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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):
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 level 3 7 level int level if level 6 then a 7 if level 5 then b 6 if level 4 then c 5 if level 3 then d 4 e 3 f 2 g 1 for turn 1 to 1000 gosub draw if a b c d e f g 0 then color white alert computer me won refresh end end if refresh if turn 1 then ans confirm do you want to play first y n if ans then print start if not ans then gosub computerplay gosub draw refresh end if end if gosub humanplay gosub draw if a b c d e f g 0 then alert you won refresh end end if refresh gosub computerplay next turn computerplay thought 0 wining false do thought thought 1 do at a bt b ct c dt d et e ft f gt g pile int rand 7 if pile 0 then at at int rand at 1 if pile 1 then bt bt int rand bt 1 if pile 2 then ct ct int rand ct 1 if pile 3 then dt dt int rand dt 1 if pile 4 then et et int rand et 1 if pile 5 then ft ft int rand ft 1 if pile 6 then gt gt int rand gt 1 until at 1 and bt 1 and ct 1 and dt 1 and et 1 and ft 1 and gt 1 a toradix at 8 2 b toradix bt 8 2 c toradix ct 8 2 d toradix dt 8 2 e toradix et 8 2 f toradix ft 8 2 g toradix gt 8 2 units int mid a 4 1 int mid b 4 1 int mid c 4 1 int mid d 4 1 int mid e 4 1 int mid f 4 1 int mid g 4 1 twos int mid a 3 1 int mid b 3 1 int mid c 3 1 int mid d 3 1 int mid e 3 1 int mid f 3 1 int mid g 3 1 fours int mid a 2 1 int mid b 2 1 int mid c 2 1 int mid d 2 1 int mid e 2 1 int mid f 2 1 int mid g 2 1 if units 2 int units 2 and twos 2 int twos 2 and fours 2 int fours 2 then wining true until wining true or thought 1000 a at b bt c ct d dt e et f ft g gt pause 1 return draw clg color darkblue rect 0 0 400 420 color grey text 33 20 a b c d e f g for n 1 to 7 for radius 20 to 0 step 1 color rgb 255 radius 7 255 radius 7 0 if a n then circle 50 n 50 30 radius if b n then circle 100 n 50 30 radius if c n then circle 150 n 50 30 radius if d n then circle 200 n 50 30 radius if e n then circle 250 n 50 30 radius if f n then circle 300 n 50 30 radius if g n then circle 350 n 50 30 radius next radius next n for n 1 to 7 color black if a n then text 43 n 50 20 a 1 n if b n then text 93 n 50 20 b 1 n if c n then text 143 n 50 20 c 1 n if d n then text 193 n 50 20 d 1 n if e n then text 243 n 50 20 e 1 n if f n then text 293 n 50 20 f 1 n if g n then text 343 n 50 20 g 1 n next n return humanplay p 0 p clickclear do if clickx 30 and clicky 60 and clickx clicky 470 then if clickx 370 then p g if clickx 320 then p f if clickx 270 then p e if clickx 220 then p d if clickx 170 then p c if clickx 120 then p b if clickx 70 then p a row floor clicky 55 50 if p a then p a row if p b then p b row if p c then p c row if p d then p d row if p e then p e row if p f then p f row if p g then p g row if p a then a a p if p b then b b p if p c then c c p if p d then d d p if p e then e e p if p f then f f p if p g then g g p end if pause 1 until p 0 return posted by m s at 12 39 pm no comments sunday october 13 2013 n body simulation this is a n body simulation use arrow keys to keep it centered number of inital particles graphsize 600 600 fastgraphics n 100 dim x n 1 dim y n 1 dim xspeed n 1 dim yspeed n 1 dim xac n 1 dim yac n 1 dim mass n 1 dim radius n 1 initializing variables for p 1 to n a rand 2 pi r rand 300 x p r cos a 300 y p r sin a 300 s rand 2 pi 20 xspeed p cos a s cos a yspeed p sin a s sin a radius p 3 mass p radius p 3 next p gravity 0 dist 0 colision 0 dx 0 dy 0 v 0 h 0 loop arrow keys a key if 16777234 a then h h 5 if 16777236 a then h h 5 if 16777237 a then v v 5 if 16777235 a then v v 5 for u 1 to n for t 1 to n if u t and mass t 0 and mass u 0 then dx x u x t dy y u y t dist dx 2 dy 2 1 2 collide false if dist radius u radius t then collide true gravity code if collide true then x u x u mass u x t mass t mass u mass t y u y u mass u y t mass t mass u mass t xspeed u xspeed u mass u xspeed t mass t mass u mass t yspeed u yspeed u mass u yspeed t mass t mass u mass t mass u mass u mass t radius u mass u 1 3 mass t 0 radius t 0 end if colision code if collide false then gravity mass t mass u dist 2 xac u gravity dx 1000 mass u yac u gravity dy 1000 mass u xspeed u xspeed u xac u yspeed u yspeed u yac u x u x u xspeed u y u y u yspeed u end if end if next t color white circle x u h y u v radius u next u refresh clg color black rect 0 0 600 600 goto loop posted by m s at 3 27 am no comments wednesday october 9 2013 solid of revolution this program calculates the volume of a revolution solid the parameters are hardcoded but they are highlighted for you to change clg font arial 15 100 graphsize 500 500 fastgraphics graph area xmin 6 xmax 6 ymin 5 ymax 5 tx 500 xmax xmin ty 500 ymax ymin area 0 x boudaries bound1 3 bound2 3 range bound2 bound1 dx 02 volume_solid 0 for s 0 to 2 pi step 1 if s pi then for y ymin to ymax for x xmin to xmax color black circle tx x xmin tx ty y ymin ty 3 if y ymax ymin then text tx x xmin tx 15 ty y ymin ty x if x 0 then text tx x xmin tx 15 ty y ymin ty y ymax ymin next x next y line xmin tx 0 xmin tx 500 line 0 500 ymin ty 500 500 ymin ty end if for x xmin to xmax step dx xg tx x xmin tx color red y0 y equation y sin x 2 yg1 500 ty y ty ymin circle xg yg1 1 solid if x bound2 and x bound1 then fill 100 sin s 100 color rgb 200 fill 200 fill fill arc xg 05 y ty 2 yg1 1 y ty 2 y ty 2 s 1 if s 0 then volume_solid volume_solid dx y0 2 y 2 2 pi area if s pi then color green if int xg 1 2 int xg 2 1 then line xg yg1 xg 500 ymin ty fill 255 x bound1 range end if end if next x refresh if s 0 then pause 5 pause 02 next s input press any key k text 20 20 volume volume_solid refresh posted by m s at 8 35 am no comments tuesday october 8 2013 definite integral this program calculates the area between two functions the parameters functions boundaries are hardcoded but they are highlighted for you to change font arial 15 100 graphsize 500 500 fastgraphics choose the dimentions of the graph xmin 5 xmax 5 ymin 5 ymax 5 y1 0 y2 0 tx 500 xmax xmin ty 500 ymax ymin for y ymin to ymax for x xmin to xmax circle tx x xmin tx ty y ymin ty 3 if y ymax ymin then text tx x xmin tx 15 ty y ymin ty x if x 0 then text tx x xmin tx 15 ty y ymin ty y ymax ymin next x next y line xmin tx 0 xmin tx 500 line 0 500 ymin ty 500 500 ymin ty rem generate area choose the x boundaries bound1 2 bound2 2 area 0 range bound2 bound1 dx 01 for x xmin to xmax step dx xg tx x xmin tx color red p1 y1 equation1 red y1 x 2 yg1 500 ty y1 ty ymin circle xg yg1 1 color blue p2 y2 equation2 blue y2 x 2 yg2 500 ty y2 ty ymin circle xg yg2 1 if x bound2 and x bound1 then color darkgreen area area y1 p1 2 y2 p2 2 dx if int xg 1 2 int xg 2 1 then line xg yg1 xg yg2 fill 255 x bound1 range end if next x refresh input press a key a text 20 20 area area refresh posted by m s at 11 33 am no comments thursday september 26 2013 rock paper scissors this is a simulation of a system based on the popular game rock paper scissors clg n 80 radius 8 graphsize 600 600 font arial 10 100 outputvisible false fastgraphics dim type n dim xpos n dim ypos n dim xspeed n dim yspeed n dim type n initial values for u 0 to n 1 a rand xpos u rand 600 ypos u rand 400 xspeed u sin a yspeed u cos a type u int rand 3 next u c 0 color black rect 0 410 600 190 loop for u 0 to n 2 for v u 1 to n 1 distx xpos u xpos v 2 disty ypos u ypos v 2 dist distx disty 0 5 if dist 2 radius then gosub colision next v next u s 0 r 0 p 0 c c 1 if c 600 then c 0 color black rect 0 410 600 190 endif for u 0 to n 1 xpos u xpos u xspeed u ypos u ypos u yspeed u if xpos u 0 then xspeed u rand 10 1 05 xspeed u if ypos u 0 then yspeed u rand 10 1 05 yspeed u if xpos u 600 then xspeed u rand 10 1 05 xspeed u if ypos u 400 then yspeed u rand 10 1 05 yspeed u drawing objects if type u 0 then color red circle xpos u ypos u radius color black text xpos u 5 ypos u 5 s s s 1 end if if type u 1 then color green circle xpos u ypos u radius color black text xpos u 5 ypos u 5 r r r 1 end if if type u 2 then color yellow circle xpos u ypos u radius color black text xpos u 5 ypos u 5 p p p 1 end if next u color red circle c 600 180 n s 1 color green circle c 600 180 n r 1 color yellow circle c 600 180 n p 1 refresh color white rect 0 0 600 410 goto loop colision if type u 0 and type v 1 then type u 1 if type v 0 and type u 1 then type v 1 if type u 1 and type v 2 then type u 2 if type v 1 and type u 2 then type v 2 if type u 2 and type v 0 then type u 0 if type v 2 and type u 0 then type v 0 return posted by m s at 7 45 am no co...
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