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  Load Image 256
Posted by: Petr - 05-22-2022, 08:16 AM - Forum: Programs - Replies (1)

Hi again.

This function is designed for you to load any image into 8-bit format. I used Ashish's conversion feature, which he published a long time ago, to convert. Here I did not try to speed it up, but to make it work so that any 32-bit image could actually be used as an 8-bit image.

  The whole issue of 8-bit images faces one major drawback. If you do anything on an 8-bit screen, you have to compare the color palettes of all the images used so that they are the same and there is no color swapping. Thus, to make sure that, for example, the yellow color in one 8-bit frame does not have a palette number of, for example, 50, but in another frame else number. This needs to be considered when using 8-bit images.

Code: (Select All)
'LOADIMAGE256 experimental ver. 2.0

'1] Load image as 32 bit image
'2] find how much colors image contains. If 256 and less, continue. If more than 256, use Ashish's Dithering program, convert source image to 256 colors and call function LOADIMAGE256 again
'3] create 8 bit image and color palette
'4] THE PROGRAM DOES NOT RESPECT THE DEFAULT Qb64 COLOR PALETTE, Each image has its own!



Screen _NewImage(1700, 800, 256)
img8 = LOADIMAGE256("be.png")
_CopyPalette img8, _Dest
_PutImage (0, 0), img8




Function LOADIMAGE256 (img$)
    DefLng A-Z
    CompressIntensity = 5
    image = _LoadImage(img$, 32)
    ReStart: 'if image contains more than 256 colors, is function restarted after Floyd Steinberg Dithering is done by Ashish's function.
    ReDim m As _MEM, clr8(255) As _Unsigned Long, Clr32 As _Unsigned Long, test As Long, s As Long
    For s = 0 To 255
        clr8(s) = 99999
    Next s
    m = _MemImage(image)
    Do Until p& = m.SIZE
        _MemGet m, m.OFFSET + p&, Clr32~&
        test = 0
        'this block prevent for writing the same color more than 1x to palette array
        Do Until test > 255
            If clr8(test) = Clr32~& Then GoTo NextColor
            If clr8(test) = 99999 Then Exit Do
            test = test + 1
        Loop
        'if is empty place in palette, save this color as next palette color
        If test > 255 Then

            Print "Image contains more than 256 colors, can not be directly copyed as 8 bit image. Using ASHISH's source for dithering... Compress intensity: "; CompressIntensity

            img2 = FloydSteinbergDithering(image, CompressIntensity)
            CompressIntensity = CompressIntensity - 1
            _FreeImage image
            image = img2
            GoTo ReStart

        End If
        clr8(test) = Clr32
        'color is saved as palette for 8 bit image
        NextColor: p& = p& + 4
    Loop
    image8 = _NewImage(_Width(image), _Height(image), 256)
    'set palette
    Dim N As _MEM, C As _Unsigned _Byte
    N = _MemImage(image8)
    For palett = 0 To 255
        _PaletteColor palett, clr8(palett), image8
    Next
    'create 8 bit mask (set colors 0 to 255 to 8 bit image)
    For C = 255 To 0 Step -1
        clr~& = clr8(C)
        R& = 0
        R8& = 0
        Do Until R& = m.SIZE
            _MemGet m, m.OFFSET + R&, Clr32
            If Clr32 = clr~& Then _MemPut N, N.OFFSET + R8&, C
            R& = R& + 4
            R8& = R8& + 1
        Loop
    Next C
    LOADIMAGE256 = _CopyImage(image8, 256)
    _MemFree m
    _MemFree N
    _FreeImage image
    _FreeImage image8
End Function


Function FloydSteinbergDithering& (img&, factor As Integer) 'This is not my source, its coded By Ashish
    preDest = _Dest
    preSource = _Source
    Img32 = _CopyImage(img&)
    _Dest Img32
    _Source img&
    For y = 0 To _Height(img&) - 1
        For x = 0 To _Width(img&) - 1
            col~& = Point(x, y)
            oldR = _Red(col~&)
            oldG = _Green(col~&)
            oldB = _Blue(col~&)

            newR = _Round(factor * (oldR / 255)) * (255 / factor)
            newG = _Round(factor * (oldG / 255)) * (255 / factor)
            newB = _Round(factor * (oldB / 255)) * (255 / factor)

            errR = oldR - newR
            errG = oldG - newG
            errB = oldB - newB

            col2~& = Point(x + 1, y)
            r = _Red(col2~&) + errR * 7 / 16
            g = _Green(col2~&) + errG * 7 / 16
            b = _Blue(col2~&) + errB * 7 / 16
            PSet (x + 1, y), _RGB(r, g, b)

            col2~& = Point(x - 1, y + 1)
            r = _Red(col2~&) + errR * 3 / 16
            g = _Green(col2~&) + errG * 3 / 16
            b = _Blue(col2~&) + errB * 3 / 16
            PSet (x - 1, y + 1), _RGB(r, g, b)

            col2~& = Point(x, y + 1)
            r = _Red(col2~&) + errR * 5 / 16
            g = _Green(col2~&) + errG * 5 / 16
            b = _Blue(col2~&) + errB * 5 / 16
            PSet (x, y + 1), _RGB(r, g, b)

            col2~& = Point(x + 1, y + 1)
            r = _Red(col2~&) + errR * 1 / 16
            g = _Green(col2~&) + errG * 1 / 16
            b = _Blue(col2~&) + errB * 1 / 16
            PSet (x + 1, y + 1), _RGB(r, g, b)

            PSet (x, y), _RGB(newR, newG, newB)
    Next x, y
    _Dest preDest
    _Source preSource
    FloydSteinbergDithering& = Img32
End Function

Print this item

  Knapsack 0-1 & rosettacode & qbasic qb64 & WE
Posted by: DANILIN - 05-22-2022, 06:09 AM - Forum: Programs - Replies (3)

Knapsack 0-1 & rosettacode & qbasic qb64 & WE

For all people: send yours algorithms to rosettacode
otherwise forum may disappear even in google search

Classic Knapsack problem is solved in many ways

Contents: http://rosettacode.org/wiki/Knapsack_problem
Long read: rosettacode.org/wiki/Knapsack_problem/0-1

Previous topics and long programs: Knapsack
https://qb64forum.alephc.xyz/index.php?topic=3091
Ordered Combinations Generator
https://qb64forum.alephc.xyz/index.php?topic=2999

My newest program synthesizes all ciphers from 0 & 1
adding an extra register and 0 remain on left in cipher

Number of comparisons decreases from N! to 2^N
for example N=5 N!=120 >> 2^N=32

Random values origin are automatically assigned
quantity and quality and integral of value is obtained
and in general: integral of quantity and quality
and it is possible to divide only anyone will not understand

Program write results to qb64 directory

Code: (Select All)
Open "knapsack.txt" For Output As #1
N=7: L=5: a = 2^(N+1): Randomize Timer 'knapsack.bas DANILIN
Dim L(N), C(N), j(N), q(a), q$(a), d(a)

For m=a-1 To (a-1)/2 Step -1: g=m: Do ' sintez shifr
    q$(m)=LTrim$(Str$(g Mod 2))+q$(m)
    g=g\2: Loop Until g=0
    q$(m)=Mid$(q$(m), 2, Len(q$(m)))
Next

For i=1 To N: L(i)=Int(Rnd*3+1) ' lenght & cost
C(i)=10+Int(Rnd*9): Print #1, i, L(i), C(i): Next ' origin

For h=a-1 To (a-1)/2 Step -1
    For k=1 To N: j(k)=Val(Mid$(q$(h), k, 1)) ' from shifr
        q(h)=q(h)+L(k)*j(k)*C(k) ' 0 or 1
        d(h)=d(h)+L(k)*j(k)
    Next
    If d(h) <= L Then Print #1, d(h), q(h), q$(h)
Next
max=0: m=1: For i=1 To a
    If d(i)<=L Then If q(i) > max Then max=q(i): m=i
Next
Print #1,: Print #1, d(m), q(m), q$(m): End

Main thing is very brief and clear to even all

Results is reduced manually:

Code: (Select All)
1             2             17
2             2             14
3             2             17
4             1             11
5             2             18
6             3             14
7             3             10

5             73           1101000
4             62           1100000
2             28           0100000
5             81           0011100 !!!
3             45           0011000
5             76           0010010
2             36           0000100

5             81           0011100

Print this item

  TCP/IP Printing
Posted by: AtomicSlaughter - 05-21-2022, 09:53 PM - Forum: Utilities - Replies (2)

Code: (Select All)
Sub TCPPrint (IP As String, Port As String, toPrint As String)
    CRLF$ = Chr$(10) + Chr$(13)
    x = _OpenClient("TCP/IP:" + Port + ":" + IP)
    toPrint = toPrint + CRLF$
    Put #x, , CRFF$
End Sub

Sub TCPEndPrint (IP As String, Port As String)
    CRFF$ = Chr$(10) + Chr$(12)
    x = _OpenClient("TCP/IP:" + Port + ":" + IP)
    Put #x, , CRFF$
End Sub
Utility for Sending raw text to a network printer via TCP/IP

Use the first sub to send the data, then when finished send the second sub and it will initiate the form feed and spit the sheet out.

Print this item

  Space(d) Invaders!
Posted by: Cobalt - 05-21-2022, 09:44 PM - Forum: Works in Progress - Replies (2)


.mfi   SI_ResourcePack_1.MFI (Size: 2.1 MB / Downloads: 73) With the weather what it is the past 2 days around my place I have taken a bit of a rest from workin to code a little something. Though its not quite done I thought I might share it with you folks and see what you think of it so far.

Space Invaders 2022.

Controls are pretty basic;
Right and Left arrow keys move your defense cannon.
Space bar shoots.

it does track your score,  but there is only the initial wave to fight off. Its pretty bare bones at the moment too, so there is only the one scale and no options.
It has some issues with the invaders freezing from time to time. Almost like a time stop special, which I wish I could say was the intent. Big Grin  But alas I haven't quite figured out why they freeze for a very specific amount of time!
There is also the occasional collision issue where your shot will pass through an Invader. Probably because I'm using a very VERY basic POINT approach to detecting if the shot hits an Invader, so if it happens to find one of the blank pixels in the invaders then it will tend to miss. Just haven't added a secondary POINT detection to help fix that.
The Invaders also cannot hit you with their weapons yet, so your invincible at the moment.

Beyond some special graphical elements I would like to add that about all that is left to finish.

Don't forget the MFI file too.

Code: (Select All)
'Space Invaders 2022
'Cobalt
'QB64

TYPE Invader
X AS INTEGER
Y AS INTEGER
Type AS INTEGER
END TYPE

TYPE Player
X AS INTEGER 'where player is
Y AS INTEGER
Shot_X AS INTEGER 'where player's shot is
Shot_Y AS INTEGER '(only 1 at a time allowed)
Hit_X AS INTEGER
Hit_Y AS INTEGER
Hit_Time AS INTEGER
Special AS _BYTE
END TYPE

TYPE Shot
X AS INTEGER
Y AS SINGLE
Type AS _BYTE
END TYPE

TYPE Impacts
X AS INTEGER
Y AS INTEGER
Time AS _BYTE
END TYPE

TYPE Game
Lives AS _BYTE
Level AS _BYTE
Score1 AS LONG
Score2 AS LONG
HScore AS LONG
Frame AS _BYTE
Remain AS _BYTE 'invaders remaining
Speed AS _BYTE
Difficulty AS _BYTE
Win AS _BYTE
UFO AS _BYTE
UFO_Shot AS _BYTE
END TYPE

CONST TRUE = -1, FALSE = NOT TRUE
CONST Key_Right = 19712, Key_Left = 19200, Key_Up = 18432, Key_Down = 20480
CONST Key_Space = 32, Key_Enter = 13

DIM SHARED G AS Game, I(11, 5) AS Invader, P AS Player, P_Shot AS _BYTE
DIM SHARED Layer(8) AS LONG, SFX(16) AS LONG, BGM(4) AS LONG
DIM SHARED Shots(17) AS Shot, Shot_Count AS _BYTE, Hits(16) AS Impacts, Hit_Count AS _BYTE
DIM SHARED Ex AS Invader, Exploding AS _BYTE, UFO AS Invader

'init
RANDOMIZE TIMER
SCREEN _NEWIMAGE(640, 700, 32)
_SCREENMOVE 10, 5
Layer(0) = _DISPLAY
Layer(1) = _NEWIMAGE(640, 700, 32)
'Layer(2) = _LOADIMAGE("invaders.bmp", 32)
'Layer(3) = _LOADIMAGE("spaceinvaders.bmp", 32)
'Layer(4) = _LOADIMAGE("si_cpo.bmp", 32)
'Layer(5) = _LOADIMAGE("invaddx.bmp", 32)
Layer(6) = _NEWIMAGE(640, 700, 32) 'console build layer
Layer(7) = _NEWIMAGE(640, 700, 32) 'shield layer
Layer(8) = _NEWIMAGE(640, 700, 32) 'invader layer
'SFX(1) = _SNDOPEN("SI_shoot.wav")
'SFX(2) = _SNDOPEN("SI_invaderkilled.wav")
'SFX(3) = _SNDOPEN("SI_Explode.wav")
'SFX(4) = _SNDOPEN("SI_fastinvader1.wav")
'SFX(5) = _SNDOPEN("SI_fastinvader2.wav")
'SFX(6) = _SNDOPEN("SI_fastinvader3.wav")
'SFX(7) = _SNDOPEN("SI_fastinvader4.wav")
'SFX(8) = _SNDOPEN("SI_ufo_highpitch.wav")
'SFX(9) = _SNDOPEN("SI_ufo_lowpitch.wav")
MFI_Loader "SI_ResourcePack_1.MFI"

_SNDVOL SFX(1), .5
_SNDVOL SFX(2), .5
_SNDVOL SFX(3), .5
_SNDVOL SFX(4), .5
_SNDVOL SFX(5), .5
_SNDVOL SFX(6), .5
_SNDVOL SFX(7), .5
_SNDVOL SFX(8), .5
_SNDVOL SFX(9), .5

_CLEARCOLOR _RGB32(0), Layer(3)
_CLEARCOLOR _RGB32(4), Layer(3)
_CLEARCOLOR _RGB32(4), Layer(5)
_CLEARCOLOR _RGB32(0), Layer(7)

TAnimate& = _FREETIMER
TSound& = _FREETIMER
ON TIMER(TSound&, .3682) Play_BGS
ON TIMER(TAnimate&, .256) Flip_Frame

_TITLE "Space Invaders 2022"
_DELAY .25

'Build Arcade Console
_PUTIMAGE (0, 0)-STEP(639, 499), Layer(2), Layer(6)
_PUTIMAGE (0, 0)-STEP(639, 499), Layer(5), Layer(6)
_PUTIMAGE (0, 500)-STEP(639, 199), Layer(4), Layer(6), (0, 0)-STEP(5999, 1799)
SI_Print "p1-score", 192, 204, Layer(6)
SI_Print "hi-score", 288, 204, Layer(6)
SI_Print "p2-score", 384, 204, Layer(6)
'--------------------
FOR i%% = 0 TO 3
_PUTIMAGE (160 + 100 * i%%, 352)-STEP(23, 15), Layer(3), Layer(7), (254, 31)-STEP(23, 15)
NEXT i%%
G.Frame = FALSE
G.Remain = 55
G.Speed = 30
P.X = 164: P.Y = 380
FOR y%% = 0 TO 4
FOR x%% = 0 TO 10
  I(x%%, y%%).X = 96 + 32 * x%%: I(x%%, y%%).Y = 320 - 20 * y%%: I(x%%, y%%).Type = y%% + 1
NEXT x%%, y%%
TIMER(TAnimate&) ON
TIMER(TSound&) ON
ClearLayerTrans Layer(8)

DO
_PUTIMAGE , Layer(6), Layer(1)
_PUTIMAGE , Layer(7), Layer(1)

FOR y%% = 0 TO 4: FOR x%% = 0 TO 10
  PlaceInvader x%%, y%%
NEXT x%%, y%%

IF Move_Counter%% >= G.Speed THEN Move_Counter%% = 0: Move_Invaders
IF INT(RND * 100) >= 75 THEN Invader_Shot

IF NOT G.UFO THEN
  IF INT(RND * 100) > 90 THEN
   IF Last_UFO%% > 120 THEN 'Only 1 out of 120 ufos appear
    Last_UFO%% = 0: Start_UFO
   ELSEIF Last_UFO%% <= 120 THEN
    Last_UFO%% = Last_UFO%% + 1
   END IF
  END IF
ELSEIF G.UFO THEN
  Move_UFO
  Draw_UFO
END IF
Move_Invader_Shot
Draw_Invader_Shot

IF Hit_Count THEN Age_Impacts 'if any hits then age them
IF P.Hit_Time THEN Age_Impact_Player
IF P_Shot THEN Move_Player_Shot
Draw_Impacts
IF P.Hit_Time THEN Draw_Impact_Player


Nul%% = Controls

IF P_Shot THEN Draw_Player_Shot
Draw_Player
IF Exploding THEN Draw_Explode_Invader
Display_Scores
_PRINTSTRING (0, 0), STR$(Last_UFO%%), Layer(8)
_PUTIMAGE , Layer(8), Layer(1)
_PUTIMAGE , Layer(1), Layer(0)
ClearLayerTrans Layer(8)
_LIMIT 60
Move_Counter%% = Move_Counter%% + 1
IF Nul%% = TRUE THEN ExitFlag%% = TRUE
IF G.Remain = 0 THEN ExitFlag%% = TRUE: G.Win = TRUE
LOOP UNTIL ExitFlag%%

STOP_ALL_SNDs

TIMER(TSound&) OFF
TIMER(TAnimate&) OFF
IF G.Win THEN SI_Print "you win!", 288, 304, Layer(0)

SUB Start_UFO
G.UFO = TRUE
IF INT(RND * 100) > 49 THEN
  UFO.X = 112
  UFO.Type = TRUE
  _SNDLOOP SFX(8)
ELSE
  UFO.X = 512
  UFO.Type = FALSE
  _SNDLOOP SFX(9)
END IF
UFO.Y = 224
END SUB

SUB Move_UFO
IF UFO.Type THEN 'moving left to right
  UFO.X = UFO.X + 1
ELSE 'moving right to left
  UFO.X = UFO.X - 2
END IF
IF INT(RND * 100) > 50 THEN UFO_Shoot
IF UFO.X < 112 OR UFO.X > 512 THEN
  _SNDSTOP SFX(8): _SNDSTOP SFX(9)
  G.UFO = FALSE
END IF
END SUB

SUB Draw_UFO
_PUTIMAGE (UFO.X, UFO.Y)-STEP(15, 7), Layer(3), Layer(8), (210, 39)-STEP(15, 7)
END SUB

SUB UFO_Shoot
IF UFO.X - 8 >= P.X AND UFO.X + 8 <= P.X + 16 AND G.UFO_Shot = FALSE THEN
  Shots(Shot_Count).X = UFO.X + 8
  Shots(Shot_Count).Y = UFO.Y + 8
  Shots(Shot_Count).Type = 6
  Shot_Count = Shot_Count + 1
  G.UFO_Shot = TRUE
END IF
END SUB

FUNCTION Controls
Result%% = FALSE
IF _KEYDOWN(Key_Right) THEN
  P.X = P.X + 2
  IF P.X >= 500 THEN P.X = 500
END IF
IF _KEYDOWN(Key_Left) THEN
  P.X = P.X - 2
  IF P.X <= 128 THEN P.X = 128
END IF
IF _KEYDOWN(Key_Space) AND P_Shot = FALSE AND P.Hit_Time = 0 THEN Player_Shot
IF _KEYHIT = 27 THEN Result%% = TRUE
Controls = Result%%
END FUNCTION

SUB Player_Shot
_SNDPLAY SFX(1)
P_Shot = TRUE
P.Shot_X = P.X + 7
P.Shot_Y = P.Y
END SUB

SUB PlaceInvader (X%%, Y%%)
SELECT CASE I(X%%, Y%%).Type
  CASE 0 'Dead
  CASE 1, 2
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (246, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (246, 11)-STEP(15, 7)
   END IF
  CASE 3, 4
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (228, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (228, 11)-STEP(15, 7)
   END IF
  CASE 5
   IF G.Frame THEN
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (210, 1)-STEP(15, 7)
   ELSE
    _PUTIMAGE (I(X%%, Y%%).X, I(X%%, Y%%).Y)-STEP(15, 7), Layer(3), Layer(8), (210, 11)-STEP(15, 7)
   END IF
END SELECT
END SUB

SUB Move_Invaders
STATIC Direction%% 'direction of invader movement
DIM Score(11) AS _BYTE 'track how many invaders are in each column

IF Direction%% THEN 'TRUE
  'move all invaders regaurdless of exsistance
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    I(x%%, y%%).X = I(x%%, y%%).X + 3
    Score(x%%) = Score(x%%) + I(x%%, y%%).Type 'monitor how many invaders are in each column
  NEXT x%%, y%%

  FOR z%% = 10 TO 0 STEP -1 'check right to left if moving right
   IF Score(z%%) THEN 'if there are still invaders in this Column
    IF I(z%%, 0).X >= 528 THEN
     Direction%% = NOT Direction%% 'reverse invader movement
     FOR y%% = 0 TO 4
      FOR x%% = 0 TO 10
       I(x%%, y%%).Y = I(x%%, y%%).Y + 4 'lower invaders each pass
     NEXT x%%, y%%
    END IF
    z%% = -1 'good column so quit after move
   END IF
  NEXT z%%
ELSE 'FALSE
  'move all invaders regaurdless of exsistance
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    I(x%%, y%%).X = I(x%%, y%%).X - 3
    Score(x%%) = Score(x%%) + I(x%%, y%%).Type 'monitor how many invaders are in each column
  NEXT x%%, y%%

  FOR z%% = 0 TO 10 'check left to right if moving left
   IF Score(z%%) THEN 'if there are still invaders in this Column
    IF I(z%%, 0).X <= 96 THEN
     Direction%% = NOT Direction%% 'reverse invader movement

     FOR y%% = 0 TO 4
      FOR x%% = 0 TO 10
       I(x%%, y%%).Y = I(x%%, y%%).Y + 4 'lower invaders each pass
     NEXT x%%, y%%

    END IF
    z%% = 11 'good column so quit after move
   END IF
  NEXT z%%
END IF
END SUB

SUB SI_Print (Txt$, X%, Y%, L&)
L%% = LEN(Txt$)
FOR i%% = 1 TO L%%
  SELECT CASE ASC(MID$(Txt$, i%%, 1))
   CASE 32
    X% = X% + 6
   CASE 45
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (220, 119)-STEP(7, 7)
    X% = X% + 8
   CASE 48 TO 57
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (1 + (ASC(MID$(Txt$, i%%, 1)) - 48) * 10, 146)-STEP(7, 7)
    X% = X% + 8
   CASE 97 TO 122
    _PUTIMAGE (X%, Y%)-STEP(7, 7), Layer(3), L&, (1 + (ASC(MID$(Txt$, i%%, 1)) - 97) * 10, 137)-STEP(7, 7)
    X% = X% + 8
  END SELECT
NEXT i%%
END SUB

SUB Display_Scores
SI_Print LTRIM$(STR$(G.Score1)), 192, 214, Layer(1)
SI_Print LTRIM$(STR$(G.HScore)), 288, 214, Layer(1)
SI_Print LTRIM$(STR$(G.Score2)), 384, 214, Layer(1)
END SUB

SUB Shot_Impact (id%%)
Hit_Count = Hit_Count + 1
Hits(Hit_Count).X = Shots(id%%).X - 2
Hits(Hit_Count).Y = Shots(id%%).Y
Hits(Hit_Count).Time = 30
END SUB

SUB Shot_Impact_Player
P.Hit_X = P.Shot_X - 2
P.Hit_Y = P.Shot_Y - 3
P.Hit_Time = 30
P_Shot = FALSE
END SUB

SUB Invader_Shot
FOR y%% = 0 TO 4
  FOR x%% = 0 TO 10
   IF I(x%%, y%%).Type THEN 'make sure invader is alive
    IF INT(RND * 100) >= 99 THEN 'random chance of shot
     IF INT(RND * 5) = 3 THEN
      IF Shot_Count < 15 THEN 'is there room for a shot?
       Shots(Shot_Count).X = I(x%%, y%%).X + 8
       Shots(Shot_Count).Y = I(x%%, y%%).Y + 4
       Shots(Shot_Count).Type = INT(RND * 3) + 1
       Shot_Count = Shot_Count + 1
      END IF
     END IF
    END IF
   END IF
NEXT x%%, y%%
END SUB

SUB Move_Invader_Shot
FOR i%% = 1 TO Shot_Count
  Shots(i%%).Y = Shots(i%%).Y + Shots(i%%).Type / 2

  IF Shots(i%%).Y > 400 THEN 'ground\bottom of screen, remove shot
   Shots(i%%).Type = 0
   Shots(i%%).Y = 0
   FOR z%% = i%% TO Shot_Count
    SWAP Shots(z%%), Shots(z%% + 1)
   NEXT z%%
   Shot_Count = Shot_Count - 1
  END IF
  IF Collide_Invader_Shot(i%%) THEN 'did the invader's shot hit a sheild or player?
   Shot_Impact i%%
   IF Shots(i%%).Type = 6 THEN G.UFO_Shot = FALSE
   Shots(i%%).Type = 0
   Shots(i%%).Y = 0
   FOR z%% = i%% TO Shot_Count
    SWAP Shots(z%%), Shots(z%% + 1)
   NEXT z%%
   Shot_Count = Shot_Count - 1
  END IF
NEXT i%%
END SUB

SUB Move_Player_Shot
P.Shot_Y = P.Shot_Y - 3
IF P.Shot_Y <= 200 THEN Shot_Impact_Player
Test%% = Collide_Player_Shot
IF Test%% = 1 THEN Shot_Impact_Player 'cause impact GFX to display
IF Test%% = TRUE THEN P_Shot = FALSE 'Invader explodes and shot stops
END SUB

SUB Explode_Invader (x%%, y%%)
_SNDPLAY SFX(2)
G.Remain = G.Remain - 1
Ex.Type = 24
Ex.X = I(x%%, y%%).X
Ex.Y = I(x%%, y%%).Y
Exploding = TRUE
END SUB

SUB Draw_Explode_Invader
Ex.Type = Ex.Type - 1
IF Ex.Type = 0 THEN Exploding = FALSE
_PUTIMAGE (Ex.X, Ex.Y)-STEP(15, 7), Layer(3), Layer(1), (264, 1)-STEP(15, 7)
END SUB

SUB Draw_Impacts
FOR i%% = 1 TO Hit_Count
  IF Hits(i%%).Time >= 2 THEN
   _PUTIMAGE (Hits(i%%).X, Hits(i%%).Y)-STEP(5, 7), Layer(3), Layer(7), (270, 21)-STEP(5, 7)
  ELSE
   _PUTIMAGE (Hits(i%%).X, Hits(i%%).Y)-STEP(5, 7), Layer(3), Layer(7), (277, 21)-STEP(5, 7)
  END IF
NEXT i%%
_CLEARCOLOR _RGB32(1), Layer(7)
END SUB

SUB Draw_Impact_Player
IF P.Hit_Time > 1 THEN
  _PUTIMAGE (P.Hit_X, P.Hit_Y)-STEP(5, 7), Layer(3), Layer(7), (270, 21)-STEP(5, 7)
ELSE
  _PUTIMAGE (P.Hit_X, P.Hit_Y)-STEP(5, 7), Layer(3), Layer(7), (277, 21)-STEP(5, 7)
END IF
END SUB

SUB Draw_Invader_Shot
STATIC Frame AS _BYTE, FC AS _BYTE

FOR i%% = 1 TO 15
  SELECT CASE Shots(i%%).Type
   CASE 0 'no shot
   CASE 1
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (210 + 5 * Frame, 21)-STEP(2, 7)
   CASE 2
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (230 + 5 * Frame, 21)-STEP(2, 7)
   CASE 3
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (250 + 5 * Frame, 21)-STEP(2, 7)
   CASE 6
    _PUTIMAGE (Shots(i%%).X, Shots(i%%).Y)-STEP(2, 7), Layer(3), Layer(1), (250 + 15 * Frame, 21)-STEP(2, 7)
  END SELECT
NEXT i%%
FC = FC + 1
IF FC = 7 THEN Frame = Frame + 1: FC = 0
IF Frame = 4 THEN Frame = 0
END SUB

SUB Draw_Player
_PUTIMAGE (P.X, P.Y)-STEP(15, 7), Layer(3), Layer(1), (210, 49)-STEP(15, 7)
END SUB

SUB Draw_Player_Shot
_PUTIMAGE (P.Shot_X, P.Shot_Y)-STEP(2, 7), Layer(3), Layer(1), (250, 21)-STEP(2, 7)
END SUB

FUNCTION Collide_Invader_Shot%% (id%%)
IF _SOURCE <> Layer(7) THEN _SOURCE Layer(7)
IF _RED32(POINT(Shots(id%%).X, Shots(id%%).Y + (3 + (INT(RND * 6) - 3)))) > 1 THEN Result%% = TRUE
Collide_Invader_Shot = Result%%
END FUNCTION

FUNCTION Collide_Player_Shot%%
IF _SOURCE <> Layer(7) THEN _SOURCE Layer(7) 'check for shield impact
IF _RED32(POINT(P.Shot_X, P.Shot_Y)) > 1 THEN Result%% = 1
_SOURCE Layer(8) 'then check for invader hit
IF _RED32(POINT(P.Shot_X, P.Shot_Y)) > 0 OR _RED32(POINT(P.Shot_X, P.Shot_Y + 1)) > 0 THEN 'see which invader was hit
  FOR y%% = 0 TO 4
   FOR x%% = 0 TO 10
    IF P.Shot_X >= I(x%%, y%%).X AND P.Shot_X <= I(x%%, y%%).X + 16 AND P.Shot_Y >= I(x%%, y%%).Y AND P.Shot_Y <= I(x%%, y%%).Y + 8 THEN
     'found invader being hit
     Hit_Invader x%%, y%%
     y%% = 5
     x%% = 11
     Result%% = TRUE
    END IF
  NEXT x%%, y%%
  'UFO being hit?
  IF P.Shot_X >= UFO.X AND P.Shot_X <= UFO.X + 16 AND P.Shot_Y >= UFO.Y AND P.Shot_Y <= UFO.Y + 8 THEN
   _SNDPLAY SFX(2)
   Ex.Type = 24
   Ex.X = UFO.X
   Ex.Y = UFO.Y
   Exploding = TRUE
   Result%% = TRUE
   G.Score1 = G.Score1 + 100
   _SNDSTOP SFX(8): _SNDSTOP SFX(9)
   G.UFO = FALSE
  END IF
END IF
Collide_Player_Shot = Result%%
END FUNCTION

SUB Hit_Invader (X%%, Y%%)
STATIC Speedup AS _BYTE
SELECT CASE I(X%%, Y%%).Type
  CASE 1, 2
   G.Score1 = G.Score1 + 10
  CASE 3, 4
   G.Score1 = G.Score1 + 20
  CASE 5
   G.Score1 = G.Score1 + 30
END SELECT
Explode_Invader X%%, Y%%
I(X%%, Y%%).Type = 0
Speedup = Speedup + 1
IF Speedup = 2 THEN Speedup = 0: G.Speed = G.Speed - 1
END SUB

SUB Age_Impacts
FOR i%% = 1 TO Hit_Count
  Hits(i%%).Time = Hits(i%%).Time - 1
  IF Hits(i%%).Time = 0 THEN
   Hits(i%%).Time = 0
   Hits(i%%).Y = 0
   FOR z%% = i%% TO Hit_Count
    SWAP Hits(z%%), Hits(z%% + 1)
   NEXT z%%
   Hit_Count = Hit_Count - 1
  END IF
NEXT i%%
END SUB

SUB Age_Impact_Player
IF P.Hit_Time THEN 'if the player has an impact out there.
  P.Hit_Time = P.Hit_Time - 1
END IF
END SUB

SUB Flip_Frame
G.Frame = NOT G.Frame
END SUB

SUB ClearLayer (L&)
old& = _DEST
_DEST L&
CLS ' ,0
_DEST old&
END SUB

SUB ClearLayerTrans (L&)
old& = _DEST
_DEST L&
CLS , 0
_DEST old&
END SUB

SUB Play_BGS
STATIC current_sound AS _BYTE
SELECT CASE current_sound
  CASE 0
   _SNDPLAY SFX(4)
  CASE 1
   _SNDPLAY SFX(5)
  CASE 2
   _SNDPLAY SFX(6)
  CASE 3
   _SNDPLAY SFX(7)
   current_sound = -1
END SELECT
current_sound = current_sound + 1

END SUB

SUB STOP_ALL_SNDs
FOR i%% = 0 TO 9
  _SNDSTOP SFX(i%%)
NEXT i%%
END SUB

SUB MFI_Loader (FN$)
DIM Size(128) AS LONG, FOffset(128) AS LONG
OPEN FN$ FOR BINARY AS #1
GET #1, , c~%% 'retrieve number of files
FOR I~%% = 1 TO c~%%
  GET #1, , FOffset(I~%%)
  GET #1, , Size(I~%%)
  FOffset&(I~%%) = FOffset&(I~%%) + 1
NEXT I~%%

Layer(2) = LoadGFX(FOffset(1), Size(1)) 'invaders
Layer(3) = LoadGFX(FOffset(2), Size(2)) 'spaceinvaders(sprites)
Layer(4) = LoadGFX(FOffset(3), Size(3)) 'console control board
Layer(5) = LoadGFX(FOffset(4), Size(4)) 'cabnet decal

SFX(1) = LoadSFX(FOffset(5), Size(5)) '_SNDOPEN("SI_shoot.wav")
SFX(2) = LoadSFX(FOffset(6), Size(6)) '_SNDOPEN("SI_invaderkilled.wav")
SFX(3) = LoadSFX(FOffset(7), Size(7)) '_SNDOPEN("SI_Explode.wav")
SFX(4) = LoadSFX(FOffset(8), Size(8)) '_SNDOPEN("SI_fastinvader1.wav")
SFX(5) = LoadSFX(FOffset(9), Size(9)) '_SNDOPEN("SI_fastinvader2.wav")
SFX(6) = LoadSFX(FOffset(10), Size(10)) '_SNDOPEN("SI_fastinvader3.wav")
SFX(7) = LoadSFX(FOffset(11), Size(11)) '_SNDOPEN("SI_fastinvader4.wav")
SFX(8) = LoadSFX(FOffset(12), Size(12)) '_SNDOPEN("SI_ufo_highpitch.wav")
SFX(9) = LoadSFX(FOffset(13), Size(13)) '_SNDOPEN("SI_ufo_lowpitch.wav")


CLOSE #1
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
END SUB

FUNCTION LoadGFX& (Foff&, Size&)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadGFX& = _LOADIMAGE("temp.dat", 32)
END FUNCTION

FUNCTION LoadFFX& (Foff&, Size&, Fize%%)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadFFX& = _LOADFONT("temp.dat", Fize%%, "monospace")
END FUNCTION

FUNCTION LoadSFX& (Foff&, Size&)
IF _FILEEXISTS("temp.dat") THEN KILL "temp.dat"
OPEN "temp.dat" FOR BINARY AS #3
dat$ = SPACE$(Size&)
GET #1, Foff&, dat$
PUT #3, , dat$
CLOSE #3
LoadSFX& = _SNDOPEN("temp.dat")
END FUNCTION

Print this item

  Long Date Function
Posted by: AtomicSlaughter - 05-21-2022, 09:20 PM - Forum: Utilities - Replies (2)

Code: (Select All)
Function lDate$
    p$ = "th"
    If Val(Mid$(Date$, 4, 2)) <= 9 Then
        day$ = Right$(Mid$(Date$, 4, 2), 1)
    Else
        day$ = Mid$(Date$, 4, 2)
    End If
    If Val(Mid$(Date$, 4, 2)) = 1 Or Val(Mid$(Date$, 4, 2)) = 21 Or Val(Mid$(Date$, 4, 2)) = 31 Then p$ = "st"
    If Val(Mid$(Date$, 4, 2)) = 2 Or Val(Mid$(Date$, 4, 2)) = 22 Then p$ = "nd"
    If Val(Mid$(Date$, 4, 2)) = 3 Or Val(Mid$(Date$, 4, 2)) = 23 Then p$ = "rd"

    Select Case Val(Mid$(Date$, 1, 2))
        Case 1: Month$ = "January"
        Case 2: Month$ = "February"
        Case 3: Month$ = "March"
        Case 4: Month$ = "April"
        Case 5: Month$ = "May"
        Case 6: Month$ = "June"
        Case 7: Month$ = "July"
        Case 8: Month$ = "August"
        Case 9: Month$ = "September"
        Case 10: Month$ = "October"
        Case 11: Month$ = "November"
        Case 12: Month$ = "December"
    End Select
    lDate = day$ + p$ + " " + Month$ + " " + Mid$(Date$, 7, 4)
End Function
This code adds a function that will print a long date (21 February 2022) to the screen the instead of using date$ that would print 21-02-2022

Print this item

  What do you like to use for adding commas to numerical output?
Posted by: Pete - 05-21-2022, 08:55 PM - Forum: General Discussion - Replies (1)

I've never used PRINT USING in my programs, so I usually code something like this demo...

Code: (Select All)
DIM a AS _INTEGER64
DO
    INPUT a
    a$ = LTRIM$(STR$(ABS(a)))
    j = LEN(a$) MOD 3: IF j = 0 THEN j = 3
    DO UNTIL j >= LEN(a$)
        a$ = MID$(a$, 1, j) + "," + MID$(a$, j + 1)
        j = j + 4
    LOOP
    IF a < 0 THEN a$ = "-" + a$
    PRINT a$ ' Output with commas.
LOOP

Pete

Print this item

  INIEditor
Posted by: AtomicSlaughter - 05-21-2022, 08:40 PM - Forum: Utilities - No Replies

Code: (Select All)
Type Sections
    lineNum As Integer
    section As String
End Type

Sub LoadINIFile (FileName As String, iniData() As String, iniSections() As Sections)
    ReDim As String iniData(0)
    ReDim As Sections iniSections(0)
    If _FileExists(FileName) Then
        file = FreeFile
        Open FileName For Binary As #file
        If LOF(file) = 0 Then Exit Sub
        Do
            Line Input #file, iniData(UBound(iniData))
            If InStr(iniData(UBound(iniData)), "[") > 0 Then
                iniSections(UBound(iniSections)).section = iniData(UBound(iniData))
                iniSections(UBound(iniSections)).lineNum = x
                ReDim _Preserve As Sections iniSections(UBound(iniSections) + 1)
            End If
            ReDim _Preserve iniData(UBound(iniData) + 1)
            x = x + 1
        Loop Until EOF(file)
        Close
    End If
    iniSections(UBound(iniSections)).section = "End of File"
    iniSections(UBound(iniSections)).lineNum = x
End Sub

Sub CheckSection (sec() As Sections, check As String, out1 As Single, out2 As Single, Ret As String)
    For i = 0 To UBound(sec)
        If LCase$(sec(i).section) = "[" + LCase$(check) + "]" Then
            out1 = sec(i).lineNum + 1
            out2 = sec(i + 1).lineNum - 1
            Print out1, out2
            Exit Sub
        End If
    Next
    Ret = "New Section"
End Sub

Function ReadINI$ (FileName As String, Section As String, INIKey As String)
    Dim sec(0) As Sections: Dim ini(0) As String
    Dim As Single start, finish
    LoadINIFile "Config.ini", ini(), sec()
    If Section <> "" Then
        CheckSection sec(), Section, start, finish, ret$
        For i = start To finish
            If Left$(LCase$(ini(i)), InStr(ini(i), "=") - 1) = LCase$(INIKey) Then
                ReadINI = Right$(ini(i), (Len(ini(i)) - InStr(ini(i), "=")))
            End If
        Next
    Else
        Do
            If Left$(LCase$(ini(i)), InStr(ini(i), "=") - 1) = LCase$(INIKey) Then
                ReadINI = Right$(ini(i), (Len(ini(i)) - InStr(ini(i), "=")))
            End If
            i = i + 1
        Loop Until ini(i) = ""
    End If
End Function

Sub DelINI (FileName As String, Section As String, INIKey As String)
    Dim sec(0) As Sections: Dim ini(0) As String
    Dim As Single start, finish
    LoadINIFile "Config.ini", ini(), sec()
    If Section <> "" Then
        CheckSection sec(), Section, start, finish, ret$
        For i = start To finish
            If Left$(LCase$(ini(i)), InStr(ini(i), "=") - 1) = LCase$(INIKey) Then
                ReDim temp(UBound(ini) - 1) As String
                For a = 0 To (i - 1)
                    temp(a) = ini(a)
                Next
                For a = i To UBound(temp)
                    temp(a) = ini(a + 1)
                Next

            End If
        Next
    Else
        Do
            If Left$(LCase$(ini(i)), InStr(ini(i), "=") - 1) = LCase$(INIKey) Then
                ReDim temp(UBound(ini) - 1) As String
                For a = 0 To i - 1
                    temp(a) = ini(a)
                Next
                For a = x To UBound(ini)
                    temp(x) = ini(x + 1)
                Next
            End If
            i = i + 1
        Loop Until ini(i) = ""
    End If
    Do
        If temp(UBound(temp)) = "" Then ReDim _Preserve temp(UBound(temp) - 1)
    Loop Until temp(UBound(temp)) <> ""
    f = FreeFile
    Open FileName For Output As #f
    For i = 0 To UBound(temp)
        Print #f, temp(i)
    Next
    Close
End Sub

Sub DelSec (FileName As String, Section As String)
    Dim sec(0) As Sections: Dim ini(0) As String
    Dim As Single start, finish
    LoadINIFile "Config.ini", ini(), sec()
    CheckSection sec(), Section, start, finish, ret$
    Print start, finish
    ReDim Temp(UBound(ini)) As String
    For i = 0 To start
        Temp(i) = ini(i)
    Next

    For i = finish To UBound(ini)
        Temp(i - finish) = ini(i)
    Next
    Do
        If Temp(UBound(Temp)) = "" Then ReDim _Preserve Temp(UBound(Temp) - 1)
    Loop Until Temp(UBound(Temp)) <> ""
    f = FreeFile
    Open FileName For Output As #f
    For i = 0 To UBound(Temp)
        Print #f, Temp(i)
    Next
    Close
End Sub

Sub AddINI (FileName As String, Section As String, INIKey As String, INIData As String)
    Dim sec(0) As Sections: Dim ini(0) As String
    Dim As Single start, finish
    LoadINIFile "Config.ini", ini(), sec()
    CheckSection sec(), Section, start, finish, ret$
    ReDim temp(UBound(ini) + 1) As String
    If ret$ = "New Section" Then
        ReDim temp(UBound(ini) + 3)
        temp(0) = "[" + Section + "]"
        temp(1) = INIKey + "=" + INIData
        temp(2) = ""
        For i = 3 To UBound(ini)
            temp(i) = ini(i - 3)
        Next
    Else

        If Section <> "" Then
            For i = 0 To start
                'Print ini(start): Sleep
                temp(i) = ini(i)
            Next
            temp(start) = INIKey + "=" + INIData
            For i = start + 1 To UBound(ini)
                temp(i) = ini(i - 1)
            Next
        Else
            temp(0) = INIKey + "=" + INIData
            For i = 1 To UBound(ini)
                temp(i) = ini(i - 1)
            Next
        End If

    End If
    Do
        If temp(UBound(temp)) = "" Then ReDim _Preserve temp(UBound(temp) - 1)
    Loop Until temp(UBound(temp)) <> ""
    f = FreeFile
    Open FileName For Output As #f
    For i = 0 To UBound(temp)
        Print #f, temp(i)
        'Print temp(i): _Delay 1
    Next
    Close


End Sub
 A Simple Ini Editor for qb64

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  Adding more Logical Operators
Posted by: Dimster - 05-21-2022, 08:05 PM - Forum: General Discussion - Replies (15)

Would it be difficult to add more logical operators to the QB64 language?

I often come across math formulas which use some hieroglyics that I'm constantly looking us to decipher. When it comes to logical operators I see them so often I sometimes wonder if they may be useful in QB64. For example, a couple of them are:

V means the logical OR, so it would be "A V B" v's "A OR B". The inverted V means AND
 
A pyramid of dots    .    means "THEREFORE", so "HM = M  and S = M    .     S = HM"
                            . .                                                                       .  .

(sorry, my depiction of a pyramid of dots leaves a lot to be desired)

And the inverse of the pyramid of dots means "Because" or "Since"


There are more, like << which means "much less than" and >> meaning "much more than" but I find personally I don't need those very much. The V and inverted V (or rotated 180 degree V) are just a short form of OR and AND so perhaps not as revolutionary for QB64, but the pyramid of dots may help with using the logical operator of IMP. (IMP being my pet peeve)

Is it too difficult to add more Logical Operators to QB64 math arsenal?

Print this item

  Pecos Pete teams up with Badlands Bob - Poker Slots
Posted by: Pete - 05-21-2022, 12:48 AM - Forum: Works in Progress - Replies (3)

If anyone would like to have a look at a graphics app I'm putting together... That's right, GRAPHICS, here is a poker slots game I put together using TheBOB's playing cards from his Solitaire3 game. The game is based on a much older text version game I built at the QBasic Forum decades ago.

https://www.tapatalk.com/groups/qbasic/v...55#p214055

Copy code and download the attached card file to try it out.

EDIT: OR... download the card program zip file in the attachment here, below. The card file is included.

Click "Play"

Click 1-5 to bet or just hit the Bet Max button to bet all 4 hands at $5.

Click the cards you want to hold.

Click "Deal"

--------------------------

Comments welcome. Anyone who is good with sound and/or has any good ogg files that might work with it, I'd love to hear from you. Also, anyone who would like to use TheBOB's cards let me know. I'm pretty certain Bob would be happy to let you use them.

For a NON-SCREEN 0 project, this one is fun.

Pete

EDIT: Updated zip file to exclude all cards dealt in hand from re-deal, not just the cards held.



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Information more source code and tutorials for making games
Posted by: madscijr - 05-20-2022, 03:10 PM - Forum: General Discussion - Replies (15)

For the curious and those looking to learn or looking for QB64 project ideas...

Tutorials:


Source code and program listings:
To the moon, Alice!
Enjoy!

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