simple 2D vector graphics part 2: moving in the direction of an angle
#1
Now given an angle in degrees (0-359) we can calculate dx and dy needed to move in that direction. 
(Next - rotating objects!)
Enjoy!

Code: (Select All)
_Title "Simple vector graphics v0.22 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.

' DONE:
' * define vector objects line by line and draw to screen
' * translate rotation angle into dx,dy to move in direction of angle

' TO DO:
' * rotate objects
' * detect collisions
' * move back to storing vector object definitions in a file instead of DATA statements
' * object editor to draw/edit with the mouse/keyboard and save the coordinates
' * speed up?

' 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 ' (object #, line segment #)

' ****************************************************************************************************************************************************************
' 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."
'Sleep

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

System ' return control to the operating system
'End

' ################################################################################################################################################################
' BEGIN MAIN MENU
' ################################################################################################################################################################

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

Sub main
    Dim RoutineName As String: RoutineName = "main"
    Dim in$
    Dim bFinished As Integer: bFinished = FALSE
    Dim result$: result$ = ""
    Dim iScreen&

    ' SET UP SCREEN
    iScreen& = _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    _ScreenMove 0, 0

    ' MAIN MENU LOOP, UNTIL QUIT
    Do
        Screen iScreen&: Cls

        Print m_ProgramName$
        Print
        Print "Simple vector drawing"
        Print
        Print "1) Draw vector objects       "
        Print "2) Calculate dx,dy per angle "
        Print "3) Rotate vector objects     <- UNDER CONSTRUCTION"
        Print "4) Collision detection       <- UNDER CONSTRUCTION"
        Print
        Print "Q) Exit program"
        Do
            in$ = InKey$
            If UCase$(in$) = "Q" Then
                bFinished = TRUE: Exit Do
            ElseIf UCase$(in$) = "1" Then
                DrawVectorObjectTest1: Exit Do
            ElseIf UCase$(in$) = "2" Then
                Calculate_DX_DY_per_angle_TEST_2: Exit Do
            ElseIf UCase$(in$) = "3" Then
                result$ = "UNDER CONSTRUCTION": Exit Do
            ElseIf UCase$(in$) = "4" Then
                result$ = "UNDER CONSTRUCTION": Exit Do
            End If
        Loop

        If Len(result$) > 0 Then
            Screen iScreen&: Cls
            Print result$
            Print
            Print "Press <ENTER> to continue."
            Do: Loop Until InKey$ = Chr$(13)
            _KeyClear
            result$ = ""
        End If

    Loop Until bFinished = TRUE
End Sub ' main

' ################################################################################################################################################################
' END MAIN MENU
' ################################################################################################################################################################

' /////////////////////////////////////////////////////////////////////////////
' Precalculates dx,dy for 0-359 degrees
' and returns as 2 arrays (one for dx, one for dy)

' Helped by code from
' https://wiki.qb64.dev/qb64wiki/index.php/SIN

Sub Calculate_DX_DY_per_angle (arrAngleToDX() As Single, arrAngleToDY() As Single)
    Dim PI As Single
    Dim iDegree As Integer
    Dim sngRadians As Single
    Dim iAngle As Integer
    Dim iDiff As Integer

    ' Make sure arrays are dimensioned
    ReDim arrAngleToDX(0 To 359) As Single
    ReDim arrAngleToDY(0 To 359) As Single

    ' Calculate Pi
    PI = 4 * Atn(1)

    ' Calculate dx,dy for each of 360 degrees
    For iDegree = 0 To 359
        ' re-orient so 0 degrees is 12 o'clock, 180 degrees is 6 o'clock
        If iDegree <= 180 Then
            iAngle = 180 - iDegree
        ElseIf iDegree = 181 Then
            iDiff = 178
            iAngle = iDegree + iDiff
        Else
            iDiff = iDiff - 2
            iAngle = iDegree + iDiff
        End If

        ' calculate dx, dy for the current angle
        sngRadians = iDegree * PI / 180
        arrAngleToDX(iAngle) = Sin(sngRadians)
        arrAngleToDY(iAngle) = Cos(sngRadians)
    Next iDegree
End Sub ' Calculate_DX_DY_per_angle

'Sub Calculate_DX_DY_per_angle_TEST_1
'   Dim arrAngleToDX(0 To 359) As Single
'   Dim arrAngleToDY(0 To 359) As Single
'   Dim iAngle As Integer
'    Dim in$
'
'   Calculate_DX_DY_per_angle arrAngleToDX(), arrAngleToDY()
'
'   for iAngle = 0 to 359
'       DebugPrint _
'           LeftPadString$(cstr$(iAngle), 3, " ") + " deg. " + _
'           "DX=" + SngRoundedToStr$(arrAngleToDX(iAngle), 6) + " " + _
'           "DY=" + SngRoundedToStr$(arrAngleToDY(iAngle), 6) + " " + _
'           ""
'   next iAngle
'
'    Input "Press <ENTER> to continue", in$
'End Sub ' Calculate_DX_DY_per_angle_TEST_1

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

Sub Calculate_DX_DY_per_angle_TEST_2
    Dim RoutineName As String: RoutineName = "Calculate_DX_DY_per_angle_TEST_2"
    Dim iFPS As Integer: iFPS = 120
    Dim iMinX As Integer: iMinX = 0
    Dim iMaxX As Integer: iMaxX = 800
    Dim iMinY As Integer: iMinY = 0
    Dim iMaxY As Integer: iMaxY = 640
    Dim arrAngleToDX(0 To 359) As Single
    Dim arrAngleToDY(0 To 359) As Single
    Dim iAngle As Integer
    Dim iX As Integer
    Dim iY As Integer
    Dim sngX As Single
    Dim sngY As Single
    Dim sngVX As Single: sngVX = 4
    Dim sngVY As Single: sngVY = 4
    Dim sngDX As Single
    Dim sngDY As Single
    Dim bQuit As Integer: bQuit = FALSE
    Dim in$

    Calculate_DX_DY_per_angle arrAngleToDX(), arrAngleToDY()

    Screen _NewImage(800, 640, 32) ' 100 text columns x 40 text rows
    _KeyClear

    While TRUE = TRUE
        For iAngle = 0 To 359

            ' CALCULATE DIRECTION FOR ANGLE
            sngDX = sngVX * arrAngleToDX(iAngle)
            sngDY = sngVY * arrAngleToDY(iAngle)

            ' Start in center
            iX = iMaxX \ 2: sngX = iX
            iY = iMaxY \ 2: sngY = iY

            ' Move object outward at current iAngle
            While TRUE = TRUE
                ' CLEAR SCREEN
                _Dest 0: Cls , cBlack

                ' DRAW CIRCLE
                ' CIRCLE (x, y), radius, color
                'CIRCLE [[[STEP]]](column, row), radius%, [drawColor%][, startRadian!, stopRadian!] [, aspect!]
                'Circle (dblX + 4, dblY + 8), 4, cGray
                iX = SngToInt%(sngX)
                iY = SngToInt%(sngY)

                'Line (iLoop * 8, iHeight * 16)-(iLoop * 8 + 8, _Height), cGray, BF
                'Circle (iX, iY), 4, cRed
                DrawCircleSolid iX, iY, 8, cRed

                ' SHOW VALUES
                PrintAt 1, 1, RoutineName
                PrintAt 3, 1, _
                    "iAngle=" + LeftPadString$(cstr$(iAngle), 3, " ")
                PrintAt 5, 1, _
                    "iX    =" + LeftPadString$(cstr$(iX), 3, " ") + " " + _
                    "sngDX =" + SngRoundedToStr$(sngDX, 6)
                PrintAt 7, 1, _
                    "iY    =" + LeftPadString$(cstr$(iY), 3, " ") + " " + _
                    "sngDY =" + SngRoundedToStr$(sngDY, 6)

                Color cWhite, cBlue
                PrintAt 9, 1, "Press ESC to exit."
                Color cWhite, cEmpty

                ' MOVE OBJECT
                sngX = sngX + sngDX
                sngY = sngY + sngDY

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

                ' IF OUT OF BOUNDS, GOTO NEXT ANGLE
                If iX < 0 Or iX > iMaxX Or iY < 0 Or iY > iMaxY Then
                    Exit While
                End If
                'If _Button(KeyCode_A%) Then
                '   Exit While
                'end if

                ' QUIT?
                If _Button(KeyCode_Escape%) Then
                    bQuit = TRUE
                    Exit While
                End If

                ' CLEAR KEYBOARD BUFFER
                _KeyClear

                ' UPDATE THE SCREEN
                _Display

                ' CONTROL GAME SPEED
                _Limit iFPS
            Wend

            If bQuit = TRUE Then Exit For
        Next iAngle

        If bQuit = TRUE Then Exit While
    Wend

    ' RETURN TO AUTODISPLAY
    _AutoDisplay

    'Input "Press <ENTER> to continue", in$
End Sub ' Calculate_DX_DY_per_angle_TEST_2

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

Sub DrawVectorObjectTest1
    Dim RoutineName As String: RoutineName = "DrawVectorObjectTest1"
    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
    Dim iPrintX As Integer
    Dim iPrintY As Integer

    ' =============================================================================
    ' 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
                    iX = 100
                End If
            End If
        Next iObject
        InitVectorObjects

        ' MAIN LOOP
        While TRUE = TRUE
            ' REDRAW BACKGROUND LAYERS
            DrawLayers imgBack&, imgMiddle&, imgFront&
            '_Dest 0: Cls , cBlack

            ' -----------------------------------------------------------------------------
            ' BEGIN SHOW VALUES ON SCREEN
            ' -----------------------------------------------------------------------------
            Color cWhite
            PrintAt 1, 1, RoutineName

            Color cYellow
            PrintAt 3, 1, "Press 1-6 to select active object."
            PrintAt 4, 1, "Arrow keys move active object."

            Color cWhite, cBlue
            PrintAt 5, 1, "Press ESC to exit."

            Color cWhite, cEmpty
            iPrintY = 7
            For iObject = LBound(m_arrObject) To UBound(m_arrObject)
                If m_arrObject(iObject).IsEnabled = TRUE Then
                    Color cCyan
                Else
                    Color cGray
                End If
                PrintAt iPrintY, 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) + ")" + _
                    ""
                iPrintY = iPrintY + 1
            Next iObject

            ' SHOW INPUT
            Color cLime
            PrintAt 20, 1, "Controls   : " + RightPadString$(sKey, 10, " ") + "   "

            Color cWhite
            PrintAt 21, 1, "Object #   : " + cstr$(iWhich)
            ' -----------------------------------------------------------------------------
            ' END SHOW VALUES ON SCREEN
            ' -----------------------------------------------------------------------------

            ' 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 ' DrawVectorObjectTest1

' /////////////////////////////////////////////////////////////////////////////
' VECTOR OBJECT DEFINITIONS

' This version stores the vector object definitions in DATA statements
' but we will move back to storing them in an external file.

Sub InitVectorObjects
    Dim RoutineName As String: RoutineName = "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
            ' done with everything, finish last object & exit
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            Exit For
        ElseIf b1 = -254 Then
            ' done with this object, finish & move to next
            m_arrLines(iObject, iLine).IsLast = TRUE
            m_arrObject(iObject).IsEnabled = TRUE
            iObject = iObject + 1
            iLine = 1

            ' if more data than array, quit
            If iObject > UBound(m_arrLines, 1) Then
                Exit For
            End If
        Else
            ' if more data than array,
            ' just keep reading until either
            ' we get to the next object or time to quit
            If iLine <= UBound(m_arrLines, 2) Then
                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
            End If
        End If
    Next iLoop%

    VectorData:

    ' Objects are defined as a collection of line segments, in the form:
    '     Data {x1},{y1},{x2},{y2},{red},{green},{blue}
    ' where
    ' * {x1},{y1} are the starting point of the line
    ' * {x2},{y2} are the ending point of the line
    ' * {red},{green},{blue} are the RGB color of the line segment
    ' * 0,0 is the origin,
    ' * negative numbers mean to the left or above the origin
    ' * positive numbers mean to the right or below the origin
    ' * if the {blue} value is -254 like
    '     Data 0,0,0,0,-254,-254,-254
    '   then that line is not used,
    '   it just exists to tell the parser that object's definition is done,
    ' * if the {blue} value is -255 like
    '     Data 0,0,0,0,-255,-255,-255
    '   then that line is not used
    '   it just exists to tell the parser no more data, stop parsing.

    ' For now we're using data statements, but later might store
    ' these definitions in a separate file that an editor can read/write.

    '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

    '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&)
    Dim RoutineName As String: RoutineName = "DrawLayers"

    _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


' ****************************************************************************************************************************************************************
' BEGIN TEST CODE
' ****************************************************************************************************************************************************************

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

'Sub TestDivideAndRound1
'    Dim mySingle As Single
'    Dim myDouble As Double
'    Dim myFloat1 As _Float
'    Dim in$
'    ' Excel 1/360 = 0.002778
'    mySingle = 1 / 360
'    myDouble = 1 / 360
'    myFloat1 = 1 / 360
'    Print "Single 1/360 = " + _Trim$(Str$(mySingle)) + " or " + SngToStr$(mySingle) + " or " + SngRoundedToStr$(mySingle, 6)
'    Print "Double 1/360 = " + _Trim$(Str$(myDouble)) + " or " + DblToStr$(myDouble) + " or " + DblRoundedToStr$(myDouble, 6)
'    Print "_FLOAT 1/360 = " + _Trim$(Str$(myFloat1)) + " or " + FloatToStr$(myFloat1) + " or " + FloatRoundedToStr$(myFloat1, 6)
'
'    Input "Press <ENTER> to continue", in$
'End Sub ' TestDivideAndRound1

' ****************************************************************************************************************************************************************
' END TEST CODE
' ****************************************************************************************************************************************************************


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

' /////////////////////////////////////////////////////////////////////////////
' Integer to string

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#

' /////////////////////////////////////////////////////////////////////////////
' bplus: The Gold Standard is even better than THE QB64 CIRCLE sub in this respect!
' https://forum.qb64.org/index.php?topic=1044.135

' from Steve Gold standard
' Renamed fcirc to DrawCircleSolid

' Not as fast as DrawCircleTopLeft but pretty fast.

' Example:
' Screen _NewImage(800, 600, 32)
' _ScreenMove 250, 60
' For r = 250 To 0 Step -60
'     DrawCircleSolid 400, 300, r, _RGBA(255, 255, 255, 100)
' Next r

Sub DrawCircleSolid (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

    ' Draw the middle span here so we don't draw it twice in the main loop,
    ' which would be a problem with blending turned on.
    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 ' DrawCircleSolid

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

Function FloatRoundedToStr$ (fValue As _Float, intNumPlaces As Integer)
    Dim fNew As _Float
    fNew = Round##(fValue, intNumPlaces)
    FloatRoundedToStr$ = FloatToStr$(fNew)
End Function ' DblRoundedToStr$

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

' =============================================================================
' ROUNDING FUNCTIONS FOR TYPE SINGLE

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

' NOTE: not sure this one works: when digits%=3, it rounds .31 to .32
Function RoundUpSingle! (num!, digits%)
    RoundUpSingle! = _Ceil(num! * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundDownSingle! (num!, digits%)
    RoundDownSingle! = Int(num! * 10 ^ digits%) / 10 ^ digits%
End Function

Function RoundScientificSingle! (num!, digits%)
    RoundScientificSingle! = _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

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

Function SngRoundedToStr$ (sngValue As Single, intNumPlaces As Integer)
    Dim sngNew As Single
    sngNew = RoundSingle!(sngValue, intNumPlaces)
    SngRoundedToStr$ = SngToStr$(sngNew)
End Function ' SngRoundedToStr$

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

Function SngToInt% (sngOld As Single)
    Dim sngNew As Single
    Dim sValue As String
    Dim iPos As Integer

    sngNew = RoundSingle!(sngOld, 0)
    'sValue = _Trim$(Str$(sngNew))

    sValue = SngToStr$(sngNew)

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

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

' /////////////////////////////////////////////////////////////////////////////
' 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 SngToStr$ (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

    SngToStr$ = result$
End Function ' SngToStr$

' /////////////////////////////////////////////////////////////////////////////
' 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%

'#END
Reply
#2
Ugh! you make it W A Y too complicated! Sorry I got to say.

dx = change along x axis ie xnew = xold + dx
dy = change along y axis ie ynew = yold + dy

dx = speed * cos(directionRadians)
dy = speed * sin(directionRadians)
b = b + ...
Reply
#3
(10-28-2022, 09:36 PM)bplus Wrote: Ugh! you make it W A Y too complicated! Sorry I got to say.

dx = change along x axis ie xnew = xold + dx
dy = change along y axis ie ynew = yold + dy

dx = speed * cos(directionRadians)
dy = speed * sin(directionRadians)

Thanks for your reply and sorry for giving you a headache! 

I probably do make it too complicated, I just totally suck at math.
The whole radians thing confuses me. 
According to this article, 1 radian = distanceTravelled/radius. 
That makes no sense to me in this context, 
since there is no circle and hence no radius. 
What should the radius be? 
Half the screen width (or height, whichever is bigger)? 
Or if the world extends to beyond the screen, half of that width? 
And what is distance travelled supposed to be? 
Sorry, I do believe you, just not sure I understandHuh

(Also the precalculated arrays for dx/dy to degrees are to save having to do some of the math on the fly.)
Reply
#4
(10-28-2022, 10:05 PM)madscijr Wrote:
(10-28-2022, 09:36 PM)bplus Wrote: Ugh! you make it W A Y too complicated! Sorry I got to say.

dx = change along x axis ie xnew = xold + dx
dy = change along y axis ie ynew = yold + dy

dx = speed * cos(directionRadians)
dy = speed * sin(directionRadians)

Thanks for your reply! 
I probably do make it too complicated. 
The whole radians thing confuses me. 
According to this article, 1 radian = distanceTravelled/radius. 
That makes no sense to me in this context, 
since there is no circle and hence no radius. 
What should the radius be? 
Half the screen width (or height, whichever is bigger)? 
Or if the world extends to beyond the screen, half of that width? 
And what is distance travelled supposed to be? 
Sorry, I do believe you, I just totally suck at math. 

(Also the precalculated arrays for dx/dy to degrees are to save having to do math on the fly.)

I did offer this in attempts to help, but glad to answer questions, hope they help.

There 2 different ways (actually more but...) to measure an angle one way is Degrees units and the other Radians units.
Radians can be converted to Degrees or Degrees to Radians just like inches can be converted to centimeters and centimeters to inches or Temperature can be told in Fahrenheit or Celsius. Just a unit of measure.

To convert between Degrees and Radians in QB64 we have _R2D(RadianAngle) Radians 2 (To) Degrees.
And the reverse Degrees to Radians  use _D2R(angle in Degrees measure)

Or convert the old fashioned way before _R2D and _D2R
Degrees to Radians = Pi/180 * DegreesAngle
Radians to Degrees = 180/Pi * RadianAngle
(In fact I suspect this way slightly more efficient if you do the math Pi/180 = .017453292 or 180/Pi = 57.29577951, I see the later allot in old Basic code.)
I think of it this way: Mult by Pi and you are putting in the Radians Divide by Pi and you are taking them out.
Likewise, Mult by 180 and you are putting in the Degrees and Dividing by 180 takes out the Degrees.
1 circle = 2 * Pi Radians OR 360 Degrees.

I did try to provide some helper routines here:
https://staging.qb64phoenix.com/showthre...68#pid7768
The CosD() and SinD() functions allow you to work in Degrees and they convert to radians for you to get Sin() and Cos().

Quote:(Also the pre-calculated arrays for dx/dy to degrees are to save having to do some of the math on the fly.)
Yeah in old days on mainframes sure not really necessary now unless you have some very special number crunching to do.
Checkout MasterGy, really fast 3D work without pre-calculated tables.
b = b + ...
Reply
#5
(10-28-2022, 10:26 PM)bplus Wrote:
(10-28-2022, 10:05 PM)madscijr Wrote:
(10-28-2022, 09:36 PM)bplus Wrote: Ugh! you make it W A Y too complicated! Sorry I got to say.

dx = change along x axis ie xnew = xold + dx
dy = change along y axis ie ynew = yold + dy

dx = speed * cos(directionRadians)
dy = speed * sin(directionRadians)

Thanks for your reply! 
I probably do make it too complicated. 
The whole radians thing confuses me. 
According to this article, 1 radian = distanceTravelled/radius. 
That makes no sense to me in this context, 
since there is no circle and hence no radius. 
What should the radius be? 
Half the screen width (or height, whichever is bigger)? 
Or if the world extends to beyond the screen, half of that width? 
And what is distance travelled supposed to be? 
Sorry, I do believe you, I just totally suck at math. 

(Also the precalculated arrays for dx/dy to degrees are to save having to do math on the fly.)

I did offer this in attempts to help, but glad to answer questions, hope they help.

There 2 different ways (actually more but...) to measure an angle one way is Degrees units and the other Radians units.
Radians can be converted to Degrees or Degrees to Radians just like inches can be converted to centimeters and centimeters to inches or Temperature can be told in Fahrenheit or Celsius. Just a unit of measure.

To convert between Degrees and Radians in QB64 we have _R2D(RadianAngle) Radians 2 (To) Degrees.
And the reverse Degrees to Radians  use _D2R(angle in Degrees measure)

Or convert the old fashioned way before _R2D and _D2R
Degrees to Radians = Pi/180 * DegreesAngle
Radians to Degrees = 180/Pi * RadianAngle
(In fact I suspect this way slightly more efficient if you do the math Pi/180 = .017453292 or 180/Pi = 57.29577951, I see the later allot in old Basic code.)

I did try to provide some helper routines here:
https://staging.qb64phoenix.com/showthre...68#pid7768
The CosD() and SinD() functions allow you to work in Degrees and they convert to radians for you to get Sin() and Cos().

Quote:(Also the pre-calculated arrays for dx/dy to degrees are to save having to do some of the math on the fly.)
Yeah in old days on mainframes sure not really necessary now unless you have some very special number crunching to do.
Checkout MasterGy, really fast 3D work without pre-calculated tables.

Wow, thanks for the info, I never knew! 
I might not be a math wiz or even play one on TV, but I'll take good advice when it's offered. 

(10-28-2022, 10:26 PM)bplus Wrote: I did try to provide some helper routines here:
https://staging.qb64phoenix.com/showthre...68#pid7768
The CosD() and SinD() functions allow you to work in Degrees and they convert to radians for you to get Sin() and Cos().

Very cool, that will come in handy for a lot of things, I think.
Thanks again!
Reply




Users browsing this thread: 3 Guest(s)