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mmbasic_original:hearts_and_bones_v1_0

Hearts and Bones v1.0

hearts.zip

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.

Hearts.bas:

  '*****************************************************
  '*** Hearts and Bones v1.0  adapted from a game
  '*** appearing on the HP 200LX palmtop computer.
  '*** MMBasic version created by Hugh Buckle April 2012
  '***  Requires MMBasic v3.2 or later and Hearts.fnt
  '*****************************************************

  'load hearts and bones font
  Font Load "Hearts.fnt" As #4

  '*** Grid definitions
  x0=100:   y0=40      'grid offset (top left)
  x1=x0-1:  y1=y0-4    'Cursor top left
  x2=x1+16: y2=y1+18   'Cursor bottom right
  xmin=0:   ymin=0     'Cell range, x=columns and y=rows
  xmax=14:  ymax=8

  '*** Cell definitions
  UnmarkedCell =0      'These 3 variables are used to test a valid range of values
  HeartCell    =1      'in a cell using Int(cell(x,y)/10) thus testing
  MarkedCell   =2      'with a single test
  Bone         =40
  MarkedBone   =50

  '*** Default direction key assigments - Numeric Keypad
  GoSub DefaultKeys

  '*** Other variables
  true=1
  false=0
  NumHearts = 8
  StartBones = 20      ' default number of bones
  Score=0
  Dim cell(xmax+1,ymax+1)         ' stores cell content
  Dim Stack((xmax+1)*(ymax+1))    ' used in revealing zero cells
  Dim ZeroStack((xmax+1)*(ymax+1))
  '*** date statements give x,y values for position of hearts
  Data 0,4,0,8,7,0,7,4,7,8,14,0,14,4,14,8

  Cls
  GoSub PrintText
  GoSub PrintGrid
  GoSub PlaceHearts
  'Load current player's HiScore, direction keys and starting bones
  GoSub LoadGame
  NumBones=StartBones
  GoSub PrintInitialFnKeys
  GoSub PrintHighScore
  GoSub PrintScore
  GoSub printBones
  GoSub PrintMarks
  Do
    GoSub GetKey
    GoSub ClearHelpText
    GoSub ProcessFnKeys
    If quit=true Then End
  Loop Until Asc(k$)=145  ' F1 pressed
  Line (0,0)-(90,19*12),0,BF

Start:
  Do  '*** Setup a new game
    GameEnd=false
    ZeroStackTop=0
    CorrectMarks=0
    GoSub ClearCells
    GoSub PrintText
    GoSub PrintGameFnKeys
    GoSub PrintHighScore
    GoSub PrintScore
    GoSub printBones
    GoSub PrintMarks
    GoSub PrintGrid
    GoSub PlaceHearts
    GoSub PlaceBones
    GoSub CountBones
    x=0: y=0              'Cursor to top left
    PrintNum(x,y,Cell(x,y))
    GoSub AddCursor
    If Cell(x,y)=0 Then GoSub FindAdjacentZeros

    '*** main game loop starts here
    Do
      GoSub GetKey
      GoSub DeleteCursor
      GoSub ProcessMove
      GoSub AddCursor
    Loop While GameEnd=false And HeartsFound<NumHearts And Quit=false

    If quit=false Then
       If GameEnd Then
          GoSub Finish
          Score=0
          NumBones=StartBones
          GoSub getKey
          If Asc(k$)=27 Then
             Quit=true
          EndIf
          GoSub ClearMessage
       Else
          GoSub LevelCompleted
       EndIf
    EndIf
  Loop Until quit=true

  GoSub ClearMessage
  Font #2,,1
  Print @(13,0*10) " Bye "
  Font #1,,0
  Print @(5,3*10) "  Thanks for"
  Print @(5,4*10) "   playing."
  Print @(5,5*10) " Hope you had"
  Print @(5,6*10) "     fun."

  Print @(0,300);
  End

GetKey:
  Do
    k$=Inkey$
  Loop While k$=""
Return

LevelCompleted:
    Font #1,,1
    Print @(5,0*10) "    LEVEL    "
    Print @(5,1*10) "  COMPLETED  "
    Font #1,,0
    If CorrectMarks=NumBones And CorrectMarks=Marks Then
       Score=Score+NumHearts
       If Score>HighScore Then
          HighScore=Score
       EndIf
       Print @(5,3*10) " All Hearts &"
       Print @(5,4*10) "Bones located."
       Print @(5,5*10) "BONUS 8 Hearts"
    Else
       Print @(5,3*10) "Not all bones"
       Print @(5,4*10) "  marked so"
       Print @(5,5*10) "  NO BONUS"
    EndIf
    NumBones=NumBones+2
Return

ProcessMove:
    '*** up left arrow
  If Asc(k$) = UL Then
     If x>xmin And y>ymin Then
        Move(-1,-1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
    '*** up arrow
  If Asc(k$) = UN Or Asc(k$)= UA Then
     If y>ymin Then
        Move(0,-1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
  '*** up right arrow
  If Asc(k$) = UR Then
     If x<xmax And y>ymin Then
        Move(1,-1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
  '*** left arrow
  If Asc(k$) = LN Or Asc(k$)= LA Then
     If x>xmin Then
        Move(-1,0)
     Else
        GoSub MarkOff
     EndIf
  EndIf
  '*** right arrow
  If Asc(k$) = RN Or Asc(k$)= RA Then
     If x<xmax Then
        Move(1,0)
     Else
        GoSub MarkOff
     EndIf
  EndIf
  '*** down left arrow
  If Asc(k$) = DL Then
     If x>xmin And y<ymax Then
        Move(-1,1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
  '*** down arrow
  If Asc(k$) = DN Or Asc(k$)= DA Then
     If y<ymax Then
        Move(0,1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
   '*** down right arrow
  If Asc(k$) = DR Then
     If x<xmax And y<ymax Then
        Move(1,1)
     Else
        GoSub MarkOff
     EndIf
  EndIf
    '*** Space toggle mark
  If Asc(k$) = MK Then
     If mark=1 Then
        GoSub MarkOff
     Else
        mark=1
        Print @(5,3*10) "   Press a"
        Print @(5,4*10) "direction key"
        Print @(5,5*10) "to mark a BONE"
     EndIf
  EndIf
    '*** F1 Re-Start
  If Asc(k$) = 145 Then
     GoTo Start
  EndIf
   '*** Esc Quit
  If Asc(k$) = 27 Then
     Quit=true
  EndIf
  ' Clear Message area
  If Not Mark Then
    GoSub ClearMessage
  EndIf
Return

ProcessFnKeys:
    '*** F1 Play
  If Asc(k$) = 145 Then
     ' Do nothing - starts play

    '*** F2 Increase Bones
  ElseIf Asc(k$) = 146 Then
     GoSub IncBones

    '*** Shift/F2 Decrease bones
  ElseIf Asc(k$) = 178 Then
     GoSub DecBones

    '*** F3 Set Keys
  ElseIf Asc(k$) = 147 Then
     GoSub SetKeys

    '*** F4 Help
  ElseIf Asc(k$) = 148 Then
     GoSub Help

    '*** Esc Quit
  ElseIf Asc(k$) = 27 Then
     Quit=true
  EndIf
Return

PrintGrid:
  Line (x0-2,y0-5)-(x0-2+xmax*18+18,y0+15+ymax*20),0,BF  'Clear old grid
  For i = 0 To xmax
    For j = 0 To ymax
      Line (x0-2+i*18,y0-5+j*20)-(x0-2+i*18+18,y0+15+j*20),1,B
  Next j,i
  Return

DeleteCursor:
  ' remove old Cursor
  Line (x1+x*18,y1+20*y)-(x2+18*x,y2+20*y),0,b
  Line (x1+x*18+1,y1+20*y+1)-(x2+18*x-1,y2+20*y-1),0,b
Return

AddCursor:
  ' draw new Cursor
  Line (x1+x*18,y1+20*y)-(x2+18*x,y2+20*y),1,b
  Line (x1+x*18+1,y1+20*y+1)-(x2+18*x-1,y2+20*y-1),1,b
Return

ClearCells:
  For i=xmin To xmax
    For j= ymin To ymax
      cell(i,j)=0
  Next j,i
  Marks=0
  HeartsFound=0
Return

ClearMessage:
  Line (0,0)-(90,80),0,BF
Return

ClearHelpText:
  Line (0,19*12)-(MM.HRes,MM.VRes),0,BF
Return

PrintText:
  Font #2,1,1
  Print @(MM.HRes/2-149,0) "   Hearts and Bones   "
  Font #4
  Print @(MM.HRes-62,0) "$"
  Print @(MM.HRes-85,20) "&"
  Print @(MM.HRes-40,20) "%"
  Print @(MM.HRes-62,40) "$"
  Font #1
Return

PrintHighScore:
  Font #1,1,1
  Print @(MM.HRes-85,7*12) "High score"
  Font #1,1,0
  Print @(MM.HRes-75,8*12) Format$(HighScore,"%5g")
Return

PrintScore:
  Font #1,1,1
  Print @(MM.HRes-85,10*12) "  Score   "
  Font #1,1,0
  Print @(MM.HRes-75,11*12) Format$(Score,"%5g")
Return

PrintBones:
  Font #1,1,1
  Print @(MM.HRes-85,13*12) "  Bones   "
  Font #1,1,0
  Print @(MM.HRes-75,14*12) Format$(NumBones,"%5g")
Return

PrintMarks:
  Font #1,1,1
  Print @(MM.HRes-85,16*12) "  Marks   "
  Font #1,1,0
  Print @(MM.HRes-75,17*12) Format$(Marks,"%5g")
Return

PrintInitialFnKeys:
  Print @(10,7*12) "(F1)  Play"
  Print @(10,9*12) "(F2)  Bones"
  Print @(10,11*12) "(F3)  Keys"
  Print @(10,13*12) "(F4)  Help"
  Print @(10,17*12)  "(Esc) Quit"
Return

PrintGameFnKeys:
  Print @(10,13*12) "(F1)  Re-Start"
  Print @(10,15*12)  "(Esc) Quit"
Return

Sub PrintNum(x,y,Count)
  Print @(x0+x*18,y0+y*20) Count
End Sub

Sub PrintSprite(x,y,Txt$)
  Font #4
  Print @(x0+x*18,y0+y*20-3) Txt$
  Font #1
End Sub

Sub ClearSprite(x,y)
  Line (x1+x*18,y1+20*y)-(x2+18*x,y2+20*y),0,bf
End Sub

PlaceHearts:
  Restore
  Font #4
  For i = 1 To 8
    Read j,k
    cell(j,k)=HeartCell*10       '*** will later have number of adjacent bones added
    PrintSprite(j,k,"$")
  Next
  Font #1
Return

PlaceBones:
  Cell(0,0)=1         '*** top left cell must not be a bone
  For i=1 To numbones
    Do
      j=Int(Rnd()*xmax)
      k=Int(Rnd()*ymax)
    Loop Until cell(j,k)=0       'ignore if bone or heart already there
    cell(j,k)=Bone               'place bone in cell
  Next
  Cell(0,0)=0         '*** clear top left cell
Return

CountBones:
  For i=xmin To xmax             'look at each cell
    For j=ymin To ymax
      If cell(i,j)=Bone Then     'add one to each adjacent non-bone cell
        For k=i-1 To i+1
          For l=j-1 To j+1
            If k>=xmin And k<=xmax And l>=ymin And l<=ymax Then
               If cell(k,l)<>Bone Then  'if adjacent cell not a bone
                  cell(k,l)=cell(k,l)+1
                  If Int(cell(k,l)/10)=HeartCell Then
                     PrintSprite(k,l,"$")
                  EndIf
               EndIf
            EndIf
        Next l,k
      EndIf
  Next j,i
Return

Sub Move(i,j)
  If Mark=1 Then
     MarkBone(i,j)
  'Move if target cell is bone, unmarked cell or heart
  ElseIf cell(x+i,y+j)=bone Or Int(cell(x+i,y+j)/10)=UnmarkedCell Or Int(cell(x+i,y+j)/10)=HeartCell Then
     x=x+i
     y=y+j
     If Int(cell(x,y)/10)=HeartCell Then
        GoSub AddToScore
        '*** Once a heart cell has been visited,
        '*** it becomes an ordinary visited cell
        ClearSprite(x,y)
        cell(x,y)=Cell(x,y)+10*(UnmarkedCell-HeartCell)
     EndIf
     If Cell(x,y)=0 And NotOnZeroStack(x,y,ZeroStackTop) Then
        GoSub FindAdjacentZeros
     EndIf
     If cell(x,y)=Bone Then
        GameEnd=true
     Else
        PrintNum(x,y,Cell(x,y))
     EndIf
  EndIf
End Sub

Sub MarkBone (i,j)
  'You can mark only Bone and unmarked empty cells and
  'you can un-mark only marked cells.
  If cell(x+i,y+j)=Bone Then                    'mark an existing bone
     CorrectMarks=CorrectMarks+1
     cell(x+i,y+j)=MarkedBone
     PrintSprite(x+i,y+j,"&")
     marks=marks+1
  ElseIf cell(x+i,y+j)=MarkedBone Then          'unmark an existing bone
     CorrectMarks=CorrectMarks-1
     cell(x+i,y+j)=Bone
     ClearSprite(x+i,y+j)
     Marks=Marks-1
  ElseIf Int(cell(x+i,y+j)/10)=UnmarkedCell Then
     cell(x+i,y+j)=cell(x+i,y+j)+10*MarkedCell  'mark an empty cell
     PrintSprite(x+i,y+j,"&")
     Marks=marks+1
  ElseIf Int(cell(x+i,y+j)/10)=MarkedCell Then
     cell(x+i,y+j)=cell(x+i,y+j)-10*MarkedCell  'unmark an empty cell
     ClearSprite(x+i,y+j)
     ' Don't show value 'cause it may not have been visited
     Marks=Marks-1
  EndIf
  GoSub PrintMarks
  GoSub MarkOff
End Sub

FindAdjacentZeros:
  Savex=x               ' Save current cursor position
  Savey=y
  StackPtr=0
  StackTop=1
  Stack(StackTop)=x*100+y  ' put current location on stack

  Do ' If you step on a zero then all adjacent zeros are displayed
     ' and the boardering non-zero cells.
    StackAdded=false
    For i=x-1 To x+1
      For j=y-1 To y+1
         If i>=xmin And i<=xmax And j>=ymin And j<=ymax Then
            If Int(cell(i,j)/10)<>Heartcell And Int(cell(i,j)/20)<>MarkedCell Then
                  PrintNum(i,j,Cell(i,j))
               'EndIf
            EndIf
            If Cell(i,j)=0 Or cell(i,j)-10*HeartCell=0 Then
               GoSub IsCellOnStack
               If NotOnStack Then
                  StackTop=StackTop+1        'inc stack pointer
                  Stack(StackTop)=i*100+j    'code cell address as xxyy
                  StackAdded=true
               EndIf
            EndIf
         EndIf
    Next j,i

    If Not StackAdded Then 'If no new zero cells, point at previous one
       StackPtr=StackPtr-1 ' Otherwise go to the top of the stack
    Else
       StackPtr=StackTop
    EndIf
                           'get cell x,y from top of stack
    If stackptr >=0 Then
       x=Int(stack(stackPtr)/100)
       y=stack(Stackptr)-x*100
    Else
       stackPtr=0
    EndIf
  Loop Until StackPtr=0

  GoSub AccumulateStack
  If StackTop > MaxStackTop Then
     MaxStackTop=StackTop
  EndIf

  x=Savex                  'Restore the entry cell
  y=Savey

  Return

AccumulateStack:
  For i=0 To StackTop
    ZeroStack(ZeroStackTop)=stack(i)
    ZeroStackTop=zeroStackTop+1
  Next
Return

Function NotOnZeroStack(i,j,z)
  NotOnZeroStack=true
  For k=0 To z
    If ZeroStack(k)=i*100+j Then
       NotOnZeroStack=false
       Exit For
    EndIf
  Next k
End Function

IsCellOnStack:   'Checks to see if the cell is already on the stack
  NotOnStack=true
  For k=0 To StackTop
    If Stack(k)=i*100+j Then
       NotOnStack=false
       Exit For
    EndIf
  Next k
Return

AddToScore:        'Score one point for each Heart visited
  HeartsFound=HeartsFound+1
  Score=Score+1
  GoSub PrintScore
  If Score>HighScore Then
     HighScore=Score
     GoSub PrintHighScore
  EndIf
Return

ShowAllBones:
  For i=0 To xmax
    For j=0 To ymax
      If Cell(i,j)=bone Then
         PrintSprite(i,j,"&")
      ElseIf Int(Cell(i,j)/10)=MarkedCell Then
         PrintSprite(i,j,"%")
      EndIf
    Next j
  Next i
Return

Markoff:
  mark=0
  Print @(12*10,MM.VRes-12*2) Space$(40)
Return

DefaultKeys:
  UL=55   ' Up Left
  UN=56   ' Up numeric
  UA=128  ' Up arrow
  UR=57   ' Up Right
  LN=52   ' Left numeric
  LA=130  ' Left Arrow
  RN=54   ' Right numeric
  RA=131  ' Right Arrow
  DL=49   ' Down Left
  DN=50   ' Down Numeric
  DA=129  ' Down Arrow
  DR=51   ' Down Right
  MK=32   ' Mark (space)
Return

IncBones:
  GoSub PrintF2Help
  NumBones=NumBones+1
  GoSub PrintBones
Return

DecBones:
  GoSub PrintF2Help
  If NumBones<19 Then
     Print
     Print Space$(10) "C'mon, let's not make it too easy!! 18 is small enough."
  Else
     NumBones=NumBones-1
     GoSub PrintBones
  EndIf
Return

PrintF2Help:
  i=14                       ' Left indent
  j=MM.VRes-16*12            ' Lines from bottom of screen
  Print @(0,j) Space$(i-1);
  Font #1,,1
  Print " Increase or reduce the starting number of Bones. "
  Font #1,,0
  Print
  Print Space$(i) "<F2> increses the number of starting Bones."
  Print Space$(i) "<shift+F2> reduces the number."
Return

Setkeys:
  i=14                       ' Left indent
  j=MM.VRes-17*12            ' Lines from bottom of screen
  Print @(0,j) Space$(i-1);
  Font #1,,1
  Print " Set the direction keys and the key to mark a bone. "
  Font #1,,0
  Print
  Print Space$(i); "The defaults are the numeric keypad and spacebar."
  Print Space$(i); "Press <Esc> to exit without saving, <Enter> for defaults,"
  Print Space$(i); "or follow the prompts to set your own direction keys."
  Print
  Print Space$(i); "Press a key for... Up Left   ? ";: GoSub getkey
  i=i+19

  If Asc(K$)=13 Then
     GoSub defaultKeys
     Print "<F1>"
  ElseIf Asc(k$)<>27 Then
                                                     UL=Asc(k$): Print K$
     Print Space$(i); "Up        ? ";: GoSub getkey: UN=Asc(K$): Print k$
     Print Space$(i); "Up Right  ? ";: GoSub getkey: UR=Asc(K$): Print k$
     Print Space$(i); "Left      ? ";: GoSub getkey: LN=Asc(K$): Print k$
     Print Space$(i); "Right     ? ";: GoSub getkey: RN=Asc(K$): Print k$
     Print Space$(i); "Down Left ? ";: GoSub getkey: DL=Asc(K$): Print k$
     Print Space$(i); "Down      ? ";: GoSub getkey: DN=Asc(K$): Print k$
     Print Space$(i); "Down Right? ";: GoSub getkey: DR=Asc(K$): Print k$
     Print Space$(i); "Mark Bone ? ";: GoSub getkey: MK=Asc(K$): Print k$
  EndIf
  ' Clear the text
  GoSub ClearHelpText
Return


Help:
  Print @(0,MM.VRes-16*12);
  ?"    Your task is to capture all of the Hearts without stepping on any Bones."
  ?"  On capturing the last Heart, you move to a new level with 2 more Bones."
  ?"    The game ends when you step on a Bone. All Bones (skulls) and any"
  ?"  incorrectly marked Bones (crossed bones) then are revealed."
  ?"    You score one point for each Heart captured and if you correctly mark all"
  ?"  of the Bones, you score a bonus of 8 points for that level. You forfeit"
  ?"  the bonus if you leave a mark on a square that doesn't contain a Bone."
  ?"    You move the cursor using the numeric keypad and mark a Bone by pressing"
  ?"  the space bar followed by a direction key. Un-mark a Bone in the same way."
  ?"    Each square you step on reveals the number of Bones in adjacent squares."
  ?"    Before you start a game you can set the starting number of Bones."
  ?"  Press <F2> to increase; <Shift+F2> to reduce. As you may not have a numeric"
  ?"  keypad, <F3> allows you to define direction keys and these are saved at the"
  ?"  end of the game along with your highest score and starting number of Bones."
  ? Space$(17) "Good Luck!   Press any key to exit Help."
Return

LoadGame:
  Print @(0,21*12) Space$(10) "Please enter your name so I can load your highest score,"
  Print Space$(10) "starting number of bones and direction keys";
  Input FName$
  If Len(FName$)>8 Then FName$=Left$(FName$,8)
  FName$=FName$+".xls"
  Option Error Continue
  Open FName$ For input As #1
  If MM.Errno=0 Then
     Input #1,HighScore
     Input #1,UL,UN,UA,UR,LN,LA     ' direction key assignments
     Input #1,RN,RA,DL,DN,DA,DR,MK
     Input #1,StartBones
     Close #1
  EndIf
  Option Error Abort
  GoSub ClearHelpText
  Return

SaveGame:
  Open FName$ For output As #1
  Print #1,HighScore
  Print #1,UL","UN","UA","UR","LN","LA  ' direction key assignments
  Print #1,RN","RA","DL","DN","DA","DR","MK
  Print #1,StartBones
  Close #1
  Return

Finish:
  GoSub ShowAllBones
  GoSub SaveGame
  i=0:j=10
  Font #2,,1
  Print @(j,i*12) " Game "
  Print @(j,(i+2)*12) " Over "
  Font #1,,0
  Print @(j-2,(i+4)*12) "No More Hearts"
  Print @(j-2,(i+5)*12) "   For You    "
  Font #2,,1
  For k=1 To 3
    Pause 300
    Print @(j,i*12) Space$(6)
    Print @(j,(i+2)*12) Space$(6)
    Pause 300
    Print @(j,i*12) " Game "
    Print @(j,(i+2)*12) " Over "
  Next
  Font #1,,0
  Print @(0,MM.VRes-6*12)
Return
mmbasic_original/hearts_and_bones_v1_0.txt · Last modified: 2024/01/19 09:39 by 127.0.0.1