Summer LASER Challenge
#1
I'm attempting to recreate the look and feel of the original BattleStar Galactica lasers that the Colonial Vipers (red lasers) and the Cylon Raiders (white/blue lasers) produced. Below you can see a montage of screen shots showing the various lasers in action. There's also a link to a short 4 minute clip of the show showing the two ships shooting at each other.

I've tried to recreate this effect a number of different ways using image files, rotozoom and_PUTIMAGE, shading using alpha blends, and other various things that always look like crap. I'm horrible when it comes to custom graphics.

So here's the challenge if you choose to accept it: Create this laser effect on a 2D screen where the laser can be pointed and shot in any one of 360 degrees. I've posted an early attempt of my code to give you and idea of what to shoot for. I'm working on a game based on the old BG series and I really want to get the lasers looking as authentic as possible.

YouTube clip: https://www.youtube.com/watch?v=E2BJodHVGT8

Code: (Select All)
OPTION _EXPLICIT

CONST SWIDTH = 1280
CONST SHEIGHT = 720

TYPE TYPE_VECTOR
    x AS SINGLE '              x vector/coordinate
    y AS SINGLE '              y vector/coordinate
END TYPE

TYPE TYPE_LINE
    Start AS TYPE_VECTOR '    start coordinate of laser beam line
    Finish AS TYPE_VECTOR '    end coordinate of laser beam line
    'Center AS TYPE_VECTOR '    center coordinate of laser beam line
END TYPE


TYPE TYPE_LASER

    Origin AS TYPE_VECTOR
    Head AS TYPE_LINE ' overall rectangle
    Tail AS TYPE_LINE
    Beam AS TYPE_LINE ' center beam

    HeadSpeed AS SINGLE
    TailSpeed AS SINGLE
    MaxSpeed AS SINGLE

    Vector AS TYPE_VECTOR '    vector direction of laser
    Degree AS INTEGER '        degree direction of laser
    Speed AS SINGLE '          speed of laser
    LaserColor AS _UNSIGNED LONG
    GlowColor AS _UNSIGNED LONG
    Active AS INTEGER '        laser is active (t/f)
END TYPE


REDIM Laser(0) AS TYPE_LASER
DIM Vec(359) AS TYPE_VECTOR
'DIM i AS INTEGER
DIM Degree AS INTEGER

DIM Origin AS TYPE_VECTOR
DIM Colour AS INTEGER
DIM Speed AS SINGLE
DIM RapidFire AS INTEGER
'DIM Size AS SINGLE

Degree = 0 ' precalculate degree vectors
DO
    Vec(Degree).x = SIN(_D2R(Degree))
    Vec(Degree).y = -COS(_D2R(Degree))
    Degree = Degree + 1
LOOP UNTIL Degree = 360


SCREEN _NEWIMAGE(SWIDTH, SHEIGHT, 32)
CLS


Origin.x = 100
Origin.y = 359
Degree = 90
Colour = 4
Speed = 15
'Size = 1


DO
    _LIMIT 60
    CLS
    IF _KEYDOWN(32) AND RapidFire = 0 THEN
        SHOOT_LASER Origin, Degree, Speed, Colour
        Degree = FIX_DEGREE(Degree + 2)
        RapidFire = 10
    ELSE
        IF RapidFire THEN RapidFire = RapidFire - 1
    END IF
    UPDATE_LASER
    _DISPLAY
LOOP UNTIL _KEYDOWN(27)




SUB SHOOT_LASER (Origin AS TYPE_VECTOR, Degree AS INTEGER, Speed AS SINGLE, Colour AS INTEGER)

    SHARED Laser() AS TYPE_LASER
    SHARED Vec() AS TYPE_VECTOR
    DIM Index AS INTEGER

    Index = -1 '                                    reset index counter
    DO '                                            begin free index search
        Index = Index + 1 '                          increment index counter
        IF Laser(Index).Active = 0 THEN EXIT DO '    is this index free?
    LOOP UNTIL Index = UBOUND(Laser) '              leave when all indexes checked
    IF Laser(Index).Active THEN '                    were all indexes checked?
        Index = Index + 1 '                          yes, no free indexes, increment index
        REDIM _PRESERVE Laser(Index) AS TYPE_LASER ' create a new index in array
    END IF
    Degree = FIX_DEGREE(Degree)
    Laser(Index).Active = -1
    Laser(Index).Origin = Origin
    Laser(Index).Vector = Vec(Degree)
    Laser(Index).Degree = Degree


    Laser(Index).HeadSpeed = Speed
    Laser(Index).TailSpeed = Speed * .5

    Laser(Index).Speed = Speed
    Laser(Index).LaserColor = _RGB32((Colour AND 4) * 64, (Colour AND 2) * 128, (Colour AND 1) * 256)

    Laser(Index).Beam.Start = Origin
    Laser(Index).Beam.Finish = Origin


    Laser(Index).Head.Start.x = Origin.x - 2
    Laser(Index).Head.Start.y = Origin.y
    Laser(Index).Head.Finish.x = Origin.x + 2
    Laser(Index).Head.Finish.y = Origin.y

    Rotate Laser(Index).Head.Start, Degree, Origin ' rotate line
    Rotate Laser(Index).Head.Finish, Degree, Origin

    Laser(Index).Tail = Laser(Index).Head

    SELECT CASE Colour

        CASE 4
            Laser(Index).GlowColor = _RGB32(255, 211, 80)

        CASE 7
            Laser(Index).GlowColor = _RGB32(0, 128, 255)




    END SELECT





END SUB



SUB UPDATE_LASER ()

    SHARED Laser() AS TYPE_LASER

    DIM Index AS INTEGER
    DIM NoActive AS INTEGER

    NoActive = -1
    Index = -1
    DO
        Index = Index + 1
        IF Laser(Index).Active THEN
            NoActive = 0

            Laser(Index).Head.Start.x = Laser(Index).Head.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Start.y = Laser(Index).Head.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.x = Laser(Index).Head.Finish.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.y = Laser(Index).Head.Finish.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Tail.Start.x = Laser(Index).Tail.Start.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Start.y = Laser(Index).Tail.Start.y + Laser(Index).Vector.y * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.x = Laser(Index).Tail.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.y = Laser(Index).Tail.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed

            Laser(Index).Beam.Start.x = Laser(Index).Beam.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Beam.Start.y = Laser(Index).Beam.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Beam.Finish.x = Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Beam.Finish.y = Laser(Index).Beam.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed




            Laser(Index).HeadSpeed = Laser(Index).HeadSpeed * 1.04

            Laser(Index).TailSpeed = Laser(Index).TailSpeed * 1.07


            LINE (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).LaserColor
            LINE -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).LaserColor
            LINE -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).LaserColor
            LINE -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).LaserColor

            PAINT (Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * 2, Laser(Index).Beam.Finish.y + Laser(Index).Vector.y), Laser(Index).LaserColor, Laser(Index).LaserColor

            LINE (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).GlowColor
            LINE -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).GlowColor
            LINE -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).GlowColor
            LINE -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).GlowColor

            'LINE (Laser(Index).Beam.Start.x, Laser(Index).Beam.Start.y)-(Laser(Index).Beam.Finish.x, Laser(Index).Beam.Finish.y), Laser(Index).LaserColor

            IF Laser(Index).Tail.Start.x < 0 OR Laser(Index).Tail.Start.x > SWIDTH THEN Laser(Index).Active = 0
            IF Laser(Index).Tail.Start.y < 0 OR Laser(Index).Tail.Start.y > SHEIGHT THEN Laser(Index).Active = 0


        END IF
    LOOP UNTIL Index = UBOUND(Laser)
    IF NoActive AND UBOUND(Laser) > 0 THEN REDIM Laser(0) AS TYPE_LASER: BEEP

END SUB






SUB Rotate (vec AS TYPE_VECTOR, angleDeg AS SINGLE, origin AS TYPE_VECTOR)

    ' Rotate a point around an origin using linear transformations.

    DIM x AS SINGLE
    DIM y AS SINGLE
    DIM __cos AS SINGLE
    DIM __sin AS SINGLE
    DIM xPrime AS SINGLE
    DIM yPrime AS SINGLE

    x = vec.x - origin.x '                move rotation vector origin to 0
    y = vec.y - origin.y
    __cos = COS(_D2R(angleDeg)) '        get cosine and sine of angle
    __sin = SIN(_D2R(angleDeg))
    xPrime = (x * __cos) - (y * __sin) '  calculate rotated location of vector
    yPrime = (x * __sin) + (y * __cos)
    xPrime = xPrime + origin.x '          move back to original origin
    yPrime = yPrime + origin.y
    vec.x = xPrime '                      pass back rotated vector
    vec.y = yPrime

END SUB






' ______________________________________________________________________________________________________________________________________________
'/                                                                                                                                              \
FUNCTION FIX_DEGREE (Degree AS INTEGER) '                                                                                          __FIX_DEGREE |
    ' __________________________________________________________________________________________________________________________________________|____
    '/                                                                                                                                              \
    '| Normalizes degree to between 0 and 359.                                                                                                      |
    '|                                                                                                                                              |
    '| Degree = FIX_DEGREE(-270)                                                                                                                    |
    '\_______________________________________________________________________________________________________________________________________________/

    DIM Deg AS INTEGER ' degree value passed in

    Deg = Degree '                        get passed in degree value
    IF Deg < 0 OR Degree > 359 THEN '    degree out of range?
        Deg = Deg MOD 360 '              yes, get remainder of modulus 360
        IF Deg < 0 THEN Deg = Deg + 360 ' add 360 if less than 0
    END IF
    FIX_DEGREE = Deg '                    return degree

END FUNCTION


Attached Files Image(s)
   
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
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#2
Something like the Photons here? 
https://staging.qb64phoenix.com/showthre...5#pid16275
b = b + ...
Reply
#3
I think the effect you are looking for is called bloom. You might be able to recreate it in OpenGL. I found this article to give an overview how to do it. https://learnopengl.com/Advanced-Lighting/Bloom
Reply
#4
(07-15-2023, 08:10 PM)bplus Wrote: Something like the Photons here? 
https://staging.qb64phoenix.com/showthre...5#pid16275
That looks sort of like one of the attempts I made, but I believe JustSomeGuy has the right idea below, I'm looking for a bloom effect. I read through the article he supplied and oh boy, I have some studying to do.
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
Reply
#5
(07-15-2023, 09:27 PM)justsomeguy Wrote: I think the effect you are looking for is called bloom. You might be able to recreate it in OpenGL. I found this article to give an overview how to do it. https://learnopengl.com/Advanced-Lighting/Bloom
Yep, that appears to be what I am going for. I read the article and have some investigating to do.

Has anyone else ever taken a stab at the bloom effect with QB64?
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
Reply
#6
I haven't.  Over my head.  Was thinking though, what if you just blurred it some?  I know Eric from relsoft did effects like that in some of his FB games.

- Dav

Find my programs here in Dav's QB64 Corner
Reply
#7
TerryRitchie, You are on the right track as look goes. All you need is perspective. The images should help. Everybody else knows more than I do about how do that is accomplished. I hope I'm not telling you something you already know. It runs well clockwise turning and no lag.
Reply
#8
(07-15-2023, 11:44 PM)Dav Wrote: I haven't.  Over my head.  Was thinking though, what if you just blurred it some?  I know Eric from relsoft did effects like that in some of his FB games.

- Dav
That's exactly what justsomeguy suggested with blooms. Turns out they are Gaussian blurs of the bright spots of objects applied back to the objects. I was playing around with Gaussian blurs after reading the article that justsomeguy pointed me to and I came up with the very crude image below on my first attempt. It still looks better than anything I had done up until this point. Some more tweaking and playing around and I should have something at least acceptable.

If any of you can come up with something better please do. Again, I really am amateur hour when it comes to custom graphics compared to some of the amazing skills I've seen posted from you guys over the years.


Attached Files Image(s)
   
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
Reply
#9
I was just now adding a simple blur to see what it would look like.  Not optimized or nothing, just wanted to see if any blur in realtime would work.  Kept it all in one area, had to DIM variables there.

EDIT: Came on THIS post on freebasic forum.  Has some simple steps on one of the posts.

- Dav

Code: (Select All)

Option _Explicit

Const SWIDTH = 1280
Const SHEIGHT = 720

Type TYPE_VECTOR
    x As Single '              x vector/coordinate
    y As Single '              y vector/coordinate
End Type

Type TYPE_LINE
    Start As TYPE_VECTOR '    start coordinate of laser beam line
    Finish As TYPE_VECTOR '    end coordinate of laser beam line
    'Center AS TYPE_VECTOR '    center coordinate of laser beam line
End Type


Type TYPE_LASER

    Origin As TYPE_VECTOR
    Head As TYPE_LINE ' overall rectangle
    Tail As TYPE_LINE
    Beam As TYPE_LINE ' center beam

    HeadSpeed As Single
    TailSpeed As Single
    MaxSpeed As Single

    Vector As TYPE_VECTOR '    vector direction of laser
    Degree As Integer '        degree direction of laser
    Speed As Single '          speed of laser
    LaserColor As _Unsigned Long
    GlowColor As _Unsigned Long
    Active As Integer '        laser is active (t/f)
End Type


ReDim Laser(0) As TYPE_LASER
Dim Vec(359) As TYPE_VECTOR
'DIM i AS INTEGER
Dim Degree As Integer

Dim Origin As TYPE_VECTOR
Dim Colour As Integer
Dim Speed As Single
Dim RapidFire As Integer
'DIM Size AS SINGLE

Degree = 0 ' precalculate degree vectors
Do
    Vec(Degree).x = Sin(_D2R(Degree))
    Vec(Degree).y = -Cos(_D2R(Degree))
    Degree = Degree + 1
Loop Until Degree = 360


Screen _NewImage(SWIDTH, SHEIGHT, 32)
Cls


Origin.x = 100
Origin.y = 359
Degree = 90
Colour = 4
Speed = 15
'Size = 1


Do
    _Limit 60
    Cls
    If _KeyDown(32) And RapidFire = 0 Then
        SHOOT_LASER Origin, Degree, Speed, Colour
        Degree = FIX_DEGREE(Degree + 2)
        RapidFire = 10
    Else
        If RapidFire Then RapidFire = RapidFire - 1
    End If
    UPDATE_LASER
    _Display
Loop Until _KeyDown(27)




Sub SHOOT_LASER (Origin As TYPE_VECTOR, Degree As Integer, Speed As Single, Colour As Integer)

    Shared Laser() As TYPE_LASER
    Shared Vec() As TYPE_VECTOR
    Dim Index As Integer

    Index = -1 '                                    reset index counter
    Do '                                            begin free index search
        Index = Index + 1 '                          increment index counter
        If Laser(Index).Active = 0 Then Exit Do '    is this index free?
    Loop Until Index = UBound(Laser) '              leave when all indexes checked
    If Laser(Index).Active Then '                    were all indexes checked?
        Index = Index + 1 '                          yes, no free indexes, increment index
        ReDim _Preserve Laser(Index) As TYPE_LASER ' create a new index in array
    End If
    Degree = FIX_DEGREE(Degree)
    Laser(Index).Active = -1
    Laser(Index).Origin = Origin
    Laser(Index).Vector = Vec(Degree)
    Laser(Index).Degree = Degree


    Laser(Index).HeadSpeed = Speed
    Laser(Index).TailSpeed = Speed * .5

    Laser(Index).Speed = Speed
    Laser(Index).LaserColor = _RGB32((Colour And 4) * 64, (Colour And 2) * 128, (Colour And 1) * 256)

    Laser(Index).Beam.Start = Origin
    Laser(Index).Beam.Finish = Origin


    Laser(Index).Head.Start.x = Origin.x - 2
    Laser(Index).Head.Start.y = Origin.y
    Laser(Index).Head.Finish.x = Origin.x + 2
    Laser(Index).Head.Finish.y = Origin.y

    Rotate Laser(Index).Head.Start, Degree, Origin ' rotate line
    Rotate Laser(Index).Head.Finish, Degree, Origin

    Laser(Index).Tail = Laser(Index).Head

    Select Case Colour

        Case 4
            Laser(Index).GlowColor = _RGB32(255, 211, 80)

        Case 7
            Laser(Index).GlowColor = _RGB32(0, 128, 255)




    End Select





End Sub



Sub UPDATE_LASER ()

    Shared Laser() As TYPE_LASER

    Dim Index As Integer
    Dim NoActive As Integer

    NoActive = -1
    Index = -1
    Do
        Index = Index + 1
        If Laser(Index).Active Then
            NoActive = 0

            Laser(Index).Head.Start.x = Laser(Index).Head.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Start.y = Laser(Index).Head.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.x = Laser(Index).Head.Finish.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.y = Laser(Index).Head.Finish.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Tail.Start.x = Laser(Index).Tail.Start.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Start.y = Laser(Index).Tail.Start.y + Laser(Index).Vector.y * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.x = Laser(Index).Tail.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.y = Laser(Index).Tail.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed

            Laser(Index).Beam.Start.x = Laser(Index).Beam.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Beam.Start.y = Laser(Index).Beam.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Beam.Finish.x = Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Beam.Finish.y = Laser(Index).Beam.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed




            Laser(Index).HeadSpeed = Laser(Index).HeadSpeed * 1.04

            Laser(Index).TailSpeed = Laser(Index).TailSpeed * 1.07


            Line (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).LaserColor
            Line -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).LaserColor
            Line -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).LaserColor
            Line -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).LaserColor

            Paint (Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * 2, Laser(Index).Beam.Finish.y + Laser(Index).Vector.y), Laser(Index).LaserColor, Laser(Index).LaserColor


            Line (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).GlowColor
            Line -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).GlowColor
            Line -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).GlowColor
            Line -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).GlowColor

            'LINE (Laser(Index).Beam.Start.x, Laser(Index).Beam.Start.y)-(Laser(Index).Beam.Finish.x, Laser(Index).Beam.Finish.y), Laser(Index).LaserColor

            '====================================================
            Dim u As Integer, xx As Integer, yy As Integer
            Dim p1 As Long, p2 As Long, p3 As Long, p4 As Long, p5 As Long, p6 As Long, p7 As Long, p8 As Long, p9 As Long
            Dim rr As Long, gg As Long, bb As Long
            For u = 1 To 5 'do it 5 times for more glow
                For xx = Laser(Index).Tail.Start.x - 5 To Laser(Index).Head.Start.x + 5
                    For yy = Laser(Index).Tail.Start.y - 5 To Laser(Index).Head.Start.y + 5
                        p1 = Point(xx, yy)
                        p2 = Point(xx + 1, yy)
                        p3 = Point(xx, yy + 1)
                        p4 = Point(xx + 1, yy + 1)
                        p5 = Point(xx - 1, yy)
                        p6 = Point(xx, yy - 1)
                        p7 = Point(xx - 1, yy - 1)
                        p8 = Point(xx - 1, yy + 1)
                        p9 = Point(xx + 1, yy - 1)
                        rr = _Red32(p1) + _Red32(p2) + _Red32(p3) + _Red32(p4) + _Red32(p5) + _Red32(p6) + _Red32(p7) + _Red32(p8) + _Red32(p9)
                        gg = _Green32(p1) + _Green32(p2) + _Green32(p3) + _Green32(p4) + _Green32(p5) + _Green32(p6) + _Green32(p7) + _Green32(p8) + _Green32(p9)
                        bb = _Blue32(p1) + _Blue32(p2) + _Blue32(p3) + _Blue32(p4) + _Blue32(p5) + _Blue32(p6) + _Blue32(p7) + _Blue32(p8) + _Blue32(p9)
                        PSet (xx, yy), _RGB(rr / 8, gg / 8, bb / 8) 'do /8 instead or /9, makes it glow more
                    Next
                Next
            Next
            '===========================================

            If Laser(Index).Tail.Start.x < 0 Or Laser(Index).Tail.Start.x > SWIDTH Then Laser(Index).Active = 0
            If Laser(Index).Tail.Start.y < 0 Or Laser(Index).Tail.Start.y > SHEIGHT Then Laser(Index).Active = 0


        End If

    Loop Until Index = UBound(Laser)
    If NoActive And UBound(Laser) > 0 Then ReDim Laser(0) As TYPE_LASER: Beep

End Sub






Sub Rotate (vec As TYPE_VECTOR, angleDeg As Single, origin As TYPE_VECTOR)

    ' Rotate a point around an origin using linear transformations.

    Dim x As Single
    Dim y As Single
    Dim __cos As Single
    Dim __sin As Single
    Dim xPrime As Single
    Dim yPrime As Single

    x = vec.x - origin.x '                move rotation vector origin to 0
    y = vec.y - origin.y
    __cos = Cos(_D2R(angleDeg)) '        get cosine and sine of angle
    __sin = Sin(_D2R(angleDeg))
    xPrime = (x * __cos) - (y * __sin) '  calculate rotated location of vector
    yPrime = (x * __sin) + (y * __cos)
    xPrime = xPrime + origin.x '          move back to original origin
    yPrime = yPrime + origin.y
    vec.x = xPrime '                      pass back rotated vector
    vec.y = yPrime

End Sub






' ______________________________________________________________________________________________________________________________________________
'/                                                                                                                                              \
Function FIX_DEGREE (Degree As Integer) '                                                                                          __FIX_DEGREE |
    ' __________________________________________________________________________________________________________________________________________|____
    '/                                                                                                                                              \
    '| Normalizes degree to between 0 and 359.                                                                                                      |
    '|                                                                                                                                              |
    '| Degree = FIX_DEGREE(-270)                                                                                                                    |
    '\_______________________________________________________________________________________________________________________________________________/

    Dim Deg As Integer ' degree value passed in

    Deg = Degree '                        get passed in degree value
    If Deg < 0 Or Degree > 359 Then '    degree out of range?
        Deg = Deg Mod 360 '              yes, get remainder of modulus 360
        If Deg < 0 Then Deg = Deg + 360 ' add 360 if less than 0
    End If
    FIX_DEGREE = Deg '                    return degree

End Function

Find my programs here in Dav's QB64 Corner
Reply
#10
(07-16-2023, 01:42 AM)Dav Wrote: I was just now adding a simple blur to see what it would look like.  Not optimized or nothing, just wanted to see if any blur in realtime would work.  Kept it all in one area, had to DIM variables there.

EDIT: Came on THIS post on freebasic forum.  Has some simple steps on one of the posts.

- Dav

Code: (Select All)

Option _Explicit

Const SWIDTH = 1280
Const SHEIGHT = 720

Type TYPE_VECTOR
    x As Single '              x vector/coordinate
    y As Single '              y vector/coordinate
End Type

Type TYPE_LINE
    Start As TYPE_VECTOR '    start coordinate of laser beam line
    Finish As TYPE_VECTOR '    end coordinate of laser beam line
    'Center AS TYPE_VECTOR '    center coordinate of laser beam line
End Type


Type TYPE_LASER

    Origin As TYPE_VECTOR
    Head As TYPE_LINE ' overall rectangle
    Tail As TYPE_LINE
    Beam As TYPE_LINE ' center beam

    HeadSpeed As Single
    TailSpeed As Single
    MaxSpeed As Single

    Vector As TYPE_VECTOR '    vector direction of laser
    Degree As Integer '        degree direction of laser
    Speed As Single '          speed of laser
    LaserColor As _Unsigned Long
    GlowColor As _Unsigned Long
    Active As Integer '        laser is active (t/f)
End Type


ReDim Laser(0) As TYPE_LASER
Dim Vec(359) As TYPE_VECTOR
'DIM i AS INTEGER
Dim Degree As Integer

Dim Origin As TYPE_VECTOR
Dim Colour As Integer
Dim Speed As Single
Dim RapidFire As Integer
'DIM Size AS SINGLE

Degree = 0 ' precalculate degree vectors
Do
    Vec(Degree).x = Sin(_D2R(Degree))
    Vec(Degree).y = -Cos(_D2R(Degree))
    Degree = Degree + 1
Loop Until Degree = 360


Screen _NewImage(SWIDTH, SHEIGHT, 32)
Cls


Origin.x = 100
Origin.y = 359
Degree = 90
Colour = 4
Speed = 15
'Size = 1


Do
    _Limit 60
    Cls
    If _KeyDown(32) And RapidFire = 0 Then
        SHOOT_LASER Origin, Degree, Speed, Colour
        Degree = FIX_DEGREE(Degree + 2)
        RapidFire = 10
    Else
        If RapidFire Then RapidFire = RapidFire - 1
    End If
    UPDATE_LASER
    _Display
Loop Until _KeyDown(27)




Sub SHOOT_LASER (Origin As TYPE_VECTOR, Degree As Integer, Speed As Single, Colour As Integer)

    Shared Laser() As TYPE_LASER
    Shared Vec() As TYPE_VECTOR
    Dim Index As Integer

    Index = -1 '                                    reset index counter
    Do '                                            begin free index search
        Index = Index + 1 '                          increment index counter
        If Laser(Index).Active = 0 Then Exit Do '    is this index free?
    Loop Until Index = UBound(Laser) '              leave when all indexes checked
    If Laser(Index).Active Then '                    were all indexes checked?
        Index = Index + 1 '                          yes, no free indexes, increment index
        ReDim _Preserve Laser(Index) As TYPE_LASER ' create a new index in array
    End If
    Degree = FIX_DEGREE(Degree)
    Laser(Index).Active = -1
    Laser(Index).Origin = Origin
    Laser(Index).Vector = Vec(Degree)
    Laser(Index).Degree = Degree


    Laser(Index).HeadSpeed = Speed
    Laser(Index).TailSpeed = Speed * .5

    Laser(Index).Speed = Speed
    Laser(Index).LaserColor = _RGB32((Colour And 4) * 64, (Colour And 2) * 128, (Colour And 1) * 256)

    Laser(Index).Beam.Start = Origin
    Laser(Index).Beam.Finish = Origin


    Laser(Index).Head.Start.x = Origin.x - 2
    Laser(Index).Head.Start.y = Origin.y
    Laser(Index).Head.Finish.x = Origin.x + 2
    Laser(Index).Head.Finish.y = Origin.y

    Rotate Laser(Index).Head.Start, Degree, Origin ' rotate line
    Rotate Laser(Index).Head.Finish, Degree, Origin

    Laser(Index).Tail = Laser(Index).Head

    Select Case Colour

        Case 4
            Laser(Index).GlowColor = _RGB32(255, 211, 80)

        Case 7
            Laser(Index).GlowColor = _RGB32(0, 128, 255)




    End Select





End Sub



Sub UPDATE_LASER ()

    Shared Laser() As TYPE_LASER

    Dim Index As Integer
    Dim NoActive As Integer

    NoActive = -1
    Index = -1
    Do
        Index = Index + 1
        If Laser(Index).Active Then
            NoActive = 0

            Laser(Index).Head.Start.x = Laser(Index).Head.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Start.y = Laser(Index).Head.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.x = Laser(Index).Head.Finish.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Head.Finish.y = Laser(Index).Head.Finish.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Tail.Start.x = Laser(Index).Tail.Start.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Start.y = Laser(Index).Tail.Start.y + Laser(Index).Vector.y * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.x = Laser(Index).Tail.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Tail.Finish.y = Laser(Index).Tail.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed

            Laser(Index).Beam.Start.x = Laser(Index).Beam.Start.x + Laser(Index).Vector.x * Laser(Index).HeadSpeed
            Laser(Index).Beam.Start.y = Laser(Index).Beam.Start.y + Laser(Index).Vector.y * Laser(Index).HeadSpeed
            Laser(Index).Beam.Finish.x = Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * Laser(Index).TailSpeed
            Laser(Index).Beam.Finish.y = Laser(Index).Beam.Finish.y + Laser(Index).Vector.y * Laser(Index).TailSpeed




            Laser(Index).HeadSpeed = Laser(Index).HeadSpeed * 1.04

            Laser(Index).TailSpeed = Laser(Index).TailSpeed * 1.07


            Line (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).LaserColor
            Line -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).LaserColor
            Line -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).LaserColor
            Line -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).LaserColor

            Paint (Laser(Index).Beam.Finish.x + Laser(Index).Vector.x * 2, Laser(Index).Beam.Finish.y + Laser(Index).Vector.y), Laser(Index).LaserColor, Laser(Index).LaserColor


            Line (Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y)-(Laser(Index).Tail.Finish.x, Laser(Index).Tail.Finish.y), Laser(Index).GlowColor
            Line -(Laser(Index).Head.Finish.x, Laser(Index).Head.Finish.y), Laser(Index).GlowColor
            Line -(Laser(Index).Head.Start.x, Laser(Index).Head.Start.y), Laser(Index).GlowColor
            Line -(Laser(Index).Tail.Start.x, Laser(Index).Tail.Start.y), Laser(Index).GlowColor

            'LINE (Laser(Index).Beam.Start.x, Laser(Index).Beam.Start.y)-(Laser(Index).Beam.Finish.x, Laser(Index).Beam.Finish.y), Laser(Index).LaserColor

            '====================================================
            Dim u As Integer, xx As Integer, yy As Integer
            Dim p1 As Long, p2 As Long, p3 As Long, p4 As Long, p5 As Long, p6 As Long, p7 As Long, p8 As Long, p9 As Long
            Dim rr As Long, gg As Long, bb As Long
            For u = 1 To 5 'do it 5 times for more glow
                For xx = Laser(Index).Tail.Start.x - 5 To Laser(Index).Head.Start.x + 5
                    For yy = Laser(Index).Tail.Start.y - 5 To Laser(Index).Head.Start.y + 5
                        p1 = Point(xx, yy)
                        p2 = Point(xx + 1, yy)
                        p3 = Point(xx, yy + 1)
                        p4 = Point(xx + 1, yy + 1)
                        p5 = Point(xx - 1, yy)
                        p6 = Point(xx, yy - 1)
                        p7 = Point(xx - 1, yy - 1)
                        p8 = Point(xx - 1, yy + 1)
                        p9 = Point(xx + 1, yy - 1)
                        rr = _Red32(p1) + _Red32(p2) + _Red32(p3) + _Red32(p4) + _Red32(p5) + _Red32(p6) + _Red32(p7) + _Red32(p8) + _Red32(p9)
                        gg = _Green32(p1) + _Green32(p2) + _Green32(p3) + _Green32(p4) + _Green32(p5) + _Green32(p6) + _Green32(p7) + _Green32(p8) + _Green32(p9)
                        bb = _Blue32(p1) + _Blue32(p2) + _Blue32(p3) + _Blue32(p4) + _Blue32(p5) + _Blue32(p6) + _Blue32(p7) + _Blue32(p8) + _Blue32(p9)
                        PSet (xx, yy), _RGB(rr / 8, gg / 8, bb / 8) 'do /8 instead or /9, makes it glow more
                    Next
                Next
            Next
            '===========================================

            If Laser(Index).Tail.Start.x < 0 Or Laser(Index).Tail.Start.x > SWIDTH Then Laser(Index).Active = 0
            If Laser(Index).Tail.Start.y < 0 Or Laser(Index).Tail.Start.y > SHEIGHT Then Laser(Index).Active = 0


        End If

    Loop Until Index = UBound(Laser)
    If NoActive And UBound(Laser) > 0 Then ReDim Laser(0) As TYPE_LASER: Beep

End Sub






Sub Rotate (vec As TYPE_VECTOR, angleDeg As Single, origin As TYPE_VECTOR)

    ' Rotate a point around an origin using linear transformations.

    Dim x As Single
    Dim y As Single
    Dim __cos As Single
    Dim __sin As Single
    Dim xPrime As Single
    Dim yPrime As Single

    x = vec.x - origin.x '                move rotation vector origin to 0
    y = vec.y - origin.y
    __cos = Cos(_D2R(angleDeg)) '        get cosine and sine of angle
    __sin = Sin(_D2R(angleDeg))
    xPrime = (x * __cos) - (y * __sin) '  calculate rotated location of vector
    yPrime = (x * __sin) + (y * __cos)
    xPrime = xPrime + origin.x '          move back to original origin
    yPrime = yPrime + origin.y
    vec.x = xPrime '                      pass back rotated vector
    vec.y = yPrime

End Sub






' ______________________________________________________________________________________________________________________________________________
'/                                                                                                                                              \
Function FIX_DEGREE (Degree As Integer) '                                                                                          __FIX_DEGREE |
    ' __________________________________________________________________________________________________________________________________________|____
    '/                                                                                                                                              \
    '| Normalizes degree to between 0 and 359.                                                                                                      |
    '|                                                                                                                                              |
    '| Degree = FIX_DEGREE(-270)                                                                                                                    |
    '\_______________________________________________________________________________________________________________________________________________/

    Dim Deg As Integer ' degree value passed in

    Deg = Degree '                        get passed in degree value
    If Deg < 0 Or Degree > 359 Then '    degree out of range?
        Deg = Deg Mod 360 '              yes, get remainder of modulus 360
        If Deg < 0 Then Deg = Deg + 360 ' add 360 if less than 0
    End If
    FIX_DEGREE = Deg '                    return degree

End Function
Hey, that looks good!
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
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