Enemy Animation
Drones and scouts alternate between two UDG frames — the formation looks alive.
Static enemies look lifeless. Even with movement, a row of identical drones feels like a pattern rather than a threat. This unit adds animation: drones and scouts alternate between two UDG frames every few ticks. The first frame shows legs down, the second shows legs up (or wings open, wings closed). The formation ripples with movement and looks alive.
The Program
5 REM === ENEMY ANIMATION ===
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 = 5
24 LET pw = 0: LET sh = 0
25 DIM e(20): DIM r(20): DIM t(20): DIM h(20)
27 DIM b(2): DIM c(2): DIM d(2)
28 DIM m(3): DIM n(3): DIM o(3)
40 REM === load wave ===
42 RESTORE 900
44 FOR i = 1 TO wv - 1
46 READ ne, nr, sp
48 FOR j = 1 TO ne: READ a, a, a, a: NEXT j
50 NEXT i
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 FOR i = 1 TO 2: LET d(i) = 0: NEXT i
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 GO SUB 550
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 FOR i = 1 TO 2
354 IF d(i) = 0 THEN GO TO 396
356 PRINT AT c(i), b(i); " "
358 LET c(i) = c(i) - 1
360 IF c(i) < 1 THEN LET d(i) = 0: GO TO 396
362 REM check hit
364 LET ht = 0
366 FOR j = 1 TO ne
368 IF h(j) <= 0 THEN GO TO 385
370 LET sx = fx + e(j): LET sy = fy + r(j)
372 IF b(i) = sx AND c(i) = sy THEN LET ht = j: GO TO 386
385 NEXT j
386 IF ht = 0 THEN PRINT AT c(i), b(i); INK 7; CHR$ 148: GO TO 396
388 LET d(i) = 0
390 LET h(ht) = h(ht) - 1
391 IF h(ht) <= 0 THEN GO SUB 510: GO TO 396
392 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 NEXT i
398 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
426 IF fy + nr > 19 THEN GO TO 700
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
441 REM animate drones and scouts
442 LET uc = 143 + t(i)
443 IF t(i) = 1 AND tk > sp / 2 THEN LET uc = 156
444 IF t(i) = 2 AND tk > sp / 2 THEN LET uc = 157
446 PRINT AT sy, sx; INK ci; CHR$ uc
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 ===
532 IF sh = 1 THEN LET sh = 0: BEEP 0.05, 5: RETURN
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
550 REM === check power-ups ===
552 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 LET sc = sc + wv * 50
666 BEEP 0.1, 12: BEEP 0.1, 16: BEEP 0.2, 19
668 GO SUB 600
670 PAUSE 50
672 LET wv = wv + 1
674 IF wv > tw THEN GO TO 750
676 GO TO 40
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; "Wave: "; wv
725 PRINT AT 14, 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
742 LET pw = 0: LET sh = 0
745 GO TO 20
750 REM === game complete ===
755 CLS
760 PRINT AT 6, 7; INK 7; BRIGHT 1; "CONGRATULATIONS!"
765 PRINT AT 8, 5; INK 6; "All "; tw; " waves defeated!"
770 PRINT AT 10, 7; INK 7; "Final score: "; sc
775 PRINT AT 14, 6; INK 7; "Press any key"
780 PAUSE 0
785 GO TO 700
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
910 REM wave 2: 10 drones, 2 rows, speed 4
912 DATA 10, 2, 4
914 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 0,1,1,1, 2,1,1,1, 4,1,1,1, 6,1,1,1, 8,1,1,1
920 REM wave 3: 10 mixed, 2 rows, speed 3
922 DATA 10, 2, 3
924 DATA 0,0,1,1, 2,0,1,1, 4,0,1,1, 6,0,1,1, 8,0,1,1, 1,1,2,1, 3,1,1,1, 5,1,2,1, 7,1,1,1, 9,1,1,1
930 REM wave 4: 12 mixed, 3 rows, speed 3
932 DATA 12, 3, 3
934 DATA 4,0,1,1, 6,0,1,1, 3,1,1,1, 5,1,2,1, 7,1,1,1, 2,2,1,1, 4,2,1,1, 6,2,1,1, 8,2,1,1, 1,1,1,1, 9,1,1,1, 5,0,3,2
940 REM wave 5: 14 mixed with bombers, speed 2
942 DATA 14, 3, 2
944 DATA 0,0,1,1, 2,0,1,1, 4,0,4,1, 6,0,1,1, 8,0,4,1, 10,0,1,1, 12,0,1,1, 0,1,2,1, 4,1,3,2, 8,1,2,1, 12,1,1,1, 2,2,1,1, 6,2,1,1, 10,2,1,1
How It Works
UDGs M and N (CHR$ 156 and CHR$ 157) are the second animation frames for drones and scouts respectively. UDG A is drone frame 1, UDG M is drone frame 2. UDG B is scout frame 1, UDG N is scout frame 2.
A frame counter toggles between 0 and 1. Every few game ticks, the counter flips. When drawing enemies, the routine checks the counter:
- Counter = 0: draw drones as CHR$ 144 (UDG A), scouts as CHR$ 145 (UDG B)
- Counter = 1: draw drones as CHR$ 156 (UDG M), scouts as CHR$ 157 (UDG N)
Tanks and bombers do not animate — they have only one frame each. Their UDGs stay constant.
The animation rate is tied to the formation movement tick. Every time the formation moves, the frame counter toggles. This means animation speed matches movement speed: fast-moving formations animate quickly, slow ones animate slowly. The visual rhythm matches the mechanical rhythm.
Frame Cycling
Two-frame animation is the minimum that creates a sense of life. One frame is static. Two frames create oscillation — a back-and-forth motion that the eye interprets as activity. Legs walking, wings flapping, lights blinking. The brain fills in the smooth motion between the two extremes.
The technique is simple: use a counter to select which UDG to display. Modular arithmetic keeps the counter cycling: LET f = 1 - f flips between 0 and 1. For three frames, use LET f = f + 1: IF f > 2 THEN LET f = 0.
UDG Budget
With 14 UDGs defined, Blockstorm uses 14 of the 21 available slots (A through U). The animation frames (M and N) are the most expensive — two UDG slots for a cosmetic improvement. In a game with more visual elements, those slots might be needed for gameplay-critical graphics. Animation is a luxury that the UDG budget must accommodate.
Try This
Animate tanks. Design a second frame for the tank UDG — perhaps with a turret shifted slightly. You will need a free UDG slot (O, P, Q, R, S, T or U). Does tank animation add visual value, or do tanks look better as solid, unmoving blocks?
Desynchronise animation. Instead of all drones animating on the same frame, alternate: odd-numbered drones show frame 1 while even-numbered drones show frame 2. The row ripples rather than blinking in unison. This looks more organic but costs extra logic in the drawing loop.