Tron 5mx

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Juego escrito en Forth para la computadora Psion 5mx.

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En 2005, para probar mi Forth 5mx, que entonces estaba en pleno desarrollo, se me ocurrió hacer una adaptación del juego Tron que veinte años antes había escrito en fig-Forth para ZX Spectrum. Por supuesto, se llamó Tron 5mx. Y, por supuesto, el estilo de mi código era ya algo mejor que en 1985...

Forth 5mx no es totalmente compatible con el estándar ANS Forth, pero probablemente el código apenas necesite cambios para funcionar en sistemas ANS Forth. Las palabras dependientes de la computadora Psion 5mx están documentadas y sería fácil reescribirlas.

Código fuente

\ tron5mx

\ Copyright (C) 2005, 2008, 2009 Marcos Cruz (http://programandala.net)
\ License: http://programandala.net/license

\ History:
\ 2005-05-28 First draft. Port of the Sinclair Spectrum Forth version.
\ 2008-04-10 First working version.
\ 2008-05-07 Improved to be used with any number of  players. Other improvements.
\ 2009-05-24 Layout changes in the source code.

\ Bugs:
\ - When both players cause the collision, the score calculation is wrong and the explosion is repeated.

marker tron5mx

\ ..................................................................
\ Arena

screeninfo  \ system dependent; it leaves 10 cells on the stack that describe the current screen
2drop
constant screen-heigth
constant screen-width
2drop 2drop 2drop

screen-heigth 1- constant x-max
screen-width 1- constant y-max

screen-heigth screen-width * constant #arena  \ number of arena tiles
create arena  #arena chars allot  \ arena data space

: clear-arena  ( -- )  arena #arena erase  ;
: >arena  ( x y -- c-addr )  screen-heigth * + arena +  ;
: arena@  ( x y -- b )  >arena C@  ;
: arena!  ( b x y -- )  >arena C!  ;

: plot  ( c x y -- )
  \ Put a character on the arena.
  2>r dup 2R@ arena! \ update the arena map
  2r> at-xy emit \ print the char
  ;

\ ..................................................................
\ Players

2 constant #players  \ max number of players
10 constant /player  \ data bytes per player

create players #players /player * chars allot  \ players data space

: player  ( u -- c-addr )

  \ u = player number
  \ c-addr = player data address

  /player * players +

  ;

variable offset

: [+offset]  ( -- )

  \ Compile the offset calculation.

  offset @  case
  0 of  endof
  1 of  postpone 1+  endof
  2 of  postpone 2+  endof
  offset @ postpone literal postpone +
  endcase
  1 offset +!

  ; immediate

0 offset !
: x  ( u -- c-addr )  player [+offset]  ;
: y  ( u -- c-addr )  player [+offset]  ;
: xi  ( u -- c-addr )  player [+offset]  ;
: yi  ( u -- c-addr )  player  [+offset]  ;
: img  ( u -- c-addr )  player [+offset]  ;
: score  ( u -- c-addr )  player [+offset]  ;
: left-key ( u -- c-addr )  player [+offset]  ;
: down-key  ( u -- c-addr )  player [+offset]  ;
: up-key  ( u -- c-addr )  player [+offset]  ;
: right-key  ( u -- c-addr )  player [+offset]  ;
: pitch  ( u -- c-addr )  player [+offset]  ;

: x@  ( u -- b )  x C@  ;
: x!  ( b u -- )  x C!  ;
: y@  ( u -- b )  y C@  ;
: y!  ( b u -- )  y C@  ;
: xi@  ( u -- b )  xi C@  ;
: xi!  ( b u -- )  xi C@  ;
: yi@  ( u -- b )  yi C@  ;
: yi!  ( b u -- )  yi C!  ;
: img@  ( u -- b )  img C@  ;
: img!  ( b u -- )  img C!  ;
: score@  ( u -- b )  score C@  ;
: score!  ( b u -- )  score C!  ;
: left-key@  ( u -- b )  left-key C@  ;
: left-key!  ( b u -- )  left-key C!  ;
: right-key@  ( u -- b )  right-key C@  ;
: right-key!  ( b u -- )  right-key C!  ;
: up-key@  ( u -- b )  up-key C@  ;
: up-key!  ( b u -- )  up-key C!  ;
: down-key@  ( u -- b )  down-key C@  ;
: down-key!  ( b u -- )  down-key C!  ;
: pitch@  ( u -- b )  pitch C@  ;
: pitch!  ( b u -- )  pitch C!  ;

: future-position  ( u -- x y )

  \ Return the future position of a player.

  \ u = number of player

  >r r@ xi@ r@ x@ +
  r@ yi@ r> y@ +

  ;

\ ..................................................................
\ Keys

char e value abort-key
\ System dependent cursor codes:
258 constant cursor-right
256 constant cursor-up
257 constant cursor-down
259 constant cursor-left

: cursor  ( -- u1 u2 u3 u4 )

  \ u1 = right key code
  \ u2 = up key code
  \ u3 = down key code
  \ u4 = left key code

  cursor-right cursor-up cursor-down cursor-left

  ;

: qwerty-left    ( -- u1 u2 u3 u4 )

  \ Keys to play on the left of a QWERTY keyboard.

  \ u1 = right key code
  \ u2 = up key code
  \ u3 = down key code
  \ u4 = left key code

  [char] x [char] q [char] a [char] c

  ;

: es-qwerty-right    ( -- u1 u2 u3 u4 )

  \ Keys to play on the right of a Spanish QWERTY keyboard.

  \ u1 = right key code
  \ u2 = up key code
  \ u3 = down key code
  \ u4 = left key code

  [char] , [char] p [char] <f1> [char] .

  ;

: es-dvorak-left    ( -- u1 u2 u3 u4 )

  \ Keys to play on the left of a Spanish Dvorak keyboard.

  \ u1 = right key code
  \ u2 = up key code
  \ u3 = down key code
  \ u4 = left key code

  [char] q [char] a [char] . [char] j

  ;

: keys!  ( u1 u2 u3 u4 u5 -- )

  \ u1 = right key code
  \ u2 = up key code
  \ u3 = down key code
  \ u4 = left key code
  \ u5 = player

  dup >r left-key!
  r@ down-key!
  r@ up-key!
  r> right-key!

  ;


\ ..................................................................
\ Player data

cursor 0 keys!  \ player 0 keys
char <95> 0 img!
100 0 pitch!

es-dvorak-left 1 keys!  \ player 1 keys
char * 1 img!
100 0 pitch!

\ ..................................................................
\ Game data

3 constant init-score

\ ..................................................................
\ Screen

: .scores  ( -- )

  0 dup at-xy
  #players 0 do
    ." Player " I . ." (" I img@ emit ." ): " I score@ . SPACE
  loop

  ;

: crash  ( x y -- )

  \ Make an awesome 2D visual crash effect at x y...

  8 0 do
    2dup at-xy [char] \ emit 1 100 beep
    2dup at-xy [char] | emit 1 200 beep
    2dup at-xy [char] / emit 1 300 beep
    2dup at-xy [char] - emit 1 400 beep
  loop
  2drop

  ;

: player-sound  ( u -- )

  \ Make the sound of a player.

  \ u = player number

  pitch@ 1 SWAP beep  \ system dependent

  ;

: .player  ( u -- )

  \ Print one player.

  \ u = number of player

  dup >r img@ r@ x@ r@ y@ plot
  r> player-sound

  ;

: .players  ( -- )

  \ Print all players.

  #players 0 do
    I .player
  loop

  ;

\ ..................................................................
\ Collisions

: collision  ( u x y -- )

  \ Make a collision effect and decrement the score of the player.

  \ x y = collision coordinates
  \ u = player number

  crash  score -1 C+!

  ;

: collision?  ( u -- flag )

  \ Is the future screen position of a player already occupied?
  \ If so, show it and decrement its score.

  \ u = player number

  dup future-position 2dup arena@
  if collision true
  else 2drop drop false
  then

  ;

: collisions?  ( -- flag )

  \ Check possible collisions.

  false
  #players 0 do
    I collision? OR
  loop

  ;

\ ..................................................................
\ Arena limits

: out-of-arena? ( x y -- flag )

  \ Is a screen position outside the arena?

  2dup
  0< swap 0< or >r
  y-max > swap x-max > or
  r> or

  ;

: outside?  ( u -- flag )

  \ Is the future position of a player outside the arena?
  \ If so, show it and decrement its score.

  \ u = number of player

  dup future-position 2dup out-of-arena?
  if  collision true
  else  2drop false
  then

  ;

: outsides?  ( -- flag )

  \ Check possible outsides.

  false
  #players 0 do
    I outside? or
  loop

  ;

\ ..................................................................
\ Movement

: init-positions  ( -- )

  y-max 2 / dup
  #players 0 do
    I y!
  loop
  x-max 20 / dup 0 x!
  x-max swap - 1 x!
  1 0 xi ! 0 0 yi !  \ init direction
  -1 1 xi ! 0 1 yi !  \ init direction

  ;

: steer-player ( b u -- )

  \ b = key presed
  \ u = player number to check

  to player
  case
    player down-key@ of  0 player xi ! 1 player yi ! endof
    player up-key@ of 0 player xi ! -1 player yi ! endof
    player left-key@ of -1 player xi ! 0 player yi ! endof
    player right-key@ of 1 player xi ! 0 player yi ! endof
  endcase

  ;

: steer  ( -- )

  key?
  if  key  else  false  then

  dup abort-key = abort" Game aborted"

  #players 0 do
    dup i steer-player
  loop

  ;

: update-positions  ( -- )

  #players 0 do
    i xi@ i x C+!
    i yi@ i y C+!
  loop

  ;

\ ..................................................................
\ Round

: init-round  ( -- )

  page clear-arena init-positions .scores

  ;

: round  ( -- )

  init-round
  begin
    steer
    collisions? 0= outsides? 0= and
  while
    update-positions  .players
  repeat
  .scores

  ;

\ ..................................................................
\ Game

: game-over?  ( -- f )

  false
  #players 0 do
    i score@ 0= or
  loop

  ;

: init-scores  ( -- )

  #players 0 do
    init-score i score!
  loop

  ;

: init-game  ( -- )

  init-scores
  10 5 2dup at-xy ." Press SPACE to play"
  key bl <>  if  quit  then
  at-xy 18 spaces

  ;

: game  ( -- )

  init-game
  begin
    round  game-over?
  until
  cr ." GAME OVER"

  ;

\ ..................................................................
\ Instructions

: .key  ( b -- )

  \ b = key

  space
  case
    cursor-left of ." Cursor " endof
    cursor-down of ." Cursor " endof
    cursor-up of ." Cursor " endof
    cursor-right of ." Cursor " endof
    dup emit
  endcase
  [char] , emit space

  ;

: .player-keys  ( u -- )

  \ Print keys of a player.

  \ u = player number.

  cr >r ." Player " r@ .
  ." (" r@ img@ emit ." ): "
  r@ left-key@ .key ." Left"
  r@ down-key@ .key ." Down"
  r@ up-key@ .key ." Up"
  r> right-key@ .key ." Right"

  ;

: .keys  ( -- )

  cr abort-key emit ."  Abort"
  #players 0 do
    i .player-keys
  loop

  ;

: instructions  ( -- )
  page
  ." Tron 5mx" cr
  ." ********"
  .keys
  ;

\ ..................................................................
\ Start

: tron  ( -- )
  instructions game
  ;

cr .( Type TRON to start. )

Descargas

tron5mx.fs (9.49 KiB)

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