A.N.A.L.O.G. ISSUE 38 / JANUARY 1986 / PAGE 59
Air Hockey is written in Action! and must be compiled off of a disk or tape (the source and object code won’t fit in memory together). So type it in, SAVE it, clear the editor, go to the monitor and RUN it, thusly: R "FILENAME" (substituting the device and filename you saved it under for "FILENAME" — I used "D:AIRHOCKE.Y").
Once you have it running properly, you should see the title screen and hear the title music (the “Peter Gunn” bass line). Press START.
Now you should see the options screen (it has the word OPTIONS at the top). You can use the OPTION key to highlight a different option, SELECT to change the option and START to play the game.
The options available in Air Hockey are:
Friction — This can be ON or OFF. If the friction is on, the puck will have a tendency to slow down while travelling across the board. You may notice that it sometimes curves as it slows down. This is because I used integer values instead of floating point. This means that the motion is not 100 percent accurate, resulting in the curved motion of the puck.
Velocity — This can be 2 through 9 and indicates the maximum velocity of the puck. Option 2 is slowest; 9 is fastest.
Bounce — This can be through 9, indicating the amount of “bounce” to the puck, or how well it retains velocity after hitting the side of the board. A 9 means that the puck will not slow down on collision; indicates very little bounce and will cause the puck to slow down considerably if it hits the sides.
Win — This is the score up to which the player(s) will play. It can be from 10 to 90, in increments of 10.
Players — Either 1 or 2. If one player is selected, then the player should use joystick port 1 and control the top player; the computer will control player two, the bottom player. If two players are selected, then it’s the same, except that player two will be controlled by joystick port 2.
Once your options are set (or left alone, if you like the default settings) you may press START to play. You’ll then see a vertical air hockey board with the scores displayed at the top, along with the score necessary to win the game. The puck will appear in front of the serving player’s paddle. That player must hit the puck to start the game.
The game is something like Pong, with forward motion as well as side-to-side. Players control the paddles by moving the joystick in the direction they wish to move. The buttons do nothing. A score is made when the puck goes into the yellow goal area of a player, and the other player becomes the server.
If the puck gets stuck between players, as it can in real air hockey, you may re-serve by pressing the SPACE BAR. Also, while in the play mode, you may press the ESCape key to exit the program. Finally, if you want to restart the game, press START anytime during the game (except during the goal sequence), and you’ll be returned to the options screen.
When the game is over, there’s a long cheering sequence with whistling fans (if the crowd likes you) before you’re returned to the title screen.
I was sitting around one day (I do that quite a lot) last summer, had just bought Action! and was becoming familiar with it. After writing some demos, I was ready to do something more substantial with it.
I figured that a good way to utilize Action!’s speed was to write some kind of fast-paced, arcade-type game. But I didn’t want to write another space game or Pac-Man. I wanted to write something different and unique. Air Hockey may not be a completely unique game (it is similar to Pong), but it’s different, and a change of pace from “Laser the Aliens!”
This program is an example of inventiveness, procrastination and compromise. “Inventive” because…well, it’s a matter of opinion, but I think it’s inventive. “Procrastination” because I dropped the project for several months at a time (check out the start and completion dates in the source listing). Finally, and most decidedly, “compromise” because I made so many of these concerning Air Hockey.
Two of my main compromises were:
In physics, you use vectors to describe how objects move, but this is a difficult thing in integers (well, difficult for me), which is what I was stuck with in Action! So I simply gave a horizontal and vertical speed and a horizontal and vertical direction.
These two compromises, however, were not as difficult or as important as my final compromise. I had to compromise on the one aspect, the most difficult thing, that every programmer must: completion of my goal. I had to stop work on a program which I felt was incomplete and short of my goals, and call it finished.
I realized this when I was telling my friends that I’d have to add the treble line to the title music before I’d submit it for publishing. As I told them this, I realized that the game is rather simple (as it was supposed to be) and that a full-blown song was superfluous. I then realized that other things I wanted to add were also not needed.
Actually, I had already met my goal (design a simple game as an exercise in Action!), but in the process, I’d created other goals — like adding the treble line.
I realized that I would continue creating goals as long as I was working on it; I would never finish the game. I’d sit, perma-bonded to my video screen, for the next ten years working on Air Hockey until it was 3-D, talked and had instant replay, a high score list, a theme song to put “Flight of the Valkyries” to shame, and a thousand other things … and I would still want to change something.
I think the important thing here is to realize that, when you want to write a program, you should decide exactly what it will be like, so that you can say it is finished when it meets the description. I certainly did not. I designed and wrote it as I went along (this is painfully evident to me in the lack of unity and consistency in the program, the “patchwork quilt” look).
This has also led to my big problem: because the program is so disorganized, I invariably come to some sort of dead end and drop the project. I completely gave up on Air Hockey many months back, but, at the urging of two of my friends (D.S. and D.B.), I picked it up again and trudged through the tangled code to finish it … finally. This is what has kept me from finishing the other hundred or so projects I have stored away in dusty disk files.
I’m sure that if it were not for this fact, there would be thousands more programs available for computers through other users, magazines and distributors. Next time you start to put something off because it seems too difficult, back up and try again.
The ducks? Well, I thought I’d try to be a little different from the other articles gracing this magazine’s fine pages. (You wondered about them, didn’t you?) Have a duck, you’ll feel better.
Chris Page is on eighteen-year-old from San Diego, who’s studying for an A. A. degree in electronics at I.T.T. Technical Institute. He has worked with computers for seven years and owned an Atari 800 for four. His primary computing interests are in sound, graphics and human inter/acing.
; ================ ; = Air Hockey = ; = by = ; = Chris Page = ; ================ ; Copyright (c) 1985 ANALOG Computing ; Special Thanks to: ; David Sullivan & David Becker DEFINE OPTION="3",SELECT="5",START="6", NONE="7",LEFT="96",RIGHT="60", TOP="56",BOT="144" BYTE NINDEX,VOLUME,FRICTION=, BOUNCE=,WIN=,PLAYERS=, HUE,LUM,OPT,PUCKXD,PUCKYD,HITFLAG, SERVER,GAMEOVER,SERVEIT,SDMCTL=559, CONSOL=53279,CHACT=755,WSYNC=54282, VCOUNT=54283,CRSINH=752, COLOR0=53270,COLOR1=53271, COLOR2=53272,COLOR3=53273, COLOR4=53274,RTCLOK=20, DMACTL=54272,LMARGN=82,RMARGN=83, CHBAS=756,PMBASE=54279, HITCLR=53278,P2PL=53262, GRACTL=53277,GPRIOR=623, RANDOM=53770,COLPM0=53266, COLPM1=53267,CH=764,RAMTOP=106, AUDCTL=53768,ATRACT=77,KEY BYTE ARRAY DLIST,SCRMEM,RAMFONT,PMMEM($800), BAR(0)=[$FF$FF], PUCK(0)=[$60$F0$F0$F0$F0$F0$F0$60], TTOP(0)=['Q'R'R'R'R'R'R'S'S'S'S'R 'R'R'R'R'R'E], TMID(0)=['R'T'T'T'T'T'T'T'T'T'T'T 'T'T'T'T'T'R], TBOT(0)=['Z'R'R'R'R'R'R'S'S'S'S'R 'R'R'R'R'R'C], NOTE(0)=[243 243 217 243 204 243 193 204], YTOP(0)=[6 80],YBOT(0)=[62 144], SCORE(2),PDLX(2),PDLY(2),OSTIK(2), ROMSET($400)=$E000,HPOSP(4)=53248, HPOSM(4)=53252,PCOLR(4)=704 CARD PUCKXV,PUCKYV,PUCKX,PUCKY, MAXV=,DLISTL=560,SAVMSC=88, XITVBV=$E462 ; --- Miscellaneous Procedures --- PROC SETVBV=$E45C(BYTE CMD,VBIHI, VBILO) PROC VBI() ; VBI to play music SOUND(0,NOTE(NINDEX),10,VOLUME) SOUND(1,NOTE(NINDEX)-2,10,VOLUME) VOLUME==-1 IF VOLUME=0 THEN VOLUME=15 NINDEX==+1 IF NINDEX=8 THEN NINDEX=0 FI FI ; JMP XITVBV [$4C XITVBV] RETURN PROC INITVBI() ; Initialize music VBI NINDEX=0 VOLUME=15 SNDRST() ; set deferred vbi vector SETVBV(7,VBI RSH 8,VBI) RETURN PROC DEBOUNCE() CARD I ; Debounce console keys FOR I=0 TO 5000 DO DO UNTIL CONSOL=NONE OD OD RETURN ; --- Title Screen --- PROC INITTITLE() BYTE I ; Initialize title screen GRAPHICS(0) GPRIOR=17 GRACTL=0 SDMCTL=0 CRSINH=1 HUE=0 DLIST=DLISTL DO UNTIL VCOUNT=0 OD FOR I=3 TO 5 DO DLIST(I+7)=DLIST(I) OD SETBLOCK(DLIST,10,$70) FOR I=13 TO 25 STEP 2 DO DLIST(I)=0 OD SETBLOCK(DLIST+27,2,$70) SETCOLOR(1,0,14) SETCOLOR(2,0,8) POSITION(11,0) PRINT("Air Hockey") POSITION(1,1) PRINT("By: Chris Page") POSITION(29,1) PRINT("Thanks: D.S. and D.B.") POSITION(17,2) PRINT( "June 30, 1984 - August 9, 1985") POSITION(7,4) PRINT("Copyright (c) 1984") POSITION(34,5) PRINT("Press START") SDMCTL=33 RETURN PROC TITLECOLORS() BYTE I ; Mid-screen color changes HUE==+2 IF HUE&2 THEN CHACT==+1&3 FI FOR I=0 TO 30 DO DO WSYNC=0 COLOR4=VCOUNT LSH 1+HUE IF VCOUNT=48 THEN COLOR1=0 FI UNTIL VCOUNT&128 OD OD RETURN PROC TITLE() ; Display title screen INITTITLE() INITVBI() DO TITLECOLORS() UNTIL CONSOL=START OD SDMCTL=0 RETURN ; --- Game Options --- PROC INITOPTIONS() ; Initialize procedure OPTIONS() GRAPHICS(17) SDMCTL=0 GRACTL=0 DO UNTIL VCOUNT=0 OD DEBOUNCE() SCRMEM=SAVMSC DLIST=DLISTL DLIST(3)==+1 SETCOLOR(0,3,14) SETCOLOR(2,0,14) PRINTDE(6," GAME OPTIONS") POSITION(0,2) PRINTD(6,"OPTION - NEXT OPTION") PRINTDE(6,"SELECT - CHOOSE") PRINTDE(6," START - PLAY GAME") POSITION(3,6) PRINTD(6,"FRICTION: O") IF FRICTION THEN PRINTD(6,"N") ELSE PRINTD(6,"FF") FI POSITION(3,8) PRINTD(6,"VELOCITY: ") PRINTBD(6,MAXV/100) POSITION(3,10) PRINTD(6,"BOUNCE : ") PRINTBD(6,BOUNCE/10) POSITION(3,12) PRINTD(6,"WIN AT : ") PRINTBD(6,WIN) POSITION(3,14) PRINTD(6,"PLAYERS : ") PRINTBD(6,PLAYERS) SDMCTL=34 OPT=0 RETURN PROC OPTIONCOLORS(BYTE OPT) ; Mid-screen color changes ; OPT=option line to hi-light DO WSYNC=0 UNTIL VCOUNT=15 OD LUM=0 WSYNC=0 DO WSYNC=0 COLOR0=LUM&$0F%$20 LUM==+2 UNTIL VCOUNT=25 OD WSYNC=0 COLOR0=0 COLOR4=6 DO WSYNC=0 UNTIL VCOUNT=40 OD COLOR0=$F8 OPT==LSH 3+41 DO WSYNC=0 UNTIL VCOUNT=OPT OD COLOR0=$FE DO WSYNC=0 UNTIL VCOUNT=OPT+8 OD COLOR0=$F8 RETURN PROC OPTIONS() CARD I ; Get game options from player(s) INITOPTIONS() DO FOR I=0 TO 10 DO OPTIONCOLORS(OPT) UNTIL CONSOL=START OD IF CONSOL=OPTION THEN OPT==+1 IF OPT=5 THEN OPT=0 FI FI IF CONSOL=SELECT THEN IF OPT=0 THEN FRICTION==!1 IF FRICTION THEN SCRMEM(134)=46 SCRMEM(135)=0 ELSE SCRMEM(134)=38 SCRMEM(135)=38 FI ELSEIF OPT=1 THEN IF MAXV=900 THEN SCRMEM(173)==-7 MAXV=200 ELSE SCRMEM(173)==+1 MAXV==+100 FI ELSEIF OPT=2 THEN IF BOUNCE=90 THEN SCRMEM(213)==-9 BOUNCE=0 ELSE SCRMEM(213)==+1 BOUNCE==+10 FI ELSEIF OPT=3 THEN IF WIN=90 THEN SCRMEM(253)==-8 WIN=10 ELSE SCRMEM(253)==+1 WIN==+10 FI ELSE IF PLAYERS=2 THEN SCRMEM(293)==-1 PLAYERS=1 ELSE SCRMEM(293)==+1 PLAYERS=2 FI FI FI UNTIL CONSOL=START OD SDMCTL=0 SNDRST() RETURN ; --- Play Air Hockey --- PROC MAKEFONT() BYTE I CARD J ; Change character set BYTE ARRAY CDAT(8)=[$55$55$55$55$54$54$50$40], EDAT(8)=[$40$50$54$54$55$55$55$55], QDAT(8)=[$01$05$15$15$55$55$55$55], RDAT(8)=[$55$55$55$55$55$55$55$55], SDAT(8)=[$FF$FF$FF$FF$FF$FF$FF$FF], TDAT(8)=[$AA$AA$2A$AA$AA$AA$A2$AA], ZDAT(8)=[$55$55$55$55$15$15$05$01] RAMFONT=(RAMTOP-8)*$100 MOVEBLOCK(RAMFONT,ROMSET,$400) ZERO(RAMFONT+536,192) CHBAS=RAMTOP-8 SDMCTL=61 FOR I=0 TO 7 DO FOR J=0 TO 3000 DO OD RAMFONT(536+I)=CDAT(I) RAMFONT(552+I)=EDAT(I) RAMFONT(648+I)=QDAT(I) RAMFONT(656+I)=RDAT(I) RAMFONT(664+I)=SDAT(I) RAMFONT(672+I)=TDAT(I) RAMFONT(720+I)=ZDAT(I) OD RETURN PROC POSPLAYER(CARD PLAYER BYTE X,Y,LENGTH BYTE ARRAY SHAPE) ; Position Player HPOSP(PLAYER)=X+LEFT PLAYER==*$100+$400 MOVEBLOCK(PMMEM+PLAYER+Y+TOP, SHAPE,LENGTH) RETURN PROC POSPDL(BYTE PADDLE,X,Y) ; Position paddle POSPLAYER(PADDLE,X,Y,2,BAR) RETURN PROC POSPUCK(CARD X,Y) ; Position puck X==/100 Y==/100 POSPLAYER(2,X,Y,8,PUCK) RETURN PROC ERASEPDL(CARD PADDLE BYTE Y) ; Erase paddle PADDLE==*$100+$400 ZERO(PMMEM+PADDLE+Y+TOP,2) RETURN PROC ERASEPUCK(CARD Y) ; Erase puck Y==/100+TOP ZERO(PMMEM+$600+Y,8) RETURN PROC ERASEALL() ; Clear Player memory ERASEPDL(0,PDLY(0)) ERASEPDL(1,PDLY(1)) ERASEPUCK(PUCKY) RETURN PROC INITPMG() ; Initialize PMG PMMEM=(RAMTOP-16)*$100 Zero(PMMEM,$800) PCOLR(0)=$76 PCOLR(1)=$76 PCOLR(2)=$36 PMBASE=RAMTOP-16 GRACTL=3 RETURN PROC INITPLAY() CARD I ; Initialize game GRAPHICS(0) SDMCTL=0 DO UNTIL VCOUNT=0 OD SETVBV(7,$E4,$62) SNDRST() DEBOUNCE() INITPMG() SCRMEM=SAVMSC SCORE(0)=0 SCORE(1)=0 OSTIK(0)=15 OSTIK(1)=15 SERVER=0 GAMEOVER=0 CRSINH=1 DLIST=DLISTL DLIST(2)=DLIST(3)+4 DLIST(3)=DLIST(4) DLIST(4)=DLIST(5) DLIST(5)=$30 DLIST(7)=$30 SETBLOCK(DLIST+8,21,4) SETCOLOR(0,3,6) SETCOLOR(1,0,14) SETCOLOR(2,0,4) SETCOLOR(3,2,14) SETCOLOR(4,0,6) POSITION(3,0) PRINTE("air hockey") SAVMSC==+16 POSITION(0,0) PRINTF( " One : 00 | Win : %B | Two : 00", win) MOVEBLOCK(SCRMEM+55,TTOP,18) FOR I=87 TO 663 STEP 32 DO MOVEBLOCK(SCRMEM+I,TMID,18) OD MOVEBLOCK(SCRMEM+695,TBOT,18) MAKEFONT() SOUND(3,0,0,3) KEY=0 CH=$FF RETURN PROC SERVE(BYTE PLAYER) CARD I ; Initialize positions ERASEALL() PDLX(0)=28 PDLX(1)=28 PDLY(0)=YTOP(0) PDLY(1)=YBOT(1) PUCKX=3000 PUCKY=4000+6800*PLAYER PUCKXV=0 PUCKYV=0 POSPDL(0,PDLX(0),PDLY(0)) POSPDL(1,PDLX(1),PDLY(1)) POSPUCK(PUCKX,PUCKY) HITCLR=0 HITFLAG=0 VOLUME=0 RETURN PROC MOVEPADDLE(BYTE P) BYTE STIK ; Move paddle ERASEPDL(P,PDLY(P)) STIK=STICK(P) ; move puck 2 for one player game IF PLAYERS=P THEN STIK=$F IF PDLX(1)+2<PUCKX/100 THEN STIK==-8 ELSE STIK==-4 FI IF PDLY(1)-6<PUCKY/100 THEN STIK==-2 ELSEIF PDLY(1)-8>PUCKY/100 THEN STIK==-1 ELSE STIK==-2 IF RAND(2) THEN STIK==+1 FI FI FI ; save stick position OSTIK(P)=STIK ; move paddle verticaly IF (STIK&1)=0 THEN PDLY(P)==-2 IF PDLY(P)<YTOP(P) THEN PDLY(P)=YTOP(P) FI ELSEIF (STIK&2)=0 THEN PDLY(P)==+2 IF PDLY(P)>YBOT(P) THEN PDLY(P)=YBOT(P) FI FI ; move paddle horizontaly IF (STIK&8)=0 THEN PDLX(P)==+2 IF PDLX(P)>RIGHT-4 THEN PDLX(P)=RIGHT-4 FI ELSEIF (STIK&4)=0 THEN PDLX(P)==-2 IF PDLX(P)>240 THEN PDLX(P)=0 FI FI POSPDL(P,PDLX(P),PDLY(P)) RETURN PROC REVERSEPX() ; Reverse horizontal puck direction VOLUME=14 PUCKXD==!1 IF PUCKXV<(90-BOUNCE) THEN PUCKXV=0 ELSE PUCKXV==-(90-BOUNCE) FI RETURN PROC REVERSEPY() ; Reverse vertical puck direction VOLUME=14 PUCKYD==!1 IF PUCKYV<(90-BOUNCE) THEN PUCKYV=0 ELSE PUCKYV==-(90-BOUNCE) FI RETURN PROC MOVEPUCK() BYTE PADDLE,XDIF,YDIF,STIK,ABOVE CARD ARRAY XVELOC(0)=[400 140 100 80 40 0 40 80 100 140 400] ; Move the puck ERASEPUCK(PUCKY) ; check for paddle collisions PADDLE=0 IF PUCKY/100>70 THEN PADDLE=1 FI STIK=OSTIK(PADDLE) IF P2PL THEN IF HITFLAG=0 THEN VOLUME=14 ; new x velocity & direction XDIF=PUCKX/100+3-PDLX(PADDLE) PUCKXV=XVELOC(XDIF) PUCKXD=0 IF XDIF>5 THEN PUCKXD=1 FI ; new y velocity & direction YDIF=PUCKY/100-PDLY(PADDLE) ABOVE=0 IF PADDLE THEN IF PUCKY/100<PDLY(1) THEN ABOVE=1 FI ELSE IF PUCKY/100+8<PDLY(0) THEN ABOVE=1 FI FI ; paddle not moving IF (STIK&3)=3 THEN PUCKYD==!1 ; puck not moving ELSEIF PUCKYV=0 THEN PUCKYV=200 PUCKYD=0 IF (STIK&3)=1 THEN PUCKYD=1 FI ; puck and paddle equal y coord ELSEIF PUCKY/100+3=PDLY(PADDLE) THEN ; do nothing ELSE ; moving puck and paddle down IF PUCKYD=1 AND (STIK&3)=1 THEN IF ABOVE THEN PUCKYV==-200 IF PUCKYV>200 THEN PUCKYD==!1 FI ELSE PUCKYV==+200 FI ELSEIF PUCKYD=0 AND (STIK&3)=2 THEN IF ABOVE=0 THEN PUCKYV==-200 IF PUCKYV>200 THEN PUCKYD==!1 FI ELSE PUCKYV==+200 FI ELSEIF PUCKYD=1 AND (STIK&3)=2 THEN IF ABOVE THEN PUCKYD==!1 PUCKYV==+200 FI ELSEIF PUCKYD=0 AND (STIK&3)=1 THEN IF ABOVE=0 THEN PUCKYD==!1 PUCKYV==+200 FI FI FI FI HITFLAG=1 ELSE HITFLAG=0 FI HITCLR=0 ; move horizontaly IF PUCKXV>MAXV THEN PUCKXV=MAXV FI IF PUCKXD THEN PUCKX==+PUCKXV ELSE PUCKX==-PUCKXV FI ; check boundaries IF PUCKX>24000 THEN REVERSEPX() PUCKX=0 ELSEIF PUCKX>RIGHT*100 THEN REVERSEPX() PUCKX=RIGHT*100 FI IF PUCKYV>MAXV THEN PUCKYV=MAXV FI ; move verticaly IF PUCKYD THEN PUCKY==+PUCKYV ELSE PUCKY==-PUCKYV FI ; check boundaries IF PUCKY>24000 THEN REVERSEPY() PUCKY=0 ELSEIF PUCKY>BOT*100 THEN REVERSEPY() PUCKY=BOT*100 FI ; handle friction IF PUCKXV THEN PUCKXV==-FRICTION FI IF PUCKYV THEN PUCKYV==-FRICTION FI ; fading collision sound IF VOLUME THEN VOLUME==-2 SOUND(0,10,8,VOLUME) SOUND(1,10,10,VOLUME) ELSE SOUND(0,0,0,0) SOUND(1,0,0,0) FI POSPUCK(PUCKX,PUCKY) RETURN PROC GOAL(BYTE PLAYER) BYTE I CARD J ; Inc score, check for a winner SNDRST() ERASEPUCK(PUCKY) VOLUME=0 SERVEIT=1 SERVER=PLAYER SCORE(PLAYER)==+1 IF SCORE(PLAYER)=WIN THEN GAMEOVER=1 FI ; flash score FOR I=0 TO 5 DO SETBLOCK(SCRMEM+23+22*PLAYER,2,0) FOR J=0 TO 5000 DO OD SCRMEM(23+22*PLAYER)= 16+SCORE(PLAYER)/10 SCRMEM(24+22*PLAYER)= 16+SCORE(PLAYER) MOD 10 SOUND(0,20,10,8) FOR J=0 TO 5000 DO OD SOUND(0,0,0,0) OD ; cheering IF GAMEOVER=0 THEN FOR I=0 TO 30 DO FOR J=0 TO 1000 DO OD SOUND(0,10,8,I RSH 1) OD FOR J=0 TO 40000 DO OD FOR I=0 TO 30 DO FOR J=0 TO 1000 DO OD SOUND(0,10,8,15-I RSH 1) OD FI SNDRST() SOUND(3,0,0,3) RETURN PROC MOVEALL() ; Move paddles and puck ; keep attract mode at bay ATRACT=0 ; check for goal IF PUCKX>2400 AND PUCKX<3700 THEN IF PUCKY=0 THEN GOAL(1) ELSEIF PUCKY=BOT*100 THEN GOAL(0) FI FI IF GAMEOVER=0 THEN MOVEPUCK() MOVEPADDLE(0) MOVEPADDLE(1) FI RETURN PROC ENDGAME() BYTE I CARD J,K ; Cheer profusly and end game SNDRST() FOR I=0 TO 30 DO FOR J=0 TO 1000 DO OD SOUND(0,10,8,I RSH 1) OD FOR J=0 TO 200 DO FOR K=0 TO 500 DO OD IF RAND(130)=0 THEN FOR I=0 TO 15 DO FOR K=0 TO 1200 DO OD SOUND(1,30-I,10,I) OD FOR I=0 TO 15 DO FOR K=0 TO 1200 DO OD SOUND(1,15+I,10,15-I) OD FI OD FOR I=0 TO 30 DO FOR J=0 TO 1000 DO OD SOUND(0,10,8,15-I RSH 1) OD FOR J=0 TO 40000 DO OD RETURN PROC PLAY() ; Play Air Hockey INITPLAY() SERVE(SERVER) DO DO UNTIL VCOUNT=100 OD IF CH<>$FF THEN KEY=GETD(1) FI IF KEY=32 OR SERVEIT=1 THEN SERVE(SERVER) KEY=0 CH=$FF SERVEIT=0 FI MOVEALL() UNTIL GAMEOVER=1 OR KEY=27 OR CONSOL=6 OD IF KEY<>27 AND CONSOL<>6 THEN ENDGAME() FI SNDRST() RETURN ; --- Main Procedure --- PROC MAIN() LMARGN=0 CLOSE(1) OPEN(1,"K:",4,0) DO TITLE() WHILE CONSOL=6 DO OPTIONS() PLAY() OD UNTIL KEY=27 OD CLOSE(1) GRAPHICS(0) GRACTL=0 RETURN