I've had QB64 running on my Mac for a few years. I tried to install QB64pe and ran into problems. I downloaded the latest version (3.5.0), and extracted it to my Applications folder. I assumed I already had the Xcode installation from when I installed QB64, but did an install anyway. I ran the setup_osx.command, and it generated an error and failed. I attached the terminal window text below. I'm running macOS High Sierra 13.13.6.
Any help would be greatly appreciated.
Failed install.txt (Size: 32.9 KB / Downloads: 20)
I'm working on a remake of my Worm game, that allows a player to play against the computer. So far, it's just the algorithm for a basic unintelligent response from the computer.
It recognizes a "word" that's being constructed, finds a word that contains that group of letters, and adds a letter to either the beginning or end of that group.
More later.
I used Terry's method of pixel collision detection and added it to my Box Collision detection code because I saw Terry's method as an extension of Box Collision. So in same amount of code as Terry's self contained PixelCollide routine, I have 5 routines that give me more than just Pixel collision detection, mainly BoxCollsion TF and Intersect2Boxes plus minor Max and Min Functions which is commonly needed.
Anyway after getting that going I revised my spider code with an Experiment of turning one spider when it collides instead of reversing both spiders when there is collision. It turned out to be nice effect so I leave the code here but the whole collision code zip package has:
Quote:Box and Pixel Collision pkg Manifest Jan 28, 2023 b+
3 Pairs of Image Files all png:
1. Red and Green Ovals from Terry's original post at forum.
2. starRed and starBlue
3. Rock1 and rock2
3 Pixel Collision Demo Files:
1. Pixel Intersect from Box Intersect.bas - code I used to combine Terry's pixel
collision detection method with my own BoxCollision Code to factor Terry's
Pixel Collide single self contained routine into 5 Routines that do more than
just pixel collision detection with about same amount of Lines-Of-Code.
This one took a whole day of frustration to track down a bug holding up my test
of it with Spiders. But now it's pretty good so not only do you have Pixel
Collision detection, you have Max, Min Functions, BoxCollision TF function
Intersect2Boxes that returns the intersect box which was used in Pixel Collision
Detection, PixelCollision& that returns first pixel detected as well as return
TF collsion.
This is pure Pixel Collison detection code though needing the other routines
to reduce PixelCollision code itself. But also used Intersect2Boxes code to
display the ovelap of the 2 images when they did along with the yellow circle
for the actual pixel collsion, first detected when that happened.
2. Pixel Intersect from Box Intersect full demo.bas - has updated Box Collision
demo code before PixelCollision showing off BoxCollison TF and Intersect2Boxes
that returns the box of Intersect.
3. Terry Update Pixel Collision.bas - demo that I modified a tiny bit for testing
pairs of images to see how good it was. Nice approach Terry Richie!
3 Spiders files:
1. Spiders with Terrys Pixel Collisions.bas - this one I posted at forum already
in Programs Board.
2. Spiders with b+ factored Collisions.bas - Same Spiders Code as above testing
the 5 factored routines to make sure they worked the sameas 1. Spiders file.
3. Spiders refactored Collison Experiment.bas - My feature app! I experimented
with another approach to spider collisons turning only the first one of the two
that collided. Nice effect! Now I can use 100% collision for spider reactions.
Got's to check this one out!
Code: (Select All)
Option _Explicit
_Title "Spiders refactored Collision Experiment" 'b+ 2023-01-28 !!! Speaker volume around 20 maybe! !!!
' Experiment is to only change direction of spider that bumps into another (first) not both spiders
' I want to see I can avoid pile ups that way instead of changing directions 30% of time.
' Yes! I luv the spinning spiders and 100% reactions to collisions by 1 spider at least
' !!!!!!!!!!!!!!!!!!! Escape to Quit !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Randomize Timer
Dim Shared xmax As Integer, ymax As Integer
xmax = _DesktopWidth
ymax = _DesktopHeight
Const nSpinners = 30
Type SpinnerType
x As Single
y As Single
dx As Single
dy As Single
a As Single
sz As Single
c As _Unsigned Long
End Type
Dim Shared s(1 To nSpinners) As SpinnerType
Type boxType ' for PixelCollison&
As Single dx, dy
As Long img, x, y, w, h
c As _Unsigned Long
End Type
Dim power1
Dim As Long i, j, iImg, jImg, lc, i2, sc, intx, inty
Dim As boxType sIo, sJo
sc = _ScreenImage
Screen _NewImage(xmax, ymax, 32)
_FullScreen
For i = 1 To nSpinners
newSpinner i
Next
i2 = 1
While InKey$ <> Chr$(27)
_PutImage , sc, 0
lc = lc + 1
If lc Mod 100 = 99 Then
lc = 0
If i2 < nSpinners Then i2 = i2 + 1
End If
For i = 1 To i2
If PixelCollision&(sIo, sJo, intx, inty) Then '+++++++++++++++++++++++++++++++++++++++
Sound Rnd * 5000 + 1000, .1 * Rnd
s(i).a = s(i).a + _Pi(.33) ' turn 30 degrees
s(i).dx = power1 * Cos(s(i).a) 'update dx, dy
s(i).dy = power1 * Sin(s(i).a)
s(i).x = s(i).x + 3 * s(i).dx 'now boost spider out
s(i).y = s(i).y + 3 * s(i).dy
Exit For
End If
_FreeImage jImg
Next
s(i).x = s(i).x + s(i).dx
s(i).y = s(i).y + s(i).dy
If s(i).x < -100 Or s(i).x > xmax + 100 Or s(i).y < -100 Or s(i).y > ymax + 100 Then newSpinner i
_PutImage (s(i).x - 70, s(i).y - 70), iImg, 0
_FreeImage iImg
Next
_Display
_Limit 15
Wend
Sub newSpinner (i As Integer) 'set Spinners dimensions start angles, color?
Dim r
s(i).sz = Rnd * .25 + .5
If Rnd < .5 Then r = -1 Else r = 1
s(i).dx = (s(i).sz * Rnd * 8) * r * 2 + 2: s(i).dy = (s(i).sz * Rnd * 8) * r * 2 + 2
r = Int(Rnd * 4)
Select Case r
Case 0: s(i).x = Rnd * (xmax - 120) + 60: s(i).y = 0: If s(i).dy < 0 Then s(i).dy = -s(i).dy
Case 1: s(i).x = Rnd * (xmax - 120) + 60: s(i).y = ymax: If s(i).dy > 0 Then s(i).dy = -s(i).dy
Case 2: s(i).x = 0: s(i).y = Rnd * (ymax - 120) + 60: If s(i).dx < 0 Then s(i).dx = -s(i).dx
Case 3: s(i).x = xmax: s(i).y = Rnd * (ymax - 120) + 60: If s(i).dx > 0 Then s(i).dx = -s(i).dx
End Select
r = Rnd * 100 + 40
s(i).c = _RGB32(r, .5 * Rnd * r, Rnd * .25 * r)
End Sub
Sub drawSpinner (idest&, x As Integer, y As Integer, scale As Single, heading As Single, c As _Unsigned Long)
Dim x1, x2, x3, x4, y1, y2, y3, y4, r, a, a1, a2, lg, d, rd, red, blue, green
Static switch As Integer
switch = switch + 2
switch = switch Mod 16 + 1
red = _Red32(c): green = _Green32(c): blue = _Blue32(c)
r = 10 * scale
x1 = x + r * Cos(heading): y1 = y + r * Sin(heading)
r = 2 * r 'lg lengths
For lg = 1 To 8
If lg < 5 Then
a = heading + .9 * lg * _Pi(1 / 5) + (lg = switch) * _Pi(1 / 10)
Else
a = heading - .9 * (lg - 4) * _Pi(1 / 5) - (lg = switch) * _Pi(1 / 10)
End If
x2 = x1 + r * Cos(a): y2 = y1 + r * Sin(a)
drawLink idest&, x1, y1, 3 * scale, x2, y2, 2 * scale, _RGB32(red + 20, green + 10, blue + 5)
If lg = 1 Or lg = 2 Or lg = 7 Or lg = 8 Then d = -1 Else d = 1
a1 = a + d * _Pi(1 / 12)
x3 = x2 + r * 1.5 * Cos(a1): y3 = y2 + r * 1.5 * Sin(a1)
drawLink idest&, x2, y2, 2 * scale, x3, y3, scale, _RGB32(red + 35, green + 17, blue + 8)
rd = Int(Rnd * 8) + 1
a2 = a1 + d * _Pi(1 / 8) * rd / 8
x4 = x3 + r * 1.5 * Cos(a2): y4 = y3 + r * 1.5 * Sin(a2)
drawLink idest&, x3, y3, scale, x4, y4, scale, _RGB32(red + 50, green + 25, blue + 12)
Next
r = r * .5
fcirc x1, y1, r, _RGB32(red - 20, green - 10, blue - 5)
x2 = x1 + (r + 1) * Cos(heading - _Pi(1 / 12)): y2 = y1 + (r + 1) * Sin(heading - _Pi(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
x2 = x1 + (r + 1) * Cos(heading + _Pi(1 / 12)): y2 = y1 + (r + 1) * Sin(heading + _Pi(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
r = r * 2
x1 = x + r * .9 * Cos(heading + _Pi): y1 = y + r * .9 * Sin(heading + _Pi)
TiltedEllipseFill idest&, x1, y1, r, .7 * r, heading + _Pi, _RGB32(red, green, blue)
End Sub
Sub drawLink (idest&, x1, y1, r1, x2, y2, r2, c As _Unsigned Long)
Dim a, a1, a2, x3, x4, x5, x6, y3, y4, y5, y6
a = _Atan2(y2 - y1, x2 - x1)
a1 = a + _Pi(1 / 2)
a2 = a - _Pi(1 / 2)
x3 = x1 + r1 * Cos(a1): y3 = y1 + r1 * Sin(a1)
x4 = x1 + r1 * Cos(a2): y4 = y1 + r1 * Sin(a2)
x5 = x2 + r2 * Cos(a1): y5 = y2 + r2 * Sin(a1)
x6 = x2 + r2 * Cos(a2): y6 = y2 + r2 * Sin(a2)
fquad idest&, x3, y3, x4, y4, x5, y5, x6, y6, c
fcirc x1, y1, r1, c
fcirc x2, y2, r2, c
End Sub
'need 4 non linear points (not all on 1 line) list them clockwise so x2, y2 is opposite of x4, y4
Sub fquad (idest&, x1 As Integer, y1 As Integer, x2 As Integer, y2 As Integer, x3 As Integer, y3 As Integer, x4 As Integer, y4 As Integer, c As _Unsigned Long)
ftri idest&, x1, y1, x2, y2, x4, y4, c
ftri idest&, x3, y3, x4, y4, x1, y1, c
End Sub
Sub ftri (idest&, x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
Dim a&
a& = _NewImage(1, 1, 32)
_Dest a&
PSet (0, 0), K
_Dest idest&
_MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
_FreeImage a& '<<< this is important!
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
Sub TiltedEllipseFill (destHandle&, x0, y0, a, b, ang, c As _Unsigned Long)
Dim TEmax As Integer, mx2 As Integer, i As Integer, j As Integer, k As Single, lasti As Single, lastj As Single
Dim prc As _Unsigned Long, tef As Long
prc = _RGB32(255, 255, 255, 255)
If a > b Then TEmax = a + 1 Else TEmax = b + 1
mx2 = TEmax + TEmax
tef = _NewImage(mx2, mx2)
_Dest tef
_Source tef 'point wont read without this!
For k = 0 To 6.2832 + .05 Step .1
i = TEmax + a * Cos(k) * Cos(ang) + b * Sin(k) * Sin(ang)
j = TEmax + a * Cos(k) * Sin(ang) - b * Sin(k) * Cos(ang)
If k <> 0 Then
Line (lasti, lastj)-(i, j), prc
Else
PSet (i, j), prc
End If
lasti = i: lastj = j
Next
Dim xleft(mx2) As Integer, xright(mx2) As Integer, x As Integer, y As Integer
For y = 0 To mx2
x = 0
While Point(x, y) <> prc And x < mx2
x = x + 1
Wend
xleft(y) = x
While Point(x, y) = prc And x < mx2
x = x + 1
Wend
While Point(x, y) <> prc And x < mx2
x = x + 1
Wend
If x = mx2 Then xright(y) = xleft(y) Else xright(y) = x
Next
_Dest destHandle&
For y = 0 To mx2
If xleft(y) <> mx2 Then Line (xleft(y) + x0 - TEmax, y + y0 - TEmax)-(xright(y) + x0 - TEmax, y + y0 - TEmax), c, BF
Next
_FreeImage tef
End Sub
'Function PixelCollide (Obj1 As TypeSPRITE, Obj2 As TypeSPRITE, Intersect As TypePOINT)
' '--------------------------------------------------------------------------------------------------------
' '- Checks for pixel perfect collision between two rectangular areas. -
' '- Returns -1 if in collision -
' '- Returns 0 if no collision -
' '- -
' '- obj1 - rectangle 1 coordinates -
' '- obj2 - rectangle 2 coordinates -
' '---------------------------------------------------------------------
' Dim x%, y%
' Dim x1%, y1% ' upper left x,y coordinate of rectangular collision area
' Dim x2%, y2% ' lower right x,y coordinate of rectangular collision area
' Dim Test1& ' overlap image 1 to test for collision
' Dim Test2& ' overlap image 2 to test for collision
' Dim Hit% ' -1 (TRUE) if a collision occurs, 0 (FALSE) otherwise
' Dim Osource& ' original source image handle
' Dim p1~& ' alpha value of pixel on image 1
' Dim p2~& ' alpha value of pixel on image 2
' If Obj1.x2 >= Obj2.x1 Then ' rect 1 lower right X >= rect 2 upper left X ?
' If Obj1.x1 <= Obj2.x2 Then ' rect 1 upper left X <= rect 2 lower right X ?
' If Obj1.y2 >= Obj2.y1 Then ' rect 1 lower right Y >= rect 2 upper left Y ?
' If Obj1.y1 <= Obj2.y2 Then ' rect 1 upper left Y <= rect 2 lower right Y ?
' If Obj2.x1 <= Obj1.x1 Then x1% = Obj1.x1 Else x1% = Obj2.x1 ' calculate overlapping coordinates
' If Obj2.y1 <= Obj1.y1 Then y1% = Obj1.y1 Else y1% = Obj2.y1
' If Obj2.x2 <= Obj1.x2 Then x2% = Obj2.x2 Else x2% = Obj1.x2
' If Obj2.y2 <= Obj1.y2 Then y2% = Obj2.y2 Else y2% = Obj1.y2
' Test1& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 1
' Test2& = _NewImage(x2% - x1% + 1, y2% - y1% + 1, 32) ' make overlap image of object 2
' _PutImage (-(x1% - Obj1.x1), -(y1% - Obj1.y1)), Obj1.image, Test1& ' place overlap area of object 1
' _PutImage (-(x1% - Obj2.x1), -(y1% - Obj2.y1)), Obj2.image, Test2& ' place overlap area of object 2
' x% = 0 ' reset overlap area coordinate counters
' y% = 0
' Osource& = _Source ' remember calling source
' Do ' begin pixel collide loop
' _Source Test1& ' read from image 1
' p1~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' _Source Test2& ' read from image 2
' p2~& = _Alpha32(Point(x%, y%)) ' get alpha level of pixel
' If (p1~& <> 0) And (p2~& <> 0) Then ' are both pixels transparent?
' Hit% = -1 ' no, there must be a collision
' Intersect.x = x1% + x% ' return collision coordinates
' Intersect.y = y1% + y% '
' End If
' x% = x% + 1 ' increment column counter
' If x% > _Width(Test1&) - 1 Then ' beyond last column?
' x% = 0 ' yes, reset x
' y% = y% + 1 ' increment row counter
' End If
' Loop Until y% > _Height(Test1&) - 1 Or Hit% ' leave when last row or collision detected
' _Source Osource& ' restore calling source
' _FreeImage Test1& ' remove temporary image from RAM
' _FreeImage Test2&
' End If
' End If
' End If
' End If
' PixelCollide = Hit% ' return result of collision check
'End Function
Function BoxCollision% (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h)
' x, y represent the box left most x and top most y
' w, h represent the box width and height which is the usual way sprites / tiles / images are described
' such that boxbottom = by + bh
' and boxright = bx + bw
If (b1y + b1h < b2y) Or (b1y > b2y + b2h) Or (b1x > b2x + b2w) Or (b1x + b1w < b2x) Then
BoxCollision% = 0
Else
BoxCollision% = -1
End If
End Function
' this needs max, min functions as well as BoxCollision%
Sub Intersect2Boxes (b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h, bix As Long, biy As Long, biw As Long, bih As Long)
If b2x >= b1x And b2x <= b1x + b1w And b2y >= b1y And b2y <= b1y + b1h Then 'top left corner in 2nd box
bix = b2x: biy = b2y
If b2x + b2w <= b1x + b1w Then biw = b2w Else biw = b1x + b1w - b2x
If b2y + b2h <= b1y + b1h Then bih = b2h Else bih = b1y + b1h - b2y
ElseIf b2x >= b1x And b2x <= b1x + b1w And b2y + b2h >= b1y And b2y + b2h <= b1y + b1h Then 'bottom left corner of 2nd box in first
bix = b2x
If b2x + b2w <= b1x + b1w Then biw = b2w Else biw = b1x + b1w - b2x
If b2y <= b1y Then biy = b1y: bih = b2y + b2h - b1y Else biy = b2y: bih = b2h
ElseIf b2x + b2w >= b1x And b2x + b2w <= b1x + b1w And b2y >= b1y And b2y <= b1y + b1h Then 'right top corner 2nd box in first
If b2x >= b1x Then bix = b2x: biw = b2w Else bix = b1x: biw = b2x + b2w - b1x
biy = b2y
If b2y + b2h <= b1y + b1h Then bih = b2h Else bih = b1y + b1h - b2y
ElseIf b2x + b2w >= b1x And b2x + b2w <= b1x + b1w And b2y + b2h >= b1y And b2y + b2h <= b1y + b1h Then 'left bottom corners in first box
If b2x >= b1x Then bix = b2x: biw = b2w Else bix = b1x: biw = b2x + b2w - b1x
If b2y >= b1y Then biy = b2y: bih = b2h Else biy = b1y: bih = b2y + b2h - b1y
ElseIf BoxCollision%(b1x, b1y, b1w, b1h, b2x, b2y, b2w, b2h) Then
bix = max(b1x, b2x): biy = max(b1y, b2y)
biw = min(b1x + b1w, b2x + b2w) - bix: bih = min(b1y + b1h, b2y + b2h) - biy
Else 'no intersect
bix = -1: biy = -1: biw = 0: bih = 0
End If
End Sub
Function max (a, b)
If a > b Then max = a Else max = b
End Function
Function min (a, b)
If a < b Then min = a Else min = b
End Function
' this sub needs Intersect2Boxes which uses max, min, and BoxCollision Functions
Function PixelCollision& (img1 As boxType, img2 As boxType, intx As Long, inty As Long)
' boxType here needs at least an x, y, w, h and img
Dim As Long x, y, ix, iy, iw, ih
Dim As _Unsigned Long p1, p2
intx = -1: inty = -1 ' no collision set
Intersect2Boxes img1.x, img1.y, img1.w, img1.h, img2.x, img2.y, img2.w, img2.h, ix, iy, iw, ih
If ix <> -1 Then ' the boxes intersect
y = iy: x = ix
Do
_Source img1.img
p1 = Point(x - img1.x, y - img1.y) ' point minus img x, y location = location in image I hope
_Source img2.img
p2 = Point(x - img2.x, y - img2.y)
If (p1 <> 0) And (p2 <> 0) Then
PixelCollision& = -1: intx = x: inty = y: Exit Function
End If
If (x + 1) > (ix + iw - 1) Then ' get rid of 2 slow For Loops
x = ix: y = y + 1
If y >= (iy + ih - 1) Then
_Source 0: Exit Function
Else
y = y + 1
End If
Else
x = x + 1
End If
Loop
End If
End Function
For Dimster request, sorry couldn't find what I was recalling so we can go with this simple demo:
The sum of intergers 1 to 100, 3 ways:
Code: (Select All)
_Title "Recursive replacement for Loop" ' b+ 2023-01-28
For i = 1 To 100 ' normal loop
tot = tot + i
Next
Print tot
i = 1: fini = 100 ' GoSub method
GoSub counting
Print totGOSUB
Dim Shared sum ' global sum for saving subtotals in for recCount Function
Print recCount(1, 100)
End
counting: ' recursive because it calls until i hits 100
totGOSUB = totGOSUB + i
If i < 100 Then i = i + 1: GoSub counting
Return
Function recCount (i, fini) ' recursive because it calls itself until i hits 100
sum = sum + i
If i < fini Then recCount = recCount(i + 1, fini) Else recCount = sum
End Function
Can someone help me?
How to make. I will draw several different pictures in QB64.
I want to save these pictures to the computer's memory. Then I want to develop these images using _MapTriangle.
For example: Picture(1-100)
I don't want to record them from a file..
Dim As Long Pismeno(5)
Pismo& = _LoadFont("SANFW.ttf", 300, "monospace")
_Font Pismo&
Cx = 450: CY = 110
x = 100: y = 100
For t = 1 To 5
Pismeno(t) = _NewImage(x * 2, y * 2, 32)
_Dest Pismeno(t)
Locate 1, 1: Print t
Line (Cx - x, CY - y)-(Cx + x, CY + y), , B
'Get (Cx - x, CY - y)-(Cx + x, CY + y), Pismeno(t) - I keep getting this error
Cls
Next t
For t = 1 To 5
_Source Pismeno(t)
_Dest 0
_PutImage (Cx - x + c, CY - y), Pismeno(t)
c = c + 200
Next t
_Display
Something QB64 does just like QB45, and I like it.
I've got somebody in another forum wondering why anybody would ever want that.
I'm thinking why wouldn't you want the ability to cycle through colour attributes in either direction and be able to loop around to the other side when you reach an end?
I can't think off the top of my head how I would use it, but it instantly struck me as "that can be really frigging useful," especially when setting up custom palettes that have nice colour transitions through the circle of colours, regardless of direction.
Just bringing that up here in case folk were unaware of that, or in case anybody has a ready example in their back pocket, or in case anybody has thoughts one way of the other.
Is there a (simple) way to define a new single character in QB64, without changing to a different character-set?
I need a vertical line (like |) but in the right-hand column of the character-space. I know I can use graphics (Pset and Draw) to do this but this doesn't seem to render correctly on different screen resolutions.
Mastermind is a logic game (I believe it's still available). The object it to deduce a hidden code of six different color buttons using responses to one's guesses. A black button means a color is in the correct position, a whit button means a color is correct but in the wrong position.
Recently I decided to dust this off to experiment with QB64PE graphics and mouse ops. I originally wrote this as a text mode game for my TRS-80.
Enjoy, and feel free to offer constructive criticisms.
Code: (Select All)
' File: Mastermind.bas
' Purpose: An implementation of the classic board game Mastermind
' Create Date: 07/27/2022
' Revised: 01/23/2023
' Rev 1.0
OPTION _EXPLICIT
OPTION BASE 1
_TITLE "MASTERMIND"
TYPE Button
x AS INTEGER 'x coord
y AS INTEGER 'y coord
r AS INTEGER 'radius
c AS _UNSIGNED LONG 'color
END TYPE
CONST TRUE = -1
CONST FALSE = 0
DIM AS INTEGER ix, iz 'general purpose integer variables
DIM SHARED AS INTEGER NumGuesses, GameOver, GameWon
DIM SHARED AS Button Buttons(1 TO 8, 1 TO 13)
DIM AS INTEGER mx, my
DIM AS _UNSIGNED LONG ChosenColor
DIM AS STRING Message
'------------------------------------------------------------------------------
CLS
ix = _MESSAGEBOX("MASTERMIND", "Welcome to Mastermind. Do you need instructions?", "yesno", "question")
IF ix = 1 THEN ShowInstructions
'The game starts here
DO
InitButtons
DrawBoard
MakeCode
NumGuesses = 1: GameOver = FALSE: GameWon = FALSE: ChosenColor = 0
_LIMIT 30
'the loop for gathering and processing guesses starts here
DO
DO WHILE _MOUSEINPUT
IF _MOUSEBUTTON(1) THEN
mx = _MOUSEX: my = _MOUSEY
EXIT DO
END IF
LOOP
DO WHILE _MOUSEINPUT: LOOP 'clean the mouse buffer
SELECT CASE my
CASE 380 TO 400 'click is on the guess button row
IF ChosenColor <> 0 THEN 'a color is selected
SELECT CASE mx
CASE 30 TO 50
'first button
Buttons(1, 12).c = ChosenColor
ChosenColor = 0
ShowButton 1, 12
ClearHighlights
CASE 60 TO 80
'second button
Buttons(2, 12).c = ChosenColor
ChosenColor = 0
ShowButton 2, 12
ClearHighlights
CASE 90 TO 110
'third button
Buttons(3, 12).c = ChosenColor
ChosenColor = 0
ShowButton 3, 12
ClearHighlights
CASE 120 TO 140
Buttons(4, 12).c = ChosenColor
ChosenColor = 0
ShowButton 4, 12
ClearHighlights
END SELECT
END IF
CASE 445 TO 455
'on the color select row
IF ChosenColor = 0 THEN
SELECT CASE mx
CASE 75 TO 85
ChosenColor = RED
ClearHighlights
HighlightButton 1, 13
CASE 105 TO 115
ChosenColor = GREEN
ClearHighlights
HighlightButton 2, 13
CASE 135 TO 145
ChosenColor = BLUE
ClearHighlights
HighlightButton 3, 13
CASE 165 TO 175
ChosenColor = YELLOW
ClearHighlights
HighlightButton 4, 13
CASE 195 TO 205
ChosenColor = MAGENTA
ClearHighlights
HighlightButton 5, 13
CASE 225 TO 235
ChosenColor = CYAN
ClearHighlights
HighlightButton 6, 13
END SELECT
END IF
END SELECT
'test for keystrokes
iz = _KEYHIT
IF iz = 27 THEN END '<ESC> pressed, it's absolute.
IF iz = 71 OR iz = 103 THEN CheckGuess
IF GameWon = TRUE OR GameOver = TRUE THEN EXIT DO
LOOP
'check for end of game
FOR ix = 1 TO 4
ShowButton ix, 11
NEXT ix
IF GameWon = TRUE THEN Message = "You WIN! Play again?"
IF GameOver = TRUE THEN Message = "You lose. Try again?"
IF _MESSAGEBOX("MASTERMIND", Message, "yesno", "question") = 0 THEN END
LOOP
'end of game code
'------------------------------------------------------------------------------
SUB DrawBoard
DIM AS INTEGER ix, iy
'-- the previous guesses
COLOR WHITE, GRAY
CLS
PRINT " GUESSES RESPONSES": PRINT
FOR iy = 1 TO 10
PRINT iy: PRINT
FOR ix = 1 TO 8
ShowButton ix, iy
NEXT ix
NEXT iy
LINE (25, 343)-(145, 377), LIGHTGRAY, B
_PRINTSTRING (170, 352), "THE CODE"
FOR ix = 1 TO 4
ShowButton ix, 12
NEXT ix
_PRINTSTRING (170, 384), "YOUR GUESS"
FOR ix = 1 TO 6
ShowButton ix, 13
NEXT ix
LOCATE 31, 1: COLOR CYAN
PRINT "Click on a color and then click"
PRINT "on a guess button. You can click"
PRINT "as many times as you want.": PRINT
PRINT "Press <G> when you are ready"
PRINT "to enter your guess."
PRINT "Press <ESC> to quit."
END SUB
'------------------------------------------------------------------------------
SUB InitButtons
DIM AS INTEGER ix, iy
'guess and response buttons
FOR ix = 1 TO 4
FOR iy = 1 TO 12 'guess buttons
Buttons(ix, iy).x = 40 + (30 * (ix - 1))
Buttons(ix, iy).y = 40 + (32 * (iy - 1))
Buttons(ix, iy).r = 10
Buttons(ix, iy).c = GRAY
NEXT iy
NEXT ix
FOR ix = 5 TO 8 'response buttons
FOR iy = 1 TO 12
Buttons(ix, iy).x = 150 + (15 * (ix - 1))
Buttons(ix, iy).y = 40 + ((iy - 1) * 32)
Buttons(ix, iy).r = 5
Buttons(ix, iy).c = GRAY
NEXT iy
NEXT ix
END SUB
'------------------------------------------------------------------------------
SUB ShowButton (x AS LONG, y AS LONG)
'x and y are indexes into the Buttons array
'the desired color must already be set
CIRCLE (Buttons(x, y).x, Buttons(x, y).y), Buttons(x, y).r, BLACK
PAINT STEP(0, 0), Buttons(x, y).c, BLACK
END SUB
'------------------------------------------------------------------------------
SUB HighlightButton (x AS LONG, y AS LONG)
CIRCLE (Buttons(x, y).x, Buttons(x, y).y), Buttons(x, y).r + 1, WHITE
END SUB
'------------------------------------------------------------------------------
SUB ClearHighlights
DIM AS INTEGER ix
FOR ix = 1 TO 6
CIRCLE (Buttons(ix, 13).x, Buttons(ix, 13).y), Buttons(ix, 13).r + 1, GRAY
NEXT ix
END SUB
'------------------------------------------------------------------------------
SUB ShowInstructions
COLOR CYAN, GRAY
CLS
PRINT "The game is MASTERMIND. The object is"
PRINT "to guess a hidden code of colored"
PRINT "buttons. Choose any combination of"
PRINT "colors and submit a guess. You will"
PRINT "then see up to four responses. A black"
PRINT "response means you have a correct"
PRINT "color in the correct position. A white"
PRINT "response means you have a correct"
PRINT "color but in the wrong position. Use"
PRINT "your previous guesses and responses to"
PRINT "deduce the correct code.": PRINT
PRINT "Press any key to begin...": SLEEP
END SUB
'------------------------------------------------------------------------------
SUB MakeCode
DIM AS INTEGER ix, iy
RANDOMIZE TIMER
FOR ix = 1 TO 4
iy = INT(RND * 6) + 1
IF iy = 1 THEN Buttons(ix, 11).c = RED
IF iy = 2 THEN Buttons(ix, 11).c = GREEN
IF iy = 3 THEN Buttons(ix, 11).c = BLUE
IF iy = 4 THEN Buttons(ix, 11).c = YELLOW
IF iy = 5 THEN Buttons(ix, 11).c = MAGENTA
IF iy = 6 THEN Buttons(ix, 11).c = CYAN
NEXT ix
END SUB
'------------------------------------------------------------------------------
SUB CheckGuess
'look for matches and near misses
DIM AS _UNSIGNED LONG Code(1 TO 4)
DIM AS _UNSIGNED LONG Guess(1 TO 4)
DIM AS _UNSIGNED LONG Wipeout 'used to provide a unique number for each wipeout
DIM AS INTEGER ix, iy
DIM AS INTEGER Match, Almost
Match = 0: Almost = 0
GameWon = FALSE: GameOver = FALSE
'make temporary copies of the code and guess that we can wipe out
FOR ix = 1 TO 4
Code(ix) = Buttons(ix, 11).c
Guess(ix) = Buttons(ix, 12).c
NEXT ix
Wipeout = 0
'check exact matches first
FOR ix = 1 TO 4
IF Code(ix) = Guess(ix) THEN
Match = Match + 1
Code(ix) = Wipeout: Wipeout = Wipeout + 1
Guess(ix) = Wipeout: Wipeout = Wipeout + 1
END IF
NEXT ix
'now check right color, wrong position
FOR ix = 1 TO 4
FOR iy = 1 TO 4
IF Code(ix) = Guess(iy) THEN
Almost = Almost + 1
Code(ix) = Wipeout: Wipeout = Wipeout + 1
Guess(iy) = Wipeout: Wipeout = Wipeout + 1
END IF
NEXT iy
NEXT ix
'now set responses
IF Match > 0 THEN
FOR ix = 1 TO Match
Buttons(ix + 4, NumGuesses).c = BLACK
NEXT ix
END IF
IF Almost > 0 THEN
IF Match > 0 THEN iy = Match + 1 ELSE iy = 1
FOR ix = iy TO Match + Almost
Buttons(ix + 4, NumGuesses).c = WHITE
NEXT ix
END IF
'Show the guess and responses
FOR ix = 1 TO 4
Buttons(ix, NumGuesses).c = Buttons(ix, 12).c
NEXT ix
FOR ix = 1 TO 8
ShowButton ix, NumGuesses
NEXT ix
FOR ix = 1 TO 4
Buttons(ix, 12).c = GRAY
ShowButton ix, 12
NEXT ix
'final decisions and cleanup
IF Match = 4 THEN GameWon = TRUE
NumGuesses = NumGuesses + 1: IF NumGuesses = 11 THEN GameOver = TRUE
Pardon the ignorance of a newbie. I've been using QB64 off and on for years, I'm not really sure of it's relationship with QB64PE. I'm using what I think is the latest QB64 version 2.1, but I see the PE version is at 3.5.0?
Anyway, here is my issue:
Dragging and dropping into a BASIC program doesn't work on a Mac. So I have found it very useful to use the clipboard commands. I can easily find a file using Finder (the Mac equivalent of File Explorer) and copy it to the clipboard for my BASIC program to use. The problem I have is trying to extract the PATH information for the filename on the clipboard.
In Finder if you select files/folders, then right-click on them, you can copy them to the clipboard. But it doesn't copy the PATH information. But there is a way. Right-click on the files/folders. Instead of clicking on the "Copy" entry, hold down the [Option] key. "Copy" becomes "Copy as Pathnames". It copies the entire PATH and filename to the clipboard. If you are keyboard centric, use [Command]+[Option]+[C]. But there is a snag (bug?) with _CLIPBOARD$. It doesn't return all the data from the clipboard properly when there are file PATHs involved. Here is a simple program:
_CLIPBOARD$ = ""
PRINT "Copy the files to the clipboard."
DO UNTIL _CLIPBOARD$ <> ""
LOOP
CLS
PRINT _CLIPBOARD$
SLEEP
SYSTEM
If I select multiple files/folders in Finder, _CLIPBOARD$ returns all the titles (without the PATHs).
If I select multiple files/folders with their PATHs as described above, _CLIPBOARD$ only returns the first title. I know it contains all of them because I can paste to a blank document and they are all there with their PATHs.
For example, if I select the following files using “Copy Items”:
If I select them using “Copy Items As Pathnames”, _CLIPBOARD$ returns:
/Applications/QB64/Programs/File1.rtf
But if I paste the clipboard into a blank document I get:
/Applications/QB64/Programs/File1.rtf
/Applications/QB64/Programs/File2.txt
/Applications/QB64/Programs/File3.pdf
So I know the information is there, I just can't get to it. On a Mac the clipboard is loaded by either "Copy to clipboard" or "Copy path to clipboard", in either case QB64 should be able to read the contents of the clipboard.
Any help with this would be greatly appreciated...
' !!!!!!!!!!!!!!!!!!! Escape to Quit !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Randomize Timer
Dim Shared xmax As Integer, ymax As Integer
xmax = _DesktopWidth
ymax = _DesktopHeight
Const nSpinners = 30
Type SpinnerType
x As Single
y As Single
dx As Single
dy As Single
a As Single
sz As Single
c As _Unsigned Long
End Type
Dim Shared s(1 To nSpinners) As SpinnerType
Type TypeSPRITE ' sprite definition ' for Terry's PixelCollide +++++++++++++++++++
image As Long ' sprite image
x1 As Integer ' upper left X
y1 As Integer ' upper left Y
x2 As Integer ' lower right X
y2 As Integer ' lower right Y
End Type
Type TypePOINT ' x,y point definition
x As Integer ' x coordinate
y As Integer ' y coordinate
End Type ' +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Dim power1, power2, power
Dim As Long i, imoved, j, iImg, jImg, lc, i2, sc
Dim As TypeSPRITE sIo, sJo
Dim intxy As TypePOINT
sc = _ScreenImage
Screen _NewImage(xmax, ymax, 32)
_FullScreen
For i = 1 To nSpinners
newSpinner i
Next
i2 = 1
While InKey$ <> Chr$(27)
_PutImage , sc, 0
lc = lc + 1
If lc Mod 100 = 99 Then
lc = 0
If i2 < nSpinners Then i2 = i2 + 1
End If
For i = 1 To i2
'PixelCollide (Obj1 As TypeSPRITE, Obj2 As TypeSPRITE, Intersect As TypePOINT)
If PixelCollide(sIo, sJo, intxy) Then '+++++++++++++++++++++++++++++++++++++++
'_SndPlay bump
Sound Rnd * 5000 + 1000, .1 * Rnd
If Rnd > .7 Then
imoved = 1
s(i).a = _Atan2(s(i).y - s(j).y, s(i).x - s(j).x)
s(j).a = _Atan2(s(j).y - s(i).y, s(j).x - s(i).x)
'update new dx, dy for i and j balls
power2 = (s(j).dy ^ 2 + s(j).dy ^ 2) ^ .5
power = (power1 + power2) / 2
s(i).dx = power * Cos(s(i).a)
s(i).dy = power * Sin(s(i).a)
s(j).dx = power * Cos(s(j).a)
s(j).dy = power * Sin(s(j).a)
s(i).x = s(i).x + s(i).dx
s(i).y = s(i).y + s(i).dy
s(j).x = s(j).x + s(j).dx
s(j).y = s(j).y + s(j).dy
Exit For
End If
End If
_FreeImage jImg
Next
If imoved = 0 Then
s(i).x = s(i).x + s(i).dx
s(i).y = s(i).y + s(i).dy
End If
If s(i).x < -100 Or s(i).x > xmax + 100 Or s(i).y < -100 Or s(i).y > ymax + 100 Then newSpinner i
'drawSpinner s(i).x, s(i).y, s(i).sz, _Atan2(s(i).dy, s(i).dx), s(i).c
_PutImage (s(i).x - 70, s(i).y - 70), iImg, 0
_FreeImage iImg
Next
_Display
_Limit 15
Wend
Sub newSpinner (i As Integer) 'set Spinners dimensions start angles, color?
Dim r
s(i).sz = Rnd * .25 + .5
If Rnd < .5 Then r = -1 Else r = 1
s(i).dx = (s(i).sz * Rnd * 8) * r * 2 + 2: s(i).dy = (s(i).sz * Rnd * 8) * r * 2 + 2
r = Int(Rnd * 4)
Select Case r
Case 0: s(i).x = Rnd * (xmax - 120) + 60: s(i).y = 0: If s(i).dy < 0 Then s(i).dy = -s(i).dy
Case 1: s(i).x = Rnd * (xmax - 120) + 60: s(i).y = ymax: If s(i).dy > 0 Then s(i).dy = -s(i).dy
Case 2: s(i).x = 0: s(i).y = Rnd * (ymax - 120) + 60: If s(i).dx < 0 Then s(i).dx = -s(i).dx
Case 3: s(i).x = xmax: s(i).y = Rnd * (ymax - 120) + 60: If s(i).dx > 0 Then s(i).dx = -s(i).dx
End Select
r = Rnd * 155 + 40
s(i).c = _RGB32(Rnd * .5 * r, r, Rnd * .25 * r)
End Sub
Sub drawSpinner (idest&, x As Integer, y As Integer, scale As Single, heading As Single, c As _Unsigned Long)
Dim x1, x2, x3, x4, y1, y2, y3, y4, r, a, a1, a2, lg, d, rd, red, blue, green
Static switch As Integer
switch = switch + 2
switch = switch Mod 16 + 1
red = _Red32(c): green = _Green32(c): blue = _Blue32(c)
r = 10 * scale
x1 = x + r * Cos(heading): y1 = y + r * Sin(heading)
r = 2 * r 'lg lengths
For lg = 1 To 8
If lg < 5 Then
a = heading + .9 * lg * _Pi(1 / 5) + (lg = switch) * _Pi(1 / 10)
Else
a = heading - .9 * (lg - 4) * _Pi(1 / 5) - (lg = switch) * _Pi(1 / 10)
End If
x2 = x1 + r * Cos(a): y2 = y1 + r * Sin(a)
drawLink idest&, x1, y1, 3 * scale, x2, y2, 2 * scale, _RGB32(red + 20, green + 10, blue + 5)
If lg = 1 Or lg = 2 Or lg = 7 Or lg = 8 Then d = -1 Else d = 1
a1 = a + d * _Pi(1 / 12)
x3 = x2 + r * 1.5 * Cos(a1): y3 = y2 + r * 1.5 * Sin(a1)
drawLink idest&, x2, y2, 2 * scale, x3, y3, scale, _RGB32(red + 35, green + 17, blue + 8)
rd = Int(Rnd * 8) + 1
a2 = a1 + d * _Pi(1 / 8) * rd / 8
x4 = x3 + r * 1.5 * Cos(a2): y4 = y3 + r * 1.5 * Sin(a2)
drawLink idest&, x3, y3, scale, x4, y4, scale, _RGB32(red + 50, green + 25, blue + 12)
Next
r = r * .5
fcirc x1, y1, r, _RGB32(red - 20, green - 10, blue - 5)
x2 = x1 + (r + 1) * Cos(heading - _Pi(1 / 12)): y2 = y1 + (r + 1) * Sin(heading - _Pi(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
x2 = x1 + (r + 1) * Cos(heading + _Pi(1 / 12)): y2 = y1 + (r + 1) * Sin(heading + _Pi(1 / 12))
fcirc x2, y2, r * .2, &HFF000000
r = r * 2
x1 = x + r * .9 * Cos(heading + _Pi): y1 = y + r * .9 * Sin(heading + _Pi)
TiltedEllipseFill idest&, x1, y1, r, .7 * r, heading + _Pi, _RGB32(red, green, blue)
End Sub
Sub drawLink (idest&, x1, y1, r1, x2, y2, r2, c As _Unsigned Long)
Dim a, a1, a2, x3, x4, x5, x6, y3, y4, y5, y6
a = _Atan2(y2 - y1, x2 - x1)
a1 = a + _Pi(1 / 2)
a2 = a - _Pi(1 / 2)
x3 = x1 + r1 * Cos(a1): y3 = y1 + r1 * Sin(a1)
x4 = x1 + r1 * Cos(a2): y4 = y1 + r1 * Sin(a2)
x5 = x2 + r2 * Cos(a1): y5 = y2 + r2 * Sin(a1)
x6 = x2 + r2 * Cos(a2): y6 = y2 + r2 * Sin(a2)
fquad idest&, x3, y3, x4, y4, x5, y5, x6, y6, c
fcirc x1, y1, r1, c
fcirc x2, y2, r2, c
End Sub
'need 4 non linear points (not all on 1 line) list them clockwise so x2, y2 is opposite of x4, y4
Sub fquad (idest&, x1 As Integer, y1 As Integer, x2 As Integer, y2 As Integer, x3 As Integer, y3 As Integer, x4 As Integer, y4 As Integer, c As _Unsigned Long)
ftri idest&, x1, y1, x2, y2, x4, y4, c
ftri idest&, x3, y3, x4, y4, x1, y1, c
End Sub
Sub ftri (idest&, x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
Dim a&
a& = _NewImage(1, 1, 32)
_Dest a&
PSet (0, 0), K
_Dest idest&
_MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
_FreeImage a& '<<< this is important!
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
Sub TiltedEllipseFill (destHandle&, x0, y0, a, b, ang, c As _Unsigned Long)
Dim max As Integer, mx2 As Integer, i As Integer, j As Integer, k As Single, lasti As Single, lastj As Single
Dim prc As _Unsigned Long, tef As Long
prc = _RGB32(255, 255, 255, 255)
If a > b Then max = a + 1 Else max = b + 1
mx2 = max + max
tef = _NewImage(mx2, mx2)
_Dest tef
_Source tef 'point wont read without this!
For k = 0 To 6.2832 + .05 Step .1
i = max + a * Cos(k) * Cos(ang) + b * Sin(k) * Sin(ang)
j = max + a * Cos(k) * Sin(ang) - b * Sin(k) * Cos(ang)
If k <> 0 Then
Line (lasti, lastj)-(i, j), prc
Else
PSet (i, j), prc
End If
lasti = i: lastj = j
Next
Dim xleft(mx2) As Integer, xright(mx2) As Integer, x As Integer, y As Integer
For y = 0 To mx2
x = 0
While Point(x, y) <> prc And x < mx2
x = x + 1
Wend
xleft(y) = x
While Point(x, y) = prc And x < mx2
x = x + 1
Wend
While Point(x, y) <> prc And x < mx2
x = x + 1
Wend
If x = mx2 Then xright(y) = xleft(y) Else xright(y) = x
Next
_Dest destHandle&
For y = 0 To mx2
If xleft(y) <> mx2 Then Line (xleft(y) + x0 - max, y + y0 - max)-(xright(y) + x0 - max, y + y0 - max), c, BF
Next
_FreeImage tef
End Sub
Function PixelCollide (Obj1 As TypeSPRITE, Obj2 As TypeSPRITE, Intersect As TypePOINT)
'--------------------------------------------------------------------------------------------------------
'- Checks for pixel perfect collision between two rectangular areas. -
'- Returns -1 if in collision -
'- Returns 0 if no collision -
'- -
'- obj1 - rectangle 1 coordinates -
'- obj2 - rectangle 2 coordinates -
'---------------------------------------------------------------------
Dim x%, y%
Dim x1%, y1% ' upper left x,y coordinate of rectangular collision area
Dim x2%, y2% ' lower right x,y coordinate of rectangular collision area
Dim Test1& ' overlap image 1 to test for collision
Dim Test2& ' overlap image 2 to test for collision
Dim Hit% ' -1 (TRUE) if a collision occurs, 0 (FALSE) otherwise
Dim Osource& ' original source image handle
Dim p1~& ' alpha value of pixel on image 1
Dim p2~& ' alpha value of pixel on image 2
If Obj1.x2 >= Obj2.x1 Then ' rect 1 lower right X >= rect 2 upper left X ?
If Obj1.x1 <= Obj2.x2 Then ' rect 1 upper left X <= rect 2 lower right X ?
If Obj1.y2 >= Obj2.y1 Then ' rect 1 lower right Y >= rect 2 upper left Y ?
If Obj1.y1 <= Obj2.y2 Then ' rect 1 upper left Y <= rect 2 lower right Y ?