Proggies
#51
Amazing animation flow, good work!
Reply
#52
Thanks guys here's s'more

Diamond Spaceship
Code: (Select All)
_Title "Diamond Spaceship" 'b+ 2022-07-23
' 2022-7-24 fixed panel problems and added PolyFill routine for rise and fall glowing

'spinning diamond mini-micro script in micro(A)
' from Aurel Micro A trans:  http://basic4all.epizy.com/index.php?topic=199.new#new

Screen _NewImage(800, 600, 32)
_ScreenMove 200, 0
Dim pi, p6, t, m, dir, glow, i, x, a, y, b, lx, ly, la, lb
pi = _Pi
p6 = pi / 6
t = 0
m = 400
dir = 1
glow = 50
Color _RGB32(200, 200, 240), _RGB32(0, 0, 0)
Dim As _Unsigned Long colr, edge
Dim poly(25)
edge = &H99AAAAFF
Do Until _KeyDown(27)
    Cls
    t = (t + 0.01)
    i = 0
    While i <= 12
        r = Cos(p6 * i + t + ao)
        x = m - 300 * r
        a = m - 250 * r
        y = 400 - 40 * Cos(p6 * (i - 3) + t + ao) - 140 + glow ' y
        b = y + 50
        Color _RGB32(200, 200, 240)
        Line (m, 100 - 140 + glow)-(x, y), edge
        Line (x, y)-(a, b), edge
        If i Mod 2 Then colr = &H220000FF Else colr = &H2200FFFF
        If i > 0 Then
            Line (a, b)-(la, lb), edge ' bottom disk
            Line (x, y)-(lx, ly), edge ' top disk
            ftri lx, ly, x, y, a, b, colr
            ftri a, b, la, lb, lx, ly, colr
            ftri m, 100 - 140 + glow, lx, ly, x, y, colr
        End If
        poly(2 * i) = a
        poly(2 * i + 1) = b
        lx = x: ly = y
        la = a: lb = b
        i = i + 1
    Wend
    glow = glow + dir
    If glow >= 256 Then dir = -dir: glow = 255
    If glow <= 49 Then dir = -dir: glow = 50
    PolyFill m, 450 - 140 + glow, poly(), _RGB32(200, 200, 255, glow)
    _Display
    _Limit 30
Loop

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

Sub PolyFill (xc, yc, poly(), K As _Unsigned Long) ' closed poly the last point repeats the first to close loop
    Dim i
    For i = LBound(poly) + 2 To UBound(poly) Step 2
        ftri xc, yc, poly(i - 2), poly(i - 1), poly(i), poly(i + 1), K
    Next
End Sub

Sorry, @dbox, QBJS would have nothing to do with fTri (fill triangle)            

There is a handy PolyFill routine in there, tell it the center x, y and an array (x, y, x, y, x, y...) of points on the perimeter and a color, and it will fill the N-gon with filled triangles of color specified.
b = b + ...
Reply
#53
(07-24-2022, 04:16 PM)bplus Wrote: Sorry, @dbox, QBJS would have nothing to do with fTri (fill triangle)

Yep, we haven’t added _MapTriangle yet but it is on the TODO list.
Reply
#54
That rocks! Thanks B+. I may never learn how to make something like this but maybe someday. Smile
Reply
#55
Orbit Patterns

Code: (Select All)
_Title "Orbit Patterns" 'b+ started 2020-02-25
'can we find speeds for disks going in  orbits around center st they form patterns

Const xmax = 700, ymax = 700, center = 350, P1 = _Pi, P2 = P1 * 2, PD2 = P1 * .5
Screen _NewImage(xmax, ymax, 32)
_ScreenMove 300, 20
Dim rate(1 To 20)
For i = 1 To 20
    rate(i) = (21 - i) / 12
Next
While _KeyDown(27) = 0
    Cls
    For r = 10 To 200 Step 10
        Circle (center, center), r
        i = Int(r / 10)
        x = center + r * Cos(rate(i) * a)
        y = center + r * Sin(rate(i) * a)
        Circle (x, y), 5
    Next
    a = a + _Pi(2 / 120)
    _Display
    _Limit 30
Wend
b = b + ...
Reply
#56
OK now that we practiced with that:

Polygon Orbits
Code: (Select All)
Option _Explicit
_Title "Polygon Orbits 2" 'b+ 2020-02-25
' Fellippe's post 2020-02-25 https://www.qb64.org/forum/index.php?topic=2234.msg114766#msg114766
' Inspired by this post: https://www.reddit.com/r/gifs/comments/f91c99/every_addtional_shape_adds_one_more_corner_and/

Const xmax = 550, ymax = 550, side = 100, center = 275, P1 = _Pi, P2 = P1 * 2, PD2 = P1 * .5
Dim Shared poly$(3 To 15) 'point strings we will turn into arrays as needed
Dim Shared c(3 To 15) As _Unsigned Long 'colors
c(3) = &HFF550000: c(4) = &HFFAA0000: c(5) = &HFFFF0000: c(6) = &HFFDD4400: c(7) = &HFF888800: c(8) = &HFFFF8800
c(9) = &HFF00FF00: c(10) = &HFF00FF88: c(11) = &HFF00FFFF: c(12) = &HFF0088FF: c(13) = &HFF0000FF: c(14) = &HF88F0088: c(15) = &HFF330033
Dim Shared rate(3 To 15), radii(3 To 15), a 'for dots

Screen _NewImage(xmax, ymax, 32)
_ScreenMove 300, 20
Dim i, n, isoA, isoA2, turn, r, x1, y1, currA, x2, y2
For i = 3 To 15
    rate(i) = (16 - i) / 12 'rate as angle mult that disc will move in circle
Next
For n = 3 To 15
    a = P2 / n '                  central angle
    isoA = (P1 - a) / 2 '         angle of one iso triangle at base
    isoA2 = isoA * 2 '            2 iso's is interior angle at each node
    turn = P1 - isoA2 '           for turtle drawing, turn this much at each point
    r = .5 * side / Sin(a / 2) ' << so  << 1/2 * side = r * sin(1/2 * a)
    radii(n) = r
    x1 = center + r * Cos(a / 2 + PD2): y1 = center + r * Sin(a / 2 + PD2)
    poly$(n) = Str$(x1) + "," + Str$(y1) 'our first point for polygon
    currA = P1 'turtle draw the rest of the poly and save the points
    For i = 2 To n + 1
        currA = currA + turn
        x2 = x1 + side * Cos(currA): y2 = y1 + side * Sin(currA)
        Line (x1, y1)-(x2, y2)
        x1 = x2: y1 = y2
        poly$(n) = poly$(n) + "," + Str$(x1) + "," + Str$(y1)
    Next
Next
While _KeyDown(27) = 0
    Cls
    drawPolys
    a = a + _Pi(2 / 120)
    _Display
    _Limit 30
Wend

Sub drawPolys
    Dim n, i, Px, Py, dist, Rx, Ry, r, g, b
    For n = 15 To 3 Step -1
        'here is where we want our dot but we have to place on a line segment between two closest points to Px, Py
        Px = center + radii(n) * Cos(rate(n) * a + PD2)
        Py = center + radii(n) * Sin(rate(n) * a + PD2)
        ReDim pts(0)
        Split poly$(n), ",", pts()
        ReDim min(1), save(1)
        min(0) = 1000: min(1) = 1100: save(0) = -1: save(1) = -2 'dummy
        For i = 0 To UBound(pts) Step 2
            If i < 2 * n - 1 Then
                dist = Sqr((Px - pts(i)) ^ 2 + (Py - pts(i + 1)) ^ 2)
                If dist <= min(0) Then
                    min(1) = min(0): min(0) = dist: save(1) = save(0): save(0) = i
                ElseIf dist <= min(1) Then
                    min(1) = dist: save(1) = i
                End If
            End If
            If i = 0 Then
                PSet (pts(0), pts(1)), c(n)
            Else
                Line -(pts(i), pts(i + 1)), c(n)
            End If
        Next
        'now we have the two closest points of poly to px, py find Rx, RY on that line closest to Px, Py
        If Abs(pts(save(0)) - pts(save(1))) < .001 Then 'have perpendicular line get Rx, Ry directly
            Rx = pts(save(0)): Ry = Py
        Else
            PointOnLinePerp2Point pts(save(0)), pts(save(0) + 1), pts(save(1)), pts(save(1) + 1), Px, Py, Rx, Ry
        End If
        r = _Red32(c(n)): g = _Green32(c(n)): b = _Blue32(c(n))
        For i = 9 To 0 Step -1
            fcirc Rx, Ry, i, midInk(r, g, b, 255, 255, 255, (9 - i) / 9)
        Next
    Next
End Sub

Sub slopeYintersect (X1, Y1, X2, Y2, slope, Yintercept) ' fix for when x1 = x2
    If X1 = X2 Then
        slope = X1
        Yintercept = Y2
    Else
        slope = (Y2 - Y1) / (X2 - X1)
        Yintercept = slope * (0 - X1) + Y1
    End If
End Sub

Sub PointOnLinePerp2Point (Lx1, Ly1, Lx2, Ly2, Px, Py, Rx, Ry)
    '
    'this sub needs  SUB slopeYintersect (X1, Y1, X2, Y2, slope, Yintercept) ' fix for when x1 = x2
    '
    'Lx1, Ly1, Lx2, Ly2     the two points that make a line
    'Px, Py is point off the line
    'Rx, Ry Return Point is the Point on the line perpendicular to Px, Py
    Dim m, Y0, AA, B
    slopeYintersect Lx1, Ly1, Lx2, Ly2, m, Y0
    AA = m ^ 2 + 1
    B = 2 * (m * Y0 - m * Py - Px)
    Rx = -B / (2 * AA)
    Ry = m * Rx + Y0
End Sub

Function midInk~& (r1%, g1%, b1%, r2%, g2%, b2%, fr##)
    midInk~& = _RGB32(r1% + (r2% - r1%) * fr##, g1% + (g2% - g1%) * fr##, b1% + (b2% - b1%) * fr##)
End Function

'this sub modified for splitting into an single array!!!
Sub Split (SplitMeString As String, delim As String, loadMeArray())
    Dim curpos As Long, arrpos As Long, LD As Long, dpos As Long 'fix use the Lbound the array already has
    curpos = 1: arrpos = LBound(loadMeArray): LD = Len(delim)
    dpos = InStr(curpos, SplitMeString, delim)
    Do Until dpos = 0
        loadMeArray(arrpos) = Val(Mid$(SplitMeString, curpos, dpos - curpos))
        arrpos = arrpos + 1
        If arrpos > UBound(loadMeArray) Then ReDim _Preserve loadMeArray(LBound(loadMeArray) To UBound(loadMeArray) + 1000)
        curpos = dpos + LD
        dpos = InStr(curpos, SplitMeString, delim)
    Loop
    loadMeArray(arrpos) = Val(Mid$(SplitMeString, curpos))
    ReDim _Preserve loadMeArray(LBound(loadMeArray) To arrpos) 'get the ubound correct
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


Attached Files Image(s)
   
b = b + ...
Reply
#57
Neato.
Reply
#58
Thanks to James D Jarvis, your poly solids gave me idea for improvement to "Even Better Stars"

Even More Better Stars

Code: (Select All)
_Title "Even More Better Stars" 'b+ 2022-09-21
' Even Better Stars 2 Arrow Steering" 'b+ 2021-11-23 try with arrow steering
' Better Stars.sdlbas (B+=MGA) 2016-05-16
' odd or even number of point, fat or skinny, better fills

Const Pi = _Acos(-1) 'cute way to get pi
'Print (Pi) 'check pi
'End
Const Radians = Pi / 180 'to convert an angle measured in degrees to and angle measure in radians, just mutiply by this
Const Xmax = 700
Const Ymax = 700
Const Cx = Xmax / 2
Const Cy = Ymax / 2

'setdisplay(xmax, ymax, 32, 1)
Screen _NewImage(Xmax, Ymax, 32)
_ScreenMove 300, 40
'setcaption("Better Stars demo")
'autoback(-2)

'main
Const NS = 100
Dim Shared x(NS), y(NS), dx(NS), dy(NS), ri(NS), ro(NS), p(NS), a(NS), turn(NS), fill(NS), c(NS) As _Unsigned Long
loopcounter = 0
For i = 0 To NS
    NewStar i
Next
While _KeyDown(27) = 0
    If _KeyDown(19200) Then '               turn left
        For i = 0 To NS
            x(i) = x(i) + 2 * ri(i) ^ 2
            dx(i) = dx(i) + 1
        Next
    End If

    If _KeyDown(19712) Then '              turn right
        For i = 0 To NS
            x(i) = x(i) - 2 * ri(i) ^ 2
            dx(i) = dx(i) - 1
        Next
    End If

    If _KeyDown(18432) Then '              turn up
        For i = 0 To NS
            y(i) = y(i) + 2 * ri(i) ^ 2
            dy(i) = dy(i) + 1
        Next
    End If
    If _KeyDown(20480) Then '               turn down
        For i = 0 To NS
            y(i) = y(i) - 2 * ri(i) ^ 2
            dy(i) = dy(i) - 1
        Next
    End If

    Line (0, 0)-(Xmax, Ymax), _RGB32(0, 0, 0, 10), BF
    For i = 0 To NS
        If x(i) > 0 And x(i) < Xmax And y(i) > 0 And y(i) < Ymax Then
            'ink(colr(c(i)))
            Color c(i)
            Star x(i), y(i), ri(i), ro(i), p(i), a(i), fill(i)
            x(i) = x(i) + dx(i)
            y(i) = y(i) + dy(i)
            ri(i) = 1.015 * ri(i)
            ro(i) = 1.015 * ro(i)
            a(i) = a(i) + turn(i)
        Else
            NewStar i
        End If
    Next
    'screenswap
    _Display
    _Limit 100
    'wait(50)
    loopcounter = loopcounter + 1
Wend


Sub NewStar (nxt)
    angle = Rnd * 2 * Pi
    r = Rnd * 6 + 1
    dx(nxt) = r * Cos(angle)
    dy(nxt) = r * Sin(angle)
    r = Rnd * 300
    x(nxt) = Cx + r * dx(nxt)
    y(nxt) = Cy + r * dy(nxt)
    ri(nxt) = Rnd
    ro(nxt) = ri(nxt) + 1 + Rnd
    p(nxt) = 3 + Int(Rnd * 9)
    a(nxt) = Rnd * 2 * Pi
    turn(nxt) = Rnd * 6 - 3
    fill(nxt) = 0 'Int(Rnd * 2)
    c(nxt) = rndColor~&
End Sub

Function rndColor~& ()
    rndColor~& = _RGB32(Rnd * 255, Rnd * 255, Rnd * 255)
End Function

Sub Star (x, y, rInner, rOuter, nPoints, angleOffset, TFfill)
    ' x, y are same as for circle,
    ' rInner is center circle radius
    ' rOuter is the outer most point of star
    ' nPoints is the number of points,
    ' angleOffset = angle offset IN DEGREES, it will be converted to radians in sub
    ' this is to allow us to spin the polygon of n sides
    ' TFfill filled True or False (1 or 0)
    p_angle = Radians * (360 / nPoints): rad_angle_offset = Radians * angleOffset
    x1 = x + rInner * Cos(rad_angle_offset)
    y1 = y + rInner * Sin(rad_angle_offset)
    For i = 0 To nPoints - 1
        x2 = x + rOuter * Cos(i * p_angle + rad_angle_offset + .5 * p_angle)
        y2 = y + rOuter * Sin(i * p_angle + rad_angle_offset + .5 * p_angle)
        x3 = x + rInner * Cos((i + 1) * p_angle + rad_angle_offset)
        y3 = y + rInner * Sin((i + 1) * p_angle + rad_angle_offset)
        Line (x1, y1)-(x2, y2)
        Line (x2, y2)-(x3, y3)
        x1 = x3: y1 = y3
    Next
    If TFfill Then
        'Circle (x, y), 2, &HFFFFFFFF
        Paint (x, y), _DefaultColor, _DefaultColor
    End If
End Sub

   
b = b + ...
Reply
#59
Excellent. Drawing stars is how I ended up with my ROTPOLY sub.
Reply
#60
Meandering Circuits Struck by Lightning

Code: (Select All)
_Title "Adding some lightning, press any on beep" ' b+ 2020-09-17   so much better in living color!!
' ah much better response on on escape or Q to quit! too.

Screen _NewImage(1024, 620, 32)
_Delay .25
_ScreenMove _Middle
'_FULLSCREEN
Randomize Timer
Const flashy = &HFFFFFF00
Type box
    x As Single
    y As Single
    w As Single
    h As Single
    K As _Unsigned Long
    hit As Integer
End Type

Type move
    x As Single
    y As Single
    'd AS INTEGER
End Type

Dim Shared beeLineK As _Unsigned Long, gSize As Integer

ReDim Shared VS(_Width, _Height)

Dim backColor As _Unsigned Long, hc As Integer
Do
    'whole new set
    ReDim VS(_Width, _Height)
    gSize = units(Int(20 * Rnd) + 6, 5)
    nBoxes = Int(Sqr(_Width * _Height) / gSize * Rnd) + 1
    If nBoxes < 40 Then nBoxes = 40
    If nBoxes > 100 Then nBoxes = 100
    Color &HFFFFFFFF, &HFF000000
    Print gSize, nBoxes
    '_DISPLAY
    ReDim b(1 To nBoxes) As box 'new box set
    For i = 1 To nBoxes
        tryAgain:
        b(i).x = units(Rnd * (_Width - 2 * (gSize + 1)) + gSize + 1, gSize) 'get x, y off the edges of screen!
        b(i).y = units(Rnd * (_Height - 2 * (gSize + 1)) + gSize + 1, gSize)
        If i > 1 Then
            OK = -1
            For j = 1 To i - 1
                If _Hypot(b(j).x - b(i).x, b(j).y - b(i).y) < 3 * gSize Then OK = 0: Exit For
            Next
            If OK = 0 Then GoTo tryAgain
        End If
        b(i).w = gSize + Rnd * gSize * .5
        b(i).h = gSize + Rnd * gSize * .5
        b(i).K = _RGB32(Rnd * 85 + 170, Rnd * 85 + 170, Rnd * 85 + 170)
    Next
    backColor = _RGB32(Rnd * 65, Rnd * 65, Rnd * 65)
    hc = maxC(backColor)
    If hc = 1 Then beeLineK = _RGB32(0, Rnd * 85 + 85, Rnd * 85 + 85)
    If hc = 2 Then beeLineK = _RGB32(Rnd * 85 + 85, 0, Rnd * 85 + 85)
    If hc = 3 Then beeLineK = _RGB32(Rnd * 85 + 85, Rnd * 85 + 85, 0)
    Color , backColor
    Cls
    drawGrid gSize, gSize, _Width - 1, _Height - 1, gSize, &HFF404040
    'SLEEP
    For i = 2 To nBoxes '                                  draw the meanderings
        meander2 b(i - 1).x, b(i - 1).y, b(i).x, b(i).y
        Line (b(i).x - b(i).w * .5, b(i).y - b(i).h * .5)-Step(b(i).w, b(i).h), b(i).K, BF 'draw the boxes
        Line (b(i - 1).x - b(i - 1).w * .5, b(i - 1).y - b(i - 1).h * .5)-Step(b(i - 1).w, b(i - 1).h), b(i - 1).K, BF 'draw the boxes
    Next
    For i = 1 To nBoxes
        Line (b(i).x - b(i).w * .5, b(i).y - b(i).h * .5)-Step(b(i).w, b(i).h), b(i).K, BF 'draw the boxes
    Next

    '  and now for some lightning!!!
    grd& = _NewImage(_Width, _Height, 32)
    _PutImage , 0, grd&
    Dim i As Long
    i = 0
    ReDim flash As box, moves(0) As move, mItem As move
    r = Int(Rnd * nBoxes) + 1 'pick a place to strike, light it up
    moves(i).x = b(r).x: moves(i).y = b(r).y: flash.w = b(r).w: flash.h = b(r).h: flash.K = flashy
    Line (moves(i).x - .5 * flash.w, moves(i).y - .5 * flash.h)-Step(flash.w, flash.h), flashy, BF
    GoSub checkoutThePlace
    oldUB = 0
    circuit:
    ub = UBound(moves)
    If ub > oldUB Then
        _PutImage , grd&, 0
        For i = 1 To nBoxes
            If b(i).hit Then Line (b(i).x - b(i).w * .5, b(i).y - b(i).h * .5)-Step(b(i).w, b(i).h), &HFF551100, BF
        Next
        For i = oldUB To ub
            fcirc moves(i).x, moves(i).y, .33 * gSize, flashy - Rnd * 150
            For j = 1 To nBoxes
                If moves(i).x = b(j).x And moves(i).y = b(j).y Then b(j).hit = 1
            Next
            GoSub checkoutThePlace
        Next
        oldUB = ub
        _Display
        _Limit 10
        GoTo circuit
    End If
    _PutImage , grd&, 0
    For i = 1 To nBoxes
        If b(i).hit Then Line (b(i).x - b(i).w * .5, b(i).y - b(i).h * .5)-Step(b(i).w, b(i).h), &HFF551100, BF
    Next
    Beep
    _FreeImage grd&
    _AutoDisplay
    Sleep

Loop Until _KeyDown(27) Or UCase$(InKey$) = "Q"
End

checkoutThePlace:
If moves(i).x + .5 * gSize >= 0 And moves(i).x + .5 * gSize < _Width Then
    If VS(moves(i).x + .5 * gSize, moves(i).y) = 1 Then
        mItem.x = moves(i).x + gSize: mItem.y = moves(i).y
        sAppend moves(), mItem
        VS(moves(i).x + .5 * gSize, moves(i).y) = 0
    End If
End If
If moves(i).y + .5 * gSize >= 0 And moves(i).y + .5 * gSize < _Height Then
    If VS(moves(i).x, moves(i).y + .5 * gSize) = 1 Then
        mItem.x = moves(i).x: mItem.y = moves(i).y + gSize
        sAppend moves(), mItem
        VS(moves(i).x, moves(i).y + .5 * gSize) = 0
    End If
End If
If moves(i).x - .5 * gSize >= 0 And moves(i).x - .5 * gSize < _Width Then
    If VS(moves(i).x - .5 * gSize, moves(i).y) = 1 Then
        mItem.x = moves(i).x - gSize: mItem.y = moves(i).y
        sAppend moves(), mItem
        VS(moves(i).x - .5 * gSize, moves(i).y) = 0
    End If
End If
If moves(i).y - .5 * gSize >= 0 And moves(i).y - .5 * gSize < _Height Then
    If VS(moves(i).x, moves(i).y - .5 * gSize) = 1 Then
        mItem.x = moves(i).x: mItem.y = moves(i).y - gSize
        sAppend moves(), mItem
        VS(moves(i).x, moves(i).y - .5 * gSize) = 0
    End If
End If
Return

Sub meander2 (x1, y1, x2, y2) ' snap to grid!   gSize is shared
    startx = x1: starty = y1: endx = x2: endy = y2
    x = startx: y = starty
    GoSub dist
    If dist > 100 Then
        time = Int(Rnd * 8 + 4) ' total amount allowed to move  The More the time the more the meander!!!!
    Else
        time = 3
    End If
    startTime = time '       > 20 is too much!!
    If Rnd < .5 Then lastmoveX = 0 Else lastmoveX = -1
    lastx = startx: lasty = starty
    Do
        GoSub dist
        If Rnd < .5 Then d = -1 Else d = 1
        If lastmoveX = 0 Then
            lastx = x
            If time <= 2 Then
                x = endx
            Else
                dx = units(d * (.4 * distx * Rnd + gSize), gSize)
                If dx = 0 Then dx = gSize
                If x + dx > 0 And x + dx < _Width Then
                    x = x + dx
                Else
                    x = x + -dx
                End If
            End If
            'LINE (lastx, y)-(x, y)
            beeline lastx, y, x, y
            lastmoveX = -1
        Else
            lasty = y
            If time <= 2 Then
                y = endy
            Else
                dy = units(d * (.3 * disty * Rnd + gSize), gSize)
                If dy = 0 Then dy = gSize
                If y + dy > 0 And y + dy < _Height Then
                    y = y + dy
                Else
                    y = y + -dy
                End If
            End If
            'LINE (x, lasty)-(x, y)
            beeline x, lasty, x, y
            lastmoveX = 0
        End If
        time = time - 1
        '_LIMIT 10
    Loop Until time <= 0
    Exit Sub
    dist:
    distx = endx - x: disty = endy - y
    Return
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 beeline (x1, y1, x2, y2)
    If x1 = x2 Then
        If y1 <= y2 Then For y = y1 To y2: fcirc x1, y, 1, beeLineK: VS(Int(x1), Int(y)) = 1: Next
        If y1 > y2 Then For y = y1 To y2 Step -1: fcirc x1, y, 1, beeLineK: VS(Int(x1), Int(y)) = 1: Next
    Else
        If x1 <= x2 Then For x = x1 To x2: fcirc x, y1, 1, beeLineK: VS(Int(x), Int(y1)) = 1: Next
        If x1 > x2 Then For x = x1 To x2 Step -1: fcirc x, y1, 1, beeLineK: VS(Int(x), Int(y1)) = 1: Next
    End If
End Sub

Function maxC (K As _Unsigned Long)
    If _Red32(K) >= _Green32(K) And _Red32(K) >= _Blue32(K) Then maxC = 1: Exit Function
    If _Green32(K) >= _Blue(K) Then maxC = 2 Else maxC = 3
End Function

' this sub needs FUNCTION units (x, unit)
Sub drawGrid (x1, y1, x2, y2, gsize, gridClr As _Unsigned Long) ' grid of square gsize X gsize
    ' fit a grid between x1, x2 and  y1, y2
    ' x1, y1 top right corner and x2, y2 expected bottom right corner of boundary line

    Dim x As Integer, y As Integer, gx1 As Integer, gy1 As Integer, gx2 As Integer, gy2 As Integer
    gx1 = units(x1, gsize): gy1 = units(y1, gsize) 'convert to grid coordinates
    gx2 = units(x2, gsize): gy2 = units(y2, gsize)
    If gx1 < x1 Then gx1 = gx1 + gsize 'stay inside boundarys passed to sub
    If gy1 < y1 Then gy1 = gy1 + gsize
    If gx1 >= gx2 Or gy1 >= gy2 Then Exit Sub 'that's not even a single square!
    For x = gx1 To gx2 Step gsize: Line (x, gy1)-(x, gy2), gridClr: Next
    For y = gy1 To gy2 Step gsize: Line (gx1, y)-(gx2, y), gridClr: Next
End Sub

Function units (x, unit)
    units = Int(x / unit) * unit
End Function

Sub sAppend (arr() As move, addItem As move)
    ReDim _Preserve arr(LBound(arr) To UBound(arr) + 1) As move
    arr(UBound(arr)) = addItem
End Sub

   
b = b + ...
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