General Description
This program sets a snooker table on the screen. The object of the game is to pot the ball into any pocket in as few shots as possible. The computer asks the user to specify the angle (0-360) at which the ball should be shot, and then the force (1-10) at which it should be hit. You are given eight shots before the computer begins to mock your efforts!
Detailed Description
Lines 10 Set up envelope for sound.
20-70 Display title.
75-76 First part of delete trick.
80-160 GOTO procedures.
170-500 Sets up variables, draws snooker table on screen and puts ball on table at random position.
510-880 Get direction and force from keyboard and then calculate speed of ball, hit the ball and check to see if it has gone in, also check to see if ball has hit the cushion, and if so make ball bounce off cushion. Erase the old ball and put new ball on table. Add friction to speed.
890-940 Gives rating.
950-990 The ball is still on the table after eight shots, give poor rating.
1000-1110 Instructions.
1120-1150 Second part of delete trick
1160-1200 Credits.
Educational Notes
Like the Archery program, this simulation is useful in that it forces the user to anticipate the effect of two variables utilised in tandem. In the classroom it can be used to good effect to enable youngsters to recognise angles. In the home it's simply entertaining.