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| 1 | +#OPTION petscii |
| 2 | + |
| 3 | +REM ================================ |
| 4 | +REM BOING! |
| 5 | +REM Amiga Boing Ball Tribute |
| 6 | +REM for RGC-BASIC |
| 7 | +REM ================================ |
| 8 | +REM |
| 9 | +REM Uses SCREEN 1 bitmap for the grid |
| 10 | +REM and a PNG sprite sheet for the ball. |
| 11 | +REM |
| 12 | +REM Requires: boing_sheet.png (768x64 |
| 13 | +REM sprite sheet, 12 frames of 64x64) |
| 14 | + |
| 15 | +REM Switch to 320x200 bitmap mode |
| 16 | +SCREEN 1 |
| 17 | +COLOR 1 |
| 18 | +BACKGROUND 6 |
| 19 | + |
| 20 | +REM Load the ball sprite sheet |
| 21 | +REM 12 frames, each 64x64 pixels |
| 22 | +LOADSPRITE 1, "boing_sheet.png", 64, 64 |
| 23 | +LOADSPRITE 2, "boing_shadow.png" |
| 24 | +SPRITEMODULATE 2, 150, 255, 255, 255 |
| 25 | +SPRITEVISIBLE 1, 1 |
| 26 | +SPRITEVISIBLE 2, 1 |
| 27 | + |
| 28 | + |
| 29 | +REM Draw the grid background |
| 30 | +GOSUB DrawGrid |
| 31 | + |
| 32 | +REM Ball position, velocity, sprite frame index (BF — avoid name FRAME; clashes with SPRITEFRAME in some editors) |
| 33 | +REM One line keeps numbered-line IDEs from inserting an unnumbered "FRAME = 1" (that breaks parsing). |
| 34 | +BX = 40 : BY = 10 : VX = 2 : VY = 2 : BF = 1 |
| 35 | + |
| 36 | +REM ~10 animation fps: 60 jiffies/s / 10 = 6 jiffies per sprite frame (TI = wall clock in canvas/basic-gfx) |
| 37 | +JIFFIES_PER_FRAME = 6 |
| 38 | +LAST = TI |
| 39 | + |
| 40 | +REM === Main Loop === |
| 41 | +DO |
| 42 | + |
| 43 | + DRAWSPRITE 2, BX+8, BY+8, 1 |
| 44 | + REM Draw ball at current rotation frame |
| 45 | + DRAWSPRITETILE 1, BX, BY, BF, 2 |
| 46 | + |
| 47 | + |
| 48 | + |
| 49 | + SLEEP 1 |
| 50 | + |
| 51 | + REM Update position every frame (movement speed unchanged) |
| 52 | + BX = BX + VX |
| 53 | + BY = BY + VY |
| 54 | + |
| 55 | + REM Advance rotation on TI — independent of movement |
| 56 | + IF TI - LAST >= JIFFIES_PER_FRAME THEN |
| 57 | + LAST = TI |
| 58 | + BF = BF + 1 |
| 59 | + IF BF > 12 THEN BF = 1 |
| 60 | + END IF |
| 61 | + |
| 62 | + REM Bounce off edges |
| 63 | + IF BX < 0 OR BX > 256 THEN VX = -VX |
| 64 | + IF BY < 0 OR BY > 130 THEN VY = -VY |
| 65 | + |
| 66 | +LOOP |
| 67 | + |
| 68 | +REM ----- Draw grid with LINE ----- |
| 69 | +DrawGrid: |
| 70 | + REM Vertical lines |
| 71 | + FOR X = 20 TO 300 STEP 20 |
| 72 | + LINE X, 0 TO X, 199 |
| 73 | + NEXT X |
| 74 | + |
| 75 | + REM Horizontal lines |
| 76 | + FOR Y = 14 TO 199 STEP 14 |
| 77 | + LINE 0, Y TO 319, Y |
| 78 | + NEXT Y |
| 79 | +RETURN |
| 80 | + |
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