@@ -11,9 +11,7 @@ CONST MIN_X = 24.0
1111CONST MAX_X = 318.0
1212CONST MAX_Y = 228.0
1313
14- DIM key AS BYTE
15-
16- TYPE SPRITE
14+ TYPE MOB
1715 x AS FLOAT
1816 y AS FLOAT
1917 vx AS FLOAT
@@ -24,14 +22,14 @@ TYPE SPRITE
2422 THIS.y = THIS.y + THIS.vy
2523 THIS.vy = THIS.vy + GRAVITY
2624
27- REM -- Hit the wall
25+ ' Hit the wall
2826 IF (THIS.x >= MAX_X AND THIS.vx > 0 ) OR (THIS.x <= MIN_X AND THIS.vx < 0 ) THEN THIS.vx = THIS.vx * HBOUNCE
29- REM -- Hit the ground
27+ ' Hit the ground
3028 IF THIS.y >= MAX_Y AND THIS.vy > 0.0 THEN
3129 IF ABS (THIS.vx ) < 0.2 THEN END
3230 THIS.vy = THIS.vy * VBOUNCE
3331
34- if THIS.vx > 0.0 THEN
32+ IF THIS.vx > 0.0 THEN
3533 THIS.vx = THIS.vx - FRICTION
3634 ELSE
3735 THIS.vx = THIS.vx + FRICTION
@@ -45,30 +43,29 @@ TYPE SPRITE
4543 STATIC screen_y AS BYTE
4644 screen_x = CINT (THIS.x )
4745 screen_y = CBYTE (THIS.y )
48- POKE $D000 , screen_x : REM sprite X coord
49- IF screen_x > 255 THEN POKE $D010 , 1 ELSE POKE $D010 , 0
50- POKE $D001 , screen_y : REM sprite y coord
46+ lab_h:
47+ SPRITE 1 AT screen_x, screen_y
5148 END SUB
5249
5350 SUB init () STATIC
5451 THIS.x = 28.0
5552 THIS.y = 48.0
5653 THIS.vy = 0.0
5754 THIS.vx = 5.5
58- POKE $D015 , 1 : REM enable sprite
5955 MEMCPY @ball_shape, 960 , 63
60- POKE $07F8, 15 : REM sprite pointer
56+ SPRITE 1 SHAPE 15 COLOR 13 ON
6157 END SUB
6258END TYPE
6359
64- DIM ball AS SPRITE
60+ DIM ball AS MOB
6561CALL ball.init ()
6662
67- loop :
63+ DO
6864 CALL ball.update ()
69- WAIT 53265 , 128 : REM wait one frame
65+ ' wait one frame
66+ WAIT 53265 , 128
7067 CALL ball.draw ()
71- GOTO loop
68+ LOOP WHILE 1
7269
7370ball_shape:
7471DATA AS BYTE 0 ,126 ,0 ,3 ,255 ,192 ,7 ,255 ,224 ,31 ,255 ,248
@@ -77,4 +74,4 @@ DATA AS BYTE 127,255,254,255,255,255,255,255,255
7774DATA AS BYTE 255 ,255 ,255 ,255 ,255 ,255 ,255 ,255 ,255
7875DATA AS BYTE 127 ,255 ,254 ,127 ,255 ,254 ,63 ,255 ,252
7976DATA AS BYTE 31 ,255 ,248 ,31 ,255 ,248 ,7 ,255 ,224
80- DATA AS BYTE 3 ,255 ,192 ,0 ,126 ,0
77+ DATA AS BYTE 3 ,255 ,192 ,0 ,126 ,0
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