mirror of
https://github.com/QB64Official/qb64.git
synced 2024-08-22 11:25:08 +00:00
609 lines
15 KiB
QBasic
609 lines
15 KiB
QBasic
CHDIR ".\programs\samples\pete\rectong"
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DECLARE SUB AdvanceRound ()
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DECLARE SUB SelectRounds ()
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DECLARE SUB ShowControls ()
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DECLARE SUB SelectDifficulty ()
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DECLARE SUB DoAI ()
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DECLARE SUB Player1Miss ()
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DECLARE SUB Player2Miss ()
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DECLARE SUB MoveBall ()
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DECLARE SUB LaunchBall ()
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DECLARE SUB DispStats ()
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DECLARE SUB DrawBall ()
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DECLARE SUB StartGame ()
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DECLARE SUB InitCoord ()
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DECLARE SUB DrawP2 ()
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DECLARE SUB DrawP1 ()
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DECLARE SUB LoadGFX ()
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DECLARE SUB WipeEffect ()
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DECLARE SUB Start2P ()
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DECLARE SUB Start1P ()
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DECLARE SUB ExitGame ()
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DECLARE SUB MeltDown ()
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DECLARE SUB FadePAL255 (fadetype!)
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DECLARE SUB CenterText (sline!, Text AS STRING)
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DECLARE SUB LoadPAL (filename AS STRING)
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DECLARE SUB LoadFullBMP (filename AS STRING)
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DIM SHARED AIserve
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DIM SHARED butt(4, 32, 48)
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DIM SHARED ball(12, 12)
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DIM SHARED buttdir(1)
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DIM SHARED balldir(1)
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DIM SHARED rounds, cround
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DIM SHARED p1score, p2score
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DIM SHARED p1(1)
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DIM SHARED p2(1)
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DIM SHARED ballcor(1)
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DIM SHARED players
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DIM SHARED hasball
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DIM SHARED difflevel
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CLS : SCREEN 13: PALETTE: PALETTE 255, 63 + 256 * 63 + 65536 * 63: COLOR 255
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LoadGFX
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DO
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InitCoord
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LoadPAL "gfx\title01.pal"
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LoadFullBMP "gfx\title01.rec"
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DO: LOOP UNTIL INKEY$ = ""
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menusel = 1
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DO
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cround = 1
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SELECT CASE menusel
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CASE 1
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CenterText 2, CHR$(16) + " 1 Player "
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CenterText 4, " 2 Player "
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CenterText 6, " Controls "
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CenterText 8, " Exit Rectong"
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CASE 2
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CenterText 2, " 1 Player "
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CenterText 4, CHR$(16) + " 2 Player "
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CenterText 6, " Controls "
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CenterText 8, " Exit Rectong"
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CASE 3
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CenterText 2, " 1 Player "
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CenterText 4, " 2 Player "
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CenterText 6, CHR$(16) + " Controls "
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CenterText 8, " Exit Rectong"
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CASE 4
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CenterText 2, " 1 Player "
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CenterText 4, " 2 Player "
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CenterText 6, " Controls "
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CenterText 8, CHR$(16) + " Exit Rectong"
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END SELECT
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key$ = INKEY$
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SELECT CASE key$
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CASE CHR$(0) + CHR$(72) 'Up
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IF menusel > 1 THEN menusel = menusel - 1
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CASE CHR$(0) + CHR$(80) 'Down
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IF menusel < 4 THEN menusel = menusel + 1
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CASE CHR$(13) 'Enter
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SELECT CASE menusel
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CASE 1
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players = 1: difflevel = 0: SelectDifficulty: IF difflevel = 0 THEN EXIT DO
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StartGame
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EXIT DO
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CASE 2
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players = 2: StartGame: EXIT DO
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CASE 3: ShowControls: EXIT DO
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CASE 4
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ExitGame
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END SELECT
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END SELECT
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LOOP
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LOOP
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SUB AdvanceRound
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cround = cround + 1
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IF cround > rounds THEN
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CLS
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IF p1score > p2score THEN winner = 1 ELSE winner = 2
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IF p1score = p2score THEN winner = -1
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IF winner <> -1 THEN
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CenterText 11, "GAME OVER! Player" + STR$(winner) + " is the winner!"
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ELSE
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CenterText 11, "GAME OVER! Both players tied!"
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END IF
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CenterText 13, "Press Enter to continue..."
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DO: LOOP UNTIL INKEY$ = CHR$(13)
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END IF
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END SUB
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SUB CenterText (sline, Text AS STRING)
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LOCATE sline, 20 - (LEN(Text) / 2)
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PRINT Text;
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END SUB
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SUB DispStats
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LOCATE 25, 1: COLOR 255
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PRINT " 1P:" + LEFT$(STR$(p1score) + " goals ", 8) + SPACE$(4) + "Round:" + STR$(cround) + SPACE$(3) + " 2P:" + LEFT$(STR$(p2score) + " Goals ", 8);
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LINE (0, 190)-(320, 190), 255
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END SUB
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SUB DoAI
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SELECT CASE hasball
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CASE 2
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IF p2(1) < AIserve THEN buttdir(1) = 2
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IF p2(1) > AIserve THEN buttdir(1) = 1
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IF FIX(p2(1)) = FIX(AIserve) THEN buttdir(1) = 0
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ballcor(1) = p2(1) + 24
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ballcor(0) = 280
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EXIT SUB
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CASE 1
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EXIT SUB
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END SELECT
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'THIS LINE DOES PERFECT AI, JUST FOR DEBUGGING:
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'p2(1) = ballcor(1) - 6
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factor = ABS(ballcor(1) - (p2(1) - 24))
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difficulty = FIX(difflevel - (factor / 50))
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IF difficulty < 0 THEN difficulty = 0
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IF INT(RND * difficulty) = 0 THEN
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IF FIX(p2(1)) + 24 > ballcor(1) THEN buttdir(1) = 1
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IF FIX(p2(1)) + 24 < ballcor(1) THEN buttdir(1) = 2
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IF FIX(p2(1)) + 24 = ballcor(1) THEN buttdir(1) = 0
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ELSE
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buttdir(1) = 0
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END IF
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END SUB
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SUB DrawBall
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FOR y = 1 TO 12
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FOR x = 1 TO 12
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colr = ball(x, y)
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'IF colr <> 4 THEN
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PSET (ballcor(0) + x - 6, ballcor(1) + y - 6), colr
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NEXT x
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NEXT y
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LINE (ballcor(0) - 10, ballcor(1) - 13)-(ballcor(0) - 7, ballcor(1) + 15), 0, BF
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LINE (ballcor(0) + 7, ballcor(1) - 7)-(ballcor(0) + 10, ballcor(1) + 7), 0, BF
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'LINE (ballcor(0) - 7, ballcor(1) - 15)-(ballcor(0) + 7, ballcor(1) - 13), 0, BF
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'LINE (ballcor(0) - 7, ballcor(1) + 13)-(ballcor(0) + 7, ballcor(1) + 15), 0, BF
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LINE (ballcor(0) - 10, 0)-(ballcor(0) + 10, ballcor(1) - 7), 0, BF
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LINE (ballcor(0) - 10, ballcor(1) + 7)-(ballcor(0) + 10, 189), 0, BF
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END SUB
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SUB DrawP1
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LINE (0, 0)-(32, p1(1)), 0, BF
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LINE (0, p1(1) + 49)-(32, 189), 0, BF
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FOR y = 1 TO 48
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FOR x = 1 TO 32
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colr = butt(p1(0), x, y)
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'IF colr <> 4 THEN
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PSET (x, y + p1(1)), colr
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NEXT x
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NEXT y
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END SUB
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SUB DrawP2
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LINE (288, 0)-(320, p2(1)), 0, BF
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LINE (288, p2(1) + 49)-(320, 189), 0, BF
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FOR y = 1 TO 48
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FOR x = 1 TO 32
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PSET (320 - x, y + p2(1)), butt(p2(0), x, y)
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NEXT x
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NEXT y
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END SUB
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SUB ExitGame
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SCREEN 0: WIDTH 80: COLOR 7, 0: CLS
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PRINT "Rectong v1.0 (c)2005 Mike Chambers"
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PRINT "E-mail: half-eaten@yahoo.com"
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PRINT
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PRINT "Thanks for playing!"
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END
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END SUB
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SUB FadePAL255 (fadetype)
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SELECT CASE fadetype
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CASE 1
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FOR fader1 = 0 TO 63
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PALETTE 255, fader1 + 256 * fader1 + 65536 * fader1
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t! = TIMER: DO: LOOP UNTIL TIMER - t! > 0
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NEXT fader1
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CASE 0
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FOR fader1 = 63 TO 0 STEP -1
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PALETTE 255, fader1 + 256 * fader1 + 65536 * fader1
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t! = TIMER: DO: LOOP UNTIL TIMER - t! > 0
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NEXT fader1
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END SELECT
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END SUB
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SUB InitCoord
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p1(0) = 1: p2(0) = 1
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p1(1) = 68: p2(1) = 68
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ballcor(0) = 160: ballcor(1) = 92
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buttdir(0) = 0: buttdir(1) = 0
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END SUB
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SUB LaunchBall
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END SUB
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SUB LoadFullBMP (filename AS STRING)
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DEF SEG = &HB800
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ff = FREEFILE
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OPEN filename FOR BINARY AS #ff
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FOR sposy = 1 TO 200
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aget$ = SPACE$(320): GET #ff, , aget$
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FOR sposx = 1 TO 320
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PSET (sposx, sposy), ASC(MID$(aget$, sposx, 1))
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NEXT sposx
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NEXT sposy
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CLOSE #ff
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END SUB
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SUB LoadGFX
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FOR loader = 1 TO 4
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ff = FREEFILE
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nm$ = RIGHT$("0" + MID$(STR$(loader), 2), 2)
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OPEN "gfx\butt" + nm$ + ".rec" FOR BINARY AS #ff
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FOR loady = 1 TO 48
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ain$ = SPACE$(32): GET #ff, , ain$
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FOR loadx = 1 TO 32
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butt(loader, loadx, loady) = ASC(MID$(ain$, loadx, 1))
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NEXT loadx
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NEXT loady
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CLOSE #ff
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NEXT loader
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OPEN "gfx\ball00.rec" FOR BINARY AS #ff
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FOR loady = 1 TO 12
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ain$ = SPACE$(12): GET #ff, , ain$
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FOR loadx = 1 TO 12
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ball(loadx, loady) = ASC(MID$(ain$, loadx, 1))
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NEXT loadx
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NEXT loady
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CLOSE #ff
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END SUB
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SUB LoadPAL (filename AS STRING)
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ff = FREEFILE
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PALETTE 255, 63 + 256 * 63 + 65536 * 63
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OPEN filename FOR BINARY AS #ff
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S$ = SPACE$(28): GET #ff, , S$
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FOR n = 1 TO 255
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inpt$ = SPACE$(4)
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a$ = SPACE$(1)
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B$ = SPACE$(1)
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c$ = SPACE$(1)
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d$ = SPACE$(1)
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GET #ff, , inpt$
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a$ = LEFT$(inpt$, 1)
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B$ = MID$(inpt$, 2, 1)
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c$ = MID$(inpt$, 3, 1)
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rat = (255 / 63)
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r& = ASC(a$) / rat
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g& = ASC(B$) / rat
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B& = ASC(c$) / rat
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PALETTE n, r& + 256 * g& + 65536 * B&
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NEXT n
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CLOSE #ff
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END SUB
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SUB MeltDown
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DO
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FOR psy = 1 TO 200
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FOR psx = 1 TO 320
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colr = POINT(psx, psy)
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LINE (psx, psy + INT(RND * 3))-(psx, psy + INT(RND * 30) + 8), colr
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NEXT psx
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LINE (1, psy)-(320, psy), 0
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t! = TIMER: DO: LOOP UNTIL TIMER - t! > 0
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NEXT psy
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LOOP UNTIL INKEY$ <> "" OR which = 4
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END SUB
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SUB MoveBall
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IF hasball <> 0 THEN EXIT SUB
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ballcor(0) = ballcor(0) + balldir(0)
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ballcor(1) = ballcor(1) + balldir(1)
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'Check ball hitting stuff
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p1top = p1(1)
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p1bot = p1(1) + 48
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p2top = p2(1)
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p2bot = p2(1) + 48
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IF balldir(1) = 0 THEN fact = 1
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IF ballcor(0) <= 32 THEN 'if within X range of player 1 butt
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IF ballcor(1) >= p1top AND ballcor(1) <= p1bot THEN
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yfactor = ((ballcor(1) - p1top) - 24)
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IF yfactor <> 0 THEN yfactor = yfactor / 25 ELSE yfactor = 0
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IF balldir(1) = 0 THEN fact = 1
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balldir(0) = -balldir(0)
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balldir(1) = yfactor '* fact
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END IF
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END IF
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IF ballcor(0) >= 288 THEN 'if within X range of player 1 butt
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IF ballcor(1) >= p2top AND ballcor(1) <= p2bot THEN
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yfactor = ((ballcor(1) - p2top) - 24)
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IF yfactor <> 0 THEN yfactor = yfactor / 25 ELSE yfactor = 0
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balldir(0) = -balldir(0)
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balldir(1) = yfactor '* balldir(1)
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END IF
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END IF
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'End ball checking
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IF ballcor(1) <= 7 THEN ballcor(1) = 7: balldir(1) = -balldir(1)
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IF ballcor(1) >= 183 THEN ballcor(1) = 183: balldir(1) = -balldir(1)
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'Check for player missing ball
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IF ballcor(0) < 25 THEN Player1Miss 'If player 1 misses the ball
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IF ballcor(0) > 295 THEN Player2Miss 'If player 2 misses the ball
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'End check
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END SUB
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SUB Player1Miss
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AdvanceRound
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IF cround > rounds THEN CLS : EXIT SUB
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p2score = p2score + 1
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hasball = 2: CLS
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CenterText 11, "PLAYER 1 MISSED THE BALL!"
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CenterText 13, "Next round: Player 2 starts."
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CenterText 14, "Press ENTER when ready."
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DO: LOOP UNTIL INKEY$ = CHR$(13)
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InitCoord
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RANDOMIZE TIMER
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AIserve = INT(RND * 130) + 5
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CLS
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END SUB
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SUB Player2Miss
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AdvanceRound
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IF cround > rounds THEN CLS : EXIT SUB
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p1score = p1score + 1
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hasball = 1: CLS
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CenterText 11, "PLAYER 2 MISSED THE BALL!"
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CenterText 13, "Next round: Player 1 starts."
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CenterText 14, "Press ENTER when ready."
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DO: LOOP UNTIL INKEY$ = CHR$(13)
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InitCoord
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CLS
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END SUB
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SUB SelectDifficulty
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CLS
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menusel = 4
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CenterText 6, "Select difficulty"
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CenterText 8, " Too simple!"
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CenterText 9, " Easy "
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CenterText 10, " Pretty easy"
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CenterText 11, " Average "
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CenterText 12, " Hard "
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CenterText 13, " Harder "
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CenterText 14, " Good luck!!"
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DO
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key$ = INKEY$
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update = 0
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SELECT CASE key$
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CASE CHR$(0) + CHR$(72) 'Up
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IF menusel > 1 THEN menusel = menusel - 1: update = 1
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CASE CHR$(0) + CHR$(80) 'Down
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IF menusel < 7 THEN menusel = menusel + 1: update = 1
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CASE CHR$(13) 'Enter
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SELECT CASE menusel
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CASE 1: difflevel = 12
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CASE 2: difflevel = 11
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CASE 3: difflevel = 6
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CASE 4: difflevel = 4
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CASE 5: difflevel = 3
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CASE 6: difflevel = 2
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CASE 7: difflevel = 1
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END SELECT
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EXIT SUB
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CASE CHR$(27) 'Return to main menu
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EXIT SUB
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END SELECT
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LOCATE 6 + menusel, 13: PRINT " ";
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LOCATE 7 + menusel, 13: PRINT CHR$(16);
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LOCATE 8 + menusel, 13: PRINT " ";
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LOOP
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END SUB
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SUB SelectRounds
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CLS
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menusel = 1
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rounds = 3
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CenterText 11, " Rounds: 3"
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CenterText 13, " Let's go!"
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DO
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key$ = INKEY$
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update = 0
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SELECT CASE key$
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CASE CHR$(0) + CHR$(72) 'Up
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IF menusel > 1 THEN menusel = menusel - 1: update = 1
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CASE CHR$(0) + CHR$(80) 'Down
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IF menusel < 2 THEN menusel = menusel + 1: update = 1
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CASE CHR$(13) 'Enter
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SELECT CASE menusel
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CASE 1
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rounds = rounds + 1
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IF rounds = 10 THEN rounds = 1
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CenterText 11, " Rounds:" + STR$(rounds)
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CASE 2
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EXIT SUB
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END SELECT
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CASE CHR$(27) 'Return to main menu
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EXIT SUB
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END SELECT
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SELECT CASE menusel
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CASE 1: LOCATE 11, 14: PRINT CHR$(16); : LOCATE 13, 14: PRINT " ";
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CASE 2: LOCATE 13, 14: PRINT CHR$(16); : LOCATE 11, 14: PRINT " ";
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END SELECT
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LOOP
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END SUB
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SUB ShowControls
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CLS
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CenterText 2, "RECTONG CONTROLS"
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CenterText 6, "Player 1 controls:"
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CenterText 7, "A - Move up"
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CenterText 8, "Z - Move down"
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CenterText 9, "X - Stop moving"
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CenterText 10, "S - Serve ball"
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CenterText 12, "Player 2 controls:"
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CenterText 13, "Up arrow - Move up"
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CenterText 14, "Down arrow - Move down"
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CenterText 15, "End - Stop moving"
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CenterText 16, "\ - Serve ball"
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CenterText 20, "Escape exits an active game."
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CenterText 24, "Press ENTER to continue..."
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DO: LOOP UNTIL INKEY$ = CHR$(13)
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CLS
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END SUB
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SUB StartGame
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SelectRounds
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p1score = 0
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p2score = 0
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cround = 0
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quitgame = 0
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hasball = 1 'who starts with the ball
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WipeEffect
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LoadPAL "gfx\palette.pal": PALETTE 4, 0: PALETTE 255, 63 + 256 * 63 + 65536 * 63
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LaunchBall
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DO UNTIL quitgame = 1 OR cround > rounds
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SELECT CASE hasball
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CASE 1
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ballcor(0) = 40
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ballcor(1) = p1(1) + 24
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CASE 2
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ballcor(0) = 280
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ballcor(1) = p2(1) + 24
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END SELECT
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SELECT CASE hasball
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CASE 1
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CenterText 2, "Player 1 has the ball!"
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CenterText 3, "Press S to serve."
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p1(0) = 4
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p2(0) = 1
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CASE 2
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CenterText 2, "Player 2 has the ball!"
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IF players = 2 THEN
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CenterText 3, "Press \ to throw."
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ELSE
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CenterText 3, "Get ready, player 1!"
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END IF
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p2(0) = 4
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p1(0) = 1
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CASE ELSE
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p1(0) = 1
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p2(0) = 1
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END SELECT
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|
|
|
DrawP1
|
|
DrawP2
|
|
IF hasball = 0 THEN DrawBall
|
|
|
|
DispStats
|
|
|
|
skip = skip + 1
|
|
IF skip AND 1 THEN WAIT &H3DA, 8: WAIT &H3DA, 8, 8
|
|
|
|
key$ = INKEY$
|
|
SELECT CASE key$
|
|
CASE CHR$(27) 'Escape key
|
|
CenterText 12, "Exit to main menu? (Y/N)"
|
|
DO
|
|
SELECT CASE LCASE$(INKEY$)
|
|
CASE "y"
|
|
quitgame = 1: EXIT DO
|
|
CASE "n"
|
|
EXIT DO
|
|
END SELECT
|
|
LOOP
|
|
CenterText 12, " "
|
|
|
|
CASE "a", "A" 'Up P1
|
|
IF buttdir(0) = 0 OR buttdir(0) = 2 THEN buttdir(0) = 1 ELSE buttdir(0) = 0
|
|
|
|
CASE "z", "Z" 'Down P1
|
|
IF buttdir(0) = 0 OR buttdir(0) = 1 THEN buttdir(0) = 2 ELSE buttdir(0) = 0
|
|
|
|
CASE "x", "X" 'Stops P1 movement
|
|
buttdir(0) = 0
|
|
|
|
CASE "s", "S" 'Shoot ball P1
|
|
IF hasball = 1 THEN
|
|
CenterText 2, SPACE$(24): CenterText 3, SPACE$(24)
|
|
hasball = 0
|
|
balldir(0) = 1
|
|
balldir(1) = 0
|
|
END IF
|
|
|
|
CASE CHR$(0) + CHR$(79) 'Stops P2 movement
|
|
buttdir(1) = 0
|
|
|
|
CASE "\" 'Shoot ball P2
|
|
IF hasball = 2 AND players = 2 THEN
|
|
CenterText 2, SPACE$(24): CenterText 3, SPACE$(24)
|
|
hasball = 0
|
|
balldir(0) = -1
|
|
balldir(1) = 0
|
|
END IF
|
|
|
|
CASE CHR$(0) + CHR$(72) 'Up P2
|
|
IF players = 2 THEN IF buttdir(1) = 0 OR buttdir(1) = 2 THEN buttdir(1) = 1 ELSE buttdir(1) = 0
|
|
|
|
CASE CHR$(0) + CHR$(80) 'Down P2
|
|
IF players = 2 THEN IF buttdir(1) = 0 OR buttdir(1) = 1 THEN buttdir(1) = 2 ELSE buttdir(1) = 0
|
|
END SELECT
|
|
|
|
IF players = 1 THEN DoAI
|
|
IF hasball = 2 AND players = 1 AND FIX(AIserve) = FIX(p2(1)) THEN
|
|
CenterText 2, SPACE$(24): CenterText 3, SPACE$(24)
|
|
hasball = 0
|
|
balldir(0) = -1
|
|
balldir(1) = 0
|
|
END IF
|
|
|
|
SELECT CASE buttdir(0)
|
|
CASE 1
|
|
IF p1(1) > 1 THEN p1(1) = p1(1) - 1
|
|
|
|
CASE 2
|
|
IF p1(1) < 138 THEN p1(1) = p1(1) + 1
|
|
END SELECT
|
|
|
|
SELECT CASE buttdir(1)
|
|
CASE 1
|
|
IF p2(1) > 1 THEN p2(1) = p2(1) - 1
|
|
|
|
CASE 2
|
|
IF p2(1) < 138 THEN p2(1) = p2(1) + 1
|
|
END SELECT
|
|
|
|
MoveBall
|
|
LOOP
|
|
CLS : EXIT SUB
|
|
END SUB
|
|
|
|
SUB WipeEffect
|
|
FOR xeff = 0 TO 160 STEP .01
|
|
LINE (160 + xeff, 0)-(160 + xeff, 200), 0
|
|
LINE (160 - xeff, 0)-(160 - xeff, 200), 0
|
|
't! = TIMER: DO: LOOP UNTIL TIMER - t! > 0
|
|
NEXT xeff
|
|
END SUB
|
|
|