This module is part of the original MMBasic library. It is reproduced here with kind permission of Hugh Buckle and Geoff Graham. Be aware it may reference functionality which has changed or is deprecated in the latest versions of MMBasic.¶
Note: The required file(s) are available in the attachments tab (top right).
Egg Drop v1.0
(C)opyright 2013, Chris Tusa / LeafScale, Inc.
Released under the Creative Commons License
Attribution Non Commercial Share Alike 3.0
Game StoryWhy did the chicken climb the ladder? To lay some eggs of course. Grab your basket And catch those falling eggs before they break.
RequirementsTo run this program, you will need
- Colour Maximite
- PS/2 Keyboard
- MMBasic 4.3 Or Later
- VGA Monitor
- SD Card with EggDrop files (attached above)
- Speakers (optional)
GAME PLAYTo control the basket, use Left/Right Arrow keys.
Hit
ESC
to exit the game.
Eggs will start falling slowly toward the floor.
* Catch = 1 "Score" point.
* Miss = 1 "Break" point.
For each catch, the falling speed will increase.
The Game is over after 5 broken eggs.
ContactEmail: chris.tusa(at)leafscale.com
http://www.github.com/sharkos/maximite/EggDropEGGDROP.BAS:
Rem
Rem Egg Drop for Maximite Colour
Rem (C)opyright 2013, Chris Tusa <christusa@leafscale.com>
Rem Creative Commons Attribution-Non Commercial Share ALike 3.0 Unported
Rem
Cls
Mode 4
Line (0,15)-(240,15), 1
Line (0,200)-(240,200), 1
Print @(0,1)CLR$(Cyan,Blue)+" Egg Drop (C)opyright 2013, Chris Tusa "
Print @(0,202)CLR$(Cyan,Blue)+" "
Sprite Load "EGG.SPR"
Init:
Randomize Timer
Do
Colour Int(Rnd(1) * 8),0
Print @(60,100)"Press 'S' to start"
Pause 50
Loop Until Inkey$ = "s" Or Inkey$ = "S"
Color 7,0
Print @(50,100)" "
Rem Set Maximum Y for Egg Falling
MAXY = 160
Rem Set Maximum X for Basket Moving
MAXX = 240
Rem Basket Starting Area
BSX = 120
BSY = 180
Rem EGG Starting Area
ESX = 0
ESY = 20
Rem Maximum Number of eggs that can be dropped
EGGS = 5
Rem Total number of eggs Dropped
Counter = 0
Rem Current number of eggs collected
Score = 0
Rem Current number of eggs broken
Broken = -1
Rem Speed Setting
Speed = 5
Rem Boolean for loop to determine if Egg was caught
Caught = 0
Print @(0,202)CLR$(Cyan,Blue)+" "
Rem Loop until number of broken eggs reaches the limit
Do While Broken < Eggs
If Caught = 1 Then
Score = Score + 1
Print @(80,202) CLR$(Cyan,Blue)+"Score: "+Str$(Score)
EggBasket
Caught = 0
ElseIf Caught = 0 Then
Broken = Broken + 1
Print @(1,202) CLR$(Cyan,Blue)+"Break: "+Str$(Broken)
EggBreak
EndIf
ESY = 20
ESX = Int(Rnd(1) * 180 + 1)
Sprite ON 1, ESX, ESY, Black
Sprite ON 2, BSX, BSY, Black
Rem Drop the egg
DROP = 1
Do
Rem Detect if the egg touches the top of the basket
If Collision(2,SPRITE) = &B0100 Then
Caught = 1
Speed = Speed + .2
Print @(160,202) CLR$(Cyan,Blue)+"Speed: "
Print @(160,202) CLR$(Cyan,Blue)+"Speed: "+Str$(Speed)
EndIf
Rem Keep falling if we haven't touched the basket yet
ESY = ESY + (.01 * SPEED)
Sprite MOVE 1, ESX, ESY
Rem Detect the Basket Keystrokes
K = KeyDown
If K = 130 Then
BSX = BSX - 1
If BSX > MaxX Then BSX = BSX - 1
Sprite MOVE 2, BSX, BSY
EndIf
If K = 131 Then
BSX = BSX + 1
If BSX < 1 Then BSX = BSX + 1
Sprite MOVE 2, BSX, BSY
EndIf
If K = 27 Then GoTo Abort
Rem Detect if the Egg has gone past the basket
If ESY >= (MAXY + 5) Then DROP = 0
Loop Until DROP = 0
Rem Cleanup before the next egg
Sprite OFF ALL
Counter = Counter + 1
Loop
GoTo Init
Rem Egg Break Sound
Sub EggBreak
For S = 200 To 9000 Step 100
PWM S
Pause 2
PWM (S + 100)
Pause 2
PWM (S - 100)
Next
PWM STOP
End Sub
Rem Make Egg in Basket Sound
Sub EggBasket
For S = 500 To 1500 Step 20
PWM S
Pause 1
PWM (S - 25)
Pause 1
Next
PWM STOP
End Sub
Abort:
Sprite OFF ALL
GoTo INIT
Quit:
Clear
Cls
End