( bunnymark.tal ) ( November 2021, Kira Oakley ) ( March 2022, Devine Lu Linvega ) |00 @System &vector $2 &pad $6 &r $2 &g $2 &b $2 &debug $1 &halt $1 |20 @Screen &vector $2 &width $2 &height $2 &auto $1 &pad $1 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 |90 @Mouse &vector $2 &x $2 &y $2 &state $1 &wheel $1 |c0 @Date &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 |0000 @frames $2 @last $1 |0100 ( -> ) ( set system colors ) #2ce9 .System/r DEO2 #01c0 .System/g DEO2 #2ce5 .System/b DEO2 ( interrupts ) ;on-frame .Screen/vector DEO2 ( draw "FPS:" and "BUNNIES:" and instructions labels ) .Screen/width DEI2 #0046 SUB2 #0008 ;text/fps #42 draw-str #0004 #0008 ;text/bunnies #42 draw-str .Screen/width DEI2 #01 SFT2 #0050 SUB2 #0008 ;text/instructions #43 draw-str #0028 #0008 #0000 draw-dec ( seed prng ) #04 ;rand/a STA BRK @on-frame ( -> ) ( frames++ ) .frames LDZ2k INC2 ROT STZ2 .Date/second DEI .last LDZ EQU ?&post-fps-update ( fps update ) ( update last-secs ) .Date/second DEI .last STZ ( update fps label ) .Screen/width DEI2 #002b SUB2 #0008 .frames LDZ2 draw-dec ( reset frames counter ) #0000 .frames STZ2 &post-fps-update ( mouse input to add/remove bunnies ) .Mouse/state DEI #01 EQU ?&add .Mouse/state DEI #01 GTH ?&remove !&done &add add-bunny !&done &remove remove-bunny !&done &done ( loop from 0 to ;sprite/length to make all ;draw-bunny calls ) [ ;sprite/length LDA2 ] #0000 &loop EQU2k ?&bail DUP2 draw-bunny INC2 !&loop &bail POP2 POP2 BRK @draw-bunny ( idx -- ) ( compute the offset to the beginning of this bunny's data ) [ #30 SFT2 ;sprite/array ADD2 ] ( clear the old sprite location ) ( top ) [ LDA2k ] #05 SFT2 .Screen/x DEO2 [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 #00 draw-sprite ( move the sprite by its velocity ) [ LDA2k ] [ OVR2 #0004 ADD2 LDA2 ] ADD2 OVR2 STA2 [ INC2k INC2 LDA2 ] [ OVR2 #0006 ADD2 LDA2 ] ADD2 OVR2 INC2 INC2 STA2 ( check for right wall collision + bounce x ) [ DUP2 #0004 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-x [ LDA2k ] #05 SFT2 #0008 ADD2 [ .Screen/width DEI2 ] LTH2 ?&skip-max-x [ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ] &skip-max-x ( check for left wall collision + bounce x ) [ LDA2k ] #0f SFT2 #0000 EQU2 ?&skip-min-x [ DUP2 #0004 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0004 ADD2 STA2 ] &skip-min-x ( check for bottom wall collision + bounce y ) [ DUP2 #0006 ADD2 LDA2 ] #0f SFT2 #0001 EQU2 ?&skip-max-y [ INC2k INC2 LDA2 ] #05 SFT2 #0008 ADD2 [ .Screen/height DEI2 ] LTH2 ?&skip-max-y [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] !&skip-gravity &skip-max-y ( check for top wall collision + bounce x ) [ INC2k INC2 LDA2 ] #0f SFT2 #0000 EQU2 ?&skip-min-y [ DUP2 #0006 ADD2 LDA2 ] #ffff MUL2 [ OVR2 #0006 ADD2 STA2 ] !&skip-gravity &skip-min-y ( apply gravity ) [ DUP2 #0006 ADD2 LDA2 ] #0004 ADD2 OVR2 #0006 ADD2 STA2 &skip-gravity ( draw the sprite ) ( top ) [ LDA2k ] #05 SFT2 .Screen/x DEO2 [ INC2 INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 #85 ( >> ) @draw-sprite ( color -- ) [ LIT2 15 -Screen/auto ] DEO ;bunny-chr .Screen/addr DEO2 .Screen/sprite DEO [ LIT2 00 -Screen/auto ] DEO JMP2r @add-bunny ( -- ) ;sprite/length LDA2 ( cap bunny count at 65535 ) DUP2 #ffff EQU2 ?&bail ( compute the offset to the beginning of this new bunny's data ) DUP2 #30 SFT2 ;sprite/array ADD2 ( populate the new bunny's x/y/xvel/yvel with random values ) #00 [ rand ] OVR2 STA2 [ rand #1f AND ] [ rand ] OVR2 INC2 INC2 STA2 #00 [ rand #7f AND ] OVR2 #0004 ADD2 STA2 #00 [ rand #7f AND ] OVR2 #0006 ADD2 STA2 ( pop ptr to bunny data ) POP2 ( write new increased array length ) INC2 DUP2 ;sprite/length STA2 ( update label ) STH2k #0028 #0008 STH2r draw-dec &bail ( pop sprite/length ) POP2 JMP2r @draw-str ( x* y* text* color -- ) [ LIT2 01 -Screen/auto ] DEO STH SWP2 .Screen/y DEO2 SWP2 .Screen/x DEO2 &loop LDAk #20 SUB #00 SWP #30 SFT2 ;font ADD2 .Screen/addr DEO2 STHkr .Screen/sprite DEO INC2 LDAk ?&loop POP2 STHr POP [ LIT2 00 -Screen/auto ] DEO JMP2r @draw-dec ( x* y* num* -- ) [ LIT2 01 -Screen/auto ] DEO SWP2 .Screen/y DEO2 SWP2 .Screen/x DEO2 #2710 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 #03e8 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 #0064 DIV2k DUP2 NIP ,&digit JSR MUL2 SUB2 NIP #0a DIVk DUP ,&digit JSR MUL SUB ,&digit JSR [ LIT2 00 -Screen/auto ] DEO JMP2r &digit ( num -- ) #30 SFT #00 SWP ;font/num ADD2 .Screen/addr DEO2 #41 .Screen/sprite DEO JMP2r @remove-bunny ( -- ) ;sprite/length LDA2 ( don't let length go below 0 ) ORAk #00 EQU ?&bail ( clear the old sprite location ) DUP2 #0001 SUB2 #30 SFT2 ;sprite/array ADD2 ( top ) [ LDA2k ] #05 SFT2 .Screen/x DEO2 [ INC2k INC2 LDA2 ] #05 SFT2 .Screen/y DEO2 ( clear ) #00 draw-sprite POP2 #0001 SUB2 DUP2 ;sprite/length STA2 ( update label ) STH2k #0028 #0008 STH2r draw-dec &bail POP2 JMP2r ( PRNG code taken from flappy.tal -- thanks! ) @rand ( -- number ) ( local vars ) #04 JMP &x $1 &y $1 &z $1 &a $1 ( 8-bit PRNG https://github.com/edrosten/8bit_rng ) ( t = x ^ (x << 4) ) ,&x LDR DUP #40 SFT EOR ( x = y ) ,&y LDR ,&x STR ( y = z ) ,&z LDR ,&y STR ( z = a ) ,&a LDR DUP ,&z STR ( a = z ^ t ^ (z >> 1) ^ (t << 1) ) DUPk ADD EOR SWP DUP #01 SFT EOR EOR DUP ,&a STR JMP2r ( static string data ) @text &fps "FPS: 00 &bunnies "BUNS: 00 &instructions "CLICK 20 "TO 20 "ADD 20 "BUNNIES! 00 @font ( atari8.uf1 ) 0000 0000 0000 0000 6060 6060 6000 6000 6666 6600 0000 0000 006c fe6c 6cfe 6c00 183e 603c 067c 1800 0066 6c18 3066 4600 386c 3870 decc 7600 6060 6000 0000 0000 0e1c 1818 181c 0e00 7038 1818 1838 7000 0066 3cff 3c66 0000 0018 187e 1818 0000 0000 0000 0030 3060 0000 007e 0000 0000 0000 0000 0018 1800 0206 0c18 3060 4000 &num 3c66 6e76 6666 3c00 1838 1818 1818 7e00 3c66 060c 1830 7e00 7e0c 180c 0666 3c00 0c1c 3c6c 7e0c 0c00 7e60 7c06 0666 3c00 3c60 607c 6666 3c00 7e06 0c18 3030 3000 3c66 663c 6666 3c00 3c66 663e 060c 3800 0060 6000 6060 0000 0030 3000 3030 6000 0c18 3060 3018 0c00 0000 7e00 007e 0000 6030 180c 1830 6000 3c66 060c 1800 1800 3c66 6e6a 6e60 3e00 183c 6666 7e66 6600 7c66 667c 6666 7c00 3c66 6060 6066 3c00 786c 6666 666c 7800 7e60 607c 6060 7e00 7e60 607c 6060 6000 3e60 606e 6666 3e00 6666 667e 6666 6600 7830 3030 3030 7800 0606 0606 0666 3c00 666c 7870 786c 6600 6060 6060 6060 7e00 c6ee fed6 c6c6 c600 6676 7e7e 6e66 6600 3c66 6666 6666 3c00 7c66 667c 6060 6000 3c66 6666 766c 3600 7c66 667c 6c66 6600 3c66 603c 0666 3c00 7e18 1818 1818 1800 6666 6666 6666 3e00 6666 6666 663c 1800 c6c6 c6d6 feee c600 6666 3c18 3c66 6600 6666 663c 1818 1800 7e06 0c18 3060 7e00 7860 6060 6060 7800 @bunny-chr 2466 6600 2424 003c 4200 007e 7e7e 7e7e 1818 3c3c 1800 0000 ff66 4242 667e 4242 ( beginning of sprite pixel data + array ) @sprite &length $2 &array &x 0600 &y 0500 &xvel 0060 &yvel 0010