Posts: 159
Threads: 10
Joined: Apr 2022
Reputation:
32
(08-22-2023, 10:30 PM)Dav Wrote: By the way @dbox, you may use any of my posted stuff for your qbjs code examples if you want. qbjs is simply great. Thanks @Dav, I'm always on the lookout for good code examples and these are great! I'll take you up on that.
(I don't know how to do the "I tagged you" link. Just doing @username doesn't seem to work.)
Posts: 300
Threads: 57
Joined: Apr 2022
Reputation:
56
08-22-2023, 10:44 PM
(This post was last modified: 08-22-2023, 10:48 PM by Dav.)
With qbjs, I almost don't need QB64 installed, lol.
I commented out the _PUTIMAGE blur stuff in the qbjs version and ran it, since _SETALPHA isn't used those aren't needed. That took care of the shooting stars.
- Dav
Posts: 300
Threads: 57
Joined: Apr 2022
Reputation:
56
08-26-2023, 02:27 AM
(This post was last modified: 08-26-2023, 02:28 AM by Dav.)
Last version probably. Orbs now each have twirling plasma colors, and I add a space portal that randomly opens and closes in the center of the screen now and then. It may be too distracting, but I like the colors better than the other versions. Not running in qbjs yet, so here's the qb64 code box...
- Dav
Code: (Select All)
'=============
'SpaceOrbs3.bas
'=============
'Screesaver of Orbs pulsating in space
'Coded by Dav for QB64-PE, AUGUST/2023
'v3 - Gave orbs a more of a twirling plasma color effect.
' - Added space portal that randomly opens/closes, now and then.
RANDOMIZE TIMER
SCREEN _NEWIMAGE(1000, 640, 32)
'=== orb settings
orbs = 60 'number of orbs on screen
OrbSizeMin = 5 'smallest size an orb can get
OrbSizeMax = 60 'largest size an orb can get
DIM OrbX(orbs), OrbY(orbs), OrbSize(orbs), OrbGrowth(orbs), OrbDir(orbs)
'=== generate some random orb values
FOR i = 1 TO orbs
OrbX(i) = RND * _WIDTH 'x pos
OrbY(i) = RND * _HEIGHT 'y pos
OrbSize(i) = OrbSizeMin + (RND * (OrbSizeMax - OrbSizeMin)) 'orb size
OrbGrowth(i) = INT(RND * 2) 'way orb is changing, 0=shrinking, 1=growing
OrbDir(i) = INT(RND * 4) 'random direction orb can drift (4 different ways)
NEXT
'=== make a space background image
FOR i = 1 TO 100000
PSET (RND * _WIDTH, RND * _HEIGHT), _RGBA(0, 0, RND * 255, RND * 225)
NEXT
FOR i = 1 TO 1000
x = RND * _WIDTH: y = RND * _HEIGHT
LINE (x, y)-(x + RND * 3, y + RND * 3), _RGBA(192, 192, 255, RND * 175), BF
NEXT
'=== grab screen image for repeated use
back& = _COPYIMAGE(_DISPLAY)
BackX = 0
DO
'=== scroll starry background first
_PUTIMAGE (BackX, 0)-(BackX + _WIDTH, _HEIGHT), back&
_PUTIMAGE (BackX - _WIDTH, 0)-(BackX, _HEIGHT), back&
BackX = BackX + 4: IF BackX >= _WIDTH THEN BackX = 0
'=== do the space portal
IF INT(RND * 80) = 1 THEN portal = 1 'randomly turn portal on
IF portal = 1 THEN
v = RND * 50 + 10
FOR t = 1 TO (_WIDTH / 2)
x1 = (COS(t) * z) + (_WIDTH / 2)
y1 = (SIN(t) * z) + (_HEIGHT / 2)
LINE (x1, y1)-(x1 + (z / v), y1 + (z / v)), _RGBA(r, g, b, 25 + RND * 50), BF
CIRCLE (x1, y1), z / 30, _RGBA(r, g, b, 25 + RND * 50)
IF INT(RND * 2) = 0 THEN z = z - 2 ELSE z = z + 2
IF z > (_WIDTH / 2) OR z < -(_WIDTH / 2) THEN z = 1
r = r + 1: IF r > 255 THEN r = RND * 255
g = g + 1: IF g > 255 THEN g = RND * 255
b = b + 1: IF b > 255 THEN b = RND * 255
NEXT
IF INT(RND * 50) = 1 THEN portal = 0 'randomly turn portal off
END IF
'=== draw moving plasma curtain next
t = TIMER
FOR x = 0 TO _WIDTH STEP 3
FOR y = 0 TO _HEIGHT STEP 3
b = SIN(x / (_WIDTH / 2) + t + y / (_HEIGHT / 2))
b = b * (SIN(1.1 * t) * (_HEIGHT / 2) - y + (_HEIGHT / 2))
LINE (x, y)-STEP(2, 2), _RGBA(b / 3, 0, b, 50), BF
NEXT: t = t + .085
NEXT
'=== now process all the orbs
FOR i = 1 TO orbs
'=== draw orb on screen
FOR y2 = OrbY(i) - OrbSize(i) TO OrbY(i) + OrbSize(i) STEP 3
FOR x2 = OrbX(i) - OrbSize(i) TO OrbX(i) + OrbSize(i) STEP 3
'make gradient plasma color
IF SQR((x2 - OrbX(i)) ^ 2 + (y2 - OrbY(i)) ^ 2) <= OrbSize(i) THEN
clr = (OrbSize(i) - (SQR((x2 - OrbX(i)) * (x2 - OrbX(i)) + (y2 - OrbY(i)) * (y2 - OrbY(i))))) / OrbSize(i)
r = (SIN(x2 / (OrbSize(i) / 4)) + SIN(y2 / OrbSize(i) / 2)) * 128 + 128
g = (SIN(x2 / (OrbSize(i) / 6)) + COS(y2 / (OrbSize(i) / 4))) * 128 + 128
b = (COS(x2 / (OrbSize(i) / 4)) + SIN(y2 / (OrbSize(i) / 6))) * 128 + 128
LINE (x2, y2)-STEP(2, 2), _RGBA(clr * r, clr * g, clr * b, 20 + RND * 25), BF
END IF
NEXT
NEXT
'=== change orb values
'if orb is shrinking, subtract from size, else add to it
IF OrbGrowth(i) = 0 THEN OrbSize(i) = OrbSize(i) - 1 ELSE OrbSize(i) = OrbSize(i) + 1
'if orb reaches maximum size, switch growth value to 0 to start shrinking now
IF OrbSize(i) >= OrbSizeMax THEN OrbGrowth(i) = 0
'if orb reaches minimum size, switch growth value to 1 to start growing now
'and reset x/y pos
IF OrbSize(i) <= OrbSizeMin THEN
OrbGrowth(i) = 1
OrbX(i) = RND * _WIDTH
OrbY(i) = RND * _HEIGHT
END IF
'creates the shakiness. randomly adjust x/y positions by +/-3 each
IF INT(RND * 2) = 0 THEN OrbX(i) = OrbX(i) + 3 ELSE OrbX(i) = OrbX(i) - 3
IF INT(RND * 2) = 0 THEN OrbY(i) = OrbY(i) + 3 ELSE OrbY(i) = OrbY(i) - 3
'drift orb in 1 of 4 directions we generated, and +x,-x,+y,-y to it.
IF OrbDir(i) = 0 THEN OrbX(i) = OrbX(i) + 2 'drift right
IF OrbDir(i) = 1 THEN OrbX(i) = OrbX(i) - 2 'drift left
IF OrbDir(i) = 2 THEN OrbY(i) = OrbY(i) + 2 'drift down
IF OrbDir(i) = 3 THEN OrbY(i) = OrbY(i) - 2 'drift up
'below handles if ball goes off screen, let it dissapear completely
IF OrbX(i) > _WIDTH + OrbSize(i) THEN OrbX(i) = -OrbSize(i)
IF OrbX(i) < -OrbSize(i) THEN OrbX(i) = _WIDTH + OrbSize(i)
IF OrbY(i) > _HEIGHT + OrbSize(i) THEN OrbY(i) = -OrbSize(i)
IF OrbY(i) < -OrbSize(i) THEN OrbY(i) = _HEIGHT + OrbSize(i)
NEXT
'== screen blur trick to make it more misty looking
tmpback& = _COPYIMAGE(_DISPLAY)
_SETALPHA 50, , tmpback&
_PUTIMAGE (-1, 0), tmpback&: _PUTIMAGE (1, 0), tmpback&
_PUTIMAGE (0, -1), tmpback&: _PUTIMAGE (0, 1), tmpback&
_PUTIMAGE (-1, -1), tmpback&: _PUTIMAGE (1, -1), tmpback&
_FREEIMAGE tmpback&
_DISPLAY
_LIMIT 15
LOOP UNTIL INKEY$ <> ""
Posts: 2,700
Threads: 124
Joined: Apr 2022
Reputation:
134
08-26-2023, 01:18 PM
(This post was last modified: 08-26-2023, 01:18 PM by bplus.)
Yeah I like those plasma orbs
b = b + ...
Posts: 300
Threads: 57
Joined: Apr 2022
Reputation:
56
08-26-2023, 09:17 PM
(This post was last modified: 08-26-2023, 11:04 PM by Dav.)
I need to move from playing with this, but just can't without adding some user interaction first.
Press SPACE bar to break up outer space into pieces and warp away.
(Resets plasma clouds too). Shows the power of RotoZoom3!
Left click mouse button to change size & speed of plasma cloud.
Right click mouse button to change around the plasma cloud color.
- Dav
Code: (Select All)
'=============
'SpaceOrbs4.bas
'=============
'Screesaver of Orbs pulsating in space
'Coded by Dav for QB64-PE, AUGUST/2023
'v4 - Interactions: Change cloud size with Mouse Left Click
' Change cloud color with Mouse Right Click
' SPACE breaks up outer space (and resets everything)
Randomize Timer
Screen _NewImage(1000, 640, 32)
'=== orb settings
orbs = 60 'number of orbs on screen
OrbSizeMin = 5 'smallest size an orb can get
OrbSizeMax = 60 'largest size an orb can get
Dim OrbX(orbs), OrbY(orbs), OrbSize(orbs), OrbGrowth(orbs), OrbDir(orbs)
'=== generate some random orb values
For i = 1 To orbs
OrbX(i) = Rnd * _Width 'x pos
OrbY(i) = Rnd * _Height 'y pos
OrbSize(i) = OrbSizeMin + (Rnd * (OrbSizeMax - OrbSizeMin)) 'orb size
OrbGrowth(i) = Int(Rnd * 2) 'way orb is changing, 0=shrinking, 1=growing
OrbDir(i) = Int(Rnd * 4) 'random direction orb can drift (4 different ways)
Next
'=== make a space background image
For i = 1 To 100000
PSet (Rnd * _Width, Rnd * _Height), _RGBA(0, 0, Rnd * 255, Rnd * 225)
Next
For i = 1 To 1000
x = Rnd * _Width: y = Rnd * _Height
Line (x, y)-(x + Rnd * 3, y + Rnd * 3), _RGBA(192, 192, 255, Rnd * 175), BF
Next
'=== grab screen image for repeated use
back& = _CopyImage(_Display)
BackX = 0
'======
restart:
'======
curtainrod = 1.1
curtaincolor = 1
portal = 0
Do
'=== scroll starry background first
_PutImage (BackX, 0)-(BackX + _Width, _Height), back&
_PutImage (BackX - _Width, 0)-(BackX, _Height), back&
BackX = BackX + 4: If BackX >= _Width Then BackX = 0
'=== do the space portal
If Int(Rnd * 80) = 1 Then portal = 1 'randomly turn portal on
If portal = 1 Then
v = Rnd * 50 + 10
For t = 1 To (_Width / 2)
x1 = (Cos(t) * z) + (_Width / 2)
y1 = (Sin(t) * z) + (_Height / 2)
Line (x1, y1)-(x1 + (z / v), y1 + (z / v)), _RGBA(r, g, b, 25 + Rnd * 50), BF
Circle (x1, y1), z / 30, _RGBA(r, g, b, 25 + Rnd * 50)
If Int(Rnd * 2) = 0 Then z = z - 2 Else z = z + 2
If z > (_Width / 2) Or z < -(_Width / 2) Then z = 1
r = r + 1: If r > 255 Then r = Rnd * 255
g = g + 1: If g > 255 Then g = Rnd * 255
b = b + 1: If b > 255 Then b = Rnd * 255
Next
If Int(Rnd * 50) = 1 Then portal = 0 'randomly turn portal off
End If
'=== draw moving plasma curtain next
While _MouseInput: Wend
If _MouseButton(1) Then curtainrod = (Rnd * 5) + 1
If _MouseButton(2) Then curtaincolor = Int(Rnd * 3) + 1
t = Timer
For x = 0 To _Width Step 3
For y = 0 To _Height Step 3
b = Sin(x / (_Width / 2) + t + y / (_Height / 2))
b = b * (Sin(curtainrod * t) * (_Height / 2) - y + (_Height / 2))
b = b * curtaincolor
Line (x, y)-Step(2, 2), _RGBA(b / 3, 0, b / curtaincolor, 50), BF
Next: t = t + .085 / curtainrod
Next
'=== now process all the orbs
For i = 1 To orbs
'=== draw orb on screen
For y2 = OrbY(i) - OrbSize(i) To OrbY(i) + OrbSize(i) Step 3
For x2 = OrbX(i) - OrbSize(i) To OrbX(i) + OrbSize(i) Step 3
'make gradient plasma color
If Sqr((x2 - OrbX(i)) ^ 2 + (y2 - OrbY(i)) ^ 2) <= OrbSize(i) Then
clr = (OrbSize(i) - (Sqr((x2 - OrbX(i)) * (x2 - OrbX(i)) + (y2 - OrbY(i)) * (y2 - OrbY(i))))) / OrbSize(i)
r = (Sin(x2 / (OrbSize(i) / 4)) + Sin(y2 / OrbSize(i) / 2)) * 128 + 128
g = (Sin(x2 / (OrbSize(i) / 6)) + Cos(y2 / (OrbSize(i) / 4))) * 128 + 128
b = (Cos(x2 / (OrbSize(i) / 4)) + Sin(y2 / (OrbSize(i) / 6))) * 128 + 128
Line (x2, y2)-Step(2, 2), _RGBA(clr * r, clr * g, clr * b, 20 + Rnd * 25), BF
End If
Next
Next
'=== change orb values
'if orb is shrinking, subtract from size, else add to it
If OrbGrowth(i) = 0 Then OrbSize(i) = OrbSize(i) - 1 Else OrbSize(i) = OrbSize(i) + 1
'if orb reaches maximum size, switch growth value to 0 to start shrinking now
If OrbSize(i) >= OrbSizeMax Then OrbGrowth(i) = 0
'if orb reaches minimum size, switch growth value to 1 to start growing now
'and reset x/y pos
If OrbSize(i) <= OrbSizeMin Then
OrbGrowth(i) = 1
OrbX(i) = Rnd * _Width
OrbY(i) = Rnd * _Height
End If
'creates the shakiness. randomly adjust x/y positions by +/-3 each
If Int(Rnd * 2) = 0 Then OrbX(i) = OrbX(i) + 3 Else OrbX(i) = OrbX(i) - 3
If Int(Rnd * 2) = 0 Then OrbY(i) = OrbY(i) + 3 Else OrbY(i) = OrbY(i) - 3
'drift orb in 1 of 4 directions we generated, and +x,-x,+y,-y to it.
If OrbDir(i) = 0 Then OrbX(i) = OrbX(i) + 2 'drift right
If OrbDir(i) = 1 Then OrbX(i) = OrbX(i) - 2 'drift left
If OrbDir(i) = 2 Then OrbY(i) = OrbY(i) + 2 'drift down
If OrbDir(i) = 3 Then OrbY(i) = OrbY(i) - 2 'drift up
'below handles if ball goes off screen, let it dissapear completely
If OrbX(i) > _Width + OrbSize(i) Then OrbX(i) = -OrbSize(i)
If OrbX(i) < -OrbSize(i) Then OrbX(i) = _Width + OrbSize(i)
If OrbY(i) > _Height + OrbSize(i) Then OrbY(i) = -OrbSize(i)
If OrbY(i) < -OrbSize(i) Then OrbY(i) = _Height + OrbSize(i)
Next
'== screen blur trick to make it more misty looking
tmpback& = _CopyImage(_Display)
_SetAlpha 50, , tmpback&
_PutImage (-1, 0), tmpback&: _PutImage (1, 0), tmpback&
_PutImage (0, -1), tmpback&: _PutImage (0, 1), tmpback&
_PutImage (-1, -1), tmpback&: _PutImage (1, -1), tmpback&
_FreeImage tmpback&
_Display
_Limit 15
If InKey$ = Chr$(32) Then
'make black image to use
snap& = _NewImage(_Width, _Height, 32)
_Dest snap&: Cls: _Dest 0
BreakSpace snap&
_FreeImage snap&
_KeyClear
GoTo restart
End If
Loop Until _KeyHit = 27
End
Sub BreakSpace (image1&)
tempback& = _CopyImage(_Display)
_Display
row = 10: col = 10
xsize = _Width / row: ysize = _Height / col
Dim piece&(row * col), piecex(row * col), piecey(row * col)
Dim rotatespeed(row * col)
Dim xwobble(row * col), xwobblespeed(row * col)
bc = 1
For c = 1 To col
For r = 1 To row
'int x/y values for each piece
x1 = (r * xsize) - xsize: x2 = x1 + xsize
y1 = (c * ysize) - ysize: y2 = y1 + ysize
piecex(bc) = x1: piecey(bc) = y1
'make pieces images from tempback& screen
piece&(bc) = _NewImage(Abs(x2 - x1) + 1, Abs(y2 - y1) + 1, 32)
_PutImage (0, 0), tempback&, piece&(bc), (x1, y1)-(x2, y2)
'int random values for each piece
rotatespeed(bc) = Rnd * .5
xwobble(bc) = Int(Rnd * 3) + 1 'x move piece (1=none,2=left,3=right)
xwobblespeed(bc) = Int(Rnd * 2) + 1 'how fast to wobble it
bc = bc + 1
Next
Next
wob = 0
scale = 1
alp = 255
Do
_PutImage (0, 0), image1& 'background image
'show 1st image breaking up
For t = 1 To row * col
tx = piecex(t): tx2 = piecex(t) + xsize
ty = piecey(t): ty2 = piecey(t) + ysize
Select Case xwobble(t)
Case 1
RotoZoom3 piecex(t) + (xsize / 2), piecey(t) + (ysize / 2), piece&(t), scale, scale, (ang * (rotatespeed(t) / 6))
Case 2
RotoZoom3 piecex(t) + (xsize / 2) - wob, piecey(t) + (ysize / 2), piece&(t), scale, scale, (ang * (rotatespeed(t) / 6))
wob = wob - xwobblespeed(t)
Case 3
RotoZoom3 piecex(t) + (xsize / 2) + wob, piecey(t) + (ysize / 2), piece&(t), scale, scale, (ang * (rotatespeed(t) / 6))
wob = wob + xwobblespeed(t)
End Select
ang = ang + .1
_Limit 1500
alp = alp - .03
If alp > 0 Then _SetAlpha alp, , piece&(t)
Next
If scale > 0 Then scale = scale + .03
_Display
Loop Until alp <= 0
'make sure image is shown full
_PutImage (0, 0), image1&: _Display
'release pieces from memory
For p = 1 To row * col
_FreeImage piece&(p)
Next
_FreeImage tempback&
End Sub
Sub RotoZoom3 (X As Long, Y As Long, Image As Long, xScale As Single, yScale As Single, radianRotation As Single)
' This assumes you have set your drawing location with _DEST or default to screen.
' X, Y - is where you want to put the middle of the image
' Image - is the handle assigned with _LOADIMAGE
' xScale, yScale - are shrinkage < 1 or magnification > 1 on the given axis, 1 just uses image size.
' These are multipliers so .5 will create image .5 size on given axis and 2 for twice image size.
' radianRotation is the Angle in Radian units to rotate the image
' note: Radian units for rotation because it matches angle units of other Basic Trig functions
' and saves a little time converting from degree.
' Use the _D2R() function if you prefer to work in degree units for angles.
Dim px(3) As Single: Dim py(3) As Single ' simple arrays for x, y to hold the 4 corners of image
Dim W&, H&, sinr!, cosr!, i&, x2&, y2& ' variables for image manipulation
W& = _Width(Image&): H& = _Height(Image&)
px(0) = -W& / 2: py(0) = -H& / 2 'left top corner
px(1) = -W& / 2: py(1) = H& / 2 ' left bottom corner
px(2) = W& / 2: py(2) = H& / 2 ' right bottom
px(3) = W& / 2: py(3) = -H& / 2 ' right top
sinr! = Sin(-radianRotation): cosr! = Cos(-radianRotation) ' rotation helpers
For i& = 0 To 3 ' calc new point locations with rotation and zoom
x2& = xScale * (px(i&) * cosr! + sinr! * py(i&)) + X: y2& = yScale * (py(i&) * cosr! - px(i&) * sinr!) + Y
px(i&) = x2&: py(i&) = y2&
Next
_MapTriangle _Seamless(0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image To(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
_MapTriangle _Seamless(0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image To(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
End Sub
Posts: 304
Threads: 19
Joined: Nov 2022
Reputation:
17
*mind blown*
@Dav that looks really sweet man. Nice orbs. Pressing space is fun. Need some sound effects of glass breaking (or in my case brain blowing up) when that happens.
Posts: 304
Threads: 19
Joined: Nov 2022
Reputation:
17
(08-22-2023, 10:44 PM)Dav Wrote: With qbjs, I almost don't need QB64 installed, lol. @dbox is adding in more and more every release too. It's awesome! If there are features or things missing, you could add them yourself!
|