Laser Lovers
#2
Star Burst with Cloud:
Code: (Select All)
Option _Explicit
_Title "Bolts Star Burst Cloud" ' b+ 2023-07-29  started as Bloom.bas
' 2023-07-16 rename to Bolt from Bloom and comment better and make more generic
' 2023-07-17 Bolts 2: move the bolt down the BoltLine by speed like a bullet.
' 2023-07-18 Bolts 2 tweaks: tweak numbers for more transparency and then more solid little rays.
' But Mark how do we detect hits from lasers, OK added x, y, r to track the current location
' and radius of the laser bolt.
' BoltLine: Imagine a line with a thickness at one end and a different thickness at then other.
' Colored like I imagine a Laser beam yellowish white core with bluish tinge around the edges.
' Now draw sections of that BoltLine according to the frames of display in main loop.
' This is a demo of that!
' Bolts 3 Colorized
' 2023-07-20 Bolts Star Burst
' 2023-07-21 Bolts - Star Burst 2 with more appropriate coloring and background

Const NBolts = 200 ' max number of Bolt slots available, just like bullet science
Const PulseLength = 80 ' length of light pulses as they travel down BoltLine
Type BoltType 'see NewBolt for description of these variables
    As Single x1, y1, r1, dx, dy, dr, d, ang, frames, frame, active, speedX, speedY, x, y, r
    As _Unsigned Long k
End Type
Dim Shared Bolts(1 To NBolts) As BoltType
Dim Shared As Long bk, xmax, ymax
Dim i, minR, d, cx, cy, ang

Randomize Timer
Screen _NewImage(1200, 700, 32)
_ScreenMove 50, 20
xmax = _Width: ymax = _Height
makeBackground
'_PutImage , bk, 0
'End


cx = .5 * _Width: cy = .5 * _Height ' center
minR = _Hypot(cx, cy)
Do
    Cls
    _PutImage , bk, 0
    For i = 1 To NBolts
        If Bolts(i).active Then
            DrawBolt (i) ' draws the bolts still active
        Else
            d = Rnd * minR + 2 * PulseLength: ang = Rnd * _Pi(2)
            NewBolt cx, cy, 30, cx + d * Cos(ang), cy + d * Sin(ang), 1, 10, _RGB32(Rnd * 55 + 200, Rnd * 100 + 100, 0, Rnd * 50 + 100)
        End If
    Next '                                     according to what frame they are on
    _Display
    _Limit 60
Loop Until _KeyDown(27)


Sub NewBolt (x1, y1, r1, x2, y2, r2, ppfSpeed, k~&) ' sets up for the DrawBolt Sub
    'x1, y1, r1 = location and radius at start of beam
    'x2, y2, r2 = target location and radius at beam end
    'ppfSpeed = how many pixels per frame in main loop  to transverse
    Dim i
    For i = 1 To NBolts
        If Bolts(i).active = 0 Then
            Bolts(i).x1 = x1 ' start x, y, radius
            Bolts(i).y1 = y1
            Bolts(i).r1 = r1
            Bolts(i).active = 1 ' bolt is activated
            Bolts(i).dx = x2 - x1 ' drawing the bolt line and thickness
            Bolts(i).dy = y2 - y1 ' as it changes from x1, y1, r1 to x2, y2, r2
            Bolts(i).dr = r2 - r1
            Bolts(i).d = _Hypot(Bolts(i).dx, Bolts(i).dy) ' distance of the bolt line
            Bolts(i).frames = Int(Bolts(i).d / ppfSpeed) + 1 ' divide that distance by pulse = PulseLength
            Bolts(i).frame = 1 ' set the frame you are on to locate the pulse in drawing
            Bolts(i).ang = _Atan2(y2 - y1, x2 - x1)
            Bolts(i).speedX = ppfSpeed * Cos(Bolts(i).ang)
            Bolts(i).speedY = ppfSpeed * Sin(Bolts(i).ang)
            Bolts(i).x = x1 ' track leading x, y, r of current bolt for collision detection
            Bolts(i).y = y1
            Bolts(i).r = r1
            Bolts(i).k = k~&
            Exit Sub
        End If
    Next
End Sub

Sub DrawBolt (idx) ' needs FCirc (Fill Circle) routine
    ' This sub draw a pulse of light on the BoltLine from .x1, .y1 on the way to .x2, .y2
    ' The start radius is .r1 and the end radius is .r2 and the pulse is thinned or thickened
    ' as it proceeds down the boltLine.

    'All this is setup in the NewBolt Sub and uses DIM Shared Bolts() as BoltType and Constants
    ' NBolts = max amount of activated Bolt "slots" available and PulseLength the length of
    ' BoltLine sections to draw in each frame.

    Dim d, d2, stepper, oldX, oldY, r2
    ' new lead position for tracking location for collision detection
    Bolts(idx).x = Bolts(idx).x1 + Bolts(idx).speedX * Bolts(idx).frame
    Bolts(idx).y = Bolts(idx).y1 + Bolts(idx).speedY * Bolts(idx).frame
    d = _Hypot(Bolts(idx).x1 - Bolts(idx).x, Bolts(idx).y1 - Bolts(idx).y)
    If Abs(Bolts(idx).dr / PulseLength) < .2 Then stepper = .5 Else stepper = 2
    Bolts(idx).r = Bolts(idx).r1 + d * Bolts(idx).dr / Bolts(idx).d
    If d < PulseLength Then
        'Blade Bolts(idx).x1, Bolts(idx).y1, Bolts(idx).r1 + d2 * Bolts(idx).dr / Bolts(idx).d, Bolts(idx).x, Bolts(idx).y, Bolts(idx).r, Bolts(idx).k
        'Blade Bolts(idx).x1, Bolts(idx).y1, .4 * Bolts(idx).r1 + d2 * Bolts(idx).dr / Bolts(idx).d, Bolts(idx).x, Bolts(idx).y, .4 * Bolts(idx).r, &H80FFFFFF
        Cloud Bolts(idx).x1, Bolts(idx).y1, Bolts(idx).r1 + d2 * Bolts(idx).dr / Bolts(idx).d, Bolts(idx).x, Bolts(idx).y, Bolts(idx).r, Bolts(idx).k
    Else
        oldX = Bolts(idx).x + PulseLength * Cos(Bolts(idx).ang - _Pi)
        oldY = Bolts(idx).y + PulseLength * Sin(Bolts(idx).ang - _Pi)
        d2 = _Hypot(Bolts(idx).x1 - oldX, Bolts(idx).y1 - oldY)
        r2 = Bolts(idx).r1 + d2 * Bolts(idx).dr / Bolts(idx).d
        'Blade oldX, oldY, r2, Bolts(idx).x, Bolts(idx).y, Bolts(idx).r, Bolts(idx).k
        'Blade oldX, oldY, .4 * r2, Bolts(idx).x, Bolts(idx).y, .4 * Bolts(idx).r, &H80FFFFFF
        Cloud oldX, oldY, r2, Bolts(idx).x, Bolts(idx).y, Bolts(idx).r, Bolts(idx).k
    End If

    Bolts(idx).frame = Bolts(idx).frame + 1 ' update frame number
    If Bolts(idx).frame > Bolts(idx).frames Then Bolts(idx).active = 0 ' job done!
End Sub

Sub Blade (x1, y1, r1, x2, y2, r2, K As _Unsigned Long)
    Dim PD2 As Double
    Dim As Single a, x3, y3, x4, y4, x5, y5, x6, y6, r1d2, r2d2
    PD2 = 1.570796326794897 ' pi/2
    a = _Atan2(y2 - y1, x2 - x1)
    r1d2 = r1 / 2: r2d2 = r2 / 2
    x3 = x1 + r1d2 * Cos(a + PD2)
    y3 = y1 + r1d2 * Sin(a + PD2)
    x4 = x1 + r1d2 * Cos(a - PD2)
    y4 = y1 + r1d2 * Sin(a - PD2)
    x5 = x2 + r2d2 * Cos(a + PD2)
    y5 = y2 + r2d2 * Sin(a + PD2)
    x6 = x2 + r2d2 * Cos(a - PD2)
    y6 = y2 + r2d2 * Sin(a - PD2)
    ftri x6, y6, x4, y4, x3, y3, K
    ftri x3, y3, x5, y5, x6, y6, K
End Sub

'2019-12-16 fix by Steve saves some time with STATIC and saves and restores last dest
Sub ftri (x1, y1, x2, y2, x3, y3, K As _Unsigned Long)
    Dim D As Long
    Static a&
    D = _Dest
    If a& = 0 Then a& = _NewImage(1, 1, 32)
    _Dest a&
    _DontBlend a& '  '<<<< new 2019-12-16 fix
    PSet (0, 0), K
    _Blend a& '<<<< new 2019-12-16 fix
    _Dest D
    _MapTriangle _Seamless(0, 0)-(0, 0)-(0, 0), a& To(x1, y1)-(x2, y2)-(x3, y3)
End Sub

Function Plasma~& (r, g, b, cN)
    Plasma~& = _RGB32(223 + 32 * Sin(r * cN), 223 + 32 * Sin(g * cN), 190, 20)
End Function

Sub makeBackground
    bk = _NewImage(xmax, ymax, 32)
    _Dest bk
    Dim As Long i, stars, horizon
    For i = 0 To ymax
        Line (0, i)-(xmax, i), _RGB32(70, 60, i / ymax * 160)
    Next
    stars = xmax * ymax * 10 ^ -4
    For i = 1 To stars 'stars in sky
        PSet (Rnd * xmax, Rnd * ymax), _RGB32(175 + Rnd * 80, 175 + Rnd * 80, 175 + Rnd * 80)
    Next
    stars = stars / 2
    For i = 1 To stars
        FCirc Rnd * xmax, Rnd * ymax, 1, _RGB32(175 + Rnd * 80, 175 + Rnd * 80, 175 + Rnd * 80)
    Next
    stars = stars / 2
    For i = 1 To stars
        FCirc Rnd * xmax, Rnd * horizon, 2, _RGB32(175 + Rnd * 80, 175 + Rnd * 80, 175 + Rnd * 80)
    Next
    _PutImage , 0, bk
    _Dest 0
End Sub

Sub FCirc (CX As Integer, CY As Integer, R As Integer, C As _Unsigned Long)
    Dim Radius As Integer, RadiusError As Integer
    Dim X As Integer, Y As Integer
    Radius = Abs(R): RadiusError = -Radius: X = Radius: Y = 0
    If Radius = 0 Then PSet (CX, CY), C: Exit Sub
    Line (CX - X, CY)-(CX + X, CY), C, BF
    While X > Y
        RadiusError = RadiusError + Y * 2 + 1
        If RadiusError >= 0 Then
            If X <> Y + 1 Then
                Line (CX - Y, CY - X)-(CX + Y, CY - X), C, BF
                Line (CX - Y, CY + X)-(CX + Y, CY + X), C, BF
            End If
            X = X - 1
            RadiusError = RadiusError - X * 2
        End If
        Y = Y + 1
        Line (CX - X, CY - Y)-(CX + X, CY - Y), C, BF
        Line (CX - X, CY + Y)-(CX + X, CY + Y), C, BF
    Wend
End Sub

Sub Cloud (xx1, yy1, rr1, xx2, yy2, rr2, c~&) ' another attempt at a Laser Pulse or Bolt
    ' scatter pixels over area from p1 to p2 with the radius spec
    Dim x1, y1, r1, x2, y2, r2
    If xx1 > xx2 Then ' orientate
        x1 = xx2: x2 = xx1
        y1 = yy2: y2 = yy1
        r1 = rr2: r2 = rr1
    Else
        x1 = xx1: x2 = xx2
        y1 = yy1: y2 = yy2
        r1 = rr1: r2 = rr2
    End If
    Dim ang, dx, dy, dr, d, pd2, p2, a, stepper, n, r, i, x, y, r3
    pd2 = _Pi / 2
    p2 = _Pi * 2
    ang = _Atan2(y2 - y1, x1 - x2)
    dx = x2 - x1
    dy = y2 - y1
    dr = r2 - r1
    d = _Hypot(dx, dy)

    ' one end
    stepper = 2 / (p2 * r1)
    For a = -ang To -ang + pd2 Step stepper
        For n = 1 To .1 * r1
            r = randWeight(0, r1, 1)
            PSet (x1 + r * Cos(a), y1 + r * Sin(a)), c~&
        Next
    Next
    For a = -ang To -ang - pd2 Step -stepper
        For n = 1 To .1 * r1
            r = randWeight(0, r1, 1)
            PSet (x1 + r * Cos(a), y1 + r * Sin(a)), c~&
        Next
    Next
    ' the other end
    stepper = 2 / (p2 * r2)
    For a = ang To ang + pd2 Step stepper
        For n = 1 To .1 * r2
            r = -randWeight(0, r2, 1)
            PSet (x2 + r * Cos(-a), y2 + r * Sin(-a)), c~&
        Next
    Next
    For a = ang To ang - pd2 Step -stepper
        For n = 1 To .1 * r1
            r = -randWeight(0, r2, 1)
            PSet (x2 + r * Cos(-a), y2 + r * Sin(-a)), c~&
        Next
    Next
    ' down the line   for some reason I have to jiggle the minus signs for x's ???
    dy = dy / d
    dx = dx / d
    dr = dr / d
    For i = 0 To d
        x = x1 + i * dx: y = y1 + i * dy: r = r1 + i * dr
        'PSet (x - r * Cos(ang + pd2), y + r * Sin(ang + pd2)), c~&
        'PSet (x - r * Cos(ang - pd2), y + r * Sin(ang - pd2)), c~&
        For n = 1 To 1 * r
            r3 = randWeight(0, r, 4)
            PSet (x - r3 * Cos(ang + pd2), y + r3 * Sin(ang + pd2)), c~&
            r3 = randWeight(0, r, 4)
            PSet (x - r3 * Cos(ang - pd2), y + r3 * Sin(ang - pd2)), c~&
        Next
    Next

End Sub

Function randWeight (manyValue, fewValue, power)
    randWeight = manyValue + Rnd ^ power * (fewValue - manyValue)
End Function

   
b = b + ...
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Messages In This Thread
Laser Lovers - by bplus - 07-29-2023, 07:35 PM
RE: Laser Lovers - by bplus - 07-29-2023, 07:38 PM
RE: Laser Lovers - by johnno56 - 07-31-2023, 08:09 PM
RE: Laser Lovers - by mnrvovrfc - 07-31-2023, 10:26 PM
RE: Laser Lovers - by bplus - 07-31-2023, 10:45 PM



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