Download e-book for kindle: BASIC Game Plans: Computer Games and Puzzles Programmed in by Rüdeger Baumann (auth.), Thomas S. Hansen, Donald Kahn

By Rüdeger Baumann (auth.), Thomas S. Hansen, Donald Kahn (eds.)

ISBN-10: 0817633669

ISBN-13: 9780817633660

ISBN-10: 1475739184

ISBN-13: 9781475739183

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Extra resources for BASIC Game Plans: Computer Games and Puzzles Programmed in BASIC

Sample text

E the kind of series has been determined. 43 CHAPTER III GAMES WITH GRAPHICS Commercial video games make extensive use of graphics. Arcades are full of machines that produce fantastic creatures in imaginary landscapes; mountains that rise up and spew out invading armies; grids appear from nowhere and roads disappear at the bottom of the screen; rockets fire across galaxies and objects planes and explode thousand pieces and reform into new shapes. into a How does the computer produce this scene vibrating with color and activity?

Necessary for You will be drawing a frame and guid- ing a moving point across the screen. A few things are important to know before tackling the problems below. A computer has countless memory cells, each one of which has the "address" of an integer. If you are working in "normal BASIC" you have no direct access to these 45 cells. But there are two commands that make direct memory operations possible: POKE and PEEK. The command I POKE

, makes it possible to enter a number (between 0 and 255) directly into a memory cell with the given address.

1 2 3 4 5 6 7 8 9 10 11 12 1 X X X X X X X X X 2 X X X X X X X X X X X X 3 X X X X X X X X X X X X 4 X X X X X FIRST CARD? 1,2 SECOND CARD? 4,7 1 2 3 4 5 X X X X X X X 6 7 8 9 10 11 12 1 X 6. X X X X X X X X X X 2 X X X X X X X X X X X X 3 X X X X X X X X X X X X X 4 X X Very Good! "; 00265 PRINT "WHAT CARDS DID YOU TURN OVER? 00270 o LET X = 0 : LET Y = 0 : LET I = 0 : LET V 00280 00290 GOSUB 1100 REM DISPLAY FIELD OF PLAY 00300 GOSUB 960 REM ENTER CARDS 00310 GOSUB 1100 REM DISPLAY FIELD OF PLAY 00320 GOSUB 1300 REM TEST FOR IDENTICAL CARDS 00330 00340 FOR W = 1 TO 1500 : NEXT W : REM WAITING LOOP 00350 00360 00370 IF T$ <> "MATCH" THEN LET S = 1-S : GOTO 250 00380 00390 NEXT C 00400 END 00410 00420 00430 REM *** END OF MAIN PROGRAM ************************** 00440 00450 00460 REM +++ SUBROUTINE RULES OF PLAY +++++++++++++++++++++ 00470 PRINT 00480 00490 PRINT "WOULD YOU LIKE TO SEE THE GAME RULES?

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BASIC Game Plans: Computer Games and Puzzles Programmed in BASIC by Rüdeger Baumann (auth.), Thomas S. Hansen, Donald Kahn (eds.)


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