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Commodore Plus 4 - Page 230

Commodore Plus 4
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818
Programming
Graphics
160
FORI=1TO6:READX,Y,W
170
BOX1,X,Y,X+W,94,,1
180
NEXT
190
SSHAPEB$,6,61,10,100:X1=0
200
FORX=0TO154STEP12
210
GSHAPEB$,X1+6,61
220
SSHAPEB$,X,78,X+6,110
230
GSHAPEA$(0),X,78,2
235
FORT=1TO20:NEXT
240
GSHAPEB$,X,78
250
SSHAPEB$,X+6,61,X+10,100
260
GSHAPEA$(1),X+6,61,2
265
PORT=1TO20:NEXT
270
X1=X
280
NEXTX
290
GSHAPEB$,X1+6,61
300
CHAR1,5,20,"HIT
KEY11
310
GETKEYK$:GRAPHIC0
320
DATA10,20,30,50,40,10
330
DATA65,20,15,85,20,10
340
DATA105,30,15,140,50,20
Line-by-Line
Explanation
10
Enter
multicolor
graphic
mode
and
clear
the
screen.
20
Set
color
sources
2
and
3
to
purple.
30
Draw
the
first
pogo
stick.
40
Draw
the
first
jumper's
head.
50
Draw
the
first
jumper's
neck
and
arms.
60
Complete
the
first
jumper.
70
Save
the
first
frame
in
A$(0).
80
Draw
the
second
pogo
stick.
90
Draw
the
second
jumper's
head.
100
Draw
the
second
jumper's
neck
and
arms.
110
Complete
the
second
jumper.
120
Save
the
second
frame
in
A$(l).
130
Clear
the
screen
to
prepare
for
animation.
140
Draw
the
first
side
of
the
street.
150
Draw
the
second
side
of
the
street.
160
For
six
buildings,
read
their
coordinates
and
width.

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