Dave Muir makes some interesting philosophical points with Fishpond for the Amstrad CPC 464 This program - an arcade game -has (using cursor keys) been written to work with the keyboard or joystick and contains a title page with full instructions. The player controls a fish in a fishpond, evading the big fish that appear and eating all the tiddlers available. The player's fish automatically drifts from side to side and he/she controls vertical movement. The screen wraps around vertically. The fish's mouth has to be opened to eat another fish, by pressing 'pre', or 'copy'. Program Notes It is not easy to convert the program for use on another machine as it uses CPC 464 specific features. The listing contains plenty of Rem statements which should make the running of the program transparent. These can all be omitted when the program is typed in. If this is done, readers may wish to alter Line 280 in the program to read - every 9 instead of every 10 , giving a faster game. Variables
- pnx,pny,pox,poy - new and old x,y positions player fish.
- pnc,poc - new and old player character for fish.
- pm - mouth open/shut
- pd - direction
- bfx,bfy,lfx,lfy - big small fish x,y directions
- bfd,lfd- big small fish directions
- bk,lk- flags to show big small fishes
- tbf,tlf- big small fish strings
- tbf(1)l(2) - characters making up tbf string
- fl- flag life lost
- s- score
- fnu - string lives left display 1- lives left
- a - flag signals interrupt shorten
- bi - big fish appearance interrupt duration
- loc,locy,sca - scale drawing reeds
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