Download An Introduction to the Commodore 64: Adventures in by Nevin B. Scrimshaw, James Vogel (auth.) PDF

By Nevin B. Scrimshaw, James Vogel (auth.)

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Extra resources for An Introduction to the Commodore 64: Adventures in Programming

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Line 170 places the cursor at a random place on the screen. Line 180 checks jiffy clock for starting time. 42 Line 190 pauses until the user hits a key. Lines 200 stores the ASC code that corresponds to the key pressed in the variable CD. Line 204 changes the heart at the cursor position to red. Line 210. IF right cursor key was pressed THEN move right. Line 220. IF left cursor key THEN move left. Line 230. IF down cursor key THEN move down. Line 240. IF up cursor key THEN move up. Line 250. IF cursor is now off the screen THEN send it to upper right corne~.

At this point the active sprite takes a hop on the screen. The last command on this line, GOTO 1000, is easy to understand. It tells the computer to go back to the instruction on Line 1000 and start the cycle allover again. Line 1200 is the subroutine. It uses the RND function to select appropriate random values for X and Y. You could use a user-defined function here if you prefer. For longer formulas this can be a real time and space saver. Look at the description of the DEF FN command on page 118 of the User's Guide for the details.

3. Set letter subroutine. 4. Get cursor subroutine. S. Main logic unit. 6. Keep score. The main logic unit ties together all six parts of the program, so we'll analyze it before describing the subroutines. Don't try to follow each step; the point is to get a feel for what lies behind the BASIC instructions. You will probably return to this chapter several times as you begin to learn more and wish to use some of the ideas in other programs. THE MAIN LOGIC UNIT The first step specifies what the program has to do.

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