simple 2D vector graphics
#1
I've been wanting to make a multiplayer Spacewar! type game, maybe with elements of Asteroids and other similar games, and what better way to learn than to look under the hood of a similar program and modify it? So I studied Terry Ritchie's "Widescreen Asteroids", which is very nicely done, but it turned out to be a lot more complicated than I have time and brain power for. However, Terry's game uses a simple method of defining vector objects line by line, so using that as a starting point, I have the beginning of a game. 

So far all it does is draw some of the objects from Widescreen Asteroids and move them around the screen. Next is to figure out how to rotate them and translate the rotation angle into dx, dy to move in a given direction, and then figure out how to do collisions. 

Anyway maybe this will help someone interested in learning about this... enjoy

Code: (Select All)
_Title "Simple vector graphics v0.09 mostly by madscijr" ' display in the Window's title bar

' Simple test of vector graphics,
' borrowed graphics objects and format from Widescreen Asteroids by Terry Ritchie.

' TO DO:
' * rotate objects
' * translate rotation angle into dx,dy to move in direction of angle
' * speed up?
' * detect collisions

' BOOLEAN CONSTANTS
Const FALSE = 0
Const TRUE = Not FALSE

' HOLDS POSITION AND VELOCITY OF ALL OBJECTS
Type ObjectType
    x As Integer
    y As Integer
    dx As Integer
    dy As Integer
    cx As Integer
    cy As Integer
    IsEnabled As Integer
End Type ' ObjectType

' HOLDS DEFINITION OF ALL OBJECTS
Type CoordType
    x1 As Integer
    y1 As Integer
    x2 As Integer
    y2 As Integer
    color As _Unsigned Long
    IsLast As Integer
End Type ' CoordType

' ENABLE / DISABLE DEBUG CONSOLE
Dim Shared m_bDebug As Integer: m_bDebug = TRUE

' BASIC PROGRAM METADATA
Dim Shared m_ProgramPath$: m_ProgramPath$ = Left$(Command$(0), _InStrRev(Command$(0), "\"))
Dim Shared m_ProgramName$: m_ProgramName$ = Mid$(Command$(0), _InStrRev(Command$(0), "\") + 1)

' OBJECT VARIABLES
ReDim Shared m_arrObject(1 To 8) As ObjectType
ReDim Shared m_arrLines(1 To 8, 1 To 32) As CoordType

' ****************************************************************************************************************************************************************
' ACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    $Console
    _Delay 4
    _Console On
    _Echo "Started " + m_ProgramName$
    _Echo "Debugging on..."
End If
' ****************************************************************************************************************************************************************

' =============================================================================
' START THE MAIN ROUTINE
main

' =============================================================================
' FINISH
Screen 0
Print m_ProgramName$ + " finished."
Input "Press <ENTER> to continue", in$

' ****************************************************************************************************************************************************************
' DEACTIVATE DEBUGGING WINDOW
If m_bDebug = TRUE Then
    _Console Off
End If
' ****************************************************************************************************************************************************************

System ' return control to the operating system
End

' /////////////////////////////////////////////////////////////////////////////

Sub main
    ' LOCAL VARIABLES
    Dim iFPS As Integer: iFPS = 120
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer
    Dim imgBack&
    Dim imgMiddle&
    Dim imgFront&
    Dim iWhich As Integer: iWhich = 1
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$
    Dim sError As String: sError = ""
    Dim iX As Integer
    Dim iY As Integer
    Dim sKey As String
    Dim iMinX As Integer: iMinX = 0
    Dim iMaxX As Integer: iMaxX = 800
    Dim iMinY As Integer: iMinY = 0
    Dim iMaxY As Integer: iMaxY = 640

    ' =============================================================================
    ' INITIALIZE
    Screen _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    'imgBack& = _NewImage(800, 640, 32) ' background
    'imgMiddle& = _NewImage(800, 640, 32) ' other stuff
    'imgFront& = _NewImage(800, 640, 32) ' foreground
   
    ' =============================================================================
    ' START NEW GAME
    Do
        _KeyClear
       
        ' CONFIGURE PRINTING FOR _PrintString
        _PrintMode _FillBackground
        '_PrintMode _KEEPBACKGROUND
       
        ' INIT VARS
        sKey = ""
        iX = 0: iY = 0
        For iObject = LBound(m_arrObject) To UBound(m_arrObject)
            m_arrObject(iObject).IsEnabled = FALSE
            m_arrObject(iObject).x = iX
            m_arrObject(iObject).y = iY
            m_arrObject(iObject).dx = RandomNumber%(-5, 5)
            m_arrObject(iObject).dy = RandomNumber%(-5, 5)
            m_arrObject(iObject).cx = 0
            m_arrObject(iObject).cy = 0
            iX = iX + 200
            If iX > 800 Then
                iX = 0
                iY = iY + 200
                If iY > 640 Then
                    iY = 0
                End If
            End If
        Next iObject
        InitVectorObjects
       
        ' MAIN LOOP
        While TRUE = TRUE
            ' REDRAW BACKGROUND LAYERS
            DrawLayers imgBack&, imgMiddle&, imgFront&
            '_Dest 0: Cls , cBlack
           
            ' SHOW TEXT
            DrawText sKey, iWhich
           
            ' MOVE + DRAW ENABLED OBJECTS
            For iObject = LBound(m_arrObject) To UBound(m_arrObject)
                ' Only enabled objects
                If m_arrObject(iObject).IsEnabled = TRUE Then
                   
                    ' Move along X axis
                    m_arrObject(iObject).cx = m_arrObject(iObject).cx + 1
                    If m_arrObject(iObject).cx > (10 - Abs(m_arrObject(iObject).dx)) Then
                        m_arrObject(iObject).cx = 0
                        If m_arrObject(iObject).dx < 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x - 1
                            If m_arrObject(iObject).x < iMinX Then
                                m_arrObject(iObject).x = iMaxX
                            End If
                        ElseIf m_arrObject(iObject).dx > 0 Then
                            m_arrObject(iObject).x = m_arrObject(iObject).x + 1
                            If m_arrObject(iObject).x > iMaxX Then
                                m_arrObject(iObject).x = iMinX
                            End If
                        End If
                    End If

                    ' Move along Y axis
                    m_arrObject(iObject).cy = m_arrObject(iObject).cy + 1
                    If m_arrObject(iObject).cy > (10 - Abs(m_arrObject(iObject).dy)) Then
                        m_arrObject(iObject).cy = 0
                        If m_arrObject(iObject).dy < 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y - 1
                            If m_arrObject(iObject).y < iMinY Then
                                m_arrObject(iObject).y = iMaxY
                            End If
                        ElseIf m_arrObject(iObject).dy > 0 Then
                            m_arrObject(iObject).y = m_arrObject(iObject).y + 1
                            If m_arrObject(iObject).y > iMaxY Then
                                m_arrObject(iObject).y = iMinY
                            End If
                        End If
                    End If

                    ' Draw object's line segments
                    For iLine = LBound(m_arrLines, 2) To UBound(m_arrLines, 2)
                        'Line (x1%, y1%)-(x2%, y2%), arrColor(arrStars(iLoop).ColorIndex), BF
                        Line _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x1, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y1) _
                            - _
                            (m_arrObject(iObject).x + m_arrLines(iObject, iLine).x2, _
                            m_arrObject(iObject).y + m_arrLines(iObject, iLine).y2) _
                            , _
                            m_arrLines(iObject, iLine).color ' , BF
                        If m_arrLines(iObject, iLine).IsLast = TRUE Then
                            Exit For
                        End If
                    Next iLine

                End If
            Next iObject

            ' UPDATE THE SCREEN
            _Display

            ' PROCESS INPUT
            While _DeviceInput(1): Wend ' clear and update the keyboard buffer
            sKey = ""

            ' QUIT?
            If _Button(KeyCode_Escape%) Then
                bQuit = TRUE
                Exit While
            End If
           
            ' OTHER INPUT 1-6 SELECTS WHICH OBJECT TO CHANGE
            If _Button(KeyCode_1%) Then
                sKey = sKey + "1,"
                iWhich = 1
            ElseIf _Button(KeyCode_2%) Then
                sKey = sKey + "2,"
                iWhich = 2
            ElseIf _Button(KeyCode_3%) Then
                sKey = sKey + "3,"
                iWhich = 3
            ElseIf _Button(KeyCode_4%) Then
                sKey = sKey + "4,"
                iWhich = 4
            ElseIf _Button(KeyCode_5%) Then
                sKey = sKey + "5,"
                iWhich = 5
            ElseIf _Button(KeyCode_6%) Then
                sKey = sKey + "6,"
                iWhich = 6
            End If
           
            ' GET DIRECTION
            If _Button(KeyCode_Left%) Then
                sKey = sKey + "LEFT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx - 1
                If m_arrObject(iWhich).dx < -10 Then m_arrObject(iWhich).dx = -10
            ElseIf _Button(KeyCode_Right%) Then
                sKey = sKey + "RIGHT,"
                m_arrObject(iWhich).dx = m_arrObject(iWhich).dx + 1
                If m_arrObject(iWhich).dx > 10 Then m_arrObject(iWhich).dx = 10
            ElseIf _Button(KeyCode_Up%) Then
                sKey = sKey + "UP,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy - 1
                If m_arrObject(iWhich).dy < -10 Then m_arrObject(iWhich).dy = -10
            ElseIf _Button(KeyCode_Down%) Then
                sKey = sKey + "DOWN,"
                m_arrObject(iWhich).dy = m_arrObject(iWhich).dy + 1
                If m_arrObject(iWhich).dy > 10 Then m_arrObject(iWhich).dy = 10
            End If
           
            ' CLEAR KEYBOARD BUFFER
            _KeyClear
           
            ' CONTROL GAME SPEED
            _Limit iFPS
        Wend
       
        ' UPDATE THE SCREEN
        _Display
       
        ' CLEAR KEYBOARD BUFFER
        _KeyClear: _Delay 2
       
        ' PLAY ANOTHER ROUND OR QUIT?
        If bQuit = FALSE Then
            If bExit = FALSE Then Sleep
            Color cWhite, cBlack
        Else
            Exit Do
        End If
    Loop
   
    ' RETURN TO AUTODISPLAY
    _AutoDisplay
   
End Sub ' main

' /////////////////////////////////////////////////////////////////////////////
' VECTOR OBJECT DEFINITIONS
Sub InitVectorObjects
    Dim iLoop As Integer
    Dim iObject As Integer
    Dim iLine As Integer
   
    Dim x1 As Integer
    Dim y1 As Integer
    Dim x2 As Integer
    Dim y2 As Integer
    Dim r1 As Integer
    Dim g1 As Integer
    Dim b1 As Integer
   
    iObject = 1
    iLine = 1
   
    Restore VectorData
    For iLoop = 1 To 1024
        Read x1
        Read y1
        Read x2
        Read y2
        Read r1
        Read g1
        Read b1 ' -255 means no more data, -254 means last set for this object
       
        If b1 = -255 Then
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            Exit For
        ElseIf b1 = -254 Then
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            iObject = iObject + 1
            iLine = 1
            If iObject > UBound(m_arrLines, 1) Then Exit For
        Else
            m_arrLines(iObject, iLine).x1 = x1
            m_arrLines(iObject, iLine).y1 = y1
            m_arrLines(iObject, iLine).x2 = x2
            m_arrLines(iObject, iLine).y2 = y2
            m_arrLines(iObject, iLine).color = _RGB32(r1, g1, b1)
            m_arrLines(iObject, iLine).IsLast = FALSE
            iLine = iLine + 1
            If iLine > UBound(m_arrLines, 2) Then Exit For
        End If
    Next iLoop%
   
    VectorData:
    'objaster1 = purple
    Data 2,-41,31,-50,128,0,255
    Data 31,-50,56,-23,128,0,255
    Data 56,-23,37,-10,128,0,255
    Data 37,-10,61,13,128,0,255
    Data 61,13,32,62,128,0,255
    Data 32,62,-22,43,128,0,255
    Data -22,43,-40,57,128,0,255
    Data -40,57,-62,34,128,0,255
    Data -62,34,-47,7,128,0,255
    Data -47,7,-62,-26,128,0,255
    Data -62,-26,-32,-63,128,0,255
    Data -32,-63,2,-41,128,0,255
    Data 0,0,0,0,-254,-254,-254
   
    'objaster2 = red
    Data -28,-62,22,-62,255,0,0
    Data 22,-62,61,-28,255,0,0
    Data 61,-28,61,13,255,0,0
    Data 61,13,23,57,255,0,0
    Data 23,57,-6,62,255,0,0
    Data -6,62,-6,15,255,0,0
    Data -6,15,-36,47,255,0,0
    Data -36,47,-59,14,255,0,0
    Data -59,14,-35,1,255,0,0
    Data -35,1,-62,-9,255,0,0
    Data -62,-9,-28,-62,255,0,0
    Data 0,0,0,0,-254,-254,-254
   
    'objaster3 = orange
    Data 9,-62,60,-21,255,165,0
    Data 60,-21,62,-3,255,165,0
    Data 62,-3,24,13,255,165,0
    Data 24,13,53,34,255,165,0
    Data 53,34,38,55,255,165,0
    Data 38,55,20,40,255,165,0
    Data 20,40,-37,61,255,165,0
    Data -37,61,-63,15,255,165,0
    Data -63,15,-57,-24,255,165,0
    Data -57,-24,-24,-24,255,165,0
    Data -24,-24,-38,-45,255,165,0
    Data -38,-45,9,-62,255,165,0
    Data 0,0,0,0,-254,-254,-254
   
    'objmouse = yellow
    Data 0,-10,6,3,255,255,0
    Data 6,3,1,2,255,255,0
    Data 1,2,1,10,255,255,0
    Data 1,10,-1,10,255,255,0
    Data -1,10,-1,2,255,255,0
    Data -1,2,-6,3,255,255,0
    Data -6,3,0,-10,255,255,0
    Data 0,0,0,0,-254,-254,-254
   
    'objship = cyan
    Data 0,-15,10,15,0,255,255
    Data 10,15,6,11,0,255,255
    Data 6,11,-6,11,0,255,255
    Data -6,11,-10,15,0,255,255
    Data -10,15,0,-15,0,255,255
    Data 0,0,0,0,-254,-254,-254
    'Data 0,18,0,18,0,255,255
    'Data 0,0,0,0,-254,-254,-254
   
    'objufo = green
    Data -4,-16,4,-16,0,255,0
    Data 4,-16,10,-6,0,255,0
    Data 10,-6,25,5,0,255,0
    Data 25,5,10,16,0,255,0
    Data 10,16,-10,16,0,255,0
    Data -10,16,-25,5,0,255,0
    Data -25,5,-10,-6,0,255,0
    Data -10,-6,-4,-16,0,255,0
    Data -10,-6,10,-6,0,255,0
    Data -25,5,25,5,0,255,0
    Data 0,0,0,0,-255,-255,-255
   
End Sub ' InitVectorObjects

' /////////////////////////////////////////////////////////////////////////////
' (RE)DRAW SCREEN

Sub DrawLayers (imgBack&, imgMiddle&, imgFront&)
    _Dest 0
    Cls , cBlack

    If TRUE = FALSE Then
        If imgBack& < -1 Then
            _PutImage , imgBack&, 0
        End If

        If imgMiddle& < -1 Then
            _PutImage , imgMiddle&, 0
        End If

        If imgFront& < -1 Then
            _PutImage , imgFront&, 0
        End If
    End If

End Sub ' DrawLayers

' /////////////////////////////////////////////////////////////////////////////
' SHOW INSTRUMENTS + INSTRUCTIONS
' 800x600 = 40 rows x 100 columns

sub DrawText( _
    sKey as string, _
    iWhich as integer _
    )
   
    Dim iObject As Integer
    Dim iX As Integer
    Dim iY As Integer
   
    Color cWhite
    PrintAt 1, 1, "Simple 2D vector graphics test"
   
    Color cYellow
    PrintAt 3, 1, "Press 1-6 to select active object."
    PrintAt 4, 1, "Arrow keys move active object."
   
    iY = 6
    For iObject = LBound(m_arrObject) To UBound(m_arrObject)
        If m_arrObject(iObject).IsEnabled = TRUE Then
            Color cCyan
        Else
            Color cGray
        End If
        PrintAt iY, 1, "" + _
            "obj #" + cstr$(iObject) + _
            "(" + cstr$(m_arrObject(iObject).x) + "," + cstr$(m_arrObject(iObject).y) + ")" + _
            "(" + cstr$(m_arrObject(iObject).dx) + "," + cstr$(m_arrObject(iObject).dy) + ")" + _
            "(" + cstr$(m_arrObject(iObject).cx) + "," + cstr$(m_arrObject(iObject).cy) + ")" + _
            ""
        iY = iY + 1
    Next iObject

    ' SHOW INPUT
    'if m_bDebug=TRUE then
    Color cLime
    PrintAt 20, 1, "Controls   : " + RightPadString$(sKey, 10, " ") + "   "
       
    Color cWhite
    PrintAt 21, 1, "Object #   : " + cstr$(iWhich)
    'end if
   
    ' SHOW COORDINATES
   
   
End Sub ' DrawText

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' /////////////////////////////////////////////////////////////////////////////

Function cstr$ (myValue)
    'cstr$ = LTRIM$(RTRIM$(STR$(myValue)))
    cstr$ = _Trim$(Str$(myValue))
End Function ' cstr$

' /////////////////////////////////////////////////////////////////////////////
' Hack function, to be replaced with something better

Function DblToInt% (dblOld As Double)
    Dim dblNew As Double
    Dim sValue As String
    Dim iPos As Integer

    dblNew = RoundDouble#(dblOld, 0)
    'sValue = _Trim$(Str$(dblNew))

    sValue = DblToStr$(dblNew)

    'iPos = InStr(1, sValue, ".")
    'If iPos > 0 Then
    '    DblToInt% = Val(Left$(sValue, iPos - 1))
    'Else
    '    DblToInt% = Val(sValue)
    'End If

    DblToInt% = Val(sValue)
End Function ' DblToInt%

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function DblToStr$ (n#)
    Dim result$: result$ = ""
    Dim value$
    Dim Xpos%
    Dim expo%
    Dim sign$
    Dim valu$
    Dim dot%
    Dim L%
    Dim add$
    Dim min$
    Dim DP$
    Dim n%
   
    value$ = UCase$(LTrim$(Str$(n#)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") ' only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n% = 1 To L%
            If Mid$(valu$, n%, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n%, 1)
            End If
        Next n%
        result$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
    Else
        result$ = value$
    End If
   
    DblToStr$ = result$
End Function ' DblToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DblRoundedToStr$ (dblValue As Double, intNumPlaces As Integer)
    Dim dblNew As Double
    dblNew = RoundDouble#(dblValue, intNumPlaces)
    DblRoundedToStr$ = DblToStr$(dblNew)
End Function ' DblRoundedToStr$

' /////////////////////////////////////////////////////////////////////////////

Function DoubleABS# (dblValue As Double)
    If Sgn(dblValue) = -1 Then
        DoubleABS# = 0 - dblValue
    Else
        DoubleABS# = dblValue
    End If
End Function ' DoubleABS#

' /////////////////////////////////////////////////////////////////////////////
' Scientific notation - QB64 Wiki
' https://www.qb64.org/wiki/Scientific_notation

' Example: A string function that displays extremely small or large exponential decimal values.

Function FloatToStr$ (n##)
    value$ = UCase$(LTrim$(Str$(n##)))
    Xpos% = InStr(value$, "D") + InStr(value$, "E") 'only D or E can be present
    If Xpos% Then
        expo% = Val(Mid$(value$, Xpos% + 1))
        If Val(value$) < 0 Then
            sign$ = "-"
            valu$ = Mid$(value$, 2, Xpos% - 2)
        Else
            valu$ = Mid$(value$, 1, Xpos% - 1)
        End If
        dot% = InStr(valu$, ".")
        L% = Len(valu$)
        If expo% > 0 Then
            add$ = String$(expo% - (L% - dot%), "0")
        End If
        If expo% < 0 Then
            min$ = String$(Abs(expo%) - (dot% - 1), "0")
            DP$ = "."
        End If
        For n = 1 To L%
            If Mid$(valu$, n, 1) <> "." Then
                num$ = num$ + Mid$(valu$, n, 1)
            End If
        Next n
    Else
        FloatToStr$ = value$
        Exit Function
    End If
    FloatToStr$ = _Trim$(sign$ + DP$ + min$ + num$ + add$)
End Function ' FloatToStr$

' /////////////////////////////////////////////////////////////////////////////
' By sMcNeill from https://www.qb64.org/forum/index.php?topic=896.0

Function IsNum% (text$)
    Dim a$
    Dim b$
    a$ = _Trim$(text$)
    b$ = _Trim$(Str$(Val(text$)))
    If a$ = b$ Then
        IsNum% = TRUE
    Else
        IsNum% = FALSE
    End If
End Function ' IsNum%

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0

'Combine all elements of in$() into a single string with delimiter$ separating the elements.

Function join$ (in$(), delimiter$)
    Dim result$
    Dim i As Long
    result$ = in$(LBound(in$))
    For i = LBound(in$) + 1 To UBound(in$)
        result$ = result$ + delimiter$ + in$(i)
    Next i
    join$ = result$
End Function ' join$

' /////////////////////////////////////////////////////////////////////////////

Function LeftPadString$ (myString$, toWidth%, padChar$)
    LeftPadString$ = Right$(String$(toWidth%, padChar$) + myString$, toWidth%)
End Function ' LeftPadString$

' /////////////////////////////////////////////////////////////////////////////
' ABS was returning strange values with type LONG
' so I created this which does not.

Function LongABS& (lngValue As Long)
    If Sgn(lngValue) = -1 Then
        LongABS& = 0 - lngValue
    Else
        LongABS& = lngValue
    End If
End Function ' LongABS&

' /////////////////////////////////////////////////////////////////////////////
' iRow% and iCol% are 0-based in this version

Sub PrintAt (iRow%, iCol%, sText$)
    '_PrintString (iCol% * 8, iRow% * 16), sText$
    _PrintString (iCol% * 8, iRow% * 16), sText$
    '_PrintString (iCol%, iRow%), sText$
End Sub ' PrintAt

' /////////////////////////////////////////////////////////////////////////////
' Generate random value between Min and Max.

Function RandomNumber% (Min%, Max%)
    Dim NumSpread%

    ' SET RANDOM SEED
    'Randomize ' Initialize random-number generator.
    Randomize Timer

    ' GET RANDOM # Min%-Max%
    'RandomNumber = Int((Max * Rnd) + Min) ' generate number

    NumSpread% = (Max% - Min%) + 1

    RandomNumber% = Int(Rnd * NumSpread%) + Min% ' GET RANDOM # BETWEEN Max% AND Min%

End Function ' RandomNumber%

' /////////////////////////////////////////////////////////////////////////////

Function RightPadString$ (myString$, toWidth%, padChar$)
    RightPadString$ = Left$(myString$ + String$(toWidth%, padChar$), toWidth%)
End Function ' RightPadString$

' /////////////////////////////////////////////////////////////////////////////
' https://www.qb64.org/forum/index.php?topic=3605.0
' Quote from: SMcNeill on Today at 03:53:48 PM
'
' Sometimes, you guys make things entirely too  complicated.
' There ya go!  Three functions to either round naturally,
' always round down, or always round up, to whatever number of digits you desire.
' EDIT:  Modified to add another option to round scientific,
' since you had it's description included in your example.

' Receives + returns _FLOAT myVar## (-1.18E-4932 to +1.18E+4932)

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE _FLOAT

Function Round## (num##, digits%)
    Round## = Int(num## * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUp## (num##, digits%)
    RoundUp## = _Ceil(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDown## (num##, digits%)
    RoundDown## = Int(num## * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientific## (num##, digits%)
    RoundScientific## = _Round(num## * 10 ^ digits%) / 10 ^ digits%
End Function

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE DOUBLE

Function RoundDouble# (num#, digits%)
    RoundDouble# = Int(num# * 10 ^ digits% + .5) / 10 ^ digits%
End Function

Function RoundUpDouble# (num#, digits%)
    RoundUpDouble# = _Ceil(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDownDouble# (num#, digits%)
    RoundDownDouble# = Int(num# * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientificDouble# (num#, digits%)
    RoundScientificDouble# = _Round(num# * 10 ^ digits%) / 10 ^ digits%
End Function

' /////////////////////////////////////////////////////////////////////////////

Function SmallestOf3% (i1%, i2%, i3%)
    Dim iMin%
    iMin% = i1%
    If i2% < iMin% Then iMin% = i2%
    If i3% < iMin% Then iMin% = i3%
    SmallestOf3% = iMin%
End Function ' SmallestOf3

' /////////////////////////////////////////////////////////////////////////////
' Split and join strings
' https://www.qb64.org/forum/index.php?topic=1073.0
'
' FROM luke, QB64 Developer
' Date: February 15, 2019, 04:11:07 AM
'
' Given a string of words separated by spaces (or any other character),
' splits it into an array of the words. I've no doubt many people have
' written a version of this over the years and no doubt there's a million
' ways to do it, but I thought I'd put mine here so we have at least one
' version. There's also a join function that does the opposite
' array -> single string.
'
' Code is hopefully reasonably self explanatory with comments and a little demo.
' Note, this is akin to Python/JavaScript split/join, PHP explode/implode.

'Split in$ into pieces, chopping at every occurrence of delimiter$. Multiple consecutive occurrences
'of delimiter$ are treated as a single instance. The chopped pieces are stored in result$().
'
'delimiter$ must be one character long.
'result$() must have been REDIMmed previously.

' Modified to handle multi-character delimiters

Sub split (in$, delimiter$, result$())
    Dim start As Integer
    Dim finish As Integer
    Dim iDelimLen As Integer
    ReDim result$(-1)

    iDelimLen = Len(delimiter$)

    start = 1
    Do
        'While Mid$(in$, start, 1) = delimiter$
        While Mid$(in$, start, iDelimLen) = delimiter$
            'start = start + 1
            start = start + iDelimLen
            If start > Len(in$) Then
                Exit Sub
            End If
        Wend
        finish = InStr(start, in$, delimiter$)
        If finish = 0 Then
            finish = Len(in$) + 1
        End If

        ReDim _Preserve result$(0 To UBound(result$) + 1)

        result$(UBound(result$)) = Mid$(in$, start, finish - start)
        start = finish + 1
    Loop While start <= Len(in$)
End Sub ' split

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END GENERAL PURPOSE FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Function cRed~& ()
    cRed = _RGB32(255, 0, 0)
End Function

Function cOrangeRed~& ()
    cOrangeRed = _RGB32(255, 69, 0)
End Function ' cOrangeRed~&

Function cDarkOrange~& ()
    cDarkOrange = _RGB32(255, 140, 0)
End Function ' cDarkOrange~&

Function cOrange~& ()
    cOrange = _RGB32(255, 165, 0)
End Function ' cOrange~&

Function cGold~& ()
    cGold = _RGB32(255, 215, 0)
End Function ' cGold~&

Function cYellow~& ()
    cYellow = _RGB32(255, 255, 0)
End Function ' cYellow~&

' LONG-HAIRED FRIENDS OF JESUS OR NOT,
' THIS IS NOT YELLOW ENOUGH (TOO CLOSE TO LIME)
' TO USE FOR OUR COMPLEX RAINBOW SEQUENCE:
Function cChartreuse~& ()
    cChartreuse = _RGB32(127, 255, 0)
End Function ' cChartreuse~&

' WE SUBSTITUTE THIS CSS3 COLOR FOR INBETWEEN LIME AND YELLOW:
Function cOliveDrab1~& ()
    cOliveDrab1 = _RGB32(192, 255, 62)
End Function ' cOliveDrab1~&

Function cLime~& ()
    cLime = _RGB32(0, 255, 0)
End Function ' cLime~&

Function cMediumSpringGreen~& ()
    cMediumSpringGreen = _RGB32(0, 250, 154)
End Function ' cMediumSpringGreen~&

' ADDED THIS FOR THE GAUGE COLOR:
Function cSpringGreen~& ()
    cSpringGreen = _RGB32(0, 255, 160)
End Function ' cSpringGreen~&

Function cCyan~& ()
    cCyan = _RGB32(0, 255, 255)
End Function ' cCyan~&

Function cDeepSkyBlue~& ()
    cDeepSkyBlue = _RGB32(0, 191, 255)
End Function ' cDeepSkyBlue~&

Function cDodgerBlue~& ()
    cDodgerBlue = _RGB32(30, 144, 255)
End Function ' cDodgerBlue~&

Function cSeaBlue~& ()
    cSeaBlue = _RGB32(0, 64, 255)
End Function ' cSeaBlue~&

Function cBlue~& ()
    cBlue = _RGB32(0, 0, 255)
End Function ' cBlue~&

Function cBluePurple~& ()
    cBluePurple = _RGB32(64, 0, 255)
End Function ' cBluePurple~&

Function cDeepPurple~& ()
    cDeepPurple = _RGB32(96, 0, 255)
End Function ' cDeepPurple~&

Function cPurple~& ()
    cPurple = _RGB32(128, 0, 255)
End Function ' cPurple~&

Function cPurpleRed~& ()
    cPurpleRed = _RGB32(128, 0, 192)
End Function ' cPurpleRed~&

Function cDarkRed~& ()
    cDarkRed = _RGB32(160, 0, 64)
End Function ' cDarkRed~&

Function cBrickRed~& ()
    cBrickRed = _RGB32(192, 0, 32)
End Function ' cBrickRed~&

Function cDarkGreen~& ()
    cDarkGreen = _RGB32(0, 100, 0)
End Function ' cDarkGreen~&

Function cGreen~& ()
    cGreen = _RGB32(0, 128, 0)
End Function ' cGreen~&

Function cOliveDrab~& ()
    cOliveDrab = _RGB32(107, 142, 35)
End Function ' cOliveDrab~&

Function cLightPink~& ()
    cLightPink = _RGB32(255, 182, 193)
End Function ' cLightPink~&

Function cHotPink~& ()
    cHotPink = _RGB32(255, 105, 180)
End Function ' cHotPink~&

Function cDeepPink~& ()
    cDeepPink = _RGB32(255, 20, 147)
End Function ' cDeepPink~&

Function cMagenta~& ()
    cMagenta = _RGB32(255, 0, 255)
End Function ' cMagenta~&

Function cBlack~& ()
    cBlack = _RGB32(0, 0, 0)
End Function ' cBlack~&

Function cDimGray~& ()
    cDimGray = _RGB32(105, 105, 105)
End Function ' cDimGray~&

Function cGray~& ()
    cGray = _RGB32(128, 128, 128)
End Function ' cGray~&

Function cDarkGray~& ()
    cDarkGray = _RGB32(169, 169, 169)
End Function ' cDarkGray~&

Function cSilver~& ()
    cSilver = _RGB32(192, 192, 192)
End Function ' cSilver~&

Function cLightGray~& ()
    cLightGray = _RGB32(211, 211, 211)
End Function ' cLightGray~&

Function cGainsboro~& ()
    cGainsboro = _RGB32(220, 220, 220)
End Function ' cGainsboro~&

Function cWhiteSmoke~& ()
    cWhiteSmoke = _RGB32(245, 245, 245)
End Function ' cWhiteSmoke~&

Function cWhite~& ()
    cWhite = _RGB32(255, 255, 255)
    'cWhite = _RGB32(254, 254, 254)
End Function ' cWhite~&

Function cDarkBrown~& ()
    cDarkBrown = _RGB32(128, 64, 0)
End Function ' cDarkBrown~&

Function cLightBrown~& ()
    cLightBrown = _RGB32(196, 96, 0)
End Function ' cLightBrown~&

Function cKhaki~& ()
    cKhaki = _RGB32(240, 230, 140)
End Function ' cKhaki~&

Function cEmpty~& ()
    'cEmpty~& = -1
    cEmpty = _RGB32(0, 0, 0, 0)
End Function ' cEmpty~&

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END COLOR FUNCTIONS
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' BEGIN KEYBOARD CODE FUNCTIONS
' NOTE: ALL CODES ARE FOR _BUTTON, EXCEPT:
' cF10 (_KEYDOWN)
' cAltLeft (_KEYHIT)
' cAltRight (_KEYHIT)
' cPrintScreen (_KEYHIT) <- may slow down pc?
' cPauseBreak (_KEYHIT) <- may not work?
' ################################################################################################################################################################

Function KeyCode_Escape% ()
    KeyCode_Escape% = 2
End Function

Function KeyCode_F1% ()
    KeyCode_F1% = 60
End Function

Function KeyCode_F2% ()
    KeyCode_F2% = 61
End Function

Function KeyCode_F3% ()
    KeyCode_F3% = 62
End Function

Function KeyCode_F4% ()
    KeyCode_F4% = 63
End Function

Function KeyCode_F5% ()
    KeyCode_F5% = 64
End Function

Function KeyCode_F6% ()
    KeyCode_F6% = 65
End Function

Function KeyCode_F7% ()
    KeyCode_F7% = 66
End Function

Function KeyCode_F8% ()
    KeyCode_F8% = 67
End Function

Function KeyCode_F9% ()
    KeyCode_F9% = 68
End Function

'_KEYDOWN CODE, NOT _BUTTON CODE
Function KeyCode_F10% ()
    KeyCode_F10% = 17408
End Function

Function KeyCode_F11% ()
    KeyCode_F11% = 88
End Function

Function KeyCode_F12% ()
    KeyCode_F12% = 89
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PrintScreen% ()
    KeyCode_PrintScreen% = -44
End Function

Function KeyCode_ScrollLock% ()
    KeyCode_ScrollLock% = 71
End Function

'_KEYHIT CODE, NOT _BUTTON CODE
Function KeyCode_PauseBreak% ()
    KeyCode_PauseBreak% = 31053
End Function

Function KeyCode_Tilde% ()
    KeyCode_Tilde% = 42
End Function

Function KeyCode_1% ()
    KeyCode_1% = 3
End Function

Function KeyCode_2% ()
    KeyCode_2% = 4
End Function

Function KeyCode_3% ()
    KeyCode_3% = 5
End Function

Function KeyCode_4% ()
    KeyCode_4% = 6
End Function

Function KeyCode_5% ()
    KeyCode_5% = 7
End Function

Function KeyCode_6% ()
    KeyCode_6% = 8
End Function

Function KeyCode_7% ()
    KeyCode_7% = 9
End Function

Function KeyCode_8% ()
    KeyCode_8% = 10
End Function

Function KeyCode_9% ()
    KeyCode_9% = 11
End Function

Function KeyCode_0% ()
    KeyCode_0% = 12
End Function

Function KeyCode_Minus% ()
    KeyCode_Minus% = 13
End Function

Function KeyCode_Equal% ()
    KeyCode_Equal% = 14
End Function

Function KeyCode_BkSp% ()
    KeyCode_BkSp% = 15
End Function

Function KeyCode_Ins% ()
    KeyCode_Ins% = 339
End Function

Function KeyCode_Home% ()
    KeyCode_Home% = 328
End Function

Function KeyCode_PgUp% ()
    KeyCode_PgUp% = 330
End Function

Function KeyCode_Del% ()
    KeyCode_Del% = 340
End Function

Function KeyCode_End% ()
    KeyCode_End% = 336
End Function

Function KeyCode_PgDn% ()
    KeyCode_PgDn% = 338
End Function

Function KeyCode_NumLock% ()
    KeyCode_NumLock% = 326
End Function

Function KeyCode_KeypadSlash% ()
    KeyCode_KeypadSlash% = 310
End Function

Function KeyCode_KeypadMultiply% ()
    KeyCode_KeypadMultiply% = 56
End Function

Function KeyCode_KeypadMinus% ()
    KeyCode_KeypadMinus% = 75
End Function

Function KeyCode_Keypad7Home% ()
    KeyCode_Keypad7Home% = 72
End Function

Function KeyCode_Keypad8Up% ()
    KeyCode_Keypad8Up% = 73
End Function

Function KeyCode_Keypad9PgUp% ()
    KeyCode_Keypad9PgUp% = 74
End Function

Function KeyCode_KeypadPlus% ()
    KeyCode_KeypadPlus% = 79
End Function

Function KeyCode_Keypad4Left% ()
    KeyCode_Keypad4Left% = 76
End Function

Function KeyCode_Keypad5% ()
    KeyCode_Keypad5% = 77
End Function

Function KeyCode_Keypad6Right% ()
    KeyCode_Keypad6Right% = 78
End Function

Function KeyCode_Keypad1End% ()
    KeyCode_Keypad1End% = 80
End Function

Function KeyCode_Keypad2Down% ()
    KeyCode_Keypad2Down% = 81
End Function

Function KeyCode_Keypad3PgDn% ()
    KeyCode_Keypad3PgDn% = 82
End Function

Function KeyCode_KeypadEnter% ()
    KeyCode_KeypadEnter% = 285
End Function

Function KeyCode_Keypad0Ins% ()
    KeyCode_Keypad0Ins% = 83
End Function

Function KeyCode_KeypadPeriodDel% ()
    KeyCode_KeypadPeriodDel% = 84
End Function

Function KeyCode_Tab% ()
    KeyCode_Tab% = 16
End Function

Function KeyCode_Q% ()
    KeyCode_Q% = 17
End Function

Function KeyCode_W% ()
    KeyCode_W% = 18
End Function

Function KeyCode_E% ()
    KeyCode_E% = 19
End Function

Function KeyCode_R% ()
    KeyCode_R% = 20
End Function

Function KeyCode_T% ()
    KeyCode_T% = 21
End Function

Function KeyCode_Y% ()
    KeyCode_Y% = 22
End Function

Function KeyCode_U% ()
    KeyCode_U% = 23
End Function

Function KeyCode_I% ()
    KeyCode_I% = 24
End Function

Function KeyCode_O% ()
    KeyCode_O% = 25
End Function

Function KeyCode_P% ()
    KeyCode_P% = 26
End Function

Function KeyCode_BracketLeft% ()
    KeyCode_BracketLeft% = 27
End Function

Function KeyCode_BracketRight% ()
    KeyCode_BracketRight% = 28
End Function

Function KeyCode_Backslash% ()
    KeyCode_Backslash% = 44
End Function

Function KeyCode_CapsLock% ()
    KeyCode_CapsLock% = 59
End Function

Function KeyCode_A% ()
    KeyCode_A% = 31
End Function

Function KeyCode_S% ()
    KeyCode_S% = 32
End Function

Function KeyCode_D% ()
    KeyCode_D% = 33
End Function

Function KeyCode_F% ()
    KeyCode_F% = 34
End Function

Function KeyCode_G% ()
    KeyCode_G% = 35
End Function

Function KeyCode_H% ()
    KeyCode_H% = 36
End Function

Function KeyCode_J% ()
    KeyCode_J% = 37
End Function

Function KeyCode_K% ()
    KeyCode_K% = 38
End Function

Function KeyCode_L% ()
    KeyCode_L% = 39
End Function

Function KeyCode_Semicolon% ()
    KeyCode_Semicolon% = 40
End Function

Function KeyCode_Apostrophe% ()
    KeyCode_Apostrophe% = 41
End Function

Function KeyCode_Enter% ()
    KeyCode_Enter% = 29
End Function

Function KeyCode_ShiftLeft% ()
    KeyCode_ShiftLeft% = 43
End Function

Function KeyCode_Z% ()
    KeyCode_Z% = 45
End Function

Function KeyCode_X% ()
    KeyCode_X% = 46
End Function

Function KeyCode_C% ()
    KeyCode_C% = 47
End Function

Function KeyCode_V% ()
    KeyCode_V% = 48
End Function

Function KeyCode_B% ()
    KeyCode_B% = 49
End Function

Function KeyCode_N% ()
    KeyCode_N% = 50
End Function

Function KeyCode_M% ()
    KeyCode_M% = 51
End Function

Function KeyCode_Comma% ()
    KeyCode_Comma% = 52
End Function

Function KeyCode_Period% ()
    KeyCode_Period% = 53
End Function

Function KeyCode_Slash% ()
    KeyCode_Slash% = 54
End Function

Function KeyCode_ShiftRight% ()
    KeyCode_ShiftRight% = 55
End Function

Function KeyCode_Up% ()
    KeyCode_Up% = 329
End Function

Function KeyCode_Left% ()
    KeyCode_Left% = 332
End Function

Function KeyCode_Down% ()
    KeyCode_Down% = 337
End Function

Function KeyCode_Right% ()
    KeyCode_Right% = 334
End Function

Function KeyCode_CtrlLeft% ()
    KeyCode_CtrlLeft% = 30
End Function

Function KeyCode_WinLeft% ()
    KeyCode_WinLeft% = 348
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltLeft% ()
    KeyCode_AltLeft% = -30764
End Function

Function KeyCode_Spacebar% ()
    KeyCode_Spacebar% = 58
End Function

' _KEYHIT CODE NOT _BUTTON CODE
Function KeyCode_AltRight% ()
    KeyCode_AltRight% = -30765
End Function

Function KeyCode_WinRight% ()
    KeyCode_WinRight% = 349
End Function

Function KeyCode_Menu% ()
    KeyCode_Menu% = 350
End Function

Function KeyCode_CtrlRight% ()
    KeyCode_CtrlRight% = 286
End Function

' ################################################################################################################################################################
' END KEYBOARD CODE FUNCTIONS
' ################################################################################################################################################################

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' BEGIN DEBUGGING ROUTINES #DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Sub DebugPrint (MyString As String)
    If m_bDebug = TRUE Then
        '_Echo MyString

        ReDim arrLines(-1) As String
        Dim iLoop As Integer
        split MyString, Chr$(13), arrLines()
        For iLoop = LBound(arrLines) To UBound(arrLines)
            _Echo arrLines(iLoop)
        Next iLoop
    End If
End Sub ' DebugPrint

' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
' END DEBUGGING ROUTINES @DEBUGGING
' ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

' ################################################################################################################################################################
' #REFERENCE

' =============================================================================
' SOME USEFUL STUFF FOR REFERENCE:

' Type Name               Type suffix symbol   Minimum value                  Maximum value                Size in Bytes
' ---------------------   ------------------   ----------------------------   --------------------------   -------------
' _BIT                    `                    -1                             0                            1/8
' _BIT * n                `n                   -128                           127                          n/8
' _UNSIGNED _BIT          ~`                   0                              1                            1/8
' _BYTE                   %%                   -128                           127                          1
' _UNSIGNED _BYTE         ~%%                  0                              255                          1
' INTEGER                 %                    -32,768                        32,767                       2
' _UNSIGNED INTEGER       ~%                   0                              65,535                       2
' LONG                    &                    -2,147,483,648                 2,147,483,647                4
' _UNSIGNED LONG          ~&                   0                              4,294,967,295                4
' _INTEGER64              &&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    8
' _UNSIGNED _INTEGER64    ~&&                  0                              18,446,744,073,709,551,615   8
' SINGLE                  ! or none            -2.802597E-45                  +3.402823E+38                4
' DOUBLE                  #                    -4.490656458412465E-324        +1.797693134862310E+308      8
' _FLOAT                  ##                   -1.18E-4932                    +1.18E+4932                  32(10 used)
' _OFFSET                 %&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    Use LEN
' _UNSIGNED _OFFSET       ~%&                  0                              18,446,744,073,709,551,615   Use LEN
' _MEM                    none                 combined memory variable type  N/A                          Use LEN

' div: int1% = num1% \ den1%
' mod: rem1% = num1% MOD den1%
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#2
Yep copy the masters, coming along nicely.
b = b + ...
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#3
Code: (Select All)
$IF  THEN
Type Name               Type suffix symbol   Minimum value                  Maximum value                Size in Bytes
---------------------   ------------------   ----------------------------   --------------------------   -------------
_BIT                    `                    -1                             0                            1/8
_BIT * n                `n                   -128                           127                          n/8
_UNSIGNED _BIT          ~`                   0                              1                            1/8
_BYTE                   %%                   -128                           127                          1
_UNSIGNED _BYTE         ~%%                  0                              255                          1
INTEGER                 %                    -32,768                        32,767                       2
_UNSIGNED INTEGER       ~%                   0                              65,535                       2
LONG                    &                    -2,147,483,648                 2,147,483,647                4
_UNSIGNED LONG          ~&                   0                              4,294,967,295                4
_INTEGER64              &&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    8
_UNSIGNED _INTEGER64    ~&&                  0                              18,446,744,073,709,551,615   8
SINGLE                  ! or none            -2.802597E-45                  +3.402823E+38                4
DOUBLE                  #                    -4.490656458412465E-324        +1.797693134862310E+308      8
_FLOAT                  ##                   -1.18E-4932                    +1.18E+4932                  32(10 used)
_OFFSET                 %&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    Use LEN
_UNSIGNED _OFFSET       ~%&                  0                              18,446,744,073,709,551,615   Use LEN
_MEM                    none                 combined memory variable type  N/A                          Use LEN
$END IF

I should make a copy of that for every program i write!

Oh, does anyone else like how using $IF/THEN works as a block REM statement? I mean I'd rather we had a QB64 block remark statement like the one used for JavaScript, but thi hack will do.

Pete
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#4
(10-27-2022, 08:02 PM)bplus Wrote: Yep copy the masters, coming along nicely.

There is a lot more in Terry's game that I can learn from - looking through the code, I found things are put together in a very elegant way. It was the same with his QBZERK64, another excellent game I wanted to turn into a multiplayer game, but is put together so tightly and with more advanced techniques than I am used to. There is a lot packed into those that I can learn from, but maybe it's better to start from scratch and as questions come up, I can learn techniques from these other programs bit by bit. 
Ultimately I'm aiming to write code that is easy to modify and use with other programs... I don't know if "loosely coupled" is the appropriate term, but I'll try to write stuff that's a little more general purpose than specific to the individual program. I have tried that in the past and taken it too far, to the point where I was writing a programming system, that ended up being more complicated instead of less. But anyway, we'll see how this goes once the rotation and collision stuff is done. After that I'll probably add a little editor that lets someone draw & edit the vector objects on the screen with the mouse or keyboard, and automatically save it as coordinates.
Reply
#5
(10-27-2022, 10:03 PM)Pete Wrote:
Code: (Select All)
$IF  THEN
Type Name               Type suffix symbol   Minimum value                  Maximum value                Size in Bytes
---------------------   ------------------   ----------------------------   --------------------------   -------------
_BIT                    `                    -1                             0                            1/8
_BIT * n                `n                   -128                           127                          n/8
_UNSIGNED _BIT          ~`                   0                              1                            1/8
_BYTE                   %%                   -128                           127                          1
_UNSIGNED _BYTE         ~%%                  0                              255                          1
INTEGER                 %                    -32,768                        32,767                       2
_UNSIGNED INTEGER       ~%                   0                              65,535                       2
LONG                    &                    -2,147,483,648                 2,147,483,647                4
_UNSIGNED LONG          ~&                   0                              4,294,967,295                4
_INTEGER64              &&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    8
_UNSIGNED _INTEGER64    ~&&                  0                              18,446,744,073,709,551,615   8
SINGLE                  ! or none            -2.802597E-45                  +3.402823E+38                4
DOUBLE                  #                    -4.490656458412465E-324        +1.797693134862310E+308      8
_FLOAT                  ##                   -1.18E-4932                    +1.18E+4932                  32(10 used)
_OFFSET                 %&                   -9,223,372,036,854,775,808     9,223,372,036,854,775,807    Use LEN
_UNSIGNED _OFFSET       ~%&                  0                              18,446,744,073,709,551,615   Use LEN
_MEM                    none                 combined memory variable type  N/A                          Use LEN
$END IF

I should make a copy of that for every program i write!

Oh, does anyone else like how using $IF/THEN works as a block REM statement? I mean I'd rather we had a QB64 block remark statement like the one used for JavaScript, but thi hack will do.

Pete

Wow, a multi-line comment hack! I never knew! Very cool, Pete. We learn something new every day! 

Yeah I just put that into the code because my memory was never the most photographic and it saves me from having to go look it up!
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#6
The technical definition of "_OFFSET" was given, however it really shouldn't be because it really represents a pointer. "Use LEN()" for that one as well. But since nobody programs for 32-bit any longer...

(10-27-2022, 11:11 PM)madscijr Wrote: It was the same with his QBZERK64, another excellent game I wanted to turn into a multiplayer game, but is put together so tightly and with more advanced techniques than I am used to.
LOL do you want to allow another player to do "Evil Otto"?! It befits your handle, then. Maybe the "Dam-Sic-Sir" or something like that.
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#7
I actually had a photographic memory, but it got shut down by the MeToo movement and all the nudie pics got deleted. Sad MeToo movement. I just abbreviate it as M'oo.

Pete

I'm not really a male chauvinist pig, I just identify as one.
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#8
(10-27-2022, 11:33 PM)mnrvovrfc Wrote: The technical definition of "_OFFSET" was given, however it really shouldn't be because it really represents a pointer. "Use LEN()" for that one as well. But since nobody programs for 32-bit any longer...

(10-27-2022, 11:11 PM)madscijr Wrote: It was the same with his QBZERK64, another excellent game I wanted to turn into a multiplayer game, but is put together so tightly and with more advanced techniques than I am used to.
LOL do you want to allow another player to do "Evil Otto"?! It befits your handle, then. Maybe the "Dam-Sic-Sir" or something like that.

Well what I wanted to do was more like Outlaw / Gunslinger, just players shooting it out, but in a maze and upto 4 or more players. I have all sorts of ideas. No Evil Otto or robots. Well, the robots could be manually controlled by the other players. It could have a Westworld theme!
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#9
(10-27-2022, 11:38 PM)Pete Wrote: I actually had a photographic memory, but it got shut down by the MeToo movement and all the nudie pics got deleted. Sad MeToo movement. I just abbreviate it as M'oo.

Pete

I'm not really a male chauvinist pig, I just identify as one.

You know, sometimes when I read your posts, it's easy to imagine the guy on the other end of the keyboard as Yosemite Sam! :-D
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#10
I like how you impose functionality on constants, truly a mad scientist
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