Commodore 64 Uživatelský manuál Strana 49

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10 REt'l SPRITE E:":AMPLE 2...
20 REM THE HOT AIR BALLOON AGAIN
30 VIC=13*4096:REM THIS IS WHERE THE VIC REGISTERS
BEGIN
35 POKEVIC+21,63:REM ENABLE SPRITES 0 THRU 5
36 POKE"I IC+33., 14 :REM SET BACKGROUt.jD COLOR TO LIGHT
:BLUE
37
POKE"lIC+23.,:3: REf'l E:";PAND SPRITES 0 AND 1 IN 'T'
38 POKEY IC+29.,
3 : REt1 E>::PAt~D SPR IrES 0 AND 1 HI X
40 POKE2040, 192:REM SET SPRITE 0~S POINTER
50 POKE2041 ,193:REM SET SPRITE l~S POINTER
60 POKE2042, 192:REM SET SPRITE 2~S POINTER
70 POKE2043, 193:REM SET SPRITE 3~S POINTER
80 POKE2044.. 192:REM SET SPRITE 4~S POINTER
90 POKE2045, 193:REM SET SPRITE 5~S POINTER
100 POKEVIC+4,30:REM SET SPRITE 2~S X POSITION
110 POKEY I C+5, 58 :REM SET SPR ITE 2 ~ S ',JPOS I TI ON
120 POKEVIC+6,65:REM SET SPRITE 3~S X POSITION
130 POKEVIC+7,58:REM SET SPRITE 3'S Y POSITION
140 POKEVIC+8, 100:REM SET SPRITE 4~S X POSITION
150 POKEVIC+9,58:REM SET SPRITE 4~S Y POSITION
160 POKEVIC+10, 100:REM SET SPRITE 5'S X POSITION
17(1 POKE..,.I C+ 11 , 58 :REM SET SPR IrE 5' S Y POS IT IO~!
J81J
175 PRINT" i:(']"TAB(15) "THIS IS TWO HIRES SPRITES".;
'mil"
176 PR HITTAB (55) "Ot.!TOP OF EACH OTHER"
180 POKEVIC+0, 100:REM SET SPRITE 0~S X POSITION
190 POKEVIC+1, 100:REM SET SPRITE 0'S Y POSITION
200 POKEVIC+2, 100:REM SET SPRITE l'S X POSITION
210 POKEVIC+3, 100:REM SET SPRITE l~S Y POSITION
220 POKEVIC+39,1:REM SET SPRITE 0'S COLOR
230 POKEVIC+41,1:REM SET SPRITE 2~S COLOR
240 POKEVIC+43,1:REM SET SPRITE 4'S COLOR
.250 POKEV I C+40., 6 :REt1 SET SPFU TE l' S COLOF.:
260 POKEVIC+42,6:REM SET SPRITE 3'S COLOR
270 POKEVIC+44,6:REM SET SPRITE 5'S COLOR
280 FORX=192T0193:REM THE START OF THE LOOP THAT
DEFINES THE SPRITES
290 FORY=0T063:REM BYTE COUNTER WITH SPRITE LOOP
300 READA:REMREAD IN A BYTE
:310 POKE~<::+:64+Y,A :F.:E~1STORE THE DATA It-! SPR ITE AREFI
320 NEXTY,X:REM CLOSE LOOPS
330 D>::= 1 :DY= 1
340 X=PEEK(VIC):REM LOOK AT SPRITE 0~S X POSITION
350 Y=PEEK(VIC+l):REM LOOK AT SPRITE 0'S Y POSITION
360 IF'T'=500RY=208THEND'r'=-DY: REt1 IF 'T' IS ON THE
EDGE OF THE...
370 REM SCREEN, THEN REVERSE DELTA Y
380 IFX=24AND(PEEK(VIC+16)AND1)=0THENDX=-DX:REMIF
SPRITE IS...
390 REM TOUCHING THE LEFT EDGE, THEN REVERSE IT
PROGRAMMING GRAPHICS 147
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