Asteroid Shower
#1
Lightbulb 
The idea of this rather simple game comes from "Astrostorm", which I beheld first on an Apple IIe nearly 40 years back!

Lazy game program. Just press spacebar to start or stop your spaceship. Beware: the response could be a bit late. Work your way toward the top of the screen. The game ends if your spaceship is bashed by an asteroid.

Code: (Select All)
'by mnrvovrfc 2022-dec-21
OPTION _EXPLICIT
DIM AS INTEGER px, py, ph, cm, cb, uc, j, ay, ax, fc
DIM AS LONG kk
DIM AS _BYTE dead, done, holdspace
DIM AS STRING sp40

_TITLE "Astroshower LC"
WIDTH 40, 25: CLS

px = 1: py = 20: ph = 0: cm = 10: cb = 0: kk = 0
sp40 = SPACE$(40)

dead = 0
done = 0
holdspace = 0
uc = 20
fc = 8
LOCATE 24, 1: COLOR 7: PRINT 0;
LOCATE py, px: COLOR fc: PRINT ">";
DO UNTIL dead OR done
    IF uc > 0 THEN
        uc = uc - 1
        IF uc < 1 THEN fc = 15
    END IF
    FOR j = 1 TO 5
        _DELAY 0.015
        IF uc < 1 THEN
            IF _KEYDOWN(27) THEN done = 1: EXIT FOR
            IF _KEYDOWN(32) AND holdspace = 0 THEN
                IF cm > 0 THEN cm = cm - 1
                holdspace = 1
                IF ph = 0 THEN ph = 1 ELSE ph = 0
            END IF
            IF _KEYDOWN(32) = 0 AND holdspace THEN holdspace = 0
        END IF
    NEXT ''j
    IF done THEN EXIT DO
    _DISPLAY
    IF ph = 1 THEN
        kk = kk + cm + 1
        LOCATE 24, 1: COLOR 7: PRINT kk;
        COLOR 15
        LOCATE py, px: PRINT " ";
        px = px + ph
        IF px > 40 THEN
            px = 1
            ph = 0
            IF py > 10 THEN
                py = py - 1
                cb = cb + 1
            END IF
            cm = cm + cb
        END IF
        IF SCREEN(py, px) = 42 THEN dead = 1: EXIT DO
        LOCATE py, px: PRINT ">";
    END IF
    j = random1(7) - 4
    IF j > 0 THEN
        COLOR 7
        DO WHILE j > 0
            DO
                ax = random1(38) + 1
            LOOP UNTIL SCREEN(1, ax) = 32
            LOCATE 1, ax: PRINT "*";
            j = j - 1
        LOOP
    END IF
    LOCATE py, px: COLOR fc: PRINT " ";
    COLOR 7
    ay = 23
    DO WHILE ay > 1
        ax = 40
        DO WHILE ax > 1
            LOCATE ay, ax: PRINT CHR$(SCREEN(ay - 1, ax));
            ax = ax - 1
        LOOP
        ay = ay - 1
    LOOP
    LOCATE 1, 1: PRINT sp40;
    IF SCREEN(py, px) = 42 THEN dead = 1: EXIT DO
    LOCATE py, px: COLOR fc: PRINT ">";
LOOP
_AUTODISPLAY
IF dead THEN
    LOCATE 1, 1: COLOR 4
    PRINT "You have died!";
    END
END IF
SYSTEM


FUNCTION random1& (maxval)
    random1 = INT(RND * maxval + 1)
END FUNCTION
Reply
#2
Ah, the good old days. I'd be the richest man in the world if my two great life plans ever come together.

Plan #1: Build a time machine with a range to 1970.

Plan #2: Code a pong game.

Now the good news is, I'm half way there. That's right, I built the time machine. Now all I have to do if figure out how to code a pong game???

Pete Big Grin
Reply
#3
I read a book which was a half-opinionated story of the history of Atari up to and including the creation of their awesomesauce 2600 machine. It seems a lot of energy was needed just to create that "Pong" game which wasn't a big deal.

I have to dig deep into my archives but I created four different programs of silly pong games in text mode in QuickBASIC. Then in QB64 I cobbled them up into one program with a menu to choose one of the games to play. One of the variations has the ball "explode" after it hits the target, and the fragments could also hit targets for additional points. It wasn't very interesting, I was very bored the day I created it.

In addition I was motivated by that famous book of games by David Heiserman I think was his name, for IBM PC. I believe there was an edition for TRS-80 computers but not necessarily for the Color Computer. One called "Arrow Shoot" which was very funny. I created a fancy version in Freebasic with four levels. It would be easy to convert it to QB64.

"A large tree fell on your head, and you're dead! Dead, dead, dead! You took 1 step. You collected zero treasures."

Nobody wanted to play an "adventure" game in which that was always the message!

Also the "Hacker's Aid" was one of my favorite programs. Not so good: the "translators". There's one that teaches somebody to talk like Bugs Bunny LOL.

Under 50 bucks! 50 bucks? The fun is back, oh yes sirree! It's the twenty-six hundred from Ah-tah-ree!
Reply
#4
The guy who invented Pong Ralph Baer did so in the 1950's but shelved it. Unfortunately he sold out to Magnavox who turned Ralph's 'Brown Box' into the Magnavox Odyssey. Nolan Bushnell saw the pong game at a sales convention, where Bushnell impersonated a Magnavox salesman. So, as the saying goes, "Good artists borrow, great artists steal."

Pete
Reply
#5
(12-22-2022, 12:29 AM)Pete Wrote: Plan #2: Code a pong game.

Same page Pete. Smile

I have the same ambition. I found this excellent tutorial on Pong with Vectors in YouTube, and also have been learning Vectors from Sprezzo. I also wanted to share this thing I made that does not use vectors, but it's pretty fun! I used the approach of a matrix of 3x3 cells to determine collisions. Turn your speakers on and at a low volume (it uses PLAY MB for sound effects, and the feedback is necessary). I almost had it perfect, and I think I could add one more permutation in my 3x3 matrix collision handler to get it so that the single brick in certain conditions isn't erased. Anyway, sharing is caring Smile

YouTube Playlist: Godot Pong with Vectors Tutorial Series

Here is a video of the thing running: BOUNCER demo

Steve: I MergeFile'd this thing Smile FYI useful for sharing inline in forum pastes! Big Grin

I made this thing:
Code: (Select All)
''
' BOUNCER
'
' A little sandbox prototype to help me master the logic and physics for
' ball and paddle stuff. Mostly figuring out collisions and reflections.
'
' Press F5 to start the debugger. This is something that will also wind up
' going into my QB64_GJ_LIB for sure. Also a bunch of the _MISC.BM funcs
' and subs will be added too.
'
' @author Rick Christy <grymmjack@gmail.com>
'
$CONSOLE
OPTION _EXPLICIT
OPTION _EXPLICITARRAY
$IF FALSE = UNDEFINED AND TRUE = UNDEFINED THEN
    CONST FALSE = 0 : CONST TRUE = NOT FALSE
$END IF

$EXEICON:'./BOUNCER.ico'
_TITLE "BOUNCER"
_CONSOLETITLE "BOUNCER"

TYPE CONFIG
    FULLSCREEN        AS INTEGER
    FULLSCREEN_SMOOTH AS INTEGER
    RANDOM_BG         AS INTEGER
    RANDOM_FG         AS INTEGER
    SOUND_ENABLED     AS INTEGER
    BALL_CHAOS_TIMER  AS INTEGER
    RAND_NUM_BLOCKS   AS INTEGER
    CHAOS_SECS        AS INTEGER
    NUM_BLOCKS        AS INTEGER
    ORIG_NUM_BLOCKS   AS INTEGER
    PREV_NUM_BLOCKS   AS INTEGER
    BLOCK_MAX_W       AS INTEGER
    BLOCK_MAX_H       AS INTEGER
    LIM               AS INTEGER
    AUTO_BLOCKS_SECS  AS INTEGER
END TYPE

DIM SHARED CFG AS CONFIG
TYPE SCREEN_OBJECT
    BG_KOLOR     AS LONG
    FG_KOLOR     AS LONG
    W            AS INTEGER
    H            AS INTEGER
    BPP          AS INTEGER
    VISIBLE_PAGE AS INTEGER
    ACTIVE_PAGE  AS INTEGER
END TYPE

DIM SHARED __SCREEN AS SCREEN_OBJECT
CONST GAME_SCREEN      = 0%
CONST DEBUGGER_CONSOLE = 1%
TYPE BALL_OBJECT
    X          AS INTEGER
    Y          AS INTEGER
    X_DIR      AS INTEGER
    Y_DIR      AS INTEGER
    SPEED      AS INTEGER
    KOLOR      AS LONG
    TRACE_PATH AS INTEGER
    HIT_90_NUM AS INTEGER
    DISPLAY    AS STRING * 1
END TYPE

DIM SHARED BALL AS BALL_OBJECT
DIM SHARED BALL_9GRID(1 TO 3, 1 TO 3) AS INTEGER
DIM SHARED BALL_25GRID(1 TO 5, 1 TO 5) AS INTEGER

DIM SHARED BALL_ROUND AS STRING
DIM SHARED BALL_SOLID AS STRING
BALL_ROUND$ = CHR$(9)
BALL_SOLID$ = CHR$(10)
TYPE BLOCK_OBJECT
    X       AS INTEGER
    Y       AS INTEGER
    W       AS INTEGER
    H       AS INTEGER
    INDEX   AS INTEGER
    KOLOR   AS LONG
    LIVES   AS INTEGER
    DISPLAY AS STRING * 1
END TYPE

DIM SHARED BLOCK AS BLOCK_OBJECT
DIM SHARED BLOCKS(1 TO CFG.NUM_BLOCKS%) AS BLOCK_OBJECT
TYPE LEVEL_OBJECT
    START_X AS INTEGER
    END_X   AS INTEGER
    START_Y AS INTEGER
    END_Y   AS INTEGER
END TYPE

DIM SHARED LEVEL AS LEVEL_OBJECT
TYPE STATS_OBJECT
    TOP_BOUNCES   AS INTEGER
    RIGHT_BOUNCES AS INTEGER
    BOT_BOUNCES   AS INTEGER
    LEFT_BOUNCES  AS INTEGER
    BLOCK_BOUNCES AS INTEGER
    BALL_INVERTS  AS INTEGER
    BALL_RANDOMS  AS INTEGER
END TYPE

DIM SHARED STATS AS STATS_OBJECT
TYPE TIMER_OBJECT
    STARTED   AS DOUBLE
    STOPPED   AS DOUBLE
    TICKS     AS LONG
    SECONDS   AS LONG
    HOLD      AS INTEGER
    LAP_COUNT AS INTEGER
END TYPE

TYPE TIMER_LAP
    STARTED AS DOUBLE
    STOPPED AS DOUBLE
    TICKS   AS LONG
END TYPE

DIM SHARED MAIN_TIMER AS INTEGER
DIM SHARED TICKS_TIMER AS TIMER_OBJECT
DIM SHARED TIMER_LAPS(10) AS TIMER_LAP
TYPE DEBUG_OBJECT
    ENABLED         AS INTEGER
    DO_BREAKPOINTS  AS INTEGER
    IN_CONSOLE      AS INTEGER
    VERBOSE         AS INTEGER
    VERBOSITY       AS INTEGER
    NEXT_STEP       AS INTEGER
    CUR_STEP        AS INTEGER
    PREV_STEP       AS INTEGER
    MARK_TIME       AS STRING
    MARK_TIMER      AS DOUBLE
    PREV_MARK_TIME  AS STRING
    PREV_MARK_TIMER AS DOUBLE
END TYPE

DIM SHARED DEBUG AS DEBUG_OBJECT
DIM SHARED AS INTEGER DEBUG_MIN, DEBUG_AVG, DEBUG_MAX, DEBUG_WTF
DEBUG_MIN% = 1
DEBUG_AVG% = 2
DEBUG_MAX% = 3
DEBUG_WTF% = 4

configure
ball_init
level_init
block_init
blocks_init
timers_init
debug_init
screen_init

DIM AS STRING k, dmsg
DO:
    IF CFG.LIM% > 0 THEN _LIMIT CFG.LIM%
    k$ = INKEY$
    IF k$ <> "" THEN DPRINT "INKEY$", DEBUG_MIN
    SELECT CASE k$
        CASE LCASE$("s"): 'S = Toggle sound
            DPRINT "INKEY$: 'S' TOGGLE SOUND", DEBUG_AVG
            ball_toggle_sound : stats_update
        CASE LCASE$("b"): 'B = Toggle breakpoints
            DPRINT "INKEY$: 'B' TOGGLE BREAKPOINTS", DEBUG_AVG
            debug_toggle_do_breakpoints : stats_update
        CASE "=": '+/ = Increase speed by increasing limit
            DPRINT "INKEY$: '=' INCREASE LIMIT", DEBUG_AVG
            CFG.LIM% = CFG.LIM% + 1 : stats_update
        CASE "-": '- = Decrease speed by decreasing limit 
            DPRINT "INKEY$: '-' DECREASE LIMIT", DEBUG_AVG
            CFG.LIM% = CFG.LIM% - 1 : stats_update
        CASE " ": 'SPACE = randomize blocks
            DPRINT "INKEY$: ' ' RANDOMIZE BLOCKS", DEBUG_AVG
            blocks_init : game_step
        CASE ",": ', = increment total blocks
            DPRINT "INKEY$: ',' INCREMENT BLOCKS", DEBUG_AVG
            blocks_dec : game_step
        CASE ".": '. = decrement total blocks
            DPRINT "INKEY$: '.' DECREMENT BLOCKS", DEBUG_AVG
            blocks_inc : game_step
        CASE CHR$(0) + "G": 'HOME = Show console explicit
            DPRINT "INKEY$: 'HOME' SHOW DEBUG CONSOLE EXPLICIT", DEBUG_AVG
            debug_console_show
        CASE CHR$(0) + "O": 'END = Hide console explicit
            DPRINT "INKEY$: 'END' HIDE DEBUG CONSOLE EXPLICIT", DEBUG_AVG
            debug_console_hide
        CASE CHR$(0) + ";": 'F1 = toggle ball trace path
            DPRINT "INKEY$: 'F1' TOGGLE BALL TRACE PATH", DEBUG_AVG
            ball_toggle_trace_path
        CASE CHR$(0) + "<": 'F2 = clear debug console
            DPRINT "INKEY$: 'F2' CLEAR CONSOLE", DEBUG_AVG
            console_clear
        CASE CHR$(0) + "=": 'F3 = mark console
            DPRINT "INKEY$: 'F3' MARK CONSOLE", DEBUG_AVG
            console_mark
        CASE CHR$(0) + ">": 'F4 = toggle ball char
            DPRINT "INKEY$: 'F4' toggle ball char", DEBUG_AVG
            ball_toggle_char
        CASE CHR$(0) + "?": 'F5 = start debugging
            DPRINT "INKEY$: 'F5' START DEBUGGING", DEBUG_AVG
            debug_start : stats_update
        CASE CHR$(0) + "A": 'F7 = go to next debug step
            DPRINT "INKEY$: 'F7' NEXT STEP", DEBUG_AVG
            debug_next : stats_update
        CASE CHR$(0) + "B": 'F8 = stop debugging
            DPRINT "INKEY$: 'F8' STOP DEBUGGING", DEBUG_AVG
            debug_stop : game_step
        CASE CHR$(0) + "C": 'F9 = debug level min
            DPRINT "INKEY$: 'F9' DEBUG LEVEL MIN", DEBUG_AVG
            DEBUG.VERBOSITY% = DEBUG_MIN : stats_update
        CASE CHR$(0) + "D": 'F10 = debug level avg
            DPRINT "INKEY$: 'F10' DEBUG LEVEL AVG", DEBUG_AVG
            DEBUG.VERBOSITY% = DEBUG_AVG : stats_update
        CASE CHR$(0) + CHR$(133): 'F11 = debug level max
            DPRINT "INKEY$: 'F11' DEBUG LEVEL MAX", DEBUG_AVG
            DEBUG.VERBOSITY% = DEBUG_MAX : stats_update
        'FUTURE - add F12 - toggle cross hair to show x, y of screen and ball
        CASE CHR$(27): '  ESC = Quit
            DPRINT "INKEY$: 'ESC' QUIT", DEBUG_AVG
            timers_main_shutdown
            SYSTEM
    END SELECT

    IF DEBUG.ENABLED% = TRUE THEN
        IF DEBUG.NEXT_STEP% = TRUE THEN game_step
    ELSE
        game_step
    END IF

    _DISPLAY
   
LOOP UNTIL _KEYHIT = 27 'ESC = Quit

COLOR 0, 7 : CLS
SYSTEM

SUB game_step
    DPRINT "game_step", DEBUG_MIN
    IF DEBUG.ENABLED% = TRUE THEN DEBUG.NEXT_STEP% = FALSE
    ball_move
    ball_stay_in_bounds
    stats_update
END SUB

SUB configure
    DPRINT "configure", DEBUG_AVG
    CFG.FULLSCREEN%        = TRUE
    CFG.FULLSCREEN_SMOOTH% = TRUE
    CFG.RANDOM_BG%         = TRUE
    CFG.RANDOM_FG%         = TRUE
    CFG.SOUND_ENABLED%     = TRUE
    CFG.BALL_CHAOS_TIMER%  = TRUE
    CFG.RAND_NUM_BLOCKS%   = TRUE
    CFG.CHAOS_SECS%        = 5
    CFG.NUM_BLOCKS%        = 16
    CFG.ORIG_NUM_BLOCKS%   = CFG.NUM_BLOCKS%
    CFG.PREV_NUM_BLOCKS%   = CFG.NUM_BLOCKS%
    CFG.BLOCK_MAX_W%       = 10
    CFG.BLOCK_MAX_H%       = 10
    CFG.LIM%               = 30
    CFG.AUTO_BLOCKS_SECS%  = 30
END SUB
SUB screen_init
    DPRINT "screen_init", DEBUG_AVG
    screen_reset
    __SCREEN.W%            = _WIDTH
    __SCREEN.H%            = _HEIGHT
    __SCREEN.BPP%          = _PIXELSIZE
    __SCREEN.VISIBLE_PAGE% = 0
    __SCREEN.ACTIVE_PAGE%  = 0
    IF CFG.FULLSCREEN% = FALSE THEN
        _SCREENMOVE _MIDDLE
    END IF
END SUB

SUB screen_reset
    DPRINT "screen_reset", DEBUG_AVG
    screen_set_active_page GAME_SCREEN : screen_fullscreen
    screen_set_active_page DEBUGGER_CONSOLE : screen_fullscreen
END SUB


SUB screen_fullscreen
    DPRINT "screen_fullscreen", DEBUG_WTF
    _BLINK OFF
    _CONTROLCHR OFF
    IF CFG.FULLSCREEN% = TRUE THEN
        IF CFG.FULLSCREEN_SMOOTH% = TRUE THEN
            _FULLSCREEN _SQUAREPIXELS, _SMOOTH
        ELSE
            _FULLSCREEN _SQUAREPIXELS
        END IF
    END IF
END SUB


SUB screen_clear
    DPRINT "screen_clear", DEBUG_AVG
    IF CFG.RANDOM_BG% = TRUE THEN __SCREEN.BG_KOLOR& = rand_in_range(0, 7)
    screen_set_active_page GAME_SCREEN
    COLOR BALL.KOLOR&,__SCREEN.BG_KOLOR&
    CLS
END SUB

SUB screen_set_active_page (page%)
    DPRINT "screen_set_active_page(page%=" + n$(page%) + ")", DEBUG_WTF
    SCREEN ,,page%
    screen_fullscreen
    __SCREEN.ACTIVE_PAGE% = page%
END SUB

SUB screen_set_visible_page (page%)
    DPRINT "screen_set_visible_page(page%=" + n$(page%) + ")", DEBUG_WTF
    SCREEN ,,,page%
    screen_fullscreen
    __SCREEN.VISIBLE_PAGE% = page%
END SUB

SUB screen_set_both_pages (page%)
    DPRINT "screen_set_both_pages(page%=" + n$(page%) + ")", DEBUG_WTF
    SCREEN ,,page%,page%
    screen_fullscreen
    __SCREEN.ACTIVE_PAGE%  = page%
    __SCREEN.VISIBLE_PAGE% = page%
END SUB
SUB ball_init
    DPRINT "ball_init", DEBUG_AVG
    BALL.X%          = rand_in_range(LEVEL.START_X%, LEVEL.END_X%)
    BALL.Y%          = rand_in_range(LEVEL.START_Y%, LEVEL.END_Y%)
    BALL.X_DIR%      = 1
    BALL.Y_DIR%      = -1
    BALL.SPEED%      = 1
    BALL.KOLOR&      = 15
    BALL.HIT_90_NUM% = 0
    BALL.TRACE_PATH% = TRUE
    BALL.DISPLAY$    = CHR$(9)
END SUB


SUB ball_toggle_char
    DPRINT "ball_toggle_char", DEBUG_MAX
    IF BALL.DISPLAY$ = BALL_ROUND$ THEN
        BALL.DISPLAY$ = BALL_SOLID$
    ELSE
        BALL.DISPLAY$ = BALL_ROUND$
    ENDIF
    screen_set_active_page GAME_SCREEN
    LOCATE BALL.Y%, BALL.X% : PRINT BALL.DISPLAY$;
END SUB


SUB ball_toggle_trace_path
    DPRINT "ball_toggle_trace_path", DEBUG_MAX
    IF BALL.TRACE_PATH% = TRUE THEN
        BALL.TRACE_PATH% = FALSE
        ball_clear_traces
    ELSE
        BALL.TRACE_PATH% = TRUE
    END IF
END SUB


SUB ball_clear_traces
    DPRINT "ball_clear_traces", DEBUG_MAX
    DIM AS INTEGER y, x, c
    FOR y% = LEVEL.START_Y% TO LEVEL.END_Y%
        FOR x% = LEVEL.START_X TO LEVEL.END_X%
            c% = SCREEN(y%, x%)
            IF c% = 249 THEN
                screen_set_both_pages GAME_SCREEN
                LOCATE y%, x% : PRINT " ";
            END IF
        NEXT x%
    NEXT y%
END SUB


SUB ball_get_25grid
    DPRINT "ball_get_25grid", DEBUG_AVG
    DIM AS INTEGER x, y, grid_x, grid_y, char
    FOR y%=1 TO 5
        grid_y% = clamp(BALL.Y%-5 + y%, LEVEL.START_Y%, LEVEL.END_Y%)
        FOR x% = 1 TO 5
            grid_x% = clamp(BALL.X%-5 + x%, LEVEL.START_X%, LEVEL.END_X%)
            screen_set_active_page GAME_SCREEN
            char% = SCREEN(grid_y%, grid_x%)
            IF char% <> ASC(BALL.DISPLAY$) THEN
                SELECT CASE char%
                    CASE ASC(BLOCK.DISPLAY$):
                        BALL_25GRID(y%, x%) = 1
                    CASE ELSE:
                        BALL_25GRID(y%, x%) = 0
                END SELECT
            END IF
        NEXT x%
    NEXT y%
END SUB


SUB ball_get_9grid
    DPRINT "ball_get_9grid", DEBUG_AVG
    DIM AS INTEGER x, y, grid_x, grid_y, char
    FOR y%=1 TO 3
        grid_y% = clamp(BALL.Y%-2 + y%, LEVEL.START_Y%, LEVEL.END_Y%)
        FOR x% = 1 TO 3
            grid_x% = clamp(BALL.X%-2 + x%, LEVEL.START_X%, LEVEL.END_X%)
            screen_set_active_page GAME_SCREEN
            char% = SCREEN(grid_y%, grid_x%)
            IF char% <> ASC(BALL.DISPLAY$) THEN
                SELECT CASE char%
                    CASE ASC(BLOCK.DISPLAY$):
                        BALL_9GRID(y%, x%) = 1
                    CASE ELSE:
                        BALL_9GRID(y%, x%) = 0
                END SELECT
            END IF
        NEXT x%
    NEXT y%
    IF DEBUG.ENABLED% = TRUE AND DEBUG.VERBOSITY% >= DEBUG_AVG THEN ball_dump_9grid
END SUB


SUB ball_dump_9grid
    DPRINT "ball_dump_9grid", DEBUG_AVG
    DIM AS INTEGER y, x
    DIM s AS STRING
    DPRINT "", DEBUG_AVG
    DPRINT "BALL_9GRID(" + n$(y%) + ", " + n$(x%) + ") {", DEBUG_AVG
    FOR y% = 1 TO 3
        s$ = "    "
        FOR x% = 1 TO 3
            s$ = s$ + n$(BALL_9GRID(y%, x%)) + " "
        NEXT x%
        DPRINT s$, DEBUG_AVG
    NEXT y%
    DPRINT "}", DEBUG_AVG
END SUB


FUNCTION ball_will_bounce_9grid% (y%, x%)
    DPRINT "ball_will_bounce_9grid (" + _
        "y%=" + n$(y%) + ", x%=" + n$(x%) + ")", DEBUG_MAX
    DIM AS INTEGER check_y, check_x, checks_sum
    checks_sum% = 0
    FOR check_y% = 1 TO 3
        FOR check_x% = 1 TO 3
            checks_sum% = checks_sum% + BALL_9GRID(check_y%, check_x%)
        NEXT check_x%
    NEXT check_y%
    IF checks_sum% > 0 THEN
        ball_chaos_hold
        ball_will_bounce_9grid% = TRUE
    ELSE
        ball_will_bounce_9grid% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_bounce_25grid% (y%, x%)
    DPRINT "ball_will_bounce_25grid (" + _
        "y%=" + n$(y%) + ", x%=" + n$(x%) + ")", DEBUG_MAX
    DIM AS INTEGER check_y, check_x, checks_sum
    checks_sum% = 0
    FOR check_y% = 1 TO 5
        FOR check_x% = 1 TO 5
            checks_sum% = checks_sum% + BALL_25GRID(check_y%, check_x%)
        NEXT check_x%
    NEXT check_y%
    IF checks_sum% > 0 THEN
        ball_chaos_hold
        ball_will_bounce_25grid% = TRUE
    ELSE
        ball_will_bounce_25grid% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_invert_path% ()
    DPRINT "ball_will_invert_path()", DEBUG_AVG
    DIM AS INTEGER top_left, top_right, bot_left, bot_right, sum
    '_3L = 3 L shape neighbors _2L = partial L shape neighbors (2 but not 3)
    DIM AS INTEGER top_left_2L, top_right_2L, bot_left_2L, bot_right_2L
    DIM AS INTEGER top_left_3L, top_right_3L, bot_left_3L, bot_right_3L
    DIM AS INTEGER top_left_4L, top_right_4L, bot_left_4L, bot_right_4L
    DIM AS INTEGER top_left_5L, top_right_5L, bot_left_5L, bot_right_5L

    'x..
    '.*.
    '...\ = x-1 y-1
    top_left% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '..x
    '.*.
    '.../ = x+1 y-1
    top_right% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '...
    '.*.
    'x../ = x-1 y+1
    bot_left% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '...
    '.*.
    '..x\ = x+1 y+1
    bot_right% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'xx.
    'x*.
    '...\ = x-1 y-1
    top_left_2L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '.xx
    '.*x
    '.../ = x+1 y-1
    top_right_2L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '...
    'x*.
    'xx./ = x-1 y+1
    bot_left_2L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '...
    '.*x
    '.xx\ = x+1 y+1
    bot_right_2L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'xxx
    'x*.
    'x..\ = x-1 y-1
    top_left_3L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    'xxx
    '.*x
    '..x/ = x+1 y-1
    top_right_3L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'x..
    'x*.
    'xxx/ = x-1 y+1
    bot_left_3L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    '..x
    '.*x
    'xxx\ = x+1 y+1
    bot_right_3L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'xx.
    'x*.
    'x..\ = x-1 y-1
    top_left_4L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '.xx
    '.*x
    '..x/ = x+1 y-1
    top_right_4L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 1) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'x..
    'x*.
    'xx./ = x-1 y+1
    bot_left_4L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    '..x
    '.*x
    '.xx\ = x+1 y+1
    bot_right_4L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 1) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'x.x
    'x*.
    'x..\ = x-1 y-1
    top_left_5L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 0) _
    )
    'x.x
    '.*x
    '..x/ = x+1 y-1
    top_right_5L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 0) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    'x..
    'x*.
    'x.x/ = x-1 y+1
    bot_left_5L% = ( _
            (BALL_9GRID(1,1) = 1) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 0) _
        AND (BALL_9GRID(2,1) = 1) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 0) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    '..x
    '.*x
    'x.x\ = x+1 y+1
    bot_right_5L% = ( _
            (BALL_9GRID(1,1) = 0) _
        AND (BALL_9GRID(1,2) = 0) _
        AND (BALL_9GRID(1,3) = 1) _
        AND (BALL_9GRID(2,1) = 0) _
        AND (BALL_9GRID(2,2) = 0) _
        AND (BALL_9GRID(2,3) = 1) _
        AND (BALL_9GRID(3,1) = 1) _
        AND (BALL_9GRID(3,2) = 0) _
        AND (BALL_9GRID(3,3) = 1) _
    )
    sum% = 0
    DIM AS INTEGER will_corner, will_2L, will_3L, will_4L, will_5L, will_invert
    will_corner% = FALSE
    will_2L% = FALSE : will_3L% = FALSE : will_4L% = FALSE : will_5L% = FALSE
    will_invert% = FALSE
    IF top_left%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_corner% = TRUE
    END IF
    IF top_right% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_corner% = TRUE
    END IF
    IF bot_left%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_corner% = TRUE
    END IF
    IF bot_right% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_corner% = TRUE
    END IF
    IF top_left_2L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_2L% = TRUE
    END IF
    IF top_right_2L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_2L% = TRUE
    END IF
    IF bot_left_2L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_2L% = TRUE
    END IF
    IF bot_right_2L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_2L% = TRUE
    END IF
    IF top_left_3L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_3L% = TRUE
    END IF
    IF top_right_3L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_3L% = TRUE
    END IF
    IF bot_left_3L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_3L% = TRUE
    END IF
    IF bot_right_3L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_3L% = TRUE
    END IF
    IF top_left_4L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_4L% = TRUE
    END IF
    IF top_right_4L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_4L% = TRUE
    END IF
    IF bot_left_4L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_4L% = TRUE
    END IF
    IF bot_right_4L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_4L% = TRUE
    END IF
    IF top_left_5L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_5L% = TRUE
    END IF
    IF top_right_5L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = -1 THEN
        sum% = sum% + 1 : will_5L% = TRUE
    END IF
    IF bot_left_5L%  = TRUE AND BALL.X_DIR% = -1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_5L% = TRUE
    END IF
    IF bot_right_5L% = TRUE AND BALL.X_DIR% = 1 AND BALL.Y_DIR% = 1 THEN
        sum% = sum% + 1 : will_5L% = TRUE
    END IF
    IF sum% > 0 THEN will_invert% = TRUE
    DPRINT "    top_left%=" + b$(top_left%), DEBUG_WTF
    DPRINT "   top_right%=" + b$(top_right%), DEBUG_WTF
    DPRINT "    bot_left%=" + b$(bot_left%), DEBUG_WTF
    DPRINT "   bot_right%=" + b$(bot_right%), DEBUG_WTF
    DPRINT " top_left_2L%=" + b$(top_left_2L%), DEBUG_WTF
    DPRINT "top_right_2L%=" + b$(top_right_2L%), DEBUG_WTF
    DPRINT " bot_left_2L%=" + b$(bot_left_2L%), DEBUG_WTF
    DPRINT "bot_right_2L%=" + b$(bot_right_2L%), DEBUG_WTF
    DPRINT " top_left_3L%=" + b$(top_left_3L%), DEBUG_WTF
    DPRINT "top_right_3L%=" + b$(top_right_3L%), DEBUG_WTF
    DPRINT " bot_left_3L%=" + b$(bot_left_3L%), DEBUG_WTF
    DPRINT "bot_right_3L%=" + b$(bot_right_3L%), DEBUG_WTF
    DPRINT " top_left_4L%=" + b$(top_left_4L%), DEBUG_WTF
    DPRINT "top_right_4L%=" + b$(top_right_4L%), DEBUG_WTF
    DPRINT " bot_left_4L%=" + b$(bot_left_4L%), DEBUG_WTF
    DPRINT "bot_right_4L%=" + b$(bot_right_4L%), DEBUG_WTF
    DPRINT " top_left_5L%=" + b$(top_left_5L%), DEBUG_WTF
    DPRINT "top_right_5L%=" + b$(top_right_5L%), DEBUG_WTF
    DPRINT " bot_left_5L%=" + b$(bot_left_5L%), DEBUG_WTF
    DPRINT "bot_right_5L%=" + b$(bot_right_5L%), DEBUG_WTF
    DPRINT "-------------", DEBUG_WTF
    DPRINT " sum: " + n$(sum%), DEBUG_WTF
    DPRINT "-------------", DEBUG_WTF
    DPRINT " will invert%=" + b$(will_invert%), DEBUG_WTF
    DPRINT " will_corner%=" + b$(will_corner%), DEBUG_WTF
    DPRINT "     will_2L%=" + b$(will_2L%), DEBUG_WTF
    DPRINT "     will_3L%=" + b$(will_3L%), DEBUG_WTF
    DPRINT "     will_4L%=" + b$(will_4L%), DEBUG_WTF
    DPRINT "     will_5L%=" + b$(will_5L%), DEBUG_WTF
    IF sum% > 0 THEN
        DPRINT "ball_will_invert_path = TRUE", DEBUG_WTF
        ball_sound_invert
        ball_will_invert_path% = TRUE
    ELSE
        DPRINT "ball_will_invert_path = FALSE", DEBUG_WTF
        ball_will_invert_path% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_bounce_left% ()
    DPRINT "ball_will_bounce_left()", DEBUG_AVG
    '..x
    '.*x
    '..x
    IF BALL_9GRID(1,3) _
     + BALL_9GRID(2,3) _
     + BALL_9GRID(3,3) >= 2 _
    THEN
        DPRINT "ball_will_bounce_left = TRUE", DEBUG_AVG
        BALL.HIT_90_NUM% = 0
        ball_will_bounce_left% = TRUE
    ELSE
        DPRINT "ball_will_bounce_left = FALSE", DEBUG_AVG
        ball_will_bounce_left% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_bounce_right% ()
    DPRINT "ball_will_bounce_right()", DEBUG_AVG
    'x..
    'x*.
    'x..
    IF BALL_9GRID(1,1) _
     + BALL_9GRID(2,1) _
     + BALL_9GRID(3,1) >= 2 _
    THEN
        DPRINT "ball_will_bounce_right = TRUE", DEBUG_AVG
        BALL.HIT_90_NUM% = 0
        ball_will_bounce_right% = TRUE
    ELSE
        DPRINT "ball_will_bounce_right = FALSE", DEBUG_AVG
        ball_will_bounce_right% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_bounce_down% ()
    DPRINT "ball_will_bounce_down()", DEBUG_AVG
    'xxx
    '.*.
    '...
    IF BALL_9GRID(1,1) _
     + BALL_9GRID(1,2) _
     + BALL_9GRID(1,3) >= 2 _
    THEN
        DPRINT "ball_will_bounce_down = TRUE", DEBUG_AVG
        BALL.HIT_90_NUM% = 0
        ball_will_bounce_down% = TRUE
    ELSE
        DPRINT "ball_will_bounce_down = FALSE", DEBUG_AVG
        ball_will_bounce_down% = FALSE
    END IF
END FUNCTION


FUNCTION ball_will_bounce_up% ()
    DPRINT "ball_will_bounce_up()", DEBUG_AVG
    '...
    '.*.
    'xxx
    IF BALL_9GRID(3,1) _
     + BALL_9GRID(3,2) _
     + BALL_9GRID(3,3) >= 2 _
    THEN
        DPRINT "ball_will_bounce_up = TRUE", DEBUG_AVG
        BALL.HIT_90_NUM% = 0
        ball_will_bounce_up% = TRUE
    ELSE
        DPRINT "ball_will_bounce_up = FALSE", DEBUG_AVG
        ball_will_bounce_up% = FALSE
    END IF
END FUNCTION


SUB ball_hit_block
    DPRINT "ball_hit_block", DEBUG_AVG
    DIM AS INTEGER _
        bouncing_up, bouncing_down, _
        bouncing_left, bouncing_right, _
        inverting_path, bouncing
    bouncing%       = FALSE
    bouncing_up%    = ball_will_bounce_up%
    bouncing_down%  = ball_will_bounce_down%
    bouncing_left%  = ball_will_bounce_left%
    bouncing_right% = ball_will_bounce_right%
    inverting_path% = ball_will_invert_path%
    IF inverting_path% = TRUE THEN
        BALL.Y_DIR% = BALL.Y_DIR% * -1
        BALL.X_DIR% = BALL.X_DIR% * -1
        BALL.HIT_90_NUM% = BALL.HIT_90_NUM% + 1
        ball_sound_invert
    ELSEIF bouncing_up% = TRUE THEN
        BALL.Y_DIR% = -1
        bouncing% = TRUE
    ELSEIF bouncing_down% = TRUE THEN
        BALL.Y_DIR% = 1
        bouncing% = TRUE
    ELSEIF bouncing_left% = TRUE THEN
        BALL.X_DIR% = -1
        bouncing% = TRUE
    ELSEIF bouncing_right% = TRUE THEN
         BALL.X_DIR% = 1
        bouncing% = TRUE
    END IF
    IF bouncing% = TRUE THEN ball_sound_hit_block
END SUB


SUB ball_erase (y%, x%)
    DPRINT "ball_erase", DEBUG_AVG
    DIM AS INTEGER c
    y% = clamp(y%, LEVEL.START_Y%, LEVEL.END_Y%)
    x% = clamp(x%, LEVEL.START_X%, LEVEL.END_X%)
    c% = SCREEN(y%, x%)
    IF c% = ASC(BLOCK.DISPLAY$) THEN EXIT SUB
    screen_set_active_page GAME_SCREEN
    COLOR BALL.KOLOR&, __SCREEN.BG_KOLOR&
    IF BALL.TRACE_PATH% = FALSE THEN
        LOCATE y%, x% : PRINT SPACE$(LEN(BALL.DISPLAY$))
    ELSE
        LOCATE y%, x% : PRINT CHR$(249);
    END IF
END SUB


SUB ball_move
    DPRINT "ball_move", DEBUG_AVG
    ball_erase BALL.Y%, BALL.X%
    ball_get_9grid
    IF (ball_will_bounce_9grid(BALL.Y%, BALL.X%)) THEN
        ball_hit_block
    END IF
    BALL.X% = clamp(BALL.X% + BALL.X_DIR%, LEVEL.START_X%, LEVEL.END_X%)
    BALL.Y% = clamp(BALL.Y% + BALL.Y_DIR%, LEVEL.START_Y%, LEVEL.END_Y%)
    screen_set_active_page GAME_SCREEN
    COLOR BALL.KOLOR&, __SCREEN.BG_KOLOR&
    LOCATE BALL.Y%, BALL.X% : PRINT BALL.DISPLAY$;
    ball_chaos_unhold
END SUB

SUB ball_chaos_hold
    DPRINT "ball_chaos_hold", DEBUG_MAX
    TICKS_TIMER.HOLD% = TRUE
END SUB

SUB ball_chaos_unhold
    DPRINT "ball_chaos_unhold", DEBUG_MAX
    TICKS_TIMER.HOLD% = FALSE
END SUB

SUB ball_chaos
    DIM AS INTEGER old_x, old_y, x, y, sum
    ball_get_25grid
    FOR y% = 1 TO 5
        FOR x% = 1 TO 5
            sum% = sum% + BALL_25GRID(y%, x%)
        NEXT x%
    NEXT y%
    IF sum% = 0 THEN
        old_x% = BALL.X% : old_y% = BALL.Y%
        ball_erase old_y%, old_x%
        BALL.X% = BALL.X% + (rand_in_range(0,1) * rand_sign)
        BALL.Y% = BALL.Y% + (rand_in_range(0,1) * rand_sign)
        DIM s AS STRING
        s$ = "***** BALL_CHAOS_TIMER ***** "
        s$ = s$ + "OLD BALL.Y%=" + n$(old_y%)
        s$ = s$ + ", BALL.X%=" + n$(old_x%)
        s$ = s$ + " -> NEW BALL.Y%=" + n$(BALL.Y%)
        s$ = s$ + ", BALL.X%=" + n$(BALL.X%)
        DPRINT s$, DEBUG_MIN
        ball_sound_chaos
    ELSE
        ball_chaos_hold
    END IF
END SUB


SUB ball_stay_in_bounds
    DPRINT "ball_stay_in_bounds", DEBUG_AVG
    DIM AS INTEGER new_x, pad
    IF BALL.Y% <= LEVEL.START_Y% THEN
        ball_bounce_top
    ELSEIF BALL.X% >= LEVEL.END_X% THEN
        ball_bounce_right
    ELSEIF BALL.Y% >= LEVEL.END_Y% THEN
        ball_bounce_bot
    ELSEIF BALL.X% <= LEVEL.START_X% THEN
        ball_bounce_left
    END IF
    pad% = 3
    'top left corner of level
    IF BALL.Y% = (LEVEL.START_Y% + pad%) AND BALL.X% = (LEVEL.START_X% + pad%) THEN
        DPRINT "* IN TOP LEFT CORNER OF LEVEL", DEBUG_AVG
        new_x% = BALL.X% + rand_in_range(1,pad%)
        IF new_x% <> BALL.X% THEN
            BALL.HIT_90_NUM% = 0
            ball_erase BALL.Y%, BALL.X%
            BALL.X% = new_x%
            ball_sound_random
            STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
        END IF       
    END IF
    'bottom left corner of level
    IF BALL.Y% = (LEVEL.END_Y% - pad%) AND BALL.X% = (LEVEL.START_X% + pad%) THEN
        DPRINT "* IN BOTTOM LEFT CORNER OF LEVEL", DEBUG_AVG
        new_x% = BALL.X% + rand_in_range(1,pad%)
        IF new_x% <> BALL.X% THEN
            BALL.HIT_90_NUM% = 0
            ball_erase BALL.Y%, BALL.X%
            BALL.X% = new_x%
            ball_sound_random
            STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
        END IF
    END IF
    'top right corner of level
    IF BALL.Y% = (LEVEL.START_Y% + pad%) AND BALL.X% = (LEVEL.END_X% - pad%) THEN
        DPRINT "* IN TOP RIGHT CORNER OF LEVEL", DEBUG_AVG
        new_x% = BALL.X% - rand_in_range(1,pad%)
        IF new_x% <> BALL.X% THEN
            BALL.HIT_90_NUM% = 0
            ball_erase BALL.Y%, BALL.X%
            BALL.X% = new_x%
            ball_sound_random
            STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
        END IF
    END IF
    'bottom right corner of level
    IF BALL.Y% = (LEVEL.END_Y% - pad%) AND BALL.X% = (LEVEL.END_X% - pad%) THEN
        DPRINT "* IN BOTTOM RIGHT CORNER OF LEVEL", DEBUG_AVG
        new_x% = BALL.X% - rand_in_range(1,pad%)
        IF new_x% <> BALL.X% THEN
            BALL.HIT_90_NUM% = 0
            ball_erase BALL.Y%, BALL.X%
            BALL.X% = new_x%
            ball_sound_random
            STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
        END IF
    END IF   
END SUB


SUB ball_bounce_top
    DPRINT "ball_bounce_top", DEBUG_AVG
    BALL.Y_DIR% = BALL.Y_DIR% * -1
    DIM AS INTEGER new_x
    ball_sound_bounce_top
END SUB


SUB ball_bounce_right  
    DPRINT "ball_bounce_right", DEBUG_AVG
    BALL.X_DIR% = BALL.X_DIR% * -1
    ball_sound_bounce_right
END SUB


SUB ball_bounce_bot
    DPRINT "ball_bounce_bot", DEBUG_AVG
    BALL.Y_DIR% = BALL.Y_DIR% * -1
    ball_sound_bounce_bot
END SUB


SUB ball_bounce_left
    DPRINT "ball_bounce_left", DEBUG_AVG
    BALL.X_DIR% = BALL.X_DIR% * -1
    ball_sound_bounce_left
END SUB


SUB ball_toggle_sound
    DPRINT "ball_toggle_sound", DEBUG_MAX
    IF CFG.SOUND_ENABLED% = TRUE THEN
        CFG.SOUND_ENABLED% = FALSE
    ELSE
        CFG.SOUND_ENABLED% = TRUE
    END IF
END SUB


SUB ball_sound_random
    DPRINT "ball_sound_random", DEBUG_MAX
    STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    ball_soundfx_random
END SUB

SUB ball_soundfx_random
    PLAY "V25 O5 T255 MS L64 C,D#,E#,G MF"
END SUB

SUB ball_sound_chaos
    DPRINT "ball_sound_chaos", DEBUG_MAX
    STATS.BALL_RANDOMS% = STATS.BALL_RANDOMS% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    PLAY "V25 O6 T180 MS L64 DD#DD#DD#DD# MF"
END SUB

SUB ball_sound_bounce_top
    DPRINT "ball_sound_bounce_top", DEBUG_MAX
    STATS.TOP_BOUNCES% = STATS.TOP_BOUNCES% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    PLAY "V50 O4 T180 MS L32 C MF"
END SUB

SUB ball_sound_bounce_bot
    DPRINT "ball_sound_bounce_bot", DEBUG_MAX
    STATS.BOT_BOUNCES% = STATS.BOT_BOUNCES% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    PLAY "V50 O3 T180 MS L32 C MF"
END SUB

SUB ball_sound_bounce_left
    DPRINT "ball_sound_bounce_left", DEBUG_MAX
    STATS.LEFT_BOUNCES% = STATS.LEFT_BOUNCES% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    PLAY "V50 O3 T180 MS L32 F MF"
END SUB

SUB ball_sound_bounce_right
    DPRINT "ball_sound_bounce_right", DEBUG_MAX
    STATS.RIGHT_BOUNCES% = STATS.RIGHT_BOUNCES% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    PLAY "V50 O3 T180 MS L32 G MF"
END SUB

SUB ball_sound_hit_block
    DPRINT "ball_sound_hit_block", DEBUG_MAX
    STATS.BLOCK_BOUNCES% = STATS.BLOCK_BOUNCES% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    DIM r AS INTEGER
    r% = rand_in_range(1,6)
    SELECT CASE r%
        CASE 1:
            PLAY "V70 O1 T180 MS L32 C MF"
        CASE 2:
            PLAY "V70 O1 T180 MS L32 G MF"
        CASE 3:
            PLAY "V70 O1 T180 MS L32 D MF"
        CASE 4:
            PLAY "V70 O1 T180 MS L32 F MF"
        CASE 5:
            PLAY "V70 O1 T180 MS L32 G MF"
        CASE 5:
            PLAY "V70 O3 T255 MS L64 A MF"
    END SELECT
END SUB

SUB ball_sound_invert
    DPRINT "ball_sound_invert", DEBUG_MAX
    STATS.BALL_INVERTS% = STATS.BALL_INVERTS% + 1
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    ball_soundfx_random
END SUB
SUB block_init
    DPRINT "block_init", DEBUG_AVG
    BLOCK.X%       = 1
    BLOCK.Y%       = 1
    BLOCK.W%       = CFG.BLOCK_MAX_W%
    BLOCK.H%       = CFG.BLOCK_MAX_H%
    BLOCK.INDEX%   = 0
    BLOCK.KOLOR&   = 10
    BLOCK.LIVES%   = 3
    BLOCK.DISPLAY$ = CHR$(219) 'CHR$(177)
END SUB


SUB blocks_init
    DPRINT "blocks_init", DEBUG_AVG
    blocks_sound_init
    DIM AS INTEGER i, j, w, h, x, y, in_range_x, in_range_y
    DIM c AS LONG
    screen_clear
    IF CFG.RAND_NUM_BLOCKS% = TRUE THEN
        CFG.PREV_NUM_BLOCKS% = CFG.NUM_BLOCKS%
        CFG.NUM_BLOCKS% = rand_in_range(1, CFG.ORIG_NUM_BLOCKS%)
    END IF
    REDIM BLOCKS(1 TO CFG.NUM_BLOCKS%) AS BLOCK_OBJECT
    ball_get_9grid
    FOR i% = 1 TO CFG.NUM_BLOCKS%
        w% = rand_in_range(1, CFG.BLOCK_MAX_W%)
        h% = rand_in_range(1, CFG.BLOCK_MAX_H%)
        DO: 'prevent creation of block where ball currently is
            x% = clamp(rand_in_range(LEVEL.START_X%, LEVEL.END_X%-w%), 1, LEVEL.END_X%)
            y% = clamp(rand_in_range(LEVEL.START_Y%, LEVEL.END_Y%-h%), 1, LEVEL.END_Y%)
            in_range_x% = in_range(BALL.X%, x%, x%+w%)
            in_range_y% = in_range(BALL.Y%, y%, y%+h%)
        LOOP UNTIL in_range_x% = FALSE AND in_range_y% = FALSE AND ball_will_bounce_9grid(y%, x%) = FALSE
        IF CFG.RANDOM_BG% = TRUE THEN
            DO:
                c& = rand_in_range(8,15)
            LOOP UNTIL c& <> _BACKGROUNDCOLOR
        ELSE
            DO:
                c& = rand_in_range(1,15)
            LOOP UNTIL c& <> _BACKGROUNDCOLOR
        END IF
        IF CFG.RANDOM_FG% = TRUE THEN
            DO:
                BALL.KOLOR& = rand_in_range(8,15)
            LOOP UNTIL BALL.KOLOR& <> _BACKGROUNDCOLOR
        END IF
        ' kludge to fix contrast for low contrast color combinations
        IF BALL.KOLOR& = 3 AND _BACKGROUNDCOLOR = 2 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 2 AND _BACKGROUNDCOLOR = 3 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 4 AND _BACKGROUNDCOLOR = 5 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 5 AND _BACKGROUNDCOLOR = 4 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 1 AND _BACKGROUNDCOLOR = 4 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 4 AND _BACKGROUNDCOLOR = 1 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 6 AND _BACKGROUNDCOLOR = 5 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 5 AND _BACKGROUNDCOLOR = 6 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 6 AND _BACKGROUNDCOLOR = 4 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 4 AND _BACKGROUNDCOLOR = 6 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 6 AND _BACKGROUNDCOLOR = 3 THEN BALL.KOLOR& = 15
        IF BALL.KOLOR& = 3 AND _BACKGROUNDCOLOR = 6 THEN BALL.KOLOR& = 15
        IF _BACKGROUNDCOLOR = 7 THEN BALL.KOLOR& = 0
        BLOCKS(i%).X% = x%
        BLOCKS(i%).Y% = y%
        BLOCKS(i%).W% = rand_in_range(1, CFG.BLOCK_MAX_W%)
        BLOCKS(i%).H% = rand_in_range(1, CFG.BLOCK_MAX_H%)
        BLOCKS(i%).KOLOR& = c&
        FOR j% = y% TO y%+h%
            screen_set_active_page GAME_SCREEN
            LOCATE j%, x%
            COLOR c&, __SCREEN.BG_KOLOR&
            PRINT STRING$(w%, BLOCK.DISPLAY$);
        NEXT j%   
    NEXT i%
END SUB


SUB blocks_inc
    DPRINT "blocks_inc", DEBUG_AVG
    CFG.PREV_NUM_BLOCKS% = CFG.NUM_BLOCKS%
    CFG.NUM_BLOCKS% = min(CFG.NUM_BLOCKS%+1, 1)
    IF CFG.PREV_NUM_BLOCKS% <> CFG.NUM_BLOCKS% THEN blocks_init
END SUB


SUB blocks_dec
    DPRINT "blocks_dev", DEBUG_AVG
    CFG.PREV_NUM_BLOCKS% = CFG.NUM_BLOCKS%
    CFG.NUM_BLOCKS% = min(CFG.NUM_BLOCKS%-1, 1)
    IF CFG.PREV_NUM_BLOCKS% <> CFG.NUM_BLOCKS% THEN blocks_init
END SUB


SUB blocks_sound_init
    DPRINT "blocks_sound_init", DEBUG_AVG
    IF CFG.SOUND_ENABLED% = FALSE THEN EXIT SUB
    DIM r AS INTEGER
    r% = rand_in_range(1,6)
    SELECT CASE r%
        CASE 1:
            PLAY "V70 O3 T180 MS L32 C,C#,D,D# O4 C,C#,D,D# O5 C,C#,D,D# MB"
        CASE 2:
            PLAY "V70 O3 T180 MS L32 G,G#,A,A# O4 G,G#,A,A# O5 G,G#,A,A# MB"
        CASE 3:
            PLAY "V70 O3 T180 MS L32 D,D#,E,E# O4 D,D#,E,E# O5 D,D#,E,E# MB"
        CASE 4:
            PLAY "V70 O3 T180 MS L32 F,F#,G,G# O4 F,F#,G,G# O5 F,F#,G,G# MB"
        CASE 5:
            PLAY "V70 O3 T180 MS L32 B,B#,C,C# O4 B,B#,C,C# O5 B,B#,C,C# MB"
        CASE 5:
            PLAY "V70 O3 T255 MS L32 A,A#,C,C# O4 A,A#,C,C# O5 A,A#,C,C# MB"
    END SELECT   
END SUB
SUB level_init
    DPRINT "level_init", DEBUG_AVG
    LEVEL.START_X% = 1
    LEVEL.START_Y% = 1
    LEVEL.END_X%   = _WIDTH
    LEVEL.END_Y%   = _HEIGHT - 3
END SUB
SUB stats_init
    DPRINT "stats_init", DEBUG_AVG
    STATS.TOP_BOUNCES%   = 0
    STATS.RIGHT_BOUNCES% = 0
    STATS.BOT_BOUNCES%   = 0
    STATS.LEFT_BOUNCES%  = 0
    STATS.BLOCK_BOUNCES% = 0
    STATS.BALL_INVERTS%  = 0
    STATS.BALL_RANDOMS%  = 0
END Sub


SUB stats_update
    DPRINT "stats_update", DEBUG_MAX
    DIM t AS INTEGER
    DIM AS LONG old_fg, old_bg
    old_fg& = _DEFAULTCOLOR
    old_bg& = _BACKGROUNDCOLOR
    t% = STATS.TOP_BOUNCES%
    DIM AS STRING s, s2, s3
    s$ = "ESC:END,SPACE:RND,+/-:SPD,F1:TRACE,F4:BALL,F5:DEBUG->HOME/END:SHOW/HIDE CONSOLE"

    s2$ = "BOUNCE"
    IF BALL.TRACE_PATH% = TRUE THEN s2$ = s2$ + " TR"
    s2$ = s2$ + " T" + n$(STATS.TOP_BOUNCES%)
    s2$ = s2$ + " R" + n$(STATS.RIGHT_BOUNCES%)
    s2$ = s2$ + " B" + n$(STATS.BOT_BOUNCES%)
    s2$ = s2$ + " L" + n$(STATS.LEFT_BOUNCES%)
    s2$ = s2$ + " BL" + n$(STATS.BLOCK_BOUNCES%)
    ' s2$ = s2$ + " BI" + n$(STATS.BALL_INVERTS%)
    ' s2$ = s2$ + " BR" + n$(STATS.BALL_RANDOMS%)
    ' s2$ = s2$ + " B9" + n$(BALL.HIT_90_NUM%)
    ' s2$ = s2$ + " TI:" + ln$(TICKS_TIMER.SECONDS&)
    s2$ = s2$ + " FPS:" + n$(CFG.LIM%)
    s2$ = s2$ + " #B" + n$(CFG.NUM_BLOCKS%)
    IF DEBUG.DO_BREAKPOINTS% = TRUE THEN
        s2$ = s2$ + " B:RKP ON"
    ELSE
        s2$ = s2$ + " B:RKP OFF"
    END IF
    IF CFG.SOUND_ENABLED% = TRUE THEN
        s2$ = s2$ + " S:ND ON"
    ELSE
        s2$ = s2$ + " S:ND OFF"
    END IF

    screen_set_both_pages GAME_SCREEN
    LOCATE _HEIGHT-2, 1 : PRINT SPACE$(_WIDTH)
    IF DEBUG.ENABLED% = TRUE THEN
        SELECT CASE DEBUG.VERBOSITY%
            CASE DEBUG_MIN:
                s3$ = "[MIN]"
            CASE DEBUG_AVG:
                s3$ = "[AVG]"
            CASE DEBUG_MAX:
                s3$ = "[MAX]"
        END SELECT
        s3$ = s3$ + " S:" + n$(DEBUG.CUR_STEP%)
        s3$ = s3$ + "  F2:CLR  F3:MARK  F7:NEXT  F8:STOP"
        s3$ = s3$ + "  F9:MIN  F10:AVG  F11:MAX"
        COLOR 0,15
        LOCATE _HEIGHT-2, 1 : PRINT SPACE$(_WIDTH)
        LOCATE _HEIGHT-2, 1 : PRINT s3$;
    END IF
    COLOR 15, 0
    LOCATE _HEIGHT-1, 1 : PRINT SPACE$(_WIDTH);
    LOCATE _HEIGHT-1, 1 : PRINT s$;
    LOCATE _HEIGHT, 1 : PRINT SPACE$(_WIDTH);
    LOCATE _HEIGHT, 1 : PRINT s2$;
    COLOR old_fg&, old_bg&
END SUB
SUB timers_init
    DPRINT "timers_init", DEBUG_AVG
    TICKS_TIMER.STARTED#   = TIMER
    TICKS_TIMER.TICKS&     = 0
    TICKS_TIMER.SECONDS&   = 0
    TIMER_LAPS(0).STARTED# = TICKS_TIMER.STARTED#
    TICKS_TIMER.LAP_COUNT% = 1
    TICKS_TIMER.HOLD%      = FALSE
    timers_main_startup
END SUB

SUB timers_tick
    DPRINT "timers_tick", DEBUG_MAX
    IF CFG.AUTO_BLOCKS_SECS% > 0 THEN
        IF TICKS_TIMER.TICKS& > 0 AND TICKS_TIMER.TICKS& MOD CFG.AUTO_BLOCKS_SECS% = 0 THEN
            blocks_init
        END IF
    END IF
    IF CFG.BALL_CHAOS_TIMER% = TRUE AND TICKS_TIMER.HOLD% = FALSE THEN
        IF TICKS_TIMER.TICKS& MOD CFG.CHAOS_SECS% = 0 THEN
            ball_chaos
        END IF
    END IF
    TICKS_TIMER.TICKS& = TICKS_TIMER.TICKS& + 1
    TICKS_TIMER.SECONDS& = TICKS_TIMER.SECONDS& + 1
END SUB

SUB timers_ticks_reset
    DPRINT "timers_ticks_reset", DEBUG_AVG
    TICKS_TIMER.TICKS&   = 0
    TICKS_TIMER.SECONDS& = 0
END SUB

SUB timers_main_startup
    DPRINT "timers_main_startup", DEBUG_AVG
    MAIN_TIMER% = _FREETIMER
    ON TIMER(MAIN_TIMER%, 1) timers_tick
    TIMER(MAIN_TIMER%) ON
END SUB

SUB timers_main_shutdown
    DPRINT "timers_main_shutdown", DEBUG_AVG
    TIMER(MAIN_TIMER%) OFF
    TIMER(MAIN_TIMER%) FREE
END SUB

SUB timers_start_lap
    DPRINT "timers_start_lap", DEBUG_MAX
END SUB

SUB timers_end_lap
    DPRINT "timers_end_lap", DEBUG_MAX
END SUB
FUNCTION n$ (integ%)
    DPRINT "n$(integ%=" + _TRIM$(STR$(integ%)) + ")", DEBUG_WTF
    n$ = _TRIM$(STR$(integ%))
END FUNCTION

FUNCTION b$ (integ%)
    DPRINT "b$(integ%=" + _TRIM$(STR$(integ%)) + ")", DEBUG_MAX
    IF integ% = -1 THEN
        b$ = "TRUE"
    ELSEIF integ% = 0 THEN
        b$ = "FALSE"
    ENDIF
END FUNCTION

FUNCTION ln$ (longval!)
    DPRINT "ln$(longval!=" + _TRIM$(STR$(longval!)) + ")", DEBUG_MAX
    ln$ = _TRIM$(STR$(longval!))
END FUNCTION

FUNCTION inc% (value%)
    DPRINT "inc(value%=" + n$(value%) + ")", DEBUG_MAX
    inc% = value% + 1
END FUNCTION

FUNCTION dec% (value%)
    DPRINT "dec(value%=" + n$(value%) + ")", DEBUG_MAX
    dec% = value% - 1
END FUNCTION

FUNCTION inv% (value%)
    DPRINT "inv(value%=" + n$(value%) + ")", DEBUG_MAX
    inv% = value% * -1
END FUNCTION

FUNCTION min% (value%, minimum%)
    DPRINT _
        "min(value%=" + n$(value%) + _
        ", minimum%=" + n$(minimum%) + ")", DEBUG_MAX
    IF value% < minimum% THEN value% = minimum%
    min% = value%
END FUNCTION

FUNCTION max% (value%, maximum%)
    DPRINT _
        "max(value%=" + n$(value%) + _
        ", maximum%=" + n$(maximum%) + ")", DEBUG_MAX
    IF value% > maximum% THEN value% = maximum%
    max% = value%
END FUNCTION

FUNCTION clamp% (value%, minimum%, maximum%)
    DPRINT _
        "clamp(value%=" + n$(value%) + _
        ", minimum%=" + n$(minimum%) + _
        ", maximum%=" + n$(maximum%) + ")", DEBUG_MAX
    IF value% > maximum% THEN
        clamp% = maximum%
    ELSEIF value% < minimum% THEN
        clamp% = minimum%
    ELSE
        clamp% = value%
    END IF
END FUNCTION

FUNCTION in_range% (value%, minimum%, maximum%)
    DPRINT _
        "in_range(value%=" + n$(value%) + _
        ", minimum%=" + n$(minimum%) + _
        ", maximum%=" + n$(maximum%) + ")", DEBUG_MAX
    IF value% >= minimum% AND value% <= maximum% THEN
        in_range% = TRUE
    ELSE
        in_range% = FALSE
    END IF
END FUNCTION

FUNCTION rand_sign% ()
    DIM r AS INTEGER
    r% = -1 + INT(RND*2)
    IF r% = 0 THEN r% = 1
    rand_sign% = r%
END FUNCTION

FUNCTION rand_in_range% (minimum%, maximum%)
    DPRINT _
        "rand_in_range(minimum%=" + n$(minimum%) + _
        ", maximum%=" + n$(maximum%) + ")", DEBUG_MAX
    rand_in_range% = INT(RND * (maximum% - minimum% + 1)) + 1
END FUNCTION

FUNCTION rand_int_choice% (arr_choices%())
    DPRINT "rand_int_choice(arr_choices%())", DEBUG_MAX
    DIM AS INTEGER minimum, maximum
    minimum% = LBOUND(arr_choices%) : maximum% = UBOUND(arr_choices%)
    rand_int_choice% = arr_choices%(rand_in_range(minimum%, maximum%))
END FUNCTION

FUNCTION rand_str_choice$ (arr_choices$())
    DPRINT "rand_str_choice(arr_choices%())", DEBUG_MAX
    DIM AS INTEGER minimum, maximum
    minimum% = LBOUND(arr_choices$) : maximum% = UBOUND(arr_choices$)
    rand_str_choice$ = arr_choices$(rand_in_range(minimum%, maximum%))
END FUNCTION
SUB debug_init
    DPRINT "debug_init", DEBUG_MAX
    DEBUG.ENABLED%         = FALSE
    DEBUG.DO_BREAKPOINTS%  = TRUE
    DEBUG.IN_CONSOLE%      = FALSE
    DEBUG.VERBOSE%         = TRUE
    DEBUG.VERBOSITY%       = DEBUG_MIN
    DEBUG.NEXT_STEP%       = TRUE
    DEBUG.CUR_STEP%        = 0
    DEBUG.PREV_STEP%       = 0
    DEBUG.PREV_MARK_TIME$  = ""
    DEBUG.PREV_MARK_TIMER# = 0
    DEBUG.MARK_TIME$       = ""
    DEBUG.MARK_TIMER#      = 0
    IF DEBUG.ENABLED% = TRUE THEN debug_start
END SUB

SUB debug_start
    DPRINT "debug_start", DEBUG_MAX
    DEBUG.ENABLED% = TRUE
    TIMER(MAIN_TIMER%) OFF
END SUB

SUB debug_next
    DPRINT "debug_next", DEBUG_MAX
    IF DEBUG.ENABLED% = TRUE THEN
        DEBUG.PREV_STEP% = DEBUG.CUR_STEP%
        DEBUG.CUR_STEP%  = DEBUG.CUR_STEP% + 1
        DEBUG.NEXT_STEP% = TRUE
    END IF
END SUB

SUB debug_breakpoint (msg$)
    DPRINT "debug_breakpoint", DEBUG_MIN
    IF DEBUG.DO_BREAKPOINTS% = TRUE THEN
        DEBUG.ENABLED% = TRUE
        DEBUG.NEXT_STEP% = FALSE
        TIMER(MAIN_TIMER%) OFF
        DPRINT "[BREAKPOINT REACHED]: " + msg$, DEBUG_MIN
        console_mark
        debug_console
    END IF
END SUB

SUB debug_toggle_do_breakpoints
    DPRINT "debug_toggle_do_breakpoints", DEBUG_MAX
    IF DEBUG.DO_BREAKPOINTS% = TRUE THEN
        DEBUG.DO_BREAKPOINTS% = FALSE
    ELSE
        DEBUG.DO_BREAKPOINTS% = TRUE
    ENDIF
END SUB


SUB debug_stop
    DPRINT "debug_stop", DEBUG_MAX
    IF DEBUG.ENABLED% = TRUE THEN
        IF DEBUG.IN_CONSOLE% = TRUE THEN
            debug_console_hide
        END IF
        DEBUG.ENABLED%   = FALSE
        DEBUG.NEXT_STEP% = FALSE
        TIMER(MAIN_TIMER%) ON
    END IF
END SUB

SUB debug_console
    DPRINT "debug_console", DEBUG_MAX
    IF DEBUG.IN_CONSOLE% = FALSE THEN
        debug_console_show
    ELSE
        debug_console_hide
    END IF
END SUB

SUB debug_console_show
    DPRINT "debug_console_show", DEBUG_MAX
    screen_set_both_pages DEBUGGER_CONSOLE
    DEBUG.IN_CONSOLE% = TRUE
END SUB

SUB debug_console_hide
    DPRINT "debug_console_hide", DEBUG_MAX
    IF DEBUG.ENABLED% = TRUE THEN
        screen_set_both_pages GAME_SCREEN
        DEBUG.IN_CONSOLE% = FALSE
    END IF
END SUB

SUB console_clear
    DPRINT "console_clear", DEBUG_MAX
    IF DEBUG.ENABLED% = TRUE THEN
        screen_set_active_page DEBUGGER_CONSOLE
        CLS
        DIM i AS INTEGER
        FOR i% = 0 TO 200
            _ECHO ""
        NEXT i%
    END IF
END SUB

SUB console_mark
    DPRINT "console_mark", DEBUG_MAX
    DIM time_diff AS DOUBLE
    IF DEBUG.ENABLED% = TRUE THEN
        DEBUG.MARK_TIME$  = TIME$
        DEBUG.MARK_TIMER# = TIMER
        DPRINT "", DEBUG_MIN
        IF DEBUG.PREV_MARK_TIMER# > 0 THEN
            time_diff# = DEBUG.MARK_TIMER# - DEBUG.PREV_MARK_TIMER#
            DPRINT DEBUG.PREV_MARK_TIME$ + " TO " + DEBUG.MARK_TIME$ + _
                " (" + _TRIM$(STR$(time_diff#)) + ")" + _
                STRING$(40, "="), DEBUG_MIN
        ELSE
            DPRINT DEBUG.MARK_TIME$ + " " + STRING$(40, "="), DEBUG_MIN
        END IF
        DPRINT "", DEBUG_MIN
        DEBUG.PREV_MARK_TIME$  = DEBUG.MARK_TIME$
        DEBUG.PREV_MARK_TIMER# = DEBUG.MARK_TIMER#
    END IF
END SUB

SUB console_log (s$)
    IF DEBUG.ENABLED% = TRUE THEN
        screen_set_active_page DEBUGGER_CONSOLE
        LOCATE ,1 : PRINT s$
    END IF
END SUB

SUB DPRINT (s$, verbosity%)
    IF DEBUG.ENABLED% = TRUE THEN
        IF DEBUG.VERBOSITY% >= verbosity% THEN console_log(s$)
    END IF
    IF DEBUG.VERBOSE% = TRUE THEN
        IF DEBUG.VERBOSITY% >= verbosity% THEN _ECHO s$
    END IF
END SUB
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
Reply
#6
LOL I wanted to make it this small using a joystick or a trackpad:

https://en.wikipedia.org/wiki/File:ARROW...26999).png
Reply
#7
@mnrvovrfc

Nice tiny game...i don't know how i miss it before
Reply
#8
I have question about this line of code :
Code: (Select All)
IF _KEYDOWN(32) = 0 AND holdspace THEN holdspace = 0

what exactly mean holdspace then ?

Is that mean holdspace > 0  or  holdspace <> 0  ?
Reply
#9
(03-16-2023, 04:11 PM)aurel Wrote: what exactly mean holdspace then ?

This was part of failed logic so the program reacts when the user expects. That is,

do not move the spaceship!

if the spacebar is never pressed. But do move the spaceship as soon as the user presses the spacebar.

No need to hold the key, thought. Press it again so the spaceship stops moving.

Otherwise people could become irritated with key-repeat intruding or something else. Holding the spacebar to move the spaceship would have made better sense otherwise. Also it would have been harder to reward a player who touches as less as possible LOL.

The response is actually late. I was trying to demonstrate something discussed sometime before. In a game that is payware the response has to be immediate or it won't catch on. I should try to convert the "Wormer" program (in "other BASICs" forum) to QB64 so people could try it and I could demonstrate my point better. Even in a little arcade game like this one, people won't play if the program is late responding to keypresses. This works in music also, need to respond right when the musician touches a key on the music keyboard, or the drum sounds when it's hit with the stick. If it's late it's no good and rejected.
Reply
#10
i am asking you what mean just holdspace without expression

is :

1 .holdspace > 0

or

2 .holdspace <> 0

or something like

holdspace = 1
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