL - ColecoVision\" example.rom
blueMSX
 # Linux 
 ugbc.coleco contrib_gamex.bas -o example.rom
 bluemsx /machine \"COL - ColecoVision\" /rom1 example.rom
 
 # Windows 
 ugbc.coleco.exe contrib_gamex.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 contrib_gamex.bas -o example.rom
 bluemsx /machine \"SEGA - SC-3000\" /rom1 example.rom
 
 # Windows 
 ugbc.sc3000.exe contrib_gamex.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 contrib_gamex.bas -o example.rom
 bluemsx /machine \"SEGA - SG-1000\" /rom1 example.rom
 
 # Windows 
 ugbc.sg1000.exe contrib_gamex.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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