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Example Games
The concept of using games as test units for a programming language or its associated framework is a powerful methodology that goes beyond traditional unit testing. The development of a full game functions as an end-to-end litmus test, subjecting a programming language or engine to extreme computational and logical stress, thereby serving as a dynamic, holistic test unit that proves system robustness where static unit tests fall short.
- The Hangman - Guess the word
- Dice - Roll the dice and play any game
- Biorhythm - Plan your day using Biorhythms
- Maze - Escape from the random maze
- Tic-Tac-Toe - Play against the computer
- Life - The game of the life
Hanoi Towers is implemented but not ready yet. Program file:
hanoi.bas
Hangman is a classic guessing game where one player thinks of a word, and the other attempts to guess it letter by letter. The guessing player is shown a series of dashes representing the word's length and must name letters they believe are in the word. For every correct guess, the letter is revealed in its proper position; however, each incorrect guess contributes a part to a drawing of a hanged man. The game ends either when the guessing player correctly identifies the entire word, winning the round, or when the hangman drawing is completed due to too many incorrect guesses, resulting in a loss.
Source program:
hangman.bas
rem Hangman (game)
rem
sdata words "apple", "banana", "computer", "python", "hangman", "programming"
sdata words "science", "guitar", "electric", "holiday"
sdata words "keyboard", "library", "mountain", "notebook", "oxygen", "picture"
sdata words "quality", "rainbow", "sunshine", "travel"
fetch words
print "Welcome to Hangman!"
let randomIndex = int(rnd() * ubound("words"))
let wordToGuess = SCI("words",randomIndex)
let wordLength = len(wordToGuess)
let guessedSoFar = ""
For i = 1 To wordLength
let guessedSoFar = guessedSoFar + "-"
Next i
let maxTries = 6
let tries = 0
startGame:
print "Word: " + guessedSoFar
print "Enter guess (single letter):";
input guess
let found = 0
For i = 1 To wordLength
If lcase(mid(wordToGuess, i, 1)) = lcase(guess) Then
let guessedSoFar = left(guessedSoFar, i - 1) + guess + mid(guessedSoFar, i + 1, wordLength)
let found = 1
EndIf
Next i
If found = 0 Then
let tries = tries + 1
print "Wrong guess! Tries left: " + str(maxTries - tries)
Else
print "Good guess!"
EndIf
If tries >= maxTries Then
print "You lost! The word was: " + wordToGuess
GoTo endGame
EndIf
If guessedSoFar = wordToGuess Then
print "Congratulations! You guessed the word: " + wordToGuess
GoTo endGame
EndIf
GoTo startGame
endGame:
print "Game over!"
Halt
Roll one dice per enter press, see the art desgin of the dice on screen and play any game need dices.
Source program:
dice.bas
REM FBASIC Dice Roller with ASCII Art
REM --- Main Program ---
REM Leave 3 lines empty as requested
PRINT ""
PRINT ""
PRINT ""
PRINT "-----------------------------------"
PRINT " Rolling a Six-Sided Die..."
PRINT "-----------------------------------"
REM Generate a random integer from 1 to 6
REM RND() returns a float from 0 to < 1.0
REM INT(RND() * 6) gives 0 to 5.
REM Adding 1 gives 1 to 6.
rollagain:
LET DieRoll = int(rnd() * 6) + 1
PRINT "The result is: " + str(DieRoll)
PRINT ""
REM Call the subroutine to draw the dice
GOSUB DrawDice
print "Enter to roll again or Q to quit: ";
input cmd
let cmd=left(ucase(cmd),1)
if cmd="Q" Then
Halt
endif
goto rollagain
HALT
REM --- Subroutines ---
REM DrawDice: Determines which pattern to call based on DieRoll.
DrawDice:
REM Print the top border of the square matrix
PRINT "+-------+"
REM Use GOSUB to draw the correct inner pattern
IF DieRoll = 1 THEN
GOSUB DrawPattern1
endif
IF DieRoll = 2 THEN
GOSUB DrawPattern2
endif
IF DieRoll = 3 THEN
GOSUB DrawPattern3
endif
IF DieRoll = 4 THEN
GOSUB DrawPattern4
endif
IF DieRoll = 5 THEN
GOSUB DrawPattern5
endif
IF DieRoll = 6 THEN
GOSUB DrawPattern6
endif
REM Print the bottom border of the square matrix
PRINT "+-------+"
RETURN
REM --- Individual Die Patterns (3x3 Matrix) ---
REM A dot is 'O', empty space is ' '
REM Pattern for 1: Center dot only
DrawPattern1:
PRINT "| |"
PRINT "| O |"
PRINT "| |"
RETURN
REM Pattern for 2: Top-left and bottom-right dots
DrawPattern2:
PRINT "| O |"
PRINT "| |"
PRINT "| O |"
RETURN
REM Pattern for 3: Top-left, center, and bottom-right dots
DrawPattern3:
PRINT "| O |"
PRINT "| O |"
PRINT "| O |"
RETURN
REM Pattern for 4: Four corner dots
DrawPattern4:
PRINT "| O O |"
PRINT "| |"
PRINT "| O O |"
RETURN
REM Pattern for 5: Four corner dots and a center dot
DrawPattern5:
PRINT "| O O |"
PRINT "| O |"
PRINT "| O O |"
RETURN
REM Pattern for 6: Six dots (no center dot)
DrawPattern6:
PRINT "| O O |"
PRINT "| O O |"
PRINT "| O O |"
RETURN
Biorhythms are a pseudoscientific theory suggesting that a person's life is influenced by cyclical biological waves or energies, typically starting at birth. The three primary cycles are the Physical (23 days, affecting strength and coordination), the Emotional (28 days, influencing mood and creativity), and the Intellectual (33 days, relating to alertness and learning ability). The theory posits that days where a cycle is at its peak are "high" days, and days where it crosses the baseline (a "critical day") are prone to accidents or instability, though there is no scientific evidence to support these claims.
Source program:
Biorhythm.bas
REM FBASIC Biorhythm Calculator
REM Category : example
REM
print ""
print ""
print "Enter your birth date (year month day), press enter after each value:";
input BYR, BMO, BDA
let BDATE = right("0"+BDA,2)+"-"+right("0"+BMO,2)+"-"+BYR
'print "Enter target date (year month day):"
'input TYR, TMO, TDA
let TODAY=date()
let TYR=year(TODAY)
let TMO=month(TODAY)
let TDA=day(TODAY)
print "Calculating biorhythm for date: " + TODAY+ " Birth: "+BDATE
let diffDays = datediff("day", BDATE, TODAY)
print "You are alive for "+diffDays+" days!"
print ""
REM Constants
let physCycle = 23
let emoCycle = 28
let intCycle = 33
REM Calculate sine value helper emulation using mathFunctions.bas
REM We'll inline math function calls and calculations
REM Start chart header
print "Day Phys Emo Int"
print "--------------------------"
let d = diffDays - 7
startLoop:
if d > diffDays + 7 then
goto endLoop
EndIf
REM Calculate angle for each cycle
let angPhys = 2 * PI * (d / physCycle)
let angEmo = 2 * PI * (d / emoCycle)
let angInt = 2 * PI * (d / intCycle)
REM Call sin function (assumed available from mathFunctions.bas)
let valPhys = sin(angPhys)
let valEmo = sin(angEmo)
let valInt = sin(angInt)
REM Convert val to symbol: +, -, 0
if valPhys > 0.3 then
let symbolPhys = "+"
else
if valPhys < -0.3 then
let symbolPhys = "-"
else
let symbolPhys = "0"
endif
endif
if valEmo > 0.3 then
let symbolEmo = "+"
else
if valEmo < -0.3 then
let symbolEmo = "-"
else
let symbolEmo = "0"
endif
endif
if valInt > 0.3 then
let symbolInt = "+"
else
if valInt < -0.3 then
let symbolInt = "-"
else
let symbolInt = "0"
endif
endif
print dateadd("day",d,BDATE) + " " + symbolPhys + " " + symbolEmo + " " + symbolInt
let d = d + 1
goto startLoop
endLoop:
end
A maze is a digital labyrinth where the user actively participates in its creation by "drawing" the walls or paths. Instead of solving a pre-generated puzzle, players are given a canvas and a tool to lay down segments, constructing the intricate passages and dead ends that will eventually form the maze. This interaction shifts the focus from problem-solving to creative design, allowing for infinite variations and personal expression within the familiar structure of a maze. No all maze result have resolution
Source program:
maze.bas
REM FBASIC 40x22 Random Maze Generator
REM
REM This program generates a 40x22 grid where each inner cell has a 60%
REM chance of being an open path (' ') and a 40% chance of being a wall ('#').
REM It includes one Entrance (E) and one Exit (X).
REM
REM Wall character: #
REM Path character: (space)
REM
REM NOTE: This method generates a random pattern but does NOT guarantee a solvable path.
REM --- Configuration ---
let horizontal = 40 ' Horizontal size (Columns)
let vertical = 22 ' Vertical size (Rows)
let pathchance = 0.60 ' 60% probability that an inner cell is a path (' ')
REM --- Main Program ---
REM Leave 3 lines empty as requested
print ""
print ""
print ""
print "------------------------------------------------"
print " 40x22 RANDOM Maze Generator"
print "------------------------------------------------"
print "Entrance (E) at (Row 1, Col 2)"
print "Exit (X) at (Row 22, Col 39)"
print ""
gosub generateandprintmaze
halt
REM -------------------------------------
REM --- Drawing Subroutine ---
REM -------------------------------------
generateandprintmaze:
for row = 1 to vertical
let mazeline = ""
for col = 1 to horizontal
let char = ""
REM --- 1. Handle Entrance and Exit ---
REM Entrance Check: Row 1, Col 2
if row = 1 and col = 2 then
let char = "E" ' Entrance (Top Left area)
goto nextcharcheck
endif
REM Exit Check: Row 22, Col 39
if row = vertical and col = horizontal - 1 then
let char = "X" ' Exit (Bottom Right area)
goto nextcharcheck
endif
REM --- 2. Handle Outer Walls ---
REM Check Top or Bottom Boundary
if row = 1 or row = vertical then
let char = "#" ' Fixed boundary walls (Top/Bottom)
goto nextcharcheck
endif
REM Check Left or Right Boundary
if col = 1 or col = horizontal then
let char = "#" ' Fixed boundary walls (Left/Right)
goto nextcharcheck
endif
REM --- 3. Handle Randomized Inner Content ---
REM Generate a random number between 0 and 1
let randval = rnd()
if randval < pathchance then
let char = " " ' Path (60% chance)
else
let char = "#" ' Wall (40% chance)
endif
nextcharcheck:
REM Concatenate the character to the current line string
let mazeline = mazeline + char
next col
REM Print the completed line for the current row
print mazeline
next row
return
A game of Tic-Tac-Toe against the computer is a classic adversarial experience played on a
Source program:
ttt1.bas
REM TicTacToe FBASIC (No Arrays)
REM Category: Games
REM FBASIC Tic-Tac-Toe Game (Player 'X' vs. Computer 'O') ---
REM Follows strict constraints: No arrays, No CALL.
REM Uses individual variables (C1-C9) and GOSUB/RETURN/GOTO only.
REM Variables:
rem PlayerTurn 1 for Player (X), 2 for Computer (O)
rem GlobalWinStatus Holds the result of CheckWinLabel (0, 1, 2, or 3)
rem CellNumber Cell number input by user
rem MoveInput Raw string input
rem DrawCount Counter for draw logic
rem MarkIndex Loop counter for win check
rem I stands for Loop counter for win check
rem Mark is the Current mark being checked (X or O)
rem FoundMove as Counter for computer move loop
' --- Constants ---
LET PlayerMark = "X"
LET ComputerMark = "O"
' ----------------------------------------------------------------------
' --- MAIN GAME LOOP ---
' ----------------------------------------------------------------------
GOSUB InitBoardLabel
LET PlayerTurn = 1 ' Player X goes first
MainGameLoop:
rem clear screen
for tms=1 To 10
print ""
next tms
GOSUB DrawBoardLabel
' Check for game end
GOSUB CheckWinLabel
' Win/Draw check logic using sequential IF blocks
IF GlobalWinStatus = 1 THEN
PRINT "Player X wins! Congratulations!"
HALT
ENDIF
IF GlobalWinStatus = 2 THEN
PRINT "Computer O wins! Better luck next time."
HALT
ENDIF
IF GlobalWinStatus = 3 THEN
PRINT "It's a draw!"
HALT
ENDIF
' Execute turn based on PlayerTurn flag
IF PlayerTurn = 1 THEN
PRINT "Your turn (X)."
GOSUB PlayerMoveLabel
LET PlayerTurn = 2 ' Switch to Computer's turn
ENDIF
IF PlayerTurn = 2 THEN
PRINT "Computer's turn (O)..."
GOSUB ComputerMoveLabel
LET PlayerTurn = 1 ' Switch back to Player's turn
ENDIF
GOTO MainGameLoop
PRINT ""
PRINT "Game over. Press ENTER to end."
INPUT dummy
HALT
' ----------------------------------------------------------------------
' --- BOARD & DISPLAY ROUTINES ---
' ----------------------------------------------------------------------
InitBoardLabel:
REM Initialize the 9 board cells with their corresponding number as a string.
LET C1 = "1" : LET C2 = "2" : LET C3 = "3"
LET C4 = "4" : LET C5 = "5" : LET C6 = "6"
LET C7 = "7" : LET C8 = "8" : LET C9 = "9"
RETURN
DrawBoardLabel:
PRINT "--- Tic-Tac-Toe ---"
PRINT "-------------------"
' Print Row 1 (Cells 1, 2, 3)
PRINT " | ";
print C1;
print " | ";
print C2;
print " | ";
print C3;
print " |"
PRINT "-------------------"
' Print Row 2 (Cells 4, 5, 6)
PRINT " | ";
print C4;
print " | ";
print C5;
print " | ";
print C6;
print " |"
PRINT "-------------------"
' Print Row 3 (Cells 7, 8, 9)
PRINT " | ";
print C7;
print " | ";
print C8;
print " | ";
print C9;
print " |"
PRINT "-------------------"
PRINT ""
RETURN
' ----------------------------------------------------------------------
' --- PLAYER MOVE LOGIC ROUTINE ---
' ----------------------------------------------------------------------
PlayerMoveLabel:
PlayerMoveLoop:
PRINT "Enter cell number (1-9): ";
INPUT MoveInput
LET CellNumber = int(num(MoveInput))
' 1. Check if input is in range (1 to 9)
IF CellNumber < 1 OR CellNumber > 9 THEN
PRINT "Invalid number. Must be between 1 and 9."
GOTO TryAgainPlayer
ENDIF
' Use GOTO logic to jump to the correct cell check/assignment
IF CellNumber = 1 THEN
GOTO CheckC1
ENDIF
IF CellNumber = 2 THEN
GOTO CheckC2
ENDIF
IF CellNumber = 3 THEN
GOTO CheckC3
ENDIF
IF CellNumber = 4 THEN
GOTO CheckC4
ENDIF
IF CellNumber = 5 THEN
GOTO CheckC5
ENDIF
IF CellNumber = 6 THEN
GOTO CheckC6
ENDIF
IF CellNumber = 7 THEN
GOTO CheckC7
ENDIF
IF CellNumber = 8 THEN
GOTO CheckC8
ENDIF
IF CellNumber = 9 THEN
GOTO CheckC9
ENDIF
' Safety net in case of unexpected input
GOTO TryAgainPlayer
CheckC1:
IF C1 <> "1" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C1 = PlayerMark
GOTO PlayerMoveExit
CheckC2:
IF C2 <> "2" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C2 = PlayerMark
GOTO PlayerMoveExit
CheckC3:
IF C3 <> "3" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C3 = PlayerMark
GOTO PlayerMoveExit
CheckC4:
IF C4 <> "4" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C4 = PlayerMark
GOTO PlayerMoveExit
CheckC5:
IF C5 <> "5" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C5 = PlayerMark
GOTO PlayerMoveExit
CheckC6:
IF C6 <> "6" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C6 = PlayerMark
GOTO PlayerMoveExit
CheckC7:
IF C7 <> "7" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C7 = PlayerMark
GOTO PlayerMoveExit
CheckC8:
IF C8 <> "8" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C8 = PlayerMark
GOTO PlayerMoveExit
CheckC9:
IF C9 <> "9" THEN
GOSUB CellTaken
GOTO TryAgainPlayer
ENDIF
LET C9 = PlayerMark
GOTO PlayerMoveExit
TryAgainPlayer:
GOTO PlayerMoveLoop
CellTaken:
PRINT "Cell ";
PRINT CellNumber;
PRINT " is already taken. Try again."
RETURN
PlayerMoveExit:
RETURN
' ----------------------------------------------------------------------
' --- COMPUTER MOVE LOGIC ROUTINE ---
' ----------------------------------------------------------------------
ComputerMoveLabel:
LET FoundMove = 0
ComputerMoveLoop:
LET CellNumber = int(rnd() * 9) + 1
' Check if the cell is empty (i.e., still contains a number)
IF CellNumber = 1 And C1 = "1" THEN
LET C1 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 2 And C2 = "2" THEN
LET C2 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 3 And C3 = "3" THEN
LET C3 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 4 And C4 = "4" THEN
LET C4 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 5 And C5 = "5" THEN
LET C5 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 6 And C6 = "6" THEN
LET C6 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 7 And C7 = "7" THEN
LET C7 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 8 And C8 = "8" THEN
LET C8 = ComputerMark
GOTO FoundMoveExit
ENDIF
IF CellNumber = 9 And C9 = "9" THEN
LET C9 = ComputerMark
GOTO FoundMoveExit
ENDIF
' Check for a draw condition to prevent infinite loops
LET FoundMove = FoundMove + 1
IF FoundMove < 9 THEN
GOTO ComputerMoveLoop
endif
' Fallthrough if no move found (Draw is caught by CheckWinLabel)
GOTO ComputerMoveExit
FoundMoveExit:
PRINT "Computer has moved."
ComputerMoveExit:
RETURN
' ----------------------------------------------------------------------
' --- WIN/DRAW CHECK ROUTINE ---
' ----------------------------------------------------------------------
CheckWinLabel:
REM Sets the result in GlobalWinStatus: 0 (No win/No draw), 1 (Player X win), 2 (Computer O win), 3 (Draw)
LET GlobalWinStatus = 0 ' Default: Game is ongoing
' Loop through both marks (X then O)
FOR MarkIndex = 1 TO 2
IF MarkIndex = 1 THEN
LET Mark = PlayerMark
ENDIF
IF MarkIndex = 2 THEN
LET Mark = ComputerMark
ENDIF
' --- Check Winning Combinations ---
' Rows (1-2-3, 4-5-6, 7-8-9)
IF C1 = Mark And C2 = Mark And C3 = Mark THEN
GOTO WinnerFound
ENDIF
IF C4 = Mark And C5 = Mark And C6 = Mark THEN
GOTO WinnerFound
ENDIF
IF C7 = Mark And C8 = Mark And C9 = Mark THEN
GOTO WinnerFound
ENDIF
' Columns (1-4-7, 2-5-8, 3-6-9)
IF C1 = Mark And C4 = Mark And C7 = Mark THEN
GOTO WinnerFound
ENDIF
IF C2 = Mark And C5 = Mark And C8 = Mark THEN
GOTO WinnerFound
ENDIF
IF C3 = Mark And C6 = Mark And C9 = Mark THEN
GOTO WinnerFound
ENDIF
' Diagonals (1-5-9, 3-5-7)
IF C1 = Mark And C5 = Mark And C9 = Mark THEN
GOTO WinnerFound
ENDIF
IF C3 = Mark And C5 = Mark And C7 = Mark THEN
GOTO WinnerFound
ENDIF
GOTO NextMarkCheck ' Skip to the next mark check
WinnerFound:
LET GlobalWinStatus = MarkIndex ' Set 1 for X win, 2 for O win
GOTO CheckWinExit ' Exit the routine immediately
NextMarkCheck:
NEXT MarkIndex
' --- Check for Draw (Board Full) ---
LET DrawCount = 0
' Check if each cell is marked (i.e., not a number 1-9)
IF C1 <> "1" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C2 <> "2" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C3 <> "3" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C4 <> "4" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C5 <> "5" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C6 <> "6" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C7 <> "7" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C8 <> "8" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF C9 <> "9" THEN
LET DrawCount = DrawCount + 1
ENDIF
IF DrawCount = 9 THEN
LET GlobalWinStatus = 3 ' Set 3 for a draw
ENDIF
CheckWinExit:
RETURN
End
Conway's Game of Life is a zero-player cellular automaton that, despite its misleading name, is not a game in the conventional sense but a simulation of mathematical rules governing an evolving universe on an infinite two-dimensional grid. Every cell on this grid is either alive or dead, and its state in the next generation is determined solely by the state of its eight immediate neighbors according to four simple rules: (1) Any live cell with fewer than two live neighbors dies (underpopulation). (2) Any live cell with two or three live neighbors lives on to the next generation (survival). (3) Any live cell with more than three live neighbors dies (overpopulation). (4) Any dead cell with exactly three live neighbors becomes a live cell (reproduction). These elemental rules give rise to an astonishing complexity of patterns, including static "still lifes," repeating "oscillators," and traveling "spaceships," demonstrating how simple local interactions can generate emergent global order and behavior, making it Turing complete and a profound subject in computer science and theoretical biology.
Source program:
gameoflife.basauthoring credits to:Georgios P. Afentakis
REM Conway's Game of Life using 1-D SDATA "array"
REM Grid: N x N, stored row-major in GameScreen
print "Simulating Conway's game of life using standard rules"
REM The line below sets the grid size. One can also use INPUT to set it.
let N = 16
print "How many generations of Game of life should I run? ";
Input M
'SEED is a random 5 digit number or more
let SEED=rnd()*34214*M
REM =========================
REM 1. INITIAL RANDOM GRID
REM =========================
let i = 0
For i = 1 To N * N
let gameChar = "."
SEED = mod(SEED * 16807, 2147483647)
let rng = mod(SEED * 11, 100)
if rng < 27 Then
gameChar = "@"
EndIf
sdata GameScreen gameChar
Next i
REM Create NextScreen with same size (so SSET works on it)
reset GameScreen
foreach GameScreen
sdata NextScreen [GameScreen.Item]
endforeach GameScreen
REM =========================
REM 2. LOOP OVER GENERATIONS
REM =========================
let gen = 0
For gen = 0 To M - 1
REM ---- Print current generation from GameScreen ----
print "Generation " + str(gen)
reset GameScreen
let GameOutput = ""
let cnt = 0
foreach GameScreen
GameOutput = GameOutput + [GameScreen.Item] + " "
cnt = cnt + 1
if mod(cnt, N) = 0 Then
GameOutput = GameOutput + "\n"
EndIf
endforeach GameScreen
print GameOutput
print "" ' blank line between generations
REM If this was the last generation, do not compute a next one
if gen = M - 1 Then
goto DoneAll
EndIf
REM =========================
REM 3. COMPUTE NEXT GENERATION (into NextScreen)
REM =========================
REM Variables used by neighbor lookups
let row = 0
let col = 0
let qRow = 0
let qCol = 0
let targetIndex = 0
let idx = 0
let cellChar = "."
let liveNeighbors = 0
let newChar = "."
let curCell = "."
let cellIndex = 0
for row = 1 to N
for col = 1 to N
REM Get current cell state at (row, col)
qRow = row
qCol = col
gosub GetCell
curCell = cellChar
REM Count live neighbors
liveNeighbors = 0
REM (row-1, col-1)
qRow = row - 1
qCol = col - 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row-1, col)
qRow = row - 1
qCol = col
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row-1, col+1)
qRow = row - 1
qCol = col + 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row, col-1)
qRow = row
qCol = col - 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row, col+1)
qRow = row
qCol = col + 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row+1, col-1)
qRow = row + 1
qCol = col - 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row+1, col)
qRow = row + 1
qCol = col
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM (row+1, col+1)
qRow = row + 1
qCol = col + 1
gosub GetCell
if cellChar = "@" Then
liveNeighbors = liveNeighbors + 1
EndIf
REM Apply Game of Life rules WITHOUT ELSE
REM default: cell will be dead
newChar = "."
REM live cell survives only with 2 or 3 neighbors
if curCell = "@" Then
if liveNeighbors = 2 Then
newChar = "@"
EndIf
if liveNeighbors = 3 Then
newChar = "@"
EndIf
EndIf
REM dead cell becomes live only with exactly 3 neighbors
if curCell <> "@" Then
if liveNeighbors = 3 Then
newChar = "@"
EndIf
EndIf
cellIndex = (row - 1) * N + col
SSET NextScreen cellIndex newChar
next col
next row
REM =========================
REM 4. COPY NextScreen BACK INTO GameScreen
REM =========================
idx = 0
reset NextScreen
foreach NextScreen
idx = idx + 1
if idx <= N * N Then
SSET GameScreen idx [NextScreen.Item]
EndIf
endforeach NextScreen
Next gen
DoneAll:
HALT REM Program ends, subroutine is below
REM ======================================================
REM SUBROUTINE: GetCell(qRow, qCol) -> cellChar ("@" or ".")
REM Uses GameScreen as the current generation.
REM ======================================================
GetCell:
REM Out-of-bounds = dead cell
if qRow < 1 Then
cellChar = "."
return
EndIf
if qRow > N Then
cellChar = "."
return
EndIf
if qCol < 1 Then
cellChar = "."
return
EndIf
if qCol > N Then
cellChar = "."
return
EndIf
REM Convert 2D → 1D index
targetIndex = (qRow - 1) * N + qCol
idx = 0
reset GameScreen
foreach GameScreen
idx = idx + 1
if idx = targetIndex Then
cellChar = [GameScreen.Item]
return
EndIf
endforeach GameScreen
REM fallback (should never hit)
cellChar = "."
return