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Screen Savers
#41
(02-01-2023, 07:27 AM)vince Wrote: looks like JB is 3rd after smallbasic and qb64pe but still good that's in the top 3

Probably 2nd, sb editor really sucks and JB's ain't a whole lot better. 

QB64 by far and away #1!
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#42
Hexagonal Star Tiling
Code: (Select All)
_Title "Hexagonal Star Tiling 3" 'B+ 2019-04-19
' Trying to duplicate results shown here by Daniel Shiffman
' https://www.youtube.com/watch?v=sJ6pMLp_IaI&list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH&index=70
' but using a completely different method for drawing the tile
' 2019-04-17 Yes! the star tile can be generalized to any N sided regular polygon!
' 2019-04-17 This version try Hexagonal Tiling.
' 2019-04-17 Hexagonal Star Tiling 2, prep one tile and rubber stamp the grid with image.
' 2019-04-18 Go for a dynamic tile, image constantly changing

Const xmax = 1380 'bigger than your screen can hold
Const ymax = 800
Screen _NewImage(xmax, ymax, 32)
'_SCREENMOVE _MIDDLE
_FullScreen
Randomize Timer

Dim Shared tile&, polyRadius, triColor As _Unsigned Long

polyRadius = 60
gridheight = polyRadius * Sqr(3) / 2
triColor = _RGB32(0, 0, 255)
rd = 10
dm = 20
prepTile polyRadius, rd, dm
rDir = 1: dDir = 1
While _KeyDown(27) = 0
    If rDir = 1 Then
        If rd + 1 <= polyRadius * .5 Then
            rd = rd + 1: prepTile polyRadius, rd, dm
        Else

            If Rnd > .8 Then
                polyRadius = rand(20, 200)
                triColor = _RGB32(128 * Rnd + 127, 128 * Rnd + 127, 128 * Rnd + 127)
                rDir = -1: dm = Rnd * polyRadius * .5: rd = Rnd * polyRadius * .5 \ 1
                Color , _RGB32(128 * Rnd, 128 * Rnd, 128 * Rnd)
            Else
                rDir = -1
            End If
        End If
    End If
    If rDir = -1 Then
        If rd - 1 >= 0 Then
            rd = rd - 1: prepTile polyRadius, rd, dm
        Else
            If Rnd > .8 Then
                triColor = _RGB32(128 * Rnd, 128 * Rnd, 128 * Rnd)
                polyRadius = rand(20, 200)
                rDir = 1: dm = Rnd * polyRadius * .5: rd = Rnd * polyRadius * .5 \ 1
                Color , _RGB32(128 * Rnd + 127, 128 * Rnd + 127, 128 * Rnd + 127)
            Else
                rDir = 1
            End If
        End If
    End If

    Cls
    gridheight = polyRadius * Sqr(3) / 2
    xoff = 0
    For y = -polyRadius To ymax + gridheight Step gridheight
        xoff = (xoff + 1) Mod 2
        For x = -polyRadius To xmax Step 3 * polyRadius
            _PutImage (x + xoff * 1.5 * polyRadius, y), tile&, 0
        Next
    Next
    _Display
    _Limit .1 * polyRadius
Wend
End

Sub prepTile (pRadius, innerStarRadius, midPtDist)
    If tile& Then _FreeImage tile&
    tile& = _NewImage(2 * pRadius, 2 * pRadius, 32)
    _Dest tile&
    drawRegPolyStar pRadius, pRadius, pRadius, 6, innerStarRadius, midPtDist, triColor
    _Dest 0
End Sub

Sub drawRegPolyStar (cx, cy, pRadius, nSides, innerStarRadius, midPtDist, c1 As _Unsigned Long)
    Dim tilePtsX(1 To nSides), tilePtsY(1 To nSides)
    Dim innerStarX(1 To nSides), innerStarY(1 To nSides)

    pA = _Pi(2 / nSides)
    For i = 1 To nSides
        tilePtsX(i) = cx + pRadius * Cos(pA * i)
        tilePtsY(i) = cy + pRadius * Sin(pA * i)
        'on the same line the innerStar pts
        innerStarX(i) = cx + innerStarRadius * Cos(pA * i)
        innerStarY(i) = cy + innerStarRadius * Sin(pA * i)
        'CIRCLE (innerStarX(i), innerStarY(i)), 3, _RGB32(255, 255, 0)
        'draw tile
        If i > 1 Then
            Line (tilePtsX(i), tilePtsY(i))-(tilePtsX(i - 1), tilePtsY(i - 1)), _RGB32(255, 0, 0, 200)
            If i = nSides Then
                Line (tilePtsX(i), tilePtsY(i))-(tilePtsX(1), tilePtsY(1)), _RGB32(255, 0, 0, 200)
            End If
        End If
        '_DELAY .5
    Next

    'from each innerStarPt 2 lines connect to side midpoints
    'lets calc all the midpoints +/- midPtDist
    Dim mpdX(1 To 2 * nSides), mpdY(1 To 2 * nSides)
    For i = 1 To nSides
        If i - 1 = 0 Then ei = nSides Else ei = i - 1
        mx = (tilePtsX(ei) + tilePtsX(i)) / 2
        my = (tilePtsY(ei) + tilePtsY(i)) / 2
        'check
        'CIRCLE (mx, my), 2, _RGB32(0, 0, 255)
        '_DELAY .5

        'from each mx, my we need a point midPtDist along the angle from mx, my to the ei index point
        a = _Atan2(tilePtsY(ei) - my, tilePtsX(ei) - mx)
        mdx = mx + midPtDist * Cos(a)
        mdy = my + midPtDist * Sin(a)
        'the other point is 180 degrees in opposite direction
        mdx2 = mx + midPtDist * Cos(a - _Pi)
        mdy2 = my + midPtDist * Sin(a - _Pi)
        'check
        'CIRCLE (mdx, mdy), 2, _RGB32(255, 255, 0)
        'CIRCLE (mdx2, mdy2), 2, _RGB32(255, 0, 255)

        'OK store all these points for drawing lines later
        mpdX(2 * i - 1) = mdx: mpdY(2 * i - 1) = mdy
        mpdX(2 * i) = mdx2: mpdY(2 * i) = mdy2

    Next
    Color c1
    'from each point in inner star Radius draw 2 lines to the poly edges
    For i = 1 To nSides
        'now figure the pattern: sequence maps are to 2*i +2 and to 2*i - 1
        If 2 * i + 2 > 2 * nSides Then map = 2 * i + 2 - 2 * nSides Else map = 2 * i + 2
        Line (innerStarX(i), innerStarY(i))-(mpdX(map), mpdY(map))

        If 2 * i - 1 < 1 Then map2 = 2 * i - 1 + 2 * nSides Else map2 = 2 * i - 1
        Line (innerStarX(i), innerStarY(i))-(mpdX(map2), mpdY(map2))

        ftri innerStarX(i), innerStarY(i), mpdX(map), mpdY(map), mpdX(map2), mpdY(map2), c1
        '_DELAY .5
    Next

End Sub

Function rand% (lo%, hi%)
    rand% = Int(Rnd * (hi% - lo% + 1)) + lo%
End Function

' found at QB64.net:    http://www.qb64.net/forum/index.php?topic=14425.0
Sub ftri (x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
    a& = _NewImage(1, 1, 32)
    _Dest a&
    PSet (0, 0), K
    _Dest tile&
    _MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
    _FreeImage a& '<<< this is important!
End Sub

   
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#43
the hexagon is the most efficient shape, nice mod
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#44
All the bees agree.
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#45
Boid Watching

Code: (Select All)
Option _Explicit
_Title "Boids Remake 2022-03" ' b+ 2022-03-19
' from JB Boids Restart #6 Wings b+ 2022-03-19
Randomize Timer

Const xmax = 1200, ymax = 700, pi = _Pi, nb = 100, no = 7, np = 3
Const green = _RGB32(0, 160, 0), blue = _RGB32(0, 0, 160), black = _RGB32(0, 0, 0), brown = _RGB32(100, 80, 40)
Dim As Long done, headmode, centermode, i, j, testx, testy, iter
Dim As Single hf, cf, t1, s, ao, dist

Dim As Single px(np), py(np), pa(np) ' Predator radius is const 10 or so, twice a bird at least
Dim As Single ox(no), oy(no), ord(no) ' obstacle x, y, radius
Dim As Single bx(nb), by(nb), ba(nb), da(nb, nb) ' new  da = distance array
Dim As Long pw(np), bw(nb)
headmode = 1 ' on / off
hf = .3 ' % of 100 pixels distance .1 = 10

centermode = 0 ' on / off
cf = .2 'centering factor how strong a pull from 0 to 1  .01 is week .1 pretty strong!

Screen _NewImage(xmax, ymax, 32)
_ScreenMove 100, 20

For i = 1 To no ' in array for redraw
    ox(i) = rand(90, xmax - 90): oy(i) = rand(90, ymax - 90): ord(i) = rand(25, 90)
Next
For i = 1 To nb
    testAgain: ' don't start a bird inside an obstacle
    testx = rand(20, xmax - 20) ' start random screen x, y away from borders
    testy = rand(20, ymax - 20)
    j = 0
    While j < no ' note get strange results with For loop
        j = j + 1
        If distance(testx, testy, ox(j), oy(j)) < ord(j) + 10 Then GoTo testAgain
    Wend
    j = 0
    While j < i - 1 'no bird crowds please  note get strange results with For loop
        j = j + 1
        If distance(testx, testy, bx(j), by(j)) < 15 Then GoTo testAgain
    Wend
    bx(i) = testx: by(i) = testy: ba(i) = 2 * pi * Rnd: bw(i) = Int(3 * Rnd) ' random headings
Next
For i = 1 To np ' might be smarter to pack the smaller after the larger, ie do predators before birds
    testAgain2: ' don't start a predator inside an obstacle
    testx = rand(40, xmax - 40) ' start random screen x, y away from borders
    testy = rand(40, ymax - 40)
    j = 0
    While j < no ' note get strange results with For loop
        j = j + 1
        If distance(testx, testy, ox(j), oy(j)) < ord(j) + 10 Then GoTo testAgain2
    Wend
    j = 0
    While j < nb ' give birds some space from predators too
        j = j + 1
        If distance(testx, testy, bx(j), by(j)) < 30 Then GoTo testAgain2
    Wend
    px(i) = testx: py(i) = testy: pa(i) = 2 * pi * Rnd: pw(i) = Int(5 * Rnd)
Next
t1 = Timer(.001)

While _KeyDown(27) = 0
    Color , green
    Cls
    For i = 1 To no
        fcirc ox(i), oy(i), ord(i), brown
    Next
    For i = 1 To nb - 1 ' find all the distances between birds
        For j = i + 1 To nb ' fix bonehead error of doing this 2x's! thanks tsh73 for catch!
            da(i, j) = distance(bx(i), by(i), bx(j), by(j))
            da(j, i) = da(i, j) ' symetric relationship
        Next
    Next

    For i = 1 To np ' Predators are just like a birds
        pw(i) = (1 + pw(i)) Mod 5 ' flapper wings or not
        DrawBird px(i), py(i), 15, pa(i), pw(i), blue
        s = Rnd * 4 + 3 ' get some bird separation here?
        px(i) = px(i) + s * Cos(pa(i)): py(i) = py(i) + s * Sin(pa(i))
        j = 0
        While j < no ' note get strange results with For loop
            j = j + 1
            If distance(px(i), py(i), ox(j), oy(j)) < ord(j) + 23 Then
                ao = _Atan2(oy(j) - py(i), ox(j) - px(i))
                pa(i) = AngleAve(pa(i), ao - pi)
            End If
        Wend
        ' JB&LB have better Mod function! tsh73 pointed it to me
        px(i) = Mod2(px(i) + xmax, xmax)
        py(i) = Mod2(py(i) + ymax, ymax)
        ' except predators don't flock
    Next

    For i = 1 To nb 'draw then update positions of birds
        ' draw current
        bw(i) = (bw(i) + 1) Mod 4 ' flapper wings or not
        DrawBird bx(i), by(i), 8, ba(i), bw(i), black
        s = rand(3, 7) ' get some bird separation here?
        bx(i) = bx(i) + s * Cos(ba(i)): by(i) = by(i) + s * Sin(ba(i))
        j = 0
        While j < no ' note get strange results with For loop
            j = j + 1
            If distance(bx(i), by(i), ox(j), oy(j)) < ord(j) + 13 Then
                ao = _Atan2(oy(j) - by(i), ox(j) - bx(i))
                ba(i) = AngleAve(ba(i), ao - pi)
            End If
        Wend
        j = 0
        While j < np
            j = j + 1
            If distance(bx(i), by(i), px(j), py(j)) < 65 Then
                ao = _Atan2(py(j) - by(i), px(j) - bx(i))
                ba(i) = AngleAve(ba(i), ao - pi)
            End If
        Wend
        ' JB&LB have better Mod function! tsh73 pointed it to me
        bx(i) = Mod2(bx(i) + xmax, xmax)
        by(i) = Mod2(by(i) + ymax, ymax)

        For j = i + 1 To nb
            dist = da(i, j)
            If dist < 50 Then ' birds are close enough to influence each other by visual
                'sway the neighbors headings towards each other
                If headmode And Rnd < hf Then
                    ba(i) = AngleAve(ba(i), AngleAve(ba(i), ba(j)))
                    ba(j) = AngleAve(ba(j), AngleAve(ba(i), ba(j)))
                End If
            End If
            If dist > 30 And dist < 100 Then
                'stickiness stay close to neighbors, close distance between
                If centermode And Rnd < cf Then
                    bx(i) = bx(i) - cf / 10 * (bx(i) - bx(j))
                    bx(j) = bx(j) + cf / 10 * (bx(i) - bx(j))
                    by(i) = by(i) - cf / 10 * (by(i) - by(j))
                    by(j) = by(j) + cf / 10 * (by(i) - by(j))
                End If
            End If
            If dist < 20 Then ' too close!!!
                bx(i) = bx(i) + .1 * (bx(i) - bx(j))
                bx(j) = bx(j) - .1 * (bx(i) - bx(j))
                by(i) = by(i) + .1 * (by(i) - by(j))
                by(j) = by(j) - .1 * (by(i) - by(j))
            End If
        Next 'j
    Next ' i
    _Display
    _Limit 10
Wend

Function rand& (lo As Long, hi As Long) 'rand integer between lo and hi iclusive
    rand& = Int((hi - lo + 1) * Rnd + lo)
End Function

Function distance (x1, y1, x2, y2) ' default single OK
    distance = Sqr((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
End Function

Function AngleAve (ra1, ra2) ' default single OK
    Dim twoPi, ray1, ray2, rtn
    twoPi = pi * 2
    ray1 = Mod2(ra1 + twoPi, twoPi)
    ray2 = Mod2(ra2 + twoPi, twoPi)
    rtn = (ray1 + ray2) / 2
    If Abs(ray1 - ray2) > pi Then rtn = Mod2(rtn - pi + twoPi, twoPi)
    AngleAve = rtn
End Function

Sub DrawBird (xc, yc, rr, ra, wings As Integer, c As _Unsigned Long)
    Dim x1, y1, x2, y2, x3, y3
    x1 = xc + rr * Cos(ra)
    y1 = yc + rr * Sin(ra)
    x2 = xc + rr * Cos(ra - .83 * pi)
    y2 = yc + rr * Sin(ra - .83 * pi)
    x3 = xc + rr * Cos(ra + .83 * pi)
    y3 = yc + rr * Sin(ra + .83 * pi)
    ftri x1, y1, xc, yc, x2, y2, c
    ftri x1, y1, xc, yc, x3, y3, c
    If wings Then
        x2 = xc + 2 * rr * Cos(ra - 1.57 * pi)
        y2 = yc + 2 * rr * Sin(ra - 1.57 * pi)
        x3 = xc + 2 * rr * Cos(ra + 1.57 * pi)
        y3 = yc + 2 * rr * Sin(ra + 1.57 * pi)
        ftri xc, yc, x2, y2, x3, y3, c
    End If
End Sub

' this allows us to do floats including negative floats
Function Mod2# (n As Double, modulus As Double)
    Dim rtn As Double
    rtn = modulus * (Abs(n) / modulus - Int(Abs(n) / modulus))
    If n < 0 Then rtn = -rtn
    Mod2# = rtn
End Function

Sub fcirc (CX As Long, CY As Long, R As Long, C As _Unsigned Long)
    Dim Radius As Long, RadiusError As Long
    Dim X As Long, Y As Long
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

Sub ftri (x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
    Dim D As Long
    Static a&
    D = _Dest
    If a& = 0 Then a& = _NewImage(1, 1, 32)
    _Dest a&
    _DontBlend a& '  '<<<< new 2019-12-16 fix
    PSet (0, 0), K
    _Blend a& '<<<< new 2019-12-16 fix
    _Dest D
    _MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
End Sub


Attached Files Image(s)
   
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#46
(05-14-2024, 03:00 PM)bplus Wrote:
Boid Watching

Code: (Select All)
Option _Explicit
_Title "Boids Remake 2022-03" ' b+ 2022-03-19
' from JB Boids Restart #6 Wings b+ 2022-03-19
Randomize Timer

Const xmax = 1200, ymax = 700, pi = _Pi, nb = 100, no = 7, np = 3
Const green = _RGB32(0, 160, 0), blue = _RGB32(0, 0, 160), black = _RGB32(0, 0, 0), brown = _RGB32(100, 80, 40)
Dim As Long done, headmode, centermode, i, j, testx, testy, iter
Dim As Single hf, cf, t1, s, ao, dist

Dim As Single px(np), py(np), pa(np) ' Predator radius is const 10 or so, twice a bird at least
Dim As Single ox(no), oy(no), ord(no) ' obstacle x, y, radius
Dim As Single bx(nb), by(nb), ba(nb), da(nb, nb) ' new  da = distance array
Dim As Long pw(np), bw(nb)
headmode = 1 ' on / off
hf = .3 ' % of 100 pixels distance .1 = 10

centermode = 0 ' on / off
cf = .2 'centering factor how strong a pull from 0 to 1  .01 is week .1 pretty strong!

Screen _NewImage(xmax, ymax, 32)
_ScreenMove 100, 20

For i = 1 To no ' in array for redraw
    ox(i) = rand(90, xmax - 90): oy(i) = rand(90, ymax - 90): ord(i) = rand(25, 90)
Next
For i = 1 To nb
    testAgain: ' don't start a bird inside an obstacle
    testx = rand(20, xmax - 20) ' start random screen x, y away from borders
    testy = rand(20, ymax - 20)
    j = 0
    While j < no ' note get strange results with For loop
        j = j + 1
        If distance(testx, testy, ox(j), oy(j)) < ord(j) + 10 Then GoTo testAgain
    Wend
    j = 0
    While j < i - 1 'no bird crowds please  note get strange results with For loop
        j = j + 1
        If distance(testx, testy, bx(j), by(j)) < 15 Then GoTo testAgain
    Wend
    bx(i) = testx: by(i) = testy: ba(i) = 2 * pi * Rnd: bw(i) = Int(3 * Rnd) ' random headings
Next
For i = 1 To np ' might be smarter to pack the smaller after the larger, ie do predators before birds
    testAgain2: ' don't start a predator inside an obstacle
    testx = rand(40, xmax - 40) ' start random screen x, y away from borders
    testy = rand(40, ymax - 40)
    j = 0
    While j < no ' note get strange results with For loop
        j = j + 1
        If distance(testx, testy, ox(j), oy(j)) < ord(j) + 10 Then GoTo testAgain2
    Wend
    j = 0
    While j < nb ' give birds some space from predators too
        j = j + 1
        If distance(testx, testy, bx(j), by(j)) < 30 Then GoTo testAgain2
    Wend
    px(i) = testx: py(i) = testy: pa(i) = 2 * pi * Rnd: pw(i) = Int(5 * Rnd)
Next
t1 = Timer(.001)

While _KeyDown(27) = 0
    Color , green
    Cls
    For i = 1 To no
        fcirc ox(i), oy(i), ord(i), brown
    Next
    For i = 1 To nb - 1 ' find all the distances between birds
        For j = i + 1 To nb ' fix bonehead error of doing this 2x's! thanks tsh73 for catch!
            da(i, j) = distance(bx(i), by(i), bx(j), by(j))
            da(j, i) = da(i, j) ' symetric relationship
        Next
    Next

    For i = 1 To np ' Predators are just like a birds
        pw(i) = (1 + pw(i)) Mod 5 ' flapper wings or not
        DrawBird px(i), py(i), 15, pa(i), pw(i), blue
        s = Rnd * 4 + 3 ' get some bird separation here?
        px(i) = px(i) + s * Cos(pa(i)): py(i) = py(i) + s * Sin(pa(i))
        j = 0
        While j < no ' note get strange results with For loop
            j = j + 1
            If distance(px(i), py(i), ox(j), oy(j)) < ord(j) + 23 Then
                ao = _Atan2(oy(j) - py(i), ox(j) - px(i))
                pa(i) = AngleAve(pa(i), ao - pi)
            End If
        Wend
        ' JB&LB have better Mod function! tsh73 pointed it to me
        px(i) = Mod2(px(i) + xmax, xmax)
        py(i) = Mod2(py(i) + ymax, ymax)
        ' except predators don't flock
    Next

    For i = 1 To nb 'draw then update positions of birds
        ' draw current
        bw(i) = (bw(i) + 1) Mod 4 ' flapper wings or not
        DrawBird bx(i), by(i), 8, ba(i), bw(i), black
        s = rand(3, 7) ' get some bird separation here?
        bx(i) = bx(i) + s * Cos(ba(i)): by(i) = by(i) + s * Sin(ba(i))
        j = 0
        While j < no ' note get strange results with For loop
            j = j + 1
            If distance(bx(i), by(i), ox(j), oy(j)) < ord(j) + 13 Then
                ao = _Atan2(oy(j) - by(i), ox(j) - bx(i))
                ba(i) = AngleAve(ba(i), ao - pi)
            End If
        Wend
        j = 0
        While j < np
            j = j + 1
            If distance(bx(i), by(i), px(j), py(j)) < 65 Then
                ao = _Atan2(py(j) - by(i), px(j) - bx(i))
                ba(i) = AngleAve(ba(i), ao - pi)
            End If
        Wend
        ' JB&LB have better Mod function! tsh73 pointed it to me
        bx(i) = Mod2(bx(i) + xmax, xmax)
        by(i) = Mod2(by(i) + ymax, ymax)

        For j = i + 1 To nb
            dist = da(i, j)
            If dist < 50 Then ' birds are close enough to influence each other by visual
                'sway the neighbors headings towards each other
                If headmode And Rnd < hf Then
                    ba(i) = AngleAve(ba(i), AngleAve(ba(i), ba(j)))
                    ba(j) = AngleAve(ba(j), AngleAve(ba(i), ba(j)))
                End If
            End If
            If dist > 30 And dist < 100 Then
                'stickiness stay close to neighbors, close distance between
                If centermode And Rnd < cf Then
                    bx(i) = bx(i) - cf / 10 * (bx(i) - bx(j))
                    bx(j) = bx(j) + cf / 10 * (bx(i) - bx(j))
                    by(i) = by(i) - cf / 10 * (by(i) - by(j))
                    by(j) = by(j) + cf / 10 * (by(i) - by(j))
                End If
            End If
            If dist < 20 Then ' too close!!!
                bx(i) = bx(i) + .1 * (bx(i) - bx(j))
                bx(j) = bx(j) - .1 * (bx(i) - bx(j))
                by(i) = by(i) + .1 * (by(i) - by(j))
                by(j) = by(j) - .1 * (by(i) - by(j))
            End If
        Next 'j
    Next ' i
    _Display
    _Limit 10
Wend

Function rand& (lo As Long, hi As Long) 'rand integer between lo and hi iclusive
    rand& = Int((hi - lo + 1) * Rnd + lo)
End Function

Function distance (x1, y1, x2, y2) ' default single OK
    distance = Sqr((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
End Function

Function AngleAve (ra1, ra2) ' default single OK
    Dim twoPi, ray1, ray2, rtn
    twoPi = pi * 2
    ray1 = Mod2(ra1 + twoPi, twoPi)
    ray2 = Mod2(ra2 + twoPi, twoPi)
    rtn = (ray1 + ray2) / 2
    If Abs(ray1 - ray2) > pi Then rtn = Mod2(rtn - pi + twoPi, twoPi)
    AngleAve = rtn
End Function

Sub DrawBird (xc, yc, rr, ra, wings As Integer, c As _Unsigned Long)
    Dim x1, y1, x2, y2, x3, y3
    x1 = xc + rr * Cos(ra)
    y1 = yc + rr * Sin(ra)
    x2 = xc + rr * Cos(ra - .83 * pi)
    y2 = yc + rr * Sin(ra - .83 * pi)
    x3 = xc + rr * Cos(ra + .83 * pi)
    y3 = yc + rr * Sin(ra + .83 * pi)
    ftri x1, y1, xc, yc, x2, y2, c
    ftri x1, y1, xc, yc, x3, y3, c
    If wings Then
        x2 = xc + 2 * rr * Cos(ra - 1.57 * pi)
        y2 = yc + 2 * rr * Sin(ra - 1.57 * pi)
        x3 = xc + 2 * rr * Cos(ra + 1.57 * pi)
        y3 = yc + 2 * rr * Sin(ra + 1.57 * pi)
        ftri xc, yc, x2, y2, x3, y3, c
    End If
End Sub

' this allows us to do floats including negative floats
Function Mod2# (n As Double, modulus As Double)
    Dim rtn As Double
    rtn = modulus * (Abs(n) / modulus - Int(Abs(n) / modulus))
    If n < 0 Then rtn = -rtn
    Mod2# = rtn
End Function

Sub fcirc (CX As Long, CY As Long, R As Long, C As _Unsigned Long)
    Dim Radius As Long, RadiusError As Long
    Dim X As Long, Y As Long
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

Sub ftri (x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
    Dim D As Long
    Static a&
    D = _Dest
    If a& = 0 Then a& = _NewImage(1, 1, 32)
    _Dest a&
    _DontBlend a& '  '<<<< new 2019-12-16 fix
    PSet (0, 0), K
    _Blend a& '<<<< new 2019-12-16 fix
    _Dest D
    _MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
End Sub

Love the way those little swallows (?) avoid the blue hawk (?)   Big Grin
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, W.A.) Big Grin
Please visit my Website at: http://oldendayskids.blogspot.com/
Reply
#47
thanks Phil, yeah i've spent some time watching the flocks group and regroup themselves while avoiding predators and obstacles.
b = b + ...
Reply
#48
Ken's Spashes reminded of this:

Splats


Code: (Select All)
_Title "Splats" 'b+ 2020-01-12
' from eRATication/cheese wedge tests/ multiple explosions.bas 2018-07-28 translated from
'bomb.bas for SmallBASIC 0.12.2 [B+=MGA] 2016-05-09 from explosion study

Const xmax = 1300, ymax = 760, pi2 = 6.283185
Type particle
    x As Single
    y As Single
    dx As Single
    dy As Single
    size As Single
    spread As Single
    'tf AS INTEGER
End Type
ReDim Shared dots(1) As particle
Screen _NewImage(xmax, ymax, 32)
_FullScreen
Randomize Timer
Dim kolor As _Unsigned Long

While Not _KeyDown(27)
    Color , _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
    Cls
    stopit = (Rnd * 100) \ 1 + 15
    For i = 1 To stopit
        dx = Rnd * 60 - 30: dy = Rnd * 60 - 30: a = 7 * (Rnd * 10 - 5): b = 7 * (Rnd * 10 - 5)
        x = xmax * Rnd: y = ymax * Rnd
        r = Rnd * 255
        If InKey$ = " " Then toggle = 1 - toggle
        If toggle Then
            kolor = _RGB32(r, r, r)
        Else
            kolor = _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
        End If
        While x > -100 And x < xmax + 100 And y > -100 And y < ymax + 100
            splat x, y, kolor
            x = x + dx: y = y + dy
            dx = dx + a: dy = dy + b
            _Display
        Wend
    Next
    _Delay 5
Wend
System

Sub splat (x, y, kolor As _Unsigned Long)
    round = 5
    nRounds = (Rnd * 10) \ 1 + 1
    nDots = nRounds * round

    ReDim dots(1 To nDots) As particle
    For i = 1 To round
        NewDot i, x, y
    Next
    rounds = round
    For loopCount = 0 To 20
        If _KeyDown(27) Then End
        For i = 1 To rounds
            dots(i).x = dots(i).x + dots(i).dx
            dots(i).y = dots(i).y + dots(i).dy
            dots(i).dx = dots(i).dx * dots(i).spread
            dots(i).dy = dots(i).dy * dots(i).spread
            fcirc dots(i).x, dots(i).y, dots(i).size / 2, kolor
            dots(i).size = dots(i).size * dots(i).spread
        Next
        If rounds < nDots Then
            For i = 1 To round
                NewDot i, x, y
            Next
            rounds = rounds + round
        End If
        _Display
    Next
End Sub

Sub NewDot (i, x, y)
    angle = Rnd * pi2
    r = Rnd * 5
    dots(i).x = x + r * Cos(angle)
    dots(i).y = y + r * Sin(angle)
    dots(i).size = Rnd * 15 + 5
    r = Rnd * 3
    dots(i).dx = r * (15 - dots(i).size) * Cos(angle)
    dots(i).dy = r * (15 - dots(i).size) * Sin(angle)
    dots(i).spread = Rnd * .3 + .2
End Sub

Sub fcirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    Dim Radius As Integer, RadiusError As Integer
    Dim X As Integer, Y As Integer
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

   
b = b + ...
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