Welcome, Guest
You have to register before you can post on our site.

Username/Email:
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 326
» Latest member: hafsahomar
» Forum threads: 1,758
» Forum posts: 17,919

Full Statistics

Latest Threads
MBA Assignment Help in Du...
Forum: General Discussion
Last Post: hafsahomar
Yesterday, 07:05 AM
» Replies: 0
» Views: 1
лучшие песни медляки слуш...
Forum: Petr
Last Post: WillieTop
06-08-2025, 02:21 AM
» Replies: 0
» Views: 20
пинк слушать онлайн беспл...
Forum: SMcNeill
Last Post: WillieTop
06-08-2025, 02:20 AM
» Replies: 0
» Views: 18
скачать музыку российскую...
Forum: madscijr
Last Post: WillieTop
06-08-2025, 02:18 AM
» Replies: 0
» Views: 19
нежная музыка mp3 скачать
Forum: Keybone
Last Post: WillieTop
06-08-2025, 02:17 AM
» Replies: 0
» Views: 17
лучшая песня слушать онла...
Forum: bplus
Last Post: WillieTop
06-08-2025, 02:16 AM
» Replies: 0
» Views: 18
пикник слушать онлайн луч...
Forum: Spriggsy
Last Post: WillieTop
06-08-2025, 02:15 AM
» Replies: 0
» Views: 20
какая сейчас популярная м...
Forum: RhoSigma
Last Post: WillieTop
06-08-2025, 02:14 AM
» Replies: 0
» Views: 17
хит лета 2019 музыка на т...
Forum: Christmas Code
Last Post: WillieTop
06-08-2025, 02:12 AM
» Replies: 0
» Views: 22
бесплатная музыка mp3 рег...
Forum: Works in Progress
Last Post: WillieTop
06-08-2025, 02:11 AM
» Replies: 0
» Views: 16

 
  QBJS - Web Chat
Posted by: dbox - 12-17-2022, 06:38 PM - Forum: QBJS, BAM, and Other BASICs - Replies (7)

You guys inspired me.  I saw all of the recent chat server posts and wondered how hard it would be to create a web chat client in QBJS.  For anyone interested you can try out the end result here:

QB Web Chat

The server is written in QB64.  I used luke's simple HTTP server as a starting point and modified it to be an HTTP chat server.  Here is the server code in case you want to play around with it:

Code: (Select All)
' QB Chat Server
' Author: dbox*
' *This originally started as luke's simple HTTP server.
' It has been modified to serve as an HTTP chat server.
' Here is the original source attribution:
' -------------------------------------------------------------------------------------
' HTTP 1.1 Compliant Web Server
' Author: luke
' Source: https://www.qb64.org/forum/index.php?topic=2052.0
' This program is made available for you to use, modify and distribute it as you wish,
' all under the condition you do not claim original authorship.
' -------------------------------------------------------------------------------------
$Console:Only
Option _Explicit
DefLng A-Z

Const MAX_CONNECTIONS = 8
Dim PORT As Integer: PORT = 8080
If _CommandCount > 0 Then
    PORT = Val(Command$(1))
End If

Const FALSE = 0
Const TRUE = -1
Dim Shared CRLF As String
CRLF = Chr$(13) + Chr$(10)
Const HTTP_10 = 1
Const HTTP_11 = 11
Const HTTP_GET = 1
Const HTTP_HEAD = 2
Const HTTP_POST = 3
Type connection_t
    handle As Long
    read_buf As String
    http_version As Integer
    method As Integer
    request_uri As String
    content_length As Integer
End Type

Type http_error_t
    code As Integer
    message As String
    connection As Integer
End Type

Type file_error_t
    failed As Integer
    code As Integer
End Type

Dim i
Dim num_active_connections
Dim server_handle
Dim Shared Connections(1 To MAX_CONNECTIONS) As connection_t
Dim Shared Http_error_info As http_error_t
Dim Shared File_error_info As file_error_t

'---------------------------------------------------------------------
' Chat server-specific initialization
'---------------------------------------------------------------------
Type Message
    sender As String
    message As String
    time As String
End Type

Const MAX_MESSAGE = 100
Dim Shared messages(MAX_MESSAGE) As Message
Dim Shared cmsg As _Unsigned Long
cmsg = 0

Open "chatlog.txt" For Append As #1
'---------------------------------------------------------------------

On Error GoTo error_handler

server_handle = _OpenHost("TCP/IP:" + LTrim$(Str$(PORT)))
Print "Listening on port:" + Str$(PORT)
Do
    If num_active_connections < MAX_CONNECTIONS Then
        Dim new_connection
        new_connection = _OpenConnection(server_handle)
        If new_connection Then
            num_active_connections = num_active_connections + 1
            For i = 1 To MAX_CONNECTIONS
                If Connections(i).handle = 0 Then
                    Dim empty_connection As connection_t
                    Connections(i) = empty_connection
                    Connections(i).handle = new_connection
                    num_active_connections = num_active_connections - 1
                    Exit For
                End If
            Next i
        End If
    End If

    For i = 1 To MAX_CONNECTIONS
        If Connections(i).handle Then
            Dim buf$
            Get #Connections(i).handle, , buf$
            If buf$ <> "" Then
                ' This is a bit of a hack workaround.
                ' We have no gaurantee that the sent message will not be fragmented.
                ' So there's a chance the full message will not be sent all at once.
                ' Unfortunately, there's no way I know of to tell from the connection
                ' if there is more to read.
                ' Hence, we sleep for .05 seconds and try to read from the connection again.
                ' We'll repeat this as long as we keep reading content.
                ' Will this ensure we read the entire body content?
                ' No, but it seems to work for most cases.
                While buf$ <> ""
                    Connections(i).read_buf = Connections(i).read_buf + buf$
                    _Delay .05
                    Get #Connections(i).handle, , buf$
                Wend
                process_request i
                http_error_complete:
            End If
        End If
    Next i
    _Limit 240
Loop



error_handler:
If Err = 100 Then 'HTTP error
    'Print "HTTP error"; Http_error_info.code; Http_error_info.message; " for connection"; Http_error_info.connection
    Resume http_error_complete
End If
'Print "error"; Err; "on line"; _ErrorLine
End

file_error_handleyour:
File_error_info.failed = TRUE
File_error_info.code = Err
Resume Next

Sub http_send_status (c, code, message As String)
    Dim s$
    s$ = "HTTP/1.1" + Str$(code) + " " + message + CRLF
    Put #Connections(c).handle, , s$
End Sub

Sub http_send_header (c, header As String, value As String)
    Dim s$
    s$ = header + ": " + value + CRLF
    Put #Connections(c).handle, , s$
End Sub

Sub http_end_headers (c)
    Put #Connections(c).handle, , CRLF
End Sub

Sub http_send_body (c, body As String)
    Put #Connections(c).handle, , body
End Sub

Sub http_do_get (c)
    http_do_post c
End Sub

Sub http_do_head (c)
    Dim s$
    s$ = "HTTP/1.1 200 OK" + CRLF + CRLF
    Put #Connections(c).handle, , s$
End Sub

Sub http_do_post (c)
    Dim As String action, body
    action = Connections(c).request_uri
    body = Connections(c).read_buf

    Dim response As String

    Select Case action
        Case "/connect": response = HandleConnect(body)
        Case "/disconnect": response = HandleDisconnect(body)
        Case "/get": response = HandleGet(body)
        Case "/send": response = HandleSend(body)
    End Select

    http_send_status c, 200, "OK"
    http_send_header c, "Content-Type", "text/plain"
    http_send_header c, "Content-Length", LTrim$(Str$(Len(response)))
    http_send_header c, "Access-Control-Allow-Origin", "*"
    http_send_header c, "Connection", "close"
    http_end_headers c
    http_send_body c, response

    close_connection c
End Sub

Function HandleConnect$ (body As String)
    AddMessage "system", body + " has entered the chat"
    HandleConnect$ = Str$(cmsg - 1)
End Function

Function HandleDisconnect$ (body As String)
    AddMessage "system", body + " has left the chat"
    HandleDisconnect$ = Str$(cmsg - 1)
End Function

Function HandleGet$ (body As String)
    Dim fmsg As Integer
    Dim response As String
    fmsg = Val(_Trim$(body))
    response = "["
    Dim As Integer i, idx
    For i = fmsg + 1 To cmsg
        idx = (i - 1) Mod MAX_MESSAGE + 1
        response = response + CRLF + "{ " + _
                   Q$("from") + ":" + Q$(messages(idx).sender) +  ", " + _
                   Q$("msg") + ":" + Q$(messages(idx).message) + ", " + _
                   Q$("time") + ":" + Q$(messages(idx).time) + " }"
        If i < cmsg Then response = response + ","
    Next i
    response = response + CRLF + "]"
    HandleGet$ = response
End Function

Function HandleSend$ (body As String)
    Print "send: ["; body; "]"
    Dim sender As String
    sender = "Unknown"

    Dim idx As Integer
    idx = InStr(body, ":")
    If idx > 0 Then
        sender = Mid$(body, 1, idx - 1)
        body = Mid$(body, idx + 1)
    End If
    AddMessage sender, _Trim$(body)
    HandleSend$ = Str$(cmsg)
End Function

Sub AddMessage (sender As String, message As String)
    Dim idx As Integer
    cmsg = cmsg + 1
    idx = (cmsg - 1) Mod MAX_MESSAGE + 1
    messages(idx).sender = JSONString(sender)
    messages(idx).message = JSONString(message)
    messages(idx).time = Date$ + " " + Time$

    LogMessage messages(idx)
End Sub

Function JSONString$ (s As String)
    s = Replace(_Trim$(s), Chr$(13) + Chr$(10), "\n")
    s = Replace(s, Chr$(10), "\n")
    s = Replace(s, Chr$(34), "\" + Chr$(34))
    JSONString$ = s
End Function

Sub LogMessage (msg As Message)
    Print #1, msg.time; " - "; msg.sender
    Print #1, msg.message
End Sub

Function Replace$ (s As String, searchString As String, newString As String)
    Dim ns As String
    Dim i As Integer

    Dim slen As Integer
    slen = Len(searchString)

    For i = 1 To Len(s) '- slen + 1
        If Mid$(s, i, slen) = searchString Then
            ns = ns + newString
            i = i + slen - 1
        Else
            ns = ns + Mid$(s, i, 1)
        End If
    Next i

    Replace = ns
End Function


Function Q$ (value As String)
    Q$ = Chr$(34) + value + Chr$(34)
End Function


Sub close_connection (c)
    Close #Connections(c).handle
    Connections(c).handle = 0
End Sub


Sub process_request (c)
    Dim eol
    Dim l As String
    Do
        eol = InStr(Connections(c).read_buf, CRLF)
        If eol = 0 Then Exit Sub
        l = Left$(Connections(c).read_buf, eol - 1)
        Connections(c).read_buf = Mid$(Connections(c).read_buf, eol + 2)
        If Connections(c).http_version = 0 Then 'First line not yet read
            process_start_line c, l
        Else
            If l = "" Then
                'headers complete; act upon request now
                Select Case Connections(c).method
                    Case HTTP_GET
                        http_do_get c
                    Case HTTP_POST
                        http_do_post c
                    Case HTTP_HEAD
                        http_do_head c
                End Select
                Exit Sub
            Else
                process_header c, l
            End If
        End If
    Loop
End Sub

Sub process_start_line (c, l As String)
    '7230 3.1.1
    'METHOD uri HTTP/x.y
    Dim sp1, sp2
    sp1 = InStr(l, " ")
    If sp1 = 0 Then http_error 400, "Bad Request", c

    '7231 4.3
    Select Case Left$(l, sp1 - 1)
        Case "GET"
            Connections(c).method = HTTP_GET
        Case "HEAD"
            Connections(c).method = HTTP_HEAD
        Case "POST"
            Connections(c).method = HTTP_POST
        Case Else
            http_error 501, "Not Implemented", c
    End Select

    sp2 = InStr(sp1 + 1, l, " ")
    If sp2 = 0 Or sp2 - sp1 = 1 Then http_error 400, "Bad Request", c
    Connections(c).request_uri = Mid$(l, sp1 + 1, sp2 - sp1 - 1)

    '7230 2.6
    If Mid$(l, sp2 + 1, 5) <> "HTTP/" Then
        http_error 400, "Bad Request", c
    End If
    Select Case Mid$(l, sp2 + 6)
        Case "1.0"
            Connections(c).http_version = HTTP_10
        Case "1.1"
            Connections(c).http_version = HTTP_11
        Case Else
            http_error 505, "HTTP Version Not Supported", c
    End Select
End Sub

Sub process_header (c, l As String)
    ' ignoring headers for now
End Sub

Sub http_error (code, message As String, connection)
    http_send_status connection, code, message
    http_send_header connection, "Content-Length", "0"
    http_send_header connection, "Connection", "close"
    http_end_headers connection
    close_connection connection
    Http_error_info.code = code
    Http_error_info.message = message
    Http_error_info.connection = connection
    Error 100
End Sub

If you want to connect to your own server just change the address at the top of the chat window to http://localhost:8080 (or whatever port you decide to use).

It was definitely an interesting exercise and gave me a number of ideas about new web functionality that I might want to add to QBJS's standard libraries.

Here is the client code in case you want to hot rod that side:
Code: (Select All)
Import Dom From "lib/web/dom.bas"

Dim Shared As Object txtAddress, txtUsername, btnConnect, textbox, msgPanel
Dim Shared lastMsg As Integer
Dim Shared username As String
Dim Shared connected As Integer
Dim Shared refreshing As Integer
Dim Shared sending As Integer
Dim Shared sndMsg As Integer

_Title "QB Chat"
sndMsg = _SndOpen("https://raw.githubusercontent.com/boxgaming/qbjs/main/samples/apps/new-message.ogg")

InitUI

SetTimeout sub_Refresh, 1000

' HTTP Event Handlers
' ---------------------------------------------------------------
Sub OnConnect (response)
    If Not connected Then
        lastMsg = Val(response)
        connected = -1
        txtAddress.disabled = true
        txtUsername.disabled = true
        btnConnect.innerText = "Disconnect"
    Else
        connected = 0
        txtAddress.disabled = false
        txtUsername.disabled = false
        btnConnect.innerText = "Connect"
    End If
End Sub

Sub OnSend (response)
    sending = 0
End Sub

Sub Refresh
    If connected And Not refreshing Then
        refreshing = -1
        HttpSend txtAddress.value + "/get", "POST", lastMsg, sub_OnRefresh
    End If
    SetTimeout sub_Refresh, 1000
End Sub

Sub OnRefresh (response)
    Dim playSound As Integer
    Dim res As Object
    res = JSON.parse(response)
    Dim i as Integer
    For i = 0 To res.length-1
        AddMessage res[i]
        If res[i].from <> username Then
            playSound = -1
        End If
    Next i
    lastMsg = lastMsg + res.length
    msgPanel.scrollTop = msgPanel.scrollHeight;
    If playSound Then _SndPlay sndMsg
    refreshing = 0
End Sub

Sub OnRefresError
    refreshing = 0
End Sub


' UI Event Handlers
' ----------------------------------------------------------
Sub OnClickConnect
    If txtUsername.value = "" Then
        Dom.Alert "Enter a username"
        Exit Sub
    End If
   
    If Not connected Then
        username = txtUsername.value
        Print "Setting username: [" + username + "]"
        HttpSend txtAddress.value + "/connect", "POST", username, sub_OnConnect
    Else
        HttpSend txtAddress.value + "/disconnect", "POST", username, sub_OnConnect
    End If   
End Sub

Function OnKeyPress (event)
    If event.keyCode = 13 Then
        'Print textbox.value
        Dim msg as String
        msg = _Trim$(textbox.value)
        If msg <> "" Then SendMessage msg
        OnKeyPress = false
    End If
End Function

Sub SendMessage (msg As String)
    Dim timeout As Integer
    While sending And timeout < 1000
        _Delay .01
        timeout = timeout + 1
    Wend
    sending = -1
    Dim body As String
    body = username + ":" + _Trim$(textbox.value)
    'Print "sending: [ " + body + " ]"
    HttpSend txtAddress.value + "/send", "POST", body, sub_OnSend
    textbox.value = ""
End Sub

Sub OnResize
    'msgPanel.height = Dom.Container().height - 100
    msgPanel.style.height = (_ResizeHeight - 200) + "px"
End Sub

' ----------------------------------------------------

Sub InitUI
    Dim As Object container, panel, btnSend, apanel
   
    Dom.GetImage(0).style.display = "none"
   
    container = Dom.Container
    container.style.letterSpacing = "normal"
    container.style.backgroundColor = "#333"
    Dom.Event window, "resize", sub_OnResize
   
    ' Create the login panel
    apanel = Dom.Create("div")
    apanel.style.display = "grid"
    apanel.style.margin = "auto 15%"
    apanel.style.textAlign = "left"
    apanel.style.fontWeight = "bold"
    Dom.Create "div", apanel, "Host"
    Dom.Create "div", apanel, "Username"
    Dom.Create "div", apanel
    apanel.style.gridTemplateColumns = "auto auto auto"
    txtAddress = Dom.Create("input", apanel, "https://chat.boxgaming.co")
    txtUsername = Dom.Create("input", apanel)
    btnConnect = Dom.Create("button", apanel, "Connect")
    Dom.Event btnConnect, "click", sub_OnClickConnect

    ' Create the message window
    msgPanel = Dom.Create("div")
    msgPanel.style.backgroundColor = "#444"
    msgPanel.style.overflowY = "auto"
    msgPanel.style.height = "300px"
    msgPanel.style.margin = "auto 15%"
    msgPanel.style.textAlign = "left"
    msgPanel.style.padding = "10px"

    ' Create send message control
    Dim sendLabel As Object
    panel = Dom.Create("div")
    panel.style.margin = "auto 15%"
    sendLabel = Dom.Create("div", panel, "Send Message")
    sendLabel.style.textAlign = "left"
    sendLabel.style.fontWeight = "bold"
    sendLabel.style.backgroundColor = "#666"
    sendLabel.style.padding = "4px"
    sendLabel.style.color = "#ccc"
    textbox = Dom.Create("textarea", panel)
    textbox.style.width = "100%"
    textbox.style.height = "100px"
    Dom.Event textbox, "keydown", func_OnKeyPress
   
    OnResize
End Sub

Sub AddMessage (msg As Object)
    Dim As Object mc, s, t, m

    mc = Dom.Create("div", msgPanel)
    mc.style.marginBottom = "10px"

    s = Dom.Create("div", mc)
    If msg.from = "system" Then
        s.style.color = "#00f4af"
    Else
        s.style.color = "#00aff4"
    End If
    s.style.fontWeight = "bold"
    s.innerHTML = msg.from

    t = Dom.Create("span", s)
    t.style.color = "#999"
    t.style.fontWeight = "normal"
    t.style.marginLeft = "8px"
    t.style.fontSize = ".8em"
    t.innerHTML = msg.time

    m = Dom.Create("div", mc)
    m.style.color = "#efefef"
    m.style.whiteSpace = "pre"
    m.innerHTML = msg.msg
   
End Sub


Sub HttpSend(url, method, message, callbackFn, errorCallbackFn)
$If Javascript Then
    const client = new XMLHttpRequest();
    client.open(method, url);
    client.setRequestHeader("Content-Length", message.length);
    client.send(message);
    client.onreadystatechange = function() {
        if (this.readyState == 4) {
            if (this.status == 200) {
                if (callbackFn) {
                    callbackFn(this.responseText);
                }
            }
            else { // assume any other status is an error
                if (errorCallbackFn) {
                    errorCallbackFn(this.responseText);
                }
            }
        }
    };
$End If
End Sub

Sub SetTimeout(callbackFn, millis)
$If Javascript Then
    setTimeout(callbackFn, millis);
$End If
End Sub

[Image: screenshot.png]

Print this item

  DAY 037: FREEFILE
Posted by: Pete - 12-17-2022, 12:30 PM - Forum: Keyword of the Day! - Replies (8)

We interrupt your regularly scheduled program for this brief commercial message!

Tired of spending your hard earned money on an overly-priced file? Well now you can avoid those high fees with this tried and true QB Keyword of the Day, FREEFILE!

SYNTAX filenum& = FREEFILE

Usage: Retrieves the next available open file handle.

So what's the benefit?

Well, for most small apps, we just code...

Code: (Select All)
OPEN "myfile.dat" FOR INPUT AS #1
'De Foo Foo Foo De blah, blah, blah...
CLOSE #1

However, let's say we make a big app, that uses 30 files, and some of them, depending on operations being called, stay opened!

Hmm, now keeping track of all those file numbers would require considerable thought. In fact, the only way to not to get into trouble, by using a file number which is still opened, would be to assign a unique number to each file operation, or... do it the easy way by letting the system figure it out for us. Well, that's exactly what FREEFILE does!

But first, please note: Even though we can assign a variable to FREEFILE before we OPEN the file, "You actually have to Open the file to trigger a value." Thanks, Dimster. So
please make sure you use good coding practice and associate each FREEFILE statement with each corresponding OPEN statement.

Code: (Select All)
DEFLNG f
ON Rob GOSUB ThePolice

ThePolice:
filenum1 = FREEFILE
OPEN "myfile-abc.dat" FOR INPUT AS filenum1
'De Foo Foo Foo De blah, blah, blah...

filenum2 = FREEFILE
OPEN "myfile-def.dat" FOR INPUT AS filenum2
'Is all I will output to you...

IF mydata$ = "EOF" THEN CLOSE #filenum1

filenum3 = FREEFILE
OPEN "myfile-ghi.dat" FOR INPUT AS filenum3
'De Foo Foo Foo De blah, blah, blah...

filenum4 = FREEFILE
OPEN "myfile-jkl.dat" FOR INPUT AS filenum4
' And now this FREEFILE demo's through.
CLOSE #filenum1, #filenum2, #filenum3, #filenum4
RETURN

So in the code example above, FREEFILE will assign the file handles either as 1, 2, 3, and 4 or, if mydata$ = "EOF" and the first file gets closed... 1, 2, 1, 3. Remember, FREEFILE is tracking your file use, and depending on conditional statements, like in our above example, your file numbering results will vary. Also, always remember to use good coding practices. Don't have a list of pre-assigned FREEFILE assignments, at the top of your program, without each corresponding file actually being opened. You will get duplicate file handles.

Oh, and if you forget to add the # symbol, don't worry; it's optional. I just like using it as a search marker. What;s that? You don't need no stinkin' search marker. Alrighty then, save yourself some typing by omitting it. Like I always say to my wife, "It takes a big man to omit when he's wrong!" Okay Steve, enough with the "big man" jokes, already...

And now back to your regularly scheduled program, DEEP Thoughts, by jack handy...

Do woke coders OPEN files as non-BINARY?

Pete

Print this item

  Snowman screen saver playing 17 MIDI Christmas songs
Posted by: Dav - 12-17-2022, 12:23 PM - Forum: Christmas Code - Replies (11)

I updated my old Snowman screen saver to test the experimental (and $UNSTABLE) MIDI playback feature of QB64PE.  This is a simple looping animation that plays 17 different Christmas songs continuously.  It's just something nice to have on the screen whenever you need a snowy atmosphere.  

It sure is nice to have MIDI playback in QB64PE, the only negative is that it takes a rather long time to open a MIDI file.  Loading these 17 MIDI files takes a couple minutes on my PC.  I found that MIDI feature is most stable when opening MIDI files at the beginning and leaving them open throughout the program.  Opening/Closing them over and over in the program caused hangups, so I ended up just loading them all at startup and doing a _SNDSTOP when changing to a start new song.

I'll post the code here for the curious, but you will need to download the archive to run it.  You will need QB64PE v3.2 or higher to use the $MIDISOUNDFONT metacommand.  I haven't tested this in Linux yet, but I guess it will work if the Linux version also supports the new MIDI metacommand.

- Dav


.zip   snowman-v103.zip (Size: 710.24 KB / Downloads: 66)

Code: (Select All)
'==========
'SNOWMAN.BAS v1.03
'===========
'Play Snowman animation while playing 17 Christmas songs.
'Coded by Dav for QB64PE, DEC/2022
'ALL MEDIA SOURCES FOUND IN PUBLIC DOMAIN
'
'=======================================================================
'NOTE: THIS PROGRAM REQUIRES QB64-PE v3.2 OR HIGHER TO RUN & USE MIDI
'=======================================================================
'
'CONTROLS:
'           WHILE PLAYING, USE LEFT & RIGHT ARROWS TO SKIP SONGS.
'           ANY OTHER KEY QUITS THE SAVER
'
'The screen saver will start playing a random song.  You an skip up/down
'to different songs using the left/right arrow keys.  Pressing any other
'key will quit the program.
'
'NOTE: It takes a minute or two to load all the MIDI files on startup.
'Please be patient while they load, and enjoythe Christmas screen saver.
'
'=======================================================================

$UNSTABLE:MIDI
PRINT "=============================="
PRINT "SNOWMAN SCREENSAVER FOR QB64PE"
PRINT "(please wait while files load)"
PRINT "=============================="
PRINT
PRINT "Init MIDI soundfont...";
$MIDISOUNDFONT:DEFAULT
PRINT "OK!"

'=== Check the animation file
PRINT "Checking animation file...";
file$ = "snowman.dat"
OPEN file$ FOR BINARY AS #1
IF LOF(1) = 0 THEN
    PRINT "SNOWMAN.DAT NOT FOUND!"
    CLOSE 1: KILL file$
    END
END IF
IF LOF(1) <> 800528 THEN
    PRINT "INVALID SNOWMAN.DAT!"
    CLOSE 1
    END
END IF
PRINT "OK!"

'=== Build the MIDI song list..

trackmax = 17 '17 midi files
DIM song$(1 TO trackmax), songhand&(1 TO trackmax)
'name each one
song$(1) = "frosty.mid"
song$(2) = "hark.mid"
song$(3) = "away.mid"
song$(4) = "angels.mid"
song$(5) = "carol.mid"
song$(6) = "joy.mid"
song$(7) = "deck.mid"
song$(8) = "wethree.mid"
song$(9) = "holynite.mid"
song$(10) = "godrest.mid"
song$(11) = "itcame.mid"
song$(12) = "ohcome.mid"
song$(13) = "noel.mid"
song$(14) = "silent.mid"
song$(15) = "town.mid"
song$(16) = "jingle.mid"
song$(17) = "wewish.mid"

FOR s = 1 TO trackmax
    PRINT "Loading MIDI file"; s; "of"; trackmax; ": "; song$(s); "...";
    songhand&(s) = _SNDOPEN(song$(s), "stream")
    IF songhand&(s) = 0 THEN
        PRINT "Error opening file: "; song$(s)
        END
    END IF
    PRINT "OK!"
NEXT

'=== start playing a random track
RANDOMIZE TIMER
track = INT(RND * trackmax) + 1
_SNDPLAY songhand&(track)


SCREEN 13: _FULLSCREEN _SQUAREPIXELS , _SMOOTH

DO
    SEEK 1, 129
    FOR f% = 1 TO 15
        FF& = SEEK(1): FRM$ = INPUT$(16, 1)
        FrameSize& = CVL(MID$(FRM$, 1, 4))
        chunks% = CVI(MID$(FRM$, 7, 2))
        d$ = INKEY$
        IF d$ <> "" THEN
            SELECT CASE d$
                CASE CHR$(0) + CHR$(77)
                    _SNDSTOP songhand&(track)
                    track = track + 1
                    IF track > trackmax THEN track = 1
                    _SNDPLAY songhand&(track)
                CASE CHR$(0) + CHR$(75)
                    _SNDSTOP songhand&(track)
                    track = track - 1
                    IF track < 1 THEN track = trackmax
                    _SNDPLAY songhand&(track)
                CASE ELSE: EXIT DO
            END SELECT
        END IF
        FOR C% = 1 TO chunks%
            Fpos& = SEEK(1)
            CD$ = INPUT$(6, 1)
            ChunkSize& = CVL(MID$(CD$, 1, 4))
            ChunkType% = CVI(MID$(CD$, 5, 2))
            Fpos& = Fpos& + ChunkSize&
            SELECT CASE ChunkType%
                CASE 11
                    Clr% = 0
                    paks% = ASC(INPUT$(2, 1))
                    FOR d% = 1 TO paks%
                        skip% = ASC(INPUT$(1, 1))
                        change% = ASC(INPUT$(1, 1))
                        IF change% = 0 THEN change% = 256
                        Clr% = Clr% + skip%
                        FOR s% = 1 TO change%
                            OUT &H3C8, Clr%
                            OUT &H3C9, ASC(INPUT$(1, 1))
                            OUT &H3C9, ASC(INPUT$(1, 1))
                            OUT &H3C9, ASC(INPUT$(1, 1))
                            Clr% = Clr% + 1
                        NEXT
                    NEXT
                CASE 12
                    skip% = CVI(INPUT$(2, 1))
                    change% = CVI(INPUT$(2, 1))
                    FOR y% = skip% TO change% + (skip% - 1)
                        ppos& = SEEK(1)
                        C$ = INPUT$(500, 1): m% = 1
                        paks% = ASC(MID$(C$, m%, 1)): m% = m% + 1: x% = 0
                        FOR d% = 1 TO paks%
                            s% = ASC(MID$(C$, m%, 1))
                            p% = ASC(MID$(C$, m% + 1, 1))
                            m% = m% + 2: x% = x% + s%
                            IF p% > 127 THEN
                                p% = (256 - p%)
                                LINE (x%, y%)-STEP(p% - 1, 0), ASC(MID$(C$, m%, 1))
                                x% = x% + p%: m% = m% + 1
                            ELSE
                                Row$ = MID$(C$, m%, p%)
                                m% = m% + p%
                                FOR g% = 0 TO p% - 1
                                    PSET (x% + g%, y%), ASC(MID$(Row$, g% + 1, 1))
                                NEXT
                                x% = x% + p%
                            END IF
                        NEXT
                        SEEK #1, ppos& + m% - 1: C$ = ""
                    NEXT
                CASE 16
                    x% = 0
                    FOR y% = 0 TO 199
                        Row$ = INPUT$(320, 1): p% = 320
                        FOR g% = 0 TO p% - 1
                            PSET (x% + g%, y%), ASC(MID$(Row$, g% + 1, 1))
                        NEXT
                    NEXT
                CASE ELSE: CLOSE 1: EXIT DO
            END SELECT
            SEEK #1, Fpos&
        NEXT
        SEEK 1, FF& + FrameSize&
        _DISPLAY
        _LIMIT 12
    NEXT

    IF NOT _SNDPLAYING(songhand&(track)) THEN
        _SNDSTOP songhand&(track)
        track = track + 1
        IF track > trackmax THEN track = 1
        _SNDPLAY songhand&(track)
    END IF

LOOP

_SNDSTOP songhand&(track)
_SNDCLOSE songhand&(track)

CLOSE 1
SYSTEM

Print this item

  Munching Squares
Posted by: CharlieJV - 12-17-2022, 04:09 AM - Forum: QBJS, BAM, and Other BASICs - Replies (2)

https://basicanywheremachine.neocities.o...ng_squares

Print this item

  wrangling chatgpt to get it to write a more complex program - Spacewar!
Posted by: madscijr - 12-16-2022, 09:18 PM - Forum: General Discussion - Replies (8)

So the sky's the limit, right? Why not shoot for the moon, or at least Space! 
Here's what happend when I asked it to write Spacewar!

Code: (Select All)
Can you write a 2 player Spacewar! game in QB64 where the players are controlled with the keyboard, (player 1 controls are: up arrow = thrust, down arrow = warp, left arrow = rotate left, right arrow = rotate right, ENTER = fire; player 2 controls are: A = rotate left, D = rotate right, S = warp, W = thrust,  E = fire), and includes 2 additional computer controlled players, and 2 suns?
Sure! Here is a simple Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Declare constants for the screen width and height
CONST SCREEN_WIDTH = 640
CONST SCREEN_HEIGHT = 480

' Declare constants for the player colors
CONST PLAYER_1_COLOR = 15
CONST PLAYER_2_COLOR = 11
CONST CPU_PLAYER_COLOR = 7

' Declare constants for the sun colors
CONST SUN_1_COLOR = 12
CONST SUN_2_COLOR = 14

' Declare constants for the player controls
CONST PLAYER_1_UP = 72
CONST PLAYER_1_DOWN = 80
CONST PLAYER_1_LEFT = 75
CONST PLAYER_1_RIGHT = 77
CONST PLAYER_1_FIRE = 13

CONST PLAYER_2_UP = 87
CONST PLAYER_2_DOWN = 83
CONST PLAYER_2_LEFT = 65
CONST PLAYER_2_RIGHT = 68
CONST PLAYER_2_FIRE = 69

' Declare constants for the game states
CONST GAME_STATE_INITIALIZING = 0
CONST GAME_STATE_PLAYING = 1
CONST GAME_STATE_PAUSED = 2
CONST GAME_STATE_OVER = 3

' Declare variables for the game state and the player scores
DIM GameState AS INTEGER
DIM Player1Score AS INTEGER
DIM Player2Score AS INTEGER

' Declare a type for the players
TYPE Player
    X AS SINGLE
    Y AS SINGLE
    Angle AS SINGLE
    Speed AS SINGLE
    RotationSpeed AS SINGLE
    Color AS INTEGER
    IsComputerControlled AS BOOLEAN
END TYPE

' Declare variables for the players
DIM Player1 AS Player
DIM Player2 AS Player
DIM CPUPlayer1 AS Player
DIM CPUPlayer2 AS Player

' Declare a type for the suns
TYPE Sun
    X AS SINGLE
    Y AS SINGLE
    Mass AS SINGLE
    Color AS INTEGER
END TYPE

' Declare variables for the suns
DIM Sun1 AS Sun
DIM Sun2 AS Sun

' Initialize the game
SUB InitializeGame
    ' Set the game state to initializing
    GameState = GAME_STATE_INITIALIZING

    ' Initialize the player scores
    Player1Score = 0
    Player2Score = 0

    ' Initialize player 1
    Player1.X = SCREEN_WIDTH / 4
    Player1.Y = SCREEN_HEIGHT / 2
    Player1.Angle = 0
    Player1.Speed = 0
    Player1.RotationSpeed = 0
    Player1.Color = PLAYER_1_COLOR
    Player1.IsComputerControlled = False

    ' Initialize player 2
    Player2.X = SCREEN_WIDTH * 3 / 4
    Player2.Y = SCREEN_HEIGHT / 2
    Player2.Angle = 180
    Player2.Speed = 0
    Player2.R

Wait! You're not done! What if we ask it to finish? We'll even say "please"!

Code: (Select All)
Would you please show the rest of the program?
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Update the player's position and angle based on their speed and rotation speed
SUB UpdatePlayer(Player AS Player)
    ' Update the player's angle
    Player.Angle = Player.Angle + Player.RotationSpeed

    ' Keep the angle between 0 and 360 degrees
    IF Player.Angle < 0 THEN
        Player.Angle = Player.Angle + 360
    ELSEIF Player.Angle > 360 THEN
        Player.Angle = Player.Angle - 360
    END IF

    ' Calculate the player's new position based on their speed and angle
    Player.X = Player.X + Player.Speed * COS(Player.Angle)
    Player.Y = Player.Y + Player.Speed * SIN(Player.Angle)

    ' Keep the player within the screen bounds
    IF Player.X < 0 THEN
        Player.X = 0
    ELSEIF Player.X > SCREEN_WIDTH THEN
        Player.X = SCREEN_WIDTH
    END IF
    IF Player.Y < 0 THEN
        Player.Y = 0
    ELSEIF Player.Y > SCREEN_HEIGHT THEN
        Player.Y = SCREEN_HEIGHT
    END IF
END SUB

' Update the player's speed based on their thrust
SUB UpdatePlayerThrust(Player AS Player, IsThrusting AS BOOLEAN)
    ' If the player is thrusting, increase their speed
    IF IsThrusting THEN
        Player.Speed = Player.Speed + 0.1
    ' If the player is not thrusting, decrease their speed
    ELSE
        Player.Speed = Player.Speed - 0.1
    END IF

    ' Limit the player's speed
    IF Player.Speed < 0 THEN
        Player.Speed = 0
    ELSEIF Player.Speed > 5 THEN
        Player.Speed = 5
    END IF
END SUB

' Update the player's rotation speed based on their rotation
SUB UpdatePlayerRotation(Player AS Player, IsRotatingLeft AS BOOLEAN, IsRotatingRight AS BOOLEAN)
    ' If the player is rotating left, increase their rotation speed
    IF Is

OK, it remembered what we asked it, and sort of continued, but not where it left off! 
Shall we persevere? 

Code: (Select All)
Would you please show the rest of the program?
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Update the computer-controlled players
SUB UpdateCPUPlayers
    ' Update player 1
    UpdateCPUPlayer(CPUPlayer1)

    ' Update player 2
    UpdateCPUPlayer(CPUPlayer2)
END SUB

' Update a computer-controlled player
SUB UpdateCPUPlayer(Player AS Player)
    ' Calculate the distance to player 1
    DX = Player1.X - Player.X
    DY = Player1.Y - Player.Y
    DistanceToPlayer1 = SQR(DX * DX + DY * DY)

    ' Calculate the distance to player 2
    DX = Player2.X - Player.X
    DY = Player2.Y - Player.Y
    DistanceToPlayer2 = SQR(DX * DX + DY * DY)

    ' Calculate the distance to the nearest sun
    DX = Sun1.X - Player.X
    DY = Sun1.Y - Player.Y
    DistanceToSun1 = SQR(DX * DX + DY * DY)
    DX = Sun2.X - Player.X
    DY = Sun2.Y - Player.Y
    DistanceToSun2 = SQR(DX * DX + DY * DY)
    If DistanceToSun1 < DistanceToSun2 Then
        DistanceToNearestSun = DistanceToSun1
    Else
        DistanceToNearestSun = DistanceToSun2
    End If

    ' If the player is far from the other players and the suns, move randomly
    If DistanceToPlayer1 > 100 And DistanceToPlayer2 > 100 And DistanceToNearestSun > 100 Then
        ' Choose a random angle and set the player's rotation speed
        TargetAngle = RND * 360
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else
            Player.RotationSpeed = -0.5
        End If
    ' If the player is close to a player, move towards them
    ElseIf DistanceToPlayer1 < DistanceToPlayer2 Then
        ' Calculate the angle to player 1 and set the player's rotation speed
        TargetAngle = ATN2(DY, DX) * 180 / PI
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else
            Player.RotationSpeed = -0.5
        End If
    Else
        ' Calculate the angle to player 2 and set the player's rotation speed
        TargetAngle = ATN2(DY, DX) * 180 / PI
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else

Don't leave me hanging, chatgpt! 

Code: (Select All)
Would you please show the rest of the program?
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Update the player's speed based on the gravitational pull of the suns
SUB UpdatePlayerGravity(Player AS Player)
    ' Calculate the distance and angle to sun 1
    DX = Sun1.X - Player.X
    DY = Sun1.Y - Player.Y
    DistanceToSun1 = SQR(DX * DX + DY * DY)
    AngleToSun1 = ATN2(DY, DX) * 180 / PI

    ' Calculate the distance and angle to sun 2
    DX = Sun2.X - Player.X
    DY = Sun2.Y - Player.Y
    DistanceToSun2 = SQR(DX * DX + DY * DY)
    AngleToSun2 = ATN2(DY, DX) * 180 / PI

    ' Calculate the gravitational force from sun 1
    GravitationalForce1 = Sun1.Mass / DistanceToSun1
    ' Calculate the gravitational force from sun 2
    GravitationalForce2 = Sun2.Mass / DistanceToSun2

    ' Calculate the total gravitational force
    TotalGravitationalForce = GravitationalForce1 + GravitationalForce2

    ' Calculate the gravitational acceleration
    GravitationalAcceleration = TotalGravitationalForce / Player.Mass

    ' Calculate the gravitational speed
    GravitationalSpeed = GravitationalAcceleration * 0.1

    ' Calculate the new speed based on the gravitational speed
    NewSpeed = Player.Speed + GravitationalSpeed

    ' Limit the player's speed
    If NewSpeed < 0 Then
        NewSpeed = 0
    ElseIf NewSpeed > 5 Then
        NewSpeed = 5
    End If

    ' Set the player's speed
    Player.Speed = NewSpeed
END SUB

' Draw a player
SUB DrawPlayer(Player AS Player)
    ' Calculate the points of the triangle representing the player's ship
    X1 = Player.X + 5 * COS

Aye aye aye! It doesn't seem to always know how to (or want to) continue from where it left off, does it? 
What if we're more specific? 

Code: (Select All)
would you please show the full SUB UpdatePlayerRotation ?
Certainly! Here is the full UpdatePlayerRotation subroutine in the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Update the player's rotation speed based on their rotation
SUB UpdatePlayerRotation(Player AS Player, IsRotatingLeft AS BOOLEAN, IsRotatingRight AS BOOLEAN)
    ' If the player is rotating left, increase their rotation speed
    IF IsRotatingLeft THEN
        Player.RotationSpeed = Player.RotationSpeed + 0.5
    ' If the player is rotating right, decrease their rotation speed
    ELSEIF IsRotatingRight THEN
        Player.RotationSpeed = Player.RotationSpeed - 0.5
    ' If the player is not rotating, decrease their rotation speed
    ELSE
        Player.RotationSpeed = Player.RotationSpeed - 0.1
    END IF

    ' Limit the player's rotation speed
    IF Player.RotationSpeed < -2 THEN
        Player.RotationSpeed = -2
    ELSEIF Player.RotationSpeed > 2 THEN
        Player.RotationSpeed = 2
    END IF
END SUB
This subroutine updates the player's rotation speed based on whether they are rotating left, rotating right, or not rotating at all. If the player is rotating left, their rotation speed is increased. If the player is rotating right, their rotation speed is decreased. If the player is not rotating, their rotation speed is decreased. The rotation speed is limited to a maximum of 2 and a minimum of -2.

I hope this helps! Let me know if you have any questions or if you need further assistance.

Maybe being specific is the key? Let's try to get it to spit out the rest of "teh codez"! 

Code: (Select All)
Thank You. Would you please show the full SUB UpdateCPUPlayer ?
Certainly! Here is the full UpdateCPUPlayer subroutine in the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Update a computer-controlled player
SUB UpdateCPUPlayer(Player AS Player)
    ' Calculate the distance to player 1
    DX = Player1.X - Player.X
    DY = Player1.Y - Player.Y
    DistanceToPlayer1 = SQR(DX * DX + DY * DY)

    ' Calculate the distance to player 2
    DX = Player2.X - Player.X
    DY = Player2.Y - Player.Y
    DistanceToPlayer2 = SQR(DX * DX + DY * DY)

    ' Calculate the distance to the nearest sun
    DX = Sun1.X - Player.X
    DY = Sun1.Y - Player.Y
    DistanceToSun1 = SQR(DX * DX + DY * DY)
    DX = Sun2.X - Player.X
    DY = Sun2.Y - Player.Y
    DistanceToSun2 = SQR(DX * DX + DY * DY)
    If DistanceToSun1 < DistanceToSun2 Then
        DistanceToNearestSun = DistanceToSun1
    Else
        DistanceToNearestSun = DistanceToSun2
    End If

    ' If the

Argh. Why does it output in such small chunks?? How useless is that?! 
But we must see this thing through!

Code: (Select All)
would you please show the rest of the routine?
Certainly! Here is the rest of the UpdateCPUPlayer subroutine in the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' If the player is far from the other players and the suns, move randomly
    If DistanceToPlayer1 > 100 And DistanceToPlayer2 > 100 And DistanceToNearestSun > 100 Then
        ' Choose a random angle and set the player's rotation speed
        TargetAngle = RND * 360
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else
            Player.RotationSpeed = -0.5
        End If
    ' If the player is close to a player, move towards them
    ElseIf DistanceToPlayer1 < DistanceToPlayer2 Then
        ' Calculate the angle to player 1 and set the player's rotation speed
        TargetAngle = ATN2(DY, DX) * 180 / PI
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else
            Player.RotationSpeed = -0.5
        End If
    Else
        ' Calculate the angle to player 2 and set the player's rotation speed
        TargetAngle = ATN2(DY, DX) * 180 / PI
        If TargetAngle > Player.Angle Then
            Player.RotationSpeed = 0.5
        Else
            Player.RotationSpeed = -0.5
        End If
    End If

    ' Set the player's thrust based on their distance to the nearest sun
    If DistanceToNearestSun < 50 Then
        Player.IsThrusting = False
    Else
        Player.IsThrusting = True
    End If
END SUB
This subroutine updates the position and angle of a computer-controlled player based on their distance to the other players and the suns. If the player is far from the other players and the suns, they choose a random angle and rotate towards it. If the player is close to a player, they move towards them. If the player is close to a sun, they stop thrusting.

I hope this helps! Let me know if you have any questions or if you need further assistance.

OK then! We'll keep soldiering on, then...
Maybe the "p" word isn't enough, let's also be sure to say "thank you"! 

Code: (Select All)
Thank you. Would you please show the full SUB DrawPlayer?
Certainly! Here is the full DrawPlayer subroutine in the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Draw a player
SUB DrawPlayer(Player AS Player)
    ' Calculate the points of the triangle representing the player's ship
    X1 = Player.X + 5 * COS(Player.Angle)
    Y1 = Player.Y + 5 * SIN(Player.Angle)
    X2 = Player.X + 5 * COS(Player.Angle + 120)
    Y2 = Player.Y + 5 * SIN(Player.Angle + 120)
    X3 = Player.X + 5 * COS(Player.Angle + 240)
    Y3 = Player.Y + 5 * SIN(Player.Angle + 240)

    ' Draw the triangle representing the player's ship
    LINE (X1, Y1)-(X2, Y2), Player.Color
    LINE (X2, Y2)-(X3, Y3), Player.Color
    LINE (X3, Y3)-(X1, Y1), Player.Color

    ' If the player is thrusting, draw a flame behind their ship
    If Player.IsThrusting Then
        LINE (X2, Y2)-(X2 + 2 * COS(Player.Angle + 180), Y2 + 2 * SIN(Player.Angle + 180)), Player.Color
        LINE (X3, Y3)-(X3 + 2 * COS(Player.Angle + 180), Y3 + 2 * SIN(Player.Angle + 180)), Player.Color
    End If
END SUB
This subroutine draws a triangle representing the player's ship and, if the player is thrusting, a flame behind their ship. The points of the triangle are calculated using the player's angle and the coordinates of the player's ship. The triangle is then drawn using the player's color. If the player is thrusting, two lines are drawn behind the triangle to represent the flame.

I hope this helps! Let me know if you have any questions or if you need further assistance.

And on...

Code: (Select All)
Thank you. Would you please show the rest of the program?
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

' Initialize the players
Player1.X = 100
Player1.Y = 100
Player1.Angle = 0
Player1.RotationSpeed = 0
Player1.Speed = 0
Player1.IsThrusting = False
Player1.Mass = 10
Player1.Color = RGB(255, 0, 0)

Player2.X = 200
Player2.Y = 100
Player2.Angle = 0
Player2.RotationSpeed = 0
Player2.Speed = 0
Player2.IsThrusting = False
Player2.Mass = 10
Player2.Color = RGB(0, 255, 0)

CPUPlayer1.X = 100
CPUPlayer1.Y = 200
CPUPlayer1.Angle = 0
CPUPlayer1.RotationSpeed = 0
CPUPlayer1.Speed = 0
CPUPlayer1.IsThrusting = False
CPUPlayer1.Mass = 10
CPUPlayer1.Color = RGB(0, 0, 255)

CPUPlayer2.X = 200
CPUPlayer2.Y = 200
CPUPlayer2.Angle = 0
CPUPlayer2.RotationSpeed = 0
CPUPlayer2.Speed = 0
CPUPlayer2.IsThrusting = False
CPUPlayer2.Mass = 10
CPUPlayer2.Color = RGB(255, 255, 0)

' Initialize the suns
Sun1.X = 150
Sun1.Y = 150
Sun1.Mass = 1000
Sun2.X = 250
Sun2.Y = 150
Sun2.Mass = 1000

' Set the screen update rate
SCREEN UpdateRate(30)

' Set the window title
WINDOW Title$ = "Spacewar!"

' Set the window size
WINDOW Width = 320, Height = 240

DO
    ' Clear the screen
    CLS

    ' Update the players
    UpdatePlayerRotation(Player1, GetKeyState(VK_LEFT) AND 1, GetKeyState(VK_RIGHT) AND 1)
    UpdatePlayerRotation(Player2, GetKeyState(VK_A) AND 1, GetKeyState(VK_D) AND 1)
    UpdatePlayerThrust(Player1, GetKeyState(VK_UP) AND 1)
    UpdatePlayerThrust(Player2, GetKeyState(VK_W) AND 1)
    UpdatePlayerPosition(Player1)
    UpdatePlayerPosition(Player2)
    UpdateCPUPlayers
    UpdatePlayerGravity(Player1)
    UpdatePlayerGravity(Player2)
    UpdatePlayerGravity(CPUPlayer1)
    UpdatePlayerGravity(CPUPlayer2)

    ' Draw the players
    DrawPlayer(Player1)
    DrawPlayer(Player2)
    DrawPlayer(CPUPlayer1)
    DrawPlayer(CPUPlayer2)

    ' Draw the suns
    CIRCLE (Sun1.X, Sun1.Y), 10, RGB(255, 255, 0)
    CIRCLE (Sun2.X, Sun2.Y), 10, RGB(255, 255, 0)

    ' Check for player collisions
    If PlayerCollision(Player1, Player2) Then
        ' End the game

OK, now it's initializing values, this looks like the main (global) code. 
Can we get the rest out of this thing? 
What if we're specific about telling it to NOT STOP until it's DONE? 

Code: (Select All)
Thank you. Would you please show the rest of the program? Don't stop until you have shown the whole thing.
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

        ' End the game
        EXIT DO
    End If
    If PlayerCollision(Player1, CPUPlayer1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerCollision(Player1, CPUPlayer2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerCollision(Player2, CPUPlayer1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerCollision(Player2, CPUPlayer2) Then
        ' End the game
        EXIT DO
    End If

    ' Check for player and sun collisions
    If PlayerSunCollision(Player1, Sun1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(Player1, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(Player2, Sun1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(Player2, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer1, Sun1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer1, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer2, Sun1) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer2, Sun2) Then
        ' End the game
        EXIT DO
    End If

    ' Check for player shots
    If GetKeyState(VK_RETURN) AND 1 Then
        Player1.Shots.AddNew
        Player1.Shots(Player1.Shots.Count).X = Player1.X + 5 * COS(Player1.Angle)
        Player1.Shots(Player1.Shots.Count).Y = Player1.Y + 5 * SIN(Player1.Angle)
        Player1.Shots(Player1.Shots.Count).Angle = Player1.Angle
    End If
    If GetKeyState(VK_E) AND 1 Then
        Player2.Shots.AddNew
        Player2.Shots(Player2.Shots.Count).X = Player2.X + 5 * COS(Player2.Angle)
        Player2.Shots(Player2.Shots.Count).Y =

A lot good that did! 
Well, we've made it this far, let's see just how much more it will take to get the whole program! 

Code: (Select All)
Thank you. Would you please show the rest of the program?
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

Player2.Shots(Player2.Shots.Count).Angle = Player2.Angle
    End If

    ' Update and draw the player shots
    For i = 0 To Player1.Shots.Count - 1
        UpdateShot(Player1.Shots(i))
        DrawShot(Player1.Shots(i))
    Next
    For i = 0 To Player2.Shots.Count - 1
        UpdateShot(Player2.Shots(i))
        DrawShot(Player2.Shots(i))
    Next

    ' Check for shot and player collisions
    For i = 0 To Player1.Shots.Count - 1
        If ShotPlayerCollision(Player1.Shots(i), Player2) Then
            ' End the game
            EXIT DO
        End If
        If ShotPlayerCollision(Player1.Shots(i), CPUPlayer1) Then
            ' End the game
            EXIT DO
        End If
        If ShotPlayerCollision(Player1.Shots(i), CPUPlayer2) Then
            ' End the game
            EXIT DO
        End If
    Next
    For i = 0 To Player2.Shots.Count - 1
        If ShotPlayerCollision(Player2.Shots(i), Player1) Then
            ' End the game
            EXIT DO
        End If
        If ShotPlayerCollision(Player2.Shots(i), CPUPlayer1) Then
            ' End the game
            EXIT DO
        End If
        If ShotPlayerCollision(Player2.Shots(i), CPUPlayer2) Then
            ' End the game
            EXIT DO
        End If
    Next

    ' Check for shot and sun collisions
    For i = 0 To Player1.Shots.Count - 1
        If

If... if what you nincompoop?!?!?! 
Let's not lose our temper, now. 
We must stay calm, cool, and collected! 
After all, there has to be at least one adult in the room!

Code: (Select All)
Thank you. Would you please show the rest of the program? Don't stop until you have shown the whole thing.
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

ShotSunCollision(Player1.Shots(i), Sun1) Then
            Player1.Shots.Remove(i)
        End If
        If ShotSunCollision(Player1.Shots(i), Sun2) Then
            Player1.Shots.Remove(i)
        End If
    Next
    For i = 0 To Player2.Shots.Count - 1
        If ShotSunCollision(Player2.Shots(i), Sun1) Then
            Player2.Shots.Remove(i)
        End If
        If ShotSunCollision(Player2.Shots(i), Sun2) Then
            Player2.Shots.Remove(i)
        End If
    Next

    ' Update the screen
    SCREEN Update

LOOP
This is the main game loop that updates and draws the players, suns, and shots, and checks for collisions between them. The game ends when any two players collide, a player collides with a sun, or a shot hits a player or sun.

I hope this helps! Let me know if you have any questions or if you need further assistance.

Is it done? I've just about reached the end of my rope. 
Can we just have it email the thing to us? 
(After all, they have you give an email address when you sign up for a free account.)
Only one way to find out... 

Code: (Select All)
can you email me the entire program listing at my account's email address?
I'm sorry, but I am not able to send emails as I am just a text-based AI program. I do not have the ability to access or send emails. However, I can provide you with the full listing of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns.

Here is the full listing of the program:

' Struct to represent a player
TYPE Player
    X AS SINGLE
    Y AS SINGLE
    Angle AS SINGLE
    RotationSpeed AS SINGLE
    Speed AS SINGLE
    IsThrusting AS BOOLEAN
    Mass AS SINGLE
    Color AS LONG
    Shots AS Collection
END TYPE

' Struct to represent a shot
TYPE Shot
    X AS SINGLE
    Y AS SINGLE
    Angle AS SINGLE
    Speed AS SINGLE
    Color AS LONG
END TYPE

' Struct to represent a sun
TYPE Sun
    X AS SINGLE
    Y AS SINGLE
    Mass AS SINGLE
END TYPE

' Declare the players and suns
DIM Player1 AS Player
DIM Player2 AS Player
DIM CPUPlayer1 AS Player
DIM CPUPlayer2 AS Player
DIM Sun1 AS Sun
DIM Sun2 AS Sun

' Function to calculate the distance between two players
FUNCTION DistanceToPlayer(Player1 AS Player, Player2 AS Player) AS SINGLE
    DistanceToPlayer = SQR((Player1.X

Guess not... But wait, is it starting over? 
We've seen the Player and Sun UDTs already, but we haven't seen this Shot UDT before! 
That's new - what gives?? Can we coax some more out of it? 

Code: (Select All)
go on
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

- Player2.X) ^ 2 + (Player1.Y - Player2.Y) ^ 2)
END FUNCTION

' Function to check for a collision between two players
FUNCTION PlayerCollision(Player1 AS Player, Player2 AS Player) AS BOOLEAN
    If DistanceToPlayer(Player1, Player2) < 10 Then
        PlayerCollision = True
    Else
        PlayerCollision = False
    End If
END FUNCTION

' Function to check for a collision between a player and a sun
FUNCTION PlayerSunCollision(Player AS Player, Sun AS Sun) AS BOOLEAN
    If DistanceToPlayer(Player, Sun) < 10 Then
        PlayerSunCollision = True
    Else
        PlayerSunCollision = False
    End If
END FUNCTION

' Function to check for a collision between a shot and a player
FUNCTION ShotPlayerCollision(Shot AS Shot, Player AS Player) AS BOOLEAN
    If DistanceToPlayer(Shot, Player) < 5 Then
        ShotPlayerCollision = True
    Else
        ShotPlayerCollision = False
    End If
END FUNCTION

' Function to check for a collision between a shot and a sun
FUNCTION ShotSunCollision(Shot AS Shot, Sun AS Sun) AS BOOLEAN
    If DistanceToPlayer(Shot, Sun) < 5 Then
        ShotSunCollision = True
    Else
        ShotSunCollision = False
    End If
END FUNCTION

' Update a player's rotation
SUB UpdatePlayerRotation(Player AS Player, LeftKey AS BOOLEAN, RightKey AS BOOLEAN)
    If LeftKey Then
        Player.RotationSpeed = Player.RotationSpeed - 0.1
    ElseIf RightKey Then
        Player.RotationSpeed = Player.RotationSpeed + 0.1
    Else
        Player.RotationSpeed = Player.RotationSpeed * 0.9
    End If
    Player.Angle = Player.Angle + Player

Mmmmmkay, so is there an end to this? 
We'll continue, as long as our sanity holds out!

Code: (Select All)
do continue
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

'.RotationSpeed
END SUB

' Update a player's thrust
SUB UpdatePlayerThrust(Player AS Player, UpKey AS BOOLEAN)
    If UpKey Then
        Player.IsThrusting = True
        Player.Speed = Player.Speed + 0.1
    Else
        Player.IsThrusting = False
    End If
END SUB

' Update a player's position based on their speed and angle
SUB UpdatePlayerPosition(Player AS Player)
    Player.X = Player.X + Player.Speed * COS(Player.Angle)
    Player.Y = Player.Y + Player.Speed * SIN(Player.Angle)
END SUB

' Update the computer-controlled players
SUB UpdateCPUPlayers
    CPUPlayer1.Angle = ATN2(Player1.Y - CPUPlayer1.Y, Player1.X - CPUPlayer1.X)
    CPUPlayer1.Speed = CPUPlayer1.Speed + 0.1
    CPUPlayer1.X = CPUPlayer1.X + CPUPlayer1.Speed * COS(CPUPlayer1.Angle)
    CPUPlayer1.Y = CPUPlayer1.Y + CPUPlayer1.Speed * SIN(CPUPlayer1.Angle)
    CPUPlayer2.Angle = ATN2(Player2.Y - CPUPlayer2.Y, Player2.X - CPUPlayer2.X)
    CPUPlayer2.Speed = CPUPlayer2.Speed + 0.1
    CPUPlayer2.X = CPUPlayer2.X + CPUPlayer2.Speed * COS(CPUPlayer2.Angle)
    CPUPlayer2.Y = CPUPlayer2.Y + CPUPlayer2.Speed * SIN(CPUPlayer2.Angle)
END SUB

' Update a player's position based on the gravity of the suns
SUB UpdatePlayerGravity(Player AS Player)
    Dim GravityForce As Single
    GravityForce = (Sun1.Mass

And again...

Code: (Select All)
more, please (continue listing the rest of the program)
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

* Player.Mass) / DistanceToPlayer(Player, Sun1) ^ 2
    Player.X = Player.X + GravityForce * (Sun1.X - Player.X) / DistanceToPlayer(Player, Sun1)
    Player.Y = Player.Y + GravityForce * (Sun1.Y - Player.Y) / DistanceToPlayer(Player, Sun1)
    GravityForce = (Sun2.Mass * Player.Mass) / DistanceToPlayer(Player, Sun2) ^ 2
    Player.X = Player.X + GravityForce * (Sun2.X - Player.X) / DistanceToPlayer(Player, Sun2)
    Player.Y = Player.Y + GravityForce * (Sun2.Y - Player.Y) / DistanceToPlayer(Player, Sun2)
END SUB

' Update a shot's position based on its speed and angle
SUB UpdateShot(Shot AS Shot)
    Shot.X = Shot.X + Shot.Speed * COS(Shot.Angle)
    Shot.Y = Shot.Y + Shot.Speed * SIN(Shot.Angle)
END SUB

' Draw a player
SUB DrawPlayer(Player AS Player)
    SCREEN(Player.X, Player.Y) = Player.Color
    SCREEN(Player.X + 5 * COS(Player.Angle), Player.Y + 5 * SIN(Player.Angle)) = Player.Color
    SCREEN(Player.X + 5 * COS(Player.Angle + 1.5), Player.Y + 5 * SIN(Player.Angle + 1.5)) = Player.Color
    SCREEN(Player.X + 5 * COS(Player.Angle - 1.5), Player.Y + 5 * SIN(Player.Angle - 1.5)) = Player.Color
    If Player.IsThrusting Then
        SCREEN(Player.X + 5 * COS(Player.Angle + 1.5), Player.Y + 5 * SIN(Player.Angle + 1.5)) = RGB(255, 0, 0)
        SCREEN(Player.X + 5 * COS(Player.Angle - 1.5), Player.Y + 5 * SIN(Player.Angle - 1.5)) = RGB(255, 0, 0)
    End If
END SUB

' Draw a shot
SUB DrawShot(Shot AS Shot)
    SCREEN(Shot.X, Shot.Y) = Shot.Color
END SUB

' Initialize the game
SCREEN Initialize
SCREEN SetRes 800, 600
SCREEN SetTitle "Spacewar!"

' Set the player properties
Player1.X = 400
Player1.Y = 300
Player1.Angle = 0
Player1.RotationSpeed = 0
Player1.Speed = 0
Player1.IsThrusting = False
Player1.Mass = 1
Player1.Color = RGB(255, 255, 0)
Set Player1.Shots = New Collection

Player2.X = 400

...aaaaand again...!

Code: (Select All)
continue listing the rest of the program please
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

Player2.Y = 300
Player2.Angle = 0
Player2.RotationSpeed = 0
Player2.Speed = 0
Player2.IsThrusting = False
Player2.Mass = 1
Player2.Color = RGB(0, 255, 255)
Set Player2.Shots = New Collection

CPUPlayer1.X = 100
CPUPlayer1.Y = 100
CPUPlayer1.Angle = 0
CPUPlayer1.RotationSpeed = 0
CPUPlayer1.Speed = 0
CPUPlayer1.IsThrusting = False
CPUPlayer1.Mass = 1
CPUPlayer1.Color = RGB(255, 0, 255)
Set CPUPlayer1.Shots = New Collection

CPUPlayer2.X = 700
CPUPlayer2.Y = 500
CPUPlayer2.Angle = 0
CPUPlayer2.RotationSpeed = 0
CPUPlayer2.Speed = 0
CPUPlayer2.IsThrusting = False
CPUPlayer2.Mass = 1
CPUPlayer2.Color = RGB(0, 255, 0)
Set CPUPlayer2.Shots = New Collection

' Set the sun properties
Sun1.X = 100
Sun1.Y = 500
Sun1.Mass = 100

Sun2.X = 700
Sun2.Y = 100
Sun2.Mass = 100

' Main game loop
DO
    ' Clear the screen
    SCREEN Cls

    ' Draw the suns
    SCREEN(Sun1.X, Sun1.Y) = RGB(255, 255, 0)
    SCREEN(Sun2.X, Sun2.Y) = RGB(255, 255, 0)

    ' Check for player and sun collisions
    If PlayerSunCollision(Player1, Sun1) Or PlayerSunCollision(Player1, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(Player2, Sun1) Or PlayerSunCollision(Player2, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer1, Sun1) Or PlayerSunCollision(CPUPlayer1, Sun2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerSunCollision(CPUPlayer2, Sun1) Or PlayerSunCollision(CPUPlayer2, Sun2) Then
        ' End the game
        EXIT DO
    End If

    ' Check for player collisions
    If PlayerCollision(Player

Don't stop now! We're so close! (yeah, right)

Code: (Select All)
keep listing the rest of the program
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

, Player2) Or PlayerCollision(Player1, CPUPlayer1) Or PlayerCollision(Player1, CPUPlayer2) Then
        ' End the game
        EXIT DO
    End If
    If PlayerCollision(Player2, CPUPlayer1) Or PlayerCollision(Player2, CPUPlayer2) Then
        ' End the game
        EXIT DO
    End If

    ' Check for shot and player collisions
    For i = 0 To Player1.Shots.Count - 1
        If ShotPlayerCollision(Player1.Shots(i), Player2) Then
            Player1.Shots.Remove(i)
        End If
        If ShotPlayerCollision(Player1.Shots(i), CPUPlayer1) Then
            Player1.Shots.Remove(i)
        End If
        If ShotPlayerCollision(Player1.Shots(i), CPUPlayer2) Then
            Player1.Shots.Remove(i)
        End If
    Next
    For i = 0 To Player2.Shots.Count - 1
        If ShotPlayerCollision(Player2.Shots(i), Player1) Then
            Player2.Shots.Remove(i)
        End If
        If ShotPlayerCollision(Player2.Shots(i), CPUPlayer1) Then
            Player2.Shots.Remove(i)
        End If
        If ShotPlayerCollision(Player2.Shots(i), CPUPlayer2) Then
            Player2.Shots.Remove(i)
        End If
    Next
    For i = 0 To CPUPlayer1.Shots.Count - 1
        If ShotPlayerCollision(CPUPlayer1.Shots(i), Player1) Then
            CPUPlayer1.

I can't wait to piece this all together, and see what this hunk of burnin' love hath wrought!

Code: (Select All)
please keep going and list the rest
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

Shots.Remove(i)
        End If
        If ShotPlayerCollision(CPUPlayer1.Shots(i), Player2) Then
            CPUPlayer1.Shots.Remove(i)
        End If
        If ShotPlayerCollision(CPUPlayer1.Shots(i), CPUPlayer2) Then
            CPUPlayer1.Shots.Remove(i)
        End If
    Next
    For i = 0 To CPUPlayer2.Shots.Count - 1
        If ShotPlayerCollision(CPUPlayer2.Shots(i), Player1) Then
            CPUPlayer2.Shots.Remove(i)
        End If
        If ShotPlayerCollision(CPUPlayer2.Shots(i), Player2) Then
            CPUPlayer2.Shots.Remove(i)
        End If
        If ShotPlayerCollision(CPUPlayer2.Shots(i), CPUPlayer1) Then
            CPUPlayer2.Shots.Remove(i)
        End If
    Next

    ' Check for shot and sun collisions
    For i = 0 To Player1.Shots.Count - 1
        If ShotSunCollision(Player1.Shots(i), Sun1) Or ShotSunCollision(Player1.Shots(i), Sun2) Then
            Player1.Shots.Remove(i)
        End If
    Next
    For i = 0 To Player2.Shots.Count - 1
        If ShotSunCollision(Player2.Shots(i), Sun1) Or ShotSunCollision(Player2.Shots(i), Sun2) Then
            Player2.Shots.Remove(i)
        End If
    Next
    For i = 0 To CPUPlayer1.Shots.Count - 1
        If ShotSunCollision(CPUPlayer1.Shots(i), Sun1) Or ShotSunCollision(CPUPlayer1.Shots(i), Sun2) Then
            CPUPlayer1.Shots.Remove(i)
        End If
    Next
    For i = 0 To CPUPlayer2.Shots.Count - 1
        If ShotSunCollision(CPUPlayer2.Shots(i), Sun1) Or ShotSunCollision(CPUPlayer2.Shots(i), Sun2) Then
            CPUPlayer2.Shots.Remove(i)
        End If
    Next

    ' Update the player rotations
    UpdatePlayerRotation Player1, KEY(37), KEY(39)
    UpdatePlayerRotation Player2, KEY(65), KEY(68)

    ' Update the player thrusts
    UpdatePlayerThrust Player1, KEY(38)
    Update

I must be a glutton for punishment!
(and you too, gentle reader, if you're still following along!)

Code: (Select All)
please list the rest
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

PlayerThrust Player2, KEY(87)

    ' Update the players' positions
    UpdatePlayerPosition Player1
    UpdatePlayerPosition Player2
    UpdateCPUPlayers

    ' Update the players' positions based on gravity
    UpdatePlayerGravity Player1
    UpdatePlayerGravity Player2
    UpdatePlayerGravity CPUPlayer1
    UpdatePlayerGravity CPUPlayer2

    ' Update the shots' positions
    For i = 0 To Player1.Shots.Count - 1
        UpdateShot Player1.Shots(i)
    Next
    For i = 0 To Player2.Shots.Count - 1
        UpdateShot Player2.Shots(i)
    Next
    For i = 0 To CPUPlayer1.Shots.Count - 1
        UpdateShot CPUPlayer1.Shots(i)
    Next
    For i = 0 To CPUPlayer2.Shots.Count - 1
        UpdateShot CPUPlayer2.Shots(i)
    Next

    ' Draw the players
    DrawPlayer Player1
    DrawPlayer Player2
    DrawPlayer CPUPlayer1
    DrawPlayer CPUPlayer2

    ' Draw the shots
    For i = 0 To Player1.Shots.Count - 1
        DrawShot Player1.Shots(i)
    Next
    For i = 0 To Player2.Shots.Count - 1
        DrawShot Player2.Shots(i)
    Next
    For i = 0 To CPUPlayer1.Shots.Count - 1
        DrawShot CPUPlayer1.Shots(i)
    Next
    For i = 0 To CPUPlayer2.Shots.Count - 1
        DrawShot CPUPlayer2.Shots(i)
    Next

    ' Check for player firing
    If KEY(13) Then
        Dim Shot As Shot
        Shot.X = Player1.X + 5 * COS(Player1.Angle)
        Shot.Y = Player1.Y + 5 * SIN(Player1.Angle

Will it ever end??? 

Code: (Select All)
please list the rest
Certainly! Here is the rest of the Spacewar! game in QB64 that allows two players to control their ships with the keyboard, and includes two additional computer-controlled players and two suns:

Shot.Angle = Player1.Angle
Shot.Speed = 5
Shot.Color = RGB(255, 255, 255)
Player1.Shots.Add Shot
    End If
    If KEY(69) Then
        Dim Shot As Shot
        Shot.X = Player2.X + 5 * COS(Player2.Angle)
        Shot.Y = Player2.Y + 5 * SIN(Player2.Angle)
        Shot.Angle = Player2.Angle
        Shot.Speed = 5
        Shot.Color = RGB(255, 255, 255)
        Player2.Shots.Add Shot
    End If

    ' Update the screen
    SCREEN Update
LOOP

' End the game
SCREEN Close
I hope this helps! Let me know if you have any questions or need further assistance.

ChatGPT Dec 15 Version. Free Research Preview. Our goal is to make AI systems more natural and safe to interact with. Your feedback will help us improve.

You hope this helps! 
Oh it helped, all right! 
Helped me straight to the looney bin!

Up next, let's try to piece this bad boy together!

Print this item

  Useful Constants
Posted by: SMcNeill - 12-16-2022, 08:23 PM - Forum: SMcNeill - Replies (1)

Code: (Select All)
'Common CONST which I tend to find very useful to plug into programs
Const True = -1%%
Const False = 0%%
$If WIN Then
    Const Slash = "\"
$Else
        Const Slash = "/"
$End If
Dim Shared As String MyAppPath, MyAppName, MyAppFullPath, Quote '  These are shared strings, but they need to be gotten at the start of a program.
MyAppPath = _CWD$ '                                                I'll grab them here and just pretend that they're CONST.
MyAppName = Mid$(Command$(0), _InStrRev(Command$(0), Slash$) + 1) 'Shhh... don't tell anyone.  It'll be our little secret!
MyAppFullPath = MyAppPath + Slash + MyAppName
Quote = Chr$(34)


'Variable Type Limits
Const Bit_Min = -1`, Bit_Max = 0`
Const UBit_Min = 0~`, UBit_Max = 1~`
Const Byte_Min = -128%%, Byte_Max = 127%%, Int8_Min = -128%%, Int8_Max = 127%%
Const UByte_Min = 0~%%, UByte_Max = 255~%%, UInt8_Min = 0~%%, UInt_Max = 255~%%
Const Integer_Min = -32768%, Integer_Max = 32767%, Int16_Min = -32768%, Int16_Max = 32767%
Const UInteger_Min = 0~%, UInteger_Max = 65535~%, UInt16_Min = 0~%, UInt16_Max = 65535~%
Const Long_Min = -2147483648&, Long_Max = 2147483647&, Int32_Min = -2147483648&, Int32_Max = 2147483647&
Const ULong_Min = 0~&, ULong_Max = 4294967295~&, UInt32_Min = 0~&, UInt32_Max = 4294967295~&
Const Integer64_Min = -9223372036854775808&&, Integer64_Max = 9223372036854775807&&, Int64_Min = -9223372036854775808&&, Int64_Max = 9223372036854775807&&
Const UInteger64_Min = 0~&&, UInteger64_Max = 18446744073709551615~&&, UInt64_Min = 0~&&, UInt64_Max = 18446744073709551615~&&
Const Single_Min! = -2.802597E-45, Single_Max! = 3.402823E+38
Const Double_Min# = -4.490656458412465E-324, Double_Max = 1.797693134862310E+308
Const Float_Min## = -1.18E-4932, Float_Max## = 1.18E+4932
$If 32BIT Then
        Const Offset_Min = -2147483648&, Offset_Max = 2147483647&
        Const UOffset_Min = 0~&, UOffset_Max = 4294967295~&
$Else
    Const Offset_Min = -9223372036854775808&&, Offset_Max = 9223372036854775807&&
    Const UOffset_Min = 0~&&, UOffset_Max = 18446744073709551615~&&
$End If

'Keyhit Values
Const Key_Backspace = 8
Const Key_Tab = 9
Const Key_Enter = 13
Const Key_Shift = 16
Const Key_Control = 17
Const Key_Alt = 18
Const Key_CapsLock = 20
Const Key_ESC = 27
Const Key_Space = 32
Const Key_LeftShift = 100304
Const Key_RightShift = 100303
Const Key_LeftCtrl = 100306
Const Key_RightCtrl = 100305
Const Key_LeftAlt = 100308
Const Key_RightAlt = 100307
Const Key_PageUp = 18688
Const Key_PageDown = 20736
Const Key_LeftArrow = 19200
Const Key_RightArrow = 19712
Const Key_UpArrow = 18432
Const Key_DownArrow = 20480
Const Key_F1 = 15104
Const Key_F2 = 15360
Const Key_F3 = 15616
Const Key_F4 = 15872
Const Key_F5 = 16128
Const Key_F6 = 16384
Const Key_F7 = 16640
Const Key_F8 = 16896
Const Key_F9 = 17152
Const Key_F10 = 17408
Const Key_F11 = 34048
Const Key_F12 = 34304
Const Key_Home = 18176
Const Key_Delete = 21248
Const Key_Insert = 20992
Const Key_Win = 100311
Const Key_Menu = 100319
Const Key_PrintScreen = 900044
Const Key_ScrollLock = 100302
Const Key_Accent = 96
Const Key_Tilde = 126
Const Key_1 = 49
Const Key_2 = 50
Const Key_3 = 51
Const Key_4 = 52
Const Key_5 = 53
Const Key_6 = 54
Const Key_7 = 55
Const Key_8 = 56
Const Key_9 = 57
Const Key_0 = 48
Const Key_Minus = 45, Key_Dash = 45, Key_Subtract = 45
Const Key_Equal = 61
Const Key_Exclaim = 33
Const Key_At = 64
Const Key_Pound = 35
Const Key_Dollar = 36
Const Key_Percent = 37
Const Key_Power = 94, Key_Caret = 94
Const Key_And = 38
Const Key_Star = 42, Key_Multiply = 42
Const Key_LeftParen = 40
Const Key_RightParen = 41
Const Key_Underscore = 95
Const Key_Plus = 43, Key_Add = 43
Const Key_LowerCase = 32 '      Add to key values to get lowercase characters
Const Key_A = 65, Key_A_Low = 97 'for example, 65 is A.  65 + 32 = a (97)
Const Key_B = 66, Key_B_Low = 98 'So it's basically IF Key_B AND Key_LowerCase THEN 'it's a "b"
Const Key_C = 67, Key_C_Low = 99
Const Key_D = 68, Key_D_Low = 10
Const Key_E = 69, Key_E_Low = 101
Const Key_F = 70, Key_F_Low = 102
Const Key_G = 71, Key_G_Low = 103
Const Key_H = 72, Key_H_Low = 104
Const Key_I = 73, Key_I_Low = 105
Const Key_J = 74, Key_J_Low = 106
Const Key_K = 75, Key_K_Low = 107
Const Key_L = 76, Key_L_Low = 108
Const Key_M = 77, Key_M_Low = 109
Const Key_N = 78, Key_N_Low = 110
Const Key_O = 79, Key_O_Low = 111
Const Key_P = 80, Key_P_Low = 112
Const Key_Q = 81, Key_Q_Low = 113
Const Key_R = 82, Key_R_Low = 114
Const Key_S = 83, Key_S_Low = 115
Const Key_T = 84, Key_T_Low = 116
Const Key_U = 85, Key_U_Low = 117
Const Key_V = 86, Key_V_Low = 118
Const Key_W = 87, Key_W_Low = 119
Const Key_X = 88, Key_X_Low = 110
Const Key_Y = 89, Key_Y_Low = 111
Const Key_Z = 90, Key_Z_Low = 112
Const Key_LeftBrace = 91, Key_LeftBracket = 91
Const Key_RightBrace = 93, Key_RightBracket = 93
Const Key_BackSlash = 92
Const Key_LeftCurly = 123
Const Key_RightCurly = 125
Const Key_Pipe = 124
Const Key_Semicolon = 59
Const Key_Colon = 58
Const Key_Apostrophy = 39
Const Key_Quote = 34
Const Key_Comma = 44
Const Key_Period = 46, Key_Dot = 46
Const Key_ForwardSlash = 47, Key_Slash = 47
Const Key_LessThan = 60
Const Key_GreaterThan = 62
Const Key__QuestionMark = 63, Key_Question = 63
'Note that the following keys are listed as 900000+.  These are KeyHit codes from my KeyHit library and not _KEYHIT values.
'For _KEYHIT values, drop the 900 in front, and QB64-PE will report the other values on a KEYUP event only.
'So you can read Mute, but it'll *ONLY* read as -173, and that's *only* when you release the key.
'None of these read at all for us on keydown events.
Const Key_Mute = 900173
Const Key_VolUp = 900174
Const Key_VolDown = 900175
Const Key_Stop = 900178
Const Key_Rewind = 900177
Const Key_Forward = 900176
Const Key_Play = 900179
'And for the following, these are also 900000+ KeyHit library codes.  These are mouse events that QB64-PE simply fails to recognize
'at all.  These neither register with _KEYHIT as a keydown, nor a keyup event.  As far as _KEYHIT is concerned, these keys
'simply don't exist!
Const Key_LeftMouse = 900001
Const Key_RightMouse = 900002
Const Key_MiddleMouse = 900004
Const Key_Mouse4 = 900005
Const Key_Mouse5 = 900006


'Inkey$ Codes
Dim Shared As String Inkey_Backspace: Inkey_Backspace = Chr$(8)
Dim Shared As String Inkey_Tab: Inkey_Tab = Chr$(9)
Dim Shared As String Inkey_Enter: Inkey_Enter = Chr$(13)
Dim Shared As String Inkey_ESC: Inkey_ESC = Chr$(27)
Const Inkey_Space = " "
Dim Shared As String Inkey_PageUp: Inkey_PageUp = MKI$(18688)
Dim Shared As String Inkey_PageDown: Inkey_PageDown = MKI$(20736)
Dim Shared As String Inkey_LeftArrow: Inkey_LeftArrow = MKI$(19200)
Dim Shared As String Inkey_RightArrow: Inkey_RightArrow = MKI$(19712)
Dim Shared As String Inkey_UpArrow: Inkey_UpArrow = MKI$(18432)
Dim Shared As String Inkey_DownArrow: Inkey_DownArrow = MKI$(20480)
Dim Shared As String Inkey_F1: Inkey_F1 = MKI$(15104)
Dim Shared As String Inkey_F2: Inkey_F2 = MKI$(15360)
Dim Shared As String Inkey_F3: Inkey_F3 = MKI$(15616)
Dim Shared As String Inkey_F4: Inkey_F4 = MKI$(15872)
Dim Shared As String Inkey_F5: Inkey_F5 = MKI$(16128)
Dim Shared As String Inkey_F6: Inkey_F6 = MKI$(16384)
Dim Shared As String Inkey_F7: Inkey_F7 = MKI$(16640)
Dim Shared As String Inkey_F8: Inkey_F8 = MKI$(16896)
Dim Shared As String Inkey_F9: Inkey_F9 = MKI$(17152)
Dim Shared As String Inkey_F10: Inkey_F10 = MKI$(17408)
Dim Shared As String Inkey_F11: Inkey_F11 = MKI$(34048)
Dim Shared As String Inkey_F12: Inkey_F12 = MKI$(34304)
Dim Shared As String Inkey_Home: Inkey_Home = MKI$(18176)
Dim Shared As String Inkey_Delete: Inkey_Delete = MKI$(21248)
Dim Shared As String Inkey_Insert: Inkey_Insert = MKI$(20992)
Const Inkey_Accent = "`"
Const Inkey_Tilde = "~"
Const Inkey_1 = "1"
Const Inkey_2 = "2"
Const Inkey_3 = "3"
Const Inkey_4 = "4"
Const Inkey_5 = "5"
Const Inkey_6 = "6"
Const Inkey_7 = "7"
Const Inkey_8 = "8"
Const Inkey_9 = "9"
Const Inkey_0 = "0"
Const Inkey_Minus = "-", Inkey_Dash = "-", Inkey_Subtract = "-"
Const Inkey_Equal = "="
Const Inkey_Exclaim = "!"
Const Inkey_At = "@"
Const Inkey_Pound = "#"
Const Inkey_Dollar = "$"
Const Inkey_Percent = "%"
Const Inkey_Power = "^", Inkey_Caret = "^"
Const Inkey_And = "&"
Const Inkey_Star = "*", Inkey_Multiply = "*"
Const Inkey_LeftParen = "("
Const Inkey_RightParen = ")"
Const Inkey_Underscore = "_"
Const Inkey_Plus = "+", Inkey_Add = "+"
Const Inkey_A = "A", Inkey_A_Low = "a" 'for example, 65 is A.  65 + 32 = a (97)
Const Inkey_B = "B", Inkey_B_Low = "b" 'So it's basically IF Inkey_B AND Inkey_LowerCase THEN 'it's a "b"
Const Inkey_C = "C", Inkey_C_Low = "c"
Const Inkey_D = "D", Inkey_D_Low = "d"
Const Inkey_E = "E", Inkey_E_Low = "e"
Const Inkey_F = "F", Inkey_F_Low = "f"
Const Inkey_G = "G", Inkey_G_Low = "g"
Const Inkey_H = "H", Inkey_H_Low = "h"
Const Inkey_I = "I", Inkey_I_Low = "i"
Const Inkey_J = "J", Inkey_J_Low = "j"
Const Inkey_K = "K", Inkey_K_Low = "k"
Const Inkey_L = "L", Inkey_L_Low = "l"
Const Inkey_M = "M", Inkey_M_Low = "m"
Const Inkey_N = "N", Inkey_N_Low = "n"
Const Inkey_O = "O", Inkey_O_Low = "o"
Const Inkey_P = "P", Inkey_P_Low = "p"
Const Inkey_Q = "Q", Inkey_Q_Low = "q"
Const Inkey_R = "R", Inkey_R_Low = "r"
Const Inkey_S = "S", Inkey_S_Low = "s"
Const Inkey_T = "T", Inkey_T_Low = "t"
Const Inkey_U = "U", Inkey_U_Low = "u"
Const Inkey_V = "V", Inkey_V_Low = "v"
Const Inkey_W = "W", Inkey_W_Low = "w"
Const Inkey_X = "X", Inkey_X_Low = "x"
Const Inkey_Y = "Y", Inkey_Y_Low = "y"
Const Inkey_Z = "Z", Inkey_Z_Low = "z"
Const Inkey_LeftBrace = "[", Inkey_LeftBracket = "["
Const Inkey_RightBrace = "]", Inkey_RightBracket = "]"
Const Inkey_BackSlash = "\"
Const Inkey_LeftCurly = "{"
Const Inkey_RightCurly = "}"
Const Inkey_Pipe = "|"
Const Inkey_Semicolon = ";"
Const Inkey_Colon = ":"
Const Inkey_Apostrophy = "'"
Dim Shared As String Inkey_Quote: Inkey_Quote = Chr$(34)
Const Inkey_Comma = ","
Const Inkey_Period = ".", Inkey_Dot = "."
Const Inkey_ForwardSlash = "/", Inkey_Slash = "/"
Const Inkey_LessThan = "<"
Const Inkey_GreaterThan = ">"
Const Inkey_QuestionMark = "?", Inkey_Question = "?"


A list of the various CONST that I find myself endlessly using in my programs.  Gathered in one spot like this, they make for an easy $INCLUDE at the top of my code, and then I can make use of the names and values without having to always look up a keycode chart somewhere for my needs.  

For example, what's the minimum value you can use for a LONG?  Long_Min!

What's the input value of the left arrow key with Inkey$?   Inkey_LeftArrow!

What's the keydown value of the left shift key?  Key_LeftShift!

Names of things that are much easier to remember than their actual values -- that's all this is.  Free to use, abuse, and alter as wanted/needed.

Enjoy, guys.  Smile

Print this item

  DAY 036: _STRCMP
Posted by: Pete - 12-16-2022, 07:09 PM - Forum: Keyword of the Day! - Replies (3)

Ever want to compare strings, without being called a racist? Well now you can with _STRCMP...

SYNTAX compare% = _STRCMP(string1$, string2$)

What does it do? _STRCMP reads each string from left to right, and compares each ASCII character value. At the first instance where one value is not equal to the other, the function exits and returns:

-1 If the string character being compared in the first string is smaller than the string character being compared in the second string.
 0 If the strings are equal.
 1 If the string character being compared in the first string is larger than the string character being compared in the second string.

Also, remember that: Upper case letters are valued less than lower case letters in the ASCII evaluation. (Wiki).

So here is a quick function using our Keyword of the Day to see how it "functions."

Code: (Select All)
DO
    LINE INPUT "String 1: "; a$
    LINE INPUT "String 2: "; b$: PRINT
    IF a$ = "" AND b$ = "" THEN END
    PRINT scompare(a$, b$)
    PRINT
LOOP

FUNCTION scompare$ (string1$, string2$)
    a% = _STRCMP(string1$, string2$)
    SELECT CASE a%
        CASE -1
            scompare$ = "The first string is smaller than the second string."
        CASE 0
            scompare$ = "The first string is equal to the second string."
        CASE 1
            scompare$ = "The first string is larger than the second string."
    END SELECT
END FUNCTION

Well hold on a minute there, Sparky...

What if I input a$ = 99.9 and b$ = 1024?

Well, _STRCMP would correctly return "The first string is larger than the second string." because with left to right evaluation, "9" of a$ is larger than "1" of b$.

To get a method to tell you if the value of a string representing a numeric value like we use in String Math routines, requires a bit of work...

Code: (Select All)
DO
    LINE INPUT "Number 1: "; s1$
    LINE INPUT "Number 2: "; s2$
    IF s1$ = "" OR s2$ = "" THEN EXIT DO
    gl% = 0: sm_greater_lesser s1$, s2$, gl%
    SELECT CASE gl%
        CASE -1: PRINT s1$; " < "; s2$
        CASE 0: PRINT s1$; " = "; s2$
        CASE 1: PRINT s1$; " > "; s2$
    END SELECT
    PRINT
LOOP

SUB sm_greater_lesser (stringmatha$, stringmathb$, gl%)
    compa$ = stringmatha$: compb$ = stringmathb$ ' So original variables do not get changed.
    DO
        WHILE -1 ' Falx loop.
            IF gl% = 2 THEN EXIT WHILE ' For bypassing sign and decimal adjustments when only positive non-decimal numbers are being evaluated.
            ' Remove trailing zeros after a decimal point.
            IF INSTR(compa$, ".") THEN
                DO UNTIL RIGHT$(compa$, 1) <> "0" AND RIGHT$(compa$, 1) <> "." AND RIGHT$(compa$, 1) <> "-"
                    compa$ = MID$(compa$, 1, LEN(compa$) - 1)
                LOOP
            END IF
            IF INSTR(compb$, ".") THEN
                DO UNTIL RIGHT$(compb$, 1) <> "0" AND RIGHT$(compb$, 1) <> "." AND RIGHT$(compb$, 1) <> "-"
                    compb$ = MID$(compb$, 1, LEN(compb$) - 1)
                LOOP
            END IF

            IF MID$(compa$, 1, 2) = "-0" OR compa$ = "" OR compa$ = "-" THEN compa$ = "0"
            IF MID$(compb$, 1, 2) = "-0" OR compb$ = "" OR compb$ = "-" THEN compb$ = "0"

            ' A - and +
            j% = 0: k% = 0
            IF LEFT$(compa$, 1) = "-" THEN j% = -1
            IF LEFT$(compb$, 1) = "-" THEN k% = -1
            IF k% = 0 AND j% THEN gl% = -1: EXIT DO
            IF j% = 0 AND k% THEN gl% = 1: EXIT DO

            j&& = INSTR(compa$, ".")
            k&& = INSTR(compb$, ".")

            ' A starting decimal and non-decimal.
            IF j&& = 0 AND k&& = 1 THEN
                IF compa$ = "0" THEN gl% = -1 ELSE gl% = 1
                EXIT DO
            END IF
            IF k&& = 0 AND j&& = 1 THEN
                IF compb$ = "0" THEN gl% = 1 ELSE gl% = -1
                EXIT DO
            END IF

            ' remove decimals and align.
            j2&& = 0: k2&& = 0
            IF j&& <> 0 OR k&& <> 0 THEN
                IF j&& THEN compa$ = MID$(compa$, 1, INSTR(compa$, ".") - 1) + MID$(compa$, INSTR(compa$, ".") + 1): j2&& = LEN(compa$) - j&& + 1
                IF k&& THEN compb$ = MID$(compb$, 1, INSTR(compb$, ".") - 1) + MID$(compb$, INSTR(compb$, ".") + 1): k2&& = LEN(compb$) - k&& + 1
                compa$ = compa$ + STRING$(k2&& - j2&&, "0")
                compb$ = compb$ + STRING$(j2&& - k2&&, "0")
            END IF
            EXIT WHILE
        WEND

        ' Remove leading zeros if any.
        DO UNTIL LEFT$(compa$, 1) <> "0"
            compa$ = MID$(compa$, 2)
        LOOP
        IF compa$ = "" THEN compa$ = "0"
        DO UNTIL LEFT$(compb$, 1) <> "0"
            compb$ = MID$(compb$, 2)
        LOOP
        IF compb$ = "" THEN compb$ = "0"

        ' Both positive or both negative whole numbers.

        SELECT CASE LEN(compa$)
            CASE IS < LEN(compb$)
                gl% = -1
            CASE IS = LEN(compb$)
                IF compa$ = compb$ THEN
                    gl% = 0
                ELSEIF compa$ > compb$ THEN gl% = 1
                ELSEIF compa$ < compb$ THEN gl% = -1
                END IF
            CASE IS > LEN(compb$)
                gl% = 1
        END SELECT
        EXIT DO
    LOOP
END SUB

So sure, doing a simple numeric comparison like...

Code: (Select All)
PRINT 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999997 = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999997.1
 Output 0 for False, which is correct.

...works, but below, using a strings to represent these values, the  VAL() function converts our string numbers to S.N. with some loss of accuracy along the way.

Code: (Select All)
PRINT VAL("99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999997") > VAL("99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999997.1")
Output -1 for True, which is incorrect; as VAL() of both is: 1D+224

So since String Math is designed for enormous numbers, a string comparison function for val() had to be created. If you have an alternative, please post, but otherwise please just keep in mind the difference between _STRCMP, which compares the ASCII character values from left to right, and the function I posted, which compares the numeric value of the strings.

Pete

Print this item

  program generated by chatgpt
Posted by: James D Jarvis - 12-16-2022, 07:06 PM - Forum: General Discussion - Replies (17)

this program was generated by chat gpt. I did have to lightly edit it because it tried to use the symbol "&" in place of the symbol ";" in print commands, otherwise it all came from this prompt:

create qb64pe source code that allows the user to select from a displayed list of 10 entries.

Code: (Select All)
' Define an array to hold the list of entries
Dim entries(10) As String

' Populate the array with sample data
entries(1) = "Apple"
entries(2) = "Banana"
entries(3) = "Cherry"
entries(4) = "Date"
entries(5) = "Eggplant"
entries(6) = "Fig"
entries(7) = "Grape"
entries(8) = "Honeydew"
entries(9) = "Kiwi"
entries(10) = "Lemon"

' Display the list of entries
Print "Please select an entry from the list:"
For i = 1 To 10
    Print i; ") "; entries(i)
Next i

' Get the user's selection
Do
    Input "Enter your selection: ", selection
    If selection < 1 Or selection > 10 Then
        Print "Invalid selection. Please try again."
    Else
        Exit Do
    End If
Loop

' Display the selected entry
Print "You selected: "; entries(selection)

Print this item

  _OS$ Very interesting, but...
Posted by: Pete - 12-16-2022, 04:57 PM - Forum: Help Me! - Replies (4)

Rowin and Martin's Laugh IN aside,

I don't quite get this about _OS$.

The wiki states _OS$ ireturns the operating system that compiled the program. So If I compile a program in Windows, and a Linux user gets the .exe file, and runs it., all the _OS$ conditional statements can do is to indicate to the Linux user the exe was compiled on a Windows OS.

It seems to me we would be better off having it or something else identify the OS the exe is actually running on, but maybe I'm missing some value here. I haven't used it before.

Pete

Print this item

  Sending Color to Specific Location
Posted by: Dimster - 12-16-2022, 04:03 PM - Forum: Works in Progress - Replies (7)

I was just wondering if there is way to change the color of a value which is displaying on a screen. For example, something like this


Screen _NewImage(1900, 900, 32)
$Color:32

A$ = "5"
Color White
_PrintString (100, 100), A$
Color Green
_printstring (100,100), color green



So the value 5 is displaying on the screen in white however, later on in the program I want that value to pop out if certain conditions apply. Present coding requires a complete repeat of the value plus the new color but if I just want to change the color only at that same location doesn't appear color only can be changed? or might there be a way???

Print this item