machine. The objective of the game is for the player to win as much money as possible and not go broke.

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1 ************************************************************************* Script Name: SlotMachine.bas (The Slot Machine Game) Version: 1.0 Author: Jerry Lee Ford, Jr. Date: March 1, 2007 Description: This game is a simulation of a Las Vegas-styled slot machine. The objective of the game is for the player to win as much money as possible and not go broke. ************************************************************************* nomainwin Suppress the display of the default text window Assign default values to global variables global iteration, account, gamesplayed iteration = 0 Used to control the display of animation account = 20 Represents the amount of money in the players account gamesplayed = 0 Keeps track of the total number of games played call ManageGamePlay Call the subroutine responsible for managing game play wait Pause the application and wait for the players instruction This subroutine displays the game board and controls interaction with the player sub ManageGamePlay WindowWidth = 500 Set the width of the window to 500 pixels WindowHeight = 500 Set the height of the window to 500 pixels loadbmp "Cherry", "Images\Cherry.bmp" Load the specified bitmap file into memory loadbmp "Apple", "Images\Apple.bmp" Load the specified bitmap file into memory loadbmp "Pear", "Images\Pear.bmp" Load the specified bitmap file into memory Define the format of statictext controls displayed on the window statictext #play.statictext1, "S L O T M A C H I N E", 77, 20, 440, 30 statictext #play.statictext2, "Copyright 2007", 345, 55, 80, 20 Add the controls used to graphically display slot machine values graphicbox #play.pic1, 50, 100, 93, 93 graphicbox #play.pic2, 200, 100, 93, 93 graphicbox #play.pic3, 350, 100, 93, 93 Add a control that will be used to announce the results of each play textbox #play.textbox1 90, 230, 320, 50 Add a button control to operate the slot machine button #play.button1 "Spin", AnimateDisplay, UL, 200, 300, 100, 30 Add a groupbox control at the bottom of the window

2 groupbox #play.groupbox1 "Stats:", 60, 350, 380, 100 Use statictext controls to display 2 labels inside the groupbox control statictext #play.statictext3, "No of Games Played:", 90, 372, 105, 20 statictext #play.statictext4, "Account:", 290, 372, 50, 20 Add 2 textbox controls inside the groupbox control for displaying game statistics textbox #play.textbox2 90, 395, 100, 20 textbox #play.textbox3 290, 395, 100, 20 Open the window with no frame and a handle of #play open "Slot Machine" for window_nf as #play Set up the trapclose event for the window print #play, "trapclose ClosePlay" Set the font type, size, and attributes print #play.statictext1, "!font Arial 18 bold" print #play.textbox1, "!font Arial 18 bold" Display the initial values representing the number of games played and the value of the players account print #play.textbox3, str$(account) print #play.textbox2, str$(gamesplayed) print #play.button1, "!setfocus"; Set focus to the button control Pause the application and wait for the players instruction wait This subroutine is responsible for controlling the timing involved in displaying the slot machines animation sub AnimateDisplay handle$ timer 333, DisplayImages Call the DisplayImages subroutine every.333 seconds This subroutine displays a different set of bitmap image files in the games 3 bmpcontrols each time it is called. sub DisplayImages iteration = iteration + 1 Keep track of how many times this subroutine has been called Display a different set of bitmap images upon each call if iteration = 1 then call UpdateDisplay "Apple", "Cherry", "Pear" if iteration = 2 then call UpdateDisplay "Cherry", "Pear", "Cherry" if iteration = 3 then call UpdateDisplay "Pear", "Apple", "Pear" if iteration = 4 then call UpdateDisplay "Apple", "Pear", "Cherry" if iteration = 5 then call UpdateDisplay "Pear", "Cherry", "Apple"

3 Turn the timer control off on the 6th iteration if iteration = 6 then timer 0 Turn the timer off iteration = 0 Reset this value to zero call RandomSelection Call the subroutine that generates the slot machines 6th spin This subroutine loads the specified bitmap files into the games 3 bmpbutton controls sub UpdateDisplay x$, y$, z$ print #play.pic1, "drawbmp " + x$ + " 1 1" Load first image print #play.pic2, "drawbmp " + y$ + " 1 1" Load second image print #play.pic3, "drawbmp " + z$ + " 1 1" Load third image Use the flush command to make sure the images stick print #play.pic1, "flush" print #play.pic2, "flush" print #play.pic3, "flush" Lets make a little noise at the end of each spin playwave "ding.wav", asynch This subroutine is responsible for determining which bitmap images should be displayed for the slot machines 6th and final spin sub RandomSelection RandomNumber = int(rnd(1)*3) + 1 Retrieve a number between 1 and 3 Select the image to be displayed on the first bmpbutton control print #play.pic1, "drawbmp Cherry 1 1" Display the Cherry bitmap firstpic = 1 Set a numeric value representing the selection print #play.pic1, "drawbmp Apple 1 1" Display the Apple bitmap firstpic = 2 Set a numeric value representing the selection print #play.pic1, "drawbmp Pear 1 1" Display the Pear bitmap firstpic = 3 Set a numeric value representing the selection RandomNumber = int(rnd(1)*3) + 1 Retrieve a number between 1 and 3 Select the image to be displayed on the second bmpbutton control print #play.pic2, "drawbmp Cherry 1 1" Display the Cherry bitmap secondpic = 1 Set a numeric value representing the selection print #play.pic2, "drawbmp Apple 1 1" Display the Apple bitmap

4 secondpic = 2 Set a numeric value representing the selection print #play.pic2, "drawbmp Pear 1 1" Display the Pear bitmap secondpic = 3 Set a numeric value representing the selection RandomNumber = int(rnd(1)*3) + 1 Retrieve a number between 1 and 3 Select the image to be displayed on the third bmpbutton control print #play.pic3, "drawbmp Cherry 1 1" Display the Cherry bitmap thirdpic = 1 Set a numeric value representing the selection print #play.pic3, "drawbmp Apple 1 1" Display the Apple bitmap thirdpic = 2 Set a numeric value representing the selection print #play.pic3, "drawbmp Pear 1 1" Display the Pear bitmap thirdpic = 3 Set a numeric value representing the selection Lets make a little noise and display the results of the game playwave "ding.wav", asynch Tabulate the value representing the results of the 6th spin result = firstpic + secondpic + thirdpic Look to see if 3 cherries or 3 pears were displayed if (result = 3) or (result = 9) then print #play.textbox1, "Jackpot! You win $3." account = account + 3 Add 3 dollars to the players account A value of 6 means either 3 apples were displayed or 3 separate values were displayed if result = 6 then if firstpic = secondpic then Look for three apples print #play.textbox1, "Jackpot! You win $3." account = account + 3 Add 3 dollars to the players account else A cherry, apple, and pear were displayed print #play.textbox1, "You lose $5!" account = account - 5 Subtract 5 dollars from the players account A value other than 3, 6, or 9 means that 2 of a kind was displayed if (result <> 3) and (result <> 6) and (result <> 9) then print #play.textbox1, "Two of a kind! You win $1" account = account + 1 Add 1 dollar to the players account if account < 0 then End the game if the player goes broke notice "You have gone broke. Game Over!" Tell the player first close #play Close the window end Terminate the game

5 Keep track of the total number of games played gamesplayed = gamesplayed + 1 Update the display of game statistics print #play.textbox2, str$(gamesplayed) print #play.textbox3, str$(account) This subroutine is called when the player closes the #play window and is responsible for ending the game sub ClosePlay handle$ Get confirmation before terminating program execution confirm "Are you sure you want quit?"; answer$ if answer$ = "yes" then The player clicked on Yes close #play Close the #play window end Terminate the game

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