(bunnymark) Housekeeping
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@ -21,32 +21,36 @@
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#2ce5 .System/b DEO2
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( | interrupts )
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;on-frame .Screen/vector DEO2
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( | draw "FPS:" and "BUNNIES:" and instructions labels )
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.Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 <draw-str>
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#0004 #0008 ;text/bunnies #42 <draw-str>
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 <draw-str>
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( | fps label )
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.Screen/width DEI2 #0046 SUB2 .Screen/x DEO2
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#0008 .Screen/y DEO2
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;text/fps #42 <draw-str>
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( | bunnies label )
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#0004 .Screen/x DEO2
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;text/bunnies #42 <draw-str>
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( | instructions label )
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.Screen/width DEI2 #01 SFT2 #0050 SUB2 .Screen/x DEO2
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;text/instructions #43 <draw-str>
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#0028 #0008 #0000 <draw-dec>
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( seed prng ) prng-init BRK
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( | seed prng )
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prng-init BRK
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@on-frame ( -> )
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( frames++ ) .frames LDZ2k INC2 ROT STZ2
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.DateTime/second DEI .last LDZ EQU ?&post-fps-update
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( fps update )
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( update last-secs ) .DateTime/second DEI .last STZ
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( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 <draw-dec>
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( reset frames counter ) #0000 .frames STZ2
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&post-fps-update ( mouse input to add/remove bunnies )
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.Mouse/state DEI #01 EQU ?&add
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.Mouse/state DEI #01 GTH ?&remove
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!&done
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&add add-bunny !&done
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&remove remove-bunny !&done
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&done ( loop from 0 to ;sprite/length to make all ;draw-bunny calls )
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.frames LDZ2k INC2 ROT STZ2
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.DateTime/second DEI .last LDZ EQU ?{
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.DateTime/second DEI .last STZ
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.Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 <draw-dec>
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#0000 .frames STZ2 }
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( | mouse handling )
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.Mouse/state DEI
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( ) DUP #01 NEQ ?{ add-bunny }
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( ) #02 LTH ?{ remove-bunny }
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;sprite/length LDA2 #0000
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&loop ( -- )
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EQU2k ?&bail
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DUP2 draw-bunny INC2 !&loop
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&bail POP2 POP2 BRK
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&bail ( -- )
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POP2 POP2 BRK
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@draw-bunny ( idx -- )
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( compute the offset to the beginning of this bunny's data ) #30 SFT2 ;sprite/array ADD2
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@ -104,16 +108,13 @@
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POP2 JMP2r
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@<draw-str> ( x* y* text* color -- )
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,&t STR
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[ LIT2 01 -Screen/auto ] DEO
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STH
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SWP2 .Screen/y DEO2
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SWP2 .Screen/x DEO2
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&loop ( -- )
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LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2
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STHkr .Screen/sprite DEO
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[ LIT2 &t $1 -Screen/sprite ] DEO
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INC2 LDAk ?&loop
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POP2 STHr POP [ LIT2 00 -Screen/auto ] DEO
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JMP2r
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POP2 JMP2r
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@<draw-dec> ( x* y* num* -- )
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[ LIT2 01 -Screen/auto ] DEO
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