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Copy pathFWRKS3.BAS
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279 lines (240 loc) · 6.8 KB
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DECLARE SUB Ascend (X%)
DECLARE SUB Boom1 (X%)
DECLARE SUB Boom2 (X%)
DECLARE SUB Boom3 (X%)
DECLARE SUB Boom4 (X%)
DECLARE SUB Boom5 (X%)
DECLARE SUB Light (X%)
DEFINT A-Z
' Fireworks, Attempt 3!
' R. Bassett Jr.
' 2021.06.01 (y.m.d)
' What I achieved here was what I had in mind when I thought about doing this
' program the other day. FWRKS1.BAS was a test, where as FWRKS2.BAS was
' the result of me thinking about solving the problem of updating multiple
' objects in a less sensible way.
'
' This program gives each firework its own timer value, which can easily be
' updated and checked against. Using a custom object TYPE in this program
' made it A LOT easier to keep track of data and program flow!
SCREEN 0
WIDTH 80, 50
CLS
TIMER ON
RANDOMIZE TIMER
DIM frameDelay AS SINGLE
frameDelay = .24
DIM deltaT AS SINGLE
DIM showSize AS INTEGER
showSize = 12 ' Higher is more fireworks
DIM fireRate AS SINGLE
fireRate = .016 ' Higher is more fireworks
DIM SHARED fwrksClrs(11) AS INTEGER
fwrksClrs(1) = 1
fwrksClrs(2) = 2
fwrksClrs(3) = 3
fwrksClrs(4) = 4
fwrksClrs(5) = 5
fwrksClrs(6) = 9
fwrksClrs(7) = 10
fwrksClrs(8) = 11
fwrksClrs(9) = 12
fwrksClrs(10) = 13
fwrksClrs(11) = 14
TYPE Firework
apogee AS INTEGER ' Character row
ust AS SINGLE ' Start time for last update
posY AS INTEGER ' Character row
posX AS INTEGER ' Character coloumn
stage AS INTEGER ' Ascending(0), Boom(1/2/3/4/5), Reset(6)
shade AS INTEGER
END TYPE
DIM SHARED Show(1 TO showSize) AS Firework
' Reset the show
FOR X = 1 TO showSize
Show(X).stage = 6
NEXT X
' Draw the ground
COLOR 2: LOCATE 50, 1: PRINT STRING$(80, CHR$(219))
' Main loop
i$ = ""
DO WHILE i$ <> CHR$(27)
i$ = INKEY$
' Update loop
FOR X = 1 TO showSize
deltaT = TIMER - Show(X).ust
IF deltaT > frameDelay THEN
SELECT CASE Show(X).stage
CASE 0
Ascend X
CASE 1
Boom1 X
CASE 2
Boom2 X
CASE 3
Boom3 X
CASE 4
Boom4 X
CASE 5
Boom5 X
CASE 6
IF RND < fireRate THEN Light X
END SELECT
END IF
NEXT X
LOOP
TIMER OFF
CLS : COLOR 7
END
SUB Ascend (X)
COLOR 15
IF Show(X).posY = Show(X).apogee THEN
' End the ascent
LOCATE Show(X).posY, Show(X).posX: PRINT "x";
Show(X).stage = 1
ELSE
' Erase
IF SCREEN(Show(X).posY, Show(X).posX) = 249 THEN
LOCATE Show(X).posY, Show(X).posX: PRINT " ";
END IF
' Keep ascending
Show(X).posY = Show(X).posY - 1
IF SCREEN(Show(X).posY, Show(X).posX) = 32 THEN
LOCATE Show(X).posY, Show(X).posX: PRINT CHR$(249);
END IF
END IF
END SUB
SUB Boom1 (X)
COLOR Show(X).shade
' Erase
LOCATE Show(X).posY, Show(X).posX: PRINT CHR$(249);
' %
' % %
' %
'Draw clockwise
LOCATE Show(X).posY - 1, Show(X).posX: PRINT "%";
LOCATE Show(X).posY, Show(X).posX + 1: PRINT "%";
LOCATE Show(X).posY + 1, Show(X).posX: PRINT "%";
LOCATE Show(X).posY, Show(X).posX - 1: PRINT "%";
Show(X).stage = 2
Show(X).ust = TIMER
END SUB
SUB Boom2 (X)
COLOR Show(X).shade
' Erase
LOCATE Show(X).posY - 1, Show(X).posX: PRINT " ";
LOCATE Show(X).posY, Show(X).posX + 1: PRINT " ";
LOCATE Show(X).posY + 1, Show(X).posX: PRINT " ";
LOCATE Show(X).posY, Show(X).posX - 1: PRINT " ";
' +++
' + +
' + +
' + +
' +++
'
' Draw clockwise
LOCATE Show(X).posY - 2, Show(X).posX - 1: PRINT "+++";
LOCATE Show(X).posY - 1, Show(X).posX + 2: PRINT "+";
LOCATE Show(X).posY, Show(X).posX + 2: PRINT "+";
LOCATE Show(X).posY + 1, Show(X).posX + 2: PRINT "+";
LOCATE Show(X).posY + 2, Show(X).posX - 1: PRINT "+++";
LOCATE Show(X).posY, Show(X).posX: PRINT CHR$(249);
LOCATE Show(X).posY - 1, Show(X).posX - 2: PRINT "+";
LOCATE Show(X).posY, Show(X).posX - 2: PRINT "+";
LOCATE Show(X).posY + 1, Show(X).posX - 2: PRINT "+";
' Do explosion sound, because light travels faster than sound!
SOUND 82, .2
SOUND 44, .6
Show(X).stage = 3
Show(X).ust = TIMER
END SUB
SUB Boom3 (X)
COLOR Show(X).shade
' ***
' * *
' * *
' * *
' ***
'
' Draw clockwise
LOCATE Show(X).posY - 2, Show(X).posX - 1: PRINT "***";
LOCATE Show(X).posY - 1, Show(X).posX + 2: PRINT "*";
LOCATE Show(X).posY, Show(X).posX + 2: PRINT "*";
LOCATE Show(X).posY + 1, Show(X).posX + 2: PRINT "*";
LOCATE Show(X).posY + 2, Show(X).posX - 1: PRINT "***";
LOCATE Show(X).posY, Show(X).posX: PRINT " ";
LOCATE Show(X).posY - 1, Show(X).posX - 2: PRINT "*";
LOCATE Show(X).posY, Show(X).posX - 2: PRINT "*";
LOCATE Show(X).posY + 1, Show(X).posX - 2: PRINT "*";
Show(X).stage = 4
END SUB
SUB Boom4 (X)
COLOR Show(X).shade
' Deminish inner
LOCATE Show(X).posY - 2, Show(X).posX - 1: PRINT STRING$(3, CHR$(249));
LOCATE Show(X).posY - 1, Show(X).posX + 2: PRINT CHR$(249);
LOCATE Show(X).posY, Show(X).posX + 2: PRINT CHR$(249);
LOCATE Show(X).posY + 1, Show(X).posX + 2: PRINT CHR$(249);
LOCATE Show(X).posY + 2, Show(X).posX - 1: PRINT STRING$(3, CHR$(249));
LOCATE Show(X).posY - 1, Show(X).posX - 2: PRINT CHR$(249);
LOCATE Show(X).posY, Show(X).posX - 2: PRINT CHR$(249);
LOCATE Show(X).posY + 1, Show(X).posX - 2: PRINT CHR$(249);
' ***
' *+++*
' *+ +*
' *+ +*
' *+ +*
' *+++*
' ***
' Draw outer clockwise
LOCATE Show(X).posY - 3, Show(X).posX - 1: PRINT "***";
LOCATE Show(X).posY - 2, Show(X).posX + 2: PRINT "*";
LOCATE Show(X).posY - 1, Show(X).posX + 3: PRINT "*";
LOCATE Show(X).posY, Show(X).posX + 3: PRINT "*";
LOCATE Show(X).posY + 1, Show(X).posX + 3: PRINT "*";
LOCATE Show(X).posY + 2, Show(X).posX + 2: PRINT "*";
LOCATE Show(X).posY + 3, Show(X).posX - 1: PRINT "***";
LOCATE Show(X).posY + 2, Show(X).posX - 2: PRINT "*";
LOCATE Show(X).posY + 1, Show(X).posX - 3: PRINT "*";
LOCATE Show(X).posY, Show(X).posX - 3: PRINT "*";
LOCATE Show(X).posY - 1, Show(X).posX - 3: PRINT "*";
LOCATE Show(X).posY - 2, Show(X).posX - 2: PRINT "*";
Show(X).stage = 5
Show(X).ust = TIMER
END SUB
SUB Boom5 (X)
COLOR 15
' Erase this clockwise
' ***
' *+++*
' *+ +*
' *+ +*
' *+ +*
' *+++*
' ***
LOCATE Show(X).posY - 3, Show(X).posX - 1: PRINT " ";
LOCATE Show(X).posY - 2, Show(X).posX - 2: PRINT " ";
LOCATE Show(X).posY - 1, Show(X).posX + 2: PRINT " ";
LOCATE Show(X).posY, Show(X).posX + 2: PRINT " ";
LOCATE Show(X).posY + 1, Show(X).posX + 2: PRINT " ";
LOCATE Show(X).posY + 2, Show(X).posX - 2: PRINT " ";
LOCATE Show(X).posY + 3, Show(X).posX - 1: PRINT " ";
LOCATE Show(X).posY - 1, Show(X).posX - 3: PRINT " ";
LOCATE Show(X).posY, Show(X).posX - 3: PRINT " ";
LOCATE Show(X).posY + 1, Show(X).posX - 3: PRINT " ";
' Reset
Show(X).stage = 6
Show(X).ust = TIMER
END SUB
SUB Light (X)
' Update the stage
Show(X).stage = 0
' Set values for this firework
' Always 4 characters from the edge to account for explosion diameter
Show(X).apogee = INT(RND * 30) + 5
Show(X).posY = 50
Show(X).posX = INT(RND * 72) + 4
Show(X).shade = fwrksClrs(INT(RND * 10) + 1)
' Set update timer start
Show(X).ust = TIMER
END SUB