mirror of
https://github.com/QB64Official/qb64.git
synced 2024-09-01 17:30:16 +00:00
1206 lines
30 KiB
QBasic
1206 lines
30 KiB
QBasic
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DECLARE FUNCTION ffnran% (x AS INTEGER)
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DECLARE SUB play2 (a$)
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' Q B a s i c G o r i l l a s
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'
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' Copyright (C) Microsoft Corporation 1990
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'
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' Your mission is to hit your opponent with the exploding banana
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' by varying the angle and power of your throw, taking into account
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' wind speed, gravity, and the city skyline.
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'
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' Speed of this game is determined by the constant SPEEDCONST. If the
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' program is too slow or too fast adjust the "CONST SPEEDCONST = 500" line
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' below. The larger the number the faster the game will go.
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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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'Sub Declarations
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DECLARE SUB DoSun (Mouth)
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DECLARE SUB SetScreen ()
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DECLARE SUB EndGame ()
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DECLARE SUB Center (Row, Text$)
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DECLARE SUB Intro ()
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DECLARE SUB SparklePause ()
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DECLARE SUB GetInputs (Player1$, Player2$, NumGames)
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DECLARE SUB PlayGame (Player1$, Player2$, NumGames)
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DECLARE SUB DoExplosion (x#, y#)
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DECLARE SUB MakeCityScape (BCoor() AS ANY)
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DECLARE SUB PlaceGorillas (BCoor() AS ANY)
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DECLARE SUB UpdateScores (Record(), PlayerNum, Results)
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DECLARE SUB DrawGorilla (x, y, arms)
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DECLARE SUB GorillaIntro (Player1$, Player2$)
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DECLARE SUB Rest (t#)
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DECLARE SUB VictoryDance (Player)
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DECLARE SUB ClearGorillas ()
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DECLARE SUB DrawBan (xc#, yc#, r, bc)
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DECLARE FUNCTION Scl (n!)
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DECLARE FUNCTION GetNum# (Row, Col)
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DECLARE FUNCTION DoShot (PlayerNum, x, y)
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DECLARE FUNCTION ExplodeGorilla (x#, y#)
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DECLARE FUNCTION Getn# (Row, Col)
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DECLARE FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
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DECLARE FUNCTION CalcDelay! ()
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'Make all arrays Dynamic
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'$DYNAMIC
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'User-Defined TYPEs
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TYPE XYPoint
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XCoor AS INTEGER
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YCoor AS INTEGER
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END TYPE
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DIM SHARED SPEEDCONST AS INTEGER
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DIM SHARED TRUE AS INTEGER
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DIM SHARED FALSE AS INTEGER
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DIM SHARED HITSELF AS INTEGER
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DIM SHARED BACKATTR AS INTEGER
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DIM SHARED OBJECTCOLOR AS INTEGER
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DIM SHARED WINDOWCOLOR AS INTEGER
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DIM SHARED SUNATTR AS INTEGER
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DIM SHARED SUNHAPPY AS INTEGER
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DIM SHARED SUNSHOCK AS INTEGER
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DIM SHARED RIGHTUP AS INTEGER
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DIM SHARED LEFTUP AS INTEGER
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DIM SHARED ARMSDOWN AS INTEGER
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SPEEDCONST = 10000
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TRUE = -1
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FALSE = NOT TRUE
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HITSELF = 1
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BACKATTR = 0
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OBJECTCOLOR = 1
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WINDOWCOLOR = 14
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SUNATTR = 3
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SUNHAPPY = FALSE
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SUNSHOCK = TRUE
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RIGHTUP = 1
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LEFTUP = 2
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ARMSDOWN = 3
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'Global Variables
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DIM SHARED GorillaX(1 TO 2) 'Location of the two gorillas
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DIM SHARED GorillaY(1 TO 2)
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DIM SHARED LastBuilding
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DIM SHARED pi#
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DIM SHARED lban&(x), rban&(x), UBan&(x), DBan&(x) 'Graphical picture of banana
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DIM SHARED GorD&(120) 'Graphical picture of Gorilla arms down
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DIM SHARED GorL&(120) 'Gorilla left arm raised
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DIM SHARED GorR&(120) 'Gorilla right arm raised
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DIM SHARED gravity#
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DIM SHARED Wind
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'Screen Mode Variables
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DIM SHARED ScrHeight
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DIM SHARED ScrWidth
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DIM SHARED Mode
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DIM SHARED MaxCol
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'Screen Color Variables
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DIM SHARED ExplosionColor
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DIM SHARED SunColor
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DIM SHARED BackColor
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DIM SHARED SunHit
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DIM SHARED SunHt
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DIM SHARED GHeight
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DIM SHARED MachSpeed AS SINGLE
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'DEF ffnran (x) = INT(RND(1) * x) + 1
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DEF SEG = 0 ' Set NumLock to ON
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KeyFlags = PEEK(1047)
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IF (KeyFlags AND 32) = 0 THEN
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POKE 1047, KeyFlags OR 32
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END IF
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DEF SEG
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GOSUB InitVars
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Intro
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GetInputs Name1$, Name2$, NumGames
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GorillaIntro Name1$, Name2$
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PlayGame Name1$, Name2$, NumGames
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DEF SEG = 0 ' Restore NumLock state
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POKE 1047, KeyFlags
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DEF SEG
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END
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CGABanana:
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'BananaLeft
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DATA 327686,-252645316,60
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'BananaDown
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DATA 196618,-1057030081,49344
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'BananaUp
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DATA 196618,-1056980800,63
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'BananaRight
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DATA 327686,1010580720,240
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EGABanana:
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'BananaLeft
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DATA 458758,202116096,471604224,943208448,943208448,943208448,471604224,202116096,0
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'BananaDown
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DATA 262153,-2134835200,-2134802239,-2130771968,-2130738945,8323072,8323199,4063232,4063294
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'BananaUp
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DATA 262153,4063232,4063294,8323072,8323199,-2130771968,-2130738945,-2134835200,-2134802239
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'BananaRight
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DATA 458758,-1061109760,-522133504,1886416896,1886416896,1886416896,-522133504,-1061109760,0
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InitVars:
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pi# = 4 * ATN(1#)
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'This is a clever way to pick the best graphics mode available
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ON ERROR GOTO ScreenModeError
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Mode = 9
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SCREEN Mode
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ON ERROR GOTO PaletteError
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IF Mode = 9 THEN PALETTE 4, 0 'Check for 64K EGA
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ON ERROR GOTO 0
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MachSpeed = CalcDelay
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IF Mode = 9 THEN
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ScrWidth = 640
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ScrHeight = 350
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GHeight = 25
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RESTORE EGABanana
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REDIM lban&(8), rban&(8), UBan&(8), DBan&(8)
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FOR i = 0 TO 8
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READ lban&(i)
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NEXT i
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FOR i = 0 TO 8
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READ DBan&(i)
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NEXT i
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FOR i = 0 TO 8
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READ UBan&(i)
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NEXT i
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FOR i = 0 TO 8
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READ rban&(i)
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NEXT i
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SunHt = 39
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ELSE
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ScrWidth = 320
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ScrHeight = 200
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GHeight = 12
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RESTORE CGABanana
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REDIM lban&(2), rban&(2), UBan&(2), DBan&(2)
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REDIM GorL&(20), GorD&(20), GorR&(20)
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FOR i = 0 TO 2
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READ lban&(i)
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NEXT i
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FOR i = 0 TO 2
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READ DBan&(i)
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NEXT i
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FOR i = 0 TO 2
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READ UBan&(i)
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NEXT i
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FOR i = 0 TO 2
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READ rban&(i)
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NEXT i
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MachSpeed = MachSpeed * 1.3
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SunHt = 20
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END IF
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RETURN
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ScreenModeError:
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IF Mode = 1 THEN
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CLS
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LOCATE 10, 5
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PRINT "Sorry, you must have CGA, EGA color, or VGA graphics to play GORILLA.BAS"
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END
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ELSE
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Mode = 1
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RESUME
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END IF
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PaletteError:
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Mode = 1 '64K EGA cards will run in CGA mode.
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RESUME NEXT
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REM $STATIC
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'CalcDelay:
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' Checks speed of the machine.
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FUNCTION CalcDelay!
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s! = TIMER
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DO
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i! = i! + 1
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LOOP UNTIL TIMER - s! >= .5
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CalcDelay! = i!
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END FUNCTION
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' Center:
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' Centers and prints a text string on a given row
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' Parameters:
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' Row - screen row number
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' Text$ - text to be printed
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'
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SUB Center (Row, Text$)
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Col = MaxCol \ 2
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LOCATE Row, Col - (LEN(Text$) / 2 + .5)
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PRINT Text$;
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END SUB
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' DoExplosion:
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' Produces explosion when a shot is fired
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' Parameters:
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' X#, Y# - location of explosion
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'
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SUB DoExplosion (x#, y#)
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play2 "MBO0L32EFGEFDC"
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Radius = ScrHeight / 50
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IF Mode = 9 THEN Inc# = .5 ELSE Inc# = .41
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FOR c# = 0 TO Radius STEP Inc#
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CIRCLE (x#, y#), c#, ExplosionColor
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NEXT c#
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FOR c# = Radius TO 0 STEP (-1 * Inc#)
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CIRCLE (x#, y#), c#, BACKATTR
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FOR i = 1 TO 100
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NEXT i
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Rest .005
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NEXT c#
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END SUB
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' DoShot:
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' Controls banana shots by accepting player input and plotting
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' shot angle
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' Parameters:
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' PlayerNum - Player
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' x, y - Player's gorilla position
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'
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FUNCTION DoShot (PlayerNum, x, y)
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'LOCATE 7, 1
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' PRINT x; y
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'x is 320 because of a scope problem, it is referencing the incorrect variable
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'Input shot
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IF PlayerNum = 1 THEN
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LocateCol = 1
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ELSE
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IF Mode = 9 THEN
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LocateCol = 66
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ELSE
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LocateCol = 26
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END IF
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END IF
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LOCATE 2, LocateCol
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PRINT "Angle:";
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Angle# = GetNum#(2, LocateCol + 7)
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LOCATE 3, LocateCol
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PRINT "Velocity:";
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Velocity = GetNum#(3, LocateCol + 10)
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IF PlayerNum = 2 THEN
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Angle# = 180 - Angle#
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END IF
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'Erase input
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FOR i = 1 TO 4
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LOCATE i, 1
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PRINT SPACE$(30 \ (80 \ MaxCol));
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LOCATE i, (50 \ (80 \ MaxCol))
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PRINT SPACE$(30 \ (80 \ MaxCol));
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NEXT
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SunHit = FALSE
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'PRINT x; y
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PlayerHit = PlotShot(x, y, Angle#, Velocity, PlayerNum)
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IF PlayerHit = 0 THEN
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DoShot = FALSE
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ELSE
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DoShot = TRUE
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IF PlayerHit = PlayerNum THEN PlayerNum = 3 - PlayerNum
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VictoryDance PlayerNum
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END IF
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END FUNCTION
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' DoSun:
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' Draws the sun at the top of the screen.
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' Parameters:
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' Mouth - If TRUE draws "O" mouth else draws a smile mouth.
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'
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SUB DoSun (Mouth)
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'set position of sun
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x = ScrWidth \ 2: y = Scl(25)
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'clear old sun
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LINE (x - Scl(22), y - Scl(18))-(x + Scl(22), y + Scl(18)), BACKATTR, BF
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'draw new sun:
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'body
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CIRCLE (x, y), Scl(12), SUNATTR
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PAINT (x, y), SUNATTR
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'rays
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LINE (x - Scl(20), y)-(x + Scl(20), y), SUNATTR
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LINE (x, y - Scl(15))-(x, y + Scl(15)), SUNATTR
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LINE (x - Scl(15), y - Scl(10))-(x + Scl(15), y + Scl(10)), SUNATTR
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LINE (x - Scl(15), y + Scl(10))-(x + Scl(15), y - Scl(10)), SUNATTR
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LINE (x - Scl(8), y - Scl(13))-(x + Scl(8), y + Scl(13)), SUNATTR
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LINE (x - Scl(8), y + Scl(13))-(x + Scl(8), y - Scl(13)), SUNATTR
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LINE (x - Scl(18), y - Scl(5))-(x + Scl(18), y + Scl(5)), SUNATTR
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LINE (x - Scl(18), y + Scl(5))-(x + Scl(18), y - Scl(5)), SUNATTR
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'mouth
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IF Mouth THEN 'draw "o" mouth
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CIRCLE (x, y + Scl(5)), Scl(2.9), 0
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PAINT (x, y + Scl(5)), 0, 0
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ELSE 'draw smile
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CIRCLE (x, y), Scl(8), 0, (210 * pi# / 180), (330 * pi# / 180)
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END IF
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'eyes
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CIRCLE (x - 3, y - 2), 1, 0
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CIRCLE (x + 3, y - 2), 1, 0
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PSET (x - 3, y - 2), 0
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PSET (x + 3, y - 2), 0
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END SUB
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'DrawBan:
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' Draws the banana
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||
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'Parameters:
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' xc# - Horizontal Coordinate
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' yc# - Vertical Coordinate
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' r - rotation position (0-3). ( \_/ ) /-\
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' bc - if TRUE then DrawBan draws the banana ELSE it erases the banana
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SUB DrawBan (xc#, yc#, r, bc)
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SELECT CASE r
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CASE 0
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IF bc THEN PUT (xc#, yc#), lban&(), PSET ELSE PUT (xc#, yc#), lban&(), XOR
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CASE 1
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IF bc THEN PUT (xc#, yc#), UBan&(), PSET ELSE PUT (xc#, yc#), UBan&(), XOR
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CASE 2
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IF bc THEN PUT (xc#, yc#), DBan&(), PSET ELSE PUT (xc#, yc#), DBan&(), XOR
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CASE 3
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IF bc THEN PUT (xc#, yc#), rban&(), PSET ELSE PUT (xc#, yc#), rban&(), XOR
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END SELECT
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END SUB
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'DrawGorilla:
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' Draws the Gorilla in either CGA or EGA mode
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' and saves the graphics data in an array.
|
||
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'Parameters:
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' x - x coordinate of gorilla
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' y - y coordinate of the gorilla
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' arms - either Left up, Right up, or both down
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SUB DrawGorilla (x, y, arms)
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DIM i AS SINGLE ' Local index must be single precision
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'draw head
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LINE (x - Scl(4), y)-(x + Scl(2.9), y + Scl(6)), OBJECTCOLOR, BF
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LINE (x - Scl(5), y + Scl(2))-(x + Scl(4), y + Scl(4)), OBJECTCOLOR, BF
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||
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'draw eyes/brow
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LINE (x - Scl(3), y + Scl(2))-(x + Scl(2), y + Scl(2)), 0
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'draw nose if ega
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||
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IF Mode = 9 THEN
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||
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FOR i = -2 TO -1
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||
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PSET (x + i, y + 4), 0
|
||
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PSET (x + i + 3, y + 4), 0
|
||
|
NEXT i
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||
|
END IF
|
||
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||
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'neck
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||
|
LINE (x - Scl(3), y + Scl(7))-(x + Scl(2), y + Scl(7)), OBJECTCOLOR
|
||
|
|
||
|
'body
|
||
|
LINE (x - Scl(8), y + Scl(8))-(x + Scl(6.9), y + Scl(14)), OBJECTCOLOR, BF
|
||
|
LINE (x - Scl(6), y + Scl(15))-(x + Scl(4.9), y + Scl(20)), OBJECTCOLOR, BF
|
||
|
|
||
|
'legs
|
||
|
FOR i = 0 TO 4
|
||
|
CIRCLE (x + Scl(i), y + Scl(25)), Scl(10), OBJECTCOLOR, 3 * pi# / 4, 9 * pi# / 8
|
||
|
CIRCLE (x + Scl(-6) + Scl(i - .1), y + Scl(25)), Scl(10), OBJECTCOLOR, 15 * pi# / 8, pi# / 4
|
||
|
NEXT
|
||
|
|
||
|
'chest
|
||
|
CIRCLE (x - Scl(4.9), y + Scl(10)), Scl(4.9), 0, 3 * pi# / 2, 0
|
||
|
CIRCLE (x + Scl(4.9), y + Scl(10)), Scl(4.9), 0, pi#, 3 * pi# / 2
|
||
|
|
||
|
FOR i = -5 TO -1
|
||
|
SELECT CASE arms
|
||
|
CASE 1
|
||
|
'Right arm up
|
||
|
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
|
||
|
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(4)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
|
||
|
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorR&()
|
||
|
CASE 2
|
||
|
'Left arm up
|
||
|
CIRCLE (x + Scl(i - .1), y + Scl(4)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
|
||
|
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
|
||
|
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorL&()
|
||
|
CASE 3
|
||
|
'Both arms down
|
||
|
CIRCLE (x + Scl(i - .1), y + Scl(14)), Scl(9), OBJECTCOLOR, 3 * pi# / 4, 5 * pi# / 4
|
||
|
CIRCLE (x + Scl(4.9) + Scl(i), y + Scl(14)), Scl(9), OBJECTCOLOR, 7 * pi# / 4, pi# / 4
|
||
|
GET (x - Scl(15), y - Scl(1))-(x + Scl(14), y + Scl(28)), GorD&()
|
||
|
END SELECT
|
||
|
NEXT i
|
||
|
END SUB
|
||
|
|
||
|
'ExplodeGorilla:
|
||
|
' Causes gorilla explosion when a direct hit occurs
|
||
|
'Parameters:
|
||
|
' X#, Y# - shot location
|
||
|
FUNCTION ExplodeGorilla (x#, y#)
|
||
|
YAdj = Scl(12)
|
||
|
XAdj = Scl(5)
|
||
|
SclX# = ScrWidth / 320
|
||
|
SclY# = ScrHeight / 200
|
||
|
IF x# < ScrWidth / 2 THEN PlayerHit = 1 ELSE PlayerHit = 2
|
||
|
play2 "MBO0L16EFGEFDC"
|
||
|
|
||
|
FOR i = 1 TO 8 * SclX#
|
||
|
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), i, ExplosionColor, , , -1.57
|
||
|
LINE (GorillaX(PlayerHit) + 7 * SclX#, GorillaY(PlayerHit) + 9 * SclY# - i)-(GorillaX(PlayerHit), GorillaY(PlayerHit) + 9 * SclY# - i), ExplosionColor
|
||
|
NEXT i
|
||
|
|
||
|
FOR i = 1 TO 16 * SclX#
|
||
|
IF i < (8 * SclX#) THEN CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + 7 * SclY# + YAdj), (8 * SclX# + 1) - i, BACKATTR, , , -1.57
|
||
|
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, i MOD 2 + 1, , , -1.57
|
||
|
NEXT i
|
||
|
|
||
|
FOR i = 24 * SclX# TO 1 STEP -1
|
||
|
CIRCLE (GorillaX(PlayerHit) + 3.5 * SclX# + XAdj, GorillaY(PlayerHit) + YAdj), i, BACKATTR, , , -1.57
|
||
|
FOR Count = 1 TO 200
|
||
|
NEXT
|
||
|
NEXT i
|
||
|
|
||
|
ExplodeGorilla = PlayerHit
|
||
|
END FUNCTION
|
||
|
|
||
|
FUNCTION ffnran (x AS INTEGER)
|
||
|
'DEF FnRan (x) = INT(RND(1) * x) + 1
|
||
|
ffnran = INT(RND(1) * x) + 1
|
||
|
END FUNCTION
|
||
|
|
||
|
'GetInputs:
|
||
|
' Gets user inputs at beginning of game
|
||
|
'Parameters:
|
||
|
' Player1$, Player2$ - player names
|
||
|
' NumGames - number of games to play
|
||
|
SUB GetInputs (Player1$, Player2$, NumGames)
|
||
|
COLOR 7, 0
|
||
|
CLS
|
||
|
|
||
|
LOCATE 8, 15
|
||
|
LINE INPUT "Name of Player 1 (Default = 'Player 1'): "; Player1$
|
||
|
IF Player1$ = "" THEN
|
||
|
Player1$ = "Player 1"
|
||
|
ELSE
|
||
|
Player1$ = LEFT$(Player1$, 10)
|
||
|
END IF
|
||
|
|
||
|
LOCATE 10, 15
|
||
|
LINE INPUT "Name of Player 2 (Default = 'Player 2'): "; Player2$
|
||
|
IF Player2$ = "" THEN
|
||
|
Player2$ = "Player 2"
|
||
|
ELSE
|
||
|
Player2$ = LEFT$(Player2$, 10)
|
||
|
END IF
|
||
|
|
||
|
DO
|
||
|
LOCATE 12, 56: PRINT SPACE$(25);
|
||
|
LOCATE 12, 13
|
||
|
INPUT "Play to how many total points (Default = 3)"; game$
|
||
|
NumGames = VAL(LEFT$(game$, 2))
|
||
|
LOOP UNTIL NumGames > 0 AND LEN(game$) < 3 OR LEN(game$) = 0
|
||
|
IF NumGames = 0 THEN NumGames = 3
|
||
|
|
||
|
DO
|
||
|
LOCATE 14, 53: PRINT SPACE$(28);
|
||
|
LOCATE 14, 17
|
||
|
INPUT "Gravity in Meters/Sec (Earth = 9.8)"; grav$
|
||
|
gravity# = VAL(grav$)
|
||
|
LOOP UNTIL gravity# > 0 OR LEN(grav$) = 0
|
||
|
IF gravity# = 0 THEN gravity# = 9.8
|
||
|
END SUB
|
||
|
|
||
|
'GetNum:
|
||
|
' Gets valid numeric input from user
|
||
|
'Parameters:
|
||
|
' Row, Col - location to echo input
|
||
|
FUNCTION GetNum# (Row, Col)
|
||
|
Result$ = ""
|
||
|
Done = FALSE
|
||
|
WHILE INKEY$ <> "": WEND 'Clear keyboard buffer
|
||
|
|
||
|
DO WHILE NOT Done
|
||
|
LOCATE Row, Col
|
||
|
PRINT Result$; CHR$(95); " ";
|
||
|
|
||
|
Kbd$ = INKEY$
|
||
|
IF Kbd$ = CHR$(27) THEN
|
||
|
COLOR 7, 0
|
||
|
CLS
|
||
|
SYSTEM
|
||
|
END IF
|
||
|
SELECT CASE Kbd$
|
||
|
CASE "0" TO "9"
|
||
|
Result$ = Result$ + Kbd$
|
||
|
CASE "."
|
||
|
IF INSTR(Result$, ".") = 0 THEN
|
||
|
Result$ = Result$ + Kbd$
|
||
|
END IF
|
||
|
CASE CHR$(13)
|
||
|
IF VAL(Result$) > 360 THEN
|
||
|
Result$ = ""
|
||
|
ELSE
|
||
|
Done = TRUE
|
||
|
END IF
|
||
|
CASE CHR$(8)
|
||
|
IF LEN(Result$) > 0 THEN
|
||
|
Result$ = LEFT$(Result$, LEN(Result$) - 1)
|
||
|
END IF
|
||
|
CASE ELSE
|
||
|
IF LEN(Kbd$) > 0 THEN
|
||
|
BEEP
|
||
|
END IF
|
||
|
END SELECT
|
||
|
LOOP
|
||
|
|
||
|
LOCATE Row, Col
|
||
|
PRINT Result$; " ";
|
||
|
|
||
|
GetNum# = VAL(Result$)
|
||
|
END FUNCTION
|
||
|
|
||
|
'GorillaIntro:
|
||
|
' Displays gorillas on screen for the first time
|
||
|
' allows the graphical data to be put into an array
|
||
|
'Parameters:
|
||
|
' Player1$, Player2$ - The names of the players
|
||
|
'
|
||
|
SUB GorillaIntro (Player1$, Player2$)
|
||
|
LOCATE 16, 34: PRINT "--------------"
|
||
|
LOCATE 18, 34: PRINT "V = View Intro"
|
||
|
LOCATE 19, 34: PRINT "P = Play Game"
|
||
|
LOCATE 21, 35: PRINT "Your Choice?"
|
||
|
|
||
|
DO WHILE Char$ = ""
|
||
|
Char$ = INKEY$
|
||
|
LOOP
|
||
|
|
||
|
IF Mode = 1 THEN
|
||
|
x = 125
|
||
|
y = 100
|
||
|
ELSE
|
||
|
x = 278
|
||
|
y = 175
|
||
|
END IF
|
||
|
|
||
|
SCREEN Mode
|
||
|
SetScreen
|
||
|
|
||
|
IF Mode = 1 THEN Center 5, "Please wait while gorillas are drawn."
|
||
|
|
||
|
VIEW PRINT 9 TO 24
|
||
|
|
||
|
IF Mode = 9 THEN PALETTE OBJECTCOLOR, BackColor
|
||
|
|
||
|
DrawGorilla x, y, ARMSDOWN
|
||
|
CLS 2
|
||
|
DrawGorilla x, y, LEFTUP
|
||
|
CLS 2
|
||
|
DrawGorilla x, y, RIGHTUP
|
||
|
CLS 2
|
||
|
|
||
|
VIEW PRINT 1 TO 25
|
||
|
IF Mode = 9 THEN PALETTE OBJECTCOLOR, 46
|
||
|
|
||
|
IF UCASE$(Char$) = "V" THEN
|
||
|
Center 2, "Q B A S I C G O R I L L A S"
|
||
|
Center 5, " STARRING: "
|
||
|
P$ = Player1$ + " AND " + Player2$
|
||
|
Center 7, P$
|
||
|
|
||
|
PLAY "MF"
|
||
|
PUT (x - 13, y), GorD&(), PSET
|
||
|
PUT (x + 47, y), GorD&(), PSET
|
||
|
Rest 1
|
||
|
|
||
|
PUT (x - 13, y), GorL&(), PSET
|
||
|
PUT (x + 47, y), GorR&(), PSET
|
||
|
play2 "t120o1l16b9n0baan0bn0bn0baaan0b9n0baan0b"
|
||
|
' Rest .3
|
||
|
|
||
|
PUT (x - 13, y), GorR&(), PSET
|
||
|
PUT (x + 47, y), GorL&(), PSET
|
||
|
play2 "o2l16e-9n0e-d-d-n0e-n0e-n0e-d-d-d-n0e-9n0e-d-d-n0e-"
|
||
|
' Rest .3
|
||
|
|
||
|
PUT (x - 13, y), GorL&(), PSET
|
||
|
PUT (x + 47, y), GorR&(), PSET
|
||
|
play2 "o2l16g-9n0g-een0g-n0g-n0g-eeen0g-9n0g-een0g-"
|
||
|
' Rest .3
|
||
|
|
||
|
PUT (x - 13, y), GorR&(), PSET
|
||
|
PUT (x + 47, y), GorL&(), PSET
|
||
|
play2 "o2l16b9n0baan0g-n0g-n0g-eeen0o1b9n0baan0b"
|
||
|
' Rest .3
|
||
|
|
||
|
FOR i = 1 TO 4
|
||
|
PUT (x - 13, y), GorL&(), PSET
|
||
|
PUT (x + 47, y), GorR&(), PSET
|
||
|
play2 "T160O0L32EFGEFDC"
|
||
|
' Rest .1
|
||
|
PUT (x - 13, y), GorR&(), PSET
|
||
|
PUT (x + 47, y), GorL&(), PSET
|
||
|
play2 "T160O0L32EFGEFDC"
|
||
|
' Rest .1
|
||
|
NEXT
|
||
|
END IF
|
||
|
END SUB
|
||
|
|
||
|
'Intro:
|
||
|
' Displays game introduction
|
||
|
SUB Intro
|
||
|
|
||
|
SCREEN 0
|
||
|
WIDTH 80, 25
|
||
|
MaxCol = 80
|
||
|
COLOR 15, 0
|
||
|
CLS
|
||
|
|
||
|
Center 4, "Q B a s i c G O R I L L A S"
|
||
|
COLOR 7
|
||
|
Center 6, "Copyright (C) Microsoft Corporation 1990"
|
||
|
Center 8, "Your mission is to hit your opponent with the exploding"
|
||
|
Center 9, "banana by varying the angle and power of your throw, taking"
|
||
|
Center 10, "into account wind speed, gravity, and the city skyline."
|
||
|
Center 11, "The wind speed is shown by a directional arrow at the bottom"
|
||
|
Center 12, "of the playing field, its length relative to its strength."
|
||
|
Center 24, "Press any key to continue"
|
||
|
|
||
|
play2 "MBT160O1L8CDEDCDL4ECC"
|
||
|
SparklePause
|
||
|
IF Mode = 1 THEN MaxCol = 40
|
||
|
END SUB
|
||
|
|
||
|
'MakeCityScape:
|
||
|
' Creates random skyline for game
|
||
|
'Parameters:
|
||
|
' BCoor() - a user-defined type array which stores the coordinates of
|
||
|
' the upper left corner of each building.
|
||
|
SUB MakeCityScape (BCoor() AS XYPoint)
|
||
|
|
||
|
x = 2
|
||
|
|
||
|
'Set the sloping trend of the city scape. NewHt is new building height
|
||
|
Slope = ffnran(6)
|
||
|
SELECT CASE Slope
|
||
|
CASE 1: NewHt = 15 'Upward slope
|
||
|
CASE 2: NewHt = 130 'Downward slope
|
||
|
CASE 3 TO 5: NewHt = 15 '"V" slope - most common
|
||
|
CASE 6: NewHt = 130 'Inverted "V" slope
|
||
|
END SELECT
|
||
|
|
||
|
IF Mode = 9 THEN
|
||
|
BottomLine = 335 'Bottom of building
|
||
|
HtInc = 10 'Increase value for new height
|
||
|
DefBWidth = 37 'Default building height
|
||
|
RandomHeight = 120 'Random height difference
|
||
|
WWidth = 3 'Window width
|
||
|
WHeight = 6 'Window height
|
||
|
WDifV = 15 'Counter for window spacing - vertical
|
||
|
WDifh = 10 'Counter for window spacing - horizontal
|
||
|
ELSE
|
||
|
BottomLine = 190
|
||
|
HtInc = 6
|
||
|
NewHt = NewHt * 20 \ 35 'Adjust for CGA
|
||
|
DefBWidth = 18
|
||
|
RandomHeight = 54
|
||
|
WWidth = 1
|
||
|
WHeight = 2
|
||
|
WDifV = 5
|
||
|
WDifh = 4
|
||
|
END IF
|
||
|
|
||
|
CurBuilding = 1
|
||
|
DO
|
||
|
|
||
|
SELECT CASE Slope
|
||
|
CASE 1
|
||
|
NewHt = NewHt + HtInc
|
||
|
CASE 2
|
||
|
NewHt = NewHt - HtInc
|
||
|
CASE 3 TO 5
|
||
|
IF x > ScrWidth \ 2 THEN
|
||
|
NewHt = NewHt - 2 * HtInc
|
||
|
ELSE
|
||
|
NewHt = NewHt + 2 * HtInc
|
||
|
END IF
|
||
|
CASE 4
|
||
|
IF x > ScrWidth \ 2 THEN
|
||
|
NewHt = NewHt + 2 * HtInc
|
||
|
ELSE
|
||
|
NewHt = NewHt - 2 * HtInc
|
||
|
END IF
|
||
|
END SELECT
|
||
|
|
||
|
'Set width of building and check to see if it would go off the screen
|
||
|
BWidth = ffnran(DefBWidth) + DefBWidth
|
||
|
IF x + BWidth > ScrWidth THEN BWidth = ScrWidth - x - 2
|
||
|
|
||
|
'Set height of building and check to see if it goes below screen
|
||
|
BHeight = ffnran(RandomHeight) + NewHt
|
||
|
IF BHeight < HtInc THEN BHeight = HtInc
|
||
|
|
||
|
'Check to see if Building is too high
|
||
|
IF BottomLine - BHeight <= MaxHeight + GHeight THEN BHeight = MaxHeight + GHeight - 5
|
||
|
|
||
|
'Set the coordinates of the building into the array
|
||
|
BCoor(CurBuilding).XCoor = x
|
||
|
BCoor(CurBuilding).YCoor = BottomLine - BHeight
|
||
|
|
||
|
IF Mode = 9 THEN BuildingColor = ffnran(3) + 4 ELSE BuildingColor = 2
|
||
|
|
||
|
'Draw the building, outline first, then filled
|
||
|
LINE (x - 1, BottomLine + 1)-(x + BWidth + 1, BottomLine - BHeight - 1), BACKGROUND, B
|
||
|
LINE (x, BottomLine)-(x + BWidth, BottomLine - BHeight), BuildingColor, BF
|
||
|
|
||
|
'Draw the windows
|
||
|
c = x + 3
|
||
|
DO
|
||
|
FOR i = BHeight - 3 TO 7 STEP -WDifV
|
||
|
IF Mode <> 9 THEN
|
||
|
WinColr = (ffnran(2) - 2) * -3
|
||
|
ELSEIF ffnran(4) = 1 THEN
|
||
|
WinColr = 8
|
||
|
ELSE
|
||
|
WinColr = WINDOWCOLOR
|
||
|
END IF
|
||
|
LINE (c, BottomLine - i)-(c + WWidth, BottomLine - i + WHeight), WinColr, BF
|
||
|
NEXT
|
||
|
c = c + WDifh
|
||
|
LOOP UNTIL c >= x + BWidth - 3
|
||
|
|
||
|
x = x + BWidth + 2
|
||
|
|
||
|
CurBuilding = CurBuilding + 1
|
||
|
|
||
|
LOOP UNTIL x > ScrWidth - HtInc
|
||
|
|
||
|
LastBuilding = CurBuilding - 1
|
||
|
|
||
|
'Set Wind speed
|
||
|
Wind = ffnran(10) - 5
|
||
|
IF ffnran(3) = 1 THEN
|
||
|
IF Wind > 0 THEN
|
||
|
Wind = Wind + ffnran(10)
|
||
|
ELSE
|
||
|
Wind = Wind - ffnran(10)
|
||
|
END IF
|
||
|
END IF
|
||
|
|
||
|
'Draw Wind speed arrow
|
||
|
IF Wind <> 0 THEN
|
||
|
WindLine = Wind * 3 * (ScrWidth \ 320)
|
||
|
LINE (ScrWidth \ 2, ScrHeight - 5)-(ScrWidth \ 2 + WindLine, ScrHeight - 5), ExplosionColor
|
||
|
IF Wind > 0 THEN ArrowDir = -2 ELSE ArrowDir = 2
|
||
|
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 - 2), ExplosionColor
|
||
|
LINE (ScrWidth / 2 + WindLine, ScrHeight - 5)-(ScrWidth / 2 + WindLine + ArrowDir, ScrHeight - 5 + 2), ExplosionColor
|
||
|
END IF
|
||
|
END SUB
|
||
|
|
||
|
'PlaceGorillas:
|
||
|
' PUTs the Gorillas on top of the buildings. Must have drawn
|
||
|
' Gorillas first.
|
||
|
'Parameters:
|
||
|
' BCoor() - user-defined TYPE array which stores upper left coordinates
|
||
|
' of each building.
|
||
|
SUB PlaceGorillas (BCoor() AS XYPoint)
|
||
|
|
||
|
IF Mode = 9 THEN
|
||
|
XAdj = 14
|
||
|
YAdj = 30
|
||
|
ELSE
|
||
|
XAdj = 7
|
||
|
YAdj = 16
|
||
|
END IF
|
||
|
SclX# = ScrWidth / 320
|
||
|
SclY# = ScrHeight / 200
|
||
|
|
||
|
'Place gorillas on second or third building from edge
|
||
|
FOR i = 1 TO 2
|
||
|
IF i = 1 THEN BNum = ffnran(2) + 1 ELSE BNum = LastBuilding - ffnran(2)
|
||
|
|
||
|
BWidth = BCoor(BNum + 1).XCoor - BCoor(BNum).XCoor
|
||
|
GorillaX(i) = BCoor(BNum).XCoor + BWidth / 2 - XAdj
|
||
|
GorillaY(i) = BCoor(BNum).YCoor - YAdj
|
||
|
PUT (GorillaX(i), GorillaY(i)), GorD&(), PSET
|
||
|
NEXT i
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
SUB play2 (a$)
|
||
|
PLAY a$
|
||
|
'BEEP
|
||
|
END SUB
|
||
|
|
||
|
'PlayGame:
|
||
|
' Main game play routine
|
||
|
'Parameters:
|
||
|
' Player1$, Player2$ - player names
|
||
|
' NumGames - number of games to play
|
||
|
SUB PlayGame (Player1$, Player2$, NumGames)
|
||
|
DIM BCoor(0 TO 30) AS XYPoint
|
||
|
DIM TotalWins(1 TO 2)
|
||
|
|
||
|
J = 1
|
||
|
|
||
|
FOR i = 1 TO NumGames
|
||
|
CLS
|
||
|
RANDOMIZE (TIMER)
|
||
|
CALL MakeCityScape(BCoor())
|
||
|
CALL PlaceGorillas(BCoor())
|
||
|
|
||
|
'LOCATE 5, 1
|
||
|
' PRINT GorillaX(1); GorillaY(1), GorillaX(2); GorillaY(2)
|
||
|
|
||
|
DoSun SUNHAPPY
|
||
|
Hit = FALSE
|
||
|
DO WHILE Hit = FALSE
|
||
|
J = 1 - J
|
||
|
LOCATE 1, 1
|
||
|
PRINT Player1$
|
||
|
LOCATE 1, (MaxCol - 1 - LEN(Player2$))
|
||
|
PRINT Player2$
|
||
|
Center 23, LTRIM$(STR$(TotalWins(1))) + ">Score<" + LTRIM$(STR$(TotalWins(2)))
|
||
|
tosser = J + 1: Tossee = 3 - J
|
||
|
|
||
|
'Plot the shot. Hit is true if Gorilla gets hit.
|
||
|
|
||
|
'LOCATE 6, 1
|
||
|
'PRINT GorillaX(1); GorillaY(1), GorillaX(2); GorillaY(2), tosser
|
||
|
'theory, because this is a function the code isn't quite correct!
|
||
|
|
||
|
Hit = DoShot(tosser, GorillaX(tosser), GorillaY(tosser))
|
||
|
|
||
|
'Reset the sun, if it got hit
|
||
|
IF SunHit THEN DoSun SUNHAPPY
|
||
|
|
||
|
IF Hit = TRUE THEN CALL UpdateScores(TotalWins(), tosser, Hit)
|
||
|
LOOP
|
||
|
SLEEP 1
|
||
|
NEXT i
|
||
|
|
||
|
SCREEN 0
|
||
|
WIDTH 80, 25
|
||
|
COLOR 7, 0
|
||
|
MaxCol = 80
|
||
|
CLS
|
||
|
|
||
|
Center 8, "GAME OVER!"
|
||
|
Center 10, "Score:"
|
||
|
LOCATE 11, 30: PRINT Player1$; TAB(50); TotalWins(1)
|
||
|
LOCATE 12, 30: PRINT Player2$; TAB(50); TotalWins(2)
|
||
|
Center 24, "Press any key to continue"
|
||
|
SparklePause
|
||
|
COLOR 7, 0
|
||
|
CLS
|
||
|
END SUB
|
||
|
|
||
|
'PlayGame:
|
||
|
' Plots banana shot across the screen
|
||
|
'Parameters:
|
||
|
' StartX, StartY - starting shot location
|
||
|
' Angle - shot angle
|
||
|
' Velocity - shot velocity
|
||
|
' PlayerNum - the banana thrower
|
||
|
FUNCTION PlotShot (StartX, StartY, Angle#, Velocity, PlayerNum)
|
||
|
|
||
|
|
||
|
|
||
|
Angle# = Angle# / 180 * pi# 'Convert degree angle to radians
|
||
|
Radius = Mode MOD 7
|
||
|
|
||
|
InitXVel# = COS(Angle#) * Velocity
|
||
|
InitYVel# = SIN(Angle#) * Velocity
|
||
|
|
||
|
oldx# = StartX
|
||
|
oldy# = StartY
|
||
|
|
||
|
'draw gorilla toss
|
||
|
IF PlayerNum = 1 THEN
|
||
|
PUT (StartX, StartY), GorL&(), PSET
|
||
|
ELSE
|
||
|
PUT (StartX, StartY), GorR&(), PSET
|
||
|
END IF
|
||
|
|
||
|
'throw sound
|
||
|
play2 "MBo0L32A-L64CL16BL64A+"
|
||
|
Rest .1
|
||
|
|
||
|
'redraw gorilla
|
||
|
PUT (StartX, StartY), GorD&(), PSET
|
||
|
|
||
|
adjust = Scl(4) 'For scaling CGA
|
||
|
|
||
|
xedge = Scl(9) * (2 - PlayerNum) 'Find leading edge of banana for check
|
||
|
|
||
|
Impact = FALSE
|
||
|
ShotInSun = FALSE
|
||
|
OnScreen = TRUE
|
||
|
PlayerHit = 0
|
||
|
NeedErase = FALSE
|
||
|
|
||
|
StartXPos = StartX
|
||
|
StartYPos = StartY - adjust - 3
|
||
|
|
||
|
IF PlayerNum = 2 THEN
|
||
|
StartXPos = StartXPos + Scl(25)
|
||
|
direction = Scl(4)
|
||
|
ELSE
|
||
|
direction = Scl(-4)
|
||
|
END IF
|
||
|
|
||
|
IF Velocity < 2 THEN 'Shot too slow - hit self
|
||
|
x# = StartX
|
||
|
y# = StartY
|
||
|
pointval = OBJECTCOLOR
|
||
|
END IF
|
||
|
|
||
|
DO WHILE (NOT Impact) AND OnScreen
|
||
|
Rest .05
|
||
|
|
||
|
'Erase old banana, if necessary
|
||
|
IF NeedErase THEN
|
||
|
NeedErase = FALSE
|
||
|
CALL DrawBan(oldx#, oldy#, oldrot, FALSE)
|
||
|
END IF
|
||
|
|
||
|
x# = StartXPos + (InitXVel# * t#) + (.5 * (Wind / 5) * t# ^ 2)
|
||
|
y# = StartYPos + ((-1 * (InitYVel# * t#)) + (.5 * gravity# * t# ^ 2)) * (ScrHeight / 350)
|
||
|
|
||
|
IF (x# >= ScrWidth - Scl(10)) OR (x# <= 3) OR (y# >= ScrHeight - 3) THEN
|
||
|
OnScreen = FALSE
|
||
|
END IF
|
||
|
|
||
|
|
||
|
IF OnScreen AND y# > 0 THEN
|
||
|
'check it
|
||
|
LookY = 0
|
||
|
LookX = Scl(8 * (2 - PlayerNum))
|
||
|
DO
|
||
|
ink$ = INKEY$
|
||
|
IF ink$ = CHR$(27) THEN
|
||
|
COLOR 7, 0
|
||
|
CLS
|
||
|
SYSTEM
|
||
|
END IF
|
||
|
|
||
|
pointval = POINT(x# + LookX, y# + LookY)
|
||
|
IF pointval = 0 THEN
|
||
|
Impact = FALSE
|
||
|
IF ShotInSun = TRUE THEN
|
||
|
IF ABS(ScrWidth \ 2 - x#) > Scl(20) OR y# > SunHt THEN ShotInSun = FALSE
|
||
|
END IF
|
||
|
ELSEIF pointval = SUNATTR AND y# < SunHt THEN
|
||
|
IF NOT SunHit THEN DoSun SUNSHOCK
|
||
|
SunHit = TRUE
|
||
|
ShotInSun = TRUE
|
||
|
ELSE
|
||
|
Impact = TRUE
|
||
|
END IF
|
||
|
LookX = LookX + direction
|
||
|
LookY = LookY + Scl(6)
|
||
|
LOOP UNTIL Impact OR LookX <> Scl(4)
|
||
|
|
||
|
IF NOT ShotInSun AND NOT Impact THEN
|
||
|
'plot it
|
||
|
rot = (t# * 10) MOD 4
|
||
|
CALL DrawBan(x#, y#, rot, TRUE)
|
||
|
NeedErase = TRUE
|
||
|
END IF
|
||
|
|
||
|
oldx# = x#
|
||
|
oldy# = y#
|
||
|
oldrot = rot
|
||
|
|
||
|
END IF
|
||
|
|
||
|
|
||
|
t# = t# + .1
|
||
|
|
||
|
LOOP
|
||
|
|
||
|
IF pointval <> OBJECTCOLOR AND Impact THEN
|
||
|
CALL DoExplosion(x# + adjust, y# + adjust)
|
||
|
ELSEIF pointval = OBJECTCOLOR THEN
|
||
|
PlayerHit = ExplodeGorilla(x#, y#)
|
||
|
END IF
|
||
|
|
||
|
PlotShot = PlayerHit
|
||
|
|
||
|
END FUNCTION
|
||
|
|
||
|
'Rest:
|
||
|
' pauses the program
|
||
|
SUB Rest (t#)
|
||
|
|
||
|
ticks = t# * 18 + 1
|
||
|
|
||
|
FOR i = 1 TO ticks
|
||
|
DO: newtime! = TIMER: LOOP WHILE newtime! = oldtime!
|
||
|
oldtime! = newtime!
|
||
|
NEXT
|
||
|
|
||
|
|
||
|
's# = TIMER
|
||
|
't2# = MachSpeed * t# / SPEEDCONST
|
||
|
'DO
|
||
|
'LOOP UNTIL TIMER - s# > t2#
|
||
|
END SUB
|
||
|
|
||
|
'Scl:
|
||
|
' Pass the number in to scaling for cga. If the number is a decimal, then we
|
||
|
' want to scale down for cga or scale up for ega. This allows a full range
|
||
|
' of numbers to be generated for scaling.
|
||
|
' (i.e. for 3 to get scaled to 1, pass in 2.9)
|
||
|
FUNCTION Scl (n!)
|
||
|
|
||
|
IF n! <> INT(n!) THEN
|
||
|
IF Mode = 1 THEN n! = n! - 1
|
||
|
END IF
|
||
|
IF Mode = 1 THEN
|
||
|
Scl = CINT(n! / 2 + .1)
|
||
|
ELSE
|
||
|
Scl = CINT(n!)
|
||
|
END IF
|
||
|
|
||
|
END FUNCTION
|
||
|
|
||
|
'SetScreen:
|
||
|
' Sets the appropriate color statements
|
||
|
SUB SetScreen
|
||
|
|
||
|
IF Mode = 9 THEN
|
||
|
ExplosionColor = 2
|
||
|
BackColor = 1
|
||
|
PALETTE 0, 1
|
||
|
PALETTE 1, 46
|
||
|
PALETTE 2, 44
|
||
|
PALETTE 3, 54
|
||
|
PALETTE 5, 7
|
||
|
PALETTE 6, 4
|
||
|
PALETTE 7, 3
|
||
|
PALETTE 9, 63 'Display Color
|
||
|
ELSE
|
||
|
ExplosionColor = 2
|
||
|
BackColor = 0
|
||
|
COLOR BackColor, 2
|
||
|
|
||
|
END IF
|
||
|
|
||
|
END SUB
|
||
|
|
||
|
'SparklePause:
|
||
|
' Creates flashing border for intro and game over screens
|
||
|
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
|
||
|
|
||
|
'UpdateScores:
|
||
|
' Updates players' scores
|
||
|
'Parameters:
|
||
|
' Record - players' scores
|
||
|
' PlayerNum - player
|
||
|
' Results - results of player's shot
|
||
|
SUB UpdateScores (Record(), PlayerNum, Results)
|
||
|
IF Results = HITSELF THEN
|
||
|
Record(ABS(PlayerNum - 3)) = Record(ABS(PlayerNum - 3)) + 1
|
||
|
ELSE
|
||
|
Record(PlayerNum) = Record(PlayerNum) + 1
|
||
|
END IF
|
||
|
END SUB
|
||
|
|
||
|
'VictoryDance:
|
||
|
' gorilla dances after he has eliminated his opponent
|
||
|
'Parameters:
|
||
|
' Player - which gorilla is dancing
|
||
|
SUB VictoryDance (Player)
|
||
|
|
||
|
FOR i# = 1 TO 2
|
||
|
PUT (GorillaX(Player), GorillaY(Player)), GorL&(), PSET
|
||
|
play2 "MFO0L32EFGEFDC"
|
||
|
Rest .1
|
||
|
PUT (GorillaX(Player), GorillaY(Player)), GorR&(), PSET
|
||
|
play2 "MFO0L32EFGEFDC"
|
||
|
Rest .1
|
||
|
NEXT
|
||
|
END SUB
|
||
|
|