• Line 5 COLORs the background black and the foreground
white.
• Line 10 selects standard high-resolution mode and clears
the high-res screen.
• Line 23 BOXes in a display area for the picture of the
spacecraft in the top-left corner of the screen.
• Lines 17 through 21 DRAW the stars.
• Line 24 DRAWs and PAINTs the planet.
• Line 25 DRAWs the CIRCLES around the planet.
• Line 26 DRAWs the outline of the capsule portion of the
spacecraft.
• Line 28 DRAWs the bottom window of the space capsule.
• Line 35 DRAWs the top window of the space capsule.
• Line 38 PAINTs the space capsule white.
• Line 40 DRAWs the outline of the retro rocket portion of
the spacecraft.
• Lines 42 and 43 DRAW the retro rocket engines on the
back of the spacecraft.
• Line 44 PAINTs the retro rocket engines and DRAWs an
outline of the back of the retro rocket in the background
color.
• Line 45 DRAWs lines on the retro rocket portion of the
spacecraft in the background color. (At this point, you
have displayed only pictures on the screen. You have not
used any sprite statements, so your rocketship is not yet a
sprite.)
• Line 47 positions the SSHAPE coordinates above the first
half (24 by 21 pixels), of the capsule of the spacecraft and
stores it in a data string, A$.
• Line 48 positions the SSHAPE coordinates above the
second half (24 by 21 pixels) of the spacecraft and stores
it in a data string, B$.
• Line 50 transfers the data from A$ into sprite 1.
• Line 55 transfers the data from B$ into sprite 2.
• Line 60 turns on sprite 1 and colors it red.
• Line 65 turns on sprite 2 and colors it blue.
• Line 82 positions sprite 1 at coordinate 150,150.
• Line 83 positions sprite 2, 24 pixels to the right of the
starting coordinate of sprite 1.
• Lines 82 and 83 actually join the two sprites.
Here’s an explanation of the program:
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