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Here is my version. It only stays as a triangle but I think it's cool.
Code: (Select All) _Title "Floating Triangle - by Sierraken"
Screen _NewImage(800, 800, 32)
dirrr = .1
dirx = -1
diry = 1
cenx = 400
ceny = 400
length1 = Rnd * 50
length2 = Rnd * 50
length3 = Rnd * 50
Do
_Limit 15
If cenx > 600 Then dirx = -1 * Rnd * 3
If cenx < 200 Then dirx = 1 * Rnd * 3
If ceny > 600 Then diry = -1 * Rnd * 3
If ceny < 200 Then diry = 1 * Rnd * 3
t = t + .1
If t = 2 Then
dirr = Int(Rnd * 4) + 1
If dirr = 1 Then dirx = -1 * Rnd * 3
If dirr = 2 Then dirx = 1 * Rnd * 3
If dirr = 3 Then diry = -1 * Rnd * 3
If dirr = 4 Then diry = 1 * Rnd * 3
length1 = Rnd * 50
length2 = Rnd * 50
length3 = Rnd * 50
End If
If t = 6 Then
dirr2 = Int(Rnd * 2)
If dirr2 = 1 Then dirrr = -.1
If dirr2 = 2 Then dirrr = .1
length1 = Rnd * 50
length2 = Rnd * 50
length3 = Rnd * 50
End If
cenx = cenx + dirx
ceny = ceny + diry
seconds = seconds + dirrr
s = (60 - seconds) * 6 + 180
x = Int(Sin(s / 180 * 3.141592) * 125) + cenx
y = Int(Cos(s / 180 * 3.141592) * 125) + ceny
m = 180 - seconds * 6
xx = Int(Sin(m / 180 * 3.141592) * 120) + x
yy = Int(Cos(m / 180 * 3.141592) * 120) + y
c1 = c1 + 1
c2 = c2 + 1
c3 = c3 + 1
If c1 > 255 Then
c1 = Rnd * 255
c2 = Rnd * 255
c3 = Rnd * 255
End If
For b = -5 To 5 Step .1
Line (x + b + length3, y + b + length3)-(xx + b + length1, yy + b + length1), _RGB32(c1, c2, c3)
Next b
h = 360 - seconds * 30 + 180
xxx = Int(Sin(h / 180 * 3.141592) * 100) + xx
yyy = Int(Cos(h / 180 * 3.141592) * 100) + yy
For b = -5 To 5 Step .1
Line (xx + b + length1, yy + b + length1)-(xxx + b + length2, yyy + b + length2), _RGB32(c1, c2, c3)
Next b
For b = -5 To 5 Step .1
Line (xxx + b + length2, yyy + b + length2)-(x + b + length3, y + b + length3), _RGB32(c1, c2, c3)
Next b
If t > 12 Then
t = 0
End If
_Display
Line (0, 0)-(800, 800), _RGB32(0, 0, 0, 30), BF
Loop Until InKey$ = Chr$(27)
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Yeah that's sort of spirit of Mystify. Thick lined triangles, not sure how I would do that with lines
b = b + ...
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06-29-2022, 04:52 PM
(This post was last modified: 06-29-2022, 05:03 PM by bplus.)
Trivial 2D Explosions
That was Stx's tiltle from which I made a fun mod. Trivial is wrong! Fun is not Trivial it is vital.
So here is better title for my mod anyway:
Fun Fake 3D Explosions!
Code: (Select All) _Title "trivial 2D explosions B+ mod 2" 'STxAxTIC mod B+ 2019-02-03
' 2019-02-03 use a bg& for background instead of redraws each loop, that should cool down CPU
' rounder rocks, more fiddle with numbers
Const xmax = 1200
Const ymax = 700
Screen _NewImage(xmax, ymax, 32)
'_ScreenMove 100, 20
_FullScreen
Randomize Timer
np = 500 'number of particles
Dim x(np), y(np), xold(np), yold(np), v0x(np), v0y(np), col(np) As _Unsigned Long
nr = 3500 'number of rocks
Dim rx(nr), ry(nr), rw(nr), rh(nr), rc(nr) As _Unsigned Long
For i = 0 To nr \ 2
rx(i) = Rnd * xmax
ry(i) = .5 * ymax + Rnd * .25 * ymax + rx(i) * .09
rw(i) = ry(i) * ry(i) * .00015
rh(i) = .3 * rw(i)
r = 200 * Rnd
rc(i) = _RGB32(r, .45 * r, .2 * r)
Next
For i = nr \ 2 + 1 To nr
rx(i) = Rnd * xmax
ry(i) = .5 * ymax + Rnd * .75 * ymax + rx(i) * .09
rw(i) = ry(i) * ry(i) * .00015
rh(i) = .3 * rw(i)
r = 200 * Rnd
rc(i) = _RGB32(r, .45 * r, .2 * r)
Next
no = 80 'number of rock bounce reflectors
Dim ox(no), oy(no), ow(no), oh(no)
For i = 0 To no
ox(i) = Rnd * xmax
oy(i) = .5 * ymax + Rnd * .75 * ymax + ox(i) * .09
ow(i) = oy(i) * oy(i) * .00015
oh(i) = .3 * ow(i)
Next
Dim wallcol As _Unsigned Long
wallcol = _RGB32(200, 100, 50)
g = 95
xdamp = .07
ydamp = .07
exploderadius = 10
'draw background
bgrd& = _NewImage(xmax, ymax, 32)
_Dest bgrd&
'sky
For y = 0 To ymax
Line (0, y)-(xmax, y), _RGB32(.1 * y, .1 * y, .15 * y), BF
Next
'rocks
For i = 0 To nr
EllipseFill rx(i), ry(i), rw(i), rh(i), rc(i)
'LINE (rx(i), ry(i))-STEP(rw(i), rh(i)), rc(i), BF
Next i
'Draw obstacles randomly
For i = o To no
EllipseFill ox(i), oy(i), ow(i), oh(i), wallcol
'LINE (ox(i), oy(i))-STEP(ow(i), oh(i)), wallcol, BF
Next i
_Dest 0
start:
iterations = 0
'Toggle for random starting position.
xshift = Rnd * xmax
yshift = Rnd * ymax * .6
For i = 1 To np
speed = Rnd * 150 + 1
ang1 = Rnd * 2 * 3.141592653589793#
ang2 = Rnd * 2 * 3.141592653589793#
x(i) = xshift + Rnd * exploderadius * Cos(ang1)
y(i) = yshift + Rnd * exploderadius * Sin(ang1)
v0x(i) = speed * Cos(ang2)
v0y(i) = speed * Sin(ang2)
dotcol:
col(i) = _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
If col(i) = bgcol Or col(i) = wallcol Then GoTo dotcol
If Point(x(i), y(i)) = wallcol Or x(i) < 0 Or x(i) > xmax Or y(i) < 0 Or y(i) > ymax Then i = i - 1
dv = Sqr((v0x(i)) ^ 2 + (v0y(i)) ^ 2)
If dv > vmax Then vmax = dv
Next
dt = .995 / vmax
Do
_PutImage , bgrd&, 0
iterations = iterations + 1
smax = 0
For i = 1 To np
xold(i) = x(i)
yold(i) = y(i)
v0x(i) = v0x(i) + .1 * dt
v0y(i) = v0y(i) + g * dt + .2 'more gravity
xtmp = x(i) + v0x(i) * dt
ytmp = y(i) + v0y(i) * dt
If Point(xtmp, yold(i)) = wallcol Then v0x(i) = v0x(i) * -1 * xdamp
If Point(xold(i), ytmp) = wallcol Then v0y(i) = v0y(i) * -1 * ydamp
x(i) = x(i) + v0x(i) * dt
y(i) = y(i) + v0y(i) * dt
EllipseFill x(i), y(i), 3, 3, col(i)
ds = Sqr((y(i) - yold(i)) ^ 2 + (x(i) - xold(i)) ^ 2)
If ds > smax Then smax = ds
Next
If smax > .95 Then dt = dt * (1 - .01)
If smax < .9 Then dt = dt * (1 + .01)
_Display
_Limit 200
If iterations > 1500 Then GoTo start
Loop Until InKey$ <> ""
' with Steve's EllipseFill, who needs CircleFill?
Sub EllipseFill (cx As Integer, cy As Integer, rx As Integer, ry As Integer, c As _Unsigned Long)
Dim a As Long, b As Long
Dim x As Long, y As Long
Dim xx As Long, yy As Long
Dim sx As Long, sy As Long
Dim e As Long
a = 2 * rx * rx
b = 2 * ry * ry
x = rx
xx = ry * ry * (1 - rx - rx)
yy = rx * rx
sx = b * rx
Do While sx >= sy
Line (cx - x, cy - y)-(cx + x, cy - y), c, BF
If y <> 0 Then Line (cx - x, cy + y)-(cx + x, cy + y), c, BF
y = y + 1
sy = sy + a
e = e + yy
yy = yy + a
If (e + e + xx) > 0 Then
x = x - 1
sx = sx - b
e = e + xx
xx = xx + b
End If
Loop
x = 0
y = ry
xx = rx * ry
yy = rx * rx * (1 - ry - ry)
e = 0
sx = 0
sy = a * ry
Do While sx <= sy
Line (cx - x, cy - y)-(cx + x, cy - y), c, BF
Line (cx - x, cy + y)-(cx + x, cy + y), c, BF
Do
x = x + 1
sx = sx + b
e = e + xx
xx = xx + b
Loop Until (e + e + yy) > 0
y = y - 1
sy = sy - a
e = e + yy
yy = yy + a
Loop
End Sub
STx's code is almost interesting too:
Code: (Select All) '#lang "qb" ' freebasic edit 2011-06
delayconst = 900000 ' freebasic edit 2011-06
'CLEAR ' freebasic edit 2011-06
CLS
SCREEN 12
RANDOMIZE TIMER
LOCATE 1, 2: INPUT "Enter number of particles (default is 80): ", num
IF num = 0 THEN num = 80
DIM x(num), y(num), xold(num), yold(num), v0x(num), v0y(num), col(num)
start:
CLS
iterations = 0
'g = RND * 10 + 20
g = RND * 15 + 25
xdamp = RND * .15 + .55
ydamp = RND * .15 + .55
exploderadius = 200 '75
numobstacles = 0
iterationmax = 1200
choosecol:
bgcol = INT(RND * 14)
wallcol = 0 'INT(RND * 14)'change to zero for spider mode
IF bgcol = wallcol THEN GOTO choosecol
LINE (1, 1)-(639, 479), bgcol, BF
LINE (1, 1)-(639, 479), wallcol, B
'Draw obstacles randomly.
FOR i = 1 TO numobstacles
LINE (RND * 640, RND * 480)-(RND * 640, RND * 480), wallcol, B
NEXT i
'Make predetermined obstacles.
'LINE (50, 75)-(600, 125), wallcol, B
'Toggle for random starting position.
xshift = RND * 640
yshift = RND * 480
'Toggle for fixed starting position
'xshift = 100
'yshift = 100
FOR i = 1 TO num
speed = RND * 90
ang1 = RND * 2 * 3.141592653589793#
ang2 = RND * 2 * 3.141592653589793#
x(i) = xshift + RND * exploderadius * COS(ang1)
y(i) = yshift + RND * exploderadius * SIN(ang1)
v0x(i) = 1.5 * speed * COS(ang2)
v0y(i) = speed * SIN(ang2)
dotcol:
col(i) = INT(RND * 13 + 1)
IF col(i) = bgcol OR col(i) = wallcol THEN GOTO dotcol
IF POINT(x(i), y(i)) = wallcol OR x(i) < 1 OR x(i) > 639 OR y(i) < 1 OR y(i) > 479 THEN i = i - 1
dv = SQR((v0x(i)) ^ 2 + (v0y(i)) ^ 2)
IF dv > vmax THEN vmax = dv
PSET (x(i), y(i)), col(i)
NEXT
dt = .995 / vmax
'PRINT dt
SLEEP 1
DO
idel = 0: DO: idel = idel + 1: LOOP UNTIL idel > delayconst ' freebasic edit 2011-06
iterations = iterations + 1
smax = 0
FOR i = 1 TO num
xold(i) = x(i)
yold(i) = y(i)
v0x(i) = v0x(i) + 0 * dt
v0y(i) = v0y(i) + g * dt
xtmp = x(i) + v0x(i) * dt
ytmp = y(i) + v0y(i) * dt
IF POINT(xtmp, yold(i)) = wallcol THEN v0x(i) = v0x(i) * -1 * xdamp
IF POINT(xold(i), ytmp) = wallcol THEN v0y(i) = v0y(i) * -1 * ydamp
x(i) = x(i) + v0x(i) * dt
y(i) = y(i) + v0y(i) * dt
'Recolor stagnant particles.
xx = x(i) - xold(i)
yy = y(i) - yold(i)
IF SQR(xx ^ 2 + yy ^ 2) < .05 THEN col(i) = bgcol
PSET (xold(i), yold(i)), 0 'bgcol
PSET (x(i), y(i)), col(i)
ds = SQR((y(i) - yold(i)) ^ 2 + (x(i) - xold(i)) ^ 2)
IF ds > smax THEN smax = ds
NEXT
IF smax > .95 THEN dt = dt * (1 - .01)
IF smax < .9 THEN dt = dt * (1 + .01)
IF iterations > iterationmax THEN
SLEEP 2
GOTO start
END IF
LINE (19, 459)-(151, 471), wallcol, B
LINE (20, 460)-(20 + 130 * (iterations / iterationmax), 470), 15, BF
LOOP UNTIL INKEY$ <> ""
END
How the heck did I get from his post to mine? They look so different!
b = b + ...
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Way cool B+ and Stx! Stx did the framework and you finished the job.
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great mod, B+! thanks to Steve's ellipsefill you made something almost interesting interesting
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So "almost" a thumbs up then, OK LOL!
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Celebrate The Fourth With Some Fake Fireworks
Code: (Select All) DefInt A-Z
_Title "ASCII Fireworks Move Mousewheel to Expand or Contract #2" '2020-01-01
' 2020-01-02 update with graivity effect by tsh73 from JB forum
' 2020-08-11 modified for xpanding and contracting screen size
' 2020-08-11 Steve catches memory leak, fixed!
' 2020-08-12 manstersoft gives me idea for Font 8, added more works and switched color to more! RGB32
' 2022-07-04 mods for The Forth
Const nR = 9, t = " Celebrating July 4th, 2022 at QB64 PE Forum, ASCII Fireworks Brought To You By Bplus Inspired by Pete, TempodiBasic and Code Hunter Recent Efforts, Gravity Effect by tsh73 at JB Forum, Thanks Steve for saving memory and manstersoft for Font 8 idea, Let Freedom Ring!....."
Type rocket
x As Single
y As Single
bang As Integer
age As Integer
c As _Unsigned Long
End Type
Dim Shared r(1 To nR) As rocket
For i = 1 To nR
new i
Next
Dim Shared fire&
fire& = _NewImage(640, 400, 32)
_ScreenMove 0, 0
Dim tmp&(0 To 10)
lastt = 20
sc& = _NewImage(640, 350, 32)
_Font 8
Do
_Dest fire&
_Font 16
Cls
Color &HFFFF88AA
lc = lc + 1
If lc Mod 3 = 0 Then p = (p + 1) Mod Len(t)
Locate 2, 20: Print Mid$(t, p + 1, 40);
_Font 8
rocs = rocs + 1
If rocs > nR Then rocs = nR
For i = 1 To rocs
drawRocket i
Next
_Dest 0
While _MouseInput
scroll = scroll + _MouseWheel
Wend
If scroll < 800 And scroll > -400 And .56 * scroll < _DesktopHeight Then
tp = (tp + 1) Mod 10
tmp&(tp) = _NewImage(640 + scroll, 358 + .56 * scroll, 32)
Screen tmp&(tp)
_PutImage , fire&, 0
Else
lastt = 20
End If
'debug
'COLOR qb(15)
'LOCATE 1, 1: PRINT lastt, tp, scroll
If lastt <> 20 Then _FreeImage tmp&(lastt)
lastt = tp
_Display
_Limit 20
Loop Until _KeyDown(27)
Sub new (i)
r(i).x = Rnd * 60 + 10
r(i).y = 50
r(i).bang = Rnd * 30
r(i).age = 0
r(i).c = _RGB32(200 * Rnd + 55, 200 * Rnd + 55, 200 * Rnd + 55)
End Sub
Sub drawRocket (i)
If r(i).y > r(i).bang Then
Color r(i).c
Locate r(i).y, r(i).x: Print Chr$(24);
r(i).y = r(i).y - 1
Else
r(i).age = r(i).age + 1
If r(i).age > 50 Then
new i
Else
Color r(i).c
If r(i).age > 4 Then start = r(i).age - 4 Else start = 1
For a = start To r(i).age
For j = 1 To 12
xx = r(i).x + 1 * a * Cos(j * _Pi / 6)
yy = r(i).y + .5 * a * Sin(j * _Pi / 6)
yy = yy + (r(i).y - a) ^ 2 / 15 '<<<< tsh73 gravity
If xx > 0 And xx < 81 And yy > 0 And yy < 51 Then
Locate Int(yy), Int(xx)
Print "*";
End If
Next
Next
End If
End If
End Sub
b = b + ...
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07-04-2022, 09:11 PM
(This post was last modified: 07-05-2022, 02:24 PM by Kernelpanic.)
Nice @bplus, but what is a screensaver without the right background music?
Note the women how they wielding the swords. . . from 01:27 (Corrected!)
Kazachka
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Yeah, they swing a mean sword or 2 that's for sure but can they code in QB64? ;-))
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07-05-2022, 02:14 PM
(This post was last modified: 07-05-2022, 02:26 PM by Kernelpanic.)
(07-04-2022, 09:54 PM)bplus Wrote: Yeah, they swing a mean sword or 2 that's for sure but can they code in QB64? ;-))
I don't know, (Corrected: 01:27) but this scene should one be incorporated into a screensaver. So incorporate the scene as a video. Is that possible with QB64?
I once had a program with which one could isolate video sequences. . . Let's see.
PS: In "Fireworks" that would fit well. The video should appear and disappear erratically.
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