Space Orbs. Small screen saver.
#11
(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.)
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#12
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

Find my programs here in Dav's QB64 Corner
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#13
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$ <> ""

Find my programs here in Dav's QB64 Corner
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#14
Thumbs Up 
Yeah I like those plasma orbs Smile
b = b + ...
Reply
#15
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

Find my programs here in Dav's QB64 Corner
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#16
*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) Tongue when that happens.

Big Grin
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
Reply
#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! Smile
grymmjack (gj!)
GitHubYouTube | Soundcloud | 16colo.rs
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