Planet View
#1
Creates randomly generated animations of alien worlds.
Code: (Select All)
' Planet View    v0.1
'by James D. Jarvis
'creates animated views of randomly generated worlds
'
' press any key for a new planet, esc to quit
'
Screen _NewImage(800, 600, 32)
Dim Shared map&
Randomize Timer
map& = _NewImage(480, 360, 32)
cloud& = _NewImage(480, 360, 32)
Dim p As _Unsigned Long
Dim alpha$(24), con$(30), roman$(12)
For x = 1 To 24
    Read alpha$(x)
Next x
For x = 1 To 30
    Read con$(x)
Next x
For x = 1 To 12
    Read roman$(x)
Next x


Do
    makemap map&
    _Source map&
    gw = _Width - 1
    gh = _Height
    _Dest 0
    _Source 0
    r = Int(40 + Rnd * 240)
    r2 = r * r
    xc = _Width / 2
    yc = _Height / 2
    xo = 0
    planet$ = alpha$(Int(1 + Rnd * 24)) + "-" + alpha$(Int(1 + Rnd * 24)) + "-" + con$(Int(1 + Rnd * 30)) + " " + roman$(Int(Rnd * 12)) + "-" + Chr$(Int(97 + Rnd * 26))

    Do
        _Limit 30
        _Source map&
        _Dest 0
        Cls
        Print planet$
        For y = -r + 1 To r - 1
            x1 = Sqr(r2 - y * y)
            tv = (_Asin(y / r) + 1.5) / 3
            For x = -x1 To x1
                tu = (_Asin(x / x1) + 1.5) / 6
                _Source map&
                p = Point((xo + tu * gw) Mod gw, tv * gh)
                PSet (x + xc, y + yc), p
            Next x
        Next y:
        xo = xo + 1
        co = co + 1.5

        _Display
        kk$ = InKey$
    Loop Until kk$ <> ""
Loop Until kk$ = Chr$(27)




Data " Alpha","Beta","Gamma","Delta","Epsilon","Zeta"
Data "Eta"," Theta","Iota","Kappa","Lambda","Mu"
Data "Nu","Xi","Omicron 16","Pi","Rho","Sigma"
Data "Tau","Upsilon","Phi","Chi","Psi","Omega"
Data "Aries","Taurus","Gemini","Cancer","Leo","Virgo","Libra","Scorpio","Ophiuchus","Sagitarius"
Data "Capricorn","Pisces","Aquila","Cassiopeia"," Cygnus","Andromeda","Apus","Canis","Centaurus","Cetus"
Data "Corvus","Draco","Fornax","Hydraxis","Tyranus","Zecadus","Voltanis","Adromeda","Rigel","Zaris"
Data "I","II","III","IV","V","VI","VII","VIII","IX","X","XI","XII"

Sub makemap (m&)
    Dim mcolor As _Unsigned Long
    Dim sea As _Unsigned Long
    Dim p As _Unsigned Long
    Dim pp(4) As _Unsigned Long
    Dim tklr(4, 3) As Long
    _Source m&
    _Dest m&
    'Screen map&
    mw = _Width
    mh = _Height
    rr& = Int(Rnd * 128 + 64)
    bb& = Int(Rnd * 128 + 64)
    gg& = Int(Rnd * 128 + 64)
    mcolor = _RGB32(rr&, gg&, bb&)
    Line (0, 0)-(mw, mh), mcolor, BF

    mares = Int(Rnd * 60) - 30


    icecap = Int(((Rnd * mh + Rnd * mh) / 2) / Int(1 + Rnd * 3))
    For y = 0 To mh
        For x = 0 To mw
            cv = Int(1 + Rnd * 20) + Int(1 + Rnd * 21)
            If y < (icecap + Rnd * 8) Then cv = Int(Rnd * 6)
            If y > (mh - icecap + Rnd * 8) Then cv = Int(Rnd * 6)
            Select Case cv
                Case 1, 2, 3, 4
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), _RGB32(Int((rr& - Rnd * 24 + 255) / 2), Int((gg& - Rnd * 24 + 255) / 2), Int((bb& - Rnd * 24 + 255) / 2)), BF
                Case 5
                    r = Int(2 + Rnd * 6)
                    For cr = 0 To r
                        Circle (x, y), cr, _RGB32(rr& + cr, gg& + cr, bb& + cr)
                    Next cr
                Case 35
                    r = Int(2 + Rnd * 24)
                    For cr = 0 To r
                        Circle (x, y), cr, _RGB32(Int((rr& - Rnd * 24 + 187) / 2), Int((gg& - Rnd * 24 + 187) / 2), Int((bb& - Rnd * 24 + 187) / 2)), BF
                    Next cr
                Case 9, 10, 11, 12
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), _RGB32(Int((rr& + 12 + Rnd * 64) / 2), Int((gg& + 8 + Rnd * 32) / 2), Int((bb& + 12 + Rnd * 4) / 2)), BF
                Case 21
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), mcolor, BF
                Case 35
                    Circle (x, y), Int(2 + Rnd * 6), _RGB32(Int((rr& - Rnd * 24 + 255) / 2), Int((gg& - Rnd * 24 + 255) / 2), Int((bb& - Rnd * 24 + 255) / 2)), BF
            End Select
        Next
    Next
    If mares > 0 Then
        mbr& = Int((Rnd * 96 + rr&) / 2)
        mbg& = Int((Rnd * 96 + gg&) / 2)
        mbb& = Int((Rnd * 96 + bb&) / 2)
        sea = _RGB32(mbr&, mbg&, mbb&)
        For mm = 1 To mares
            sx = Rnd * _Width * .75 + 42
            sy = icecap * 2 + Rnd * (_Height - icecap * 3)
            r = Int(12 + Rnd * 30)
            rsqrd = r * r
            my = -r
            While my <= r
                x = Sqr(rsqrd - my * my)
                x1 = Int(Rnd * (r - Abs(x)))
                x2 = Int(Rnd * (r - Abs(x)))
                Line (sx - x - x1, sy + my)-(sx + x + x2, sy + my), sea, BF
                If Rnd * 6 < 4.5 Then
                    For c = 0 To Int(1 + Rnd * x1) Step 0.5
                        Circle (sx - x - x1, sy + my), c, sea
                    Next c
                End If
                If Rnd * 6 < 4.5 Then
                    For c = 0 To x1 - (Rnd * 3) Step 0.5
                        Circle (sx + x + x2, sy + my), c, sea
                    Next c
                    my = my + 1
                End If
            Wend
        Next mm
    End If



    bands = Int(Rnd * 39) - 32
    If bands > 0 Then
        bdiv = mh / bands
        y = bands
        For b = 1 To bands
            y = y + bdiv - Rnd * 6 + Rnd * 6
            tbr& = Int((Rnd * 256 + rr&) / 2)
            tbb& = Int((Rnd * 256 + gg&) / 2)
            tbg& = Int((Rnd * 256 + bb&) / 2)
            thick = Int(7 + Rnd * 20)
            Line (0, y)-(mw, y + thick), _RGB32(tbr&, tbb&, tbg&, Int(140 + Rnd * 80)), BF
            For xn = 0 To thick
                reps = Int(2 + Rnd * 5)
                For breps = 1 To reps
                    Line (mw / 2 + Int(Rnd * mw / 2), y)-(mw, y + thick), _RGB32(tbr&, tbb&, tbg&, Int(140 + Rnd * 80)), BF
                Next
            Next xn
            Line (0, y)-(mw, y + thick), _RGB32(200, 200, 200, Int(Rnd * 200 + 40)), BF

        Next b
    End If


    'average the pixels
    For y = 1 To mh - 1
        For x = 1 To mw - 1
            p = Point(x, y)
            pp(1) = Point(x + 1, y)
            pp(2) = Point(x - 1, y)
            pp(3) = Point(x, y - 1)
            pp(4) = Point(x, y + 1)
            For n = 1 To 4
                tklr(n, 1) = _Red32(pp(n))
                tklr(n, 2) = _Green32(pp(n))
                tklr(n, 3) = _Blue32(pp(n))
            Next n
            tr& = Int((_Red32(p) + tklr(1, 1) + tklr(2, 1) + tklr(2, 1) + tklr(2, 1)) / 5)
            tg& = Int((_Green32(p) + tklr(1, 2) + tklr(2, 2) + tklr(2, 2) + tklr(2, 2)) / 5)
            tb& = Int((_Blue32(p) + tklr(1, 3) + tklr(2, 3) + tklr(2, 3) + tklr(2, 3)) / 5)
            PSet (x, y), _RGB32(tr&, tg&, tb&)
        Next
    Next
    c = Int(1 + Rnd * 3)
    a = Int(Rnd * 200)
    If c = 1 Then 'cloud layer is extra blurry
        For y = 1 To mh - 1
            For x = 1 To mw - 1
                p = Point(x, y)
                pp(1) = Point(x + 1, y)
                pp(2) = Point(x - 1, y)
                pp(3) = Point(x, y - 1)
                pp(4) = Point(x, y + 1)
                For n = 1 To 4
                    tklr(n, 1) = _Red32(pp(n))
                    tklr(n, 2) = _Green32(pp(n))
                    tklr(n, 3) = _Blue32(pp(n))
                Next n
                tr& = Int((_Red32(p) + tklr(1, 1) + tklr(2, 1) + tklr(2, 1) + tklr(2, 1) + 512) / 7)
                tg& = Int((_Green32(p) + tklr(1, 2) + tklr(2, 2) + tklr(2, 2) + tklr(2, 2) + 512) / 7)
                tb& = Int((_Blue32(p) + tklr(1, 3) + tklr(2, 3) + tklr(2, 3) + tklr(2, 3) + 512) / 7)
                PSet (x, y), _RGB32(tr&, tg&, tb&, Int((a + Rnd * 256) / 2))
            Next
        Next
    End If

    'fix the seam   - not perfect but it gets it right now and again
    For y = 1 To mh
        mix = Int(5 + Rnd * 5)
        p = Point(mw - mix, y)
        PSet (mx, y), p
    Next y

End Sub
Reply
#2
That's just incredible! Thanks James!!
Reply
#3
added a few more features.  

Code: (Select All)
' Planet View    v0.2
'by James D. Jarvis
'creates animated views of randomly generated worlds
'
' press any key for a new planet, esc to quit
'
Screen _NewImage(800, 600, 32)
Dim Shared map&
Randomize Timer
map& = _NewImage(480, 360, 32)
cloud& = _NewImage(480, 360, 32)
Dim p As _Unsigned Long
Dim alpha$(24), con$(30), roman$(12)
For x = 1 To 24
    Read alpha$(x)
Next x
For x = 1 To 30
    Read con$(x)
Next x
For x = 1 To 12
    Read roman$(x)
Next x


Do
    makemap cloud&, 1
    makemap map&, 0
    _Source map&
    gw = _Width - 1
    gh = _Height
    _Dest 0
    _Source 0
    r = Int(40 + Rnd * 240)
    r2 = r * r
    xc = _Width / 2
    yc = _Height / 2
    xo = 0
    cd = Int((1 + Rnd * 2) + (1 + Rnd * 2)) - 1
    planet$ = alpha$(Int(1 + Rnd * 24)) + "-" + alpha$(Int(1 + Rnd * 24)) + "-" + con$(Int(1 + Rnd * 30)) + " " + roman$(Int(Rnd * 12)) + "-" + Chr$(Int(97 + Rnd * 26))
    cnt = 0
    Do
        _Limit 30
        _Source map&
        _Dest 0
        Cls
        Print planet$
        For y = -r + 1 To r - 1
            x1 = Sqr(r2 - y * y)
            tv = (_Asin(y / r) + 1.5) / 3
            For x = -x1 To x1
                tu = (_Asin(x / x1) + 1.5) / 6
                _Source map&
                p = Point((xo + tu * gw) Mod gw, tv * gh)
                PSet (x + xc, y + yc), p
                'uncomment to show cloud deck
                '_Source cloud&
                ' p = Point((co + tu * gw + cd) Mod gw + cd, tv * gh + cd)
                ' pr& = _Red32(p)
                ' pg& = _Green32(p)
                ' pb& = _Blue32(p)
                'pa& = Int(64 + Rnd * 64)
                ' PSet (x + xc, y + yc), _RGB32(pr&, pg&, pb&, pa&)


            Next x
        Next y:
        xo = xo + 1
        'uncomment to show seperate cloud deck, seam isnt as cleaned on that
        ' co = co + 1.5
        cnt = cnt + 1
        _Display
        kk$ = InKey$
        'uncomment following lines to have the planets automatically reset
        ' If cnt > 800 Then
        ' kk$ = "A"
        'cnt = 0
        ' End If
    Loop Until kk$ <> ""
Loop Until kk$ = Chr$(27)




Data " Alpha","Beta","Gamma","Delta","Epsilon","Zeta"
Data "Eta"," Theta","Iota","Kappa","Lambda","Mu"
Data "Nu","Xi","Omicron 16","Pi","Rho","Sigma"
Data "Tau","Upsilon","Phi","Chi","Psi","Omega"
Data "Aries","Taurus","Gemini","Cancer","Leo","Virgo","Libra","Scorpio","Ophiuchus","Sagitarius"
Data "Capricorn","Pisces","Aquila","Cassiopeia"," Cygnus","Andromeda","Apus","Canis","Centaurus","Cetus"
Data "Corvus","Draco","Fornax","Hydraxis","Tyranus","Zecadus","Voltanis","Adromeda","Rigel","Zaris"
Data "I","II","III","IV","V","VI","VII","VIII","IX","X","XI","XII"

Sub makemap (m&, mt)
    Dim mcolor As _Unsigned Long
    Dim sea As _Unsigned Long
    Dim p As _Unsigned Long
    Dim pp(4) As _Unsigned Long
    Dim tklr(4, 3) As Long
    _Source m&
    _Dest m&
    'Screen map&
    mw = _Width
    mh = _Height
    rr& = Int(Rnd * 128 + 64)
    bb& = Int(Rnd * 128 + 64)
    gg& = Int(Rnd * 128 + 64)
    mcolor = _RGB32(rr&, gg&, bb&)
    Line (0, 0)-(mw, mh), mcolor, BF

    mares = Int(Rnd * 60) - 30

    If mt = 1 Then mares = 0
    icecap = Int(((Rnd * mh + Rnd * mh) / 2) / Int(1 + Rnd * 3))
    If mt = 1 Then icecap = Int(Sqr(icecap))
    For y = 0 To mh
        For x = 0 To mw
            cv = Int(1 + Rnd * 20) + Int(1 + Rnd * 21)
            If y < (icecap + Rnd * 8) Then cv = Int(Rnd * 6)
            If y > (mh - icecap + Rnd * 8) Then cv = Int(Rnd * 6)
            Select Case cv
                Case 1, 2, 3, 4
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), _RGB32(Int((rr& - Rnd * 24 + 255) / 2), Int((gg& - Rnd * 24 + 255) / 2), Int((bb& - Rnd * 24 + 255) / 2)), BF
                Case 5
                    r = Int(2 + Rnd * 6)
                    For cr = 0 To r
                        Circle (x, y), cr, _RGB32(rr& + cr, gg& + cr, bb& + cr)
                    Next cr
                Case 35
                    r = Int(2 + Rnd * 24)
                    For cr = 0 To r
                        Circle (x, y), cr, _RGB32(Int((rr& - Rnd * 24 + 187) / 2), Int((gg& - Rnd * 24 + 187) / 2), Int((bb& - Rnd * 24 + 187) / 2)), BF
                    Next cr
                Case 9, 10, 11, 12
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), _RGB32(Int((rr& + 12 + Rnd * 64) / 2), Int((gg& + 8 + Rnd * 32) / 2), Int((bb& + 12 + Rnd * 4) / 2)), BF
                Case 21
                    Line (x, y)-(x + Rnd * 6, y + Rnd * 3), mcolor, BF
                Case 35
                    Circle (x, y), Int(2 + Rnd * 6), _RGB32(Int((rr& - Rnd * 24 + 255) / 2), Int((gg& - Rnd * 24 + 255) / 2), Int((bb& - Rnd * 24 + 255) / 2)), BF
            End Select
        Next
    Next

    If mt = 0 And Rnd * 6 < 1.5 Then 'add canals
        nopc = Int(3 + Rnd * 8)
        For x = 1 To nopc
            cy = Int(_Height / 2 + Rnd * _Height * .1)
            nx = Int(Rnd * _Width)
            sx = Int(Rnd * _Width)
            Line (nx, 0)-(nx - sx + nx, cy), _RGB32(rr& * .95, gg& * .9, bb& * .85)
            Line (nx - sx + nx, cy)-(sx, _Height), _RGB32(rr& * .95, gg& * .9, bb& * .85)
        Next x
        nopc = Int(3 + Rnd * (nopc * 2))
        For x = 1 To nopc
            cx1 = Int(Rnd * _Width)
            cx2 = Int(Rnd * _Width)
            cx1 = Int(Rnd * _Height)
            cx2 = Int(Rnd * _Height)
            Line (cx1, cy1)-(cx2, cy2), _RGB32(rr& * .95, gg& * .9, bb& * .85)

        Next x
    End If

    If mt = 0 Then mcc = Rnd * 50
    If mt = 1 Then mcc = 0
    If mcc < 3 Then 'add megastructures
        mr& = Int(Rnd * 200)
        mg& = Int(Rnd * 200)
        mb& = Int(Rnd * 200)
        ma& = Int(120 + Rnd * 60)
        ms = 1 + Int(Rnd * 8)
        If Rnd * 6 < 2 Then
            ms = ms + Int(1 + Rnd * 8)
            If Rnd * 6 < 2 Then ms = ms + Int(1 + Rnd * 12)
        End If
        shapedeg = (360 / Int(3 + Rnd * 9))
        mos = 3 + Int(Rnd * 4)
        For msr = 1 To ms
            cx = Int(Rnd * _Width)
            cy = Int(((Rnd * _Height) + (Rnd * _Height)) / 2)
            rad = Int(3 + Rnd * 30)
            turn = Int(Rnd * 180)
            For rr = 0 To rad Step mos
                x = rr * Sin(0.01745329 * deg)
                y = rr * Cos(0.01745329 * deg)
                Line (cx + x, cy + y)-(cx + x, cy + y), _RGB32(mr&, mg&, nb&, ma&)
                For deg = turn To turn + 360 Step shapedeg
                    x2 = rr * Sin(0.01745329 * deg)
                    y2 = rr * Cos(0.01745329 * deg)
                    Line -(cx + x2, cy + y2), _RGB32(mr&, mg&, nb&, ma&)
                Next
            Next rr
        Next

    End If


    If mares > 0 Then
        mbr& = Int((Rnd * 96 + rr&) / 2)
        mbg& = Int((Rnd * 96 + gg&) / 2)
        mbb& = Int((Rnd * 96 + bb&) / 2)
        sea = _RGB32(mbr&, mbg&, mbb&)
        For mm = 1 To mares
            sx = Rnd * _Width * .75 + 42
            sy = icecap * 2 + Rnd * (_Height - icecap * 3)
            r = Int(12 + Rnd * 30)
            rsqrd = r * r
            my = -r
            While my <= r
                x = Sqr(rsqrd - my * my)
                x1 = Int(Rnd * (r - Abs(x)))
                x2 = Int(Rnd * (r - Abs(x)))
                Line (sx - x - x1, sy + my)-(sx + x + x2, sy + my), sea, BF
                If Rnd * 6 < 4.5 Then
                    For c = 0 To Int(1 + Rnd * x1) Step 0.5
                        Circle (sx - x - x1, sy + my), c, sea
                    Next c
                End If
                If Rnd * 6 < 4.5 Then
                    For c = 0 To x1 - (Rnd * 3) Step 0.5
                        Circle (sx + x + x2, sy + my), c, sea
                    Next c
                    my = my + 1
                End If
            Wend
        Next mm
    End If



    bands = Int(Rnd * 39) - 32
    If bands > 0 Then
        bdiv = mh / bands
        y = bands
        For b = 1 To bands
            y = y + bdiv - Rnd * 6 + Rnd * 6
            tbr& = Int((Rnd * 256 + rr&) / 2)
            tbb& = Int((Rnd * 256 + gg&) / 2)
            tbg& = Int((Rnd * 256 + bb&) / 2)
            thick = Int(7 + Rnd * 20)
            Line (0, y)-(mw, y + thick), _RGB32(tbr&, tbb&, tbg&, Int(140 + Rnd * 80)), BF
            For xn = 0 To thick
                reps = Int(2 + Rnd * 5)
                For breps = 1 To reps
                    Line (mw / 2 + Int(Rnd * mw / 2), y)-(mw, y + thick), _RGB32(tbr&, tbb&, tbg&, Int(140 + Rnd * 80)), BF
                Next
            Next xn
            Line (0, y)-(mw, y + thick), _RGB32(200, 200, 200, Int(Rnd * 200 + 40)), BF

        Next b
    End If


    'average the pixels
    For y = 1 To mh
        For x = 1 To mw
            p = Point(x, y)
            pp(1) = Point(x + 1, y)
            pp(2) = Point(x - 1, y)
            pp(3) = Point(x, y - 1)
            pp(4) = Point(x, y + 1)
            For n = 1 To 4
                tklr(n, 1) = _Red32(pp(n))
                tklr(n, 2) = _Green32(pp(n))
                tklr(n, 3) = _Blue32(pp(n))
            Next n
            tr& = Int((_Red32(p) + tklr(1, 1) + tklr(2, 1) + tklr(2, 1) + tklr(2, 1)) / 5)
            tg& = Int((_Green32(p) + tklr(1, 2) + tklr(2, 2) + tklr(2, 2) + tklr(2, 2)) / 5)
            tb& = Int((_Blue32(p) + tklr(1, 3) + tklr(2, 3) + tklr(2, 3) + tklr(2, 3)) / 5)
            PSet (x, y), _RGB32(tr&, tg&, tb&)
        Next
    Next
    c = Int(1 + Rnd * 3)
    If mt = 1 Then c = 1
    a = Int(Rnd * 200)
    If c = 1 Then 'cloud layer is extra blurry
        For y = 1 To mh - 1
            For x = 1 To mw - 1
                p = Point(x, y)
                pp(1) = Point(x + 1, y)
                pp(2) = Point(x - 1, y)
                pp(3) = Point(x, y - 1)
                pp(4) = Point(x, y + 1)
                For n = 1 To 4
                    tklr(n, 1) = _Red32(pp(n))
                    tklr(n, 2) = _Green32(pp(n))
                    tklr(n, 3) = _Blue32(pp(n))
                Next n
                tr& = Int((_Red32(p) + tklr(1, 1) + tklr(2, 1) + tklr(2, 1) + tklr(2, 1) + 512) / 7)
                tg& = Int((_Green32(p) + tklr(1, 2) + tklr(2, 2) + tklr(2, 2) + tklr(2, 2) + 512) / 7)
                tb& = Int((_Blue32(p) + tklr(1, 3) + tklr(2, 3) + tklr(2, 3) + tklr(2, 3) + 512) / 7)
                PSet (x, y), _RGB32(tr&, tg&, tb&, Int((a + Rnd * 256) / 2))
            Next
        Next
    End If

    'fix the seam
    ' For y = 1 To mh
    'mix = Int(5 + Rnd * 5)
    'p = Point(mw - mix, y)
    ' PSet (mx, y), p
    ' Next y
    If mt = 1 Then
        For y = 1 To mh
            mix = Int(5 + Rnd * 5)
            For mx = 0 To mix
                p = Point(mx, y)
                PSet (mw - mx, y), p
            Next mx
        Next y


    End If
End Sub
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#4
That's amazing stuff there.
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
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#5
Thumbs Up 
This program should be put on the double, into the "QB64 Samples" library.

I wouldn't have had the patience with all the trigonometry done for the spots and stuff like that on planet surface. Good job J.D.!
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#6
Thanks for the compliments. I'd love to take all the credit but the quick spherical mapping is an old routine that has been out for ages. The planet surface is all fairly simple image gen (except for that darn seam). The speed of modern computers really lets QB64 shine.
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#7
VERY cool indeed... Well done!
May your journey be free of incident. Live long and prosper.
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#8
Quote:Creates randomly generated animations of alien worlds.

Really great! I should really take a look at the graphics under Basic. . . but I'm too lazy for that. That's it!  Sad
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#9
That is REALLY COOL!!! I feel like the creative envelope of QB64 has just been expanded a little bit further.
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#10
You 'all know I posted a drawing tool for doing this back in May 24, 2022?
https://staging.qb64phoenix.com/showthre...47#pid2647

And see Jarvis comment just after, reply #19 ;-)) good judgement.

All you have to do is provide an image and some x, y, scale specs to the Subroutine.

Here is a shot of Cheese maker image converted into rotating moons:

@dbox looks like QBJS does not like &'s


Attached Files Image(s)
   
b = b + ...
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