151 1040 VDU 242 1050 VDU 10,8,243 1055 VDU 127 1060 ENDPROC If you change one line 1050 IF Y% the flames will cut out after take-off again. Making a complete lunar landing game Using the procedures we have developed for creating and moving the rocket on the screen, we can incorporate these into a complete game which can test your skill at landing a space ship on the moon. This complete program uses a range of techniques described elsewhere in the book and was written by Jim Murray. Included are a few notes to explain what is going on.
5 ON ERROR REPORT:GOTO 245 10 MODE5 20 VDU 23,240,8,8,28,28,62,62,62,62 30 VDU 23,241,62,62,62,62,62,62,62,62, 40 VDU 23,242,62,62,62,127,127,127,93,93 50 VDU 23,243,28,60,30,60,126,108,162,162 60 VDU 23,1,0;0;0;0; 70 VDU 19,2,2,0,0,0 80 VDU 28,0,20,14,0 90 @%=&906 110 *FX 11,1 Notes: Line 70 enables us to use green. Line 80 sets up a text window. Line 90 sets @% – so numbers are printed as we want them. Line 110 sets the auto-repeat delay period to its minimum value. Line 5 disables the effect of line 110 if you press ESCAPE , otherwise it’s difficult to type anything again!
120 PROClabels 130 PROCmoon 140 PROCinitialise 150 VDU 5 160 X%=960 165 GCOL 0,3 170 REPEAT 180 burn$=INKEY$(0) 185 *FX 15,1