Yo, I just recently discovered that calculators can be programmed after stumbling upon an unfinished pong game in the programs of one of my school's calcs. I copied it down and modified it into a crappy unoptimized flappy bird-esque game. Sorry if this is in the wrong section or if it's been done a million times before, I hope that somebody might enjoy it and possibly improve upon it.
Navigate the bird ( > ) between the pillars ( I ) By timing your jumps
the bird is constantly falling and if it hits the ground or the pillars, the game is over.
Jump with the up arrow ↑ or the Enter key.
THE CODE (I typed this as it appears in the calculator but added comments to the side with a //)
4→Y // y coordinate of player 18→X // x coordinate of pillar randInt(4,8)→N // y coordinate of starting pillar piece, N, used to determine y coordinate of other pillar pieces N→O // N O P Q and R form the coordinates of the pillar O→P P→Q Q→R 0→L //Check if the the game is lost, 0 is false and 1 is true 0→S //The current score 0→F //The step counter 1→G //The max number of steps before the game progresses 1 frame, make it larger to make the game slower If (N+1<9) //Determine where each piece of the pillar should go Then N+1→O Else N-6→O End If (N+2<9) Then N+2→P Else N-5→P End If (N+3<9) Then N+3→Q Else N-4→Q End If (N+4<9) Then N+4→R Else N-3→R End Repeat 0 //Start the game loop If (F<G) // Count 1 step Then F+1→F End getKey→K //Check if the up arrow or enter key is pressed, if so, jump If (K=105 or K=25) Then If (Y-3>1) Then Y-3→Y Else 1→Y End End If (F=G) // Check if the max number of steps has been reached Then If (X-2>0) //If the max number of steps has been reached, move the pillar 2 spaces Then X-2→X Else randInt(4,8)→N //If the pillar has reached the end of the screen, reset its location and give it a random y coordinate 16→X End If (Y+1 <9) // (Gravity) within the max steps reached part of the code, if max steps reached, move the player down Then Y+1→Y Else 1→L End 0→F If (N+1<9) // Once again, setting the location of all the pillars around the central N pillar Then N+1→O Else N-6→O End If (N+2<9) Then N+2→P Else N-5→P End If (N+3<9) Then N+3→Q Else N-4→Q End If (N+4<9) Then N+4→R Else N-3→R End ClrHome //Clear the screen and display the graphics Output(N,X,"I") Output(O,X,"I") Output(P,X,"I") Output(Q,X,"I") Output(R,X,"I") Output(Y,4,">") Output(1,4,"SCORE:") Output(1,11,S) If (X=4) //If the pillars x coordinate equals the players x coordinate (4) Then If (Y=N or Y=O or Y=P or Y= Q or Y=R) //And the players y coordinate is equal to one of the pillar pieces y Then 1→L // Set the lose variable to true Else S+1→S // If the player dodged inbetween the pillars, add 1 point to the score If (S>H) //If the players score is greater than the highscore, set highscore to score S→H End End End If L=1 //If lose is equal to true, display the highscore and stop the program Then Output(2,6,"BEST:") Output(2,11,H) Output(5,11,"PRESS") Output(6,11,"ENTER") Stop End End