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Lunar Lander Bloatware v0-64 (now with sound! stars!)
#1
With sound and alerts, this version is finally starting to look like a real game... By 1981 standards, at least! :-D

The program requires some sound files - the attached 7z file has everything.

I would welcome any feedback on this. The code is not necessarily concise or efficient, but it mostly works. 

(I had added these nifty stars which are supposed to twinkle, only they don't twinkle, not sure why! 
I'm out of time and brain cells. If anyone ever finds out why, let me know.)

Enjoy

[Image: lunar-lander-bloatware-v0-64.png]

Code: (Select All)
' Lunar Lander Bloatware, mostly by madscijr

' based on b+ Lander 30 LOC (double parking cheat) 2020-11-13

' BPlus proggies > Lander
' https://qb64phoenix.com/forum/showthread.php?tid=162&page=3&highlight=Lander

' https://qb64phoenix.com/forum/showthread.php?tid=443
' bplus Wrote:
' I got a little 30 LOC starter kit setup in Proggies for Lander.
' You will feel the need to jazz it up, resistance is futile.

' DATE         WHO-DONE-IT   DID-WHAT
' 2020-11-15   bplus         fix off-sides x,
'                            add alternate keys: a=left d=right w=up
'                            so now arrow keys or WAD system works
' 2022-07-15   madscijr      changed variables to double to move lander a fraction of a pixel at a time
'                            display velocity, fule, etc. on screen
' 2022-07-31   madscijr      arrow keys alone apply a minimum amount of thrust
'                            tweaked text display and end-of-round messages
' 2022-08-04   madscijr      added sound effects! stars! (they're supposed to twinkle, need to fix)

' DONE:
' Change input to use _BUTTON instead of KeyHit
' Track velocity + lateral momentum + fuel
' Display altitude, velocity, fuel, etc.
' Pressing arrow up/down/left/right and 1-7 simultaneously selects which direction to thrust in, and power level.
' Pressing arrow keys without 1-7 applies the minimum thrust (same as pressing 1)
' Added some detail to text display and messages at end of round.
' Sound effects: engines, crash, warning beeps (low fuel, moving too fast, etc.)
' Stars "cheap planetarium"
' If speed too fast, display in a different color or graphically warn player.

' TODO:
' Draw slopes of moon instead of blocky (right triangles, like Unicode Character "â—¢" (U+25E2) and "â—£" U+25E3, using _MapTriangle)
' Keep score / stats
' Better (graphic) display for fuel gauge, air speed, etc.
' Animated explosions when the lander crashes!
' Draw rocket flames for left/right/up (maybe use simple straight lines)
' Fix stars (not twinkling!)
' Auto-generate sound file resources from code (maybe need to use OGG instead of WAV for smaller files)

' TODO AFTER:
' Catch up to the classic (Atari Lunar Lander)
' - Change surface of moon to vector lines.
' - Rotate lander Asteroids-style like the arcade game (Atari Lunar Lander).
' - Map entire moon and scroll horizontally as lander drifts towards edges of screen.
' - Zoom in as lander gets close to surface.
' Add title screen + menu with options + skill level
' Multiplayer options (cooperative, competitive, split screen, different roles for players, etc.)
' Lander can sustain damage to parts (later add ability to repair)
' Support game controllers? (analog stick to control thrust direction+power)
' Track + display oxygen (food, water)
' Retrieve extra oxygen/fuel from moon bases, crashed landers, satellites + orbiting spacecraft
' Meteorites (can damage lander), UFOs + other phenomena
' Get out and walk on the moon, collect rocks, ride in lunar rover, meet moonmen, blast back off, rendevous, go home, splashdown, etc.
' Persist junk on the moon (crashed landers, stranded astronauts, flags, equipment, etc.)
' Fly missions related to past missions (rescue stranded astronauts, recover items, etc.)
' Retrieve astronaut poop and study it under a microscope to learn about microorganisms (which may mutate and grow into a monster, interact with moonlife, conway's game of life, etc.)
' Various missions - land, explore, take readings, rescue, salvage, mining, combat, set up moonbase, etc.
' Tunnel under the surface, mine stuff, explore, find caverns, subterranean water, discover life forms, communicate and deal with them, etc.
' Send programmable drones out on missions
' Train astronauts (AI? program them using simple commands?) and see how they perform in various roles
' Etc.

_Title "Lunar Lander Bloatware v0.64 mostly by madscijr" ' display in the Window's title bar

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

' FOR THRUST DIRECTION
Const cNone = 0
Const cUp = 1
Const cDown = 2
Const cLeft = 3
Const cRight = 4

' FOR TRACKING ALTITUDE
Const cHighAltitude = 0
Const cMiddleAltitude = 1
Const cLowAltitude = 2

' FOR ALERTS
Const cNoAlert = 0
Const cSurfaceAlert = 1
Const cSpeedAlert = 2
Const cDangerAlert = 3
Const cOrbitAlert = 4

' HOLDS INFO ABOUT ROCKET THRUSTERS
Type ThrustType
    FuelUsed As Integer
    Power As Double
    Radius As Single
    OffsetX As Single
    OffsetY As Single
    Color As _Unsigned Long
    FlickerIndex As Integer
End Type ' ThrustType

' HOLDS LOCATION + COLOR OF EACH STAR
Type StarType
    x As Integer
    y As Integer
    width As Integer
    ColorIndex As _Unsigned Long ' the star's current color
    TwinkleCounter As Integer ' counter for twinkles
    MaxCount As Integer ' controls how fast the star twinkles
End Type ' StarType

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

' 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)

' ****************************************************************************************************************************************************************
' 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 dblGravity As Double: dblGravity = 0.05
    Dim iStartFuel As Integer: iStartFuel = 1000
    Dim dblMinSpeedY As Double: dblMinSpeedY = 1 ' 0.75
    Dim dblMinSpeedX As Double: dblMinSpeedX = .5 ' 0.20
    ' -----------------------------------------------------------------------------
    Dim iFPS As Integer: iFPS = 30
    Dim bHorizontalMomentum As Integer: bHorizontalMomentum = FALSE
    Dim iLoop As Integer
    Dim imgStars&
    Dim imgMoon&
    ReDim arrMoon(-100 To 200) As Integer ' contains Y positions of moon's surface along x-axis (where 0 = top of screen, 39 = bottom of screen)
    'ReDim arrAltitude(-100 To 200) As Integer ' contains altitude of moon's surface along x-axis (where 0 = bottom of screen, 39 = top of screen)
    ReDim arrStars(1 To 100) As StarType
    ReDim arrColor(-1) As _Unsigned Long
    Dim iNumStars As Integer
    Dim iHeight As Integer
    Dim dblDX As Double
    Dim dblDY As Double
    Dim dblDangerDX As Double: dblDangerDX = 3
    Dim dblDangerDY As Double: dblDangerDY = 3
    Dim dblX As Double
    Dim dblY As Double
    Dim iX As Integer
    Dim iY As Integer
    Dim sKey As String
    Dim iMinX As Integer
    Dim iMaxX As Integer
    Dim iMinY As Integer
    Dim iMaxY As Integer
    Dim iStartY As Integer
    Dim dblMinX As Double
    Dim dblMaxX As Double
    Dim dblMinY As Double
    Dim dblMaxY As Double
    Dim iFuel As Integer
    Dim iLowFuelLevel As Integer: iLowFuelLevel = 100
    Dim iEscapeFuel As Integer: iEscapeFuel = 75 ' how much fuel they need to leave
    Dim iPowerLevel As Integer
    Dim iOldPowerLevel As Integer
    Dim iAvailablePower As Integer
    Dim iLowAltitude As Integer: iLowAltitude = 1 ' when we are this many tiles away from the surface, sound the proximity alert
    Dim bFlicker As Integer
    Dim iThrustDirection As Integer
    Dim iOldThrustDirection As Integer
    Dim iDrawThrust As Integer
    Dim arrThrust(0 To 7) As ThrustType
    Dim arrHeight(0 To 2) As Integer
    Dim bCrash As Integer
    Dim bLost As Integer
    Dim iAltitudeStatus As Integer
    Dim iAlertStatus As Integer
    Dim bExit As Integer
   
    ' -----------------------------------------------------------------------------
    'RIGHT FLAME:
    Dim sngStartRadian1 As Single: sngStartRadian1 = 5.2 ' 0 to 2, -6.1 to 6.1
    Dim sngStopRadian1 As Single: sngStopRadian1 = 0.6 ' 0 to 2, -6.1 to 6.1
    Dim sngAspect1 As Single: sngAspect1 = -1 ' 0 to 1, -6.1 to 6.1
    'LEFT FLAME:
    Dim sngStartRadian2 As Single: sngStartRadian2 = 2.5 ' 0 to 2, -6.1 to 6.1
    Dim sngStopRadian2 As Single: sngStopRadian2 = 4.1 ' 0 to 2, -6.1 to 6.1
    Dim sngAspect2 As Single: sngAspect2 = -1 ' 0 to 1, -6.1 to 6.1
    ' -----------------------------------------------------------------------------
    Dim iLandingSite As Integer
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$
    Dim sError As String: sError = ""
    ' -----------------------------------------------------------------------------
    ' SOUNDS:
    Dim lngThrustSound As Long
    Dim lngFuelSound As Long
    Dim lngSpeedSound As Long
    Dim lngDangerSound As Long
    Dim lngSurfaceSound As Long
    Dim lngExplode1Sound As Long
    Dim lngOrbitSound As Long
    Dim sNextFile As String
   
    ' ARE ALL FILES FOUND?
    sNextFile = m_ProgramPath$ + "lunar_alarm1.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    sNextFile = m_ProgramPath$ + "lunar_alarm2.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    sNextFile = m_ProgramPath$ + "lunar_beep1.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    sNextFile = m_ProgramPath$ + "lunar_beep2.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    sNextFile = m_ProgramPath$ + "lunar_explode1.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    sNextFile = m_ProgramPath$ + "lunar_thrust1.wav": If _FileExists(sNextFile) = FALSE Then sError = sError + sNextFile + Chr$(13)
    If Len(sError) > 0 Then
        Cls
        Print "One or more sound file was not found:" + Chr$(13) + sError
        Input "PRESS ENTER TO EXIT"; in$
        Exit Sub
    End If
   
    ' LOAD SOUNDS
    lngThrustSound = _SndOpen(m_ProgramPath$ + "lunar_thrust1.wav")
    lngFuelSound = _SndOpen(m_ProgramPath$ + "lunar_alarm2.wav")
    lngSpeedSound = _SndOpen(m_ProgramPath$ + "lunar_beep2.wav")
    lngDangerSound = _SndOpen(m_ProgramPath$ + "lunar_alarm1.wav")
    lngSurfaceSound = _SndOpen(m_ProgramPath$ + "lunar_beep1.wav")
    lngExplode1Sound = _SndOpen(m_ProgramPath$ + "lunar_explode1.wav")
    lngOrbitSound = _SndOpen(m_ProgramPath$ + "lunar_beep2.wav")
   
    ' ARE SOUNDS LOADED?
    If lngThrustSound = 0 Then sError = sError + "lngThrustSound=0" + Chr$(13)
    If lngFuelSound = 0 Then sError = sError + "lngFuelSound=0" + Chr$(13)
    If lngSpeedSound = 0 Then sError = sError + "lngSpeedSound=0" + Chr$(13)
    If lngDangerSound = 0 Then sError = sError + "lngDangerSound=0" + Chr$(13)
    If lngSurfaceSound = 0 Then sError = sError + "lngSurfaceSound=0" + Chr$(13)
    If lngExplode1Sound = 0 Then sError = sError + "lngExplode1Sound=0" + Chr$(13)
    If lngOrbitSound = 0 Then sError = sError + "lngOrbitSound=0" + Chr$(13)
    If Len(sError) > 0 Then
        Cls
        Print "Sound(s) could not be loaded:" + Chr$(13) + sError
        Input "PRESS ENTER TO EXIT"; in$
        Exit Sub
    End If
   
    ' INIT THRUSTERS
    arrThrust(0).FuelUsed = 0
    arrThrust(0).Power = 0
    arrThrust(0).Radius = 0
    arrThrust(0).OffsetX = 0
    arrThrust(0).OffsetY = 0
    arrThrust(0).Color = cBlack
    arrThrust(0).FlickerIndex = 0
    arrThrust(1).FuelUsed = 1
    arrThrust(1).Power = .05
    arrThrust(1).Radius = 6
    arrThrust(1).OffsetX = 0
    arrThrust(1).OffsetY = 0
    arrThrust(1).Color = cRed
    arrThrust(1).FlickerIndex = 2
    arrThrust(2).FuelUsed = 2
    arrThrust(2).Power = .10
    arrThrust(2).Radius = 8
    arrThrust(2).OffsetX = -1
    arrThrust(2).OffsetY = 1
    arrThrust(2).Color = cYellow
    arrThrust(2).FlickerIndex = 3
    arrThrust(3).FuelUsed = 3
    arrThrust(3).Power = .15
    arrThrust(3).Radius = 10
    arrThrust(3).OffsetX = -2
    arrThrust(3).OffsetY = 2
    arrThrust(3).Color = cOrange
    arrThrust(3).FlickerIndex = 4
    arrThrust(4).FuelUsed = 4
    arrThrust(4).Power = .20
    arrThrust(4).Radius = 12
    arrThrust(4).OffsetX = -3
    arrThrust(4).OffsetY = 3
    arrThrust(4).Color = cRed
    arrThrust(4).FlickerIndex = 5
    arrThrust(5).FuelUsed = 6
    arrThrust(5).Power = .3
    arrThrust(5).Radius = 14
    arrThrust(5).OffsetX = -4
    arrThrust(5).OffsetY = 4
    arrThrust(5).Color = cYellow
    arrThrust(5).FlickerIndex = 6
    arrThrust(6).FuelUsed = 9
    arrThrust(6).Power = .4
    arrThrust(6).Radius = 18
    arrThrust(6).OffsetX = -6
    arrThrust(6).OffsetY = 5
    arrThrust(6).Color = cOrange
    arrThrust(6).FlickerIndex = 7
    arrThrust(7).FuelUsed = 12
    arrThrust(7).Power = .5
    arrThrust(7).Radius = 26
    arrThrust(7).OffsetX = -10
    arrThrust(7).OffsetY = 9
    arrThrust(7).Color = cRed
    arrThrust(7).FlickerIndex = 6
   
    ' INIT COLORS
    AddGrayscaleColors arrColor()
   
    ' =============================================================================
    ' INITIALIZE SCREEN
    Screen _NewImage(800, 640, 32) ' 40 text rows x 100 text columns
    imgStars& = _NewImage(800, 640, 32) ' background
    imgMoon& = _NewImage(800, 640, 32) ' landscape
   
    ' =============================================================================
    ' START NEW GAME
    Do
        _Dest 0: Cls , cBlack ' set graphics destination back to game screen
        _KeyClear
       
        ' -----------------------------------------------------------------------------
        ' STOP ALL SOUNDS
        If lngSurfaceSound <> 0 Then
            If _SndPlaying(lngSurfaceSound) = TRUE Then _SndStop lngSurfaceSound
        End If
        If lngSpeedSound <> 0 Then
            If _SndPlaying(lngSpeedSound) = TRUE Then _SndStop lngSpeedSound
        End If
        If lngDangerSound <> 0 Then
            If _SndPlaying(lngDangerSound) = TRUE Then _SndStop lngDangerSound
        End If
        If lngFuelSound <> 0 Then
            If _SndPlaying(lngFuelSound) = TRUE Then _SndStop lngFuelSound
        End If
        If lngThrustSound <> 0 Then
            If _SndPlaying(lngThrustSound) = TRUE Then _SndStop lngThrustSound
        End If
        If lngExplode1Sound <> 0 Then
            If _SndPlaying(lngExplode1Sound) = TRUE Then _SndStop lngExplode1Sound
        End If
        If lngOrbitSound <> 0 Then
            If _SndPlaying(lngOrbitSound) = TRUE Then _SndStop lngOrbitSound
        End If
       
        ' -----------------------------------------------------------------------------
        ' DRAW RANDOM LUNAR SURFACE
        _Dest imgMoon&: Cls , cEmpty
        Randomize Timer
        iHeight = 30
        iLandingSite = RandomNumber%(-9, 108)
        For iLoop = -10 To 110
            If iLoop = iLandingSite And iLoop <= (iLandingSite + 1) Then
                iHeight = arrMoon(iLoop - 1)
            Else
                ' The RND function returns a random number with a value between 0 (inclusive) and 1 (exclusive).
                If Rnd < .5 Then iHeight = iHeight + Int(Rnd * 3) - 1
                If iHeight > 39 Then iHeight = 39
                If iHeight < 25 Then iHeight = 25
            End If
           
            'Line (iLoop * 8, iHeight * 16)-(iLoop * 8 + 8, _Height), _RGB32(128), BF
            Line (iLoop * 8, iHeight * 16)-(iLoop * 8 + 8, _Height), cGray, BF
            arrMoon(iLoop) = iHeight
            'arrAltitude(iLoop) = 39 - iHeight
           
            'DebugPrint "arrMoon(" + _Trim$(Str$(iLoop)) + " = " + _Trim$(Str$(arrMoon(iLoop)))
           
            ' _PUTIMAGE [STEP] [(dx1, dy1)-[STEP][(dx2, dy2)]][, sourceHandle&][, destHandle&][, ][STEP][(sx1, sy1)[-STEP][(sx2, sy2)]][_SMOOTH]
            '_PutImage , 0, imgMoon&
        Next iLoop
        _Dest 0 ' set graphics destination back to game screen
        'DebugPrint "--------------------------------------------------------------------------------"
       
        ' -----------------------------------------------------------------------------
        ' PLACE STARS RANDOMLY
        ' TODO: maybe add planets, earth, other objects, actual constellations (player can navigate by)
        ' TODO: as lander circles the moon, move the stars? etc.
        iNumStars = RandomNumber%(20, 100)
        ReDim arrStars(1 To iNumStars) As StarType
        For iLoop = 1 To iNumStars
            arrStars(iLoop).x = RandomNumber%(0, 800)
            arrStars(iLoop).y = RandomNumber%(0, 584)
            arrStars(iLoop).ColorIndex = RandomNumber%(LBound(arrColor), UBound(arrColor))
            arrStars(iLoop).width = RandomNumber%(1, 10)
            If arrStars(iLoop).width = 10 Then
                arrStars(iLoop).width = 3
            ElseIf arrStars(iLoop).width > 8 Then
                arrStars(iLoop).width = 2
            ElseIf arrStars(iLoop).width > 2 Then
                arrStars(iLoop).width = 1
            Else
                arrStars(iLoop).width = 0
            End If
            arrStars(iLoop).MaxCount = RandomNumber%(50, 300)
            arrStars(iLoop).TwinkleCounter = arrStars(iLoop).MaxCount ' (set to max so they are drawn the first time)
        Next iLoop
       
        ' -----------------------------------------------------------------------------
        ' SCREEN BOUNDARIES
        iMinX = -2
        iMaxX = 101
        iMinY = 0 - 10
        iMaxY = 39
        dblMinX = iMinX * 8
        dblMaxX = iMaxX * 8
        dblMinY = iMinY * 8
        dblMaxY = iMaxY * 8 ' 622
       
        ' -----------------------------------------------------------------------------
        ' PUT LANDER IN ORBIT
        iStartY = 0
        dblX = RandomNumber%(iMinX, iMaxX) * 8
        dblY = iStartY * 16
        dblDX = 0.0
        dblDY = 0.5
        iFuel = iStartFuel
        bFlicker = FALSE
        iThrustDirection = cNone
        iOldThrustDirection = cNone
        iDrawThrust = 0
        iPowerLevel = 1
        iOldPowerLevel = 1
        bCrash = FALSE
        bLost = FALSE
        iAltitudeStatus = cMiddleAltitude
        iAlertStatus = cNoAlert
       
        ' -----------------------------------------------------------------------------
        ' CONFIGURE PRINTING FOR _PrintString
        _PrintMode _FillBackground
        '_PrintMode _KEEPBACKGROUND
       
        ' -----------------------------------------------------------------------------
        ' MAIN LOOP
        While TRUE = TRUE
            ' REDRAW MOON + STARS
            DrawMoonAndStars imgMoon&, imgStars&, arrStars(), arrColor()
           
            ' APPLY GRAVITY
            dblDY = dblDY + dblGravity
           
            ' WRAP AROUND SCREEN WHY NOT
            If dblX < dblMinX Then
                dblX = dblMaxX
            ElseIf dblX > dblMaxX Then
                dblX = dblMinX
            End If
           
            ' GET AN INTEGER
            iX = DblToInt%(dblX) \ 8
            iY = DblToInt%(dblY) \ 16
           
            ' SHOW INSTRUMENTS + INSTRUCTIONS
            DrawText arrMoon(), dblX, dblY, iX, iY, dblDX, dblDY, dblMinSpeedX, dblMinSpeedY, iFuel, iAlertStatus, sKey
           
            ' DRAW LANDER
            DrawLander dblX, dblY
           
            ' THRUST (CURRENTLY ONLY BOTTOM ENGINE)
            If iAvailablePower > 0 Then
                If iThrustDirection = cUp Then
                    ' 2 ways we could draw rocket flame LINE and CIRCLE
                    '
                    ' CIRCLE Parameters
                    ' Can use STEP for relative coordinate moves from the previous graphic coordinates.
                    ' Coordinates designate the center position of the circle. Can be partially drawn offscreen.
                    ' radius% is an INTEGER value for half of the total circle diameter.
                    ' drawColor% is any available color attribute in the SCREEN mode used.
                    ' startRadian! and stopRadian! can be any SINGLE value from 0 to 2 * Ï€ to create partial circles or ellipses.
                    ' aspect! SINGLE values of 0 to 1 affect the vertical height and values over 1 affect the horizontal width of an ellipse. Aspect = 1 is a normal circle.
                   
                    '''LINE (dblX + 04, dblY + 16)-(dblX + 02, dblY + 20), cOrange
                    '''LINE (dblX + 04, dblY + 16)-(dblX + 06, dblY + 20), cYellow
                    '''Circle (dblX + 04, dblY + 16), 4, cRed, 0, 2
                   
                    ''Circle (dblX + 04, dblY + 16), 8, cRed, sngStartRadian, sngStopRadian
                    ''Circle (dblX + 32, dblY + 32), 8, cOrange, sngAspect
                    ''Circle (dblX + 64, dblY + 48), 8, cYellow, sngStartRadian, sngStopRadian, sngAspect
                    'Circle (dblX + 64, dblY + 48), iRadius, cYellow, sngStartRadian, sngStopRadian, sngAspect
                   
                    If bFlicker = FALSE Then
                        iDrawThrust = iAvailablePower
                    Else
                        iDrawThrust = arrThrust(iAvailablePower).FlickerIndex
                    End If
                   
                    Circle _
                        (dblX + 00 + arrThrust(iDrawThrust).OffsetX, dblY + 20 + arrThrust(iDrawThrust).OffsetY), _
                        arrThrust(iDrawThrust).Radius, _
                        arrThrust(iDrawThrust).Color, _
                        sngStartRadian1, _
                        sngStopRadian1, _
                        sngAspect1
                    Circle _
                        (dblX + 08 - arrThrust(iDrawThrust).OffsetX, dblY + 20 + arrThrust(iDrawThrust).OffsetY), _
                        arrThrust(iDrawThrust).Radius, _
                        arrThrust(iDrawThrust).Color, _
                        sngStartRadian2, _
                        sngStopRadian2, _
                        sngAspect2
                   
                End If
            End If ' THRUST

            ' UPDATE THE SCREEN
            _Display
           
            ' -----------------------------------------------------------------------------
            ' HAS LANDER TOUCHED THE SURFACE OR WENT BACK INTO SPACE?
            ' IS IT GETTING NEAR?
           
            ' GET HEIGHT OF SURFACE AROUND LANDER
            arrHeight(0) = arrMoon(iX - 1) - 1
            arrHeight(1) = arrMoon(iX) - 1
            arrHeight(2) = arrMoon(iX + 1) - 1

            ' DID WE LAND ON EVEN SURFACE?
            If iY = arrHeight(0) And iY = arrHeight(1) And iY = arrHeight(2) Then
               
                ' DID WE TOUCH DOWN GENTLY ENOUGH?
                If dblDY <= dblMinSpeedY Then
                    ' ARE WE MOVING TOO FAST HORIZONTALLY?
                    If Abs(dblDX) <= dblMinSpeedX Then
                       
                        ' ADJUST LANDER'S VERTICAL POSITION + REDRAW
                        dblY = (arrHeight(0) * 16) - 5
                       
                        ' REDRAW EVERYTHING
                        DrawMoonAndStars imgMoon&, imgStars&, arrStars(), arrColor()
                        DrawText arrMoon(), dblX, dblY, iX, iY, dblDX, dblDY, dblMinSpeedX, dblMinSpeedY, iFuel, iAlertStatus, sKey ' REDRAW TEXT
                        DrawLander dblX, dblY
                       
                        ' TOUCH DOWN!
                        Color cWhite, cDimGray
                        PrintAt 16, 30, "The Eagle has landed.             "
                        PrintAt 17, 30, "That's one small step for (wo)man,"
                        PrintAt 18, 30, "one giant leap for Earthlings.    "
                       
                        If iFuel < iEscapeFuel Then
                            PrintAt 20, 30, "One small problem:                "
                            PrintAt 21, 30, "Not enough fuel left to leave.    "
                        End If
                       
                        PrintAt 23, 30, "Press any key to try again.       "
                        Exit While
                    Else
                        ' TOO FAST HORIZONTALLY
                        Color cWhite, cDimGray
                        PrintAt 20, 30, "Moving too fast sideways.         "
                        PrintAt 21, 30, "Landing gear failure.             "
                       
                        PrintAt 23, 30, "Press any key to try again.       "
                        bCrash = TRUE
                        Exit While
                    End If
                Else
                    ' TOO FAST VERTICALLY
                    Color cWhite, cDimGray
                    PrintAt 20, 30, "Falling too fast.                 "
                    PrintAt 21, 30, "Ship destroyed on imact.          "
                   
                    PrintAt 23, 30, "Press any key to try again.       "
                    bCrash = TRUE
                    Exit While
                End If
               
                ' DID WE LAND ON UNEVEN SURFACE?
            ElseIf iY >= arrHeight(0) Or iY >= arrHeight(1) Or iY >= arrHeight(2) Or iY > iMaxY Then
                ' CRASHED DUE TO SPEED OR UNEVEN SURFACE?
                If dblDY <= dblMinSpeedY Then
                    ' CRASHED ON UNEVEN SURFACE
                    Color cWhite, cDimGray
                    PrintAt 20, 30, "Terrain is too uneven.            "
                    PrintAt 21, 30, "Crash landed on surface.          "
                   
                    PrintAt 23, 30, "Press any key to try again.       "
                    bCrash = TRUE
                    Exit While
                Else
                    ' TOO FAST VERTICALLY
                    Color cWhite, cDimGray
                    PrintAt 20, 30, "Out of control.                   "
                    PrintAt 21, 30, "Ship destroyed on imact.          "
                   
                    PrintAt 23, 30, "Press any key to try again.       "
                    bCrash = TRUE
                    Exit While
                End If
               
            ElseIf iY < iMinY Then
                ' LEFT THE MOON'S ORBIT & FLEW OFF INTO SPACE!
                Color cWhite, cDimGray
                PrintAt 20, 30, "Leaving so soon?                  "
                PrintAt 21, 30, "Lost in space.                    "
               
                PrintAt 23, 30, "Press any key to try again.       "
                bLost = TRUE
                Exit While
               
            ElseIf iY < 0 Then
                ' DANGEROUSLY NEAR LEAVING ORBIT!
                iAltitudeStatus = cHighAltitude
               
            ElseIf arrHeight(0) - iY <= iLowAltitude Then
                ' CLOSE TO THE SURFACE!
                iAltitudeStatus = cLowAltitude
                'DebugPrint "CLOSE! arrHeight(0)-iY <= iLowAltitude, " + cstr$(arrHeight(0)) + "-" + cstr$(iY) + " <= " + cstr$(iLowAltitude)
               
            ElseIf arrHeight(1) - iY <= iLowAltitude Then
                ' CLOSE TO THE SURFACE!
                iAltitudeStatus = cLowAltitude
                'DebugPrint "CLOSE! arrHeight(1)-iY <= iLowAltitude, " + cstr$(arrHeight(1)) + "-" + cstr$(iY) + " <= " + cstr$(iLowAltitude)
               
            ElseIf arrHeight(2) - iY <= iLowAltitude Then
                ' CLOSE TO THE SURFACE!
                iAltitudeStatus = cLowAltitude
                'DebugPrint "CLOSE! arrHeight(2)-iY <= iLowAltitude, " + cstr$(arrHeight(2)) + "-" + cstr$(iY) + " <= " + cstr$(iLowAltitude)
               
            Else
                ' NEITHER TOO CLOSE NOR TOO FAR
                iAltitudeStatus = cMiddleAltitude
            End If
           
            ' SET ALERT STATUS
            If iAltitudeStatus = cLowAltitude Then
                ' NEARING THE SURFACE...
                If dblDY <= dblMinSpeedY And Abs(dblDX) <= dblMinSpeedX Then
                    iAlertStatus = cSurfaceAlert
                ElseIf dblDY < dblDangerDY And Abs(dblDX) < dblDangerDX Then
                    iAlertStatus = cSpeedAlert
                Else
                    iAlertStatus = cDangerAlert
                End If
            ElseIf iAltitudeStatus = cHighAltitude Then
                ' NEARING OUTER SPACE...
                If Abs(dblDY) < dblDangerDY And Abs(dblDX) < dblDangerDX Then
                    iAlertStatus = cOrbitAlert
                Else
                    iAlertStatus = cDangerAlert
                End If
            Else
                ' SOMEWHERE IN THE MIDDLE...
                If Abs(dblDY) < dblDangerDY And Abs(dblDX) < dblDangerDX Then
                    iAlertStatus = cNoAlert
                Else
                    iAlertStatus = cDangerAlert
                End If
            End If
           
            ' STOP ANY UNNECESSARY ALARMS
            If iAlertStatus <> cOrbitAlert Or iFuel <= 0 Then
                If lngOrbitSound <> 0 Then
                    If _SndPlaying(lngOrbitSound) = TRUE Then _SndStop lngOrbitSound
                End If
            End If
            If iAlertStatus <> cSpeedAlert Or iFuel <= 0 Then
                If lngSpeedSound <> 0 Then
                    If _SndPlaying(lngSpeedSound) = TRUE Then _SndStop lngSpeedSound
                End If
            End If
            If iAlertStatus <> cDangerAlert Or iFuel <= 0 Then
                If lngDangerSound <> 0 Then
                    If _SndPlaying(lngDangerSound) = TRUE Then _SndStop lngDangerSound
                End If
            End If
            If iAlertStatus <> cSurfaceAlert Or iFuel <= 0 Then
                If lngSurfaceSound <> 0 Then
                    If _SndPlaying(lngSurfaceSound) = TRUE Then _SndStop lngSurfaceSound
                End If
            End If
            If iFuel <= 0 Then
                If lngFuelSound <> 0 Then
                    If _SndPlaying(lngFuelSound) = TRUE Then _SndStop lngFuelSound
                End If
            End If

            ' SOUND ALARMS / ALERTS
            If iFuel > 0 Then
                ' LOW FUEL ALARM?
                If iFuel <= iLowFuelLevel Then
                    If lngFuelSound <> 0 Then
                        If _SndPlaying(lngFuelSound) = FALSE Then _SndLoop lngFuelSound '_SNDPLAY lngFuelSound
                    End If
                End If
               
                ' ALL OTHER ALERTS
                If iAlertStatus = cOrbitAlert Then
                    If lngOrbitSound <> 0 Then
                        If _SndPlaying(lngOrbitSound) = FALSE Then _SndLoop lngOrbitSound '_SNDPLAY lngThrustSound
                    End If
                ElseIf iAlertStatus = cSurfaceAlert Then
                    If lngSurfaceSound <> 0 Then
                        If _SndPlaying(lngSurfaceSound) = FALSE Then _SndLoop lngSurfaceSound '_SNDPLAY lngThrustSound
                    End If
                ElseIf iAlertStatus = cSpeedAlert Then
                    If lngSpeedSound <> 0 Then
                        If _SndPlaying(lngSpeedSound) = FALSE Then _SndLoop lngSpeedSound '_SNDPLAY lngThrustSound
                    End If
                ElseIf iAlertStatus = cDangerAlert Then
                    If lngDangerSound <> 0 Then
                        If _SndPlaying(lngDangerSound) = FALSE Then _SndLoop lngDangerSound '_SNDPLAY lngThrustSound
                    End If
                End If
            Else
                ' NO FUEL = NO POWER FOR ALARMS!
            End If
           
            ' =============================================================================
            ' 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
           
            ' -----------------------------------------------------------------------------
            ' Get power level (1=weakest, 7=strongest)
            If _Button(KeyCode_1%) Then
                iPowerLevel = 1: sKey = sKey + "1,"
            ElseIf _Button(KeyCode_2%) Then
                iPowerLevel = 2: sKey = sKey + "2,"
            ElseIf _Button(KeyCode_3%) Then
                iPowerLevel = 3: sKey = sKey + "3,"
            ElseIf _Button(KeyCode_4%) Then
                iPowerLevel = 4: sKey = sKey + "4,"
            ElseIf _Button(KeyCode_5%) Then
                iPowerLevel = 5: sKey = sKey + "5,"
            ElseIf _Button(KeyCode_6%) Then
                iPowerLevel = 6: sKey = sKey + "6,"
            ElseIf _Button(KeyCode_7%) Then
                iPowerLevel = 7: sKey = sKey + "7,"
            End If
           
            ' -----------------------------------------------------------------------------
            ' Get direction
            If _Button(KeyCode_Left%) Then
                sKey = sKey + "LEFT,"
                iThrustDirection = cLeft
            ElseIf _Button(KeyCode_A%) Then
                sKey = sKey + "A,"
                iThrustDirection = cLeft
            ElseIf _Button(KeyCode_Right%) Then
                sKey = sKey + "RIGHT,"
                iThrustDirection = cRight
            ElseIf _Button(KeyCode_D%) Then
                sKey = sKey + "D,"
                iThrustDirection = cRight
            ElseIf _Button(KeyCode_Up%) Then
                sKey = sKey + "UP,"
                iThrustDirection = cUp
            ElseIf _Button(KeyCode_W%) Then
                sKey = sKey + "W,"
                iThrustDirection = cUp
            ElseIf _Button(KeyCode_Down%) Then
                sKey = sKey + "DOWN,"
                iThrustDirection = cDown
            ElseIf _Button(KeyCode_S%) Then
                sKey = sKey + "S,"
                iThrustDirection = cDown
            Else
                iThrustDirection = cNone
            End If
           
            ' -----------------------------------------------------------------------------
            ' Fire the engines
            iAvailablePower = 0
            If iThrustDirection <> cNone Then
                ' Remember previous
                iOldThrustDirection = iThrustDirection
               
                ' Make sure we have enough fuel for thrust level.
                ' (Else adjust based on available fuel.)
                For iLoop = iPowerLevel To 0 Step -1
                    If iFuel >= arrThrust(iLoop).FuelUsed Then
                        iAvailablePower = iLoop
                        Exit For
                    End If
                Next iLoop
               
                ' If we had enough fuel that engines are firing
                If iAvailablePower > 0 Then
                    ' Consume fuel
                    iFuel = iFuel - arrThrust(iAvailablePower).FuelUsed
                   
                    ' Apply force
                    If iThrustDirection = cLeft Then
                        dblDX = dblDX - arrThrust(iAvailablePower).Power
                        'TODO: need a better way to do sound, these sounds don't stop playing when the player releases the controls
                        'SLIME_BAS_SOUND_11
                    ElseIf iThrustDirection = cRight Then
                        dblDX = dblDX + arrThrust(iAvailablePower).Power
                        'SLIME_BAS_SOUND_11
                    ElseIf iThrustDirection = cUp Then
                        dblDY = dblDY - arrThrust(iAvailablePower).Power
                        'SLIME_BAS_SOUND_11
                    ElseIf iThrustDirection = cDown Then
                        dblDY = dblDY + arrThrust(iAvailablePower).Power
                        'snatch_bas_sound_6
                        ''SLIME_BAS_SOUND_11
                    End If
                   
                    ' Animate the rocket flames
                    If iThrustDirection = iOldThrustDirection Then bFlicker = Not (bFlicker)
                   
                    ' Sound on
                    If lngThrustSound <> 0 Then
                        ' CHANGE THRUSTER VOLUME IF POWER LEVEL CHANGES
                        If (iAvailablePower <> iOldPowerLevel) Then
                            iOldPowerLevel = iAvailablePower
                            _SndVol lngThrustSound, iAvailablePower / 7
                        End If
                       
                        If _SndPlaying(lngThrustSound) = FALSE Then
                            _SndLoop lngThrustSound '_SNDPLAY lngThrustSound
                        End If
                    End If
                   
                Else
                    ' Engines off
                    iOldThrustDirection = cNone: bFlicker = FALSE
                   
                    ' Sound off
                    If lngThrustSound <> 0 Then
                        If _SndPlaying(lngThrustSound) = TRUE Then _SndStop lngThrustSound
                    End If
                End If
            Else
                ' Engines off
                iOldThrustDirection = cNone: bFlicker = FALSE
               
                ' Sound off
                If lngThrustSound <> 0 Then
                    If _SndPlaying(lngThrustSound) = TRUE Then _SndStop lngThrustSound
                End If
            End If
           
            ' -----------------------------------------------------------------------------
            ' MOVE LANDER
            dblX = dblX + dblDX
            dblY = dblY + dblDY
           
            ' -----------------------------------------------------------------------------
            ' CONTROL GAME SPEED
            _Limit iFPS
            '_Limit 2
            '_Limit 30
        Wend
       
        ' UPDATE THE SCREEN
        _Display
       
        ' STOP ALL SOUNDS
        If lngSurfaceSound <> 0 Then
            If _SndPlaying(lngSurfaceSound) = TRUE Then _SndStop lngSurfaceSound
        End If
        If lngSpeedSound <> 0 Then
            If _SndPlaying(lngSpeedSound) = TRUE Then _SndStop lngSpeedSound
        End If
        If lngDangerSound <> 0 Then
            If _SndPlaying(lngDangerSound) = TRUE Then _SndStop lngDangerSound
        End If
        If lngFuelSound <> 0 Then
            If _SndPlaying(lngFuelSound) = TRUE Then _SndStop lngFuelSound
        End If
        If lngThrustSound <> 0 Then
            If _SndPlaying(lngThrustSound) = TRUE Then _SndStop lngThrustSound
        End If
        If lngOrbitSound <> 0 Then
            If _SndPlaying(lngOrbitSound) = TRUE Then _SndStop lngOrbitSound
        End If
       
        ' PLAY FINAL SOUNDS
        bExit = FALSE
        If bCrash = TRUE Then
            ' BOOM!
            If lngExplode1Sound <> 0 Then
                If _SndPlaying(lngExplode1Sound) = TRUE Then _SndStop lngExplode1Sound
                _SndPlay lngExplode1Sound
            End If
        ElseIf bLost = TRUE Then
            ' LOST IN SPACE!
           
            ' NOTE: HOW DO WE STOP SOUND FROM PLAYING EARLY?
            ' TODO: REPLACE WITH A WAV FILE FOR NOW...
            '_KeyClear : While InKey$ <> "": Wend ' Clear the keyboard buffer
            'For iLoop = 1 To 2000
            '   Sound 25000 - (iLoop * 10), .1
            '   if len(InKey$) > 0 then bExit = TRUE: Exit For
            'Next iLoop
            'DOESN'T WORK: If bExit = TRUE Then Sound 0, 0
        End If
       
        ' 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
   
    ' CLOSE SOUNDS
    _SndClose lngThrustSound
    _SndClose lngFuelSound
    _SndClose lngSpeedSound
    _SndClose lngDangerSound
    _SndClose lngSurfaceSound
    _SndClose lngExplode1Sound
    _SndClose lngOrbitSound
   
    ' RETURN TO AUTODISPLAY
    _AutoDisplay
   
End Sub ' main

' /////////////////////////////////////////////////////////////////////////////
' (RE)DRAW MOON AND STARS
Sub DrawMoonAndStars (imgMoon&, imgStars&, arrStars() As StarType, arrColor() As _Unsigned Long)
    Dim iLoop As Integer
    Dim x1%
    Dim x2%
    Dim y1%
    Dim y2%
   
    ' Twinkle twinkle little stars
    _Dest imgStars&
    For iLoop = LBound(arrStars) To UBound(arrStars)
        ' increment twinkle counter
        arrStars(iLoop).TwinkleCounter = arrStars(iLoop).TwinkleCounter + 1
       
        ' is it time to twinkle the color?
        If arrStars(iLoop).TwinkleCounter > arrStars(iLoop).MaxCount Then
            arrStars(iLoop).TwinkleCounter = 0 ' reset counter
            arrStars(iLoop).ColorIndex = arrStars(iLoop).ColorIndex + 1 ' increment color
            If arrStars(iLoop).ColorIndex > UBound(arrColor) Then
                arrStars(iLoop).ColorIndex = LBound(arrColor) ' reset color
            End If
            ' get size
            x1% = arrStars(iLoop).x: x2% = x1% + arrStars(iLoop).width
            y1% = arrStars(iLoop).y: y2% = y1% + arrStars(iLoop).width
           
            ' (re)draw it
            Line (x1%, y1%)-(x2%, y2%), arrColor(arrStars(iLoop).ColorIndex), BF
        End If
    Next iLoop
   
    ' Start with space
    _Dest 0
    Cls , cBlack ' set graphics destination back to game screen
   
    ' Add the stars
    _PutImage , imgStars&, 0
   
    ' Add the lunar surface
    _PutImage , imgMoon&, 0
   
End Sub ' DrawMoonAndStars

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

sub DrawText( _
    arrMoon() As Integer, _
    dblX as double, dblY as double, _
    iX as integer, iY as integer, _
    dblDX as double, dblDY as double, _
    dblMinSpeedX as double, dblMinSpeedY as double, _
    iFuel as integer, iAlertStatus as integer, _
    sKey as string _
    )
   
    Dim sValue$
   
    ' SHOW POSITION + SPEED
    Color cWhite
    PrintAt 1, 1, "Velocity X: " + Left$(DblRoundedToStr$(dblDX, 3), 5) + "   "
    Color cGray
    PrintAt 2, 1, "Max +/-  X: " + Left$(DblRoundedToStr$(dblMinSpeedX, 3), 5) + "     "
   
    Color cWhite
    PrintAt 1, 21, "Latitude  : " + _
        LeftPadString$(cstr$(iX), 4, " ") + _
        "   " + _
        LeftPadString$(Left$(DblRoundedToStr$(dblX, 3), 5), 5, " ") + _
        "   "
   
    Color cWhite
    PrintAt 3, 1, "Velocity Y: " + Left$(DblRoundedToStr$(dblDY, 3), 5) + "   "
    Color cGray
    PrintAt 4, 1, "Max      Y: " + Left$(DblRoundedToStr$(dblMinSpeedY, 3), 5) + "     "
   
    Color cWhite
    PrintAt 3, 21, "Altitude  : " + _
        LeftPadString$(cstr$(iY), 4, " ") + _
        "   " + _
        LeftPadString$(Left$(DblRoundedToStr$(dblY, 3), 5), 5, " ") + _
        "   "
   
    Color cGray
    sValue$ = cstr$(arrMoon(iX - 1))
    PrintAt 5, 21, "Surface   : " + LeftPadString$(sValue$, 4, " ") + "   "
   
    sValue$ = cstr$(arrMoon(iX))
    PrintAt 6, 21, "            " + LeftPadString$(sValue$, 4, " ") + "   "
   
    sValue$ = cstr$(arrMoon(iX + 1))
    PrintAt 7, 21, "            " + LeftPadString$(sValue$, 4, " ") + "   "
   
    Color cYellow
    If iFuel > 0 Then
        PrintAt 8, 1, "Fuel      : " + _Trim$(Str$(iFuel)) + "     "
    Else
        PrintAt 8, 1, "Fuel      : EMPTY"
    End If
   
    Color cLime
    PrintAt 10, 1, "Controls  : " + RightPadString$(sKey, 10, " ") + "   "
   
    Color cDodgerBlue
    PrintAt 1, 48, Chr$(34) + "One Small Step" + Chr$(34)
   
    Color cCyan
    PrintAt 3, 48, "Land on an even surface."
   
    Color cMagenta
    PrintAt 5, 48, "Arrow keys: direction of thrust"
    PrintAt 6, 48, "            (up slows descent)"
   
    PrintAt 8, 48, "1-7   keys: burn engine"
    PrintAt 9, 48, "            (1 = weakest)"
   
    Color cOrange
    PrintAt 11, 48, "Good Luck!"
   
    If iAlertStatus = cDangerAlert Then
        Color cRed
        PrintAt 20, 30, "DANGER! SLOW DOWN!"
    End If
   
End Sub ' DrawText

Sub DrawLander (dblX, dblY)
    ' DRAW LANDER
    'CIRCLE [[[STEP]]](column, row), radius%, [drawColor%][, startRadian!, stopRadian!] [, aspect!]
    Circle (dblX + 4, dblY + 8), 4, cGray
    'Circle (dblX - 2, dblY + 16), 4, cGray, 0, _Pi
    'Circle (dblX + 10, dblY + 16), 4, cGray, 0, _Pi
    Circle (dblX + 0, dblY + 16), 4, cGray, 0, _Pi
    Circle (dblX + 8, dblY + 16), 4, cGray, 0, _Pi
   
    ''Circle (dblX + 4, dblY + 8), 4, &HFF00FFFF
    ''Circle (dblX + 0, dblY + 16), 4, &HFFFFFF00, 0, _Pi
    ''Circle (dblX + 8, dblY + 16), 4, &HFFFFFF00, 0, _Pi
   
    'LINE [STEP] [(column1, row1)]-[STEP] (column2, row2), color[, [{B|BF}], style%]
    ''LINE (100, 100)-(200, 200), 10
    'LINE (dblX + 4, dblY + 16)-(dblX + 0, dblY + 24), cGray
    'LINE (dblX + 4, dblY + 16)-(dblX + 8, dblY + 24), cGray
    ' LEGS:
    Line (dblX - 4, dblY + 16)-(dblX - 4, dblY + 20), cGray
    Line (dblX + 12, dblY + 16)-(dblX + 12, dblY + 20), cGray
   
    ' FEET
    Line (dblX - 5, dblY + 20)-(dblX - 3, dblY + 20), cGray
    Line (dblX + 11, dblY + 20)-(dblX + 13, dblY + 20), cGray
End Sub ' DrawLander

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' 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$(dblNew)
End Function ' DblRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////
' 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$

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

' /////////////////////////////////////////////////////////////////////////////
' 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~&

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 COLOR ARRAY FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

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

Sub AddColor (ColorValue As _Unsigned Long, arrColor() As _Unsigned Long)
    ReDim _Preserve arrColor(0 To UBound(arrColor) + 1) As _Unsigned Long
    arrColor(UBound(arrColor)) = ColorValue
End Sub ' AddColor

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

Sub AddGrayscaleColors (arrColor() As _Unsigned Long)
    AddColor cDimGray, arrColor()
   
    AddColor cGray, arrColor()
    AddColor cDarkGray, arrColor()
    AddColor cSilver, arrColor()
    AddColor cLightGray, arrColor()
    AddColor cGainsboro, arrColor()
    AddColor cWhiteSmoke, arrColor()
   
    AddColor cWhite, arrColor()
   
    AddColor cWhiteSmoke, arrColor()
    AddColor cGainsboro, arrColor()
    AddColor cLightGray, arrColor()
    AddColor cSilver, arrColor()
    AddColor cDarkGray, arrColor()
    AddColor cGray, arrColor()
End Sub ' AddGrayscaleColors

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR ARRAY 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 SOUND ROUTINES
' ################################################################################################################################################################

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN RUMBLE SOUNDS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' /////////////////////////////////////////////////////////////////////////////
' low warbling rumbly sound (very short version)

Sub SLIME_BAS_SOUND_11
    Dim z%
    Dim zz%
    For z% = 220 To 200 Step -1
        Sound Int(100 * Rnd) + 50, .3
        For zz% = 1 To 1000: Next zz%
    Next z%
End Sub ' SLIME_BAS_SOUND_11

' /////////////////////////////////////////////////////////////////////////////
' medium rumbling type sound

Sub snatch_bas_sound_6
    Dim Z As Integer
    For Z = 40 To 1 Step -1
        'For Z = 10 To 1 Step -1
        'Z = 20
        Sound Int(60 * Rnd) + 60 + Z, .2
    Next Z
End Sub ' snatch_bas_sound_6

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END RUMBLE SOUNDS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' END SOUND ROUTINES
' ################################################################################################################################################################

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' 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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