mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-24 23:56:49 +03:00
299 lines
5.5 KiB
NASM
299 lines
5.5 KiB
NASM
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; BINARY MASTER
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WINDOW.W=360
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WINDOW.H=492
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include 'a.inc'
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text t(256), title.t='Binary Master: %hh'
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text help.t=+\
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'Fun Game for Programmers.' RET\
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'Click BITs. Count in binary.' RET\
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'Match the decimal number' RET\
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'in the red box to make rows' RET\
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'disappear. Press any key.' RET\
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'r=Reset. p=Pause. Esc=exit'
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text pause.t=+\
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'Paused. Press p to continue' RET\
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'or r=Reset. Esc=exit'
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text game.over.t=+\
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'Game over. Score: %hh.' RET\
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'Press any key'
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align
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integer scene, score
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numeric SCENE.*, TITLE, PLAY,\
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PAUSE, GAME.OVER
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numeric EASY=5000, NORMAL=4000, HARD=2000
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BOX board, my.box
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integer my.n, red.n, magic.n=10101101b
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integer cbit.x, cbit.y, bits.h
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numeric BIT.*, W=32, H=48
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text my.numbers(8+4), red.numbers(8+4)
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FONT main.font='font'
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IMAGE bits.i='bits', bit1.i='1',\
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bit0.i='0', close.i='x'
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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function random.byte
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locals n
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.r:
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random 3
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if r0<2
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random 16
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else.if r0=2
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random 128
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else.if r0=3
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random 255
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end
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. n=r0
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text.find red.numbers, n
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if true, go .r, end
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. r0=n
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if false, r0++, end
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endf
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function reset.game
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locals n, p
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. score=0, bits.h=1
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memory.zero my.numbers, 12
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memory.zero red.numbers, 12
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. n=8, p=red.numbers
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loop n
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random.byte
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. r1=p, *r1++=r0, p=r1
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endl
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set.box board, 4, 70, BIT.W*8, BIT.H*8
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. scene=SCENE.TITLE
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endf
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function on.create
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set.font main.font
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set.timer NORMAL
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reset.game
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endf
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function remove.byte, t, i
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locals n
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alias p=r0, q=r1, x=r2
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if i=7, go .new, end
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. p=t, p+i, q=p, q++, x=7, x-i, n=x
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loop n, *p++=*q++, endl
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.new:
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. p=my.numbers, *(p+7)=0
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random.byte
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. q=red.numbers, *(q+7)=r0
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endf
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function remove.row, i
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remove.byte my.numbers, i
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remove.byte red.numbers, i
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. bits.h--
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if bits.h<1, bits.h=1, end
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endf
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function check.numbers
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locals i
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. i=0
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while i<8, r0=my.numbers, r0+i
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. r1=*r0, r0=red.numbers
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. r0+i, r2=*r0
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if r1=r2, score+r1
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remove.row i
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return 1
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end
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. i++
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endw
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endf 0
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function draw.board
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locals i, n, x, y, w, h
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draw.image bits.i, 4, 35
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draw.image bits.i, 4, 457
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. x=0, y=0, w=32, h=48
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while y<8, x=0
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while x<8
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. r0=x, r0*w, r0+board.x
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. r1=y, r1*h, r1+board.y
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set.box my.box, r0, r1, w, h
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draw.box my.box, BLACK, GRAY
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. x++
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endw
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. r0=x, r0*w, r0+board.x
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. r1=y, r1*h, r1+board.y
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set.box my.box, r0, r1, 48, h
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draw.box.o my.box, WHITE
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. my.box.x+48
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draw.box.o my.box, RED
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. r0=y, r1=8, r1-bits.h
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if r0>=r1
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. r0=my.numbers, r1=y, r2=8
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. r2-bits.h, r1-r2, r0+r1
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. r1=*r0, my.n=r1
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. r0=red.numbers, r1=y, r2=8
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. r2-bits.h, r1-r2, r0+r1
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. r1=*r0, red.n=r1
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u2t my.n, t
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. my.box.x-40, my.box.y+11
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draw.text t, my.box.x, my.box.y
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. my.box.x+44
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u2t red.n, t
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draw.text t, my.box.x, my.box.y
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end
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. y++
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endw
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endf
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function draw.bit, n, x, y
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if n
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draw.image bit1.i, x, y
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else
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draw.image bit0.i, x, y
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end
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endf
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function draw.byte, n, x, y
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locals i
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. i=8
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loop i, r0=n, r1=i, r1--, r0>>cl, r0&1
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draw.bit r0, x, y
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. x+BIT.W
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endl
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endf
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function draw.my.numbers
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locals i, n, y
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. i=bits.h, y=404
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loop i, r0=my.numbers, r0+i, r0--
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. r0=*r0, n=r0
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draw.byte n, 4, y
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. y-BIT.H
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endl
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endf
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function draw.title.scene
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draw.text help.t, 16, 130
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draw.byte magic.n, 50, 300
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endf
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function draw.play.scene
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draw.board
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draw.my.numbers
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endf
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function draw.pause.scene
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draw.text pause.t, 16, 130
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draw.byte magic.n, 50, 300
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endf
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function draw.game.over
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print t, game.over.t, score
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draw.text t, 44, 170
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draw.byte magic.n, 50, 300
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endf
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function on.draw
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locals x, y, w, h
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clear.screen BLACK
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print t, title.t, score
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draw.text t, 4, 4
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draw.image close.i, 324, 4
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. r0=screen.w, r0--
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. r1=screen.h, r1--
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draw.outline 0, 0, r0, r1, GRAY
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if scene=SCENE.TITLE
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draw.title.scene
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else.if scene=SCENE.PLAY
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draw.play.scene
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else.if scene=SCENE.PAUSE
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draw.pause.scene
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else.if scene=SCENE.GAME.OVER
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draw.game.over
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end
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endf
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function on.key
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if key.event='c'
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if scene=SCENE.TITLE
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. scene=SCENE.PLAY
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go .draw
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end
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if scene=SCENE.GAME.OVER
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go .reset
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end
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if key='r'
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.reset:
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reset.game
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go .draw
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end
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if key='p'
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.pause:
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if scene=SCENE.PLAY
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. scene=SCENE.PAUSE
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else.if scene=SCENE.PAUSE
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. scene=SCENE.PLAY
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end
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go .draw
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end
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.draw:
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render
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end
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endf
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function on.mouse
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if.select board
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. r0=mouse.x, r0-WINDOW.X, r0-board.x
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. r1=BIT.W, r0/r1, cbit.x=r0
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. r0=mouse.y, r0-WINDOW.Y, r0-board.y
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. r1=BIT.H, r0/r1, cbit.y=r0
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if mouse.event='c'
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. r0=cbit.y, r1=8, r1-bits.h
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if r0>=r1, r0=my.numbers, r1=cbit.y
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. r2=8, r2-bits.h, r1-r2, r0+r1
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. r3=*r0, r2=1, r1=7, r1-cbit.x
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. r2<<cl, r3><r2, *r0=r3
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end
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end
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end
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if mouse.event='r'
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check.numbers
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go .draw
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end
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if mouse.event='c'
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. r0=&close.i.x
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if.select r0
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exit
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end
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if scene<>SCENE.PLAY
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reset.game
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. scene=SCENE.PLAY
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end
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.draw:
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render
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end
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endf
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function on.timer
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if scene<>SCENE.PLAY
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return
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end
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if mouse.1, return, end
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if bits.h<8, bits.h++
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else
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. scene=SCENE.GAME.OVER
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end
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render
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endf
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function on.exit
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; ...
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endf
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