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then (273), color (128), int (93), end (93), for (91), next (78), text (76), mass (76), and (75), board (64), 100 (56), the (56), gosub (55), dim (50), rand (50), 200 (49), circle (44), 600 (42), black (40), 300 (39), refresh (37), return (34), xpos (33), rect (33), print (33), 150 (31), yspeed (30), xspeed (30), ypos (29), true (29), mid (29), flag (29), 400 (29), area (28), font (26), false (26), 500 (26), comments (25), shape (25), posted (24), white (24), radius (24), type (24), ymin (24), row (22), monsterx (22), monsterxspeed (22), monsteryspeed (22), arial (21), graphsize (20), red (20), xmin (20), hhh (20), clg (19), turn (19), until (18), level (18), ycell (18), xcell (18), monstery (18), fastgraphics (16), 350 (16), 250 (16), sin (15), loop (14), rot (14), down (14), green (14), yellow (14), base (14), code (13), score (13), pause (13), 2013 (13), xpac (13), basic (12), blue (12), step (12), speed (12), line (12), clickx (12), righ (12), lef (12), checkmove (11), this (11), 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Text of the page (random words):
g false then monsteryspeed n 1 monsterxspeed n 0 flag true end if if down then color yellow if down then color red if down or down then text xcell 20 ycell 1 25 down end if when the monster is going down if monsteryspeed n 1 then if lef h and int rand 2 0 and flag false then monsteryspeed n 0 monsterxspeed n 1 flag true end if if righ h and flag false then monsteryspeed n 0 monsterxspeed n 1 flag true end if if down h and flag false then monsteryspeed n 1 monsterxspeed n 0 flag true end if if up then color yellow if up then color red if up or up then text xcell 20 ycell 1 25 up end if end if shift from left to right of the board if monsterx n 15 then monsterx n 435 if monsterx n 440 then monsterx n 15 monsterx n monsterx n monsterxspeed n monstery n monstery n monsteryspeed n drawing the monsters if n 0 then color blue if n 1 then color orange if n 2 then color yellow if n 3 then color purple circle monsterx n monstery n 10 rect monsterx n 10 monstery n 21 11 monsters eyes and mouth color white circle monsterx n 3 monstery n 4 4 circle monsterx n 3 monstery n 4 4 color black circle monsterx n 3 monsterxspeed n 2 monstery n monsteryspeed n 2 4 2 circle monsterx n 3 monsterxspeed n 2 monstery n 4 monsteryspeed n 2 2 rect monsterx n 4 monstery n 4 8 3 pac dies if abs monsterx n xpac 10 2 and abs monstery n ypac 15 2 then dead true sound 1000 1000 end if next n return packman erases pacman for next frame color black rect xpac ypac 20 28 identifies the cells around pacman if xpac 20 int xpac 20 and ypac 25 int ypac 25 then xcell int xpac 20 ycell int ypac 25 self area ycell xcell lef area ycell xcell 1 righ area ycell xcell 1 up area ycell 1 xcell down area ycell 1 xcell key controls z key if z 16777235 and up h then yspeed 1 xspeed 0 end if if z 16777237 and down h then yspeed 1 xspeed 0 end if if z 16777234 and lef h then xspeed 1 yspeed 0 end if if z 16777236 and righ h then xspeed 1 yspeed 0 end if to stop when crashing the wall if up h and yspeed 1 then yspeed 0 if down h and yspeed 1 then yspeed 0 if lef h and xspeed 1 then xspeed 0 if righ h and xspeed 1 then xspeed 0 adding points if self then area ycell xcell score score 1 end if if self then area ycell xcell score score 5 end if end if transportation left to right if xpac 10 then xpac 435 if xpac 440 then xpac 20 changing position xpac xpac xspeed ypac ypac yspeed drawing packman color white if xspeed 1 then direc 1 57 if xspeed 1 then direc 1 57 if yspeed 1 then direc 3 14 if yspeed 1 then direc 0 if yspeed xspeed 0 then mouth mouth 2 pie xpac ypac 5 20 20 direc sin mouth 6 28 2 sin mouth writing scores and lifes color black rect 520 60 100 30 rect 520 260 100 30 color white text 520 60 score text 520 260 life return posted by m s at 12 35 am 2 comments tuesday november 18 2014 bouncy maze levels 5 fastgraphics graphsize 600 600 clg dim board 16 levels board 0 0 xxxxxxxxxxxxxxxxxxxxxxxxxx board 1 0 x x board 2 0 x x board 3 0 x xxxxxxxxxxxxxxxx x board 4 0 x x x board 5 0 x x x board 6 0 xxxxxxxxxxxxxxx x x board 7 0 x x x board 8 0 x x x board 9 0 x xxxxxxxxxxx x board 10 0 x x x x board 11 0 x x x x board 12 0 x x x x x x board 13 0 x x x board 14 0 x x x board 15 0 xxxxxxxxxxxxxxxxxxxxxxxxxx font courier 25 200 initial speed and position px 100 py 140 ax 2 ay 2 main loop do for y 0 to 15 text 0 y 25 board y 0 next y circle px py 10 refresh clg if mid board floor py 25 2 0 ceil px 19 0 4 1 x then ax ax end if if mid board floor py 25 2 0 ceil px 19 0 2 1 x then ax ax end if if mid board floor py 25 1 0 ceil px 19 0 3 1 x then ay ay end if if mid board floor py 25 3 0 ceil px 19 0 3 1 x then ay ay end if px px ax py py ay until 3 2 posted by m s at 6 58 am no comments saturday november 15 2014 report generator for busy teachers for n 0 to 10 pause 0 01 print benny a int rand 3 if a 0 then print evolves if a 1 then print develops his work if a 2 then print has improved a int rand 5 if a 0 then print brilliantely if a 1 then print fantasticaly if a 2 then print very well if a 3 then print exeptionally if a 4 then print with exellence print the homework is a int rand 5 if a 0 then print marvellous if a 1 then print a true wonder if a 2 then print outstanding if a 3 then print unique if a 4 then print beautifull a int rand 3 if a 0 then print we trust if a 1 then print we assume if a 2 then print we believe a int rand 4 if a 0 then print he will achive if a 1 then print he is going to get if a 2 then print he will get if a 3 then print he is going to attain a int rand 4 if a 0 then print fantastic results if a 1 then print high grades if a 2 then print lots of as if a 3 then print tonnes of a s next n posted by m s at 5 32 am no comments wednesday march 5 2014 flappy ball minimalist version of flappy bird work in progress click to jump graphsize 600 400 fastgraphics dim obstaclehight 10 birdy 200 dy 1 lifes 3 for level 1 to 5 generate obstacles for n 0 to 9 obstaclehight n 150 int rand 10 40 level 20 level next n restart point after losing a life start end game code if lifes 0 then color black font arial 50 50 text 50 50 end refresh end end if pause 1 running code for x 1 to 2200 step 1 color yellow rect 0 0 600 400 color black font arial 50 50 text 50 x 50 level level if level 5 then text 2200 x 50 level level 1 if level 5 then text 2200 x 50 end drawing columns for n 0 to 9 color darkgreen rect 300 n 200 x 0 50 400 color yellow rect 300 n 200 x obstaclehight n 50 100 ball death if 300 n 200 x 50 or 300 n 200 x 0 then if birdy obstaclehight n or birdy obstaclehight n 100 then lifes lifes 1 goto start end if end if next n ball draw color red circle 50 birdy 10 color white circle 52 birdy 2 3 color black circle 53 birdy 2 2 rect 56 birdy 2 5 3 color black font arial 20 100 text 10 10 lifes lifes movement birdy birdy dy dy dy 015 if clickx 0 then dy 1 clickclear refresh next x next level end posted by m s at 3 33 am 6 comments tuesday january 7 2014 3d ball based in an example program a retake on a 3d simulation graphsize 500 500 vx 002 vy 003 vz 005 xball 1 yball 1 zball 1 while 1 1 a mousex 200 b mousey 200 gosub update end while update fastgraphics clg x 0 y 2 z 0 gosub matrix x1 sx y1 sy x 2 y 0 z 0 gosub matrix x2 sx y2 sy x 2 y 2 z 0 gosub matrix x3 sx y3 sy color darkgreen poly 200 200 x1 y1 x3 y3 x2 y2 xball xball vx yball yball vy zball zball vz vz vz 0005 if xball 2 then vx vx if xball 0 then vx vx if yball 2 then vy vy if yball 0 then vy vy if zball 0 then vz vz 98 color black x xball y yball z 0 gosub matrix chord sx sy 10 5 y1 y2 y3 100 0 pi 2 color red x xball y yball z zball gosub matrix circle sx sy 5 if y3 200 then color darkyellow poly 200 200 x1 y1 x3 y3 x2 y2 end if refresh clg return matrix u x v y w z u2 u cos a v sin a v2 u sin a v cos a w2 w u u2 v v2 w w2 u2 u v2 v cos b w sin b w2 v sin b w cos b u u2 v v2 w w2 sx 200 u w 2 35 sy 200 v w 2 35 return posted by m s at 8 27 am no comments saturday december 14 2013 bucktooth bunny khan academy is a brilliant educational site you can learn everything there including programming this is the basic256 version of the bucktooth bunny as you can see from the link below the code is very similar to the one used in khan academy wich is based in javascript https www khanacademy org cs programming variables p challenge bucktooth bunny arc 150 25 70 60 60 120 0 2 pi left ear arc 240 25 70 60 60 120 0 2 pi right ear color black white circle 200 170 75 face rect 185 200 15 10 left tooth rect 200 200 15 10 right tooth color black black circle 170 150 5 left eye circle 230 150 5 right eye line 150 200 250 200 mouth posted by m s at 2 29 pm no comments marbles game this is a big one clean of most bugs but there are still a few fastgraphics graphics window size graphsize 800 600 clg fastgraphics rem initial variables nball 20 dim x nball dim y nball dim vx nball dim vy nball dim mass nball dim colisionflag nball nball dim bounceflag nball ed 1 out 0 turn 1 one can change the order of the levels here gosub first gosub waitfordirection gosub new gosub two gosub waitfordirection gosub new gosub three gosub waitfordirection gosub new gosub four gosub waitfordirection gosub new gosub five gosub waitfordirection color white font arial 50 100 text 170 200 hurray refresh end end these are the 5 levels it is easy to make more first balls 2 tries 2 mass 0 10 x 0 250 y 0 250 mass 1 10 x 1 100 y 1 100 mass 2 10 x 2 400 y 2 400 return two balls 4 tries 4 mass 0 10 x 0 100 y 0 100 mass 1 10 x 1 150 y 1 150 mass 2 10 x 2 200 y 2 200 mass 3 10 x 3 250 y 3 250 mass 10 20 x 10 300 y 10 300 return three balls 5 tries 4 mass 0 10 x 0 100 y 0 100 mass 1 10 x 1 200 y 1 200 mass 3 10 x 3 400 y 3 400 mass 10 20 x 10 400 y 10 300 mass 11 20 x 11 350 y 11 350 mass 12 20 x 12 250 y 12 250 return four balls 8 tries 6 mass 0 10 x 0 250 y 0 250 mass 1 10 x 1 150 y 1 150 mass 2 10 x 2 350 y 2 350 mass 3 10 x 3 400 y 3 100 mass 4 10 x 4 100 y 4 400 mass 10 20 x 10 100 y 10 100 mass 11 20 x 11 400 y 11 400 mass 12 20 x 12 150 y 12 350 mass 13 20 x 13 350 y 13 150 return five balls 8 tries 7 mass 0 10 x 0 250 y 0 250 mass 1 10 x 1 100 y 1 100 mass 2 10 x 2 400 y 2 400 mass 3 10 x 3 400 y 3 100 mass 4 10 x 4 100 y 4 400 mass 10 20 x 10 150 y 10 150 mass 11 20 x 11 350 y 11 350 mass 12 20 x 12 150 y 12 350 mass 13 20 x 13 350 y 13 150 return initializes the scenaries new for u 0 to 19 mass u 0 x u 0 y u 0 next u return waitfordirection do clickclear refresh do gosub drawtable for u 0 to 19 dx mousex x 0 dy mousey y 0 gosub drawball next u cue color white line mousex 100 dx mousey 100 dy x 0 y 0 color red line mousex mousey x 0 y 0 circle mousex mousey 3 refresh dist dx 2 dy 2 5 vx 0 clickx x 0 dist 10000 vy 0 clicky y 0 dist 10000 until clicky 0 gosub round until out balls or tries 0 turn turn 1 out 0 return round tries tries 1 do gosub drawtable for u 0 to 19 balls out goingout false if mass u 0 and x u 450 or x u 50 or y u 450 or y u 50 then goingout true mass u mass u 1 if mass u 0 then goingout true out out 1 vx u 0 vy u 0 y u 0 x u 0 end if white out if u 0 then gosub finish end if drag vx u vx u 0 993 vy u vy u 0 993 x u x u vx u y u y u vy u draw gosub drawball next u refresh gosub colision total_speed 0 for marble 0 to 19 total_speed total_speed abs vx marble abs vy marble next marble until total_speed 1 and goingout false if tries 0 and out balls then gosub finish reset the marble for the next round for marble 0 to 19 vx marble 0 vy marble 0 next marble return finish color white font arial 50 100 text 170 200 oops refresh end return drawtable color blue rect 0 0 800 600 for grad 1 to 10 color rgb 0 83 4 grad 0 rect 50 grad 50 grad 400 grad 2 400 grad 2 rect 500 grad 50 grad 250 grad 2 400 grad 2 next grad color rgb 0 83 0 font arial 22 100 text 530 70 round nº turn text 530 120 shots left tries text 530 170 ____________ text 530 220 shoot the text 530 270 yellow balls text 530 320 out of the mat return drawball font arial 8 100 if mass u 0 then for k 1 to mass u color rgb 200 1 2 1 k 200 1 2 1 k 0 if u 0 then color rgb 200 1 2 1 k 200 1 2 1 k 200 1 2 1 k circle x u y u mass u k next k end if return colision rem collision detection for u1 0 to 18 for u2 u1 1 to 19 dx x u2 x u1 dy y u2 y u1 distance dx dx dy dy 5 if distance mass u1 mass u2 and x u2 450 and x u2 50 and y u2 450 and y u2 50 then if colisionflag u1 u2 0 then rem vx and vy calc sound 1000 7 ax dx distance ay dy distance va1 vx u1 ax vy u1 ay vb1 vx u1 ay vy u1 ax va2 vx u2 ax vy u2 ay vb2 vx u2 ay vy u2 ax vap1 va1 1 ed va2 va1 1 mass u1 mass u2 vap2 va2 1 ed va1 va2 1 mass u2 mass u1 vx u1 vap1 ax vb1 ay vy u1 vap1 ay vb1 ax vx u2 vap2 ax vb2 ay vy u2 vap2 ay vb2 ax colisionflag u1 u2 1 end if else colisionflag u1 u2 0 end if next u2 next u1 return posted by m s at 1 05 pm no comments sunday november 24 2013 matching cards another game for the interactive whiteboard dim a 4 3 dim value 4 3 dim pair 2 dim pair 2 font arial 40 40 graphsize 750 450 time second minute 60 hour 3600 qa 0 atributing questions and answers do n1 int rand 9 1 n2 int rand 9 1 question n1 x n2 answer string n1 n2 repetition false checking for repetitions for n 0 to 2 for m 0 to 3 if a m n answer then repetition true next m next n if repetition false then selecting 1 card for question q 0 do v int rand 3 h int rand 4 if a h v then a h v question value h v int answer q 1 end if until q 1 selecting 1 card for answer a 0 do v int rand 3 h int rand 4 if a h v then a h v answer value h v int answer a 1 end if until a 1 qa qa 2 end if until qa 12 clicking the cards cards 12 do gosub drawcards p 0 do clickclear t 0 do if second minute 60 hour 3600 t then color white rect 600 0 450 150 color black text 600 40 second minute 60 hour 3600 time sec t second minute 60 hour 3600 end if until clicky 0 x int clickx 150 y int clicky 150 pair p value x y pair p a x y p p 1 color red circle 150 x 20 150 y 20 10 until p 2 pause 5 if pair 0 pair 1 and pair 0 pair 1 then for n 0 to 3 for m 0 to 2 if value n m pair 1 then a n m yes next m next n cards cards 2 end if until cards 0 drawcards for n 0 to 3 for m 0 to 2 color black if a n m yes then color green rect 150 n 150 m 140 140 color white text 150 n 20 150 m 40 a n m next m next n return end posted by m s at 8 57 am no comments friday november 1 2013 estimate the angle this is a game designed to be played on an interactive whiteboard by two players clg fastgraphics p1 0 p2 0 bestof 5 main do angle1 int rand 360 angle2 int rand 360 gosub drawscale gosub drawpie color white text 170 280 a turn refresh gosub cliked text 170 330 guess guess º refresh error1 abs guess angle1 pause 1 text 470 280 b turn refresh gosub cliked text 470 330 guess guess º refresh error2 abs guess angle2 pause 1 gosub drawscale gosub drawpie color red if error1 error2 then win 200 p1 p1 1 color green end if text 170 330 real angle1 º text 170 380 error error1 º color red if error1 error2 then win 470 p2 p2 1 color green end if text 470 330 real angle2 º text 470 380 error error2 º color green text win 150 winner refresh pause 2 clg until p1 bestof or p2 bestof end code color black if p1 5 then text 270 320 player a won if p2 5 then text 270 320 player b won refresh end subroutines cliked clickclear do guess mousey 7 until clicky 0 return drawpie font arial 30 100 text 170 10 palyer a p1 text 470 10 player b p2 color orange pie 150 70 200 200 0 pi angle1 180 color blue pie 450 70 200 200 0 pi angle2 180 return drawscale font arial 10 100 color black graphsize 800 600 rect 0 0 800 600 color white for y 0 to 360 step 20 text 10 y y line 30 y 7 100 y 7 text 775 y y line 700 y 7 770 y 7 next y refresh return posted by m s at 1 41 am no comments tuesday october 22 2013 nim with levels after complaints i added some levels to the game take as many pieces you want from one of the piles the one who takes the last piece wins print click to select the collumn and the number of pieces to remove print who takes the last wins fastgraphics graphsize 400 420 font arial 17 100 a 0 b 0 c 0 d 0 level prompt what leve...
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