( Bifurcan Every second, the Labyrinth reorganize itself to display the time. ) %RTN { JMP2r } %MOD { DUP2 DIV MUL SUB } %TOS { #00 SWP } %2// { #01 SFT2 } %8** { #30 SFT2 } ( devices ) |00 @System [ &vector $2 &pad $6 &r $2 &g $2 &b $2 ] |20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ] |90 @Mouse [ &vector $2 &x $2 &y $2 &state $1 &wheel $1 ] |b0 @DateTime [ &year $2 &month $1 &day $1 &hour $1 &minute $1 &second $1 &dotw $1 &doty $2 &isdst $1 ] ( variables ) |0000 @last $1 @style $1 @pointer [ &x $2 &y $2 ] @center [ &x $2 &y $2 ] @anchor [ &x $2 &y $2 ] ( program ) |0100 ( -> ) ( theme ) #0f3a .System/r DEO2 #0fda .System/g DEO2 #0faa .System/b DEO2 ( vectors ) ;on-frame .Screen/vector DEO2 ;on-mouse .Mouse/vector DEO2 ( find center ) .Screen/width DEI2 2// .center/x STZ2 .Screen/height DEI2 2// .center/y STZ2 ( background ) ;tiles ;cover-pattern JSR2 ;redraw JSR2 BRK @on-frame ( -> ) ( only draw once per second ) .DateTime/second DEI .last LDZ NEQ #01 JCN [ BRK ] .DateTime/second DEI .last STZ ;redraw JSR2 BRK @on-mouse ( -> ) ;draw-cursor JSR2 .Mouse/state DEI #00 EQU ,&no-touch JCN ( incr ) .style LDZ #01 ADD #03 MOD .style STZ ( bg ) ;tiles .style LDZ #10 MUL TOS ADD2 ;cover-pattern JSR2 ( fg ) ;redraw JSR2 ( release ) #00 .Mouse/state DEO &no-touch BRK @redraw ( -- ) ( hrs ) [ .center/x LDZ2 #0018 SUB2 ] [ .center/y LDZ2 #0048 SUB2 ] .DateTime/hour DEI #0a DIV ;draw-number JSR2 [ .center/x LDZ2 #0008 ADD2 ] [ .center/y LDZ2 #0048 SUB2 ] .DateTime/hour DEI #0a MOD ;draw-number JSR2 ( min ) [ .center/x LDZ2 #0018 SUB2 ] [ .center/y LDZ2 #0018 SUB2 ] .DateTime/minute DEI #0a DIV ;draw-number JSR2 [ .center/x LDZ2 #0008 ADD2 ] [ .center/y LDZ2 #0018 SUB2 ] .DateTime/minute DEI #0a MOD ;draw-number JSR2 ( sec ) [ .center/x LDZ2 #0018 SUB2 ] [ .center/y LDZ2 #0018 ADD2 ] .DateTime/second DEI #0a DIV ;draw-number JSR2 [ .center/x LDZ2 #0008 ADD2 ] [ .center/y LDZ2 #0018 ADD2 ] .DateTime/second DEI #0a MOD ;draw-number JSR2 RTN @draw-number ( x* y* n -- ) STH ( save pos ) .anchor/y STZ2 .anchor/x STZ2 #00 #0f &loop ( save-x ) OVR #03 MOD TOS 8** .anchor/x LDZ2 ADD2 .Screen/x DEO2 ( save-y ) OVR #03 DIV TOS 8** .anchor/y LDZ2 ADD2 .Screen/y DEO2 ( get digit* ) OVR STHkr #02 MUL TOS ;digits ADD2 LDA2 ( get bit ) ROT #0e SWP SUB SFT2 #0001 AND2 ( set tile ) 8** ;tiles ADD2 ( set style ) .style LDZ #10 MUL TOS ADD2 .Screen/addr DEO2 ( draw ) #01 .Screen/sprite DEO ( incr ) SWP #01 ADD SWP LTHk ,&loop JCN POP2 POPr RTN @cover-pattern ( addr* -- ) ( load ) .Screen/addr DEO2 #0000 .Screen/height DEI2 &ver ( save ) OVR2 .Screen/y DEO2 #0000 .Screen/width DEI2 &hor ( save ) OVR2 .Screen/x DEO2 ( draw ) #01 .Screen/sprite DEO ( incr ) SWP2 #0008 ADD2 SWP2 LTH2k ,&hor JCN POP2 POP2 ( incr ) SWP2 #0008 ADD2 SWP2 LTH2k ,&ver JCN POP2 POP2 RTN @draw-cursor ( -- ) ( clear last cursor ) ;cursor .Screen/addr DEO2 .pointer/x LDZ2 .Screen/x DEO2 .pointer/y LDZ2 .Screen/y DEO2 #40 .Screen/sprite DEO ( record pointer positions ) .Mouse/x DEI2 DUP2 .pointer/x STZ2 .Screen/x DEO2 .Mouse/y DEI2 DUP2 .pointer/y STZ2 .Screen/y DEO2 ( colorize on state ) #41 [ .Mouse/state DEI #00 NEQ ] ADD .Screen/sprite DEO RTN @cursor [ 80c0 e0f0 f8e0 1000 ] @digits [ 7b6f 2492 73e7 73cf 5bc9 79cf 49ef 7249 7bef 7bc9 ] @tiles [ 0102 0408 1020 4080 8040 2010 0804 0201 0718 2040 4080 8080 0101 0102 0204 18e0 0808 0810 e304 0808 0808 0804 e310 0808 ]