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  Officially goin out of my mind. Trivial INT problem
Posted by: bert22306 - 10-31-2022, 03:34 AM - Forum: General Discussion - Replies (11)

Doggone it, I couldn't figure out why this program wasn't working, and it boils down to this:

Code: (Select All)
x = 35.51
y = x * 100
z = Int(y)
Print x, y, z

WTH, over? My results are: 35.51    3551    3550

How does that make any sense? Why is Int(3551) not simply 3551??

Print this item

  Haunted House Text Adventure Game
Posted by: Donald Foster - 10-30-2022, 10:42 PM - Forum: Donald Foster - Replies (15)

[Image: Haunted_House_1981_Tandy_0000.jp2&id=Hau...2&rotate=0]

Hello All,

This is my remake of the TRS-80 text adventure game. I posted this game on GB64.org site a while back, but I don't know if any of my games got ported here. I did some touchups to the game since then and will continue making updates. I'm posting it here for the Halloween theme.

The game mostly uses two word commands like "GET KEY" or "KILL GHOST". Use N (north), S (south), E (east) and W (west) to maneuver through the house. INVENT will bring up the list of items you are carrying.

If at any point in the game you die, you will need to restart the game.

Donald

Code: (Select All)
_TITLE "TRS-80 MODEL I & III - HAUNTED HOUSE - TEXT ADVENTURE GAME IN QB64"

PAPER = 0: KEYY = 0: KNIFE = 0: ROPE = 0: ARMOUR = 0: CABINET = 0: SCROLL = 0: SWORD = 0: SIGN = 0

GHOST1 = 1: GHOST2 = 1: GHOST3 = 1: GHOST4 = 1: GHOST5 = 0: GHOST6 = 0: GHOST7 = 0: GHOST8 = 0: GHOST11 = 1: GHOST12 = 1: SWORD = 0: SIGN = 0

COLOR 15, 0

PRINT
PRINT "HAUNTED HOUSE is a very simple game. There are no treasures to"
PRINT "find. There are no scores to keep. There is no time limit. You only have"
PRINT "one task - GET OUT OF THE HOUSE ALIVE!!"

PRESSAKEY: A$ = INKEY$: IF A$ = "" GOTO PRESSAKEY

CLS
PRINT
PRINT "Haunted House"
PRINT
PRINT "Generations have passed since the McDaniel family mysteriously"
PRINT "disappeared. It is said that a stranger came to visit on that cold,"
PRINT "Autumn day many years ago, but no one knows for sure."
PRINT
PRINT "Their house has been vacant for decades now. It's two story image is"
PRINT "forlorn and looming, visible only from the narrow, winding road that"
PRINT "distorted by vegetation from the surrounding forest. The"
PRINT "stone wall that encompasses the house is discolor and broken from"
PRINT "years of neglect, it's iron gate rusty and worn by angry seasons. The"
PRINT "windows are boaded - the house is quiet and contented, not"
PRINT "accustomed to visitors. The wind is restless today, blowing fallen"
PRINT "leaves in all directions. As you walk towards the entrance of the house,"
PRINT "the wind grows distant and weak. Suddenly, the calm and silence is"
PRINT "broken by sounds from within the house!"
PRINT
PRINT "Do you have the courage to enter?"

GETYINPUT: A$ = UCASE$(INKEY$): IF A$ <> "Y" GOTO GETYINPUT

CLS: COLOR 2, 0

MESSAGE$ = "HAUNTED HOUSE!!": GOSUB MESSAGE

PRESSANYKEY: A$ = INKEY$: IF A$ = "" THEN GOTO PRESSANYKEY

OUTSIDEOFHOUSE: ' OUTSIDE OF HOUSE
MESSAGE$ = "YOU ARE AT THE OUTSIDE OF THE HOUSE.^THERE IS A CRUMPLED PIECE OF PAPER ON THE GROUND.^THE FRONT DOOR IS CLOSED.": GOSUB MESSAGE
INPUT0: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "YOU MATERIALIZE INSIDE THE DOOR.": GOSUB MESSAGE: GOTO FOYER
IF INPUTT$ = "GET PAPER" THEN PAPER = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT0
IF INPUTT$ = "READ PAPER" AND PAPER = 1 THEN MESSAGE$ = "IT SAYS, %MAGIC WORD - PLUGH.%": GOSUB MESSAGE: GOTO INPUT0
IF INPUTT$ = "READ PAPER" AND PAPER = 0 THEN MESSAGE$ = "YOU AREN'T CARRYING IT.": GOSUB MESSAGE: GOTO INPUT0
IF INPUTT$ = "OPEN DOOR" THEN MESSAGE$ = "DOOR CAN'T BE OPENED.": GOSUB MESSAGE: GOTO INPUT0
IF INPUTT$ = "DOOR" OR INPUTT$ = "PAPER" OR INPUTT$ = "EXAMINE PAPER" THEN MESSAGE$ = "WHAT SHOULD I DO WITH IT?": GOSUB MESSAGE: GOTO INPUT0
IF INPUTT$ = "LOOK" OR INPUTT$ = "LOOK PAPER" OR INPUTT$ = "N" OR INPUTT$ = "S" OR INPUTT$ = "E" OR INPUTT$ = "W" THEN GOTO OUTSIDEOFHOUSE
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT0
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT0

FOYER: ' FOYER
MESSAGE$ = "YOU ARE AT THE FOYER.": GOSUB MESSAGE
INPUT1: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO FOYER
IF INPUTT$ = "DROP PAPER" THEN PAPER = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO FOYER
IF INPUTT$ = "E" THEN GOTO LIVING_ROOM
IF INPUTT$ = "S" THEN GOTO DEN
IF INPUTT$ = "W" THEN GOTO EAST_END_HALL
IF INPUTT$ = "DOOR" OR INPUTT$ = "PAPER" THEN MESSAGE$ = "WHAT SHOULD I DO WITH IT?": GOSUB MESSAGE: GOTO INPUT1
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" THEN GOTO FOYER
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT1
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT1

LIVING_ROOM: ' LIVING ROOM
MESSAGE$ = "YOU ARE AT THE LIVING ROOM.": GOSUB MESSAGE
IF KNIFE = 0 THEN MESSAGE$ = "A KNIFE IS LEVITATING IN THE MIDDLE OF THE ROOM.": GOSUB MESSAGE
IF SCROLL = 0 THEN MESSAGE$ = "THERE IS A MYSTERIOUS SCROLL ON THE GROUND.": GOSUB MESSAGE
INPUT2: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO LIVING_ROOM
IF INPUTT$ = "E" THEN GOTO DINING_ROOM
IF INPUTT$ = "W" THEN GOTO FOYER
IF INPUTT$ = "GET SCROLL" THEN SCROLL = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT2
IF INPUTT$ = "READ SCROLL" AND SCROLL = 0 THEN MESSAGE$ = "YOU AREN'T CARRYING IT.": GOSUB MESSAGE: GOTO INPUT2
IF INPUTT$ = "READ SCROLL" AND SCROLL = 1 THEN MESSAGE$ = "IT SAYS, %THERE IS ESCAPE FROM THE SECOND FLOOR!%": GOSUB MESSAGE: GOTO INPUT2
IF INPUTT$ = "GET KNIFE" AND PAPER = 0 THEN MESSAGE$ = "THE KNIFE FLOATS OUT OF YOUR REACH.": GOSUB MESSAGE: GOTO INPUT2
IF INPUTT$ = "GET KNIFE" AND PAPER = 1 THEN KNIFE = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT2
IF INPUTT$ = "N" OR INPUTT$ = "S" THEN MESSAGE$ = "SUDDENLY THE KNIFE WHOOSHES DOWN AND SLITS YOUR THROAT! YOU ARE DEAD.": GOSUB MESSAGE: END
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT2
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT2

DINING_ROOM: ' DINING ROOM
MESSAGE$ = "YOU ARE AT THE DINING ROOM.": GOSUB MESSAGE
INPUT3: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO DINING_ROOM
IF INPUTT$ = "S" THEN GOTO KITCHEN
IF INPUTT$ = "W" THEN GOTO LIVING_ROOM
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "E" THEN GOTO DINING_ROOM
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT3
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT3

KITCHEN: ' KITCHEN
MESSAGE$ = "YOU ARE AT THE KITCHEN.": GOSUB MESSAGE
IF BUCKET = 0 THEN MESSAGE$ = "A BUCKET OF WATER IS ON THE FLOOR.": GOSUB MESSAGE
INPUT4: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO KITCHEN
IF INPUTT$ = "N" THEN GOTO DINING_ROOM
IF INPUTT$ = "W" THEN GOTO DEN
IF INPUTT$ = "S" AND KNIFE = 1 THEN MESSAGE$ = "A SUIT OF ARMOUR HERE FLEES WHEN IT SPOTS YOUR KNIFE.": GOSUB MESSAGE: GOTO BREAKFAST_ROOM
IF INPUTT$ = "S" AND KNIFE = 0 THEN MESSAGE$ = "YOU ARE IN THE BREAKFAST ROOM.^AN ANIMATED ARMOUR SUIT THROWS YOU OUT!": GOSUB MESSAGE: GOTO KITCHEN
IF INPUTT$ = "GET BUCKET" THEN BUCKET = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT4
IF INPUTT$ = "POUR WATER" OR INPUTT$ = "POUR BUCKET" THEN MESSAGE$ = "THE GROUND IS WET. THE BUCKET MAGICALLY REFILLS.": GOSUB MESSAGE: GOTO INPUT4
IF INPUTT$ = "DRINK WATER" AND BUCKET = 0 THEN MESSAGE$ = "YOU AREN'T CARRYING IT.": GOSUB MESSAGE: GOTO INPUT4
IF INPUTT$ = "DRINK WATER" AND BUCKET = 1 THEN MESSAGE$ = "YOU FEEL SICK. IN FACT, YOU JUST DIED! IT WAS POSION.": GOSUB MESSAGE: END
IF INPUTT$ = "LOOK" OR INPUTT$ = "E" THEN GOTO KITCHEN
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT4
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT4

BREAKFAST_ROOM: ' BREAKFAST ROOM
MESSAGE$ = "YOU ARE AT THE BREAKFAST ROOM.": GOSUB MESSAGE
INPUT5: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO BREAKFAST_ROOM
IF INPUTT$ = "N" THEN GOTO KITCHEN
IF INPUTT$ = "E" THEN GOTO SERVANTS_QUARTERS1
IF INPUTT$ = "LOOK" OR INPUTT$ = "S" OR INPUTT$ = "W" THEN GOTO BREAKFAST_ROOM
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT5
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT5

SERVANTS_QUARTERS1: ' SERVANTS QUARTERS
MESSAGE$ = "YOU ARE AT THE SERVANTS QUARTERS.^THERE IS A CABINET ON ONE WALL.": GOSUB MESSAGE
INPUT6: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO SERVANTS_QUARTERS1
IF INPUTT$ = "N" THEN GOTO SERVANTS_QUARTERS2
IF INPUTT$ = "W" THEN GOTO BREAKFAST_ROOM
IF INPUTT$ = "OPEN CABINET" THEN MESSAGE$ = "IT'S EMPTY.": GOSUB MESSAGE: GOTO INPUT6
IF INPUTT$ = "GET CABINET" THEN MESSAGE$ = "DON'T BE RIDICULOUS!": GOSUB MESSAGE: GOTO INPUT6
IF INPUTT$ = "LOOK" OR INPUTT$ = "S" OR INPUTT$ = "E" THEN GOTO SERVANTS_QUARTERS1
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT6
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT6

SERVANTS_QUARTERS2: ' SERVANTS QUARTERS
MESSAGE$ = "YOU ARE AT THE SERVANTS QUARTERS.^THERE IS A CABINET ON ONE WALL.": GOSUB MESSAGE
INPUT7: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO SERVANTS_QUARTERS2
IF INPUTT$ = "S" THEN GOTO SERVANTS_QUARTERS1
IF INPUTT$ = "OPEN CABINET" THEN MESSAGE$ = "THERE IS A KEY IN IT.": GOSUB MESSAGE: GOTO INPUT7
IF INPUTT$ = "GET KEY" THEN KEYY = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT7
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "W" THEN GOTO SERVANTS_QUARTERS2
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT7
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT7

DEN: ' DEN
MESSAGE$ = "YOU ARE AT THE DEN.": GOSUB MESSAGE
INPUT8: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO DEN
IF INPUTT$ = "N" THEN GOTO FOYER
IF INPUTT$ = "E" THEN GOTO KITCHEN
IF INPUTT$ = "LOOK" OR INPUTT$ = "S" OR INPUTT$ = "W" THEN GOTO DEN
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT8
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT8

EAST_END_HALL: ' EAST END OF THE HALL
MESSAGE$ = "YOU ARE AT THE EAST END OF THE HALL.": GOSUB MESSAGE
INPUT9: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO EAST_END_HALL
IF INPUTT$ = "N" THEN GOTO GREEN_BEDROOM
IF INPUTT$ = "E" THEN GOTO FOYER
IF INPUTT$ = "W" THEN GOTO WEST_END_HALL
IF INPUTT$ = "LOOK" OR INPUTT$ = "S" THEN GOTO EAST_END_HALL
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT9
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT9

WEST_END_HALL: ' WEST END OF THE HALL
MESSAGE$ = "YOU ARE AT THE WEST END OF THE HALL.^A LOCKED DOOR BARS THE WAY SOUTH.": GOSUB MESSAGE
INPUT10: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO WEST_END_HALL
IF INPUTT$ = "N" THEN GOTO BLUE_BEDROOM
IF INPUTT$ = "E" THEN GOTO EAST_END_HALL
IF (INPUTT$ = "S" OR INPUTT$ = "OPEN DOOR") AND KEYY = 1 THEN GOTO MASTER_BEDROOM
IF (INPUTT$ = "S" OR INPUTT$ = "OPEN DOOR") AND KEYY = 0 THEN MESSAGE$ = "YOU'LL NEED A KEY TO GET THROUGH THAT DOOR.": GOSUB MESSAGE: GOTO INPUT10
IF INPUTT$ = "LOOK" OR INPUTT$ = "W" THEN GOTO WEST_END_HALL
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT10
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT10

GREEN_BEDROOM: ' GREEN BEDROOM
MESSAGE$ = "YOU ARE AT THE GREEN BEDROOM. THERE'S A PANEL ON THE WEST WALL.": GOSUB MESSAGE
INPUT11: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO GREEN_BEDROOM
IF INPUTT$ = "S" THEN GOTO EAST_END_HALL
IF INPUTT$ = "PANEL" OR INPUTT$ = "OPEN PANEL" OR INPUTT$ = "GO PANEL" THEN GOTO SECRET_PASSAGE
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "W" THEN GOTO GREEN_BEDROOM
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT11
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT11

SECRET_PASSAGE: ' SECRET PASSAGE
MESSAGE$ = "YOU ARE AT THE SECRET PASSAGE.": GOSUB MESSAGE
IF ROPE = 0 THEN MESSAGE$ = "A ROPE IS NEARBY.": GOSUB MESSAGE
INPUT12: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO SECRET_PASSAGE
IF INPUTT$ = "E" THEN GOTO GREEN_BEDROOM
IF INPUTT$ = "W" THEN GOTO BLUE_BEDROOM
IF INPUTT$ = "GET ROPE" THEN ROPE = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT12
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "S" THEN GOTO SECRET_PASSAGE
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT12
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT12

BLUE_BEDROOM: ' BLUE BEDROOM
MESSAGE$ = "YOU ARE AT THE BLUE BEDROOM.^THERE'S A PANEL ON THE WEST WALL.": GOSUB MESSAGE
INPUT13: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO BLUE_BEDROOM
IF INPUTT$ = "S" THEN GOTO WEST_END_HALL
IF INPUTT$ = "PANEL" OR INPUTT$ = "OPEN PANEL" OR INPUTT$ = "GO PANEL" THEN GOTO SECRET_PASSAGE
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "W" THEN GOTO BLUE_BEDROOM
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT13
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT13

MASTER_BEDROOM: ' MASTER BEDROOM
MESSAGE$ = "YOU ARE IN THE MASTER BEDROOM.^A WALL OF RAGING FIRE BLOCKS THE WAY EAST.": GOSUB MESSAGE
INPUT14: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO MASTER_BEDROOM
IF INPUTT$ = "N" THEN GOTO GREEN_BEDROOM
IF INPUTT$ = "E" THEN MESSAGE$ = "ARE YOU JUST GOING TO WALK RIGHT THROUGH THAT RANGING FIRE?": GOSUB MESSAGE: GOTO INPUT14
IF INPUTT$ = "YES" THEN MESSAGE$ = "OK": GOSUB MESSAGE: GOTO LIBRARY
IF INPUTT$ = "NO" THEN MESSAGE$ = "A WISE DECISION.": GOSUB MESSAGE: GOTO INPUT14
IF INPUTT$ = "LOOK" OR INPUTT$ = "W" OR INPUTT$ = "S" THEN GOTO MASTER_BEDROOM
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT14
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT14

LIBRARY: ' LIBRARY
MESSAGE$ = "YOU ARE AT THE LIBRARY. THERE IS A HOLE IN THE CEILING.": GOSUB MESSAGE
INPUT15: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO LIBRARY
IF INPUTT$ = "W" THEN GOTO BLUE_BEDROOM
IF INPUTT$ = "DROP ROPE" THEN ROPE = 0: ROPECEILING = 1: MESSAGE$ = "INSTANTLY THE ROPE UNWINDS AND LEVITATES TO THE HOLE IN THE CEILING!": GOSUB MESSAGE: GOTO INPUT15
IF (INPUTT$ = "CLIMB ROPE" OR INPUTT$ = "JUMP ROPE") AND ROPECEILING = 1 THEN MESSAGE$ = "YOU DROP EVERYTHING YOU HAD TO CLIMB THE ROPE. YOU REACH THE SECOND FLOOR.": GOSUB MESSAGE: PAPER = 0: KEYY = 0: KNIFE = 0: ROPE = 0: ARMOUR = 0: CABINET = 0: SCROLL = 0: GOTO DIMLY_ROOM_SWORD
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "S" THEN GOTO LIBRARY
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT15
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT15

DIMLY_ROOM_SWORD: ' DIMLY LIT ROOM WITH SWORD
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM. THERE IS A HOLE IN THE FLOOR.": GOSUB MESSAGE
IF SWORD = 0 THEN MESSAGE$ = "THERE IS A MAGIC SWORD ON THE FLOOR.": GOSUB MESSAGE
INPUT16: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "PLUGH" OR INPUTT$ = "SAY PLUGH" THEN MESSAGE$ = "SORRY, ONLY ONE PLUGH PER CUSTOMER.": GOSUB MESSAGE: GOTO DIMLY_ROOM_SWORD
IF INPUTT$ = "E" THEN GOTO DIMLY_ROOM_GHOST1
IF INPUTT$ = "W" THEN GOTO DIMLY_ROOM_GHOST3
IF INPUTT$ = "S" THEN GOTO DIMLY_ROOM_GHOST2
IF INPUTT$ = "GET SWORD" THEN SWORD = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT16
IF INPUTT$ = "READ SWORD" THEN MESSAGE$ = "AN INCRIPTION READS, %GHOST KILLER.%": GOSUB MESSAGE: GOTO INPUT16
IF INPUTT$ = "DROP SWORD" AND SWORD = 1 THEN SWORD = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT16
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT16
IF INPUTT$ = "CLIMB ROPE" THEN MESSAGE$ = "YOU FALL THROUGH THE HOLE AND BREAK YOUR NECK! YOU ARE DEAD.": GOSUB MESSAGE: END
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" THEN GOTO DIMLY_ROOM_SWORD
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT16
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT16

DIMLY_ROOM_GHOST1: ' DIMLY LIT ROOM WITH GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.": GOSUB MESSAGE
IF GHOST1 = 1 THEN MESSAGE$ = "THERE IS A GHOST HERE.": GOSUB MESSAGE
IF GHOST5 = 1 THEN MESSAGE$ = "THE BODY OF A DEAD GHOST IS ON THE FLOOR.": GOSUB MESSAGE
INPUT17: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "KILL GHOST" AND GHOST1 = 1 AND SWORD = 1 THEN GHOST1 = 0: GHOST5 = 1: MESSAGE$ = "YOUR MAGIC SWORD ENABLES YOU TO KILL THE GHOST!": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "KILL GHOST" AND GHOST1 = 1 AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "KILL GHOST" AND GHOST5 = 1 THEN MESSAGE$ = "THE POOR THING'S ALREADY DEAD.": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "DROP SWORD" AND SWORD = 1 THEN SWORD = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "W" THEN GOTO DIMLY_ROOM_SWORD
IF (INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "S") AND GHOST5 = 1 THEN GOTO DIMLY_ROOM_GHOST1
IF (INPUTT$ = "N" OR INPUTT$ = "E" OR INPUTT$ = "S") AND GHOST1 = 1 THEN MESSAGE$ = "THE GHOST WILL NOT LET YOU PASS!": GOSUB MESSAGE: GOTO INPUT17
IF INPUTT$ = "LOOK" THEN GOTO DIMLY_ROOM_GHOST1
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT17
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT17

DIMLY_ROOM_GHOST2: ' DIMLY LIT ROOM WITH GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.": GOSUB MESSAGE
IF GHOST2 = 1 THEN MESSAGE$ = "THERE IS A GHOST HERE.": GOSUB MESSAGE
IF GHOST6 = 1 THEN MESSAGE$ = "THE BODY OF A DEAD GHOST IS ON THE FLOOR.": GOSUB MESSAGE
INPUT18: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "KILL GHOST" AND GHOST2 = 1 AND SWORD = 1 THEN GHOST2 = 0: GHOST6 = 1: MESSAGE$ = "YOUR MAGIC SWORD ENABLES YOU TO KILL THE GHOST!": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "KILL GHOST" AND GHOST2 = 1 AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "KILL GHOST" AND GHOST6 = 1 THEN MESSAGE$ = "THE POOR THING'S ALREADY DEAD.": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "DROP SWORD" AND SWORD = 1 THEN SWORD = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "N" THEN GOTO DIMLY_ROOM_SWORD
IF (INPUTT$ = "W" OR INPUTT$ = "E" OR INPUTT$ = "S") AND GHOST6 = 1 THEN GOTO DIMLY_ROOM_GHOST2
IF (INPUTT$ = "W" OR INPUTT$ = "E" OR INPUTT$ = "S") AND GHOST2 = 1 THEN MESSAGE$ = "THE GHOST WILL NOT LET YOU PASS!": GOSUB MESSAGE: GOTO INPUT18
IF INPUTT$ = "LOOK" THEN GOTO DIMLY_ROOM_GHOST2
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT18
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT18

DIMLY_ROOM_GHOST3: ' DIMLY LIT ROOM WITH GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.": GOSUB MESSAGE
IF GHOST3 = 1 THEN MESSAGE$ = "THERE IS A GHOST HERE.": GOSUB MESSAGE
IF GHOST7 = 1 THEN MESSAGE$ = "THE BODY OF A DEAD GHOST IS ON THE FLOOR.": GOSUB MESSAGE
INPUT19: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "KILL GHOST" AND GHOST3 = 1 AND SWORD = 1 THEN GHOST3 = 0: GHOST7 = 1: MESSAGE$ = "YOUR MAGIC SWORD ENABLES YOU TO KILL THE GHOST!": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "KILL GHOST" AND GHOST3 = 1 AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "KILL GHOST" AND GHOST7 = 1 THEN MESSAGE$ = "THE POOR THING'S ALREADY DEAD.": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "DROP SWORD" AND SWORD = 1 THEN SWORD = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "E" THEN GOTO DIMLY_ROOM_SWORD
IF INPUTT$ = "W" AND GHOST7 = 1 THEN GOTO DIMLY_ROOM_UNKILL1
IF (INPUTT$ = "N" OR INPUTT$ = "W" OR INPUTT$ = "S") AND GHOST7 = 1 THEN GOTO DIMLY_ROOM_GHOST3
IF (INPUTT$ = "N" OR INPUTT$ = "W" OR INPUTT$ = "S") AND GHOST3 = 1 THEN MESSAGE$ = "THE GHOST WILL NOT LET YOU PASS!": GOSUB MESSAGE: GOTO INPUT19
IF INPUTT$ = "LOOK" THEN GOTO DIMLY_ROOM_GHOST3
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT19
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT19

DIMLY_ROOM_UNKILL1: ' DIMLY LIT ROOM WITH UNKILLABLE GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.^THERE IS A GHOST HERE.": GOSUB MESSAGE
INPUT20: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "KILL GHOST" AND SWORD = 1 THEN GHOST4 = 0: GHOST8 = 1: MESSAGE$ = "YOUR MAGIC SWORD ENABLES YOU TO KILL THE GHOST!": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "KILL GHOST" AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "DROP SWORD" AND SWORD = 1 THEN SWORD = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "E" THEN GOTO DIMLY_ROOM_GHOST3
IF INPUTT$ = "N" AND SWORD = 0 AND SOUTH = 1 THEN GOTO DIMLY_ROOM_UNKILL2
IF INPUTT$ = "S" AND SWORD = 0 THEN SOUTH = 1: GOTO DIMLY_ROOM_UNKILL1
IF (INPUTT$ = "N" OR INPUTT$ = "S" OR INPUTT$ = "W") AND SWORD = 1 THEN MESSAGE$ = "THE GHOST WILL NOT LET YOU PASS!": GOSUB MESSAGE: GOTO INPUT20
IF INPUTT$ = "LOOK" THEN GOTO DIMLY_ROOM_UNKILL1
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT20
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT20

DIMLY_ROOM_UNKILL2: ' DIMLY LIT ROOM WITH UNKILLABLE GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.^THERE IS A GHOST HERE.": GOSUB MESSAGE
INPUT21: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT21
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT21
IF INPUTT$ = "KILL GHOST" AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT21
IF INPUTT$ = "E" THEN GOTO DIMLY_ROOM_GHOST3
IF INPUTT$ = "W" THEN GOTO DIMLY_ROOM_UNKILL3
IF INPUTT$ = "S" THEN GOTO DIMLY_ROOM_UNKILL1
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" THEN GOTO DIMLY_ROOM_UNKILL2
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT21
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT21

DIMLY_ROOM_UNKILL3: ' DIMLY LIT ROOM WITH UNKILLABLE GHOST
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.^THERE IS A GHOST HERE.": GOSUB MESSAGE
INPUT22: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "DROP SWORD" AND SWORD = 0 THEN MESSAGE$ = "YOU'RE NOT CARRYING IT.": GOSUB MESSAGE: GOTO INPUT22
IF INPUTT$ = "KILL SWORD" THEN MESSAGE$ = "OUCH! YOU HURT YOUR HAND.": GOSUB MESSAGE: GOTO INPUT22
IF INPUTT$ = "KILL GHOST" AND SWORD = 0 THEN MESSAGE$ = "YOU CAN'T KILL A GHOST WITH YOUR BARE HANDS.": GOSUB MESSAGE: GOTO INPUT22
IF INPUTT$ = "E" THEN GOTO DIMLY_ROOM_UNKILL2
IF INPUTT$ = "S" THEN GOTO DIMLY_ROOM_ENDGAME
IF INPUTT$ = "LOOK" OR INPUTT$ = "N" OR INPUTT$ = "W" THEN GOTO DIMLY_ROOM_UNKILL3
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT22
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT22

DIMLY_ROOM_ENDGAME: ' DIMLY LIT ROOM, END OF GAME
MESSAGE$ = "YOU ARE IN A DIMLY LIT ROOM.^THERE IS A RUSTY OLD SIGN LAYING ON THE GROUND.": GOSUB MESSAGE
INPUT23: INPUT ":", INPUTT$: GOSUB CAPITOLS
IF INPUTT$ = "GET" OR INPUTT$ = "READ" OR INPUTT$ = "OPEN" OR INPUTT$ = "DROP" OR INPUTT$ = "POUR" OR INPUTT$ = "DRINK" OR INPUTT$ = "SMASH" THEN GOSUB GETNOUN
IF INPUTT$ = "PAPER" OR INPUTT$ = "KEY" OR INPUTT$ = "KNIFE" OR INPUTT$ = "ROPE" OR INPUTT$ = "ARMOR" OR INPUTT$ = "CABINET" OR INPUTT$ = "SCROLL" OR INPUTT$ = "SWORD" OR INPUTT$ = "SIGN" THEN GOSUB GETVERB
IF INPUTT$ = "GET SIGN" THEN SIGN = 1: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT23
IF INPUTT$ = "READ SIGN" AND SIGN = 0 THEN MESSAGE$ = "YOU ARE NOT CARRYING IT.": GOTO INPUT23
IF INPUTT$ = "READ SIGN" AND SIGN = 1 THEN READSIGN = 1: MESSAGE$ = "THE SIGN SAYS, %THERE ARE THREE EXITS FROM THIS ROOM. ONLY ONE IS TRUE...^YOU MUST KNOW, BUT NOT BE BURDENED BY THIS CLUE!.%": GOSUB MESSAGE: GOTO INPUT23
IF INPUTT$ = "DROP SIGN" THEN SIGN = 0: MESSAGE$ = "OK": GOSUB MESSAGE: GOTO INPUT23
IF INPUTT$ = "N" THEN GOTO DIMLY_ROOM_UNKILL2
IF INPUTT$ = "E" OR INPUTT$ = "W" OR INPUTT$ = "S" THEN
    IF SIGN = 1 OR READSIGN = 0 THEN
        MESSAGE$ = "YOU FALL THROUGH A TRAP DOOR TO YOUR DEATH!": GOSUB MESSAGE: END
    ELSE MESSAGE$ = "YOU WALK THROUGH A DOOR AND FIND YOURSELF ON A BALCONY.^YOU CLIMB DOWN A TREE AND ESCAPE TO SAFETY!^CONGRATULATIONS! YOU MADE IT!": GOSUB MESSAGE: END
    END IF
END IF
IF INPUTT$ = "LOOK" THEN GOTO DIMLY_ROOM_ENDGAME
IF INPUTT$ = "QUIT" THEN END
IF INPUTT$ = "INVENT" OR INPUTT$ = "I" OR INPUTT$ = "INVENTORY" THEN GOSUB INVENTORY: GOTO INPUT23
MESSAGE$ = "I DON'T UNDERSTAND.": GOSUB MESSAGE: GOTO INPUT23

CAPITOLS:
FOR Z = 1 TO LEN(INPUTT$)
    Y = ASC(MID$(INPUTT$, Z, 1))
    IF Y > 96 AND Y < 123 THEN MID$(INPUTT$, Z, 1) = CHR$(Y - 32)
NEXT
RETURN

MESSAGE:
FOR Z = 1 TO LEN(MESSAGE$)
    CHAR$ = MID$(MESSAGE$, Z, 1)
    IF CHAR$ = "^" THEN PRINT: CHAR$ = ""
    IF CHAR$ = "%" THEN PRINT CHR$(34); ELSE PRINT CHAR$;
    _DELAY .03
NEXT: PRINT
RETURN

INVENTORY:
IF PAPER = 1 THEN MESSAGE$ = "CRUMPLED PAPER": GOSUB MESSAGE
IF KEYY = 1 THEN MESSAGE$ = "KEY": GOSUB MESSAGE
IF KNIFE = 1 THEN MESSAGE$ = "KNIFE": GOSUB MESSAGE
IF ROPE = 1 THEN MESSAGE$ = "ROPE": GOSUB MESSAGE
IF BUCKET = 1 THEN MESSAGE$ = "WATER BUCKET": GOSUB MESSAGE
IF SCROLL = 1 THEN MESSAGE$ = "SCROLL": GOSUB MESSAGE
IF SWORD = 1 THEN MESSAGE$ = "MAGIC SWORD": GOSUB MESSAGE
IF SIGN = 1 THEN MESSAGE$ = "RUSTY SIGN": GOSUB MESSAGE
RETURN

GETNOUN:
VERB$ = INPUTT$
INPUT "WHAT? ", NOUN$
INPUTT$ = VERB$ + " " + NOUN$
RETURN

GETVERB:
NOUN$ = INPUTT$
INPUT "WHAT DO YOU WANT ME TO DO WITH IT? ", VERB$
INPUTT$ = VERB$ + " " + NOUN$
RETURN

Print this item

  Epicycles
Posted by: bobalooie - 10-29-2022, 01:52 PM - Forum: Programs - Replies (8)

A few years ago a friend of mine and I were talking about epicycles, which had been used in an attempt to explain planetary motion (yes, we are both nerds.) I had decided to experiment with animating epicycle orbits. The original version of this program was written in FreeBASIC, this is my QB64PE translation of that program as an exercise to learn about the graphics capability of QB64PE. (interestingly, the two BASICs have fairly similar graphics facilities.)



Hopefully the comments in the code provide enough explanation of how I approached the problem.

Code: (Select All)
'Program:       Epicycles.bas
'Purpose:       A QB64PE version of Epicycles
'Version:       0.1
'Create Date:   09/23/2022
'Rev Date:      10/28/2022

OPTION _EXPLICIT
CONST PI2 = 6.2831853

TYPE ScreenPoint
    x AS LONG
    y AS LONG
END TYPE

DIM AS INTEGER ix 'general purpose use
DIM AS STRING sx 'general purpose use
DIM SHARED AS LONG lw, lh 'desktop width and height
DIM AS LONG MinX, MinY, MaxX, MaxY 'Cartesian limits of the images
DIM AS LONG r1, r2, r3 'radii of the epicycle circles
DIM AS LONG rot1, rot2, rot3 'rotation direction
DIM AS LONG step1, step2, step3 'rotation speed
DIM AS ScreenPoint sp1, sp2, sp3 'center points of the epicycle circles
DIM AS DOUBLE Angle1, Angle2, Angle3, AngleStep(1 TO 3)
DIM AS LONG lWin1, lWin2, lWin3 'handles for the three images
' The first image is the visible one. The second image plots each successive
' endpoint of the epicycle to build the pattern. The third image is where the
' epicycles are plotted. Put the second image on the third image, draw the
' epicycle on the third image, put the third image on the first image.

'set up the images and coords
lw = _DESKTOPWIDTH
lh = _DESKTOPHEIGHT
lWin1 = _NEWIMAGE(lw, lh, 32)
lWin2 = _NEWIMAGE(lw, lh, 32)
lWin3 = _NEWIMAGE(lw, lh, 32)
MaxX = lw \ 2: MinX = -MaxX
MaxY = lh \ 2: MinY = -MaxY
r1 = r2 = r3 = 0

_DEST lWin1: WINDOW (MinX, MinY)-(MaxX, MaxY) 'set to Cartesian coords
_DEST lWin2: WINDOW (MinX, MinY)-(MaxX, MaxY) 'set to Cartesian coords
_DEST lWin3: WINDOW (MinX, MinY)-(MaxX, MaxY) 'set to Cartesian coords
SCREEN lWin1: _DEST lWin1: _FULLSCREEN

'Get the user input
CLS
COLOR _RGB(255, 0, 255): PRINT "EPICYCLES DEMONSTRATION"
COLOR _RGB(0, 255, 255)
PRINT "Screen resolution is "; lw; " wide x "; lh; " high."

DO
    LOCATE 3, 1: PRINT "                                        "
    LOCATE 3, 1: COLOR _RGB(0, 255, 255)
    PRINT "Number of epicycles (1 or 2)";: INPUT ix
    IF ix = 1 OR ix = 2 THEN EXIT DO
    COLOR _RGB(255, 0, 0): PRINT "Try again please."
LOOP

' show how this works
DrawExamples ix

DO
    LOCATE 5, 1: COLOR _RGB(0, 255, 255)
    PRINT "Enter a value for the main circle radius (1 to "; STR$(MaxY * 0.5); " )"
    PRINT "or 0 to quit:"
    INPUT r1
    IF r1 = 0 THEN END
    IF r1 > 0 AND r1 <= MaxY * 0.5 THEN EXIT DO
    LOCATE 7, 1: PRINT "                 " 'clear the input
    COLOR _RGB(255, 0, 0): PRINT "Try again please.";
LOOP

DO
    LOCATE 8, 1: COLOR _RGB(0, 255, 255)
    PRINT "Rotate clockwise (CW) or counterclockwise (CCW)"
    INPUT sx
    SELECT CASE sx
        CASE "CW", "cw"
            rot1 = -1
            EXIT DO
        CASE "CCW", "ccw"
            rot1 = 1
            EXIT DO
        CASE ELSE
            LOCATE 9, 1: PRINT "                              "
            COLOR _RGB(255, 0, 0): PRINT "Try again please."
    END SELECT
LOOP

DO
    LOCATE 10, 1: COLOR _RGB(0, 255, 255): PRINT "Rotational speed (1, 2 or 3)?"
    INPUT sx
    SELECT CASE sx
        CASE "1"
            step1 = 1
            EXIT DO
        CASE "2"
            step1 = 2
            EXIT DO
        CASE "3"
            step1 = 3
            EXIT DO
        CASE ELSE
            LOCATE 11, 1: PRINT "             " 'clear the input
            COLOR _RGB(255, 0, 0): PRINT "Try again please."
    END SELECT
LOOP

DO
    LOCATE 12, 1: COLOR _RGB(0, 255, 255): PRINT "Enter a value for the orbiting circle radius r2 (0 to "; STR$(MaxY * 0.50); ")"
    INPUT r2
    IF r2 > 0 AND r2 <= (MaxY * 0.50) THEN EXIT DO
    LOCATE 13, 1: PRINT "            "
    COLOR _RGB(255, 0, 0): PRINT "Try again please."
LOOP

DO
    LOCATE 14, 1: COLOR _RGB(0, 255, 255): PRINT "Rotate clockwise (CW) or counterclockwise (CCW)"
    INPUT sx
    SELECT CASE sx
        CASE "CW", "cw":
            rot2 = -1
            EXIT DO
        CASE "CCW", "ccw"
            rot2 = 1
            EXIT DO
        CASE ELSE
            LOCATE 15, 1: PRINT "             " 'clear the input
            COLOR _RGB(255, 0, 0): PRINT "Try again please."
    END SELECT
LOOP

DO
    LOCATE 16, 1: COLOR _RGB(0, 255, 255): PRINT "Rotational speed (1, 2 or 3)?"
    INPUT sx
    SELECT CASE sx
        CASE "1"
            step2 = 1
            EXIT DO
        CASE "2"
            step2 = 2
            EXIT DO
        CASE "3"
            step2 = 3
            EXIT DO
        CASE ELSE
            LOCATE 17, 1: PRINT "             " 'clear the input
            COLOR _RGB(255, 0, 0): PRINT "Try again please."
    END SELECT
LOOP

step3 = step1 'set a default value

IF (ix = 2) THEN
    DO
        LOCATE 18, 1: COLOR _RGB(0, 255, 255)
        PRINT "Enter a value for the orbiting circle radius r2 (0 to "; STR$(MaxY * 0.25); ")"
        INPUT r3
        IF r3 > 0 AND r3 <= (MaxY * 0.25) THEN EXIT DO
        LOCATE 19, 1: PRINT "            "
        COLOR _RGB(255, 0, 0): PRINT "Try again please."
    LOOP

    DO
        LOCATE 20, 1: COLOR _RGB(0, 255, 255): PRINT "Rotate clockwise (CW) or counterclockwise (CCW)"
        INPUT sx
        SELECT CASE sx
            CASE "CW", "cw":
                rot3 = -1
                EXIT DO
            CASE "CCW", "ccw"
                rot3 = 1
                EXIT DO
            CASE ELSE
                LOCATE 21, 1: PRINT "             " 'clear the input
                COLOR _RGB(255, 0, 0): PRINT "Try again please."
        END SELECT
    LOOP
    DO
        LOCATE 22, 1: COLOR _RGB(0, 255, 255): PRINT "Rotational speed (1, 2 or 3)?"
        INPUT sx
        SELECT CASE sx
            CASE "1"
                step3 = 1
                EXIT DO
            CASE "2"
                step3 = 2
                EXIT DO
            CASE "3"
                step3 = 3
                EXIT DO
            CASE ELSE
                LOCATE 23, 1: PRINT "             " 'clear the input
                COLOR _RGB(255, 0, 0): PRINT "Try again please."
        END SELECT
    LOOP

END IF

PRINT "Press any key to begin."
SLEEP

'-- now the fun stuff
'Use the horizontal screen size as the step size to orbit the satellite.
'use the vertical screen size to orbit the epicycle
AngleStep(1) = PI2 / lw
AngleStep(2) = PI2 / lh
AngleStep(3) = AngleStep(1) * 3
Angle1 = Angle2 = Angle3 = 0
_LIMIT 100

'Screen lWin2 tracks the epicycle points, make sure it is cleared
_DEST lWin2: CLS
'Draw a couple axes
LINE (MinX, 0)-(MaxX, 0), _RGB(64, 64, 64)
LINE (0, MinY)-(0, MaxY), _RGB(64, 64, 64)
COLOR _RGB(0, 255, 255): LOCATE 1, 1: PRINT "Press any key to exit."


DO
    WHILE INKEY$ <> "": WEND 'clear the key buffer

    Angle1 = Angle1 + AngleStep(step1) * rot1
    IF Angle1 > PI2 THEN Angle1 = 0 'gone around one full revolution
    FindCirclePoint r1, Angle1, sp1
    Angle2 = Angle2 + AngleStep(step2) * rot2
    IF Angle2 > PI2 THEN Angle2 = 0 'gone around one full revolution
    FindCirclePoint r2, Angle2, sp2
    sp2.x = sp2.x + sp1.x: sp2.y = sp2.y + sp1.y
    Angle3 = Angle3 + AngleStep(step3) * rot3
    IF Angle3 > PI2 THEN Angle3 = 0 'gone around one full revolution
    FindCirclePoint r3, Angle3, sp3
    sp3.x = sp3.x + sp2.x: sp3.y = sp3.y + sp2.y

    'track the epicycle
    _DEST lWin2
    PSET (sp3.x, sp3.y), _RGB(0, 0, 255)
    _PUTIMAGE , lWin2, lWin3

    'draw the epicycles
    _DEST lWin3

    'Circles
    CIRCLE (0, 0), 2, _RGB(255, 255, 255)
    CIRCLE (sp1.x, sp1.y), 2, _RGB(255, 255, 255)
    CIRCLE (sp2.x, sp2.y), 2, _RGB(255, 255, 255)
    CIRCLE (sp3.x, sp3.y), 2, _RGB(255, 255, 255)

    'Radius lines
    LINE (0, 0)-(sp1.x, sp1.y), _RGB(255, 0, 255)
    LINE (sp1.x, sp1.y)-(sp2.x, sp2.y), _RGB(255, 255, 0)
    LINE (sp2.x, sp2.y)-(sp3.x, sp3.y), _RGB(0, 255, 0)

    _PUTIMAGE , lWin3, lWin1

LOOP WHILE INKEY$ = ""

' clean up
_FULLSCREEN _OFF
SCREEN 0: _DEST 0
_FREEIMAGE lWin1: _FREEIMAGE lWin2: _FREEIMAGE lWin3

END
'-------------------------- end of program -----------------------------------

SUB DrawExamples (num AS INTEGER)

    DIM AS ScreenPoint sp1, sp2, sp3
    DIM AS INTEGER ix, iy

    '-- draw the example circles
    CIRCLE (0, 0), 2, _RGB(255, 255, 255) 'center of main circle
    CIRCLE (0, 0), lh \ 4, _RGB(255, 0, 0) 'main circle
    ix = (lh \ 4) * COS(PI2 \ 8)
    sp1.x = ix: sp1.y = ix
    CIRCLE (sp1.x, sp1.y), 2, _RGB(255, 255, 255) 'center of orbiting circle
    CIRCLE (sp1.x, sp1.y), lh \ 6, _RGB(255, 0, 0) 'orbiting circle
    sp2.x = sp1.x + lh \ 6
    sp2.y = sp1.y
    CIRCLE (sp2.x, sp2.y), 2, _RGB(255, 255, 255)
    LINE (0, 0)-(sp1.x, sp1.y), _RGB(255, 0, 255) 'main circle radius
    LINE (sp1.x, sp1.y)-(sp2.x, sp2.y), _RGB(255, 255, 0) 'orbiting circle radius

    IF (num = 2) THEN
        ix = (lh \ 10) * COS(PI2 \ 8)
        sp3.x = sp2.x + ix
        sp3.y = sp2.y - ix
        CIRCLE (sp2.x, sp2.y), _HYPOT(sp3.x - sp2.x, sp3.y - sp2.y), _RGB(255, 0, 0) 'orbiting circle
        CIRCLE (sp3.x, sp3.y), 2, _RGB(255, 255, 255) 'center of orbiting circle
        LINE (sp2.x, sp2.y)-(sp3.x, sp3.y), _RGB(255, 255, 0) 'orbiting circle radius
        ix = (sp3.x \ 8): iy = sp3.y \ 8
        COLOR _RGB(255, 255, 255)
    END IF

END SUB
'-----------------------------------------------------------------------------
SUB FindCirclePoint (r AS INTEGER, a AS DOUBLE, st AS ScreenPoint)
    ' calculate the offset X and Y of a point given a radius and angle
    ' Assume the offset is from 0,0. Add the returned offsets to the previous point.
    ' Angle must be in radians

    st.x = INT(r * COS(a)): st.y = INT(r * SIN(a))
END SUB

Print this item

  Understanding powers and indices (simply)
Posted by: PhilOfPerth - 10-28-2022, 11:13 PM - Forum: Help Me! - Replies (14)

Firstly, I'm not dumb, I'm old and easily confused, so please try to keep any response simple and unencumbered. Big Grin
I understand that 2^2 means 2*2, and 2^3 means 2*2*2. But I just can't get my head around 2^2.5 and similar. It's obviously not 2*2*half of 2, which is  2*2*1. Can someone explain (clearly) what the term means? My calculator tell me it's about 5.6568 but I can't see where this comes from.

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Bug QBZERK doesn't work on Linux 64-bit
Posted by: mnrvovrfc - 10-28-2022, 09:04 PM - Forum: General Discussion - Replies (7)

I'm informing that I wanted to play the "QBZERK" on Linux. It seems to be strictly for Windows only because it compiles successfully but the executable refuses to start. Tried it just now on dead-duck Fedora 36 MATE on one computer, and on Manjaro KDE on my main 10-year-old laptop. This was all 64-bit and with QB64PE v3.3. I declined trying the "official" QB64.

It gives out an error message starting with "freeglut" then the executable name as was written at the command line, then colon and nothing afterward. Was it supposed to display the reason for the failure?

I picked up the ZIP from the "dot-rip" frozen forum but it had been sitting there in my backups for months.

I was going to post this in the thread about the game tutorials (EDIT: so much that I had to make one edit), to indicate this isn't really a big deal, no pressure requested. I'd play this game for Windows if that was intended, no problem for me.

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  simple 2D vector graphics part 2: moving in the direction of an angle
Posted by: madscijr - 10-28-2022, 07:02 PM - Forum: Works in Progress - Replies (4)

Now given an angle in degrees (0-359) we can calculate dx and dy needed to move in that direction. 
(Next - rotating objects!)
Enjoy!

Code: (Select All)
_Title "Simple vector graphics v0.22 mostly by madscijr" ' display in the Window's title bar

' Simple test of vector graphics,
' borrowed graphics objects and format from Widescreen Asteroids by Terry Ritchie.

' DONE:
' * define vector objects line by line and draw to screen
' * translate rotation angle into dx,dy to move in direction of angle

' TO DO:
' * rotate objects
' * detect collisions
' * move back to storing vector object definitions in a file instead of DATA statements
' * object editor to draw/edit with the mouse/keyboard and save the coordinates
' * speed up?

' BOOLEAN CONSTANTS
Const FALSE = 0
Const TRUE = Not FALSE

' HOLDS POSITION AND VELOCITY OF ALL OBJECTS
Type ObjectType
    x As Integer
    y As Integer
    dx As Integer
    dy As Integer
    cx As Integer
    cy As Integer
    IsEnabled As Integer
End Type ' ObjectType

' HOLDS DEFINITION OF ALL OBJECTS
Type CoordType
    x1 As Integer
    y1 As Integer
    x2 As Integer
    y2 As Integer
    color As _Unsigned Long
    IsLast As Integer
End Type ' CoordType

' ENABLE / DISABLE DEBUG CONSOLE
Dim Shared m_bDebug As Integer: m_bDebug = TRUE

' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)

' OBJECT VARIABLES
ReDim Shared m_arrObject(1 To 8) As ObjectType
ReDim Shared m_arrLines(1 To 8, 1 To 32) As CoordType ' (object #, line segment #)

' ****************************************************************************************************************************************************************
' ACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    $Console
    _Delay 4
    _Console On
    _Echo "Started " + m_ProgramName$
    _Echo "Debugging on..."
End If
' ****************************************************************************************************************************************************************

' =============================================================================
' START THE MAIN ROUTINE
main

' =============================================================================
' FINISH
'Screen 0
'Print m_ProgramName$ + " finished."
'Sleep

' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    _Console Off
End If
' ****************************************************************************************************************************************************************

System ' return control to the operating system
'End

' ################################################################################################################################################################
' BEGIN MAIN MENU
' ################################################################################################################################################################

' /////////////////////////////////////////////////////////////////////////////

Sub main
    Dim RoutineName As String: RoutineName = "main"
    Dim in$
    Dim bFinished As Integer: bFinished = FALSE
    Dim result$: result$ = ""
    Dim iScreen&

    ' SET UP SCREEN
    iScreen& = _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    _ScreenMove 0, 0

    ' MAIN MENU LOOP, UNTIL QUIT
    Do
        Screen iScreen&: Cls

        Print m_ProgramName$
        Print
        Print "Simple vector drawing"
        Print
        Print "1) Draw vector objects       "
        Print "2) Calculate dx,dy per angle "
        Print "3) Rotate vector objects     <- UNDER CONSTRUCTION"
        Print "4) Collision detection       <- UNDER CONSTRUCTION"
        Print
        Print "Q) Exit program"
        Do
            in$ = InKey$
            If UCase$(in$) = "Q" Then
                bFinished = TRUE: Exit Do
            ElseIf UCase$(in$) = "1" Then
                DrawVectorObjectTest1: Exit Do
            ElseIf UCase$(in$) = "2" Then
                Calculate_DX_DY_per_angle_TEST_2: Exit Do
            ElseIf UCase$(in$) = "3" Then
                result$ = "UNDER CONSTRUCTION": Exit Do
            ElseIf UCase$(in$) = "4" Then
                result$ = "UNDER CONSTRUCTION": Exit Do
            End If
        Loop

        If Len(result$) > 0 Then
            Screen iScreen&: Cls
            Print result$
            Print
            Print "Press <ENTER> to continue."
            Do: Loop Until InKey$ = Chr$(13)
            _KeyClear
            result$ = ""
        End If

    Loop Until bFinished = TRUE
End Sub ' main

' ################################################################################################################################################################
' END MAIN MENU
' ################################################################################################################################################################

' /////////////////////////////////////////////////////////////////////////////
' Precalculates dx,dy for 0-359 degrees
' and returns as 2 arrays (one for dx, one for dy)

' Helped by code from
' https://wiki.qb64.dev/qb64wiki/index.php/SIN

Sub Calculate_DX_DY_per_angle (arrAngleToDX() As Single, arrAngleToDY() As Single)
    Dim PI As Single
    Dim iDegree As Integer
    Dim sngRadians As Single
    Dim iAngle As Integer
    Dim iDiff As Integer

    ' Make sure arrays are dimensioned
    ReDim arrAngleToDX(0 To 359) As Single
    ReDim arrAngleToDY(0 To 359) As Single

    ' Calculate Pi
    PI = 4 * Atn(1)

    ' Calculate dx,dy for each of 360 degrees
    For iDegree = 0 To 359
        ' re-orient so 0 degrees is 12 o'clock, 180 degrees is 6 o'clock
        If iDegree <= 180 Then
            iAngle = 180 - iDegree
        ElseIf iDegree = 181 Then
            iDiff = 178
            iAngle = iDegree + iDiff
        Else
            iDiff = iDiff - 2
            iAngle = iDegree + iDiff
        End If

        ' calculate dx, dy for the current angle
        sngRadians = iDegree * PI / 180
        arrAngleToDX(iAngle) = Sin(sngRadians)
        arrAngleToDY(iAngle) = Cos(sngRadians)
    Next iDegree
End Sub ' Calculate_DX_DY_per_angle

'Sub Calculate_DX_DY_per_angle_TEST_1
'   Dim arrAngleToDX(0 To 359) As Single
'   Dim arrAngleToDY(0 To 359) As Single
'   Dim iAngle As Integer
'    Dim in$
'
'   Calculate_DX_DY_per_angle arrAngleToDX(), arrAngleToDY()
'
'   for iAngle = 0 to 359
'       DebugPrint _
'           LeftPadString$(cstr$(iAngle), 3, " ") + " deg. " + _
'           "DX=" + SngRoundedToStr$(arrAngleToDX(iAngle), 6) + " " + _
'           "DY=" + SngRoundedToStr$(arrAngleToDY(iAngle), 6) + " " + _
'           ""
'   next iAngle
'
'    Input "Press <ENTER> to continue", in$
'End Sub ' Calculate_DX_DY_per_angle_TEST_1

' /////////////////////////////////////////////////////////////////////////////

Sub Calculate_DX_DY_per_angle_TEST_2
    Dim RoutineName As String: RoutineName = "Calculate_DX_DY_per_angle_TEST_2"
    Dim iFPS As Integer: iFPS = 120
    Dim iMinX As Integer: iMinX = 0
    Dim iMaxX As Integer: iMaxX = 800
    Dim iMinY As Integer: iMinY = 0
    Dim iMaxY As Integer: iMaxY = 640
    Dim arrAngleToDX(0 To 359) As Single
    Dim arrAngleToDY(0 To 359) As Single
    Dim iAngle As Integer
    Dim iX As Integer
    Dim iY As Integer
    Dim sngX As Single
    Dim sngY As Single
    Dim sngVX As Single: sngVX = 4
    Dim sngVY As Single: sngVY = 4
    Dim sngDX As Single
    Dim sngDY As Single
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$

    Calculate_DX_DY_per_angle arrAngleToDX(), arrAngleToDY()

    Screen _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    _KeyClear

    While TRUE = TRUE
        For iAngle = 0 To 359

            ' CALCULATE DIRECTION FOR ANGLE
            sngDX = sngVX * arrAngleToDX(iAngle)
            sngDY = sngVY * arrAngleToDY(iAngle)

            ' Start in center
            iX = iMaxX \ 2: sngX = iX
            iY = iMaxY \ 2: sngY = iY

            ' Move object outward at current iAngle
            While TRUE = TRUE
                ' CLEAR SCREEN
                _Dest 0: Cls , cBlack

                ' DRAW CIRCLE
                ' CIRCLE (x, y), radius, color
                'CIRCLE [[[STEP]]](column, row), radius%, [drawColor%][, startRadian!, stopRadian!] [, aspect!]
                'Circle (dblX + 4, dblY + 8), 4, cGray
                iX = SngToInt%(sngX)
                iY = SngToInt%(sngY)

                'Line (iLoop * 8, iHeight * 16)-(iLoop * 8 + 8, _Height), cGray, BF
                'Circle (iX, iY), 4, cRed
                DrawCircleSolid iX, iY, 8, cRed

                ' SHOW VALUES
                PrintAt 1, 1, RoutineName
                PrintAt 3, 1, _
                    "iAngle=" + LeftPadString$(cstr$(iAngle), 3, " ")
                PrintAt 5, 1, _
                    "iX    =" + LeftPadString$(cstr$(iX), 3, " ") + " " + _
                    "sngDX =" + SngRoundedToStr$(sngDX, 6)
                PrintAt 7, 1, _
                    "iY    =" + LeftPadString$(cstr$(iY), 3, " ") + " " + _
                    "sngDY =" + SngRoundedToStr$(sngDY, 6)

                Color cWhite, cBlue
                PrintAt 9, 1, "Press ESC to exit."
                Color cWhite, cEmpty

                ' MOVE OBJECT
                sngX = sngX + sngDX
                sngY = sngY + sngDY

                ' PROCESS INPUT
                While _DeviceInput(1): Wend ' clear and update the keyboard buffer

                ' IF OUT OF BOUNDS, GOTO NEXT ANGLE
                If iX < 0 Or iX > iMaxX Or iY < 0 Or iY > iMaxY Then
                    Exit While
                End If
                'If _Button(KeyCode_A%) Then
                '   Exit While
                'end if

                ' QUIT?
                If _Button(KeyCode_Escape%) Then
                    bQuit = TRUE
                    Exit While
                End If

                ' CLEAR KEYBOARD BUFFER
                _KeyClear

                ' UPDATE THE SCREEN
                _Display

                ' CONTROL GAME SPEED
                _Limit iFPS
            Wend

            If bQuit = TRUE Then Exit For
        Next iAngle

        If bQuit = TRUE Then Exit While
    Wend

    ' RETURN TO AUTODISPLAY
    _AutoDisplay

    'Input "Press <ENTER> to continue", in$
End Sub ' Calculate_DX_DY_per_angle_TEST_2

' /////////////////////////////////////////////////////////////////////////////

Sub DrawVectorObjectTest1
    Dim RoutineName As String: RoutineName = "DrawVectorObjectTest1"
    Dim iFPS As Integer: iFPS = 120
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer
    Dim imgBack&
    Dim imgMiddle&
    Dim imgFront&
    Dim iWhich As Integer: iWhich = 1
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$
    Dim sError As String: sError = ""
    Dim iX As Integer
    Dim iY As Integer
    Dim sKey As String
    Dim iMinX As Integer: iMinX = 0
    Dim iMaxX As Integer: iMaxX = 800
    Dim iMinY As Integer: iMinY = 0
    Dim iMaxY As Integer: iMaxY = 640
    Dim iPrintX As Integer
    Dim iPrintY As Integer

    ' =============================================================================
    ' INITIALIZE
    Screen _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    'imgBack& = _NewImage(800, 640, 32) ' background
    'imgMiddle& = _NewImage(800, 640, 32) ' other stuff
    'imgFront& = _NewImage(800, 640, 32) ' foreground

    ' =============================================================================
    ' START NEW GAME
    Do
        _KeyClear

        ' CONFIGURE PRINTING FOR _PrintString
        _PrintMode _FillBackground
        '_PrintMode _KEEPBACKGROUND

        ' INIT VARS
        sKey = ""
        iX = 0: iY = 0
        For iObject = LBound(m_arrObject) To UBound(m_arrObject)
            m_arrObject(iObject).IsEnabled = FALSE
            m_arrObject(iObject).x = iX
            m_arrObject(iObject).y = iY
            m_arrObject(iObject).dx = RandomNumber%(-5, 5)
            m_arrObject(iObject).dy = RandomNumber%(-5, 5)
            m_arrObject(iObject).cx = 0
            m_arrObject(iObject).cy = 0
            iX = iX + 200
            If iX > 800 Then
                iX = 0
                iY = iY + 200
                If iY > 640 Then
                    iY = 0
                    iX = 100
                End If
            End If
        Next iObject
        InitVectorObjects

        ' MAIN LOOP
        While TRUE = TRUE
            ' REDRAW BACKGROUND LAYERS
            DrawLayers imgBack&, imgMiddle&, imgFront&
            '_Dest 0: Cls , cBlack

            ' -----------------------------------------------------------------------------
            ' BEGIN SHOW VALUES ON SCREEN
            ' -----------------------------------------------------------------------------
            Color cWhite
            PrintAt 1, 1, RoutineName

            Color cYellow
            PrintAt 3, 1, "Press 1-6 to select active object."
            PrintAt 4, 1, "Arrow keys move active object."

            Color cWhite, cBlue
            PrintAt 5, 1, "Press ESC to exit."

            Color cWhite, cEmpty
            iPrintY = 7
            For iObject = LBound(m_arrObject) To UBound(m_arrObject)
                If m_arrObject(iObject).IsEnabled = TRUE Then
                    Color cCyan
                Else
                    Color cGray
                End If
                PrintAt iPrintY, 1, "" + _
                    "obj #" + cstr$(iObject) + _
                    "(" + cstr$(m_arrObject(iObject).x) + "," + cstr$(m_arrObject(iObject).y) + ")" + _
                    "(" + cstr$(m_arrObject(iObject).dx) + "," + cstr$(m_arrObject(iObject).dy) + ")" + _
                    "(" + cstr$(m_arrObject(iObject).cx) + "," + cstr$(m_arrObject(iObject).cy) + ")" + _
                    ""
                iPrintY = iPrintY + 1
            Next iObject

            ' SHOW INPUT
            Color cLime
            PrintAt 20, 1, "Controls   : " + RightPadString$(sKey, 10, " ") + "   "

            Color cWhite
            PrintAt 21, 1, "Object #   : " + cstr$(iWhich)
            ' -----------------------------------------------------------------------------
            ' END SHOW VALUES ON SCREEN
            ' -----------------------------------------------------------------------------

            ' MOVE + DRAW ENABLED OBJECTS
            For iObject = LBound(m_arrObject) To UBound(m_arrObject)
                ' Only enabled objects
                If m_arrObject(iObject).IsEnabled = TRUE Then

                    ' Move along X axis
                    m_arrObject(iObject).cx = m_arrObject(iObject).cx + 1
                    If m_arrObject(iObject).cx > (10 - Abs(m_arrObject(iObject).dx)) Then
                        m_arrObject(iObject).cx = 0
                        If m_arrObject(iObject).dx < 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x - 1
                            If m_arrObject(iObject).x < iMinX Then
                                m_arrObject(iObject).x = iMaxX
                            End If
                        ElseIf m_arrObject(iObject).dx > 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x + 1
                            If m_arrObject(iObject).x > iMaxX Then
                                m_arrObject(iObject).x = iMinX
                            End If
                        End If
                    End If

                    ' Move along Y axis
                    m_arrObject(iObject).cy = m_arrObject(iObject).cy + 1
                    If m_arrObject(iObject).cy > (10 - Abs(m_arrObject(iObject).dy)) Then
                        m_arrObject(iObject).cy = 0
                        If m_arrObject(iObject).dy < 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y - 1
                            If m_arrObject(iObject).y < iMinY Then
                                m_arrObject(iObject).y = iMaxY
                            End If
                        ElseIf m_arrObject(iObject).dy > 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y + 1
                            If m_arrObject(iObject).y > iMaxY Then
                                m_arrObject(iObject).y = iMinY
                            End If
                        End If
                    End If

                    ' Draw object's line segments
                    For iLine = LBound(m_arrLines, 2) To UBound(m_arrLines, 2)
                        'Line (x1%, y1%)-(x2%, y2%), arrColor(arrStars(iLoop).ColorIndex), BF
                        Line _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x1, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y1) _
                            - _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x2, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y2) _
                            , _
                            m_arrLines(iObject, iLine).color ' , BF
                        If m_arrLines(iObject, iLine).IsLast = TRUE Then
                            Exit For
                        End If
                    Next iLine

                End If
            Next iObject

            ' UPDATE THE SCREEN
            _Display

            ' PROCESS INPUT
            While _DeviceInput(1): Wend ' clear and update the keyboard buffer
            sKey = ""

            ' QUIT?
            If _Button(KeyCode_Escape%) Then
                bQuit = TRUE
                Exit While
            End If

            ' OTHER INPUT 1-6 SELECTS WHICH OBJECT TO CHANGE
            If _Button(KeyCode_1%) Then
                sKey = sKey + "1,"
                iWhich = 1
            ElseIf _Button(KeyCode_2%) Then
                sKey = sKey + "2,"
                iWhich = 2
            ElseIf _Button(KeyCode_3%) Then
                sKey = sKey + "3,"
                iWhich = 3
            ElseIf _Button(KeyCode_4%) Then
                sKey = sKey + "4,"
                iWhich = 4
            ElseIf _Button(KeyCode_5%) Then
                sKey = sKey + "5,"
                iWhich = 5
            ElseIf _Button(KeyCode_6%) Then
                sKey = sKey + "6,"
                iWhich = 6
            End If

            ' GET DIRECTION
            If _Button(KeyCode_Left%) Then
                sKey = sKey + "LEFT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx - 1
                If m_arrObject(iWhich).dx < -10 Then m_arrObject(iWhich).dx = -10
            ElseIf _Button(KeyCode_Right%) Then
                sKey = sKey + "RIGHT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx + 1
                If m_arrObject(iWhich).dx > 10 Then m_arrObject(iWhich).dx = 10
            ElseIf _Button(KeyCode_Up%) Then
                sKey = sKey + "UP,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy - 1
                If m_arrObject(iWhich).dy < -10 Then m_arrObject(iWhich).dy = -10
            ElseIf _Button(KeyCode_Down%) Then
                sKey = sKey + "DOWN,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy + 1
                If m_arrObject(iWhich).dy > 10 Then m_arrObject(iWhich).dy = 10
            End If

            ' CLEAR KEYBOARD BUFFER
            _KeyClear

            ' CONTROL GAME SPEED
            _Limit iFPS
        Wend

        ' UPDATE THE SCREEN
        _Display

        ' CLEAR KEYBOARD BUFFER
        _KeyClear ': _Delay 2

        ' PLAY ANOTHER ROUND OR QUIT?
        If bQuit = FALSE Then
            If bExit = FALSE Then Sleep
            Color cWhite, cBlack
        Else
            Exit Do
        End If
    Loop

    ' RETURN TO AUTODISPLAY
    _AutoDisplay

End Sub ' DrawVectorObjectTest1

' /////////////////////////////////////////////////////////////////////////////
' VECTOR OBJECT DEFINITIONS

' This version stores the vector object definitions in DATA statements
' but we will move back to storing them in an external file.

Sub InitVectorObjects
    Dim RoutineName As String: RoutineName = "InitVectorObjects"
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer

    Dim x1 As Integer
    Dim y1 As Integer
    Dim x2 As Integer
    Dim y2 As Integer
    Dim r1 As Integer
    Dim g1 As Integer
    Dim b1 As Integer

    iObject = 1
    iLine = 1

    Restore VectorData
    For iLoop = 1 To 1024
        Read x1
        Read y1
        Read x2
        Read y2
        Read r1
        Read g1
        Read b1 ' -255 means no more data, -254 means last set for this object

        If b1 = -255 Then
            ' done with everything, finish last object & exit
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            Exit For
        ElseIf b1 = -254 Then
            ' done with this object, finish & move to next
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            iObject = iObject + 1
            iLine = 1

            ' if more data than array, quit
            If iObject > UBound(m_arrLines, 1) Then
                Exit For
            End If
        Else
            ' if more data than array,
            ' just keep reading until either
            ' we get to the next object or time to quit
            If iLine <= UBound(m_arrLines, 2) Then
                m_arrLines(iObject, iLine).x1 = x1
                m_arrLines(iObject, iLine).y1 = y1
                m_arrLines(iObject, iLine).x2 = x2
                m_arrLines(iObject, iLine).y2 = y2
                m_arrLines(iObject, iLine).color = _RGB32(r1, g1, b1)
                m_arrLines(iObject, iLine).IsLast = FALSE
                iLine = iLine + 1
            End If
        End If
    Next iLoop%

    VectorData:

    ' Objects are defined as a collection of line segments, in the form:
    '     Data {x1},{y1},{x2},{y2},{red},{green},{blue}
    ' where
    ' * {x1},{y1} are the starting point of the line
    ' * {x2},{y2} are the ending point of the line
    ' * {red},{green},{blue} are the RGB color of the line segment
    ' * 0,0 is the origin,
    ' * negative numbers mean to the left or above the origin
    ' * positive numbers mean to the right or below the origin
    ' * if the {blue} value is -254 like
    '     Data 0,0,0,0,-254,-254,-254
    '   then that line is not used,
    '   it just exists to tell the parser that object's definition is done,
    ' * if the {blue} value is -255 like
    '     Data 0,0,0,0,-255,-255,-255
    '   then that line is not used
    '   it just exists to tell the parser no more data, stop parsing.

    ' For now we're using data statements, but later might store
    ' these definitions in a separate file that an editor can read/write.

    'objaster1 = purple
    Data 2,-41,31,-50,128,0,255
    Data 31,-50,56,-23,128,0,255
    Data 56,-23,37,-10,128,0,255
    Data 37,-10,61,13,128,0,255
    Data 61,13,32,62,128,0,255
    Data 32,62,-22,43,128,0,255
    Data -22,43,-40,57,128,0,255
    Data -40,57,-62,34,128,0,255
    Data -62,34,-47,7,128,0,255
    Data -47,7,-62,-26,128,0,255
    Data -62,-26,-32,-63,128,0,255
    Data -32,-63,2,-41,128,0,255
    Data 0,0,0,0,-254,-254,-254

    'objaster2 = red
    Data -28,-62,22,-62,255,0,0
    Data 22,-62,61,-28,255,0,0
    Data 61,-28,61,13,255,0,0
    Data 61,13,23,57,255,0,0
    Data 23,57,-6,62,255,0,0
    Data -6,62,-6,15,255,0,0
    Data -6,15,-36,47,255,0,0
    Data -36,47,-59,14,255,0,0
    Data -59,14,-35,1,255,0,0
    Data -35,1,-62,-9,255,0,0
    Data -62,-9,-28,-62,255,0,0
    Data 0,0,0,0,-254,-254,-254

    'objaster3 = orange
    Data 9,-62,60,-21,255,165,0
    Data 60,-21,62,-3,255,165,0
    Data 62,-3,24,13,255,165,0
    Data 24,13,53,34,255,165,0
    Data 53,34,38,55,255,165,0
    Data 38,55,20,40,255,165,0
    Data 20,40,-37,61,255,165,0
    Data -37,61,-63,15,255,165,0
    Data -63,15,-57,-24,255,165,0
    Data -57,-24,-24,-24,255,165,0
    Data -24,-24,-38,-45,255,165,0
    Data -38,-45,9,-62,255,165,0
    Data 0,0,0,0,-254,-254,-254

    'objmouse = yellow
    Data 0,-10,6,3,255,255,0
    Data 6,3,1,2,255,255,0
    Data 1,2,1,10,255,255,0
    Data 1,10,-1,10,255,255,0
    Data -1,10,-1,2,255,255,0
    Data -1,2,-6,3,255,255,0
    Data -6,3,0,-10,255,255,0
    Data 0,0,0,0,-254,-254,-254

    'objship = cyan
    Data 0,-15,10,15,0,255,255
    Data 10,15,6,11,0,255,255
    Data 6,11,-6,11,0,255,255
    Data -6,11,-10,15,0,255,255
    Data -10,15,0,-15,0,255,255
    Data 0,0,0,0,-254,-254,-254

    'objufo = green
    Data -4,-16,4,-16,0,255,0
    Data 4,-16,10,-6,0,255,0
    Data 10,-6,25,5,0,255,0
    Data 25,5,10,16,0,255,0
    Data 10,16,-10,16,0,255,0
    Data -10,16,-25,5,0,255,0
    Data -25,5,-10,-6,0,255,0
    Data -10,-6,-4,-16,0,255,0
    Data -10,-6,10,-6,0,255,0
    Data -25,5,25,5,0,255,0
    Data 0,0,0,0,-255,-255,-255

End Sub ' InitVectorObjects

' /////////////////////////////////////////////////////////////////////////////
' (RE)DRAW SCREEN

Sub DrawLayers (imgBack&, imgMiddle&, imgFront&)
    Dim RoutineName As String: RoutineName = "DrawLayers"

    _Dest 0
    Cls , cBlack

    If TRUE = FALSE Then
        If imgBack& < -1 Then
            _PutImage , imgBack&, 0
        End If

        If imgMiddle& < -1 Then
            _PutImage , imgMiddle&, 0
        End If

        If imgFront& < -1 Then
            _PutImage , imgFront&, 0
        End If
    End If

End Sub ' DrawLayers


' ****************************************************************************************************************************************************************
' BEGIN TEST CODE
' ****************************************************************************************************************************************************************

' /////////////////////////////////////////////////////////////////////////////

'Sub TestDivideAndRound1
'    Dim mySingle As Single
'    Dim myDouble As Double
'    Dim myFloat1 As _Float
'    Dim in$
'    ' Excel 1/360 = 0.002778
'    mySingle = 1 / 360
'    myDouble = 1 / 360
'    myFloat1 = 1 / 360
'    Print "Single 1/360 = " + _Trim$(Str$(mySingle)) + " or " + SngToStr$(mySingle) + " or " + SngRoundedToStr$(mySingle, 6)
'    Print "Double 1/360 = " + _Trim$(Str$(myDouble)) + " or " + DblToStr$(myDouble) + " or " + DblRoundedToStr$(myDouble, 6)
'    Print "_FLOAT 1/360 = " + _Trim$(Str$(myFloat1)) + " or " + FloatToStr$(myFloat1) + " or " + FloatRoundedToStr$(myFloat1, 6)
'
'    Input "Press <ENTER> to continue", in$
'End Sub ' TestDivideAndRound1

' ****************************************************************************************************************************************************************
' END TEST CODE
' ****************************************************************************************************************************************************************


' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' /////////////////////////////////////////////////////////////////////////////
' Integer to string

Function cstr$ (myValue)
    'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
    cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$

' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better

Function DblToInt% (dblOld As Double)
    Dim dblNew As Double
    Dim sValue As String
    Dim iPos As Integer

    dblNew = RoundDouble#(dblOld, 0)
    'sValue = _Trim$(Str$(dblNew))

    sValue = DblToStr$(dblNew)

    'iPos = InStr(1, sValue, ".")
    'If iPos > 0 Then
    '    DblToInt% = Val(Left$(sValue, iPos - 1))
    'Else
    '    DblToInt% = Val(sValue)
    'End If

    DblToInt% = Val(sValue)
End Function ' DblToInt%

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function DblToStr$ (n#)
    Dim result$: result$ = ""
    Dim value$
    Dim Xpos%
    Dim expo%
    Dim sign$
    Dim valu$
    Dim dot%
    Dim L%
    Dim add$
    Dim min$
    Dim DP$
    Dim n%

    value$ = UCase$(LTrim$(Str$(n#)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n% = 1 To L%
            If Mid$(valu$, n%, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n%, 1)
            End If
        Next n%
        result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
    Else
        result$ = value$
    End If

    DblToStr$ = result$
End Function ' DblToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DblRoundedToStr$ (dblValue As Double, intNumPlaces As Integer)
    Dim dblNew As Double
    dblNew = RoundDouble#(dblValue, intNumPlaces)
    DblRoundedToStr$ = DblToStr$(dblNew)
End Function ' DblRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DoubleABS# (dblValue As Double)
    If Sgn(dblValue) = -1 Then
        DoubleABS# = 0 - dblValue
    Else
        DoubleABS# = dblValue
    End If
End Function ' DoubleABS#

' /////////////////////////////////////////////////////////////////////////////
' bplus: The Gold Standard is even better than THE QB64 CIRCLE sub in this respect!
' https://forum.qb64.org/index.php?topic=1044.135

' from Steve Gold standard
' Renamed fcirc to DrawCircleSolid

' Not as fast as DrawCircleTopLeft but pretty fast.

' Example:
' Screen _NewImage(800, 600, 32)
' _ScreenMove 250, 60
' For r = 250 To 0 Step -60
'     DrawCircleSolid 400, 300, r, _RGBA(255, 255, 255, 100)
' Next r

Sub DrawCircleSolid (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    Dim Radius As Integer, RadiusError As Integer
    Dim X As Integer, Y As Integer

    Radius = Abs(R)
    RadiusError = -Radius
    X = Radius
    Y = 0

    If Radius = 0 Then PSet (CX, CY), C: Exit Sub

    ' Draw the middle span here so we don't draw it twice in the main loop,
    ' which would be a problem with blending turned on.
    Line (CX - X, CY)-(CX + X, CY), C, BF

    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub ' DrawCircleSolid

' /////////////////////////////////////////////////////////////////////////////

Function FloatRoundedToStr$ (fValue As _Float, intNumPlaces As Integer)
    Dim fNew As _Float
    fNew = Round##(fValue, intNumPlaces)
    FloatRoundedToStr$ = FloatToStr$(fNew)
End Function ' DblRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function FloatToStr$ (n##)
    value$ = UCase$(LTrim$(Str$(n##)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n = 1 To L%
            If Mid$(valu$, n, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n, 1)
            End If
        Next n
    Else
        FloatToStr$ = value$
        Exit Function
    End If
    FloatToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' FloatToStr$

' /////////////////////////////////////////////////////////////////////////////
' By sMcNeill from https://www.qb64.org/forum/index.php?topic=896.0

Function IsNum% (text$)
    Dim a$
    Dim b$
    a$ = _Trim$(text$)
    b$ = _Trim$(Str$(Val(text$)))
    If a$ = b$ Then
        IsNum% = TRUE
    Else
        IsNum% = FALSE
    End If
End Function ' IsNum%

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0

'Combine all elements of in$() into a single string with delimiter$ separating the elements.

Function join$ (in$(), delimiter$)
    Dim result$
    Dim i As Long
    result$ = in$(LBound(in$))
    For i = LBound(in$) + 1 To UBound(in$)
        result$ = result$ + delimiter$ + in$(i)
    Next i
    join$ = result$
End Function ' join$

' /////////////////////////////////////////////////////////////////////////////

Function LeftPadString$ (myString$, toWidth%, padChar$)
    LeftPadString$ = Right$(String$(toWidth%, padChar$) + myString$, toWidth%)
End Function ' LeftPadString$

' /////////////////////////////////////////////////////////////////////////////
' ABS was returning strange values with type LONG
' so I created this which does not.

Function LongABS& (lngValue As Long)
    If Sgn(lngValue) = -1 Then
        LongABS& = 0 - lngValue
    Else
        LongABS& = lngValue
    End If
End Function ' LongABS&

' /////////////////////////////////////////////////////////////////////////////
' iRow% and iCol% are 0-based in this version

Sub PrintAt (iRow%, iCol%, sText$)
    '_PrintString (iCol% * 8, iRow% * 16), sText$
    _PrintString (iCol% * 8, iRow% * 16), sText$
    '_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt

' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.

Function RandomNumber% (Min%, Max%)
    Dim NumSpread%

    ' SET RANDOM SEED
    'Randomize ' Initialize random-number generator.
    Randomize Timer

    ' GET RANDOM # Min%-Max%
    'RandomNumber = Int((Max * Rnd) + Min) ' generate number

    NumSpread% = (Max% - Min%) + 1

    RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%

End Function ' RandomNumber%

' /////////////////////////////////////////////////////////////////////////////

Function RightPadString$ (myString$, toWidth%, padChar$)
    RightPadString$ = Left$(myString$ + String$(toWidth%, padChar$), toWidth%)
End Function ' RightPadString$

' /////////////////////////////////////////////////////////////////////////////
' https://www.qb64.org/forum/index.php?topic=3605.0
' Quote from: SMcNeill on Today at 03:53:48 PM
'
' Sometimes, you guys make things entirely too  complicated.
' There ya go!  Three functions to either round naturally,
' always round down, or always round up, to whatever number of digits you desire.
' EDIT:  Modified to add another option to round scientific,
' since you had it's description included in your example.

' Receives + returns _FLOAT myVar## (-1.18E-4932 to +1.18E+4932)

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE _FLOAT

Function Round## (num##, digits%)
    Round## = Int(num## * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUp## (num##, digits%)
    RoundUp## = _Ceil(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDown## (num##, digits%)
    RoundDown## = Int(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientific## (num##, digits%)
    RoundScientific## = _Round(num## * 10 ^ digits%) / 10 ^ digits%
End Function

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE DOUBLE

Function RoundDouble# (num#, digits%)
    RoundDouble# = Int(num# * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUpDouble# (num#, digits%)
    RoundUpDouble# = _Ceil(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDownDouble# (num#, digits%)
    RoundDownDouble# = Int(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientificDouble# (num#, digits%)
    RoundScientificDouble# = _Round(num# * 10 ^ digits%) / 10 ^ digits%
End Function

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE SINGLE

Function RoundSingle! (num!, digits%)
    RoundSingle! = Int(num! * 10 ^ digits% + .5) / 10 ^ digits%
End Function

' NOTE: not sure this one works: when digits%=3, it rounds .31 to .32
Function RoundUpSingle! (num!, digits%)
    RoundUpSingle! = _Ceil(num! * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDownSingle! (num!, digits%)
    RoundDownSingle! = Int(num! * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientificSingle! (num!, digits%)
    RoundScientificSingle! = _Round(num! * 10 ^ digits%) / 10 ^ digits%
End Function

' /////////////////////////////////////////////////////////////////////////////

Function SmallestOf3% (i1%, i2%, i3%)
    Dim iMin%
    iMin% = i1%
    If i2% < iMin% Then iMin% = i2%
    If i3% < iMin% Then iMin% = i3%
    SmallestOf3% = iMin%
End Function ' SmallestOf3

' /////////////////////////////////////////////////////////////////////////////

Function SngRoundedToStr$ (sngValue As Single, intNumPlaces As Integer)
    Dim sngNew As Single
    sngNew = RoundSingle!(sngValue, intNumPlaces)
    SngRoundedToStr$ = SngToStr$(sngNew)
End Function ' SngRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better

Function SngToInt% (sngOld As Single)
    Dim sngNew As Single
    Dim sValue As String
    Dim iPos As Integer

    sngNew = RoundSingle!(sngOld, 0)
    'sValue = _Trim$(Str$(sngNew))

    sValue = SngToStr$(sngNew)

    'iPos = InStr(1, sValue, ".")
    'If iPos > 0 Then
    '    SngToInt% = Val(Left$(sValue, iPos - 1))
    'Else
    '    SngToInt% = Val(sValue)
    'End If

    SngToInt% = Val(sValue)
End Function ' SngToInt%

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function SngToStr$ (n!)
    Dim result$: result$ = ""
    Dim value$
    Dim Xpos%
    Dim expo%
    Dim sign$
    Dim valu$
    Dim dot%
    Dim L%
    Dim add$
    Dim min$
    Dim DP$
    Dim n%

    value$ = UCase$(LTrim$(Str$(n!)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n% = 1 To L%
            If Mid$(valu$, n%, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n%, 1)
            End If
        Next n%
        result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
    Else
        result$ = value$
    End If

    SngToStr$ = result$
End Function ' SngToStr$

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.

'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.

' Modified to handle multi-character delimiters

Sub split (in$, delimiter$, result$())
    Dim start As Integer
    Dim finish As Integer
    Dim iDelimLen As Integer
    ReDim result$(-1)

    iDelimLen = Len(delimiter$)

    start = 1
    Do
        'While Mid$(in$, start, 1) = delimiter$
        While Mid$(in$, start, iDelimLen) = delimiter$
            'start = start + 1
            start = start + iDelimLen
            If start > Len(in$) Then
                Exit Sub
            End If
        Wend
        finish = InStr(start, in$, delimiter$)
        If finish = 0 Then
            finish = Len(in$) + 1
        End If

        ReDim _Preserve result$(0 To UBound(result$) + 1)

        result$(UBound(result$)) = Mid$(in$, start, finish - start)
        start = finish + 1
    Loop While start <= Len(in$)
End Sub ' split

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Function cRed~& ()
    cRed = _RGB32(255, 0, 0)
End Function

Function cOrangeRed~& ()
    cOrangeRed = _RGB32(255, 69, 0)
End Function ' cOrangeRed~&

Function cDarkOrange~& ()
    cDarkOrange = _RGB32(255, 140, 0)
End Function ' cDarkOrange~&

Function cOrange~& ()
    cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&

Function cGold~& ()
    cGold = _RGB32(255, 215, 0)
End Function ' cGold~&

Function cYellow~& ()
    cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&

' LONG-HAIRED FRIENDS OF JESUS OR NOT,
' THIS IS NOT YELLOW ENOUGH (TOO CLOSE TO LIME)
' TO USE FOR OUR COMPLEX RAINBOW SEQUENCE:
Function cChartreuse~& ()
    cChartreuse = _RGB32(127, 255, 0)
End Function ' cChartreuse~&

' WE SUBSTITUTE THIS CSS3 COLOR FOR INBETWEEN LIME AND YELLOW:
Function cOliveDrab1~& ()
    cOliveDrab1 = _RGB32(192, 255, 62)
End Function ' cOliveDrab1~&

Function cLime~& ()
    cLime = _RGB32(0, 255, 0)
End Function ' cLime~&

Function cMediumSpringGreen~& ()
    cMediumSpringGreen = _RGB32(0, 250, 154)
End Function ' cMediumSpringGreen~&

' ADDED THIS FOR THE GAUGE COLOR:
Function cSpringGreen~& ()
    cSpringGreen = _RGB32(0, 255, 160)
End Function ' cSpringGreen~&

Function cCyan~& ()
    cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&

Function cDeepSkyBlue~& ()
    cDeepSkyBlue = _RGB32(0, 191, 255)
End Function ' cDeepSkyBlue~&

Function cDodgerBlue~& ()
    cDodgerBlue = _RGB32(30, 144, 255)
End Function ' cDodgerBlue~&

Function cSeaBlue~& ()
    cSeaBlue = _RGB32(0, 64, 255)
End Function ' cSeaBlue~&

Function cBlue~& ()
    cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&

Function cBluePurple~& ()
    cBluePurple = _RGB32(64, 0, 255)
End Function ' cBluePurple~&

Function cDeepPurple~& ()
    cDeepPurple = _RGB32(96, 0, 255)
End Function ' cDeepPurple~&

Function cPurple~& ()
    cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&

Function cPurpleRed~& ()
    cPurpleRed = _RGB32(128, 0, 192)
End Function ' cPurpleRed~&

Function cDarkRed~& ()
    cDarkRed = _RGB32(160, 0, 64)
End Function ' cDarkRed~&

Function cBrickRed~& ()
    cBrickRed = _RGB32(192, 0, 32)
End Function ' cBrickRed~&

Function cDarkGreen~& ()
    cDarkGreen = _RGB32(0, 100, 0)
End Function ' cDarkGreen~&

Function cGreen~& ()
    cGreen = _RGB32(0, 128, 0)
End Function ' cGreen~&

Function cOliveDrab~& ()
    cOliveDrab = _RGB32(107, 142, 35)
End Function ' cOliveDrab~&

Function cLightPink~& ()
    cLightPink = _RGB32(255, 182, 193)
End Function ' cLightPink~&

Function cHotPink~& ()
    cHotPink = _RGB32(255, 105, 180)
End Function ' cHotPink~&

Function cDeepPink~& ()
    cDeepPink = _RGB32(255, 20, 147)
End Function ' cDeepPink~&

Function cMagenta~& ()
    cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&

Function cBlack~& ()
    cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&

Function cDimGray~& ()
    cDimGray = _RGB32(105, 105, 105)
End Function ' cDimGray~&

Function cGray~& ()
    cGray = _RGB32(128, 128, 128)
End Function ' cGray~&

Function cDarkGray~& ()
    cDarkGray = _RGB32(169, 169, 169)
End Function ' cDarkGray~&

Function cSilver~& ()
    cSilver = _RGB32(192, 192, 192)
End Function ' cSilver~&

Function cLightGray~& ()
    cLightGray = _RGB32(211, 211, 211)
End Function ' cLightGray~&

Function cGainsboro~& ()
    cGainsboro = _RGB32(220, 220, 220)
End Function ' cGainsboro~&

Function cWhiteSmoke~& ()
    cWhiteSmoke = _RGB32(245, 245, 245)
End Function ' cWhiteSmoke~&

Function cWhite~& ()
    cWhite = _RGB32(255, 255, 255)
    'cWhite = _RGB32(254, 254, 254)
End Function ' cWhite~&

Function cDarkBrown~& ()
    cDarkBrown = _RGB32(128, 64, 0)
End Function ' cDarkBrown~&

Function cLightBrown~& ()
    cLightBrown = _RGB32(196, 96, 0)
End Function ' cLightBrown~&

Function cKhaki~& ()
    cKhaki = _RGB32(240, 230, 140)
End Function ' cKhaki~&

Function cEmpty~& ()
    'cEmpty~& = -1
    cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################

Function KeyCode_Escape% ()
    KeyCode_Escape% = 2
End Function

Function KeyCode_F1% ()
    KeyCode_F1% = 60
End Function

Function KeyCode_F2% ()
    KeyCode_F2% = 61
End Function

Function KeyCode_F3% ()
    KeyCode_F3% = 62
End Function

Function KeyCode_F4% ()
    KeyCode_F4% = 63
End Function

Function KeyCode_F5% ()
    KeyCode_F5% = 64
End Function

Function KeyCode_F6% ()
    KeyCode_F6% = 65
End Function

Function KeyCode_F7% ()
    KeyCode_F7% = 66
End Function

Function KeyCode_F8% ()
    KeyCode_F8% = 67
End Function

Function KeyCode_F9% ()
    KeyCode_F9% = 68
End Function

'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
    KeyCode_F10% = 17408
End Function

Function KeyCode_F11% ()
    KeyCode_F11% = 88
End Function

Function KeyCode_F12% ()
    KeyCode_F12% = 89
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
    KeyCode_PrintScreen% = -44
End Function

Function KeyCode_ScrollLock% ()
    KeyCode_ScrollLock% = 71
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
    KeyCode_PauseBreak% = 31053
End Function

Function KeyCode_Tilde% ()
    KeyCode_Tilde% = 42
End Function

Function KeyCode_1% ()
    KeyCode_1% = 3
End Function

Function KeyCode_2% ()
    KeyCode_2% = 4
End Function

Function KeyCode_3% ()
    KeyCode_3% = 5
End Function

Function KeyCode_4% ()
    KeyCode_4% = 6
End Function

Function KeyCode_5% ()
    KeyCode_5% = 7
End Function

Function KeyCode_6% ()
    KeyCode_6% = 8
End Function

Function KeyCode_7% ()
    KeyCode_7% = 9
End Function

Function KeyCode_8% ()
    KeyCode_8% = 10
End Function

Function KeyCode_9% ()
    KeyCode_9% = 11
End Function

Function KeyCode_0% ()
    KeyCode_0% = 12
End Function

Function KeyCode_Minus% ()
    KeyCode_Minus% = 13
End Function

Function KeyCode_Equal% ()
    KeyCode_Equal% = 14
End Function

Function KeyCode_BkSp% ()
    KeyCode_BkSp% = 15
End Function

Function KeyCode_Ins% ()
    KeyCode_Ins% = 339
End Function

Function KeyCode_Home% ()
    KeyCode_Home% = 328
End Function

Function KeyCode_PgUp% ()
    KeyCode_PgUp% = 330
End Function

Function KeyCode_Del% ()
    KeyCode_Del% = 340
End Function

Function KeyCode_End% ()
    KeyCode_End% = 336
End Function

Function KeyCode_PgDn% ()
    KeyCode_PgDn% = 338
End Function

Function KeyCode_NumLock% ()
    KeyCode_NumLock% = 326
End Function

Function KeyCode_KeypadSlash% ()
    KeyCode_KeypadSlash% = 310
End Function

Function KeyCode_KeypadMultiply% ()
    KeyCode_KeypadMultiply% = 56
End Function

Function KeyCode_KeypadMinus% ()
    KeyCode_KeypadMinus% = 75
End Function

Function KeyCode_Keypad7Home% ()
    KeyCode_Keypad7Home% = 72
End Function

Function KeyCode_Keypad8Up% ()
    KeyCode_Keypad8Up% = 73
End Function

Function KeyCode_Keypad9PgUp% ()
    KeyCode_Keypad9PgUp% = 74
End Function

Function KeyCode_KeypadPlus% ()
    KeyCode_KeypadPlus% = 79
End Function

Function KeyCode_Keypad4Left% ()
    KeyCode_Keypad4Left% = 76
End Function

Function KeyCode_Keypad5% ()
    KeyCode_Keypad5% = 77
End Function

Function KeyCode_Keypad6Right% ()
    KeyCode_Keypad6Right% = 78
End Function

Function KeyCode_Keypad1End% ()
    KeyCode_Keypad1End% = 80
End Function

Function KeyCode_Keypad2Down% ()
    KeyCode_Keypad2Down% = 81
End Function

Function KeyCode_Keypad3PgDn% ()
    KeyCode_Keypad3PgDn% = 82
End Function

Function KeyCode_KeypadEnter% ()
    KeyCode_KeypadEnter% = 285
End Function

Function KeyCode_Keypad0Ins% ()
    KeyCode_Keypad0Ins% = 83
End Function

Function KeyCode_KeypadPeriodDel% ()
    KeyCode_KeypadPeriodDel% = 84
End Function

Function KeyCode_Tab% ()
    KeyCode_Tab% = 16
End Function

Function KeyCode_Q% ()
    KeyCode_Q% = 17
End Function

Function KeyCode_W% ()
    KeyCode_W% = 18
End Function

Function KeyCode_E% ()
    KeyCode_E% = 19
End Function

Function KeyCode_R% ()
    KeyCode_R% = 20
End Function

Function KeyCode_T% ()
    KeyCode_T% = 21
End Function

Function KeyCode_Y% ()
    KeyCode_Y% = 22
End Function

Function KeyCode_U% ()
    KeyCode_U% = 23
End Function

Function KeyCode_I% ()
    KeyCode_I% = 24
End Function

Function KeyCode_O% ()
    KeyCode_O% = 25
End Function

Function KeyCode_P% ()
    KeyCode_P% = 26
End Function

Function KeyCode_BracketLeft% ()
    KeyCode_BracketLeft% = 27
End Function

Function KeyCode_BracketRight% ()
    KeyCode_BracketRight% = 28
End Function

Function KeyCode_Backslash% ()
    KeyCode_Backslash% = 44
End Function

Function KeyCode_CapsLock% ()
    KeyCode_CapsLock% = 59
End Function

Function KeyCode_A% ()
    KeyCode_A% = 31
End Function

Function KeyCode_S% ()
    KeyCode_S% = 32
End Function

Function KeyCode_D% ()
    KeyCode_D% = 33
End Function

Function KeyCode_F% ()
    KeyCode_F% = 34
End Function

Function KeyCode_G% ()
    KeyCode_G% = 35
End Function

Function KeyCode_H% ()
    KeyCode_H% = 36
End Function

Function KeyCode_J% ()
    KeyCode_J% = 37
End Function

Function KeyCode_K% ()
    KeyCode_K% = 38
End Function

Function KeyCode_L% ()
    KeyCode_L% = 39
End Function

Function KeyCode_Semicolon% ()
    KeyCode_Semicolon% = 40
End Function

Function KeyCode_Apostrophe% ()
    KeyCode_Apostrophe% = 41
End Function

Function KeyCode_Enter% ()
    KeyCode_Enter% = 29
End Function

Function KeyCode_ShiftLeft% ()
    KeyCode_ShiftLeft% = 43
End Function

Function KeyCode_Z% ()
    KeyCode_Z% = 45
End Function

Function KeyCode_X% ()
    KeyCode_X% = 46
End Function

Function KeyCode_C% ()
    KeyCode_C% = 47
End Function

Function KeyCode_V% ()
    KeyCode_V% = 48
End Function

Function KeyCode_B% ()
    KeyCode_B% = 49
End Function

Function KeyCode_N% ()
    KeyCode_N% = 50
End Function

Function KeyCode_M% ()
    KeyCode_M% = 51
End Function

Function KeyCode_Comma% ()
    KeyCode_Comma% = 52
End Function

Function KeyCode_Period% ()
    KeyCode_Period% = 53
End Function

Function KeyCode_Slash% ()
    KeyCode_Slash% = 54
End Function

Function KeyCode_ShiftRight% ()
    KeyCode_ShiftRight% = 55
End Function

Function KeyCode_Up% ()
    KeyCode_Up% = 329
End Function

Function KeyCode_Left% ()
    KeyCode_Left% = 332
End Function

Function KeyCode_Down% ()
    KeyCode_Down% = 337
End Function

Function KeyCode_Right% ()
    KeyCode_Right% = 334
End Function

Function KeyCode_CtrlLeft% ()
    KeyCode_CtrlLeft% = 30
End Function

Function KeyCode_WinLeft% ()
    KeyCode_WinLeft% = 348
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
    KeyCode_AltLeft% = -30764
End Function

Function KeyCode_Spacebar% ()
    KeyCode_Spacebar% = 58
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
    KeyCode_AltRight% = -30765
End Function

Function KeyCode_WinRight% ()
    KeyCode_WinRight% = 349
End Function

Function KeyCode_Menu% ()
    KeyCode_Menu% = 350
End Function

Function KeyCode_CtrlRight% ()
    KeyCode_CtrlRight% = 286
End Function

' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Sub DebugPrint (MyString As String)
    If m_bDebug = TRUE Then
        '_Echo MyString

        ReDim arrLines(-1) As String
        Dim iLoop As Integer
        split MyString, Chr$(13), arrLines()
        For iLoop = LBound(arrLines) To UBound(arrLines)
            _Echo arrLines(iLoop)
        Next iLoop
    End If
End Sub ' DebugPrint

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' #REFERENCE

' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:

' Type Name               Type suffix symbol   Minimum value                  Maximum value                Size in Bytes
' ---------------------   ------------------   ----------------------------   --------------------------   -------------
' _BIT                    `                    -1                             0                            1/8
' _BIT * n                `n                   -128                           127                          n/8
' _UNSIGNED _BIT          ~`                   0                              1                            1/8
' _BYTE                   %%                   -128                           127                          1
' _UNSIGNED _BYTE         ~%%                  0                              255                          1
' INTEGER                 %                    -32,768                        32,767                       2
' _UNSIGNED INTEGER       ~%                   0                              65,535                       2
' LONG                    &                    -2,147,483,648                 2,147,483,647                4
' _UNSIGNED LONG          ~&                   0                              4,294,967,295                4
' _INTEGER64              &&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    8
' _UNSIGNED _INTEGER64    ~&&                  0                              18,446,744,073,709,551,615   8
' SINGLE                  ! or none            -2.802597E-45                  +3.402823E+38                4
' DOUBLE                  #                    -4.490656458412465E-324        +1.797693134862310E+308      8
' _FLOAT                  ##                   -1.18E-4932                    +1.18E+4932                  32(10 used)
' _OFFSET                 %&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    Use LEN
' _UNSIGNED _OFFSET       ~%&                  0                              18,446,744,073,709,551,615   Use LEN
' _MEM                    none                 combined memory variable type  N/A                          Use LEN

' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%

'#END

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  What bone-head thing did I miss this time?
Posted by: Pete - 10-28-2022, 05:11 PM - Forum: Help Me! - Replies (12)

Windows API for set window active should register a number in this little test routine, but it doesn't. I threw in a couple of other API functions that register just fine. Anyone know what I missed here?

Code: (Select All)
DECLARE DYNAMIC LIBRARY "user32"
    FUNCTION SetActiveWindow& (BYVAL hwnd AS LONG)
    FUNCTION GetWindow& (BYVAL hwnd AS LONG, BYVAL nCmdShow AS LONG)
    FUNCTION FindWindowA& (BYVAL ClassName AS LONG, WindowName$) 'handle by title
END DECLARE

title$ = "Set Window Active Test"
_TITLE (title$)
_DELAY .1

DO
    hwnd& = FindWindowA(0, title$)
LOOP UNTIL hwnd&

DO
    _LIMIT 10
    c& = GetWindow(hwnd&, 1) ' Just put this in to show it does register.
    a& = SetActiveWindow(hwnd&) ' This one should registere, but doesn't. <==============
    PRINT "This should be non-zero:"; a&; " These are fine:"; c&, hwnd&
    SLEEP 4
    IF LEN(INKEY$) THEN END
LOOP

Pete

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  ClipScribble
Posted by: James D Jarvis - 10-28-2022, 03:51 PM - Forum: Works in Progress - Replies (2)

A paint program with control panels in sperate windows. This uses the clipboard method to communicate between the different programs.

This piece of code is the color picker. The control has a simple slide bar for the red, green, and blue channels.
This will need to be saved and compiled as colorpickmix to be called by the clipscribble main program. 

compile the main program and the control panels. Keep all the exe files in the same folder and it's a multi-window program in QB64.  If you close a control panel by accident just manually open it again, it'll work fine.

colorpickmix

Code: (Select All)
Screen _NewImage(240, 160, 32)
_ScreenMove 600, 50
_Title "colorpickmix"
'a color mixer that sends it's out put to the clipboard
rr = 127
gg = 127
bb = 127
rx = rr / 2 + 50
gx = gg / 2 + 50
bx = bb / 2 + 50
_PrintMode _KeepBackground
Line (10, 10)-(229, 40), _RGB32(rr, gg, bb), BF
_PrintString (1, 60), "[<]": _PrintString (215, 60), "[>]"
_PrintString (1, 90), "[<]": _PrintString (215, 90), "[>]"
_PrintString (1, 120), "[<]": _PrintString (215, 120), "[>]"
Do
    _Limit 100
    Do While _MouseInput 'mouse status changes only
        x = _MouseX
        y = _MouseY
        If _MouseButton(1) Then
            If y >= 59 And y <= 77 Then
                If x <= rx + 8 Then rr = rr - 1 Else rr = rr + 1
                If rr < 1 Then rr = 0
                If rr > 255 Then rr = 255
            End If
            If y >= 89 And y <= 107 Then
                If x <= gx + 8 Then gg = gg - 1 Else gg = gg + 1
                If gg < 1 Then gg = 0
                If gg > 255 Then gg = 255

            End If
            If y >= 119 And y <= 137 Then
                If x <= bx + 8 Then bb = bb - 1 Else bb = bb + 1
                If bb < 1 Then bb = 0
                If bb > 255 Then bb = 255
            End If
            rt$ = packnum$(rr)
            gt$ = packnum$(gg)
            bt$ = packnum$(bb)
            pp$ = "CMX" + rt$ + gt$ + bt$
            _Clipboard$ = pp$
        End If
    Loop
    rx = rr / 2 + 50
    gx = gg / 2 + 50
    bx = bb / 2 + 50
    Line (50, 60)-(202, 76), _RGB32(rr, 0, 0), BF
    _PrintString (rx, 60), _Trim$(Str$(rr))
    Line (50, 90)-(202, 106), _RGB32(0, gg, 0), BF
    _PrintString (gx, 90), _Trim$(Str$(gg))
    Line (50, 120)-(202, 136), _RGB32(0, 0, bb), BF
    _PrintString (bx, 120), _Trim$(Str$(bb))
    Line (10, 10)-(229, 40), _RGB32(rr, gg, bb), BF

    kk$ = InKey$
    inx$ = _Clipboard$
    If inx$ = "QUITCOLORMIX" Then kk$ = Chr$(27)
Loop Until kk$ = Chr$(27)
_Clipboard$ = "colorpickmix quit"
System



Function packnum$ (num)
    pad$ = "000"
    nn$ = _Trim$(Str$(num))
    Select Case Len(nn$)
        Case 1
            Mid$(pad$, 3, 1) = nn$
        Case 2
            Mid$(pad$, 2, 2) = nn$
        Case 3
            pad$ = nn$
    End Select
    packnum$ = pad$
End Function

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  MazeRogue
Posted by: James D Jarvis - 10-28-2022, 12:12 AM - Forum: Works in Progress - Replies (7)

A micro rogue-like game. 
Navigate with arrow keys.
Collect gems, health potions, and power runes.
Monsters are just window dressing for now.

Code: (Select All)
'mazerogue
' a micro rogue by James D. Jarvis October 2022
'navigate with arrow keys
Screen _NewImage(81, 30, 0)
Randomize Timer
Dim T$
Dim crn$(4)
_ControlChr Off
_Scrolllock Off
Dim mz(0 To 80, 1 To 25) As String
Dim crnr(4, 2), loot(3), monst(3)
loot(1) = 4: loot(2) = 3: loot(3) = 15
monst(1) = 132: monst(2) = 42: monst(3) = 111
crnr(1, 1) = 1: crnr(1, 2) = 1
crnr(2, 1) = 79: crnr(2, 2) = 1
crnr(3, 1) = 1: crnr(3, 2) = 25
crnr(4, 1) = 79: crnr(4, 2) = 25
maxx = 80: maxy = 25: mlevel = 0
herox = Int(_Width / 2): heroy = Int(_Height / 2)
php = 10: ppow = 0: pgems = 0
newlevel:
mlevel = mlevel + 1
mlabel$ = "MazeRogue Level " + Str$(mlevel)
_Title mlabel$
For y = 1 To maxy
    For x = 0 To maxx
        mz(x, y) = Chr$(219)
    Next
Next
nx = 3: ny = 3: done = 0
Do While done = 0
    _Limit 1000
    For reps = 0 To 99
        ox = nx: oy = ny
        Rem move in random direction
        Select Case Int(Rnd * 4)
            Case 0
                If nx + 2 <= maxx Then nx = nx + 2
            Case 1
                If ny + 2 <= maxy Then ny = ny + 2
            Case 2
                If nx - 2 > 0 Then nx = nx - 2
            Case 3
                If ny - 2 > 0 Then ny = ny - 2
        End Select
        If mz(nx, ny) = Chr$(219) Then
            mz(nx, ny) = ".": If 1 + Int(Rnd * 50) = 1 Then mz(nx, ny) = Chr$(loot(1 + Int(Rnd * 3)))
            If mz(nx, ny) = "." And 1 + Int(Rnd * 50) <= mlevel Then mz(nx, ny) = Chr$(monst(1 + Int(Rnd * 3)))
            mz(Int((nx + ox) / 2), ((ny + oy) / 2)) = "."
        End If
    Next
    done = 1
    For x = 1 To maxx - 1 Step 2
        For y = 1 To maxy - 1 Step 2
            If mz(x, y) = Chr$(219) Then done = 0
        Next y
    Next x
Loop
cr = 1 + Int(Rnd * 4) 'set a corner for the exit
If herox = crnr(cr, 1) And heroy = crnr(cr, 2) Then cr = 5 - cr
mz(crnr(cr, 1), crnr(cr, 2)) = Chr$(239)
T$ = "" 'load the maze into t$
For y = 1 To 25: For x = 0 To 80: T$ = T$ + mz$(x, y): Next x: Next y
ll$ = String$(81, 219) 'top and botton maze display edges becasue I didn't want to fix the maze generator to account for top and bottom edge
lastX = herox: lasty = heroy
Do 'game play loop
    _Limit 20
    Mid$(T$, (heroy) * 81 + herox - 81) = Chr$(1)
    _PrintString (1, 1), ll$: _PrintString (1, 27), ll$: _PrintString (1, 2), T$
    _PrintString (1, 28), String$(80, " ")
    pcc$ = "Hit Points: " + Str$(php) + "  Power: " + Str$(ppow) + "   Gems: " + Str$(pgems)
    _PrintString (3, 28), pcc$
    If _KeyDown(19200) Then herox = herox - 1
    If _KeyDown(19712) Then herox = herox + 1
    If _KeyDown(18432) Then heroy = heroy - 1
    If _KeyDown(20480) Then heroy = heroy + 1
    If herox < 1 Then herox = 1
    If herox > _Width Then herox = _Width
    If heroy < 1 Then heroy = 1
    If heroy > 25 Then heroy = 25
    Mid$(T$, (lasty) * 81 + lastX - 81) = "."
    If Mid$(T$, (heroy * 81 + herox - 81), 1) = Chr$(219) Then
        herox = lastX: heroy = lasty
    End If
    For lp = 1 To 3
        If Mid$(T$, (heroy * 81 + herox - 81), 1) = Chr$(loot(lp)) Then
            Select Case lp
                Case 1
                    pgems = pgems + 1
                Case 2
                    php = php + 3
                Case 3
                    ppow = ppow + 2
            End Select
        End If
    Next lp
    If Mid$(T$, (heroy * 81 + herox - 81), 1) = Chr$(239) Then
        Beep: Cls: Print: Print "Continue to Next Level ?": Print: Input "Yes or No", ask$
        If Left$(UCase$(ask$), 1) = "N" Then
            heroy = lasty: herox = lastX
        Else
            Cls: GoTo newlevel
        End If
    End If

    lastX = herox: lasty = heroy
    k$ = InKey$
Loop Until k$ = Chr$(27)
System

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  simple 2D vector graphics
Posted by: madscijr - 10-27-2022, 07:45 PM - Forum: Works in Progress - Replies (18)

I've been wanting to make a multiplayer Spacewar! type game, maybe with elements of Asteroids and other similar games, and what better way to learn than to look under the hood of a similar program and modify it? So I studied Terry Ritchie's "Widescreen Asteroids", which is very nicely done, but it turned out to be a lot more complicated than I have time and brain power for. However, Terry's game uses a simple method of defining vector objects line by line, so using that as a starting point, I have the beginning of a game. 

So far all it does is draw some of the objects from Widescreen Asteroids and move them around the screen. Next is to figure out how to rotate them and translate the rotation angle into dx, dy to move in a given direction, and then figure out how to do collisions. 

Anyway maybe this will help someone interested in learning about this... enjoy

Code: (Select All)
_Title "Simple vector graphics v0.09 mostly by madscijr" ' display in the Window's title bar

' Simple test of vector graphics,
' borrowed graphics objects and format from Widescreen Asteroids by Terry Ritchie.

' TO DO:
' * rotate objects
' * translate rotation angle into dx,dy to move in direction of angle
' * speed up?
' * detect collisions

' BOOLEAN CONSTANTS
Const FALSE = 0
Const TRUE = Not FALSE

' HOLDS POSITION AND VELOCITY OF ALL OBJECTS
Type ObjectType
    x As Integer
    y As Integer
    dx As Integer
    dy As Integer
    cx As Integer
    cy As Integer
    IsEnabled As Integer
End Type ' ObjectType

' HOLDS DEFINITION OF ALL OBJECTS
Type CoordType
    x1 As Integer
    y1 As Integer
    x2 As Integer
    y2 As Integer
    color As _Unsigned Long
    IsLast As Integer
End Type ' CoordType

' ENABLE / DISABLE DEBUG CONSOLE
Dim Shared m_bDebug As Integer: m_bDebug = TRUE

' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)

' OBJECT VARIABLES
ReDim Shared m_arrObject(1 To 8) As ObjectType
ReDim Shared m_arrLines(1 To 8, 1 To 32) As CoordType

' ****************************************************************************************************************************************************************
' ACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    $Console
    _Delay 4
    _Console On
    _Echo "Started " + m_ProgramName$
    _Echo "Debugging on..."
End If
' ****************************************************************************************************************************************************************

' =============================================================================
' START THE MAIN ROUTINE
main

' =============================================================================
' FINISH
Screen 0
Print m_ProgramName$ + " finished."
Input "Press <ENTER> to continue", in$

' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    _Console Off
End If
' ****************************************************************************************************************************************************************

System ' return control to the operating system
End

' /////////////////////////////////////////////////////////////////////////////

Sub main
    ' LOCAL VARIABLES
    Dim iFPS As Integer: iFPS = 120
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer
    Dim imgBack&
    Dim imgMiddle&
    Dim imgFront&
    Dim iWhich As Integer: iWhich = 1
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$
    Dim sError As String: sError = ""
    Dim iX As Integer
    Dim iY As Integer
    Dim sKey As String
    Dim iMinX As Integer: iMinX = 0
    Dim iMaxX As Integer: iMaxX = 800
    Dim iMinY As Integer: iMinY = 0
    Dim iMaxY As Integer: iMaxY = 640

    ' =============================================================================
    ' INITIALIZE
    Screen _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    'imgBack& = _NewImage(800, 640, 32) ' background
    'imgMiddle& = _NewImage(800, 640, 32) ' other stuff
    'imgFront& = _NewImage(800, 640, 32) ' foreground
   
    ' =============================================================================
    ' START NEW GAME
    Do
        _KeyClear
       
        ' CONFIGURE PRINTING FOR _PrintString
        _PrintMode _FillBackground
        '_PrintMode _KEEPBACKGROUND
       
        ' INIT VARS
        sKey = ""
        iX = 0: iY = 0
        For iObject = LBound(m_arrObject) To UBound(m_arrObject)
            m_arrObject(iObject).IsEnabled = FALSE
            m_arrObject(iObject).x = iX
            m_arrObject(iObject).y = iY
            m_arrObject(iObject).dx = RandomNumber%(-5, 5)
            m_arrObject(iObject).dy = RandomNumber%(-5, 5)
            m_arrObject(iObject).cx = 0
            m_arrObject(iObject).cy = 0
            iX = iX + 200
            If iX > 800 Then
                iX = 0
                iY = iY + 200
                If iY > 640 Then
                    iY = 0
                End If
            End If
        Next iObject
        InitVectorObjects
       
        ' MAIN LOOP
        While TRUE = TRUE
            ' REDRAW BACKGROUND LAYERS
            DrawLayers imgBack&, imgMiddle&, imgFront&
            '_Dest 0: Cls , cBlack
           
            ' SHOW TEXT
            DrawText sKey, iWhich
           
            ' MOVE + DRAW ENABLED OBJECTS
            For iObject = LBound(m_arrObject) To UBound(m_arrObject)
                ' Only enabled objects
                If m_arrObject(iObject).IsEnabled = TRUE Then
                   
                    ' Move along X axis
                    m_arrObject(iObject).cx = m_arrObject(iObject).cx + 1
                    If m_arrObject(iObject).cx > (10 - Abs(m_arrObject(iObject).dx)) Then
                        m_arrObject(iObject).cx = 0
                        If m_arrObject(iObject).dx < 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x - 1
                            If m_arrObject(iObject).x < iMinX Then
                                m_arrObject(iObject).x = iMaxX
                            End If
                        ElseIf m_arrObject(iObject).dx > 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x + 1
                            If m_arrObject(iObject).x > iMaxX Then
                                m_arrObject(iObject).x = iMinX
                            End If
                        End If
                    End If

                    ' Move along Y axis
                    m_arrObject(iObject).cy = m_arrObject(iObject).cy + 1
                    If m_arrObject(iObject).cy > (10 - Abs(m_arrObject(iObject).dy)) Then
                        m_arrObject(iObject).cy = 0
                        If m_arrObject(iObject).dy < 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y - 1
                            If m_arrObject(iObject).y < iMinY Then
                                m_arrObject(iObject).y = iMaxY
                            End If
                        ElseIf m_arrObject(iObject).dy > 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y + 1
                            If m_arrObject(iObject).y > iMaxY Then
                                m_arrObject(iObject).y = iMinY
                            End If
                        End If
                    End If

                    ' Draw object's line segments
                    For iLine = LBound(m_arrLines, 2) To UBound(m_arrLines, 2)
                        'Line (x1%, y1%)-(x2%, y2%), arrColor(arrStars(iLoop).ColorIndex), BF
                        Line _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x1, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y1) _
                            - _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x2, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y2) _
                            , _
                            m_arrLines(iObject, iLine).color ' , BF
                        If m_arrLines(iObject, iLine).IsLast = TRUE Then
                            Exit For
                        End If
                    Next iLine

                End If
            Next iObject

            ' UPDATE THE SCREEN
            _Display

            ' PROCESS INPUT
            While _DeviceInput(1): Wend ' clear and update the keyboard buffer
            sKey = ""

            ' QUIT?
            If _Button(KeyCode_Escape%) Then
                bQuit = TRUE
                Exit While
            End If
           
            ' OTHER INPUT 1-6 SELECTS WHICH OBJECT TO CHANGE
            If _Button(KeyCode_1%) Then
                sKey = sKey + "1,"
                iWhich = 1
            ElseIf _Button(KeyCode_2%) Then
                sKey = sKey + "2,"
                iWhich = 2
            ElseIf _Button(KeyCode_3%) Then
                sKey = sKey + "3,"
                iWhich = 3
            ElseIf _Button(KeyCode_4%) Then
                sKey = sKey + "4,"
                iWhich = 4
            ElseIf _Button(KeyCode_5%) Then
                sKey = sKey + "5,"
                iWhich = 5
            ElseIf _Button(KeyCode_6%) Then
                sKey = sKey + "6,"
                iWhich = 6
            End If
           
            ' GET DIRECTION
            If _Button(KeyCode_Left%) Then
                sKey = sKey + "LEFT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx - 1
                If m_arrObject(iWhich).dx < -10 Then m_arrObject(iWhich).dx = -10
            ElseIf _Button(KeyCode_Right%) Then
                sKey = sKey + "RIGHT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx + 1
                If m_arrObject(iWhich).dx > 10 Then m_arrObject(iWhich).dx = 10
            ElseIf _Button(KeyCode_Up%) Then
                sKey = sKey + "UP,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy - 1
                If m_arrObject(iWhich).dy < -10 Then m_arrObject(iWhich).dy = -10
            ElseIf _Button(KeyCode_Down%) Then
                sKey = sKey + "DOWN,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy + 1
                If m_arrObject(iWhich).dy > 10 Then m_arrObject(iWhich).dy = 10
            End If
           
            ' CLEAR KEYBOARD BUFFER
            _KeyClear
           
            ' CONTROL GAME SPEED
            _Limit iFPS
        Wend
       
        ' UPDATE THE SCREEN
        _Display
       
        ' CLEAR KEYBOARD BUFFER
        _KeyClear: _Delay 2
       
        ' PLAY ANOTHER ROUND OR QUIT?
        If bQuit = FALSE Then
            If bExit = FALSE Then Sleep
            Color cWhite, cBlack
        Else
            Exit Do
        End If
    Loop
   
    ' RETURN TO AUTODISPLAY
    _AutoDisplay
   
End Sub ' main

' /////////////////////////////////////////////////////////////////////////////
' VECTOR OBJECT DEFINITIONS
Sub InitVectorObjects
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer
   
    Dim x1 As Integer
    Dim y1 As Integer
    Dim x2 As Integer
    Dim y2 As Integer
    Dim r1 As Integer
    Dim g1 As Integer
    Dim b1 As Integer
   
    iObject = 1
    iLine = 1
   
    Restore VectorData
    For iLoop = 1 To 1024
        Read x1
        Read y1
        Read x2
        Read y2
        Read r1
        Read g1
        Read b1 ' -255 means no more data, -254 means last set for this object
       
        If b1 = -255 Then
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            Exit For
        ElseIf b1 = -254 Then
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            iObject = iObject + 1
            iLine = 1
            If iObject > UBound(m_arrLines, 1) Then Exit For
        Else
            m_arrLines(iObject, iLine).x1 = x1
            m_arrLines(iObject, iLine).y1 = y1
            m_arrLines(iObject, iLine).x2 = x2
            m_arrLines(iObject, iLine).y2 = y2
            m_arrLines(iObject, iLine).color = _RGB32(r1, g1, b1)
            m_arrLines(iObject, iLine).IsLast = FALSE
            iLine = iLine + 1
            If iLine > UBound(m_arrLines, 2) Then Exit For
        End If
    Next iLoop%
   
    VectorData:
    'objaster1 = purple
    Data 2,-41,31,-50,128,0,255
    Data 31,-50,56,-23,128,0,255
    Data 56,-23,37,-10,128,0,255
    Data 37,-10,61,13,128,0,255
    Data 61,13,32,62,128,0,255
    Data 32,62,-22,43,128,0,255
    Data -22,43,-40,57,128,0,255
    Data -40,57,-62,34,128,0,255
    Data -62,34,-47,7,128,0,255
    Data -47,7,-62,-26,128,0,255
    Data -62,-26,-32,-63,128,0,255
    Data -32,-63,2,-41,128,0,255
    Data 0,0,0,0,-254,-254,-254
   
    'objaster2 = red
    Data -28,-62,22,-62,255,0,0
    Data 22,-62,61,-28,255,0,0
    Data 61,-28,61,13,255,0,0
    Data 61,13,23,57,255,0,0
    Data 23,57,-6,62,255,0,0
    Data -6,62,-6,15,255,0,0
    Data -6,15,-36,47,255,0,0
    Data -36,47,-59,14,255,0,0
    Data -59,14,-35,1,255,0,0
    Data -35,1,-62,-9,255,0,0
    Data -62,-9,-28,-62,255,0,0
    Data 0,0,0,0,-254,-254,-254
   
    'objaster3 = orange
    Data 9,-62,60,-21,255,165,0
    Data 60,-21,62,-3,255,165,0
    Data 62,-3,24,13,255,165,0
    Data 24,13,53,34,255,165,0
    Data 53,34,38,55,255,165,0
    Data 38,55,20,40,255,165,0
    Data 20,40,-37,61,255,165,0
    Data -37,61,-63,15,255,165,0
    Data -63,15,-57,-24,255,165,0
    Data -57,-24,-24,-24,255,165,0
    Data -24,-24,-38,-45,255,165,0
    Data -38,-45,9,-62,255,165,0
    Data 0,0,0,0,-254,-254,-254
   
    'objmouse = yellow
    Data 0,-10,6,3,255,255,0
    Data 6,3,1,2,255,255,0
    Data 1,2,1,10,255,255,0
    Data 1,10,-1,10,255,255,0
    Data -1,10,-1,2,255,255,0
    Data -1,2,-6,3,255,255,0
    Data -6,3,0,-10,255,255,0
    Data 0,0,0,0,-254,-254,-254
   
    'objship = cyan
    Data 0,-15,10,15,0,255,255
    Data 10,15,6,11,0,255,255
    Data 6,11,-6,11,0,255,255
    Data -6,11,-10,15,0,255,255
    Data -10,15,0,-15,0,255,255
    Data 0,0,0,0,-254,-254,-254
    'Data 0,18,0,18,0,255,255
    'Data 0,0,0,0,-254,-254,-254
   
    'objufo = green
    Data -4,-16,4,-16,0,255,0
    Data 4,-16,10,-6,0,255,0
    Data 10,-6,25,5,0,255,0
    Data 25,5,10,16,0,255,0
    Data 10,16,-10,16,0,255,0
    Data -10,16,-25,5,0,255,0
    Data -25,5,-10,-6,0,255,0
    Data -10,-6,-4,-16,0,255,0
    Data -10,-6,10,-6,0,255,0
    Data -25,5,25,5,0,255,0
    Data 0,0,0,0,-255,-255,-255
   
End Sub ' InitVectorObjects

' /////////////////////////////////////////////////////////////////////////////
' (RE)DRAW SCREEN

Sub DrawLayers (imgBack&, imgMiddle&, imgFront&)
    _Dest 0
    Cls , cBlack

    If TRUE = FALSE Then
        If imgBack& < -1 Then
            _PutImage , imgBack&, 0
        End If

        If imgMiddle& < -1 Then
            _PutImage , imgMiddle&, 0
        End If

        If imgFront& < -1 Then
            _PutImage , imgFront&, 0
        End If
    End If

End Sub ' DrawLayers

' /////////////////////////////////////////////////////////////////////////////
' SHOW INSTRUMENTS + INSTRUCTIONS
' 800x600 = 40 rows x 100 columns

sub DrawText( _
    sKey as string, _
    iWhich as integer _
    )
   
    Dim iObject As Integer
    Dim iX As Integer
    Dim iY As Integer
   
    Color cWhite
    PrintAt 1, 1, "Simple 2D vector graphics test"
   
    Color cYellow
    PrintAt 3, 1, "Press 1-6 to select active object."
    PrintAt 4, 1, "Arrow keys move active object."
   
    iY = 6
    For iObject = LBound(m_arrObject) To UBound(m_arrObject)
        If m_arrObject(iObject).IsEnabled = TRUE Then
            Color cCyan
        Else
            Color cGray
        End If
        PrintAt iY, 1, "" + _
            "obj #" + cstr$(iObject) + _
            "(" + cstr$(m_arrObject(iObject).x) + "," + cstr$(m_arrObject(iObject).y) + ")" + _
            "(" + cstr$(m_arrObject(iObject).dx) + "," + cstr$(m_arrObject(iObject).dy) + ")" + _
            "(" + cstr$(m_arrObject(iObject).cx) + "," + cstr$(m_arrObject(iObject).cy) + ")" + _
            ""
        iY = iY + 1
    Next iObject

    ' SHOW INPUT
    'if m_bDebug=TRUE then
    Color cLime
    PrintAt 20, 1, "Controls   : " + RightPadString$(sKey, 10, " ") + "   "
       
    Color cWhite
    PrintAt 21, 1, "Object #   : " + cstr$(iWhich)
    'end if
   
    ' SHOW COORDINATES
   
   
End Sub ' DrawText

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' /////////////////////////////////////////////////////////////////////////////

Function cstr$ (myValue)
    'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
    cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$

' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better

Function DblToInt% (dblOld As Double)
    Dim dblNew As Double
    Dim sValue As String
    Dim iPos As Integer

    dblNew = RoundDouble#(dblOld, 0)
    'sValue = _Trim$(Str$(dblNew))

    sValue = DblToStr$(dblNew)

    'iPos = InStr(1, sValue, ".")
    'If iPos > 0 Then
    '    DblToInt% = Val(Left$(sValue, iPos - 1))
    'Else
    '    DblToInt% = Val(sValue)
    'End If

    DblToInt% = Val(sValue)
End Function ' DblToInt%

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function DblToStr$ (n#)
    Dim result$: result$ = ""
    Dim value$
    Dim Xpos%
    Dim expo%
    Dim sign$
    Dim valu$
    Dim dot%
    Dim L%
    Dim add$
    Dim min$
    Dim DP$
    Dim n%
   
    value$ = UCase$(LTrim$(Str$(n#)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n% = 1 To L%
            If Mid$(valu$, n%, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n%, 1)
            End If
        Next n%
        result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
    Else
        result$ = value$
    End If
   
    DblToStr$ = result$
End Function ' DblToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DblRoundedToStr$ (dblValue As Double, intNumPlaces As Integer)
    Dim dblNew As Double
    dblNew = RoundDouble#(dblValue, intNumPlaces)
    DblRoundedToStr$ = DblToStr$(dblNew)
End Function ' DblRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DoubleABS# (dblValue As Double)
    If Sgn(dblValue) = -1 Then
        DoubleABS# = 0 - dblValue
    Else
        DoubleABS# = dblValue
    End If
End Function ' DoubleABS#

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function FloatToStr$ (n##)
    value$ = UCase$(LTrim$(Str$(n##)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n = 1 To L%
            If Mid$(valu$, n, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n, 1)
            End If
        Next n
    Else
        FloatToStr$ = value$
        Exit Function
    End If
    FloatToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' FloatToStr$

' /////////////////////////////////////////////////////////////////////////////
' By sMcNeill from https://www.qb64.org/forum/index.php?topic=896.0

Function IsNum% (text$)
    Dim a$
    Dim b$
    a$ = _Trim$(text$)
    b$ = _Trim$(Str$(Val(text$)))
    If a$ = b$ Then
        IsNum% = TRUE
    Else
        IsNum% = FALSE
    End If
End Function ' IsNum%

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0

'Combine all elements of in$() into a single string with delimiter$ separating the elements.

Function join$ (in$(), delimiter$)
    Dim result$
    Dim i As Long
    result$ = in$(LBound(in$))
    For i = LBound(in$) + 1 To UBound(in$)
        result$ = result$ + delimiter$ + in$(i)
    Next i
    join$ = result$
End Function ' join$

' /////////////////////////////////////////////////////////////////////////////

Function LeftPadString$ (myString$, toWidth%, padChar$)
    LeftPadString$ = Right$(String$(toWidth%, padChar$) + myString$, toWidth%)
End Function ' LeftPadString$

' /////////////////////////////////////////////////////////////////////////////
' ABS was returning strange values with type LONG
' so I created this which does not.

Function LongABS& (lngValue As Long)
    If Sgn(lngValue) = -1 Then
        LongABS& = 0 - lngValue
    Else
        LongABS& = lngValue
    End If
End Function ' LongABS&

' /////////////////////////////////////////////////////////////////////////////
' iRow% and iCol% are 0-based in this version

Sub PrintAt (iRow%, iCol%, sText$)
    '_PrintString (iCol% * 8, iRow% * 16), sText$
    _PrintString (iCol% * 8, iRow% * 16), sText$
    '_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt

' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.

Function RandomNumber% (Min%, Max%)
    Dim NumSpread%

    ' SET RANDOM SEED
    'Randomize ' Initialize random-number generator.
    Randomize Timer

    ' GET RANDOM # Min%-Max%
    'RandomNumber = Int((Max * Rnd) + Min) ' generate number

    NumSpread% = (Max% - Min%) + 1

    RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%

End Function ' RandomNumber%

' /////////////////////////////////////////////////////////////////////////////

Function RightPadString$ (myString$, toWidth%, padChar$)
    RightPadString$ = Left$(myString$ + String$(toWidth%, padChar$), toWidth%)
End Function ' RightPadString$

' /////////////////////////////////////////////////////////////////////////////
' https://www.qb64.org/forum/index.php?topic=3605.0
' Quote from: SMcNeill on Today at 03:53:48 PM
'
' Sometimes, you guys make things entirely too  complicated.
' There ya go!  Three functions to either round naturally,
' always round down, or always round up, to whatever number of digits you desire.
' EDIT:  Modified to add another option to round scientific,
' since you had it's description included in your example.

' Receives + returns _FLOAT myVar## (-1.18E-4932 to +1.18E+4932)

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE _FLOAT

Function Round## (num##, digits%)
    Round## = Int(num## * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUp## (num##, digits%)
    RoundUp## = _Ceil(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDown## (num##, digits%)
    RoundDown## = Int(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientific## (num##, digits%)
    RoundScientific## = _Round(num## * 10 ^ digits%) / 10 ^ digits%
End Function

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE DOUBLE

Function RoundDouble# (num#, digits%)
    RoundDouble# = Int(num# * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUpDouble# (num#, digits%)
    RoundUpDouble# = _Ceil(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDownDouble# (num#, digits%)
    RoundDownDouble# = Int(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientificDouble# (num#, digits%)
    RoundScientificDouble# = _Round(num# * 10 ^ digits%) / 10 ^ digits%
End Function

' /////////////////////////////////////////////////////////////////////////////

Function SmallestOf3% (i1%, i2%, i3%)
    Dim iMin%
    iMin% = i1%
    If i2% < iMin% Then iMin% = i2%
    If i3% < iMin% Then iMin% = i3%
    SmallestOf3% = iMin%
End Function ' SmallestOf3

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.

'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.

' Modified to handle multi-character delimiters

Sub split (in$, delimiter$, result$())
    Dim start As Integer
    Dim finish As Integer
    Dim iDelimLen As Integer
    ReDim result$(-1)

    iDelimLen = Len(delimiter$)

    start = 1
    Do
        'While Mid$(in$, start, 1) = delimiter$
        While Mid$(in$, start, iDelimLen) = delimiter$
            'start = start + 1
            start = start + iDelimLen
            If start > Len(in$) Then
                Exit Sub
            End If
        Wend
        finish = InStr(start, in$, delimiter$)
        If finish = 0 Then
            finish = Len(in$) + 1
        End If

        ReDim _Preserve result$(0 To UBound(result$) + 1)

        result$(UBound(result$)) = Mid$(in$, start, finish - start)
        start = finish + 1
    Loop While start <= Len(in$)
End Sub ' split

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Function cRed~& ()
    cRed = _RGB32(255, 0, 0)
End Function

Function cOrangeRed~& ()
    cOrangeRed = _RGB32(255, 69, 0)
End Function ' cOrangeRed~&

Function cDarkOrange~& ()
    cDarkOrange = _RGB32(255, 140, 0)
End Function ' cDarkOrange~&

Function cOrange~& ()
    cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&

Function cGold~& ()
    cGold = _RGB32(255, 215, 0)
End Function ' cGold~&

Function cYellow~& ()
    cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&

' LONG-HAIRED FRIENDS OF JESUS OR NOT,
' THIS IS NOT YELLOW ENOUGH (TOO CLOSE TO LIME)
' TO USE FOR OUR COMPLEX RAINBOW SEQUENCE:
Function cChartreuse~& ()
    cChartreuse = _RGB32(127, 255, 0)
End Function ' cChartreuse~&

' WE SUBSTITUTE THIS CSS3 COLOR FOR INBETWEEN LIME AND YELLOW:
Function cOliveDrab1~& ()
    cOliveDrab1 = _RGB32(192, 255, 62)
End Function ' cOliveDrab1~&

Function cLime~& ()
    cLime = _RGB32(0, 255, 0)
End Function ' cLime~&

Function cMediumSpringGreen~& ()
    cMediumSpringGreen = _RGB32(0, 250, 154)
End Function ' cMediumSpringGreen~&

' ADDED THIS FOR THE GAUGE COLOR:
Function cSpringGreen~& ()
    cSpringGreen = _RGB32(0, 255, 160)
End Function ' cSpringGreen~&

Function cCyan~& ()
    cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&

Function cDeepSkyBlue~& ()
    cDeepSkyBlue = _RGB32(0, 191, 255)
End Function ' cDeepSkyBlue~&

Function cDodgerBlue~& ()
    cDodgerBlue = _RGB32(30, 144, 255)
End Function ' cDodgerBlue~&

Function cSeaBlue~& ()
    cSeaBlue = _RGB32(0, 64, 255)
End Function ' cSeaBlue~&

Function cBlue~& ()
    cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&

Function cBluePurple~& ()
    cBluePurple = _RGB32(64, 0, 255)
End Function ' cBluePurple~&

Function cDeepPurple~& ()
    cDeepPurple = _RGB32(96, 0, 255)
End Function ' cDeepPurple~&

Function cPurple~& ()
    cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&

Function cPurpleRed~& ()
    cPurpleRed = _RGB32(128, 0, 192)
End Function ' cPurpleRed~&

Function cDarkRed~& ()
    cDarkRed = _RGB32(160, 0, 64)
End Function ' cDarkRed~&

Function cBrickRed~& ()
    cBrickRed = _RGB32(192, 0, 32)
End Function ' cBrickRed~&

Function cDarkGreen~& ()
    cDarkGreen = _RGB32(0, 100, 0)
End Function ' cDarkGreen~&

Function cGreen~& ()
    cGreen = _RGB32(0, 128, 0)
End Function ' cGreen~&

Function cOliveDrab~& ()
    cOliveDrab = _RGB32(107, 142, 35)
End Function ' cOliveDrab~&

Function cLightPink~& ()
    cLightPink = _RGB32(255, 182, 193)
End Function ' cLightPink~&

Function cHotPink~& ()
    cHotPink = _RGB32(255, 105, 180)
End Function ' cHotPink~&

Function cDeepPink~& ()
    cDeepPink = _RGB32(255, 20, 147)
End Function ' cDeepPink~&

Function cMagenta~& ()
    cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&

Function cBlack~& ()
    cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&

Function cDimGray~& ()
    cDimGray = _RGB32(105, 105, 105)
End Function ' cDimGray~&

Function cGray~& ()
    cGray = _RGB32(128, 128, 128)
End Function ' cGray~&

Function cDarkGray~& ()
    cDarkGray = _RGB32(169, 169, 169)
End Function ' cDarkGray~&

Function cSilver~& ()
    cSilver = _RGB32(192, 192, 192)
End Function ' cSilver~&

Function cLightGray~& ()
    cLightGray = _RGB32(211, 211, 211)
End Function ' cLightGray~&

Function cGainsboro~& ()
    cGainsboro = _RGB32(220, 220, 220)
End Function ' cGainsboro~&

Function cWhiteSmoke~& ()
    cWhiteSmoke = _RGB32(245, 245, 245)
End Function ' cWhiteSmoke~&

Function cWhite~& ()
    cWhite = _RGB32(255, 255, 255)
    'cWhite = _RGB32(254, 254, 254)
End Function ' cWhite~&

Function cDarkBrown~& ()
    cDarkBrown = _RGB32(128, 64, 0)
End Function ' cDarkBrown~&

Function cLightBrown~& ()
    cLightBrown = _RGB32(196, 96, 0)
End Function ' cLightBrown~&

Function cKhaki~& ()
    cKhaki = _RGB32(240, 230, 140)
End Function ' cKhaki~&

Function cEmpty~& ()
    'cEmpty~& = -1
    cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################

Function KeyCode_Escape% ()
    KeyCode_Escape% = 2
End Function

Function KeyCode_F1% ()
    KeyCode_F1% = 60
End Function

Function KeyCode_F2% ()
    KeyCode_F2% = 61
End Function

Function KeyCode_F3% ()
    KeyCode_F3% = 62
End Function

Function KeyCode_F4% ()
    KeyCode_F4% = 63
End Function

Function KeyCode_F5% ()
    KeyCode_F5% = 64
End Function

Function KeyCode_F6% ()
    KeyCode_F6% = 65
End Function

Function KeyCode_F7% ()
    KeyCode_F7% = 66
End Function

Function KeyCode_F8% ()
    KeyCode_F8% = 67
End Function

Function KeyCode_F9% ()
    KeyCode_F9% = 68
End Function

'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
    KeyCode_F10% = 17408
End Function

Function KeyCode_F11% ()
    KeyCode_F11% = 88
End Function

Function KeyCode_F12% ()
    KeyCode_F12% = 89
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
    KeyCode_PrintScreen% = -44
End Function

Function KeyCode_ScrollLock% ()
    KeyCode_ScrollLock% = 71
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
    KeyCode_PauseBreak% = 31053
End Function

Function KeyCode_Tilde% ()
    KeyCode_Tilde% = 42
End Function

Function KeyCode_1% ()
    KeyCode_1% = 3
End Function

Function KeyCode_2% ()
    KeyCode_2% = 4
End Function

Function KeyCode_3% ()
    KeyCode_3% = 5
End Function

Function KeyCode_4% ()
    KeyCode_4% = 6
End Function

Function KeyCode_5% ()
    KeyCode_5% = 7
End Function

Function KeyCode_6% ()
    KeyCode_6% = 8
End Function

Function KeyCode_7% ()
    KeyCode_7% = 9
End Function

Function KeyCode_8% ()
    KeyCode_8% = 10
End Function

Function KeyCode_9% ()
    KeyCode_9% = 11
End Function

Function KeyCode_0% ()
    KeyCode_0% = 12
End Function

Function KeyCode_Minus% ()
    KeyCode_Minus% = 13
End Function

Function KeyCode_Equal% ()
    KeyCode_Equal% = 14
End Function

Function KeyCode_BkSp% ()
    KeyCode_BkSp% = 15
End Function

Function KeyCode_Ins% ()
    KeyCode_Ins% = 339
End Function

Function KeyCode_Home% ()
    KeyCode_Home% = 328
End Function

Function KeyCode_PgUp% ()
    KeyCode_PgUp% = 330
End Function

Function KeyCode_Del% ()
    KeyCode_Del% = 340
End Function

Function KeyCode_End% ()
    KeyCode_End% = 336
End Function

Function KeyCode_PgDn% ()
    KeyCode_PgDn% = 338
End Function

Function KeyCode_NumLock% ()
    KeyCode_NumLock% = 326
End Function

Function KeyCode_KeypadSlash% ()
    KeyCode_KeypadSlash% = 310
End Function

Function KeyCode_KeypadMultiply% ()
    KeyCode_KeypadMultiply% = 56
End Function

Function KeyCode_KeypadMinus% ()
    KeyCode_KeypadMinus% = 75
End Function

Function KeyCode_Keypad7Home% ()
    KeyCode_Keypad7Home% = 72
End Function

Function KeyCode_Keypad8Up% ()
    KeyCode_Keypad8Up% = 73
End Function

Function KeyCode_Keypad9PgUp% ()
    KeyCode_Keypad9PgUp% = 74
End Function

Function KeyCode_KeypadPlus% ()
    KeyCode_KeypadPlus% = 79
End Function

Function KeyCode_Keypad4Left% ()
    KeyCode_Keypad4Left% = 76
End Function

Function KeyCode_Keypad5% ()
    KeyCode_Keypad5% = 77
End Function

Function KeyCode_Keypad6Right% ()
    KeyCode_Keypad6Right% = 78
End Function

Function KeyCode_Keypad1End% ()
    KeyCode_Keypad1End% = 80
End Function

Function KeyCode_Keypad2Down% ()
    KeyCode_Keypad2Down% = 81
End Function

Function KeyCode_Keypad3PgDn% ()
    KeyCode_Keypad3PgDn% = 82
End Function

Function KeyCode_KeypadEnter% ()
    KeyCode_KeypadEnter% = 285
End Function

Function KeyCode_Keypad0Ins% ()
    KeyCode_Keypad0Ins% = 83
End Function

Function KeyCode_KeypadPeriodDel% ()
    KeyCode_KeypadPeriodDel% = 84
End Function

Function KeyCode_Tab% ()
    KeyCode_Tab% = 16
End Function

Function KeyCode_Q% ()
    KeyCode_Q% = 17
End Function

Function KeyCode_W% ()
    KeyCode_W% = 18
End Function

Function KeyCode_E% ()
    KeyCode_E% = 19
End Function

Function KeyCode_R% ()
    KeyCode_R% = 20
End Function

Function KeyCode_T% ()
    KeyCode_T% = 21
End Function

Function KeyCode_Y% ()
    KeyCode_Y% = 22
End Function

Function KeyCode_U% ()
    KeyCode_U% = 23
End Function

Function KeyCode_I% ()
    KeyCode_I% = 24
End Function

Function KeyCode_O% ()
    KeyCode_O% = 25
End Function

Function KeyCode_P% ()
    KeyCode_P% = 26
End Function

Function KeyCode_BracketLeft% ()
    KeyCode_BracketLeft% = 27
End Function

Function KeyCode_BracketRight% ()
    KeyCode_BracketRight% = 28
End Function

Function KeyCode_Backslash% ()
    KeyCode_Backslash% = 44
End Function

Function KeyCode_CapsLock% ()
    KeyCode_CapsLock% = 59
End Function

Function KeyCode_A% ()
    KeyCode_A% = 31
End Function

Function KeyCode_S% ()
    KeyCode_S% = 32
End Function

Function KeyCode_D% ()
    KeyCode_D% = 33
End Function

Function KeyCode_F% ()
    KeyCode_F% = 34
End Function

Function KeyCode_G% ()
    KeyCode_G% = 35
End Function

Function KeyCode_H% ()
    KeyCode_H% = 36
End Function

Function KeyCode_J% ()
    KeyCode_J% = 37
End Function

Function KeyCode_K% ()
    KeyCode_K% = 38
End Function

Function KeyCode_L% ()
    KeyCode_L% = 39
End Function

Function KeyCode_Semicolon% ()
    KeyCode_Semicolon% = 40
End Function

Function KeyCode_Apostrophe% ()
    KeyCode_Apostrophe% = 41
End Function

Function KeyCode_Enter% ()
    KeyCode_Enter% = 29
End Function

Function KeyCode_ShiftLeft% ()
    KeyCode_ShiftLeft% = 43
End Function

Function KeyCode_Z% ()
    KeyCode_Z% = 45
End Function

Function KeyCode_X% ()
    KeyCode_X% = 46
End Function

Function KeyCode_C% ()
    KeyCode_C% = 47
End Function

Function KeyCode_V% ()
    KeyCode_V% = 48
End Function

Function KeyCode_B% ()
    KeyCode_B% = 49
End Function

Function KeyCode_N% ()
    KeyCode_N% = 50
End Function

Function KeyCode_M% ()
    KeyCode_M% = 51
End Function

Function KeyCode_Comma% ()
    KeyCode_Comma% = 52
End Function

Function KeyCode_Period% ()
    KeyCode_Period% = 53
End Function

Function KeyCode_Slash% ()
    KeyCode_Slash% = 54
End Function

Function KeyCode_ShiftRight% ()
    KeyCode_ShiftRight% = 55
End Function

Function KeyCode_Up% ()
    KeyCode_Up% = 329
End Function

Function KeyCode_Left% ()
    KeyCode_Left% = 332
End Function

Function KeyCode_Down% ()
    KeyCode_Down% = 337
End Function

Function KeyCode_Right% ()
    KeyCode_Right% = 334
End Function

Function KeyCode_CtrlLeft% ()
    KeyCode_CtrlLeft% = 30
End Function

Function KeyCode_WinLeft% ()
    KeyCode_WinLeft% = 348
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
    KeyCode_AltLeft% = -30764
End Function

Function KeyCode_Spacebar% ()
    KeyCode_Spacebar% = 58
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
    KeyCode_AltRight% = -30765
End Function

Function KeyCode_WinRight% ()
    KeyCode_WinRight% = 349
End Function

Function KeyCode_Menu% ()
    KeyCode_Menu% = 350
End Function

Function KeyCode_CtrlRight% ()
    KeyCode_CtrlRight% = 286
End Function

' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Sub DebugPrint (MyString As String)
    If m_bDebug = TRUE Then
        '_Echo MyString

        ReDim arrLines(-1) As String
        Dim iLoop As Integer
        split MyString, Chr$(13), arrLines()
        For iLoop = LBound(arrLines) To UBound(arrLines)
            _Echo arrLines(iLoop)
        Next iLoop
    End If
End Sub ' DebugPrint

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' #REFERENCE

' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:

' Type Name               Type suffix symbol   Minimum value                  Maximum value                Size in Bytes
' ---------------------   ------------------   ----------------------------   --------------------------   -------------
' _BIT                    `                    -1                             0                            1/8
' _BIT * n                `n                   -128                           127                          n/8
' _UNSIGNED _BIT          ~`                   0                              1                            1/8
' _BYTE                   %%                   -128                           127                          1
' _UNSIGNED _BYTE         ~%%                  0                              255                          1
' INTEGER                 %                    -32,768                        32,767                       2
' _UNSIGNED INTEGER       ~%                   0                              65,535                       2
' LONG                    &                    -2,147,483,648                 2,147,483,647                4
' _UNSIGNED LONG          ~&                   0                              4,294,967,295                4
' _INTEGER64              &&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    8
' _UNSIGNED _INTEGER64    ~&&                  0                              18,446,744,073,709,551,615   8
' SINGLE                  ! or none            -2.802597E-45                  +3.402823E+38                4
' DOUBLE                  #                    -4.490656458412465E-324        +1.797693134862310E+308      8
' _FLOAT                  ##                   -1.18E-4932                    +1.18E+4932                  32(10 used)
' _OFFSET                 %&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    Use LEN
' _UNSIGNED _OFFSET       ~%&                  0                              18,446,744,073,709,551,615   Use LEN
' _MEM                    none                 combined memory variable type  N/A                          Use LEN

' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%

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