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Game 14 Unit 20 of 32 1 hr learning time

Wave Data

Formation layouts in DATA statements — each wave is a set of numbers, not a block of code.

63% of Blockstorm

Until now, enemy positions have been hard-coded. Changing the formation means rewriting the setup code. This unit moves formation layouts into DATA statements — each wave defined as a sequence of numbers that the game reads at the start of each wave. Adding a new wave means adding DATA, not code. The same game engine handles every wave.

The Program

5 REM === WAVE DATA ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 800
20 LET sc = 0: LET hi = 0: LET li = 3
22 LET wv = 1: LET tw = 1
25 DIM e(20): DIM r(20): DIM t(20): DIM h(20)
27 DIM b(1): DIM c(1): DIM d(1)
28 DIM m(3): DIM n(3): DIM o(3)
40 REM === load wave ===
42 RESTORE 900
52 READ ne, nr, sp
54 FOR i = 1 TO ne
56 READ e(i), r(i), t(i), h(i)
58 NEXT i
60 LET fx = 10: LET fy = 2: LET fd = 1
62 LET px = 15: LET py = 20
64 LET tk = 0
66 LET d(1) = 0
68 FOR i = 1 TO 3: LET o(i) = 0: NEXT i
70 CLS
72 GO SUB 600
75 GO SUB 500
80 REM === game loop ===
85 LET k$ = INKEY$
90 IF k$ = "o" OR k$ = "O" THEN GO SUB 300
95 IF k$ = "p" OR k$ = "P" THEN GO SUB 310
100 IF k$ = " " THEN GO SUB 320
105 GO SUB 350
110 LET tk = tk + 1
115 IF tk >= sp THEN GO SUB 400: LET tk = 0
120 GO SUB 450
125 IF fy + nr > 19 THEN GO TO 700
130 GO SUB 600
135 GO SUB 650
140 GO TO 80
300 REM === move left ===
302 IF px <= 1 THEN RETURN
304 PRINT AT py, px; " "
306 LET px = px - 1
308 PRINT AT py, px; INK 7; CHR$ 152
309 RETURN
310 REM === move right ===
312 IF px >= 30 THEN RETURN
314 PRINT AT py, px; " "
316 LET px = px + 1
318 PRINT AT py, px; INK 7; CHR$ 152
319 RETURN
320 REM === fire ===
322 IF d(1) = 1 THEN RETURN
324 LET b(1) = px: LET c(1) = py - 1: LET d(1) = 1
326 PRINT AT c(1), b(1); INK 7; CHR$ 148
328 BEEP 0.01, 20
329 RETURN
350 REM === move bullets ===
352 IF d(1) = 0 THEN RETURN
354 PRINT AT c(1), b(1); " "
356 LET c(1) = c(1) - 1
358 IF c(1) < 1 THEN LET d(1) = 0: RETURN
360 LET ht = 0
364 FOR j = 1 TO ne
366 IF h(j) <= 0 THEN GO TO 380
368 LET sx = fx + e(j): LET sy = fy + r(j)
370 IF b(1) = sx AND c(1) = sy THEN LET ht = j: GO TO 382
380 NEXT j
382 IF ht = 0 THEN PRINT AT c(1), b(1); INK 7; CHR$ 148: RETURN
384 LET d(1) = 0
386 LET h(ht) = h(ht) - 1
388 IF h(ht) <= 0 THEN GO SUB 510: RETURN
390 PRINT AT fy + r(ht), fx + e(ht); INK 7; CHR$ (143 + t(ht)): BEEP 0.01, 10
394 PAUSE 2: PRINT AT fy + r(ht), fx + e(ht); INK 6; CHR$ (143 + t(ht))
396 RETURN
400 REM === move formation ===
402 FOR i = 1 TO ne
404 IF h(i) <= 0 THEN GO TO 420
406 LET sx = fx + e(i): LET sy = fy + r(i)
408 IF sx >= 1 AND sx <= 30 AND sy >= 1 AND sy <= 21 THEN PRINT AT sy, sx; " "
420 NEXT i
422 LET fx = fx + fd
424 IF fx + 10 > 30 OR fx < 1 THEN LET fd = -fd: LET fy = fy + 1
428 FOR i = 1 TO ne
430 IF h(i) <= 0 THEN GO TO 445
432 LET sx = fx + e(i): LET sy = fy + r(i)
434 IF sx < 1 OR sx > 30 OR sy < 1 OR sy > 21 THEN GO TO 445
436 LET ci = 4
438 IF t(i) = 2 THEN LET ci = 5
439 IF t(i) = 3 THEN LET ci = 6
440 IF t(i) = 4 THEN LET ci = 3
442 PRINT AT sy, sx; INK ci; CHR$ (143 + t(i))
445 NEXT i
447 RETURN
450 REM === move bombs ===
452 FOR i = 1 TO 3
454 IF o(i) = 0 THEN GO TO 480
456 PRINT AT n(i), m(i); " "
458 LET n(i) = n(i) + 1
460 IF n(i) > 21 THEN LET o(i) = 0: GO TO 480
462 IF m(i) = px AND n(i) = py THEN GO SUB 530: LET o(i) = 0: GO TO 480
464 PRINT AT n(i), m(i); INK 2; CHR$ 153
480 NEXT i
484 FOR i = 1 TO ne
486 IF h(i) <= 0 OR t(i) <> 4 THEN GO TO 496
488 IF INT (RND * 30) <> 0 THEN GO TO 496
490 FOR j = 1 TO 3
492 IF o(j) = 0 THEN LET m(j) = fx + e(i): LET n(j) = fy + r(i) + 1: LET o(j) = 1: LET j = 3
494 NEXT j
496 NEXT i
498 RETURN
500 REM === draw player ===
505 PRINT AT py, px; INK 7; CHR$ 152
508 RETURN
510 REM === enemy destroyed ===
512 LET sx = fy + r(ht): LET sy = fx + e(ht)
514 PRINT AT sx, sy; INK 2; CHR$ 149
516 BEEP 0.02, -5: BEEP 0.02, -10
518 LET pt = 10
519 IF t(ht) = 2 THEN LET pt = 25
520 IF t(ht) = 3 THEN LET pt = 50
521 IF t(ht) = 4 THEN LET pt = 30
522 LET sc = sc + pt
524 IF sc > hi THEN LET hi = sc
528 RETURN
530 REM === player hit ===
534 LET li = li - 1
536 PRINT AT py, px; INK 2; CHR$ 149
538 BEEP 0.1, -10: BEEP 0.1, -15
540 PAUSE 25
542 PRINT AT py, px; " "
544 IF li <= 0 THEN GO TO 700
546 LET px = 15
548 GO SUB 500
549 RETURN
600 REM === draw HUD ===
605 PRINT AT 0, 0; INK 7; BRIGHT 1; "SC:"; sc; "  HI:"; hi; "  LV:"; li; " W"; wv; "  "
610 RETURN
650 REM === check wave clear ===
652 LET w = 0
654 FOR i = 1 TO ne
656 IF h(i) > 0 THEN LET w = 1
658 NEXT i
660 IF w = 1 THEN RETURN
662 PRINT AT 10, 9; INK 7; BRIGHT 1; "WAVE CLEAR!"
664 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19
670 PAUSE 50
685 RETURN
700 REM === game over ===
705 CLS
710 PRINT AT 8, 10; INK 2; BRIGHT 1; "GAME OVER"
715 PRINT AT 10, 7; INK 7; "Score: "; sc
720 PRINT AT 12, 7; INK 7; "High: "; hi
730 PRINT AT 18, 6; INK 7; "Press any key"
735 PAUSE 0
740 LET li = 3: LET sc = 0: LET wv = 1
745 GO TO 20
800 REM === define UDGs ===
805 FOR i = 0 TO 13
810 FOR j = 0 TO 7
815 READ a
820 POKE USR CHR$ (65 + i) + j, a
825 NEXT j
830 NEXT i
835 RETURN
840 REM UDG A: drone
842 DATA 36, 126, 219, 255, 255, 102, 66, 0
844 REM UDG B: scout
846 DATA 24, 60, 126, 255, 219, 24, 36, 0
848 REM UDG C: tank
850 DATA 126, 255, 255, 255, 255, 255, 126, 0
852 REM UDG D: bomber
854 DATA 66, 231, 255, 126, 60, 90, 36, 0
856 REM UDG E: bullet
858 DATA 16, 56, 16, 16, 0, 0, 0, 0
860 REM UDG F: explosion
862 DATA 36, 153, 66, 129, 66, 153, 36, 0
864 REM UDG G: double shot
866 DATA 84, 170, 84, 170, 84, 170, 84, 0
868 REM UDG H: shield
870 DATA 60, 126, 255, 255, 255, 126, 60, 0
872 REM UDG I: player ship
874 DATA 16, 56, 56, 124, 254, 254, 130, 0
876 REM UDG J: enemy bomb
878 DATA 16, 16, 56, 16, 0, 0, 0, 0
880 REM UDG K: explosion 2
882 DATA 129, 66, 36, 0, 36, 66, 129, 0
884 REM UDG L: shield icon
886 DATA 60, 126, 126, 126, 60, 24, 0, 0
888 REM UDG M: drone frame 2
890 DATA 66, 102, 255, 255, 219, 126, 36, 0
892 REM UDG N: scout frame 2
894 DATA 36, 24, 219, 255, 126, 60, 24, 0
900 REM === WAVE DATA ===
902 REM wave 1: 8 drones, 1 row, speed 4
904 DATA 8, 1, 4
906 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 10,0,1,1, 12,0,1,1, 14,0,1,1

How It Works

Lines 900-906 define wave 1 as DATA. The first line holds three values: the number of enemies, the number of rows, and the movement speed (ticks between formation moves). The second line holds four values per enemy: x-offset, y-offset, type and hit points.

904 DATA 8, 1, 4
906 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, ...

Wave 1 has 8 enemies, 1 row, speed 4. Each enemy is a drone (type 1) with 1 hit point, spaced two columns apart.

Lines 42-58 load the wave. RESTORE 900 resets the DATA pointer to line 900. READ ne, nr, sp reads the header: enemy count, row count, speed. Then a FOR/NEXT loop reads four values per enemy into the arrays.

Lines 44-50 handle wave skipping. When loading wave 3, the program needs to skip past wave 1 and wave 2 data. The RESTORE goes to line 900 (the beginning of all wave data), then nested loops read and discard earlier waves. This is less elegant than RESTORE to a specific line, but it works with any number of waves.

DATA-Driven Level Design

The separation of data and logic is a fundamental programming principle. The game engine — movement, collision, drawing — does not change between waves. Only the DATA changes. A wave with 8 drones in a row and a wave with 14 mixed enemies in a complex formation use exactly the same code. The DATA defines the challenge; the engine runs it.

This means designing new waves is pure creativity. Sketch a formation on graph paper, convert positions to offsets, choose enemy types and hit points, and write the DATA. No debugging of game logic is needed.

The Four Values Per Enemy

Each enemy is defined by four numbers:

ValueMeaningExample
x-offsetColumn offset from formation base0, 2, 4
y-offsetRow offset from formation base0 (row 1), 1 (row 2)
typeEnemy type (1-4)1=drone, 2=scout, 3=tank, 4=bomber
hit pointsShots to destroy1 for most, 2 for tanks

Try This

Design a V-formation. Create DATA for a wave where enemies form a V shape: one at the top centre, two below it offset to the sides, two more below those further out. Use offsets like (5,0), (4,1), (6,1), (3,2), (7,2).

Mix enemy types. Put a tank (type 3) at the centre of a drone formation. The tank sits behind the drones, protected until the player clears a path. Does this create an interesting tactical challenge?