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- 0 rem copyright 1991 compute publications intl ltd - all rights reserved
- 100 poke 53280,0:poke 53281,0
- 110 print"[147][155]":a$="clearing the bitmap...":a=len(a$)
- 120 for x=1 to 20-a/2:print" ";:next:printa$
- 130 for x=8192 to 16192:poke x,0:next
- 140 ax=1:ay=1:bx=319:by=1:cx=160:cy=199
- 150 poke 53265,(peek(53265) or 32)
- 160 poke 53270,((peek(53270) and 223) or 16)
- 170 poke 53272,((peek(53272) and 240) or 8)
- 180 print"[147]":for x=1024 to 2024:poke x,255:next
- 190 x=int((rnd(ti)*319)+1)
- 200 y=int((rnd(ti)*199)+1)
- 210 fori=1to10000
- 220 p1=ax:p2=ay:gosub360:p1=bx:p2=by:gosub360
- 230 p1=cx:p2=cy:gosub360
- 240 ifi>1thenx=kx
- 250 ifi>1theny=ky
- 260 p=int((rnd(ti)*6)+1)
- 270 if p=1thendx=ax:dy=ay
- 280 if p=2thendx=ax:dy=ay
- 290 if p=3thendx=bx:dy=by
- 300 if p=4thendx=bx:dy=by
- 310 if p=6thendx=cx:dy=cy
- 320 kx=(dx+x)/2:ky=(dy+y)/2
- 330 p1=kx:p2=ky:gosub360
- 340 if i=10000thenend
- 350 next i
- 360 bt=8192+int(p2/8)*320+int(p1/8)*8+(p2 and 7)
- 370 poke bt,peek(bt) or 2^(7-(p1 and 7))
- 380 return
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