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Here's a little image exploding effect. Not the best routine for sure, but it was a fun diversion tonight making this. I got the pixel exploding method idea from some old Qbasic code. The Image explodes, sending all pixels flying away, and the screen fades out. For a sample image the demo is using the QB64 built-in ICON, but you can use any small image. It would be easy to adapt this to grab an area of the current screen instead, and not even give the SUB and image handle.
- Dav
Code: (Select All)
'================
'EXPLODEIMAGE.BAS
'================
'Explodes a small image on the screen, fading out screen.
'It does this loading all image pixel data into arrays,
'and changing the x/y position of pixels on the screen.
'Alpha transparecy is used for screen fading effect.
'Tested & Working under Windows/Linux QB64-PE 3.8.0.
'Coded by Dav, SEP/2023
_ICON 'NEED THIS. Using Phoenix ICON in this example as the image
RANDOMIZE TIMER
SCREEN _NEWIMAGE(800, 600, 32)
'Get a bird& image from the built-in ICON
bird& = _NEWIMAGE(192, 192, 32): _DEST bird&
_PUTIMAGE (0, 0)-(192, 192), -11: _DEST 0
'draw a background for to show fading better
FOR x = 1 TO _WIDTH STEP 20
FOR y = 1 TO _HEIGHT STEP 20
LINE (x, y)-STEP(10, 10), _RGBA(RND * 255, RND * 255, RND * 255, RND * 255), BF
NEXT
NEXT
'compute center spot for placing image on screen
cx = _WIDTH / 2 - (_WIDTH(bird&) / 2) 'x center image on screen
cy = _HEIGHT / 2 - (_HEIGHT(bird&) / 2) 'y center image on screen
'Show and Explode the image
ExplodeImage bird&, cx, cy
END
SUB ExplodeImage (image&, x, y)
_PUTIMAGE (x, y), image&
PRINT "Press any key to Explode the image..."
_DISPLAY
SLEEP
pixels& = _WIDTH(image&) * _HEIGHT(image&)
REDIM PixX(pixels&), PixY(pixels&)
REDIM PixXDir(pixels&), PixYDir(pixels&)
REDIM PixClr&(pixels&)
'Read all pixels from image& into arrays,
'and generate x/y movement values
_SOURCE image&
pix& = 0
FOR x2 = 0 TO _WIDTH(image&) - 1
FOR y2 = 0 TO _HEIGHT(image&) - 1
PixClr&(pix&) = POINT(x2, y2) 'pixel color
PixX(pix&) = x + x2 'pixel x pos
PixY(pix&) = y + y2 'pixel y pos
'generate random x/y dir movement values
DO
'assign a random x/y dir value (from range -8 to 8)
PixXDir(pix&) = RND * 8 - RND * 8 'go random +/- x pixels
PixYDir(pix&) = RND * 8 - RND * 8 'go random +/- y pixels
'Keep looping until both directions have non-zero values
IF PixXDir(pix&) <> 0 AND PixYDir(pix&) <> 0 THEN EXIT DO
LOOP
pix& = pix& + 1 'goto next pixels
NEXT
NEXT
_SOURCE 0
'Explode image and Fade out screen
FOR alpha = 0 TO 225 STEP .8
'display all pixels
FOR pix& = 0 TO pixels& - 1
'pixel x pos, +/- dir value
PixX(pix&) = PixX(pix&) + PixXDir(pix&)
'pixel y pos, +/- dir value
PixY(pix&) = PixY(pix&) + PixYDir(pix&)
PSET (PixX(pix&), PixY(pix&)), PixClr&(pix&)
NEXT
'the fade out trick
LINE (0, 0)-(_WIDTH, _HEIGHT), _RGBA(0, 0, 0, alpha), BF
_LIMIT 30
_DISPLAY
NEXT
END SUB
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09-07-2023, 11:29 AM
(This post was last modified: 09-07-2023, 12:34 PM by grymmjack.
Edit Reason: trying linode image link
)
This is fantastic @Dav!
Here is a screenshot.
Need some sound for that explosion!
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Hey thanks, @grymmjack. Yeah a big boom would help.
I was trying to get this to work in QBJS, ran into a little problem. Took it out of the SUB, but I can't seem to PUTIMAGE the starting image. Here is what I have so far, it's an exploding planet.
@dbox, can you see whatever I'm missing here? Line #37 doesn't seem to work for me.
- Dav
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Hey @Dav,
Looks like there may be a slight issue with some of the rendering optimizations that were put in QBJS for PSet-heavy programs. Probably has something to do with the combination of that and switching destination images. I'll research it further and put in a fix for the next release. In the meantime, as a workaround, you can put in a no-op line drawing method on line 24 to make it work as expected:
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09-07-2023, 01:17 PM
(This post was last modified: 09-07-2023, 01:17 PM by bplus.)
(09-07-2023, 11:55 AM)Dav Wrote: Hey thanks, @grymmjack. Yeah a big boom would help.
I was trying to get this to work in QBJS, ran into a little problem. Took it out of the SUB, but I can't seem to PUTIMAGE the starting image. Here is what I have so far, it's an exploding planet.
@dbox, can you see whatever I'm missing here? Line #37 doesn't seem to work for me.
- Dav
Dav you forgot to set _Dest Planet at start before drawing planet meant to go in image.
Works for me when I add that line before drawing planet.
b = b + ...
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Thank you all for the fix & tips. Here's an updated version that gives the explosion some more depth and 3D look - some pixels will grow as they move away, making them look like they are coming towards you. Also changed it so it doesn't do EVERY pixel, but in steps of 8. Skipping some pixels isn't very noticeable, and it runs a bit faster on my slow machine.
- Dav
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09-07-2023, 03:47 PM
(09-07-2023, 03:21 PM)Dav Wrote: Thank you all for the fix & tips. Here's an updated version that gives the explosion some more depth and 3D look - some pixels will grow as they move away, making them look like they are coming towards you. Also changed it so it doesn't do EVERY pixel, but in steps of 8. Skipping some pixels isn't very noticeable, and it runs a bit faster on my slow machine.
- Dav
Yes and I didn't catch the planet improvement 1st time Jupiter effect!
b = b + ...
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I do not wish to be "too picky" but....
In the section "Explode image and fade out screen", the value of "alpha", should range from 0 to 255.
J
May your journey be free of incident. Live long and prosper.
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09-08-2023, 12:12 AM
(This post was last modified: 09-08-2023, 12:14 AM by James D Jarvis.)
Okay that was neat. I had fun tweaking it a little, added a few more effects and kept the starfield visible. Instead of the image fading over all the particles fade out.
Code: (Select All)
'=================
'zapa_boom
' a varaintion of
'EXPLODEPLANET.BAS
'=================
'Explodes a small planet on the screen, fading out screen.
'It does this loading all image pixel data into arrays,
'and changing the x/y position of pixels on the screen.
'----Alpha transparecy is used for screen fading effect. <<< changed to fade of particles
'Tested & Working under QBJS & Windows/Linux QB64-PE 3.8.
'Coded by Dav, SEP/2023
'rearranged some of the drawing order, added a few additional features and have the particles fade out instead of whole screen fading
Randomize Timer
Screen _NewImage(800, 600, 32)
_FullScreen _SquarePixels
Dim star&
star& = _NewImage(800, 600, 32)
Dim planet&, x, y, x2, y2, r, g, b, a, c, n '<-- for qbjs to use
Dim pixels&, pix&, alpha
Dim zapa(30), zapx(30), zapy(30), zapds(30), zapde(30), zapl(30)
Dim zapk(30) As _Unsigned Long
'show some stars
For x = 1 To 1000
c = Rnd * 4
Line (Rnd * _Width, Rnd * _Height)-Step(c, c), _RGBA(200, 200, 200, 25 + Rnd * 200), BF
Next
_PutImage (0, 0), 0, star&
'make a planet image
planet& = _NewImage(200, 200, 32): _Dest planet&
x = 100: y = 100: r = Int(100 + Rnd * 100): g = Int(50 + Rnd * 100): b = Int(50 + Rnd * 100): a = 255
perb1 = Int(1 + Rnd * 30): perb2 = Int(1 + Rnd * 12): perb3 = Int(30 + Rnd * 70)
fcirc 100, 100, 97, _RGBA32(r * .9, g * .9, b * .9, a)
fcirc 100, 100, 95, _RGBA32(r, g, b, a)
fcirc 102, 98, 90, _RGBA32(r + 3, g + 3, b + 3, a)
fcirc 104, 96, 80, _RGBA32(r + 8, g + 8, b + 8, a)
For y2 = y - 100 To y + 100
For x2 = x - 100 To x + 100
If Sqr((x2 - x) ^ 2 + (y2 - y) ^ 2) <= 100 Then
c = (100 - (Sqr((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y)))) / perb3
n = 20 * Sin((x2 + y2) / perb1) + 10 * Sin((x2 + y2) / perb2)
PSet (x2, y2), _RGBA(Int(Rnd * (c * r - n)), c * g - n * .8, c * b - n, (c * a - n))
End If
Next
Next
Line (-1, -1)-(0, 0), _RGB(0, 0, 0) 'a qbjs fix
_Dest 0
'compute center spot for placing image on screen
x = _Width / 2 - (_Width(planet&) / 2) 'x center image on screen
y = _Height / 2 - (_Height(planet&) / 2) 'y center image on screen
'====================================================================
_PutImage (x, y), planet& '<<-- why won't this show in qbjs?
'====================================================================
Print "Press any key to Explode the planet..."
_Display
Sleep 3
pixels& = _Width(planet&) * _Height(planet&)
Dim PixX(pixels&), PixY(pixels&)
Dim PixXDir(pixels&), PixYDir(pixels&)
Dim PixClr~&(pixels&), PixGro(pixels&)
'Read all pixels from image into arrays,
'and generate x/y movement values
_Source planet&
_Dest planet&
pix& = 0
For x2 = 0 To _Width(planet&) - 1
For y2 = 0 To _Height(planet&) - 1
PSet (x2, y2), burn~&(Point(x2, y2)) 'let's set that planet on fire
PixClr~&(pix&) = Point(x2, y2) 'pixel color
PixX(pix&) = x + x2 'pixel x pos
PixY(pix&) = y + y2 'pixel y pos
'generate random x/y dir movement values
Do
'assign a random x/y dir value (from range -8 to 8)
PixXDir(pix&) = Rnd * 8 - Rnd * 8 'go random +/- x pixels
PixYDir(pix&) = Rnd * 8 - Rnd * 8 'go random +/- y pixels
'Keep looping until both directions have non-zero values
If PixXDir(pix&) <> 0 And PixYDir(pix&) <> 0 Then Exit Do
Loop
'make some pixels get larger as they explode (3d effect)
If Int(Rnd * 200) = 2 Then
PixGro(pix&) = 2
Else
PixGro(pix&) = 1
End If
pix& = pix& + 1 'goto next pixels
Next
Next
_Source 0
_Dest 0
rays = 10 + Int(1 + Rnd * 20)
For a = 1 To rays 'build boom zaps
zapa(a) = Int(Rnd * 360)
zapx(a) = x + (_Width(planet&)) / 2
zapy(a) = y + (_Height(planet&)) / 2
zapds(a) = Int(1 + Rnd * 2)
zapde(a) = Int(zapds(a) + Rnd * (2 * (zapds(a))))
zapl(a) = Int(3 + Rnd * 6) * 50
zr = 240 + Int(Rnd * 10)
zapk(a) = _RGBA32(zr + Int(Rnd * 6), zr, 255 - zr, Int(12 + Rnd * 40))
Next a
'Explode palnet and fade out particles
z = 1
boomit = Int(5 + Rnd * 15)
For alpha = 0 To 225 Step .8
_Limit 30
Cls
_PutImage (0, 0), star&, 0 'lets keep the stars in place
If alpha < boomit Then 'oh no she's a gona blow!!! Lets show planet heating and "swelling"
_PutImage (x - alpha * 3, y - alpha * 3)-(x + _Width(planet&) + alpha * 3, y + _Height(planet&) + alpha * 3), planet&, 0, (0, 0)-(_Width(planet&) - 1, _Height(planet&) - 1)
End If
'bright flash makes this explosion more visually substanitial and improves the transsiton from planet to no planet
If alpha > boomit - 3 And alpha < boomit + 3 Then Line (0, 0)-(_Width - 1, _Height - 1), _RGBA32(255, 255, 255, 255 - alpha * 5), BF
If z < 31 Then 'update boom zaps
For n = 1 To rays
zz = Int(z + Rnd(31 - z))
zzz = 30 - Int(Rnd * 3)
zap_line zapx(n), zapy(n), zapl(n), zapa(n), zapds(n), zapde(n), zz, zzz, aklr~&(zapk(n), alpha)
Next n
z = z + .7
If rays > 2 And z > 5 Then rays = rays - 1
End If
'display all pixels
For pix& = 0 To pixels& - 1 Step 8
'pixel x pos, +/- dir value
PixX(pix&) = PixX(pix&) + PixXDir(pix&)
'pixel y pos, +/- dir value
PixY(pix&) = PixY(pix&) + PixYDir(pix&)
If PixX(pix&) > 0 And PixX(pix&) < _Width Then
If PixY(pix&) > 0 And PixY(pix&) < _Height Then
Line (PixX(pix&), PixY(pix&))-Step(PixGro(pix&), PixGro(pix&)), aklr~&(PixClr~&(pix&), 255 - alpha), BF
End If
End If
If PixGro(pix&) > 1 Then
PixGro(pix&) = PixGro(pix&) + .05
If PixGro(pix&) > 10 Then PixGro(pix&) = 10
End If
Next
_Display
Next
_PutImage (0, 0), star&, 0
End
Function aklr~& (klr As _Unsigned Long, alpha)
'let's make the debris flicker out and fade away
al = alpha
If al > 0 Then al = Int(al / 5 + Rnd * (al))
aklr~& = _RGBA32(_Red32(klr), _Green32(klr), _Blue32(klr), al)
End Function
Function burn~& (klr As _Unsigned Long)
rr = (_Red32(klr)) * (1.0 + (Rnd * .4))
If rr > 255 Then rr = 255
gg = (_Green32(klr)) * 1.1
If gg > 255 Then gg = 255
If bb > 0 Then bb = _Blue32(klr) * .7
If bb < 1 Then bb = 0
' aa = _Alpha32(klr) - Int(1 + Rnd * 20)
aa = _Alpha32(klr)
If aa > 255 Then aa = 255
burn~& = _RGBA32(rr, gg, bb, aa)
End Function
Sub zap_line (x, y, Lnth, ang, thks, thke, ss, es, klr As _Unsigned Long)
Dim zseg(30, 2)
Dim thk(30)
thk(1) = thks
tc = (thke - thks) / 30
zseg(1, 1) = x: zseg(1, 2) = y
st = ss: If st = 1 Then st = 2
For s = 2 To 30
zseg(s, 1) = zseg(s - 1, 1) + (Lnth / 30) * Cos(0.01745329 * ang)
zseg(s, 2) = zseg(s - 1, 2) + (Lnth / 30) * Sin(0.01745329 * ang)
thk(s) = thk(s - 1) + tc
Next s
For s = st To es
If Int(Rnd * 10) < 8 Then fatline zseg(s - 1, 1), zseg(s - 1, 2), zseg(s, 1), zseg(s, 2), thk(s), klr
If Int(Rnd * 10) < 7 Then fatline zseg(s - 1, 1), zseg(s - 1, 2), zseg(s, 1), zseg(s, 2), thk(s) + thk(2) / 5, klr
Next s
End Sub
Sub angle_line (x, y, Lnth, ang, thk, klr As _Unsigned Long)
'draw a line from x,y lnth units long (from center of line) at angle ang of radial thickness thk in color klr
ox = x: oy = y
nx = ox + Lnth * Cos(0.01745329 * ang)
ny = oy + Lnth * Sin(0.01745329 * ang)
fatline ox, oy, nx, ny, thk, klr
End Sub
Sub fcirc (CX As Long, CY As Long, R, klr As _Unsigned Long)
'draw a filled circle with the quickest filled circle routine in qb64, not my development
Dim subRadius As Long, RadiusError As Long
Dim X As Long, Y As Long
subRadius = Abs(R)
RadiusError = -subRadius
X = subRadius
Y = 0
If subRadius = 0 Then PSet (CX, CY): Exit Sub
Line (CX - X, CY)-(CX + X, CY), klr, 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), klr, BF
Line (CX - Y, CY + X)-(CX + Y, CY + X), klr, BF
End If
X = X - 1
RadiusError = RadiusError - X * 2
End If
Y = Y + 1
Line (CX - X, CY - Y)-(CX + X, CY - Y), klr, BF
Line (CX - X, CY + Y)-(CX + X, CY + Y), klr, BF
Wend
End Sub
Sub fatline (x0, y0, x1, y1, r, klr As _Unsigned Long)
'draw a line with dots with a radial thickness of r from x0,y0 to x1,y1 in color klr
If r > 0.5 Then
If Abs(y1 - y0) < Abs(x1 - x0) Then
If x0 > x1 Then
lineLow x1, y1, x0, y0, r, klr
Else
lineLow x0, y0, x1, y1, r, klr
End If
Else
If y0 > y1 Then
lineHigh x1, y1, x0, y0, r, klr
Else
lineHigh x0, y0, x1, y1, r, klr
End If
End If
Else
Line (x0, y0)-(x1, y1), klr 'line with r of <= 0.5 don't render properly so we force them to be 1 pixel wide on screen
End If
End Sub
Sub lineLow (x0, y0, x1, y1, r, klr As _Unsigned Long)
dx = x1 - x0: dy = y1 - y0: yi = 1
If dy < 0 Then
yi = -1: dy = -dy
End If
d = (dy + dy) - dx: y = y0
For x = x0 To x1
fcirc x, y, r, klr
If d > 0 Then
y = y + yi: d = d + ((dy - dx) + (dy - dx))
Else
d = d + dy + dy
End If
Next x
End Sub
Sub lineHigh (x0, y0, x1, y1, r, klr As _Unsigned Long)
dx = x1 - x0: dy = y1 - y0: xi = 1
If dx < 0 Then
xi = -1: dx = -dx
End If
D = (dx + dx) - dy: x = x0
For y = y0 To y1
fcirc x, y, r, klr
If D > 0 Then
x = x + xi: D = D + ((dx - dy) + (dx - dy))
Else
D = D + dx + dx
End If
Next y
End Sub
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