Esgrima eléctrico
¡Trate de 'tocar' a su oponente! Para dos jugadores. Teclado o joysticks.
10
' ESGRIMA ELECTRICO, por Alexander Martin
20
' copyright (c) AMSOFT 1985
30
'
40
DEFINT a-z
50
MODE
0
60
GOSUB
980
70
GOSUB
1370
80
GOSUB
270
90
GOSUB
1520
100
GOSUB
1370
110
GOSUB
1270
120
'
130
'
140
REM empezar
150
IF termina THEN GOTO
160
GOSUB
240
170
FRAME:IF p1dir THEN GOSUB
180
FRAME:IF p2dir THEN GOSUB
190
IF
p1sa=-1
THEN GOSUB
200
IF
p2sa=-1
THEN GOSUB
210
GOTO
140
220
'
230
'
240
IF j THEN
380
250
'
260
'
270
6
CLS:PEN
280
PRINT:PRINT"
290
PRINT:PRINT:PRINT:PRINT" pulse J/T [ENTER]"
300
LOCATE
4,10:PRINT"JOYSTICKS";TAB(4);"O TECLAS"
310
LOCATE 12,10:IF j THEN PRINT"*":ELSE
320
LOCATE 12,11:IF j THEN
330
IF
NOT(INKEY(45))
340
IF
NOT(INKEY(51))
350
IF
NOT(INKEY(18))
360
'
370
'
380
p1=JOY(0):p2=JOY(1)
390
p1dir=(p1 AND 1)*-1+(p1 AND
400
p2dir=(p2 AND 1)*-1+(p2 AND
410
IF p1 AND
16
THEN p1sa=p1sa-1:IF
420
IF p2 AND
16
THEN p2sa=p2sa-1:IF
430
IF p1sa THEN
p1dir=0
440
IF p2sa THEN
p2dir=0
450
RETURN
460
'
470
'
480
p2dir=((INKEY(4)=0)*1)+((INKEY(5)=0)*-1)
490
p1dir=((INKEY(69)=0)*1)+((INKEY(71)=0)*-1)
100
570
ELSE FRAME:FRAME
620
ELSE FRAME:FRAME
670
720
ELSE
480
ELIJA CONTROL"
PRINT"
":ELSE
THEN
j=-1
THEN
j=0:
'37 en original: K
THEN RETURN ELSE
2)*0.5
2)*0.5
Manual de Amstrad CPC 6128 (revisión 2008) - Página 407
PRINT" "
PRINT"*"
310
p1sa=-1
THEN AFTER
p2sa=-1
THEN AFTER
15
GOSUB
770
15
GOSUB
770