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Casio FP-200 - Catch the Chicken; Program Outline; Directions

Casio FP-200
156 pages
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CATCH
THE
CHICKEN
You
try
to
catch
a
fat
chicken
for
your
dinner,
but
he
makes
a
desperate
attempt
to
escape
from
you.
Now,
you
have
to
devise a
good
idea
to
catch
him.
Whether
you
will
be
able
to
cat
a
roasted
chicken
dinner
or
you
will
get
hurt
by
a
counterattack
from
the
chicken
depends
solely
on
your
brains.
I
•li
i43it·l,tl
The
chicken
is
poised
in a
rectangular
fenced-in
garden.
The
chicken,
however,
runs
around
the
garden
when
you
go
in
to
catch
it.
You
can see
that
it
should
be
hemmed
in
so
that
it
can
find
no
retreat.
One
thing
should
be
remembered.
The
chicken
has a
sharp
beak,
and
if
you
arc
pecked
with
the
beak
you
will
get
hurt,
so
you
must
be
careful
when
attempting
to
catch
it.
The
screen
appears
as
shown
in
the
diagram
below.
The@
inside
the
rectangle
indicates
the
chicken
you
are
going
to
catch.
You
must
enclose
the
chicken
with
blocks
until
it
can
no
longer
move
around.
The
game
is finished
when
you
place a
block
at
the
posi-
tion
of
the
chicken
(see
diagram,
below
next
page).
0
y 2
3
4
5
6
)(
'
t-~
I
CHICKEN
I
i
, IS
' '
;
20,
The
screen
assumes
the
horizontal
direction
as
the
X-axis
and
the
vertical
direction
as
the
Y-axis.
Thus,
in
the
diagram
above
the
position
of
the
block
is
represented
by
coordinates
(x:,:9,
y=l
).
Now
you
wish
to
place
another
block
at
the
position
indicated
by
the
dotted
lines. Key
in
10
when
the
program
asks
"X=?-."
Then
key
in
2 when
the
program
asks
"Y=?-."
This
places
the
block
in
the
desired
position.
When
you
place a
block,
the
chicken
moves
one
position.
If
the
position
in which the
158

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