===EggDrop=== {{ :migratedattachments:mmbasic_original:egg.zip?linkonly}} //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.// 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 Story=== Why did the chicken climb the ladder? To lay some eggs of course. Grab your basket And catch those falling eggs before they break. ===Requirements=== To 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 PLAY=== To 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. ===Contact=== Email: chris.tusa(at)leafscale.com [[http://www.github.com/sharkos/maximite/EggDrop|http://www.github.com/sharkos/maximite/EggDrop]]\\ **EGGDROP.BAS**: Rem Rem Egg Drop for Maximite Colour Rem (C)opyright 2013, Chris Tusa 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