Author 
Topic: Snow Balls (Read 981 times) 

bplus
Senior Member
member is offline
Gender:
Posts: 1271


Snow Balls
« Thread started on: Nov 1^{st}, 2016, 07:42am » 

Hi Rod! It just so happens I was working on a version of Paint Balls called Snow Balls. Ha! what a coincidence.
Code:' Snow Balls.txt for JB [B+=MGA] 20161101
' a variation on Paint Balls, try one color but at various sizes
' Goal: Test a version of UnDo by tracking x, y, size.
' Success  you can undo all the way back to the beginning!
' The bmp pictures can be saved as Snow Balls date_time stamp.bmp
' The last saved array is called Snow Balls.dat,
' that is the one that will be loaded from Array Load menu.
' If you want to save several arrays, you could rename them
' then rename them back to Snow Balls.dat to rework them.
global H$, XMAX, YMAX, size, ballIndex, nBalls, nBm1, sky$, white$
H$ = "gr"
XMAX = 1200 '< actual drawing space needed
YMAX = 700 '< actual drawing space needed
size = 100
nBalls = 500
nBm1 = nBalls  1
sky$ = "130 180 220"
white$ = "220 220 245"
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 32
UpperLeftX = 100
UpperLeftY = 40
menu #gr, "Menu", "Size", resize, "Clear", CLR, "Undo", undo, "Save Picture", save
menu #gr, "Array", "Load", loadArr, "Save", saveArr
open "Snow Balls" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "when leftButtonUp lBU"
#gr "down"
call CLR
wait
' Window procedures in order of appearance above
sub resize
t$ = "Snow Ball Size" + chr$(13)
c$ = "Current size is " + str$(size)
p$ = " pixel radius. Enter new size desired (max is screen height/2)."
prompt t$ + c$ + p$; inp$
test = val(inp$)
if test > 0 and test < YMAX/2 then size = test
end sub
sub CLR
call clrScreen
call clrBalls
end sub
sub undo
if ballIndex > 0 then
ballIndex = ballIndex  1
call rebuild
end if
end sub
sub save
#gr "getbmp scr 0 0 ";XMAX;" ";YMAX
d$ = date$("yyyy/mm/dd")
d$ = mid$(d$, 1, 4) + "" + mid$(d$, 6, 2) + "" + mid$(d$, 9, 2)
t$ = time$()
t$ = mid$(t$, 1, 2) + "_" + mid$(t$, 4, 2)
bmpsave "scr", "Snow Ball " + d$ + "" + t$ + ".bmp"
end sub
sub loadArr
'make sure a file exits
open "Snow Balls.dat" for append as #1
print #1, ""
close #1
open "Snow Balls.dat" for input as #1
ballIndex = 0
while eof(#1) = 0
input #1, fline$
if trim$(fline$) <> "" then
ballX(ballIndex) = val(word$(fline$, 1))
ballY(ballIndex) = val(word$(fline$, 2))
ballS(ballIndex) = val(word$(fline$, 3))
ballIndex = ballIndex + 1
end if
wend
close #1
call rebuild
end sub
sub saveArr
open "Snow Balls.dat" for output as #1
for i = 0 to ballIndex 1
print #1, str$(ballX(i)) + " " + str$(ballY(i)) + " " + str$(ballS(i))
next
close #1
end sub
sub quit H$
close #H$
end
end sub
sub lBU H$, x, y
call ball x, y, size
if ballIndex < nBalls then
ballX(ballIndex) = x
ballY(ballIndex) = y
ballS(ballIndex) = size
ballIndex = ballIndex + 1
end if
end sub
'=================================== supplementary procedures
sub clrScreen
#gr "fill ";sky$
#gr "backcolor "; white$
#gr "color "; white$
#gr "place "; 0; " "; YMAX  100;
#gr "boxfilled "; XMAX + 1; " "; YMAX + 1
end sub
sub clrBalls
ballIndex = 0
dim ballX(nBm1), ballY(nBm1), ballS(nBm1)
end sub
sub ball x, y, s
for r = s to 0 step 1
cc = int(r/s * 100) + 155
#gr "color ";cc;" ";cc;" ";cc
#gr "backcolor ";cc;" ";cc;" ";cc
#gr "place ";x;" ";y;"; circlefilled ";r
next
end sub
sub rebuild
if ballIndex > 0 then
call clrScreen
for i = 0 to ballIndex 1
call ball ballX(i), ballY(i), ballS(i)
next
end if
end sub
And here is a Frosty, use for your array file to get started (and see my picture).
Snow Balls.dat (in same folder as Snow Balls JB code): Code:543 472 200
533 269 100
527 165 50
527 160 4
526 162 8
504 158 5
548 155 5
511 182 5
516 187 5
522 188 5
528 188 5
533 187 5
540 183 5
47 580 40
420 225 40
664 237 40
379 272 40
345 308 40
701 226 40
739 208 40
745 185 25
749 149 25
753 119 25
342 331 25
360 353 25
376 374 25
78 605 25
43 621 25
For the kids (in all of us)!


Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #1 on: Nov 3^{rd}, 2016, 03:02am » 

Snow Balls 2, sets up for Snow Machine.
Make something with Snow Balls 2 and Array > Save to create two files for Snow machine one is a background.bmp and the other is a data array of origins and sizes of the snow balls to be recreated as virtual screen in Snow Machine.
Snow Machine will put the scene in a snow storm with snow accumulating on the snow balls. There will also be foreground snow and background snow that keeps the storm going when all the midlevel snow has accumulated on the snow balls...
Code:' Snow Balls 2.txt
' from Snow Balls for JB [B+=MGA] 20161101
' a variation on Paint Balls, try one color but at various sizes
' Goal: Test a version of UnDo by tracking x, y, size.
' Success  you can undo all the way back to the beginning!
' The bmp pictures can be saved as Snow Balls date_time stamp.bmp
' The last saved array is called Snow Balls ARRAY.dat,
' that is the one that will be loaded from Array Load menu.
' If you want to save several arrays, you could rename them
' then rename them back to Snow Balls.dat to rework them.
' To work with Snow Machine, both the ARRAY and BMP files will be saved
' when save the array
'20161102 snow balls 2 too gray ?
' save bmp increase x + 8, y + 32
' Setup now for dat and bmp file to run in Snow Machine
global H$, XMAX, YMAX, size, ballIndex, nBalls, nBm1, sky$, white$
H$ = "gr"
XMAX = 1200 '< actual drawing space needed
YMAX = 700 '< actual drawing space needed
size = 100
nBalls = 500
nBm1 = nBalls  1
sky$ = "130 180 220"
white$ = "220 220 245"
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 32
UpperLeftX = 100
UpperLeftY = 40
menu #gr, "Menu", "Size", resize, "Clear", CLR, "Undo", undo, "Save Picture", save
menu #gr, "Array", "Load", loadArr, "Save", saveArr
open "Snow Balls" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "when leftButtonUp lBU"
#gr "down"
call CLR
wait
' Window procedures in order of appearance above
sub resize
t$ = "Snow Ball Size" + chr$(13)
c$ = "Current size is " + str$(size)
p$ = " pixel radius. Enter new size desired (max is screen height/2)."
prompt t$ + c$ + p$; inp$
test = val(inp$)
if test > 0 and test < YMAX/2 then size = test
end sub
sub CLR
call clrScreen
call clrBalls
end sub
sub undo
if ballIndex > 0 then
ballIndex = ballIndex  1
call rebuild
end if
end sub
sub save
#gr "getbmp scr 0 0 ";XMAX + 8;" ";YMAX + 32
d$ = date$("yyyy/mm/dd")
d$ = mid$(d$, 1, 4) + "" + mid$(d$, 6, 2) + "" + mid$(d$, 9, 2)
t$ = time$()
t$ = mid$(t$, 1, 2) + "" + mid$(t$, 4, 2)
bmpsave "scr", "Snow Balls " + d$ + " " + t$ + ".bmp"
end sub
sub loadArr
'make sure a file exits
open "Snow Balls ARRAY.dat" for append as #1
print #1, ""
close #1
open "Snow Balls ARRAY.dat" for input as #1
ballIndex = 0
while eof(#1) = 0
input #1, fline$
if trim$(fline$) <> "" then
ballX(ballIndex) = val(word$(fline$, 1))
ballY(ballIndex) = val(word$(fline$, 2))
ballS(ballIndex) = val(word$(fline$, 3))
ballIndex = ballIndex + 1
end if
wend
close #1
call rebuild
end sub
sub saveArr
#gr "getbmp scr 0 0 ";XMAX + 8;" ";YMAX + 32
bmpsave "scr", "Snow Balls Background.bmp"
open "Snow Balls ARRAY.dat" for output as #1
for i = 0 to ballIndex 1
print #1, str$(ballX(i)) + " " + str$(ballY(i)) + " " + str$(ballS(i))
next
close #1
end sub
sub quit H$
close #H$
end
end sub
sub lBU H$, x, y
call ball x, y, size
if ballIndex < nBalls then
ballX(ballIndex) = x
ballY(ballIndex) = y
ballS(ballIndex) = size
ballIndex = ballIndex + 1
end if
end sub
'=================================== supplementary procedures
sub clrScreen
#gr "fill ";sky$
#gr "backcolor "; white$
#gr "color "; white$
#gr "place "; 0; " "; YMAX  100;
#gr "boxfilled "; XMAX + 1; " "; YMAX + 1
end sub
sub clrBalls
ballIndex = 0
dim ballX(nBm1), ballY(nBm1), ballS(nBm1)
end sub
sub ball x, y, s
for r = s to 0 step 1
cc = int(r/s * 50) + 200
#gr "color ";cc;" ";cc;" ";cc
#gr "backcolor ";cc;" ";cc;" ";cc
#gr "place ";x;" ";y;"; circlefilled ";r
next
end sub
sub rebuild
if ballIndex > 0 then
call clrScreen
for i = 0 to ballIndex 1
call ball ballX(i), ballY(i), ballS(i)
next
end if
end sub

« Last Edit: Nov 3^{rd}, 2016, 03:06am by bplus » 
Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #2 on: Nov 3^{rd}, 2016, 03:10am » 

Snow Machine:
Code:' Snow Machine.txt for JB [B+=MGA] 20161103
' Goal: take Snow Balls Background.bmp and Snow Balls ARRAY.dat
' made with Snow Balls 2 and create a snow scene that accumulates
' snow on things made with Snow Balls.
global datFile$, bmpFile$
datFile$ = "Snow Balls ARRAY.dat"
bmpFile$ = "Snow Balls Background.bmp"
global H$, XMAX, YMAX, nf, fd, nf2, nf3, r2, r3
H$ = "gr"
XMAX = 1200 '< actual drawing space needed
YMAX = 680 '< actual drawing space needed
'to get ball positions and sizes
dim ballX(100), ballY(100), ballS(100)
'for tracking where the snow is each xy = 1 has snow
dim sXY(XMAX, YMAX) 'virtual screen
dim snowLine(XMAX) 'accumulate snow line
'setup snow
r = 4 'middle layer, Snow Balls that acuumulate snow
nf = 300
dim fx(nf), fy(nf), ifrozen(nf)
'fd flake diameter is global and needed in sub loadArr
fd = 2 * r
sw = fd + 2
sh = fd + 2
for i = 1 to nf
fx(i) = rand(0, XMAX)
fy(i) = rand(0, YMAX)
next
r2 = 6 'foreground snow
nf2 = 25
dim ffx(nf2), ffy(nf2)
for i = 1 to nf2
ffx(i) = rand(0, XMAX)
ffy(i) = rand(0, YMAX)
next
r3 = 2 'background snow
nf3 = 100
dim fffx(nf3), fffy(nf3)
for i = 1 to nf3
fffx(i) = rand(0, XMAX)
fffy(i) = rand(0, YMAX)
next
' use the Snow Balls ARRAY.dat file
call loadArr
'background bmp from Snow Balls bmp created with ARRAY file
loadbmp "backgrd", bmpFile$
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 32
UpperLeftX = 100
UpperLeftY = 40
open "Snow Machine" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "down"
#gr "background backgrd"
'debug check that Snow Balls image overlayed in black, success!
'Note: this is still OK with a different YMAX
'#gr "drawsprites"
'#gr "color 0 0 0"
'for y = 0 to YMAX
'for x = 0 to XMAX
' scan
' if sXY(x,y) = 1 then #gr "set ";x;" ";y
'next
'next
'now if we drawsprites again will the black be covered? Yep!
'#gr "drawsprites"
'proceed with the snow machine, make sprites
'draw snow flakes that will accumulate over Snow Balls
#gr "cls"
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";0;" ";sh
#gr "boxfilled ";sw;" ";2 * sh
#gr "color 250 250 250"
#gr "backcolor 250 250 250"
#gr "place ";r+1;" ";sh+r+1
#gr "circlefilled ";r
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";r+1;" ";r+1
#gr "circlefilled ";r
for i = 1 to nf
scan
#gr "getbmp f";i;" 0 0 ";sw;" ";2*sh
#gr "addsprite f";i;" f";i
#gr "spritexy f";i;" ";fx(i);" ";fy(i)
next
'foreground snow sprites
sw = r2 * 2 + 2
sh = r2 * 2 + 2
#gr "cls"
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";0;" ";sh
#gr "boxfilled ";sw;" ";2 * sh
#gr "color 250 250 250"
#gr "backcolor 250 250 250"
#gr "place ";r2+1;" ";sh+r2+1
#gr "circlefilled ";r2
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";r2+1;" ";r2+1
#gr "circlefilled ";r2
for i = 1 to nf2 'fore ground
scan
#gr "getbmp ff";i;" 0 0 ";sw;" ";2*sh
#gr "addsprite ff";i;" ff";i
#gr "spritexy ff";i;" ";ffx(i);" ";ffy(i)
next
'background snow sprites
sw = r3 * 2 + 2
sh = r3 * 2 + 2
#gr "cls"
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";0;" ";sh
#gr "boxfilled ";sw;" ";2 * sh
#gr "color 250 250 250"
#gr "backcolor 250 250 250"
#gr "place ";r3+1;" ";sh+r3+1
#gr "circlefilled ";r3
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";r3+1;" ";r3+1
#gr "circlefilled ";r3
for i = 1 to nf3 'fore ground
scan
#gr "getbmp fff";i;" 0 0 ";sw;" ";2*sh
#gr "addsprite fff";i;" fff";i
#gr "spritexy fff";i;" ";fffx(i);" ";fffy(i)
next
timer 100, frame
wait
' Window procedures in order of appearance above
sub loadArr
open datFile$ for input as #1
ballIndex = 0
while eof(#1) = 0
input #1, fline$
if trim$(fline$) <> "" then
ballX(ballIndex) = val(word$(fline$, 1))
ballY(ballIndex) = val(word$(fline$, 2))
ballS(ballIndex) = val(word$(fline$, 3))
ballIndex = ballIndex + 1
end if
wend
close #1
'virtual screen > array
'now lets track where the snow balls are
for ball = 0 to ballIndex 1 'draw circles of 1's to rep balls
'just like handmade filled circles
'x = ballX(ball) y = ballY(ball) r = ballS(ball)
rsq = ballS(ball) * ballS(ball)
for cx = ballS(ball) to 0 step 1
cy = int(sqr(rsq  cx * cx))
x1 = ballX(ball) + cx : x2 = ballX(ball)  cx
y2 = ballY(ball) + cy : y1 = ballY(ball)  cy
for yy = y1 to y2
if x1 >=0 and x1 <= XMAX and yy >=0 and yy <= YMAX then sXY(x1, yy) = 1
if x2 >=0 and x2 <= XMAX and yy >=0 and yy <= YMAX then sXY(x2, yy) = 1
next
next
next 'ball
'get snowLine
for x = 0 to XMAX
for y = 0 to YMAX
if sXY(x, y) = 1 then snowLine(x) = y : exit for
next
next
'adjust the snowLine for the current radius
'(so the sprites dont have to be adjusted x,y offsets to center)
'move the snow line up fd and shift right half of fd
for x = 0 to XMAX
if snowLine(x) <> 0 then snowLine(x) = snowLine(x)  fd
next
shift = .5 * fd
for x = shift to XMAX
snowLine(x  shift) = snowLine(x)
next
end sub
sub quit H$
timer 0
unloadbmp "backgrd"
close #H$
end
end sub
sub frame
for i = 1 to nf
scan
if fy(i) + fd > YMAX then 'recycle the flake
fy(i) = 0 : fx(i) = rand(0, XMAX)
else 'above or below snowline?
if snowLine(fx(i)) <> 0 then
if fy(i) + fd < snowLine(fx(i)) then 'advance the flake
fy(i) = fy(i) + fd
else ' freeze the flake and raise the snow line
if ifrozen(i) <> 1 then 'not frozen in place yet
fy(i) = snowLine(fx(i)) 'accumulate snow!
snowLine(fx(i)) = snowLine(fx(i))  .66 * fd
ifrozen(i) = 1 'frozen now
end if
end if
else 'no snowline here
fy(i) = fy(i) + fd
end if
end if
#gr "spritexy f";i;" ";fx(i);" ";fy(i)
next
for i = 1 to nf2 'foreground snow
scan
if ffy(i) + 2 * r2 > YMAX then
ffy(i) = 0 : ffx(i) = rand(0, XMAX)
else
ffy(i) = ffy(i) + 2 * r2
end if
#gr "spritexy ff";i;" ";ffx(i);" ";ffy(i)
next
for i = 1 to nf3 'background snow, another use of sXY
scan
if fffy(i) + r3 > YMAX  100 then
fffy(i) = 0 : fffx(i) = rand(0, XMAX)
else
fffy(i) = fffy(i) + r3
end if
#gr "spritexy fff";i;" ";fffx(i);" ";fffy(i)
'this hangs program without error message
' so much for background snow
'Too Much Snow? Yes that was it!!!!
if sXY(fffx(i), fffy(i)) = 1 then
#gr "spritevisible fff";i;" off"
else
#gr "spritevisible fff";i;" on"
end if
next
#gr "drawsprites"
end sub
'=================================== supplementary procedures
function rand(n1, n2)
if n1 > n2 then hi = n1 : lo = n2 else hi = n2 : lo = n1
rand = int((hi  lo + 1) * rnd(0)) + lo
end function


Logged

B+



Rod
Administrator
member is online
Graphics = Goosebumps!
Gender:
Posts: 3172


Re: Snow Balls
« Reply #3 on: Nov 3^{rd}, 2016, 04:11am » 

Yes, very nicely done. One or two goes to get it going because I didn't follow the instructions I would draw a snow ball man programmatically eliminating the need for two programs.
Really nice snow effect and realistic accumulation.


Logged




bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #4 on: Nov 3^{rd}, 2016, 1:05pm » 

I don't follow directions well myself, probably why I write my own programs rather than have to learn someone's system.
It would make things simpler, if I embed Snow Balls 2 into Snow Machine because Snow Machine, at present, is completely dependent on Snow Balls 2 files. Whereas, Snow Balls and Snow Balls 2 (with lighter colored snow balls) are completely independent.
There's an idea, doing the drawing by program and saving the drawing instructions to map out "mask" of midground drawing and snowLines. Thus, one can unflatten the 2D to fore, middle and background levels, 2D+

« Last Edit: Nov 3^{rd}, 2016, 1:12pm by bplus » 
Logged

B+



tsh73
JBSupporter
member is offline
Gender:
Posts: 3648


Re: Snow Balls
« Reply #5 on: Nov 3^{rd}, 2016, 1:54pm » 

Nice snow. somehow I see horizontal line of snowlets in background layer  ? EDIT fixed by "100" in setting up background layer Code:for i = 1 to nf3
fffx(i) = rand(0, XMAX)
fffy(i) = rand(0, YMAX 100 )
next
(in sub frame, lower 100 pixels was converted to 0'th row creating visible line)
EDIT gosh it hits timer+sub bug  I triggered it then I tried to move window

« Last Edit: Nov 3^{rd}, 2016, 2:08pm by tsh73 » 
Logged

Q: "And if I took your codes and compile them, and sell them for a profit"? A: Go ahead. I had my share of good then I coded it for fun, if you can make better use of it  please do. (enjoying JB 1.01 on WinXP, netbook and desktop)



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #6 on: Nov 3^{rd}, 2016, 2:13pm » 

on Nov 3^{rd}, 2016, 1:54pm, tsh73 wrote:Nice snow. somehow I see horizontal line of snowlets in background layer  ? EDIT fixed by "100" in setting up background layer Code:for i = 1 to nf3
fffx(i) = rand(0, XMAX)
fffy(i) = rand(0, YMAX 100 )
next
(in sub frame, lower 100 pixels was converted to 0'th row creating visible line)
EDIT gosh it hits timer+sub bug  I triggered it then I tried to move window 

Oh, yes! good.
At my house, we dont try and move our windows. (joke) ;)
So I have rediscovered another old bug. It's nice to come along late and benefit from people's experience. :)

« Last Edit: Nov 3^{rd}, 2016, 2:17pm by bplus » 
Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #7 on: Nov 4^{th}, 2016, 07:59am » 

Ha! It turns out I don't need a timer at all!
This does the trick: Code:while 1
scan
call frame
wend
I can grab the title bar and shake Window, it self corrects. I can max/min and snow continues on....
I did try timer embedded in frame sub and it fixed moving window problem but it also made snowfall jerky.
I also have an idea for a very different approach to snow accumulation that should solve problem of running out of sprite flakes.

« Last Edit: Nov 4^{th}, 2016, 09:21am by bplus » 
Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #8 on: Nov 4^{th}, 2016, 09:25am » 

OMG!
This generic snow flake sprite generator works! Code:sub makeNameRadiusNumberFlakeSprites flakeName$, flakeRadius, flakeNumber
sw = flakeRadius * 2 + 2
sh = flakeRadius * 2 + 2
#gr "cls"
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";0;" ";sh
#gr "boxfilled ";sw;" ";2 * sh
#gr "color 250 250 250"
#gr "backcolor 250 250 250"
#gr "place ";flakeRadius + 1;" ";sh+flakeRadius + 1
#gr "circlefilled ";flakeRadius
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";flakeRadius + 1;" ";flakeRadius + 1
#gr "circlefilled ";flakeRadius
for i = 1 to flakeNumber
scan
#gr "getbmp ";flakeName$;i;" 0 0 ";sw;" ";2 * sh
#gr "addsprite ";flakeName$;i;" ";flakeName$;i
'this next line will be amazing if it works, no sweat if doesn't
#gr "spritexy ";flakeName$;i;" ";flakeName$;"ArrX(";i;") ";flakeName$;"ArrY(";i;")"
next
end sub
I can replace 3 blocks of code with one generic sprite maker and make several more z levels of snow!


Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #9 on: Nov 6^{th}, 2016, 10:35am » 

Snow Balls version 3: New Ball Drawing Method Fully integrated now with Snow Machine (v2 not posted) that has 5 layers of snow and new snow accumulation method.
Code:' Snow Balls 3.txt for JB [B+=MGA] 20161106 update
' started from JB [B+=MGA] 20161101 a variation on Paint Balls,
' try one color but at various sizes with goal to try a version on Undo.
' version 3 Has vastly improved ball sizing drawing method and Snow
' Machine 2 improvements over first version have been completely
' assimulated into one program.
global H$, XMAX, YMAX, ballIndex, nBalls, w2, h2 'universally needed
global sky$, white$, lastX, lastY 'just Snow Balls drawing
global FRM, LAYERS, goSnow 'just Snow Machine
H$ = "gr" ' window handle
XMAX = 1200 ' actual drawing space needed
YMAX = 700 ' actual drawing space needed
nBalls = 500 ' set limit to number of balls draw that can undo
sky$ = "130 180 220" 'Snow Balls sky
white$ = "220 220 245" 'Snow Balls ground
FRM = 1 'Snow Machine Frame counter
LAYERS = 12 'Snow Machine snow accumulation counter
goSnow = 0 'Snow Machine toggles on/off true/false
'for tracking where the snow balls and snow accum
dim sXY(XMAX, YMAX) 'virtual screen
dim snowLine(XMAX + 5) 'top line, oversize for checking beyond screen
dim lowLine(XMAX + 5) 'bottom line
dim oLine(XMAX + 5) 'original line
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 52 '>>>> fix: not 32, add 20 for menu bar!
UpperLeftX = 100
UpperLeftY = 40
menu #gr, "Screen", "Clear", CLR, "Undo", undo, "Save Picture", save
menu #gr, "File", "Load", loadArr, "Save", saveArr
menu #gr, "Snow Machine", "ON", snow, "OFF", noSnow
open "Snow Balls" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "when leftButtonDown lBD"
#gr "when leftButtonMove lBMove"
#gr "when leftButtonUp lBU"
#gr "when characterInput charIn"
#gr "home" '< get drawing area
#gr "posxy w2 h2" '<<<<<<<<<<<<<<<<<<
'notice "Screen size:" + chr$(13) + "w2 * 2 = ";w2*2;" h2 * 2 = ";h2*2
'>>> now reports 1200 x 700
#gr "down"
'setup snow: 5 snow levels 1 =foreground to 5 =background
'Arrays are already Global, so don't have to pass all this to subs
'lR = level Radius of Snow Flakes, lN = level Number of Flakes
dim lR(5), lN(5)
for level = 1 to 5 'front to back, dim allot of arrays...
lR(level) = 6  level 'formula for radius
'8, 16, 32, 64, 128 keep < 500 sprites ~ 256 + 5*20 = 356
lN(level) = 2 ^ (level + 2) + 20 'formula for level flake numbers
'thanks to tsh73, don't setup flakes that creates a line at top
select case level
case 1 : dim l1fArrX(lN(1)), l1fArrY(lN(1))
for i = 1 to lN(1)
l1fArrX(i) = rand(0, XMAX)
l1fArrY(i) = rand(0, YMAX  20)
next
case 2 : dim l2fArrX(lN(2)), l2fArrY(lN(2))
for i = 1 to lN(2)
l2fArrX(i) = rand(0, XMAX)
l2fArrY(i) = rand(0, YMAX  40)
next
'snow will accumulate on this level, so track frozen flakes
case 3 : dim l3fArrX(lN(3)), l3fArrY(lN(3)), ifrozen(lN(3))
for i = 1 to lN(3)
l3fArrX(i) = rand(0, XMAX)
l3fArrY(i) = rand(0, YMAX  60)
next
case 4 : dim l4fArrX(lN(4)), l4fArrY(lN(4))
for i = 1 to lN(4)
l4fArrX(i) = rand(0, XMAX)
l4fArrY(i) = rand(0, YMAX  80)
next
case 5 : dim l5fArrX(lN(5)), l5fArrY(lN(5))
for i = 1 to lN(5)
l5fArrX(i) = rand(0, XMAX)
l5fArrY(i) = rand(0, YMAX  100)
next
end select
flakeName$ = "l";level;"f"
call makeFlakeSprites flakeName$, lR(level), lN(level)
next
call CLR 'which dims ball stuff and sets up screen for drawing
wait
' ========== Window procedures in order of appearance above
sub CLR
if goSnow <> 1 then
call clrScreen
call clrBalls
end if
end sub
sub undo
if goSnow <> 1 then
if ballIndex > 0 then
ballIndex = ballIndex  1
call rebuild
end if
end if
end sub
sub save
'OK while snow machine going?
#gr "getbmp scrn 0 0 ";w2 * 2;" ";h2 * 2
d$ = date$("yyyy/mm/dd")
d$ = mid$(d$, 1, 4) + "" + mid$(d$, 6, 2) + "" + mid$(d$, 9, 2)
t$ = time$()
t$ = mid$(t$, 1, 2) + "" + mid$(t$, 4, 2)
bmpsave "scr", "Snow Balls " + d$ + "_" + t$ + ".bmp"
end sub
sub snow
if goSnow <> 1 then
#gr "getbmp scrn 0 0 ";w2 * 2;" ";h2 * 2
#gr "background scrn"
call loadSnowArr
'make sprites visible (snowing another scene, turn off for bg112)
for level = 1 to 5
for i = 1 to lN(level)
#gr "spritevisible l";level;"f";i;" on"
next
next
goSnow = 1
while goSnow 'esc or q or menu OFF to exit
scan
call frame
FRM = FRM + 1
wend
'clear out everything for another potential snow scene
dim sXY(XMAX, YMAX)
dim snowLine(XMAX + 5)
dim lowLine(XMAX + 5)
dim oLine(XMAX + 5)
for level = 1 to 5 'front to back
select case level
case 1
for i = 1 to lN(1)
l1fArrX(i) = rand(0, XMAX)
l1fArrY(i) = rand(0, YMAX  20)
next
case 2
for i = 1 to lN(2)
l2fArrX(i) = rand(0, XMAX)
l2fArrY(i) = rand(0, YMAX  40)
next
case 3
for i = 1 to lN(3)
l3fArrX(i) = rand(0, XMAX)
l3fArrY(i) = rand(0, YMAX  60)
next
case 4
for i = 1 to lN(4)
l4fArrX(i) = rand(0, XMAX)
l4fArrY(i) = rand(0, YMAX  80)
next
case 5
for i = 1 to lN(5)
l5fArrX(i) = rand(0, XMAX)
l5fArrY(i) = rand(0, YMAX  100)
next
end select
next
for i = 1 to LAYERS
unloadbmp "bg";i
next
for level = 1 to 5
for i = 1 to lN(level)
#gr "spritevisible l";level;"f";i;" off"
next
next
#gr "discard"
FRM = 1
call CLR
end if
end sub
sub noSnow
goSnow = 0
end sub
sub loadArr
if goSnow <> 1 then
'make sure a file exists
open "Snow Balls ARRAY.dat" for append as #1
print #1, ""
close #1
open "Snow Balls ARRAY.dat" for input as #1
ballIndex = 0
while eof(#1) = 0
input #1, fline$
if trim$(fline$) <> "" then
ballX(ballIndex) = val(word$(fline$, 1))
ballY(ballIndex) = val(word$(fline$, 2))
ballS(ballIndex) = val(word$(fline$, 3))
ballIndex = ballIndex + 1
end if
wend
close #1
call rebuild
end if
end sub
sub saveArr
if goSnow <> 1 then
#gr "getbmp scrn 0 0 ";w2 * 2;" ";h2 * 2
bmpsave "scrn", "Snow Balls Background.bmp"
open "Snow Balls ARRAY.dat" for output as #1
for i = 0 to ballIndex 1
print #1, str$(ballX(i)) + " " + str$(ballY(i)) + " " + str$(ballS(i))
next
close #1
end if
end sub
sub quit H$
'I don't think setting goSnow to 0 will unload all bmps, so no exit
if goSnow then
Notice "Turn off Snow Machine!"
exit sub
end if
unloadbmp "scrn"
close #H$
end
end sub
sub lBD H$, x, y 'left button mouse down
if goSnow <> 1 then
lastX = x : lastY = y
#gr "getbmp scrn 0 0 ";XMAX;" ";YMAX
end if
end sub
sub lBMove H$, mx, my
if goSnow <> 1 then
r = sqr((lastX  mx)^2 + (lastY  my)^2)
if r > 1 then
#gr "discard"
#gr "drawbmp scrn 0 0"
#gr "color white"
#gr "place ";mx;" ";my
#gr "circle ";r
end if
end if
end sub
sub lBU H$, mx, my 'left button up
if goSnow <> 1 then
r = sqr((lastX  mx)^2 + (lastY  my)^2)
#gr "discard"
#gr "drawbmp scrn 0 0"
if r > 1 then
call ball mx, my, r
if ballIndex < nBalls then
ballX(ballIndex) = mx
ballY(ballIndex) = my
ballS(ballIndex) = r
ballIndex = ballIndex + 1
end if
end if
end if
end sub
sub charIn H$, k$
if k$ = "q" then goSnow = 0
if k$ = chr$(27) then goSnow = 0
end sub
'================= supplementary procedures Snow Balls
sub clrScreen
#gr "fill ";sky$
#gr "backcolor "; white$
#gr "color "; white$
#gr "place "; 0; " "; YMAX  100;
#gr "boxfilled "; XMAX + 1; " "; YMAX + 1
end sub
sub clrBalls
ballIndex = 0
dim ballX(nBalls), ballY(nBalls), ballS(nBalls)
end sub
sub ball x, y, s
for r = s to 0 step 1
cc = int(r/s * 50) + 200
#gr "color ";cc;" ";cc;" ";cc
#gr "backcolor ";cc;" ";cc;" ";cc
#gr "place ";x;" ";y;"; circlefilled ";r
next
end sub
sub rebuild
if ballIndex > 0 then
call clrScreen
for i = 0 to ballIndex 1
call ball ballX(i), ballY(i), ballS(i)
next
end if
end sub


Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #10 on: Nov 6^{th}, 2016, 10:37am » 

Well I guess I have to post in 2 parts:
Here is the rest: Code:' ================ procedures Snow Machine
sub loadSnowArr
notice "Loading and configuring data" + chr$(13)+ "Please wait..."
'virtual screen > array
'now lets track where the snow balls are
for ball = 0 to ballIndex 1 'draw circles of 1's to rep balls
'just like handmade filled circles
'x = ballX(ball) y = ballY(ball) r = ballS(ball)
rsq = ballS(ball) * ballS(ball)
for cx = ballS(ball) to 0 step 1
cy = int(sqr(rsq  cx * cx))
x1 = ballX(ball) + cx : x2 = ballX(ball)  cx
y2 = ballY(ball) + cy : y1 = ballY(ball)  cy
for yy = y1 to y2
if x1 >=0 and x1 <= XMAX and yy >=0 and yy <= YMAX then sXY(x1, yy) = 1
if x2 >=0 and x2 <= XMAX and yy >=0 and yy <= YMAX then sXY(x2, yy) = 1
next
next
next
'get snowLine
for x = 0 to XMAX
for y = 0 to YMAX
if sXY(x, y) = 1 then
oLine(x) = y
exit for
end if
next
next
''debug (after loadARR call) check that Snow Balls image overlayed
''Note: this is still OK with a different YMAX
'#gr "drawsprites"
'#gr "color 0 0 0"
'for y = 0 to YMAX
'for x = 0 to XMAX
' scan
' if sXY(x,y) = 1 then #gr "set ";x;" ";y
'next
'next
''now if we drawsprites again will the black be covered? Yep!
'#gr "drawsprites" '===== end debug test
#gr "color white"
for i = 1 to LAYERS
#gr "drawsprites"
for x = 0 to XMAX
if oLine(x) <> 0 then
snowLine(x) = oLine(x)  i
lowLine(x) = oLine(x) + .8 * i
#gr "line ";x;" ";lowLine(x);" ";x;" ";snowLine(x)
end if
next
#gr "getbmp bg";i;" 0 0 ";XMAX;" ";YMAX
next
''debug test alignments of bg to backgrd ==== OK
'for i = 1 to 20
' if i mod 2 then
' #gr "background scrn"
' else
' r = rand(1, LAYERS)
' #gr "background bg";r
' end if
' #gr "drawsprites"
' call pause 300
'next
'end debug ============== end debug test
for i = 0 to XMAX
snowLine(i) = oLine(i)
lowLine(i) = oLine(i)
next
#gr "background scrn"
end sub
sub makeFlakeSprites flakeName$, flakeRadius, flakeNumber
sw = flakeRadius * 2 + 2
sh = flakeRadius * 2 + 2
#gr "cls"
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";0;" ";sh
#gr "boxfilled ";sw;" ";2 * sh
#gr "color 250 250 250"
#gr "backcolor 250 250 250"
#gr "place ";flakeRadius + 1;" ";sh+flakeRadius + 1
#gr "circlefilled ";flakeRadius
#gr "color 0 0 0"
#gr "backcolor 0 0 0"
#gr "place ";flakeRadius + 1;" ";flakeRadius + 1
#gr "circlefilled ";flakeRadius
for i = 1 to flakeNumber
scan
#gr "getbmp ";flakeName$;i;" 0 0 ";sw;" ";2 * sh
#gr "addsprite ";flakeName$;i;" ";flakeName$;i
'this next line will be amazing if it works, no sweat if doesn't
#gr "spritexy ";flakeName$;i;" ";flakeName$;"ArrX(";i;") ";flakeName$;"ArrY(";i;")"
next
end sub
sub frame
#gr "discard"
'adjust snow levels according to frame, free the frozen too!
if FRM mod 100 = 0 then
bkg = FRM / 100
if bkg > 0 and bkg < LAYERS + 1 then
#gr "background bg";bkg
'reset snowLine and free the frozen
for i = 0 to XMAX
if oLine(i) <> 0 then
snowLine(i) = oLine(i)  bkg
lowLine(i) = oLine(i) + .8 * bkg
end if
next
'finally randomize l3f
for i = 1 to lN(3)
ifrozen(i) = 0
l3fArrX(i) = rand(0, XMAX)
l3fArrY(i) = rand(0, YMAX  60)
next
end if 'bkg in range
end if 'snow accum frm
for level = 1 to 5
scan
for i = 1 to lN(level)
scan
select case level
case 1
if l1fArrY(i) + 2 * lR(1) > YMAX  20 then
l1fArrY(i) = 0 : l1fArrX(i) = rand(0, XMAX)
else
l1fArrY(i) = l1fArrY(i) + rand(lR(1), 2 * lR(1))
end if
#gr "spritexy l1f";i;" ";l1fArrX(i);" ";l1fArrY(i)
case 2
if l2fArrY(i) + 2 * lR(2) > YMAX  40 then
l2fArrY(i) = 0 : l2fArrX(i) = rand(0, XMAX)
else
l2fArrY(i) = l2fArrY(i) + rand(lR(2), 2 * lR(2))
end if
#gr "spritexy l2f";i;" ";l2fArrX(i);" ";l2fArrY(i)
case 3
if l3fArrY(i) + 2 * lR(3) > YMAX  60 then
l3fArrY(i) = 0 : l3fArrX(i) = rand(0, XMAX)
else
'stick the snow for accumulation
if snowLine(l3fArrX(i) + lR(3)) <> 0 then 'check snowline
if l3fArrY(i) + 2 * lR(3) < snowLine(l3fArrX(i) + lR(3)) then 'advance flake
l3fArrY(i) = l3fArrY(i) + rand(lR(3), 2 * lR(3))
else
if ifrozen(i) <> 1 then ' not frozen yet
if rand(0, 1) then
l3fArrY(i) = snowLine(l3fArrX(i) + lR(3))  rand(0, lR(3))
else
l3fArrY(i) = lowLine(l3fArrX(i) + lR(3)) + rand(1 * lR(3), .5 * lR(3))
end if
'with background accum, dont change snowLine
'snowLine(l3fArrX(i) + lR(3)) = snowLine(l3fArrX(i) + lR(3))  1.5 * lR(3)
ifrozen(i) = 1
end if
end if
else ' no snowLine carry on
l3fArrY(i) = l3fArrY(i) + rand(lR(3), 2 * lR(3))
end if
end if
#gr "spritexy l3f";i;" ";l3fArrX(i);" ";l3fArrY(i)
case 4
if l4fArrY(i) + 2 * lR(4) > YMAX  80 then
l4fArrY(i) = 0 : l4fArrX(i) = rand(0, XMAX)
else
l4fArrY(i) = l4fArrY(i) + rand(lR(4), 2 * lR(4))
end if
#gr "spritexy l4f";i;" ";l4fArrX(i);" ";l4fArrY(i)
if sXY(l4fArrX(i), l4fArrY(i)) = 1 then
#gr "spritevisible l4f";i;" off"
else
#gr "spritevisible l4f";i;" on"
end if
case 5
if l5fArrY(i) + 2 * lR(5) > YMAX  100 then
l5fArrY(i) = 0 : l5fArrX(i) = rand(0, XMAX)
else
l5fArrY(i) = l5fArrY(i) + rand(lR(5), 2 * lR(5))
end if
#gr "spritexy l5f";i;" ";l5fArrX(i);" ";l5fArrY(i)
if sXY(l5fArrX(i), l5fArrY(i)) = 1 then
#gr "spritevisible l5f";i;" off"
else
#gr "spritevisible l5f";i;" on"
end if
end select
next
next
#gr "drawsprites"
#gr "color white"
end sub
'============== general supplementary procedures
function rand(n1, n2)
if n1 > n2 then hi = n1 : lo = n2 else hi = n2 : lo = n1
rand = int((hi  lo + 1) * rnd(0)) + lo
end function
sub pause mil
timer mil, [timesup]
wait
[timesup]
timer 0
end sub


Logged

B+



tsh73
JBSupporter
member is offline
Gender:
Posts: 3648


Re: Snow Balls
« Reply #11 on: Nov 7^{th}, 2016, 03:37am » 

Looks cool (I had not time yet to look how it works inside). Small suggestion: then drawing balls, center them there first mouse click was (commented with '!) Code:sub lBMove H$, mx, my
if goSnow <> 1 then
r = sqr((lastX  mx)^2 + (lastY  my)^2)
if r > 1 then
#gr "discard"
#gr "drawbmp scrn 0 0"
#gr "color white"
#gr "place ";lastX;" ";lastY '!
#gr "circle ";r
end if
end if
end sub
sub lBU H$, mx, my 'left button up
if goSnow <> 1 then
r = sqr((lastX  mx)^2 + (lastY  my)^2)
#gr "discard"
#gr "drawbmp scrn 0 0"
if r > 1 then
call ball lastX, lastY, r '!
if ballIndex < nBalls then
ballX(ballIndex) = lastX '!
ballY(ballIndex) = lastY '!
ballS(ballIndex) = r
ballIndex = ballIndex + 1
end if
end if
end if
end sub

« Last Edit: Nov 7^{th}, 2016, 03:38am by tsh73 » 
Logged

Q: "And if I took your codes and compile them, and sell them for a profit"? A: Go ahead. I had my share of good then I coded it for fun, if you can make better use of it  please do. (enjoying JB 1.01 on WinXP, netbook and desktop)



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #12 on: Nov 7^{th}, 2016, 09:36am » 

Thanks tsh73, I was so impressed by improvement of starting a ball from an edge point and moving mouse around to set origin (and radius with it), I did not consider the way you suggest (I was mostly focused on getting Snow Machine integrated and working over several snow storms).
Yes, easy enough to create a switch and have it both ways!
I also have a radical change planned for snow accum, throwing out snow lines and doing each ball based on radius, origin and especially order of drawing. The configuration then would be done with the drawing, no long screen analysis just a snowCap for spheres sub procedure is needed.
Anyone want to try their hand with growing a snow cap on a sphere?
Sub snowCap x, y, r x, y origin, r radius, accum... = based on some fraction of the frame counter and a snowFallLimit, frame is already global FRM. Level 3 flakes have a radius of 3, that is trickiest part.
BTW, all the things we did with Curvy Writing and Paints Balls has been extremely helpful with Snow Balls, this is much better than something I would come up with alone. Thanks!

« Last Edit: Nov 7^{th}, 2016, 09:48am by bplus » 
Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #13 on: Nov 7^{th}, 2016, 7:39pm » 

Here are some more interesting designs (than circles) for flakes: Code:'recurring flake.txt for Just Basic v1.01 [B+=MGA] 20161107
' in case you have not seen enough flakes already
global H$, XMAX, YMAX, PI, DV, THK
H$ = "gr"
XMAX = 500 '< actual drawing space needed
YMAX = 500 '< actual drawing space needed
PI = acs(1)
THK = 1
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 32
UpperLeftX = (1200  XMAX) / 2
UpperLeftY = (700  YMAX) / 2
open "Recurring flake" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "when leftButtonUp lButtonUp"
#gr "when characterInput charIn"
#gr "down"
#gr "color white"
#gr "backcolor black"
while 1
DV = 2 + rnd(0) 'global dictates density of flake
THK = rand(1, 5)
rAng = PI / rand(3, 30)
rr = 10 + YMAX/4 * rnd(0)
scan
#gr "size ";THK
#gr "fill black"
#gr "place ";10;" ";20;";";"DV = ";DV
call rFlake XMAX/2, YMAX/2, rr, rAng
#gr "flush"
call pause 500
wend
wait
sub rFlake x, y, r, rAng
for a = 0 to 5
scan
armX = x + r * cos(a * PI/3 + rAng)
armY = y + r * sin(a * PI/3 + rAng)
#gr "line ";x;" ";y;" ";armX;" ";armY
if r > 4 * THK then call rFlake armX, armY, r/DV, rAng
next
end sub
sub lButtonUp H$, mx, my
call quit H$
end sub
sub charIn H$, c$
call quit H$
end sub
sub quit H$
close #H$
end
end sub
sub pause mil
timer mil, [timesup]
wait
[timesup]
timer 0
end sub
function rand(n1, n2)
if n1 > n2 then hi = n1 : lo = n2 else hi = n2 : lo = n1
rand = int((hi  lo + 1) * rnd(0)) + lo
end function

« Last Edit: Nov 7^{th}, 2016, 7:40pm by bplus » 
Logged

B+



bplus
Senior Member
member is offline
Gender:
Posts: 1271


Re: Snow Balls
« Reply #14 on: Nov 8^{th}, 2016, 11:36am » 

Simple flake: Code:'flakes.txt for Just Basic v1.01 [B+=MGA] 20161108
' recurring flakes too fancy for simple snow flake
' not very realistic either, more a mathematician's flake
' here is simple flake and screen test
global H$, XMAX, YMAX, PI, DEG, RAD
H$ = "gr"
XMAX = 500 '<======================================== actual drawing space needed
YMAX = 500 '<======================================== actual drawing space needed
PI = acs(1)
nomainwin
WindowWidth = XMAX + 8
WindowHeight = YMAX + 32
UpperLeftX = (1200  XMAX) / 2 'or delete if XMAX is 1200 or above
UpperLeftY = (700  YMAX) / 2 'or delete if YMAX is 700 or above
open "Simple flake screen test" for graphics_nsb_nf as #gr
#gr "setfocus"
#gr "trapclose quit"
#gr "when leftButtonUp lButtonUp"
#gr "when characterInput charIn"
#gr "down"
#gr "fill blue"
#gr "color white"
#gr "backcolor white"
#gr "size 2"
for i = 1 to 200
x = rand(0, XMAX) : y = rand(0, YMAX) : r = rand(1,10)
call flake x, y, r
next
#gr "flush"
wait
sub flake x, y, r
ra = PI/3 * rnd(0)
for a = 0 to 5
armX = x + r * cos(a * PI/3 + ra)
armY = y + r * sin(a * PI/3 + ra)
#gr "line ";x;" ";y;" ";armX;" ";armY
spikeX = x + .55 * r * cos(a * PI/3 + ra)
spikeY = y + .55 * r * sin(a * PI/3 + ra)
endX1 = spikeX + .3 * r * cos(a * PI/3  2 * PI/7 + ra)
endY1 = spikeY + .3 * r * sin(a * PI/3  2 * PI/7 + ra)
endX2 = spikeX + .3 * r * cos(a * PI/3 + 2 * PI/7 + ra)
endY2 = spikeY + .3 * r * sin(a * PI/3 + 2 * PI/7 + ra)
#gr "line "; spikeX;" "; spikeY;" "; endX1;" "; endY1
#gr "line "; spikeX;" "; spikeY;" "; endX2;" "; endY2
next
end sub
function rand(n1, n2)
if n1 > n2 then hi = n1 : lo = n2 else hi = n2 : lo = n1
rand = int((hi  lo + 1) * rnd(0)) + lo
end function
sub lButtonUp H$, mx, my 'must have handle and mouse x,y
call quit H$ '<=== H$ global window handle
end sub
sub charIn H$, c$ '<=== must have handle and get keypress$
call quit H$ '<=== H$ global window handle
end sub
'Need line: #gr "trapclose quit"
sub quit H$
close #H$ '<=== this needs Global H$ = #gr
end 'Thanks Facundo, close graphic wo error
end sub


Logged

B+



