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Fireworks!
#1
This is a fireworks program I've been working on for some time; finally polished it up today in honor of the 4th. Very open to feedback!
Code: (Select All)
'FIREWORK.BAS
'============

'DESCRIPTION
'-----------
'   A fireworks screensaver for QBasic.

'AUTHOR
'------
'   Dustinian Camburides

'PLATFORM
'--------
'   Written in QB64. I hope to make it QBasic-compatible, but no work on that yet.

'VERSION
'-------
'1.0, 2022-09-08: First working version.
'1.1, 2023-07-04: Changed hues by month.

'META
'----
'$DYNAMIC

'USER-DEFINED TYPES
'------------------
TYPE Particle
    X0 AS SINGLE 'Current X value of particle (current frame) (used to draw flare point).
    Y0 AS SINGLE 'Current Y value of particle (current frame) (used to draw flare point).
    X1 AS SINGLE 'Previous X value of particle (last frame) (used to draw bright trail).
    Y1 AS SINGLE 'Previous Y value of particle (last frame) (used to draw bright trail).
    X2 AS SINGLE 'Previous X value of particle (frame before last) (used to draw dim trail).
    Y2 AS SINGLE 'Previous Y value of particle (frame before last) (used to draw dim trail).
    Angle AS SINGLE 'Trajectory of particle (degrees).
    Velocity AS SINGLE 'Velocity of particle (pixels per frame).
    Stage AS INTEGER 'Stage of particle (a particle with one or more stages left will "burst" when the fuse is 0).
    Hue AS INTEGER 'The hue of the particle (this the bright color, the program assumes that (Hue MINUS 8) is the dim color).
    Fuse AS INTEGER 'The number of frames left before the particle bursts or burns out.
END TYPE
TYPE Hue
    Brighter AS INTEGER
    Dimmer AS INTEGER
END TYPE

'SUBS
'----
DECLARE SUB Initialize_Hues (Hues() AS Hue)
DECLARE SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
DECLARE SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
DECLARE SUB Particle_Burst (Current AS Particle, Past AS Particle)
DECLARE SUB Particle_Move (Current AS Particle)
DECLARE SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
DECLARE FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)

'CONSTANTS
'---------
CONST X_MIN = 250 'Minimum X value of firework launch point.
CONST X_MAX = 425 'Maximum X value of firework launch point.
CONST Y_MIN = 350 'Minimum Y value of firework launch point.
CONST Y_MAX = 350 'Maximum Y value of firework launch point.
CONST ANGLE_MIN = 135 'Mimimum angle of firework launch (degrees) (MINUS 180).
CONST ANGLE_MAX = 225 'Maximum angle of firework launch (degrees) (MINUS 180).
CONST VELOCITY_MIN = 5 'Minimum velocity of firework launch (pixels per frame).
CONST VELOCITY_MAX = 12 'Maximum velocity of firework launch (pixels per frame).
CONST STAGE_MIN = 1 'Minimum stages of firework at launch (will burst until 0).
CONST STAGE_MAX = 2 'Maximum stages of firework at launch (will burst until 0).
CONST FUSE_MIN = 20 'Minimum frames the firework will last until the next stage.
CONST FUSE_MAX = 30 'Maximum frames the firework will last until the next stage.
CONST BURST_MIN = 15 'Minimum number of particles that will be produced by a burst.
CONST BURST_MAX = 25 'Maximum number of particles that will be produced by a burst.
CONST DELAY = .04 'The number of seconds between snowflake recalculation / re-draw... QBasic can't detect less than 0.04 seconds...
CONST NEWFIREWORKODDS = 11 'The odds a new firework will be launched.

'VARIABLES
'---------
DIM sngStart AS SINGLE 'The timer at the start of the delay loop.
DIM intParticle AS INTEGER 'The current particle being worked in the loop.
DIM intChildParticles AS INTEGER 'The number of child particles being created after a burst.
DIM intChildParticle AS INTEGER 'The current child particle being worked in the loop.
DIM Fireworks(0) AS Particle 'All of the particles in the fireworks show.
DIM New_Particle AS Particle 'The new particle being created at launch.
DIM Hues(0) AS Hue 'An array of brighter / dimmer firework hues.

'PROCEDURES
'----------

'INITIALIZE SCREEN: Set the screen to mode 9.
'Active page (where the cls, pset, and line commands occur) of 0 and a v
'Visible page (that the user sees) of 1.
'640 X 350
SCREEN 9, , 0, 1: CLS

'INITIALIZE HUES
CALL Initialize_Hues(Hues())

'INITIALIZE TIMER
TIMER ON: RANDOMIZE TIMER

'LOOP EVERY FRAME
WHILE INKEY$ = ""
    'Reset current particle...
    intParticle = LBOUND(Fireworks)
    'Start timer...
    sngStart = TIMER
    'If we generate a random number within the new firework odds...
    IF RandomBetween%(1, 100) <= NEWFIREWORKODDS THEN
        'Launch a new firework...
        New_Particle.X0 = RandomBetween%(X_MIN, X_MAX)
        New_Particle.Y0 = RandomBetween%(Y_MIN, Y_MAX)
        New_Particle.X1 = New_Particle.X0
        New_Particle.Y1 = New_Particle.Y0
        New_Particle.X2 = New_Particle.X0
        New_Particle.Y2 = New_Particle.Y0
        New_Particle.Angle = RandomBetween%(ANGLE_MIN, ANGLE_MAX) - 180
        New_Particle.Velocity = RandomBetween%(VELOCITY_MIN, VELOCITY_MAX)
        New_Particle.Stage = RandomBetween(STAGE_MIN, STAGE_MAX)
        New_Particle.Hue = RandomBetween(LBOUND(Hues), UBOUND(Hues))
        New_Particle.Fuse = RandomBetween(FUSE_MIN, FUSE_MAX)
        CALL Append_Particle(Fireworks(), New_Particle)
    END IF
    'For each particle...
    WHILE intParticle <= UBOUND(Fireworks)
        'If the fuse is zero...
        IF Fireworks(intParticle).Fuse = 0 AND Fireworks(intParticle).Stage > 0 THEN
            'Burst the particle...
            intChildParticles = RandomBetween%(BURST_MIN, BURST_MAX)
            FOR intChildParticle = 0 TO intChildParticles
                CALL Particle_Burst(New_Particle, Fireworks(intParticle))
                CALL Append_Particle(Fireworks(), New_Particle)
            NEXT intChildParticle
        END IF
        'If the fuse is > -2...
        IF Fireworks(intParticle).Fuse > -2 THEN
            'Draw the particle...
            CALL Particle_Move(Fireworks(intParticle))
            CALL Particle_Draw(Fireworks(intParticle), Hues())
            'MAYBE ONLY INCREMENT PARTICLES HERE?
            intParticle = intParticle + 1 'WE'RE SKIPPING FRAMES SOMETIMES HERE...
        ELSE
            CALL Remove_Particle(Fireworks(), intParticle)
        END IF
    WEND
    'Wait for the delay to pass before starting over...
    WHILE (TIMER < (sngStart + DELAY)) AND (TIMER >= sngStart)
    WEND
    'Copy the active page (where we just drew the snow) to the visible page...
    PCOPY 0, 1
    'Clear the active page for the next frame...
    CLS
WEND
TIMER OFF
PCOPY 0, 1
END

SUB Initialize_Hues (Hues() AS Hue)
    'Sets the hues by month using the default 16-color palette.
    SELECT CASE VAL(LEFT$(DATE$, 2))
        CASE 2 'February
            'Pink and White
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 13: Hues(0).Dimmer = 5
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
        CASE 3 'March
            'Green and White
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 10: Hues(0).Dimmer = 2
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
        CASE 7 'July
            'Red, White, and Blue
            REDIM Hues(2) AS Hue
            Hues(0).Brighter = 12: Hues(0).Dimmer = 4
            Hues(1).Brighter = 15: Hues(1).Dimmer = 7
            Hues(2).Brighter = 9: Hues(2).Dimmer = 1
        CASE 12 'December
            'Red and Green
            REDIM Hues(1) AS Hue
            Hues(0).Brighter = 12: Hues(0).Dimmer = 4
            Hues(1).Brighter = 10: Hues(1).Dimmer = 2
        CASE ELSE
            'All colors 9-15
            REDIM Hues(6) AS Hue
            Hues(0).Brighter = 9: Hues(0).Dimmer = 1
            Hues(1).Brighter = 10: Hues(1).Dimmer = 2
            Hues(2).Brighter = 11: Hues(2).Dimmer = 3
            Hues(3).Brighter = 12: Hues(3).Dimmer = 4
            Hues(4).Brighter = 13: Hues(4).Dimmer = 5
            Hues(5).Brighter = 14: Hues(5).Dimmer = 6
            Hues(6).Brighter = 15: Hues(6).Dimmer = 7
    END SELECT
END SUB

SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
    'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
    DIM intMember AS INTEGER
    'Create a place to save the data...
    DIM Temp(LBOUND(Particles) TO UBOUND(Particles) - 1) AS Particle
    'Save the data before the ID...
    FOR intMember = LBOUND(Particles) TO ID - 1
        Temp(intMember) = Particles(intMember)
    NEXT intMember
    'Save the data after the ID...
    FOR intMember = ID + 1 TO UBOUND(Particles)
        Temp(intMember - 1) = Particles(intMember)
    NEXT intMember
    'Re-create the array with one less row...
    REDIM Particles(LBOUND(Temp) TO UBOUND(Temp)) AS Particle
    'Re-load the saved data back into the original array...
    FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
        Particles(intMember) = Temp(intMember)
    NEXT intMember
END SUB

SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
    'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
    DIM intMember AS INTEGER
    'Create a place to save the data...
    DIM Temp(LBOUND(Particles) TO UBOUND(Particles)) AS Particle
    'Save the data...
    FOR intMember = LBOUND(Particles) TO UBOUND(Particles)
        Temp(intMember) = Particles(intMember)
    NEXT intMember
    'Re-create the array with one additional row...
    REDIM Particles(LBOUND(Temp) TO UBOUND(Temp) + 1) AS Particle
    'Re-load the saved data back into the original array...
    FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
        Particles(intMember) = Temp(intMember)
    NEXT intMember
    'Put the new particle at the end...
    Particles(UBOUND(Particles)) = New_Particle
END SUB

SUB Particle_Burst (Current AS Particle, Past AS Particle)
    'Basically set the child particle (after the burst) to the properties of its parent.
    Current.X0 = Past.X0
    Current.Y0 = Past.Y0
    Current.X1 = Past.X0
    Current.Y1 = Past.Y0
    Current.X2 = Past.X0
    Current.Y2 = Past.Y0
    Current.Angle = RandomBetween%(0, 359)
    Current.Velocity = RandomBetween%(2, 4)
    Current.Stage = Past.Stage - 1
    Current.Hue = Past.Hue
    Current.Fuse = RandomBetween(10, 20)
END SUB

SUB Particle_Move (Current AS Particle)
    'Move the tail forward.
    Current.X2 = Current.X1
    Current.X1 = Current.X0
    Current.Y2 = Current.Y1
    Current.Y1 = Current.Y0
    'Move the particle along its current trajectory.
    IF Current.Fuse > 0 THEN
        Current.X0 = NewX!(Current.X0, Current.Angle, Current.Velocity)
        Current.Y0 = NewY!(Current.Y0, Current.Angle, Current.Velocity)
    END IF
    'Burn Fuse
    Current.Fuse = Current.Fuse - 1
END SUB

SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
    'Draw oldest segment
    LINE (Current.X2, Current.Y2)-(Current.X1, Current.Y1), Hues(Current.Hue).Dimmer
    'If the fuse hasn't been burnt out for more than one turn...
    IF Current.Fuse > -1 THEN
        'Draw newest segment
        LINE (Current.X1, Current.Y1)-(Current.X0, Current.Y0), Hues(Current.Hue).Brighter
        'If the fuse isn't burnt out...
        IF Current.Fuse > 0 THEN
            'Draw flare
            PSET (Current.X0, Current.Y0), 15
        END IF
    END IF
END SUB

FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
    NewX! = X + SIN(Angle * 3.141592 / 180) * Distance
END FUNCTION

FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
    NewY = Y! + ((COS(Angle! * 3.141592 / 180) * Distance!) * -1)
END FUNCTION

FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)
    RandomBetween% = CINT(Minimum + (RND * (Maximum - Minimum)))
END FUNCTION
Reply
#2
Welcome to the forums. Thank you for your contribution.
Reply
#3
hello Dustinian Smile 
if you replace the first line from
Code: (Select All)
'FIREWORK.BAS
to

Code: (Select All)
_title "FIREWORK"
then when somebody copies your program into the QB64 IDE and then issues a save command it will save it as the first line suggest.
nice fireworks Smile
Reply
#4
Hey @Dustinian !

Great program! Wow, very impressive! It looks just like real fireworks!


[Image: dustinian-fireworks.png]

Happy 4th of July!
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
Reply
#5
@Dustinian looks great! Welcome to the forum!
b = b + ...
Reply
#6
Nicely done, Dustinian.  Happy 4th, and welcome to the forums!

- Dav

Find my programs here in Dav's QB64 Corner
Reply
#7
(07-04-2023, 05:53 PM)Jack Wrote: hello Dustinian Smile 
if you replace the first line from
Code: (Select All)
'FIREWORK.BAS
to

Code: (Select All)
_title "FIREWORK"
then when somebody copies your program into the QB64 IDE and then issues a save command it will save it as the first line suggest.
nice fireworks Smile

A few lines from the source code posted above include:

Code: (Select All)
'PLATFORM
'--------
'   Written in QB64. I hope to make it QBasic-compatible, but no work on that yet.

_TITLE will not work in QBasic. This is in case the OP didn't know.
Reply
#8
I added SOUND to your fireworks program.

Happy 4th.

Here is a link to a video showing it:
Screencast showing FIREWORKS.BAS with sound (by Dustinian)

Changes:
Added line 121 - Bass sound for launching the firework
Added line 129 - Popping sound for bursting particle
Added line 215 - Remove particle sound for each particle in the loop
Added line 279 + 280 - Added higher frequency sound for fizzling sound when fuse is run out

Code: (Select All)
'FIREWORK.BAS
'============

'DESCRIPTION
'-----------
' A fireworks screensaver for QBasic.

'AUTHOR
'------
' Dustinian Camburides

'PLATFORM
'--------
' Written in QB64. I hope to make it QBasic-compatible, but no work on that yet.

'VERSION
'-------
'1.0, 2022-09-08: First working version.
'1.1, 2023-07-04: Changed hues by month.

'META
'----
'$DYNAMIC

'USER-DEFINED TYPES
'------------------
TYPE Particle
X0 AS SINGLE 'Current X value of particle (current frame) (used to draw flare point).
Y0 AS SINGLE 'Current Y value of particle (current frame) (used to draw flare point).
X1 AS SINGLE 'Previous X value of particle (last frame) (used to draw bright trail).
Y1 AS SINGLE 'Previous Y value of particle (last frame) (used to draw bright trail).
X2 AS SINGLE 'Previous X value of particle (frame before last) (used to draw dim trail).
Y2 AS SINGLE 'Previous Y value of particle (frame before last) (used to draw dim trail).
Angle AS SINGLE 'Trajectory of particle (degrees).
Velocity AS SINGLE 'Velocity of particle (pixels per frame).
Stage AS INTEGER 'Stage of particle (a particle with one or more stages left will "burst" when the fuse is 0).
Hue AS INTEGER 'The hue of the particle (this the bright color, the program assumes that (Hue MINUS 8) is the dim color).
Fuse AS INTEGER 'The number of frames left before the particle bursts or burns out.
END TYPE
TYPE Hue
Brighter AS INTEGER
Dimmer AS INTEGER
END TYPE

'SUBS
'----
DECLARE SUB Initialize_Hues (Hues() AS Hue)
DECLARE SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
DECLARE SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
DECLARE SUB Particle_Burst (Current AS Particle, Past AS Particle)
DECLARE SUB Particle_Move (Current AS Particle)
DECLARE SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
DECLARE FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
DECLARE FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)

'CONSTANTS
'---------
CONST X_MIN = 250 'Minimum X value of firework launch point.
CONST X_MAX = 425 'Maximum X value of firework launch point.
CONST Y_MIN = 350 'Minimum Y value of firework launch point.
CONST Y_MAX = 350 'Maximum Y value of firework launch point.
CONST ANGLE_MIN = 135 'Mimimum angle of firework launch (degrees) (MINUS 180).
CONST ANGLE_MAX = 225 'Maximum angle of firework launch (degrees) (MINUS 180).
CONST VELOCITY_MIN = 5 'Minimum velocity of firework launch (pixels per frame).
CONST VELOCITY_MAX = 12 'Maximum velocity of firework launch (pixels per frame).
CONST STAGE_MIN = 1 'Minimum stages of firework at launch (will burst until 0).
CONST STAGE_MAX = 2 'Maximum stages of firework at launch (will burst until 0).
CONST FUSE_MIN = 20 'Minimum frames the firework will last until the next stage.
CONST FUSE_MAX = 30 'Maximum frames the firework will last until the next stage.
CONST BURST_MIN = 15 'Minimum number of particles that will be produced by a burst.
CONST BURST_MAX = 25 'Maximum number of particles that will be produced by a burst.
CONST DELAY = .04 'The number of seconds between snowflake recalculation / re-draw... QBasic can't detect less than 0.04 seconds...
CONST NEWFIREWORKODDS = 11 'The odds a new firework will be launched.

'VARIABLES
'---------
DIM sngStart AS SINGLE 'The timer at the start of the delay loop.
DIM intParticle AS INTEGER 'The current particle being worked in the loop.
DIM intChildParticles AS INTEGER 'The number of child particles being created after a burst.
DIM intChildParticle AS INTEGER 'The current child particle being worked in the loop.
DIM Fireworks(0) AS Particle 'All of the particles in the fireworks show.
DIM New_Particle AS Particle 'The new particle being created at launch.
DIM Hues(0) AS Hue 'An array of brighter / dimmer firework hues.

'PROCEDURES
'----------

'INITIALIZE SCREEN: Set the screen to mode 9.
'Active page (where the cls, pset, and line commands occur) of 0 and a v
'Visible page (that the user sees) of 1.
'640 X 350
SCREEN 9, , 0, 1: CLS

'INITIALIZE HUES
CALL Initialize_Hues(Hues())

'INITIALIZE TIMER
TIMER ON: RANDOMIZE TIMER

'LOOP EVERY FRAME
WHILE INKEY$ = ""
'Reset current particle...
intParticle = LBOUND(Fireworks)
'Start timer...
sngStart = TIMER
'If we generate a random number within the new firework odds...
IF RandomBetween%(1, 100) <= NEWFIREWORKODDS THEN
'Launch a new firework...
New_Particle.X0 = RandomBetween%(X_MIN, X_MAX)
New_Particle.Y0 = RandomBetween%(Y_MIN, Y_MAX)
New_Particle.X1 = New_Particle.X0
New_Particle.Y1 = New_Particle.Y0
New_Particle.X2 = New_Particle.X0
New_Particle.Y2 = New_Particle.Y0
New_Particle.Angle = RandomBetween%(ANGLE_MIN, ANGLE_MAX) - 180
New_Particle.Velocity = RandomBetween%(VELOCITY_MIN, VELOCITY_MAX)
New_Particle.Stage = RandomBetween(STAGE_MIN, STAGE_MAX)
New_Particle.Hue = RandomBetween(LBOUND(Hues), UBOUND(Hues))
New_Particle.Fuse = RandomBetween(FUSE_MIN, FUSE_MAX)
SOUND INT(RND * 10) * 10 + 37, RND * 0.1
CALL Append_Particle(Fireworks(), New_Particle)
END IF
'For each particle...
WHILE intParticle <= UBOUND(Fireworks)
'If the fuse is zero...
IF Fireworks(intParticle).Fuse = 0 AND Fireworks(intParticle).Stage > 0 THEN
'Burst the particle...
SOUND INT(RND * 10) * 10 + 37, RND * 0.1
intChildParticles = RandomBetween%(BURST_MIN, BURST_MAX)
FOR intChildParticle = 0 TO intChildParticles
CALL Particle_Burst(New_Particle, Fireworks(intParticle))
CALL Append_Particle(Fireworks(), New_Particle)
NEXT intChildParticle
END IF
'If the fuse is > -2...
IF Fireworks(intParticle).Fuse > -2 THEN
'Draw the particle...
CALL Particle_Move(Fireworks(intParticle))
CALL Particle_Draw(Fireworks(intParticle), Hues())
'MAYBE ONLY INCREMENT PARTICLES HERE?
intParticle = intParticle + 1 'WE'RE SKIPPING FRAMES SOMETIMES HERE...
ELSE
CALL Remove_Particle(Fireworks(), intParticle)
END IF
WEND
'Wait for the delay to pass before starting over...
WHILE (TIMER < (sngStart + DELAY)) AND (TIMER >= sngStart)
WEND
'Copy the active page (where we just drew the snow) to the visible page...
PCOPY 0, 1
'Clear the active page for the next frame...
CLS
WEND
TIMER OFF
PCOPY 0, 1
END

SUB Initialize_Hues (Hues() AS Hue)
'Sets the hues by month using the default 16-color palette.
SELECT CASE VAL(LEFT$(DATE$, 2))
CASE 2 'February
'Pink and White
REDIM Hues(1) AS Hue
Hues(0).Brighter = 13: Hues(0).Dimmer = 5
Hues(1).Brighter = 15: Hues(1).Dimmer = 7
CASE 3 'March
'Green and White
REDIM Hues(1) AS Hue
Hues(0).Brighter = 10: Hues(0).Dimmer = 2
Hues(1).Brighter = 15: Hues(1).Dimmer = 7
CASE 7 'July
'Red, White, and Blue
REDIM Hues(2) AS Hue
Hues(0).Brighter = 12: Hues(0).Dimmer = 4
Hues(1).Brighter = 15: Hues(1).Dimmer = 7
Hues(2).Brighter = 9: Hues(2).Dimmer = 1
CASE 12 'December
'Red and Green
REDIM Hues(1) AS Hue
Hues(0).Brighter = 12: Hues(0).Dimmer = 4
Hues(1).Brighter = 10: Hues(1).Dimmer = 2
CASE ELSE
'All colors 9-15
REDIM Hues(6) AS Hue
Hues(0).Brighter = 9: Hues(0).Dimmer = 1
Hues(1).Brighter = 10: Hues(1).Dimmer = 2
Hues(2).Brighter = 11: Hues(2).Dimmer = 3
Hues(3).Brighter = 12: Hues(3).Dimmer = 4
Hues(4).Brighter = 13: Hues(4).Dimmer = 5
Hues(5).Brighter = 14: Hues(5).Dimmer = 6
Hues(6).Brighter = 15: Hues(6).Dimmer = 7
END SELECT
END SUB

SUB Remove_Particle (Particles() AS Particle, ID AS INTEGER)
'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
DIM intMember AS INTEGER
'Create a place to save the data...
DIM Temp(LBOUND(Particles) TO UBOUND(Particles) - 1) AS Particle
'Save the data before the ID...
FOR intMember = LBOUND(Particles) TO ID - 1
Temp(intMember) = Particles(intMember)
NEXT intMember
'Save the data after the ID...
FOR intMember = ID + 1 TO UBOUND(Particles)
Temp(intMember - 1) = Particles(intMember)
NEXT intMember
'Re-create the array with one less row...
REDIM Particles(LBOUND(Temp) TO UBOUND(Temp)) AS Particle
'Re-load the saved data back into the original array...
FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
Particles(intMember) = Temp(intMember)
NEXT intMember
SOUND INT(RND * 16) * 10 + 37, RND * 0.01
END SUB

SUB Append_Particle (Particles() AS Particle, New_Particle AS Particle)
'Note: This would be a lot easier with PRESERVE, but I want to be QB1.1/4.5 compatible... one day.
DIM intMember AS INTEGER
'Create a place to save the data...
DIM Temp(LBOUND(Particles) TO UBOUND(Particles)) AS Particle
'Save the data...
FOR intMember = LBOUND(Particles) TO UBOUND(Particles)
Temp(intMember) = Particles(intMember)
NEXT intMember
'Re-create the array with one additional row...
REDIM Particles(LBOUND(Temp) TO UBOUND(Temp) + 1) AS Particle
'Re-load the saved data back into the original array...
FOR intMember = LBOUND(TEMP) TO UBOUND(Temp)
Particles(intMember) = Temp(intMember)
NEXT intMember
'Put the new particle at the end...
Particles(UBOUND(Particles)) = New_Particle
END SUB

SUB Particle_Burst (Current AS Particle, Past AS Particle)
'Basically set the child particle (after the burst) to the properties of its parent.
Current.X0 = Past.X0
Current.Y0 = Past.Y0
Current.X1 = Past.X0
Current.Y1 = Past.Y0
Current.X2 = Past.X0
Current.Y2 = Past.Y0
Current.Angle = RandomBetween%(0, 359)
Current.Velocity = RandomBetween%(2, 4)
Current.Stage = Past.Stage - 1
Current.Hue = Past.Hue
Current.Fuse = RandomBetween(10, 20)
END SUB

SUB Particle_Move (Current AS Particle)
'Move the tail forward.
Current.X2 = Current.X1
Current.X1 = Current.X0
Current.Y2 = Current.Y1
Current.Y1 = Current.Y0
'Move the particle along its current trajectory.
IF Current.Fuse > 0 THEN
Current.X0 = NewX!(Current.X0, Current.Angle, Current.Velocity)
Current.Y0 = NewY!(Current.Y0, Current.Angle, Current.Velocity)
END IF
'Burn Fuse
Current.Fuse = Current.Fuse - 1
END SUB

SUB Particle_Draw (Current AS Particle, Hues() AS Hue)
'Draw oldest segment
LINE (Current.X2, Current.Y2)-(Current.X1, Current.Y1), Hues(Current.Hue).Dimmer
'If the fuse hasn't been burnt out for more than one turn...
IF Current.Fuse > -1 THEN
'Draw newest segment
LINE (Current.X1, Current.Y1)-(Current.X0, Current.Y0), Hues(Current.Hue).Brighter
'If the fuse isn't burnt out...
IF Current.Fuse > 0 THEN
'Draw flare
PSET (Current.X0, Current.Y0), 15
END IF
ELSE
SOUND INT(RND * 1000) + 37, RND * 0.01
END IF
END SUB

FUNCTION NewX! (X AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
NewX! = X + SIN(Angle * 3.141592 / 180) * Distance
END FUNCTION

FUNCTION NewY! (Y AS SINGLE, Angle AS SINGLE, Distance AS SINGLE)
NewY = Y! + ((COS(Angle! * 3.141592 / 180) * Distance!) * -1)
END FUNCTION

FUNCTION RandomBetween% (Minimum AS INTEGER, Maximum AS INTEGER)
RandomBetween% = CINT(Minimum + (RND * (Maximum - Minimum)))
END FUNCTION
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
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#9
Wow, I'm blown away by the response!

First, grymmjack, I have never played with sound. I am VERY excited to play with the lines of code that you added so that I can wrap my mind around it. I had considered adding some sound effects with some .WAV playback, but A) I haven't tried that, and B) I always feel like importing media files is cheating when I'm just having fun writing everything from code. Your SOUND statements incorporated into a program I already know very well gives me a great entry point into understanding how to make sound effects from code in QB64PE. Sincerely, thank you!

Second, Jack, thanks for the _TITLE tip. While mnrvovrfc is correct that I'd like to achieve QB 1.1 / 4.5 compatibility, it makes sense to add _TITLE; I'll make use of that keyword going forward! Since I'm mostly a VBA programmer (don't cringe too hard, I'm middle management, not a "real" programmer, but VBA sure does make my Excel life a lot easier) I'm not up on all the QB64-specific keywords like _TITLE, so that was a great pointer! I wonder if it'll work in a comment... will play with that!

Third, mnrvovrfc, Dav, and bplus, thanks for the welcome! And, bplus, you're right, I had posted this in QB64.com earlier in the day, but I thought that forum seemed a little dead, and I only learned about all the QB64 2022 shenanigans after posting. I found this forum during that research and decided to post here, too, since it seemed more active. I hope that wasn't a breach of etiquette!

Happy 4th everyone, and thanks for replying! It makes a new person feel welcome!
Reply
#10
(07-04-2023, 10:35 PM)Dustinian Wrote: ... I had posted this in QB64.com earlier in the day, but I thought that forum seemed a little dead, and I only learned about all the QB64 2022 shenanigans after posting. I found this forum during that research and decided to post here, too, since it seemed more active. I hope that wasn't a breach of etiquette!

The two forum "populations" are rather small. Don't be discouraged by it. Don't leave the other forum only because it doesn't seem to get a reply as often as here, or something else that makes it look like one place or the other is being abandoned.

Be aware, however, that a few features and statements in QB64 Phoenix Edition (v3.0 and later) will not work in the "dot-com" version of QB64 (currently at v2.1 if I'm not mistaken). Probably this won't be really important for you right now, but you might see statements and keywords being thrown around in this forum.
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