My Lunar Lander bloatware! (ver 0.33) - madscijr - 07-19-2022
I took the 30 line game by BPlus and force fed it, and now it's 1500+ lines!
It's still not Atari Lunar Lander, but getting there...!
My current challenge is doing sound effects from code without resorting to using separate sound files. The rocket sounds keep playing after the player stops pressing keys. How to make it stop?
Enjoy
Code: (Select All) ' Looney Lander 1562 LOC, v0.33, mostly by madscijr
' based on b+ Lander 30 LOC (double parking cheat) 2020-11-13
' BPlus proggies > Lander
' https://staging.qb64phoenix.com/showthread.php?tid=162&page=3&highlight=Lander
' https://staging.qb64phoenix.com/showthread.php?tid=443
' bplus Wrote:
' I got a little 30 LOC starter kit setup in Proggies for Lander.
' You will feel the need to jazz it up, resistance is futile.
' DATE WHO-DONE-IT DID-WHAT
' 2020-11-15 bplus fix off-sides x,
' add alternate keys: a=left d=right w=up
' so now arrow keys or WAD system works
' 2022-07-15 madscijr changed variables to double to move lander a fraction of a pixel at a time
' display velocity, fuel, etc. on screen
' DONE:
' Change input to use _BUTTON instead of KeyHit
' Track velocity + lateral momentum + fuel
' Display altitude, velocity, fuel, etc.
' Pressing arrow up/down/left/right and 1-7 simultaneously selects which direction to thrust in, and power level.
' TODO:
' Better (graphic) display for fuel gauge, air speed, etc.
' If speed too fast, display in a different color or graphically warn player.
' Sound effects: engines, crash, warning beeps (low fuel, moving too fast, etc.)
' Simplify flames? Just draw a couple of lines instead of semicircles?
' Change surface of moon to vector lines.
' Map entire moon and scroll horizontally as lander drifts towards edges of screen.
' Zoom in as lander gets close to surface.
' Stars "cheap planetarium"
' Track + display oxygen
' Meteorites, UFOs + other phenomena
' Support game controllers?
' Get out and walk on the moon, collect rocks, meet moonmen, blast back off, rendevous, go home, splashdown, etc.
' Various missions - land, explore, take readings, rescue, salvage, mining, combat, set up moonbase, etc.
' BOOLEAN CONSTANTS
Const FALSE = 0
Const TRUE = Not FALSE
' FOR THRUST DIRECTION
Const cNone = 0
Const cUp = 1
Const cDown = 2
Const cLeft = 3
Const cRight = 4
' HOLDS INFO ABOUT ROCKET THRUSTERS
Type ThrustType
FuelUsed As Integer
Power As Double
Radius As Single
OffsetX As Single
OffsetY As Single
Color As _Unsigned Long
FlickerIndex As Integer
End Type ' ThrustType
' ENABLE / DISABLE DEBUG CONSOLE
Dim Shared m_bDebug As Integer: m_bDebug = TRUE
' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)
' ****************************************************************************************************************************************************************
' ACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
$Console
_Delay 4
_Console On
_Echo "Started " + m_ProgramName$
_Echo "Debugging on..."
End If
' ****************************************************************************************************************************************************************
' =============================================================================
' START THE MAIN ROUTINE
main
' =============================================================================
' FINISH
Screen 0
Print m_ProgramName$ + " finished."
Input "Press <ENTER> to continue", in$
' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
_Console Off
End If
' ****************************************************************************************************************************************************************
System ' return control to the operating system
End
' /////////////////////////////////////////////////////////////////////////////
Sub main
' LOCAL VARIABLES
Dim dblGravity As Double: dblGravity = 0.05
Dim iStartFuel As Integer: iStartFuel = 1000
Dim dblMinSpeedY As Double: dblMinSpeedY = 1 ' 0.75
Dim dblMinSpeedX As Double: dblMinSpeedX = .5 ' 0.20
' -----------------------------------------------------------------------------
Dim iFPS As Integer: iFPS = 30
Dim bHorizontalMomentum As Integer: bHorizontalMomentum = FALSE
Dim iLoop As Integer
Dim imgMoon&
ReDim arrMoon(-100 To 200) As Integer
'ReDim arrMoon(-100 To 200) As Double
Dim iHeight As Integer
Dim dblDX As Double
Dim dblDY As Double
'Dim iDX As Integer
'Dim iDY As Integer
Dim dblX As Double
Dim dblY As Double
Dim iX As Integer
Dim iY As Integer
Dim sKey As String
Dim iMinX As Integer
Dim iMaxX As Integer
Dim iMinY As Integer
Dim iMaxY As Integer
Dim dblMinX As Double
Dim dblMaxX As Double
Dim dblMinY As Double
Dim dblMaxY As Double
Dim iFuel As Integer
Dim iThrust As Integer
Dim iOldThrust As Integer
Dim bFlicker As Integer
Dim iThrustDirection As Integer
Dim iDrawThrust As Integer
Dim arrThrust(0 To 7) As ThrustType
Dim arrHeight(0 To 2) As Integer
' -----------------------------------------------------------------------------
'RIGHT FLAME:
Dim sngStartRadian1 As Single: sngStartRadian1 = 5.2 ' 0 to 2, -6.1 to 6.1
Dim sngStopRadian1 As Single: sngStopRadian1 = 0.6 ' 0 to 2, -6.1 to 6.1
Dim sngAspect1 As Single: sngAspect1 = -1 ' 0 to 1, -6.1 to 6.1
'LEFT FLAME:
Dim sngStartRadian2 As Single: sngStartRadian2 = 2.5 ' 0 to 2, -6.1 to 6.1
Dim sngStopRadian2 As Single: sngStopRadian2 = 4.1 ' 0 to 2, -6.1 to 6.1
Dim sngAspect2 As Single: sngAspect2 = -1 ' 0 to 1, -6.1 to 6.1
' -----------------------------------------------------------------------------
Dim iLandingSite As Integer
Dim bCrash As Integer: bCrash = FALSE
Dim bQuit As Integer: bQuit = FALSE
Dim in$
' INIT THRUSTERS
arrThrust(0).FuelUsed = 0
arrThrust(0).Power = 0
arrThrust(0).Radius = 0
arrThrust(0).OffsetX = 0
arrThrust(0).OffsetY = 0
arrThrust(0).Color = cBlack
arrThrust(0).FlickerIndex = 0
arrThrust(1).FuelUsed = 1
arrThrust(1).Power = .05
arrThrust(1).Radius = 6
arrThrust(1).OffsetX = 0
arrThrust(1).OffsetY = 0
arrThrust(1).Color = cRed
arrThrust(1).FlickerIndex = 2
arrThrust(2).FuelUsed = 2
arrThrust(2).Power = .10
arrThrust(2).Radius = 8
arrThrust(2).OffsetX = -1
arrThrust(2).OffsetY = 1
arrThrust(2).Color = cYellow
arrThrust(2).FlickerIndex = 3
arrThrust(3).FuelUsed = 3
arrThrust(3).Power = .15
arrThrust(3).Radius = 10
arrThrust(3).OffsetX = -2
arrThrust(3).OffsetY = 2
arrThrust(3).Color = cOrange
arrThrust(3).FlickerIndex = 4
arrThrust(4).FuelUsed = 4
arrThrust(4).Power = .20
arrThrust(4).Radius = 12
arrThrust(4).OffsetX = -3
arrThrust(4).OffsetY = 3
arrThrust(4).Color = cRed
arrThrust(4).FlickerIndex = 5
arrThrust(5).FuelUsed = 6
arrThrust(5).Power = .3
arrThrust(5).Radius = 14
arrThrust(5).OffsetX = -4
arrThrust(5).OffsetY = 4
arrThrust(5).Color = cYellow
arrThrust(5).FlickerIndex = 6
arrThrust(6).FuelUsed = 9
arrThrust(6).Power = .4
arrThrust(6).Radius = 18
arrThrust(6).OffsetX = -6
arrThrust(6).OffsetY = 5
arrThrust(6).Color = cOrange
arrThrust(6).FlickerIndex = 7
arrThrust(7).FuelUsed = 12
arrThrust(7).Power = .5
arrThrust(7).Radius = 26
arrThrust(7).OffsetX = -10
arrThrust(7).OffsetY = 9
arrThrust(7).Color = cRed
arrThrust(7).FlickerIndex = 6
' =============================================================================
' INITIALIZE SCREEN
Screen _NewImage(800, 640, 32)
imgMoon& = _NewImage(800, 640, 32)
' =============================================================================
' START NEW GAME
Do
Cls
_KeyClear
' -----------------------------------------------------------------------------
' DRAW RANDOM LUNAR SURFACE
Randomize Timer
iHeight = 30
iLandingSite = RandomNumber%(-9, 108)
For iLoop = -10 To 110
If iLoop = iLandingSite Or iLoop = (iLandingSite + 1) Then
iHeight = arrMoon(iLoop - 1)
Else
' The RND function returns a random number with a value between 0 (inclusive) and 1 (exclusive).
If Rnd < .5 Then iHeight = iHeight + Int(Rnd * 3) - 1
If iHeight > 39 Then iHeight = 39
If iHeight < 25 Then iHeight = 25
End If
Line (iLoop * 8, iHeight * 16)-(iLoop * 8 + 8, _Height), _RGB32(128), BF
arrMoon(iLoop) = iHeight
'arrMoon(iLoop) = iHeight * 16
DebugPrint "arrMoon(" + _Trim$(Str$(iLoop)) + " = " + _Trim$(Str$(arrMoon(iLoop)))
_PutImage , 0, imgMoon&
Next iLoop
DebugPrint "--------------------------------------------------------------------------------"
' -----------------------------------------------------------------------------
' SCREEN BOUNDARIES
intMinX = -2
intMaxX = 101
intMinY = 0
intMaxY = 39
dblMinX = intMinX * 8
dblMaxX = intMaxX * 8
dblMinY = intMinY * 8
dblMaxY = intMaxY * 8 ' 622
' -----------------------------------------------------------------------------
' PUT LANDER IN ORBIT
dblX = RandomNumber%(intMinX, intMaxX) * 8
dblY = intMinY * 16
dblDX = 0.0
dblDY = 0.5
iFuel = iStartFuel
iThrust = 0
iOldThrust = 0
bFlicker = FALSE
iThrustDirection = cNone
iDrawThrust = 0
bCrash = FALSE
' -----------------------------------------------------------------------------
' CONFIGURE PRINTING FOR _PrintString
_PrintMode _FillBackground
'_PrintMode _KEEPBACKGROUND
' -----------------------------------------------------------------------------
' MAIN LOOP
While TRUE = TRUE
' REDRAW MOON
_PutImage , imgMoon&, 0
' APPLY GRAVITY
dblDY = dblDY + dblGravity
' WRAP AROUND SCREEN WHY NOT
If dblX < dblMinX Then
dblX = dblMaxX
ElseIf dblX > dblMaxX Then
dblX = dblMinX
End If
' GET AN INTEGER
iX = DblToInt%(dblX) \ 8
iY = DblToInt%(dblY) \ 16
Color cWhite
PrintAt 1, 1, "Velocity X: " + Left$(DblRoundedToStr$(dblDX, 3), 5) + " "
PrintAt 1, 20, "Latitude : " + cstr$(iX) + " " '+ Left$(DblRoundedToStr$(dblX, 3), 5) + " "
PrintAt 3, 1, "Velocity Y: " + Left$(DblRoundedToStr$(dblDY, 3), 5) + " "
PrintAt 3, 20, "Altitude : " + cstr$(iY) + " " '+ Left$(DblRoundedToStr$(dblY, 3), 5) + " "
Color cGray
PrintAt 5, 20, "Surface : " + _Trim$(Str$(arrMoon(iX - 1)))
PrintAt 6, 20, " " + _Trim$(Str$(arrMoon(iX)))
PrintAt 7, 20, " " + _Trim$(Str$(arrMoon(iX + 1)))
Color cYellow
If iFuel > 0 Then
PrintAt 9, 1, "Fuel : " + _Trim$(Str$(iFuel))
Else
PrintAt 9, 1, "Fuel : EMPTY"
End If
Color cCyan
PrintAt 11, 1, "Controls : " + sKey
Color cDodgerBlue
PrintAt 1, 40, Chr$(34) + "One Small Step" + Chr$(34)
Color cMagenta
PrintAt 4, 40, "Land on an even surface."
PrintAt 2, 40, "Arrow keys: select which rocket engine, up slows descent."
PrintAt 3, 40, "1-7 keys: fire thrusters, 1=lightest, 7=heaviest."
Color cLime
PrintAt 5, 40, "Maximum x velocity: " + Left$(DblRoundedToStr$(dblMinSpeedX, 3), 5) + " "
PrintAt 6, 40, "Maximum y velocity: " + Left$(DblRoundedToStr$(dblMinSpeedY, 3), 5) + " "
Color cMagenta
PrintAt 7, 40, "Good Luck!"
' DRAW LANDER
'CIRCLE [[[STEP]]](column, row), radius%, [drawColor%][, startRadian!, stopRadian!] [, aspect!]
Circle (dblX + 4, dblY + 8), 4, cGray
'Circle (dblX - 2, dblY + 16), 4, cGray, 0, _Pi
'Circle (dblX + 10, dblY + 16), 4, cGray, 0, _Pi
Circle (dblX + 0, dblY + 16), 4, cGray, 0, _Pi
Circle (dblX + 8, dblY + 16), 4, cGray, 0, _Pi
''Circle (dblX + 4, dblY + 8), 4, &HFF00FFFF
''Circle (dblX + 0, dblY + 16), 4, &HFFFFFF00, 0, _Pi
''Circle (dblX + 8, dblY + 16), 4, &HFFFFFF00, 0, _Pi
'LINE [STEP] [(column1, row1)]-[STEP] (column2, row2), color[, [{B|BF}], style%]
''LINE (100, 100)-(200, 200), 10
'LINE (dblX + 4, dblY + 16)-(dblX + 0, dblY + 24), cGray
'LINE (dblX + 4, dblY + 16)-(dblX + 8, dblY + 24), cGray
' LEGS:
Line (dblX - 4, dblY + 16)-(dblX - 4, dblY + 20), cGray
Line (dblX + 12, dblY + 16)-(dblX + 12, dblY + 20), cGray
' FEET
Line (dblX - 5, dblY + 20)-(dblX - 3, dblY + 20), cGray
Line (dblX + 11, dblY + 20)-(dblX + 13, dblY + 20), cGray
' THRUST (CURRENTLY ONLY BOTTOM ENGINE)
If iThrust > 0 Then
If iThrustDirection = cUp Then
' 2 ways we could draw rocket flame LINE and CIRCLE
'
' CIRCLE Parameters
' Can use STEP for relative coordinate moves from the previous graphic coordinates.
' Coordinates designate the center position of the circle. Can be partially drawn offscreen.
' radius% is an INTEGER value for half of the total circle diameter.
' drawColor% is any available color attribute in the SCREEN mode used.
' startRadian! and stopRadian! can be any SINGLE value from 0 to 2 * π to create partial circles or ellipses.
' aspect! SINGLE values of 0 to 1 affect the vertical height and values over 1 affect the horizontal width of an ellipse. Aspect = 1 is a normal circle.
'''LINE (dblX + 04, dblY + 16)-(dblX + 02, dblY + 20), cOrange
'''LINE (dblX + 04, dblY + 16)-(dblX + 06, dblY + 20), cYellow
'''Circle (dblX + 04, dblY + 16), 4, cRed, 0, 2
''Circle (dblX + 04, dblY + 16), 8, cRed, sngStartRadian, sngStopRadian
''Circle (dblX + 32, dblY + 32), 8, cOrange, sngAspect
''Circle (dblX + 64, dblY + 48), 8, cYellow, sngStartRadian, sngStopRadian, sngAspect
'Circle (dblX + 64, dblY + 48), iRadius, cYellow, sngStartRadian, sngStopRadian, sngAspect
If bFlicker = FALSE Then
iDrawThrust = iThrust
Else
iDrawThrust = arrThrust(iThrust).FlickerIndex
End If
Circle _
(dblX + 00 + arrThrust(iDrawThrust).OffsetX, dblY + 20 + arrThrust(iDrawThrust).OffsetY), _
arrThrust(iDrawThrust).Radius, _
arrThrust(iDrawThrust).Color, _
sngStartRadian1, _
sngStopRadian1, _
sngAspect1
Circle _
(dblX + 08 - arrThrust(iDrawThrust).OffsetX, dblY + 20 + arrThrust(iDrawThrust).OffsetY), _
arrThrust(iDrawThrust).Radius, _
arrThrust(iDrawThrust).Color, _
sngStartRadian2, _
sngStopRadian2, _
sngAspect2
End If
End If
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
' -----------------------------------------------------------------------------
' HAS LANDER TOUCHED THE SURFACE OR WENT BACK INTO SPACE?
' GET HEIGHT OF SURFACE AROUND LANDER
arrHeight(0) = arrMoon(iX - 1) - 1
arrHeight(1) = arrMoon(iX) - 1
arrHeight(2) = arrMoon(iX + 1) - 1
' DID WE LAND ON EVEN SURFACE?
If iY = arrHeight(0) And iY = arrHeight(1) And iY = arrHeight(2) Then
' DID WE TOUCH DOWN GENTLY ENOUGH?
If dblDY <= dblMinSpeedY Then
' ARE WE MOVING TOO FAST HORIZONTALLY?
If Abs(dblDX) <= dblMinSpeedX Then
' TOUCH DOWN!
Color cLime
PrintAt 20, 50, "That's one small step for (wo)man kind!"
Exit While
Else
' TOO FAST HORIZONTALLY
bCrash = TRUE
End If
Else
' TOO FAST VERTICALLY
bCrash = TRUE
End If
' DID WE LAND ON UNEVEN SURFACE?
ElseIf iY = arrHeight(0) Or iY = arrHeight(1) Or iY = arrHeight(2) Or iY > intMaxY Then
' CRASHED ON UNEVEN SURFACE
bCrash = TRUE
' DID WE LEAVE THE MOON'S ORBIT?
ElseIf iY < intMinY Then
' FLEW OFF INTO SPACE
Color cCyan
PrintAt 20, 50, "Lost in space!"
_KeyClear: _Delay 2
Exit While
End If
' EXIT IF WE CRASHED
If bCrash = TRUE Then
Color cRed
PrintAt 20, 50, "Crash!"
Exit While
End If
' =============================================================================
' PROCESS INPUT
While _DeviceInput(1): Wend ' clear and update the keyboard buffer
sKey = ""
' -----------------------------------------------------------------------------
' QUIT?
If _Button(KeyCode_Escape%) Then
bQuit = TRUE
Exit While
End If
' -----------------------------------------------------------------------------
' Get direction
If _Button(KeyCode_Left%) Then
sKey = sKey + "LEFT,"
iThrustDirection = cLeft
ElseIf _Button(KeyCode_A%) Then
sKey = sKey + "A,"
iThrustDirection = cLeft
ElseIf _Button(KeyCode_Right%) Then
sKey = sKey + "RIGHT,"
iThrustDirection = cRight
ElseIf _Button(KeyCode_D%) Then
sKey = sKey + "D,"
iThrustDirection = cRight
ElseIf _Button(KeyCode_Up%) Then
sKey = sKey + "UP,"
iThrustDirection = cUp
ElseIf _Button(KeyCode_W%) Then
sKey = sKey + "W,"
iThrustDirection = cUp
ElseIf _Button(KeyCode_Down%) Then
sKey = sKey + "DOWN,"
iThrustDirection = cDown
ElseIf _Button(KeyCode_S%) Then
sKey = sKey + "S,"
iThrustDirection = cDown
Else
iThrustDirection = cNone
End If
' -----------------------------------------------------------------------------
' Get power level (1=weakest, 7=strongest)
If iThrustDirection <> cNone Then
If _Button(KeyCode_1%) Then
iOldThrust = iThrust: iThrust = 1: sKey = sKey + "1,"
ElseIf _Button(KeyCode_2%) Then
iOldThrust = iThrust: iThrust = 2: sKey = sKey + "2,"
ElseIf _Button(KeyCode_3%) Then
iOldThrust = iThrust: iThrust = 3: sKey = sKey + "3,"
ElseIf _Button(KeyCode_4%) Then
iOldThrust = iThrust: iThrust = 4: sKey = sKey + "4,"
ElseIf _Button(KeyCode_5%) Then
iOldThrust = iThrust: iThrust = 5: sKey = sKey + "5,"
ElseIf _Button(KeyCode_6%) Then
iOldThrust = iThrust: iThrust = 6: sKey = sKey + "6,"
ElseIf _Button(KeyCode_7%) Then
iOldThrust = iThrust: iThrust = 7: sKey = sKey + "7,"
Else
iOldThrust = 0: iThrust = 0: bFlicker = FALSE
End If
Else
iOldThrust = 0: iThrust = 0: bFlicker = FALSE
End If
' -----------------------------------------------------------------------------
' Fire the engines
If iThrust > 0 Then
' Make sure we have enough fuel for thrust level.
' (Else adjust based on available fuel.)
For iLoop = iThrust To 0 Step -1
If iFuel >= arrThrust(iLoop).FuelUsed Then
iThrust = iLoop
Exit For
End If
Next iLoop
' If we had enough fuel that engines are firing
If iThrust > 0 Then
' Consume fuel
iFuel = iFuel - arrThrust(iLoop).FuelUsed
' Apply force
If iThrustDirection = cLeft Then
dblDX = dblDX - arrThrust(iThrust).Power
'TODO: need a better way to do sound, these sounds don't stop playing when the player releases the controls
'SLIME_BAS_SOUND_11
ElseIf iThrustDirection = cRight Then
dblDX = dblDX + arrThrust(iThrust).Power
'SLIME_BAS_SOUND_11
ElseIf iThrustDirection = cUp Then
dblDY = dblDY - arrThrust(iThrust).Power
'SLIME_BAS_SOUND_11
ElseIf iThrustDirection = cDown Then
dblDY = dblDY + arrThrust(iThrust).Power
'snatch_bas_sound_6
''SLIME_BAS_SOUND_11
End If
' Animate the rocket flames
If iThrust = iOldThrust Then bFlicker = Not (bFlicker)
Else
' Engines off
iOldThrust = 0: bFlicker = FALSE
End If
End If
' -----------------------------------------------------------------------------
' MOVE LANDER
dblX = dblX + dblDX
dblY = dblY + dblDY
' -----------------------------------------------------------------------------
' CONTROL GAME SPEED
_Limit iFPS
'_Limit 2
'_Limit 30
Wend
' PLAY ANOTHER ROUND OR QUIT?
If bQuit = FALSE Then
_KeyClear: _Delay 1: Sleep
Else
Exit Do
End If
Loop
End Sub ' main
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
Function cstr$ (myValue)
'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$
' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better
Function DblToInt% (dblOld As Double)
Dim dblNew As Double
Dim sValue As String
Dim iPos As Integer
dblNew = RoundDouble#(dblOld, 0)
'sValue = _Trim$(Str$(dblNew))
sValue = DblToStr$(dblNew)
'iPos = InStr(1, sValue, ".")
'If iPos > 0 Then
' DblToInt% = Val(Left$(sValue, iPos - 1))
'Else
' DblToInt% = Val(sValue)
'End If
DblToInt% = Val(sValue)
End Function ' DblToInt%
' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation
' Example: A string function that displays extremely small or large exponential decimal values.
Function DblToStr$ (n#)
value$ = UCase$(LTrim$(Str$(n#)))
Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
If Xpos% Then
expo% = Val(Mid$(value$, Xpos% + 1))
If Val(value$) < 0 Then
sign$ = "-"
valu$ = Mid$(value$, 2, Xpos% - 2)
Else
valu$ = Mid$(value$, 1, Xpos% - 1)
End If
dot% = InStr(valu$, ".")
L% = Len(valu$)
If expo% > 0 Then
add$ = String$(expo% - (L% - dot%), "0")
End If
If expo% < 0 Then
min$ = String$(Abs(expo%) - (dot% - 1), "0")
DP$ = "."
End If
For n = 1 To L%
If Mid$(valu$, n, 1) <> "." Then
num$ = num$ + Mid$(valu$, n, 1)
End If
Next n
Else
DblToStr$ = value$
Exit Function
End If
DblToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' DblToStr$
' /////////////////////////////////////////////////////////////////////////////
Function DblRoundedToStr$ (dblValue As Double, intNumPlaces As Integer)
Dim dblNew As Double
dblNew = RoundDouble#(dblValue, intNumPlaces)
DblRoundedToStr$ = DblToStr$(dblNew)
End Function ' DblRoundedToStr$
' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation
' Example: A string function that displays extremely small or large exponential decimal values.
Function FloatToStr$ (n##)
value$ = UCase$(LTrim$(Str$(n##)))
Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
If Xpos% Then
expo% = Val(Mid$(value$, Xpos% + 1))
If Val(value$) < 0 Then
sign$ = "-"
valu$ = Mid$(value$, 2, Xpos% - 2)
Else
valu$ = Mid$(value$, 1, Xpos% - 1)
End If
dot% = InStr(valu$, ".")
L% = Len(valu$)
If expo% > 0 Then
add$ = String$(expo% - (L% - dot%), "0")
End If
If expo% < 0 Then
min$ = String$(Abs(expo%) - (dot% - 1), "0")
DP$ = "."
End If
For n = 1 To L%
If Mid$(valu$, n, 1) <> "." Then
num$ = num$ + Mid$(valu$, n, 1)
End If
Next n
Else
FloatToStr$ = value$
Exit Function
End If
FloatToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' FloatToStr$
' /////////////////////////////////////////////////////////////////////////////
' By sMcNeill from https://www.qb64.org/forum/index.php?topic=896.0
Function IsNum% (text$)
Dim a$
Dim b$
a$ = _Trim$(text$)
b$ = _Trim$(Str$(Val(text$)))
If a$ = b$ Then
IsNum% = TRUE
Else
IsNum% = FALSE
End If
End Function ' IsNum%
' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'Combine all elements of in$() into a single string with delimiter$ separating the elements.
Function join$ (in$(), delimiter$)
Dim result$
Dim i As Long
result$ = in$(LBound(in$))
For i = LBound(in$) + 1 To UBound(in$)
result$ = result$ + delimiter$ + in$(i)
Next i
join$ = result$
End Function ' join$
' /////////////////////////////////////////////////////////////////////////////
Function LeftPadString$ (myString$, toWidth%, padChar$)
LeftPadString$ = Right$(String$(toWidth%, padChar$) + myString$, toWidth%)
End Function ' LeftPadString$
' /////////////////////////////////////////////////////////////////////////////
Sub PrintAt (iRow%, iCol%, sText$)
'_PrintString (iCol% * 8, iRow% * 16), sText$
_PrintString (iCol% * 8, iRow% * 16), sText$
'_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt
' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.
Function RandomNumber% (Min%, Max%)
Dim NumSpread%
' SET RANDOM SEED
'Randomize ' Initialize random-number generator.
Randomize Timer
' GET RANDOM # Min%-Max%
'RandomNumber = Int((Max * Rnd) + Min) ' generate number
NumSpread% = (Max% - Min%) + 1
RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%
End Function ' RandomNumber%
' /////////////////////////////////////////////////////////////////////////////
Function RightPadString$ (myString$, toWidth%, padChar$)
RightPadString$ = Left$(myString$ + String$(toWidth%, padChar$), toWidth%)
End Function ' RightPadString$
' /////////////////////////////////////////////////////////////////////////////
' https://www.qb64.org/forum/index.php?topic=3605.0
' Quote from: SMcNeill on Today at 03:53:48 PM
'
' Sometimes, you guys make things entirely too complicated.
' There ya go! Three functions to either round naturally,
' always round down, or always round up, to whatever number of digits you desire.
' EDIT: Modified to add another option to round scientific,
' since you had it's description included in your example.
' Receives + returns _FLOAT myVar## (-1.18E-4932 to +1.18E+4932)
' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE _FLOAT
Function Round## (num##, digits%)
Round## = Int(num## * 10 ^ digits% + .5) / 10 ^ digits%
End Function
Function RoundUp## (num##, digits%)
RoundUp## = _Ceil(num## * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundDown## (num##, digits%)
RoundDown## = Int(num## * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundScientific## (num##, digits%)
RoundScientific## = _Round(num## * 10 ^ digits%) / 10 ^ digits%
End Function
' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE DOUBLE
Function RoundDouble# (num#, digits%)
RoundDouble# = Int(num# * 10 ^ digits% + .5) / 10 ^ digits%
End Function
Function RoundUpDouble# (num#, digits%)
RoundUpDouble# = _Ceil(num# * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundDownDouble# (num#, digits%)
RoundDownDouble# = Int(num# * 10 ^ digits%) / 10 ^ digits%
End Function
Function RoundScientificDouble# (num#, digits%)
RoundScientificDouble# = _Round(num# * 10 ^ digits%) / 10 ^ digits%
End Function
' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.
'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.
' Modified to handle multi-character delimiters
Sub split (in$, delimiter$, result$())
Dim start As Integer
Dim finish As Integer
Dim iDelimLen As Integer
ReDim result$(-1)
iDelimLen = Len(delimiter$)
start = 1
Do
'While Mid$(in$, start, 1) = delimiter$
While Mid$(in$, start, iDelimLen) = delimiter$
'start = start + 1
start = start + iDelimLen
If start > Len(in$) Then
Exit Sub
End If
Wend
finish = InStr(start, in$, delimiter$)
If finish = 0 Then
finish = Len(in$) + 1
End If
ReDim _Preserve result$(0 To UBound(result$) + 1)
result$(UBound(result$)) = Mid$(in$, start, finish - start)
start = finish + 1
Loop While start <= Len(in$)
End Sub ' split
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Function cRed~& ()
cRed = _RGB32(255, 0, 0)
End Function
Function cOrangeRed~& ()
cOrangeRed = _RGB32(255, 69, 0)
End Function ' cOrangeRed~&
Function cDarkOrange~& ()
cDarkOrange = _RGB32(255, 140, 0)
End Function ' cDarkOrange~&
Function cOrange~& ()
cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&
Function cGold~& ()
cGold = _RGB32(255, 215, 0)
End Function ' cGold~&
Function cYellow~& ()
cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&
' LONG-HAIRED FRIENDS OF JESUS OR NOT,
' THIS IS NOT YELLOW ENOUGH (TOO CLOSE TO LIME)
' TO USE FOR OUR COMPLEX RAINBOW SEQUENCE:
Function cChartreuse~& ()
cChartreuse = _RGB32(127, 255, 0)
End Function ' cChartreuse~&
' WE SUBSTITUTE THIS CSS3 COLOR FOR INBETWEEN LIME AND YELLOW:
Function cOliveDrab1~& ()
cOliveDrab1 = _RGB32(192, 255, 62)
End Function ' cOliveDrab1~&
Function cLime~& ()
cLime = _RGB32(0, 255, 0)
End Function ' cLime~&
Function cMediumSpringGreen~& ()
cMediumSpringGreen = _RGB32(0, 250, 154)
End Function ' cMediumSpringGreen~&
Function cCyan~& ()
cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&
Function cDeepSkyBlue~& ()
cDeepSkyBlue = _RGB32(0, 191, 255)
End Function ' cDeepSkyBlue~&
Function cDodgerBlue~& ()
cDodgerBlue = _RGB32(30, 144, 255)
End Function ' cDodgerBlue~&
Function cSeaBlue~& ()
cSeaBlue = _RGB32(0, 64, 255)
End Function ' cSeaBlue~&
Function cBlue~& ()
cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&
Function cBluePurple~& ()
cBluePurple = _RGB32(64, 0, 255)
End Function ' cBluePurple~&
Function cDeepPurple~& ()
cDeepPurple = _RGB32(96, 0, 255)
End Function ' cDeepPurple~&
Function cPurple~& ()
cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&
Function cPurpleRed~& ()
cPurpleRed = _RGB32(128, 0, 192)
End Function ' cPurpleRed~&
Function cDarkRed~& ()
cDarkRed = _RGB32(160, 0, 64)
End Function ' cDarkRed~&
Function cBrickRed~& ()
cBrickRed = _RGB32(192, 0, 32)
End Function ' cBrickRed~&
Function cDarkGreen~& ()
cDarkGreen = _RGB32(0, 100, 0)
End Function ' cDarkGreen~&
Function cGreen~& ()
cGreen = _RGB32(0, 128, 0)
End Function ' cGreen~&
Function cOliveDrab~& ()
cOliveDrab = _RGB32(107, 142, 35)
End Function ' cOliveDrab~&
Function cLightPink~& ()
cLightPink = _RGB32(255, 182, 193)
End Function ' cLightPink~&
Function cHotPink~& ()
cHotPink = _RGB32(255, 105, 180)
End Function ' cHotPink~&
Function cDeepPink~& ()
cDeepPink = _RGB32(255, 20, 147)
End Function ' cDeepPink~&
Function cMagenta~& ()
cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&
Function cBlack~& ()
cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&
Function cDimGray~& ()
cDimGray = _RGB32(105, 105, 105)
End Function ' cDimGray~&
Function cGray~& ()
cGray = _RGB32(128, 128, 128)
End Function ' cGray~&
Function cDarkGray~& ()
cDarkGray = _RGB32(169, 169, 169)
End Function ' cDarkGray~&
Function cSilver~& ()
cSilver = _RGB32(192, 192, 192)
End Function ' cSilver~&
Function cLightGray~& ()
cLightGray = _RGB32(211, 211, 211)
End Function ' cLightGray~&
Function cGainsboro~& ()
cGainsboro = _RGB32(220, 220, 220)
End Function ' cGainsboro~&
Function cWhiteSmoke~& ()
cWhiteSmoke = _RGB32(245, 245, 245)
End Function ' cWhiteSmoke~&
Function cWhite~& ()
cWhite = _RGB32(255, 255, 255)
'cWhite = _RGB32(254, 254, 254)
End Function ' cWhite~&
Function cDarkBrown~& ()
cDarkBrown = _RGB32(128, 64, 0)
End Function ' cDarkBrown~&
Function cLightBrown~& ()
cLightBrown = _RGB32(196, 96, 0)
End Function ' cLightBrown~&
Function cKhaki~& ()
cKhaki = _RGB32(240, 230, 140)
End Function ' cKhaki~&
Function cEmpty~& ()
'cEmpty~& = -1
cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################
Function KeyCode_Escape% ()
KeyCode_Escape% = 2
End Function
Function KeyCode_F1% ()
KeyCode_F1% = 60
End Function
Function KeyCode_F2% ()
KeyCode_F2% = 61
End Function
Function KeyCode_F3% ()
KeyCode_F3% = 62
End Function
Function KeyCode_F4% ()
KeyCode_F4% = 63
End Function
Function KeyCode_F5% ()
KeyCode_F5% = 64
End Function
Function KeyCode_F6% ()
KeyCode_F6% = 65
End Function
Function KeyCode_F7% ()
KeyCode_F7% = 66
End Function
Function KeyCode_F8% ()
KeyCode_F8% = 67
End Function
Function KeyCode_F9% ()
KeyCode_F9% = 68
End Function
'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
KeyCode_F10% = 17408
End Function
Function KeyCode_F11% ()
KeyCode_F11% = 88
End Function
Function KeyCode_F12% ()
KeyCode_F12% = 89
End Function
'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
KeyCode_PrintScreen% = -44
End Function
Function KeyCode_ScrollLock% ()
KeyCode_ScrollLock% = 71
End Function
'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
KeyCode_PauseBreak% = 31053
End Function
Function KeyCode_Tilde% ()
KeyCode_Tilde% = 42
End Function
Function KeyCode_1% ()
KeyCode_1% = 3
End Function
Function KeyCode_2% ()
KeyCode_2% = 4
End Function
Function KeyCode_3% ()
KeyCode_3% = 5
End Function
Function KeyCode_4% ()
KeyCode_4% = 6
End Function
Function KeyCode_5% ()
KeyCode_5% = 7
End Function
Function KeyCode_6% ()
KeyCode_6% = 8
End Function
Function KeyCode_7% ()
KeyCode_7% = 9
End Function
Function KeyCode_8% ()
KeyCode_8% = 10
End Function
Function KeyCode_9% ()
KeyCode_9% = 11
End Function
Function KeyCode_0% ()
KeyCode_0% = 12
End Function
Function KeyCode_Minus% ()
KeyCode_Minus% = 13
End Function
Function KeyCode_Equal% ()
KeyCode_Equal% = 14
End Function
Function KeyCode_BkSp% ()
KeyCode_BkSp% = 15
End Function
Function KeyCode_Ins% ()
KeyCode_Ins% = 339
End Function
Function KeyCode_Home% ()
KeyCode_Home% = 328
End Function
Function KeyCode_PgUp% ()
KeyCode_PgUp% = 330
End Function
Function KeyCode_Del% ()
KeyCode_Del% = 340
End Function
Function KeyCode_End% ()
KeyCode_End% = 336
End Function
Function KeyCode_PgDn% ()
KeyCode_PgDn% = 338
End Function
Function KeyCode_NumLock% ()
KeyCode_NumLock% = 326
End Function
Function KeyCode_KeypadSlash% ()
KeyCode_KeypadSlash% = 310
End Function
Function KeyCode_KeypadMultiply% ()
KeyCode_KeypadMultiply% = 56
End Function
Function KeyCode_KeypadMinus% ()
KeyCode_KeypadMinus% = 75
End Function
Function KeyCode_Keypad7Home% ()
KeyCode_Keypad7Home% = 72
End Function
Function KeyCode_Keypad8Up% ()
KeyCode_Keypad8Up% = 73
End Function
Function KeyCode_Keypad9PgUp% ()
KeyCode_Keypad9PgUp% = 74
End Function
Function KeyCode_KeypadPlus% ()
KeyCode_KeypadPlus% = 79
End Function
Function KeyCode_Keypad4Left% ()
KeyCode_Keypad4Left% = 76
End Function
Function KeyCode_Keypad5% ()
KeyCode_Keypad5% = 77
End Function
Function KeyCode_Keypad6Right% ()
KeyCode_Keypad6Right% = 78
End Function
Function KeyCode_Keypad1End% ()
KeyCode_Keypad1End% = 80
End Function
Function KeyCode_Keypad2Down% ()
KeyCode_Keypad2Down% = 81
End Function
Function KeyCode_Keypad3PgDn% ()
KeyCode_Keypad3PgDn% = 82
End Function
Function KeyCode_KeypadEnter% ()
KeyCode_KeypadEnter% = 285
End Function
Function KeyCode_Keypad0Ins% ()
KeyCode_Keypad0Ins% = 83
End Function
Function KeyCode_KeypadPeriodDel% ()
KeyCode_KeypadPeriodDel% = 84
End Function
Function KeyCode_Tab% ()
KeyCode_Tab% = 16
End Function
Function KeyCode_Q% ()
KeyCode_Q% = 17
End Function
Function KeyCode_W% ()
KeyCode_W% = 18
End Function
Function KeyCode_E% ()
KeyCode_E% = 19
End Function
Function KeyCode_R% ()
KeyCode_R% = 20
End Function
Function KeyCode_T% ()
KeyCode_T% = 21
End Function
Function KeyCode_Y% ()
KeyCode_Y% = 22
End Function
Function KeyCode_U% ()
KeyCode_U% = 23
End Function
Function KeyCode_I% ()
KeyCode_I% = 24
End Function
Function KeyCode_O% ()
KeyCode_O% = 25
End Function
Function KeyCode_P% ()
KeyCode_P% = 26
End Function
Function KeyCode_BracketLeft% ()
KeyCode_BracketLeft% = 27
End Function
Function KeyCode_BracketRight% ()
KeyCode_BracketRight% = 28
End Function
Function KeyCode_Backslash% ()
KeyCode_Backslash% = 44
End Function
Function KeyCode_CapsLock% ()
KeyCode_CapsLock% = 59
End Function
Function KeyCode_A% ()
KeyCode_A% = 31
End Function
Function KeyCode_S% ()
KeyCode_S% = 32
End Function
Function KeyCode_D% ()
KeyCode_D% = 33
End Function
Function KeyCode_F% ()
KeyCode_F% = 34
End Function
Function KeyCode_G% ()
KeyCode_G% = 35
End Function
Function KeyCode_H% ()
KeyCode_H% = 36
End Function
Function KeyCode_J% ()
KeyCode_J% = 37
End Function
Function KeyCode_K% ()
KeyCode_K% = 38
End Function
Function KeyCode_L% ()
KeyCode_L% = 39
End Function
Function KeyCode_Semicolon% ()
KeyCode_Semicolon% = 40
End Function
Function KeyCode_Apostrophe% ()
KeyCode_Apostrophe% = 41
End Function
Function KeyCode_Enter% ()
KeyCode_Enter% = 29
End Function
Function KeyCode_ShiftLeft% ()
KeyCode_ShiftLeft% = 43
End Function
Function KeyCode_Z% ()
KeyCode_Z% = 45
End Function
Function KeyCode_X% ()
KeyCode_X% = 46
End Function
Function KeyCode_C% ()
KeyCode_C% = 47
End Function
Function KeyCode_V% ()
KeyCode_V% = 48
End Function
Function KeyCode_B% ()
KeyCode_B% = 49
End Function
Function KeyCode_N% ()
KeyCode_N% = 50
End Function
Function KeyCode_M% ()
KeyCode_M% = 51
End Function
Function KeyCode_Comma% ()
KeyCode_Comma% = 52
End Function
Function KeyCode_Period% ()
KeyCode_Period% = 53
End Function
Function KeyCode_Slash% ()
KeyCode_Slash% = 54
End Function
Function KeyCode_ShiftRight% ()
KeyCode_ShiftRight% = 55
End Function
Function KeyCode_Up% ()
KeyCode_Up% = 329
End Function
Function KeyCode_Left% ()
KeyCode_Left% = 332
End Function
Function KeyCode_Down% ()
KeyCode_Down% = 337
End Function
Function KeyCode_Right% ()
KeyCode_Right% = 334
End Function
Function KeyCode_CtrlLeft% ()
KeyCode_CtrlLeft% = 30
End Function
Function KeyCode_WinLeft% ()
KeyCode_WinLeft% = 348
End Function
' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
KeyCode_AltLeft% = -30764
End Function
Function KeyCode_Spacebar% ()
KeyCode_Spacebar% = 58
End Function
' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
KeyCode_AltRight% = -30765
End Function
Function KeyCode_WinRight% ()
KeyCode_WinRight% = 349
End Function
Function KeyCode_Menu% ()
KeyCode_Menu% = 350
End Function
Function KeyCode_CtrlRight% ()
KeyCode_CtrlRight% = 286
End Function
' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################
' ################################################################################################################################################################
' BEGIN SOUND ROUTINES
' ################################################################################################################################################################
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN RUMBLE SOUNDS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' /////////////////////////////////////////////////////////////////////////////
' low warbling rumbly sound (very short version)
Sub SLIME_BAS_SOUND_11
Dim z%
Dim zz%
For z% = 220 To 200 Step -1
Sound Int(100 * Rnd) + 50, .3
For zz% = 1 To 1000: Next zz%
Next z%
End Sub ' SLIME_BAS_SOUND_11
' /////////////////////////////////////////////////////////////////////////////
' medium rumbling type sound
Sub snatch_bas_sound_6
Dim Z As Integer
For Z = 40 To 1 Step -1
'For Z = 10 To 1 Step -1
'Z = 20
Sound Int(60 * Rnd) + 60 + Z, .2
Next Z
End Sub ' snatch_bas_sound_6
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END RUMBLE SOUNDS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' END SOUND ROUTINES
' ################################################################################################################################################################
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Sub DebugPrint (MyString As String)
If m_bDebug = TRUE Then
'_Echo MyString
ReDim arrLines(-1) As String
Dim iLoop As Integer
split MyString, Chr$(13), arrLines()
For iLoop = LBound(arrLines) To UBound(arrLines)
_Echo arrLines(iLoop)
Next iLoop
End If
End Sub ' DebugPrint
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' ################################################################################################################################################################
' #REFERENCE
' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:
' Type Name Type suffix symbol Minimum value Maximum value Size in Bytes
' --------------------- ------------------ ---------------------------- -------------------------- -------------
' _BIT ` -1 0 1/8
' _BIT * n `n -128 127 n/8
' _UNSIGNED _BIT ~` 0 1 1/8
' _BYTE %% -128 127 1
' _UNSIGNED _BYTE ~%% 0 255 1
' INTEGER % -32,768 32,767 2
' _UNSIGNED INTEGER ~% 0 65,535 2
' LONG & -2,147,483,648 2,147,483,647 4
' _UNSIGNED LONG ~& 0 4,294,967,295 4
' _INTEGER64 && -9,223,372,036,854,775,808 9,223,372,036,854,775,807 8
' _UNSIGNED _INTEGER64 ~&& 0 18,446,744,073,709,551,615 8
' SINGLE ! or none -2.802597E-45 +3.402823E+38 4
' DOUBLE # -4.490656458412465E-324 +1.797693134862310E+308 8
' _FLOAT ## -1.18E-4932 +1.18E+4932 32(10 used)
' _OFFSET %& -9,223,372,036,854,775,808 9,223,372,036,854,775,807 Use LEN
' _UNSIGNED _OFFSET ~%& 0 18,446,744,073,709,551,615 Use LEN
' _MEM none combined memory variable type N/A Use LEN
' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
RE: My Lunar Lander bloatware! (ver 0.33) - SierraKen - 07-20-2022
LOL that is fun! For the sound, you might want to try short bursts of sound if it's possible. Or use the PLAY command to play an A note at 16 or 32. https://qb64phoenix.com/qb64wiki/index.php/PLAY
There might be other ways to do it too, I know that I use Dav's chimes for my clock that doesn't use either of those, it uses the _SndRawLen, _SndRaw, and _SndRate commands that I still have to figure out myself.
RE: My Lunar Lander bloatware! (ver 0.33) - madscijr - 07-20-2022
(07-20-2022, 04:08 PM)SierraKen Wrote: LOL that is fun! For the sound, you might want to try short bursts of sound if it's possible. Or use the PLAY command to play an A note at 16 or 32. https://qb64phoenix.com/qb64wiki/index.php/PLAY
There might be other ways to do it too, I know that I use Dav's chimes for my clock that doesn't use either of those, it uses the _SndRawLen, _SndRaw, and _SndRate commands that I still have to figure out myself.
I saw those _SndRaw commands, briefly played with them, and didn't get too far.
It does look like it gives you low-level control, and I will spend more time reading about it.
Sound is one of those areas of QB64 that I need to learn more about. I would like to see the language expanded with higher level commands that let you have more control over audio, but maybe some of that functionality is already present. I need to study some _SndRaw examples and see what it can do...
RE: My Lunar Lander bloatware! (ver 0.33) - SierraKen - 07-20-2022
Here is one of my simple clocks using Dav's chimes. The chimes section is towards the bottom. When you run it, press the Space Bar to hear the chimes anytime. They also play at the top of the hour.
Code: (Select All) _Title "Clock by Ken G."
Screen _NewImage(350, 350, 32)
_Limit 500
Do
a$ = InKey$
If a$ = " " Then chimes = 1
Circle (180, 184), 140, _RGB32(127, 249, 255)
hours = Timer \ 3600
minutes = Timer \ 60 - hours * 60
seconds = (Timer - hours * 3600 - minutes * 60)
ho$ = Left$(Time$, 2): hou = Val(ho$)
min$ = Mid$(Time$, 4, 2): minu = Val(min$)
seco$ = Right$(Time$, 2): secon = Val(seco$)
'Minutes
m = 180 - minutes * 6
xx = Int(Sin(m / 180 * 3.141592) * 120) + 180
yy = Int(Cos(m / 180 * 3.141592) * 120) + 184
For b = -5 To 5 Step .1
Line (180 + b, 184)-(xx, yy), _RGB32(0, 255, 255)
Line (180, 184 + b)-(xx, yy), _RGB32(0, 255, 255)
Next b
'Hours
h = 360 - hours * 30 + 180
xxx = Int(Sin(h / 180 * 3.141592) * 100) + 180
yyy = Int(Cos(h / 180 * 3.141592) * 100) + 184
For b = -5 To 5 Step .1
Line (180 + b, 184)-(xxx, yyy), _RGB32(0, 255, 0)
Line (180, 184 + b)-(xxx, yyy), _RGB32(0, 255, 0)
Next b
'Seconds
s = (60 - seconds) * 6 + 180
x = Int(Sin(s / 180 * 3.141592) * 125) + 180
y = Int(Cos(s / 180 * 3.141592) * 125) + 184
For b = -5 To 5 Step .1
Line (180 + b, 184)-(x, y), _RGB32(255, 0, 0)
Line (180, 184 + b)-(x, y), _RGB32(255, 0, 0)
Next b
'Dav's Chimes
If (minu = 0 And secon = 0) Or chimes = 1 Then
hour2 = hou
If hour2 > 12 Then hour2 = hour2 - 12
If hour2 = 0 Then hour2 = 12
For chimes = 1 To hour2
ttt = 0
Do
'queue some sound
Do While _SndRawLen < 0.1 'you may wish to adjust this
sample = Sin(ttt * 340 * Atn(1) * 8) '340Hz sine wave (ttt * 440 * 2p)
sample = sample * Exp(-ttt * 3) 'fade out eliminates clicks after sound
_SndRaw sample
ttt = ttt + 1 / _SndRate 'sound card sample frequency determines time
Loop
'do other stuff, but it may interrupt sound
Loop While ttt < 2 'play for 2 seconds
Do While _SndRawLen > 0 'Finish any left over queued sound!
Loop
Next chimes
End If
chimes = 0
two:
_Display
Cls
Loop
RE: My Lunar Lander bloatware! (ver 0.33) - vince - 07-21-2022
Does B+ also have a lunar lander or is it a JB original?
RE: My Lunar Lander bloatware! (ver 0.33) - madscijr - 07-21-2022
(07-21-2022, 01:50 AM)vince Wrote: Does B+ also have a lunar lander or is it a JB original?
I link to BPlus' 30-line original in the comments at the top of my code ^^^
Here's the original:
BPlus proggies > Lander
https://staging.qb64phoenix.com/showthread.php?tid=162&page=3&highlight=Lander
https://staging.qb64phoenix.com/showthread.php?tid=443
bplus Wrote:
Quote:I got a little 30 LOC starter kit setup in Proggies for Lander.
You will feel the need to jazz it up, resistance is futile.
RE: My Lunar Lander bloatware! (ver 0.33) - madscijr - 07-21-2022
(07-20-2022, 06:47 PM)SierraKen Wrote: Here is one of my simple clocks using Dav's chimes. The chimes section is towards the bottom. When you run it, press the Space Bar to hear the chimes anytime. They also play at the top of the hour.
Thanks! The fade out that eliminates the clicks after the sound is helpful.
I see the comment "do other stuff, but it may interrupt sound" which leads to my next question -
if it's a sound effect for a game, where we're constantly redrawing the screen, reading the keyboard for input, and making calculations,
the sound effects need to be asynchronous. How do we get it to NOT interrupt the sound?
When the player lets go of the "thrust" button, the engine sound should stop immediately, without any clicks.
Here's my test harness where I am playing with your "chimes" code:
Code: (Select All) ' SierraKen
' Here is one of my simple clocks using Dav's chimes.
' The chimes section is towards the bottom.
' When you run it, press the Space Bar to hear the chimes anytime.
' They also play at the top of the hour.
' https://staging.qb64phoenix.com/showthread.php?tid=654&pid=4228#pid4228
_Title "Chimes #1"
' BOOLEAN CONSTANTS
Const FALSE = 0
Const TRUE = Not FALSE
Dim HZ&
Dim iCount%
Dim iIncrement&
Dim iDirection&
Dim iMinHZ&
Dim iMaxHZ&
Dim bQuit%
iCount% = 0
iMinHZ& = 1
iMaxHZ& = 20000
iMinInc& = 1
iMaxInc& = 16384
iIncrement& = 40
iDirection& = 1
HZ& = iMinHZ& ' start at 128 Hz
'HZ& = 340 ' 340Hz
bQuit% = FALSE
_Limit 500
Do
iCount% = iCount% + 1
HZ& = HZ& + (iIncrement& * iDirection&)
ttt = 0
Cls
Print "_SndRaw experiment based on Clock by SierraKen"
Print
Print "Chime #" + _Trim$(Str$(iCount%))
Print
Print "Frequency = " + _Trim$(Str$(HZ&)) + " Hz"
Print "Increment = " + _Trim$(Str$((iIncrement& * iDirection&))) + " Hz"
Print "Min freq = " + _Trim$(Str$(iMinHZ&)) + " Hz"
Print "Max freq = " + _Trim$(Str$(iMaxHZ&)) + " Hz"
Print
Print "Press 1 to decrease frequency increment by 5."
Print "Press 2 to increase " + Chr$(34) + " " + Chr$(34)
Print
Print "Press Esc to quit."
Do
GoSub GetInput
' queue some sound
Do While _SndRawLen < 0.1 ' you may wish to adjust this
sample = Sin(ttt * HZ& * Atn(1) * 8) ' HZ% HZ sine wave (ttt * 440 * 2p)
sample = sample * Exp(-ttt * 3) ' fade out eliminates clicks after sound
_SndRaw sample
ttt = ttt + 1 / _SndRate ' sound card sample frequency determines time
Loop
' do other stuff, but it may interrupt sound
Loop While ttt < 2 ' play for 2 seconds
Do While _SndRawLen > 0 ' Finish any left over queued sound!
GoSub GetInput
Loop
If HZ& < iMinHZ& Or HZ& > iMaxHZ& Then
iDirection& = iDirection& * -1
End If
_KeyClear: '_DELAY 1
If bQuit% = TRUE Then Exit Do
Loop
End
GetInput:
sKey$ = InKey$
If sKey$ = Chr$(27) Then
bQuit% = TRUE
ElseIf sKey$ = "1" Then
iIncrement& = iIncrement& - 5: If iIncrement& < iMinInc& Then iIncrement& = iMinInc&
ElseIf sKey$ = "2" Then
iIncrement& = iIncrement& + 5: If iIncrement& > iMaxInc& Then iIncrement& = iMaxInc&
End If
Return
' /////////////////////////////////////////////////////////////////////////////
Sub PrintAt (iRow%, iCol%, sText$)
'_PrintString (iCol% * 8, iRow% * 16), sText$
_PrintString (iCol% * 8, iRow% * 16), sText$
'_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt
RE: My Lunar Lander bloatware! (ver 0.33) - SierraKen - 07-21-2022
Neat little experiment.
Yeah I think the PLAY command might be the only one that can play while the code keeps going. It uses the MB command inside the PLAY command to tell it to play that way. Here is an example I just made. MB sets it to play while it keeps going and the letters are the sound notes and the numbers are the duration of each note.
You also can see many other commands that PLAY has here. There might be a way to make a ship sound with it, not sure.
https://qb64phoenix.com/qb64wiki/index.php/PLAY
Code: (Select All) Do
t = t + 1
Print t
Play "MB a16b16c16d16e16f16g16"
Loop
RE: My Lunar Lander bloatware! (ver 0.33) - SierraKen - 07-21-2022
This might be a good engine sound, you can play around with it. The << sets the octave 2 times lower.
Code: (Select All) Do
t = t + 1
Print t
Play "MB <<g32"
Loop
RE: My Lunar Lander bloatware! (ver 0.33) - mnrvovrfc - 07-25-2022
(07-21-2022, 08:23 PM)SierraKen Wrote: This might be a good engine sound, you can play around with it. The << sets the octave 2 times lower.
Code: (Select All) Do
t = t + 1
Print t
Play "MB <<g32"
Loop
I might be mistaken but "PLAY" and "SOUND" are part of the deal for QB64 to emulate M$QB and GW-BASIC as closely as possible. Especially people using the latter product entirely expected sounds playing while doing something else such as keyboard input. It was crucial for those who were able to program impressive text-mode animations while complex music arrangements were being played.
You're better off at least using "_SNDOPEN", "_SNDPLAY", "_SNDSTOP", "_SNDVOL", "_SNDPLAYING" and "_SNDCLOSE", with external audio files. They could be in MP3 or OGG format which could be very small if one-channel and maybe 22050Hz sampling rate. Might want to take advantage of "_INFLATE" and "_MEMSOUND" to even include such a file into your source code. Otherwise "_SNDRAW" is the only way to start and stop sound at will.
I have to check out "_MEMSOUND" myself, but I'm not very comfortable programming for the "_MEM" gang. That statement is a lot like "Catchsound" in Purebasic, made it rather easy to bind media files into an EXE file. Sadly it might be for Windows only unless QB64 could recognize "zlib" on Linux.
EDIT: Uh about the code above, what is done with "t"? Because it's an endless loop.
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