HP Prime for All

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Minehunt games-app screenshot}}
Name Minehunt
Description Implementation of the Minehunt game from the 48 series.
Author Lars Fredriksson

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// Version 0.1 // Lars Fredriksson // 2013-2014 LOCAL rows, cols; DRAW(); MOVE(); CHECK_BOMBS(); CHK(); EXPORT Minehunt() BEGIN LOCAL Key, Pos := 1, Tmp, Bombs, Moves := 0; rows := 10; cols := 14; L0 := SORT(MAKELIST(RANDINT(rows*cols-3) + 2, X, 1, rows*cols*.2)); // make some bombs ca 20% L1 := MAKELIST(0, X, 1, rows*cols); // make board L1(1) := 1; RECT_P(); Tmp := Pos; //REMEMBER POS Bombs := CHECK_BOMBS(Pos); DRAW(Pos, Bombs, 0, "Bombs "+Bombs +" Moves "+Moves); // Draw board REPEAT FREEZE; Key := WAIT(); Pos := MOVE(Key, Pos); // make a move L1(Pos) := 1; //Have we moved IF Tmp ≠ Pos THEN Moves := Moves+1; Bombs := CHECK_BOMBS(Pos); // Check if we step on a bomb IF POS(L0, Pos) ≠ 0 THEN DRAW(Pos, Bombs, 1, "Sorry, you step on a bomb after "+Moves+" moves"); // draw board and reveal bombs WAIT(−1); BREAK; END; // check if we get to the goal IF Pos == rows*cols THEN DRAW(Pos, Bombs, 1, "Congratulations, you made it in "+Moves+" moves"); WAIT(−1); BREAK; END; DRAW(Pos, Bombs, 0, "Bombs "+Bombs +" Moves "+Moves); // redraw board Tmp := Pos; //REMEMBER POS END; UNTIL Key == 4; //ESC END; CHECK_BOMBS(P) BEGIN LOCAL Count := 0; LOCAL LE := 0, RE := 0; // EDGE IF P MOD cols == 1 THEN LE := 1; END; IF P MOD cols == 0 THEN RE := 1; END; // count bombs in the neigbourhood IF LE == 0 THEN Count := Count + (POS(L0, CHK(P, P-cols-1)) > 0); //7 Count := Count + (POS(L0, CHK(P, P-1)) > 0); //4 Count := Count + (POS(L0, CHK(P, P+cols-1)) > 0); //1 END; Count := Count + (POS(L0, CHK(P, P-cols)) > 0); //8 Count := Count + (POS(L0, CHK(P, P+cols)) > 0); //2 IF RE == 0 THEN Count := Count + (POS(L0, CHK(P, P-cols+1)) > 0); //9 Count := Count + (POS(L0, CHK(P, P+1)) > 0); //6 Count := Count + (POS(L0, CHK(P, P+cols+1)) > 0); //3 END; RETURN Count; END; CHK(T, A) BEGIN IF A < 1 THEN RETURN T; ELSE RETURN A; END; END; DRAW(P, B, S, T) BEGIN LOCAL X, Y, X1, X2, Y1, Y2, C := 1; // calculate size of boxes X0 := IP(320 / (cols+2)); Y0 := IP(240 / (rows+2)); X1 := IP(320 / (cols+2)); Y1 := IP(240 / (rows+2)); RECT_P(0, 0, 320, Y1, RGB(255, 255, 255), RGB(255, 255, 255)); FOR Y := 1 TO rows DO FOR X := 1 TO cols DO IF L1(C) == 1 THEN IF C == P THEN RECT_P(X*X0, Y*Y0, X*X0+X1, Y*Y0+Y1, RGB(0, 0, 0), RGB(128, 255, 128)); ELSE RECT_P(X*X0, Y*Y0, X*X0+X1, Y*Y0+Y1, RGB(0, 0, 0), RGB(255, 255, 255)); END; ELSE RECT_P(X*X0, Y*Y0, X*X0+X1, Y*Y0+Y1, RGB(0, 0, 0), RGB(180, 180, 180)); END; IF S == 1 THEN //SHOW BOMBS IF POS(L0, C) ≠ 0 THEN IF C == P THEN RECT_P(X*X0, Y*Y0, X*X0+X1, Y*Y0+Y1, RGB(0, 0, 0), RGB(255, 0, 0)); ELSE RECT_P(X*X0, Y*Y0, X*X0+X1, Y*Y0+Y1, RGB(0, 0, 0), RGB(255, 180, 180)); END; END; END; C := C+1; END; END; TEXTOUT_P(T, 10, 5); //BLIT_P(G1); END; MOVE(KEY, P) BEGIN LOCAL LE := 0, RE := 0; // EDGE IF P MOD cols == 1 THEN LE := 1; END; IF P MOD cols == 0 THEN RE := 1; END; CASE IF KEY == 32 THEN //7 IF P-cols-1 > = 0 THEN IF LE == 0 THEN P := P-cols-1; END; END; END; IF KEY == 33 THEN //8 IF P-cols > = 0 THEN P := P-cols; END; END; IF KEY == 34 THEN // 9 IF P-cols+1 > = 0 THEN IF RE == 0 THEN P := P-cols+1; END; END; END; IF KEY == 37 THEN //4 IF P-1 > = 0 THEN IF LE == 0 THEN P := P-1; END; END; END; IF KEY == 39 THEN //6 IF P+1 ≤ rows*cols THEN IF RE == 0 THEN P := P+1; END; END; END; IF KEY == 42 THEN //1 IF P+cols-1 < rows*cols THEN IF LE == 0 THEN P := P+cols-1; END; END; END; IF KEY == 43 THEN //2 IF P+cols ≤ rows*cols THEN P := P+cols; END; END; IF KEY == 44 THEN //3 IF P+cols+1 ≤ rows*cols THEN IF RE == 0 THEN P := P+cols+1; END; END; END; DEFAULT END; RETURN P; END;

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