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Recall - a memory - test game
#1
Here's a little prog I wrote that helps to keep old Al Zimers at bay. I guess I could use mouse buttons to move, but maybe later... 
I know it's basic BASIC, but  I'd appreciate a bit of advice on how I could improve it.


'Recall - the latest
Code: (Select All)
_FullScreen
Screen 12: Color , 1: Cls
Randomize Timer


' grid sizes 1-3                                                                     numtiles=18, 30, 42  for size 1-3        (A-C, A-E, A-G)        3x6, 5x6, 7x6 grids
' num horizontal rows always 6                                                       numrows=6
' numcols calculated as number of cells / 6 '                                        numcols=numtiles/6
' grid top row always 2                                                              gtop=2
' gridleft column calculated from numcols                                              gleft= 40-int(numcols/2)
' Max players 4                                                                      maxplrs=4
' score 2 points per pair,
' letters read from data first char                                                  A-G
' colours (11, 12 and 14) in data as chr$(value of colour number + 76)               W, X or Z   colours 11, 12 and 14 are chr$(87, 88 and 90) or (W, X and Z)  (colour 13 not used)
' Player names stored as names$(4), np is no of players, plr is current player        default names PLAYER 1 etc
' scores stored as score(6)                                                          score(plr)
' grid frame left calculated from gleft                                              gfleft= gleft*8-4
' grid frame top row always 28                                                       gftop=28
' grid frame width calculated from numcols                                           gfwidth= 8*numcols+8
' grid frame height always 102                                                        gfheight=102

Common Shared gridsize$, numtiles, tiles$(), tile, numrows, numcols, gtop, gleft, gbottom, gright, maxplrs, np, plr, score(), letr$, colr$, names$(), gfleft, gftop, gfwidth, gfheight, picks(), pick, IsAMatch
Common Shared csrline, p, pickline, msgline, nameline, namehoriz, keycode, numfound, move$, pick$, match$, nomatch$, error$, old$

Data AW,AW,AX,AX,AZ,AZ,BW,BW,BX,BX,BZ,BZ,CW,CW,CX,CX,CZ,CZ,DW,DW,DX,DX,DZ,DZ,EW,EW,EX,EX,EZ,EZ,FW,FW,FX,FX,FZ,FZ,GW,GW,GX,GX,GZ,GZ

Dim tiles$(42), score(6), names$(6), picks(2)
For A = 1 To 42: Read tiles$(A): Next
move$ = "l16o4c": pick$ = "l16o4ce": match$ = "l16o3cego4c": nomatch$ = "l16o4co3gec": old$ = "l16o3c"
maxplrs = 6: numrows = 6: gtop = 3: gbottom = 8: gftop = 28: gfheight = 102: msgline = 16: csrline = 10: pickline = 12: nameline = 14: csrh = 40: plr = 1

Instructions

GetGridSize:
Color 14
Locate 15, 30
Print "Choose a grid size (1 to 3)"
While InKey$ <> "": Wend
Play move$
ChooseSize:
k$ = InKey$
If k$ = "" Then GoTo ChooseSize
Select Case k$
    Case Is = "1"
        numtiles = 18 '                                                                                       numtiles is number of tiles for that size
    Case Is = "2"
        numtiles = 30
    Case Else
        numtiles = 42
End Select
numcols = numtiles / 6 '                                                                                       numcols is number of columns for that numtiles;  numrows is always 6
gleft = 39 - Int(numcols / 2) '                                                                                gleft is left column of grid
gright = gleft + numcols ' gright is right column of grid
gfleft = gleft * 8 - 4 '                                                                                       gfleft is left pixels of grid-frame
gfwidth = 8 * numcols + 6 '                                                                                    gfwidth is width of grid-frame

Cls
Locate 1, 40 - numtiles / 2
For A = 1 To numtiles
    Color Asc(Right$(tiles$(A), 1)) - 76 '                                                                     color will be taken from right char of tiles$(..)
    Print Left$(tiles$(A), 1); '                                                                               letter will be taken from left char of tiles$(..)
Next

PresentGgrid:
ShowGrid '                                                                                                      call showgrid sub to display the grid of tiles before shuffling
_Delay .5
Shuffle
ShowGrid '                                                                                                      call showgrid sub again to display shuffled tiles
Sleep 1
ShowHiddenGrid

GetNames:
np = 0
Color 14
Locate msgline, 26: Print "Enter a name for each player"
Print Tab(6); "Press <SPACE> for automatic names and <ENTER> to finish entering names"

GetAName:
Color 15
Locate msgline + 2, 35: Print Space$(10)
While InKey$ <> "": Wend

Locate msgline + 2, 35: Input n$ '                                                                              n$ temporary only
If n$ = "" Then GoTo NoMore '                                                                                  <SPACE> to finish entering names
np = np + 1 '                                                                                                   np is number of players entered, up to maxplrs
If n$ = " " Then n$ = "PLAYER" + Str$(np) '                                                                      default names
n$ = UCase$(n$) '                                                                                               change to upper-case
names$(np) = n$ '                                                                                               store in names$()
Locate msgline + np + 2, 35
Print names$(np) '                                                                                              show all capitalised names below msgline
Play ok$
If np = maxplrs Then GoTo NoMore
GoTo GetAName
NoMore:
Play move$
Locate msgline, 1: Print Space$(720) '                                                                           clear message area and names display



' _________________________________________________________________________________________________             Start of Game                 __________________________________________________


NextTurn: '                                                                                                      return here after every player's turn if not matched

ScreenPrep:

ShowScores '                                                                                                     update and redraw after each player's turn
Color 14
Locate csrline, 40: Print "*"
Locate pickline, 35: Print Space$(20)
namehoriz = 40 - Int(Len(names$(plr)) / 2)
Locate nameline, 1: Print Space$(80)
Locate nameline, namehoriz: Print names$(plr): Sleep 1 '                                                                      ensure correct player is named
Locate msgline, 23: Print " Press a key to move into the grid "

MoveIn: '                                                                                                        pick has already been set to 1
k$ = InKey$: If k$ = "" Then GoTo MoveIn
Play move$
Locate csrline, 40: Print " "
csrv = gbottom: csrh = 40: tile = numtiles - Int(numcols / 2)
Color 14: Locate csrv, csrh: Print "*"
Locate msgline, 1: Print Space$(80)
Locate msgline, 3: Print "Use the four arrow-keys to move to a tile, then press <SPACE> to select it"
pick = 1 '                                                                                                       first pick.   don't inc player as this is done only if match fails

BeginAction:
Locate csrv, csrh: Color 14: Print "*"
k$ = InKey$: If k$ = "" Or k$ = Chr$(13) Then GoTo BeginAction
GetKey (k$) '                                                                                                     32 for space (pick a tile), or 272, 275,277 or 280 for cursor
Color 15
Select Case keycode
    Case Is = 272 '                                                                                               up
        If csrv > gtop Then
            Play move$
            Locate csrv, csrh
            Color 15: If tiles$(tile) <> " N" Then Print Chr$(249) Else Print " "
            csrv = csrv - 1: tile = tile - numcols
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            Locate csrv, csrh: Color 14: Print "*"
            GoTo BeginAction
        Else GoTo BeginAction
        End If
    Case Is = 280 '                                                                                                down
        If csrv < gbottom Then
            Play move$
            Locate csrv, csrh
            Color 15: If tiles$(tile) <> " N" Then Print Chr$(249) Else Print " "
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            csrv = csrv + 1: tile = tile + numcols
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            Locate csrv, csrh: Color 14: Print "*"
            GoTo BeginAction
        Else GoTo BeginAction
        End If
    Case Is = 275 '                                                                                                 left
        If csrh > gleft + 1 Then
            Play move$
            Locate csrv, csrh
            Color 15: If tiles$(tile) <> " N" Then Print Chr$(249) Else Print " "
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            csrh = csrh - 1: tile = tile - 1
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            Locate csrv, csrh: Color 14: Print "*"
            GoTo BeginAction
        Else GoTo BeginAction
        End If
    Case Is = 277 '                                                                                                  right
        If csrh < gright Then
            Play move$
            Locate csrv, csrh
            Color 15: If tiles$(tile) <> " N" Then Print Chr$(249) Else Print " "
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            csrh = csrh + 1: tile = tile + 1
            colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1)
            Locate csrv, csrh: Color 14: Print "*"
            GoTo BeginAction
        Else GoTo BeginAction
        End If
    Case Is = 32 '                                                                                                   pick a tile
        ' for both picks:
        Play pick$
        If tiles$(tile) = " N" Then '                                                                                check if already picked - if so, ignore and get another action
            Play old$
            Locate msgline, 1: Print Space$(80)
            Locate msgline, 32
            Print "Already matched!"
            Sleep 1
            ShowHiddenGrid
            Locate msgline, 1: Print Space$(80)
            GoTo BeginAction
        End If
        If pick = 2 And tile = picks(1) Then '                                                                                    check if second pick is same tile as first - if so, get another action
            Play nomatch$
            Locate msgline, 1: Print Space$(80)
            Locate msgline, 25
            Print "You have already picked this tile!"
            Sleep 1
            Locate msgline, 25: Print Space$(40)
            GoTo BeginAction
        End If
        '                                                                                                             if we reached here, tile is still live. May be pick 1 or 2                                                                                                                                            if we got to here, tile is still valid
        colr = Asc(Right$(tiles$(tile), 1)) - 76: letr$ = Left$(tiles$(tile), 1) '                                    show picked tile in situ
        Locate csrv, csrh: Color colr: Print letr$; '
        picks(pick) = tile '                                                                                          identify tile as pick 1 or 2
        If pick = 1 Then Locate pickline, 37 Else Locate pickline, 43 '                                   show picked tile in pickline
        Print letr$
        If pick = 1 Then
            pick = 2
            GoTo BeginAction
        Else
            CheckMatch
            Locate msgline, 1: Print Space$(80)
            GoTo ScreenPrep '                                if first pick, change to second and go back for second. If second, check for a match then setup screen again
        End If
End Select
'                                                                  --------------------------------      SUBS BELOW      --------------------------------------

Sub Instructions
    Locate 1, 19
    For a = 1 To 42
        colr = Asc(Right$(tiles$(a), 1)) - 76: letr$ = Left$(tiles$(a), 1)
        Color colr: Print letr$;
    Next
    Color
    Locate 3, 37: Color 14: Print "Recall": Print Tab(20); "A Game for up to 6 players by Phil Taylor"
    Color 15: Print
    Print " This game is a fun way to exercise players' memory and recall skills."
    Print
    Print " A grid of tiles is displayed, each holding a coloured (but hidden) letter."
    Print " There are two of each combination of letter and colour, as shown above."
    Print
    Print " Before the game starts, players choose the number of tiles to be used, either"
    Print " 18, 30, or 42."
    Print
    Print " Players take turns to move within this grid with the ";: Color 14: Print "four cursor keys";: Color 15: Print " and"
    Print " select two tiles with the";: Color 14: Print " <SPACE>";: Color 15: Print " key for each turn."
    Print
    Print " As each tile is selected it is revealed, and when the second one is selected,"
    Print " the two are compared. If they match they are removed and the player scores 2"
    Print " points and has another turn. But if not, they are re-hidden and the next"
    Print " player plays."
    Print
    Print " Two points are scored for each matching pair of tiles found and when all the"
    Print " tiles have been found, the game ends and the winner is announced."
    Print
    Color 14: Print Tab(27); " Press any key to commence."
    Sleep: Cls: Play ok$
End Sub

Sub GetNames '                                                                                                             set names, np and plr=1
End Sub

Sub ShowGrid
    For A = 0 To 5: For b = 1 To numcols
            Locate gtop + A, gleft + b
            Color Asc(Right$(tiles$(A * numcols + b), 1)) - 76
            Print Left$(tiles$(A * numcols + b), 1)
    Next: Next
    PSet (gfleft, gftop): frame$ = "r" + Str$(gfwidth) + "d" + Str$(gfheight) + "l" + Str$(gfwidth) + "u" + Str$(gfheight): Draw frame$
End Sub

Sub ShowHiddenGrid
    For A = 0 To numrows - 1
        For b = 1 To numcols
            Locate gtop + A, gleft + b
            tilenum = A * numcols + b
            Color 15: If tiles$(tilenum) <> " N" Then Print Chr$(249) Else Print " " '                                                                             show grid with tiles hidden
        Next
    Next
End Sub


Sub ShowScores
    Locate 2, 1: For A = 1 To np: Print Tab(2); names$(A); Tab(12); score(A);: Next '                                         list names and scores at top left
End Sub


Sub GetKey (k$) ' will return asc of key for normal chars, or 200+ asc of second digit for control keys
    If Len(k$) > 1 Then keycode = Asc(Right$(k$, 1)) + 200 Else keycode = Asc(UCase$(k$))
End Sub


Sub Shuffle
    For A = 1 To numtiles - 1: t2 = Int(Rnd * numtiles) + 1: Swap tiles$(A), tiles$(t2): Next
End Sub


Sub CheckMatch
    Locate msgline, 1: Print Space$(80): Locate msgline, 37
    '
    If tiles$(picks(1)) = tiles$(picks(2)) Then '                                                                                a match
        Play match$
        Print "A match"
        score(plr) = score(plr) + 2 '                                                                                            inc scores and display them
        tiles$(picks(1)) = " N": tiles$(picks(2)) = " N"
        numfound = numfound + 2
        ShowScores
        If numfound = numtiles Then EndGame: System
        '
    Else '                                                                                                                        no match
        Play nomatch$
        Print "No match";: plr = plr + 1: If plr > np Then plr = 1 '                                                              ready for next player's turn if no match
    End If
    Sleep 1
    Locate msgline, 1: Print Space$(80) '                                                                                         finished with check: clear message line
    Locate pickline, 37: Print Space$(8)
    csrh = 40: csrv = csrline: tile = numtiles - Int(numcols / 2)
    picks1 = 0: picks2 = 0: pick = 1
    ShowHiddenGrid
End Sub

Sub EndGame
    Cls
    Locate 10, 1
    Color 14: Print Tab(34); "Final Scores"
    Print: Color 15
    For a = 1 To np
        Print Tab(30); names$(a); Tab(50); score(a)
    Next
    Sleep
    Cls
End Sub
but maybe later...
Reply


Messages In This Thread
Recall - a memory - test game - by PhilOfPerth - 05-05-2022, 06:18 AM
RE: Recall - a memory - test game - by Pete - 05-05-2022, 07:13 AM
RE: Recall - a memory - test game - by bplus - 05-05-2022, 03:41 PM
RE: Recall - a memory - test game - by bplus - 05-05-2022, 04:15 PM
RE: Recall - a memory - test game - by Pete - 05-05-2022, 04:26 PM



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