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primitive graphics without padding with more thickness |
Posted by: aliensoldier - 01-27-2024, 08:40 PM - Forum: Suggestions
- No Replies
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While I was doing the pong I tried to create the graphics without filling and I like how it looked but the outline was too thin.
The suggestion is that a new parameter be added to the primitive graphics functions to increase the thickness of the contour, and some new functions to create other types of primitive graphics would not be bad either.
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my first game, naalaa pong |
Posted by: aliensoldier - 01-27-2024, 04:46 PM - Forum: NaaLaa 7 Code
- Replies (3)
|
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I share all the code of my first simple game, naalaa pong.
The game starts with the title screen where you have to press return and wait for the countdown to finish, then play until one of you gets 10 points, and the letter "p" to pause the game.
At the top of each file the name of each file is written in a comment, everything is done with the resources that the naalaa language brings, there is nothing external.
Code: 'pong
include "player.n7"
include "player-cpu.n7"
include "ball.n7"
include "miscellaneous.n7"
set window "example pong",640,480,false
set redraw off
'instancias y variables---------------------------
Font = createfont("Consolas",64)
set font Font
visible state = 0
visible timer = 5
player = []
player_cpu = []
ball = []
while not keydown(KEY_ESCAPE,true)
set color 0,0,0
cls
'objetos-----------------------------
select state
case 0
'iniciar objetos y variables----------
timer = 5
set_score_player(0)
set_score_player_cpu(0)
player = Player()
player_cpu = Player_Cpu()
ball = Ball()
'escena introducion------------------
set color 255,0,204
set caret 320,100
center "NAALAA PONG"
set color 255,204,0
set caret 320,250
center "start"
'si pulsas return me mandas al estado 5
if keydown(KEY_RETURN,true)
state = 5
endif
case 5
'escena introducion parte 2---------------
set color 255,0,204
set caret 320,100
center "NAALAA PONG"
set color 255,204,0
set caret 320,250
center timer
'si llega a 0 me mandas al estado 10
timer = timer - 1
if timer < -1
state = 10
endif
wait(1000)
case 10
'juego------------------------------
player.update()
player.Draw()
player_cpu.update(ball)
player_cpu.Draw()
ball.update(player,player_cpu)
ball.Draw()
'puntuacion player-----------------------
set color 255,0,204
set caret 162,32
wln(get_score_player())
'puntuacion player cpu--------------------
set color 255,204,0
set caret 448,32
wln(get_score_player_cpu())
'lineas para el fondo------------------
set color 255,255,255
'linea en y
draw line 315,32,315,448
draw line 325,32,325,448
'linea en x arriba
draw line 32,22,608,22
draw line 32,32,608,32
'linea en x abajo
draw line 32,448,608,448
draw line 32,458,608,458
'mandar a la pantalla de game over-------------
if get_score_player() >= 10 or get_score_player_cpu() >= 10
state = 20
endif
case 20
'eliminar objetos y pantalla game over------------
player.live = false
player_cpu.live = false
ball.live = false
set color 255,255,255
set caret 320,200
center "GAME OVER"
'esperar 1 segundo y me mandas al estado 25
wait(1000)
timer = 5
state = 25
case 25
'pantalla game over parte 2-----------------------
set color 255,255,255
set caret 320,200
center "GAME OVER"
set color 255,204,0
set caret 320,300
center timer
'si llega a 0 me mandas al estado 0
timer = timer - 1
if timer < -1
state = 0
endif
wait(1000)
endsel
'pausar el juego-----------------------
if state = 10 and keydown(KEY_P,true)
set color 50,200,200
set caret 320,200
center "PAUSE"
while not keydown(KEY_P,true)
wait(10)
redraw
wend
endif
redraw
fwait 60
wend
Code: 'player
function Player()
player = []
player.Width = 20
player.Height = 100
player.x = 32 - player.Width/2
player.y = 240 - player.Height/2
player.speed = 5
player.live = true
player.update = function()
if this.live = true
this.move()
endif
endfunc
player.Draw = function()
if this.live = true
set color 255,0,204
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
player.move = function()
if keydown(KEY_UP,false) and this.y > 0
this.y = this.y - this.speed
elseif keydown(KEY_DOWN,false) and this.y < 480-this.Height
this.y = this.y + this.speed
endif
endfunc
return player
endfunc
Code: 'player-cpu
function Player_Cpu()
player_cpu = []
player_cpu.Width = 20
player_cpu.Height = 100
player_cpu.x = 608 - player_cpu.Width/2
player_cpu.y = 240 - player_cpu.Height/2
player_cpu.speed = 5
player_cpu.live = true
player_cpu.update = function(ball)
if this.live
this.move(ball)
endif
endfunc
player_cpu.Draw = function()
if this.live
set color 255,204,0
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
player_cpu.move = function(ball)
if ball.x > 300
if this.y > ball.y and this.y > 0
this.y = this.y - (this.speed+ball.speedX)
endif
if this.y < ball.y and this.y < 480-this.Height
this.y = this.y + (this.speed+ball.speedX)
endif
endif
endfunc
return player_cpu
endfunc
Code: 'ball
include "miscellaneous.n7"
visible sound_bounce = CreateSineSfx(0.1,125,100,0.9,11025)
visible sound_over = CreateSineSfx(0.2,1150,600,0.9,11025)
function Ball()
ball = []
ball.Width = 16
ball.Height = 16
ball.x = 320 - ball.Width / 2
ball.y = 240 - ball.Height / 2
ball.speedX = 2
ball.speedY = 2
ball.live = true
ball.state = 0
ball.count = 0
ball.update = function(player,player_cpu)
if this.live = true
select this.state
case 0
this.x = 320 - this.Width / 2
this.y = 240 - this.Height / 2
this.speedX = 2
this.speedY = 2
this.count = this.count + 1
if this.count >= 120
this.count = 0
this.state = 1
endif
case 1
this.move()
this.bounce()
this.collision_player(player)
this.collision_player_cpu(player_cpu)
this.score()
endsel
endif
endfunc
ball.Draw = function()
if this.live = true
set color 200,200,200
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
ball.move = function()
this.x = this.x + this.speedX
this.y = this.y + this.speedY
endfunc
ball.bounce = function()
if this.x <= 0 or this.x >= 640
'this.speedX = this.speedX * -1
play sound sound_over,0.5
this.state = 0
wait(1000)
endif
if this.y <= 0 or this.y >= 480
this.speedY = this.speedY * -1
play sound sound_bounce,1
endif
endfunc
ball.collision_player = function(player)
' Marcus.
' Check if they overlap.
if collision_rect(this.x,this.y,this.Width,this.Height,player.x,player.y,player.Width,player.Height)
play sound sound_bounce,1
' Calculate delta x and delta y, between the center of the ball and the center of the
' paddle. Divide the delta x value width the width of the paddle and delta y with the
' height of the paddle to normalize them (make comparison valid).
' Calcular delta x y delta y, entre el centro de la pelota y el centro de la
' remo. Divida el valor delta x ancho el ancho de la paleta y delta y con el
' altura de la paleta para normalizarlos (hacer válida la comparación).
dx = (this.x + this.Width/2 - (player.x + player.Width/2))/player.Width
dy = (this.y + this.Height/2 - (player.y + player.Height/2))/player.Height
' If dx is higher, it means that there's less overlapping along the x-axis. In that
' case bounce left or right.
' Si dx es mayor, significa que hay menos superposición a lo largo del eje x. En eso
' el caso rebota hacia la izquierda o hacia la derecha.
if |dx| >= |dy|
' dx < 0, ball should bounce to the left, and we also move the ball to the left so
' that there's no longer any collision.
' dx < 0, la pelota debe rebotar hacia la izquierda, y también la movemos hacia la izquierda para que
' que ya no hay ninguna colisión.
if dx < 0
this.speedX = -|this.speedX|
this.x = player.x - this.Width
' dx > 0, ball should bounce to the right, and move the ball to the right of the
' paddle.
' dx > 0, la pelota debe rebotar hacia la derecha y moverse hacia la derecha del
' remo.
else
this.speedX = |this.speedX|
this.x = player.x + player.Width
endif
' dy is higher, same principle as for dx :)
' dy es mayor, el mismo principio que para dx
else
if dy < 0
this.speedY = -|this.speedY|
this.y = player.y - this.Height
else
this.speedY = |this.speedY|
this.y = player.y + player.Height
endif
endif
endif
endfunc
ball.collision_player_cpu = function(player_cpu)
' Marcus.
' Check if they overlap.
if collision_rect(this.x,this.y,this.Width,this.Height,player_cpu.x,player_cpu.y,player_cpu.Width,player_cpu.Height)
'sonido
play sound sound_bounce,1
'aumentar velocidad
this.increase_speed()
dx = (this.x + this.Width/2 - (player_cpu.x + player_cpu.Width/2))/player_cpu.Width
dy = (this.y + this.Height/2 - (player_cpu.y + player_cpu.Height/2))/player_cpu.Height
if |dx| >= |dy|
if dx < 0
this.speedX = -|this.speedX|
this.x = player_cpu.x - this.Width
else
this.speedX = |this.speedX|
this.x = player_cpu.x + player_cpu.Width
endif
else
if dy < 0
this.speedY = -|this.speedY|
this.y = player_cpu.y - this.Height
else
this.speedY = |this.speedY|
this.y = player_cpu.y + player_cpu.Height
endif
endif
endif
endfunc
ball.score = function()
if this.x <= 0
add_score_player_cpu(1)
endif
if this.x >= 640
add_score_player(1)
endif
endfunc
ball.increase_speed = function()
'aumentar velocidad al colisionar
this.speedX = this.speedX + 1
if this.speedX >= 10
this.speedX = 10
endif
endfunc
return ball
endfunc
Code: 'miscellaneous
'variables y funciones para manejar los puntos
'para el player---------------------
visible score_player = 0
function set_score_player(number)
score_player = number
endfunc
function add_score_player(number)
score_player = score_player + number
endfunc
function get_score_player()
return score_player
endfunc
'para el player cpu-------------------
visible score_player_cpu = 0
function set_score_player_cpu(number)
score_player_cpu = number
endfunc
function add_score_player_cpu(number)
score_player_cpu = score_player_cpu + number
endfunc
function get_score_player_cpu()
return score_player_cpu
endfunc
'funcion de colision--------------------------------
function collision_rect(x1,y1,w1,h1,x2,y2,w2,h2)
return x1 + w1 > x2 and x1 < x2 + w2 and
y1 + h1 > y2 and y1 < y2 + h2
endfunc
'funcion para el sonido------------------------------
function CreateSineSfx(duration, startFreq, endFreq, fadeOut, sampleRate)
data = []
a = 0
da = 2*PI*startFreq/sampleRate
dda = (2*PI*endFreq/sampleRate - 2*PI*startFreq/sampleRate)/(duration*sampleRate)
vol = 1
fadeOut = fadeOut*duration*sampleRate
fadeOutDelta = 1/(duration*sampleRate - fadeOut)
for i = 0 to duration*sampleRate - 1
data[i] = sin(a)*vol
a = a + da
da = da + dda
if i > fadeOut vol = vol - fadeOutDelta
next
return createsound(data, data, sampleRate)
endfunc
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improve cpu movement in pong |
Posted by: aliensoldier - 01-26-2024, 02:10 PM - Forum: NaaLaa 7 Questions
- Replies (3)
|
 |
I have programmed the movement in a very simple way for the player cpu following the ball, I would like some tips to improve the movement and make it seem more intelligent, and make it more fun to play.
I share all the code, the movement is in the player_cpu.move method of player_cpu:
Code: 'pong
include "player.n7"
include "player-cpu.n7"
include "ball.n7"
set window "example pong",640,480,false
set redraw off
'objeto-----------------------------------
player = Player()
ball = Ball()
player_cpu = Player_Cpu()
while not keydown(KEY_ESCAPE,true)
set color 0,0,0
cls
'objetos-----------------------------
player.update()
player.Draw()
player_cpu.update(ball)
player_cpu.Draw()
ball.update(player,player_cpu)
ball.Draw()
'lineas para el fondo------------------
'draw rect 320,32,2,60,true
'draw rect 320,120,2,60,true
'draw rect 320,210,2,60,true
'draw rect 320,300,2,60,true
'draw rect 320,390,2,60,true
'draw line 320,32,320,460
'draw line 330,32,330,460
redraw
fwait 60
wend
Code: 'player
function Player()
player = []
player.Width = 20
player.Height = 100
player.x = 32 - player.Width/2
player.y = 240 - player.Height/2
player.speed = 5
player.live = true
player.update = function()
if this.live = true
this.move()
endif
endfunc
player.Draw = function()
if this.live = true
set color 255,0,205
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
player.move = function()
if keydown(KEY_UP,false) and this.y > 16
this.y = this.y - this.speed
elseif keydown(KEY_DOWN,false) and this.y < 370
this.y = this.y + this.speed
endif
endfunc
return player
endfunc
Code: 'player-cpu
function Player_Cpu()
player_cpu = []
player_cpu.Width = 20
player_cpu.Height = 100
player_cpu.x = 608 - player_cpu.Width/2
player_cpu.y = 240 - player_cpu.Height/2
player_cpu.speed = 5
player_cpu.live = true
'player_cpu.ball = ball
player_cpu.update = function(ball)
if this.live
this.move(ball)
endif
endfunc
player_cpu.Draw = function()
if this.live
set color 255,204,0
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
player_cpu.move = function(ball)
if this.y > ball.y and this.y > 16
this.y = this.y - this.speed
endif
if this.y < ball.y and this.y < 370
this.y = this.y + this.speed
endif
endfunc
return player_cpu
endfunc
Code: 'ball
include "miscellaneous.n7"
function Ball()
ball = []
ball.Width = 16
ball.Height = 16
ball.x = 320 - ball.Width / 2
ball.y = 240 - ball.Height / 2
ball.speedX = 2
ball.speedY = 2
ball.live = true
'ball.player = player
ball.update = function(player,player_cpu)
if this.live = true
this.move()
this.bounce()
this.collision_player(player)
this.collision_player_cpu(player_cpu)
endif
endfunc
ball.Draw = function()
if this.live = true
set color 200,200,200
draw rect this.x,this.y,this.Width,this.Height,true
'draw ellipse this.x,this.y,9,9,true
endif
endfunc
ball.move = function()
this.x = this.x + this.speedX
this.y = this.y + this.speedY
endfunc
ball.bounce = function()
if this.x <= 0 or this.x >= 640
this.speedX = this.speedX * -1
endif
if this.y <= 0 or this.y >= 480
this.speedY = this.speedY * -1
endif
endfunc
ball.collision_player = function(player)
'colision con la x
if collision_rect(this.x+this.speedX,this.y,this.Width,this.Height,player.x,player.y,player.Width,player.Height)
this.speedX = this.speedX * -1
endif
'colision con la y
if collision_rect(this.x,this.y+this.speedY,this.Width,this.Height,player.x,player.y,player.Width,player.Height)
this.speedY = this.speedY * -1
endif
endfunc
ball.collision_player_cpu = function(player_cpu)
'colision con la x
if collision_rect(this.x+this.speedX,this.y,this.Width,this.Height,player_cpu.x,player_cpu.y,player_cpu.Width,player_cpu.Height)
this.speedX = this.speedX * -1
endif
'colision con la y
if collision_rect(this.x,this.y+this.speedY,this.Width,this.Height,player_cpu.x,player_cpu.y,player_cpu.Width,player_cpu.Height)
this.speedY = this.speedY * -1
endif
endfunc
return ball
endfunc
Code: 'miscellaneous
'variables y funciones para manejar los puntos
visible score_player = 0
visible score_player_cpu = 0
function get_score_player()
return score_player
endfunc
function get_score_player_cpu()
return score_player_cpu
endfunc
'funcion de colision--------------------------------
function collision_rect(x1,y1,w1,h1,x2,y2,w2,h2)
return x1 + w1 > x2 and x1 < x2 + w2 and
y1 + h1 > y2 and y1 < y2 + h2
endfunc
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problems with collisions in pong |
Posted by: aliensoldier - 01-24-2024, 06:59 PM - Forum: NaaLaa 7 Questions
- Replies (7)
|
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I'm trying to create the pong game and I'm having problems when the ball collides with the top and bottom of the moving player, the ball doesn't bounce, it just goes into the player's graph.
This happens when the player is moving, standing still it does not happen, the problem is in the ball.collision_player method of the ball.
I show all the code I have for now:
Code: 'pong
include "player.n7"
include "player-cpu.n7"
include "ball.n7"
set window "example pong",640,480,false
set redraw off
'objeto-----------------------------------
player = Player()
player_cpu = Player_Cpu()
ball = Ball()
while not keydown(KEY_ESCAPE,true)
set color 0,0,0
cls
'objetos-----------------------------
player.update()
player.Draw()
player_cpu.update()
player_cpu.Draw()
ball.update()
ball.Draw()
'lineas para el fondo------------------
'draw rect 320,32,2,60,true
'draw rect 320,120,2,60,true
'draw rect 320,210,2,60,true
'draw rect 320,300,2,60,true
'draw rect 320,390,2,60,true
'draw line 320,32,320,460
'draw line 330,32,330,460
redraw
fwait 60
wend
Code: 'player
visible player = []
function Player()
player.Width = 20
player.Height = 100
player.x = 32 - player.Width/2
player.y = 240 - player.Height/2
player.speed = 5
player.live = true
player.update = function()
if this.live = true
this.move()
endif
endfunc
player.Draw = function()
if this.live = true
set color 255,0,205
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
player.move = function()
if keydown(KEY_UP,false) and this.y > 16
this.y = this.y - this.speed
elseif keydown(KEY_DOWN,false) and this.y < 370
this.y = this.y + this.speed
endif
endfunc
return player
endfunc
function get_player()
return player
endfunc
Code: 'player-cpu
include "ball.n7"
visible ball = get_ball()
visible player_cpu = []
function Player_Cpu()
player_cpu.Width = 20
player_cpu.Height = 100
player_cpu.x = 608 - player_cpu.Width/2
player_cpu.y = 240 - player_cpu.Height/2
player_cpu.speed = 5
player_cpu.live = true
player_cpu.update = function()
endfunc
player_cpu.Draw = function()
if this.live
set color 255,204,0
draw rect this.x,this.y,this.Width,this.Height,true
endif
endfunc
return player_cpu
endfunc
function get_player_cpu()
return player_cpu
endfunc
Code: 'ball
include "player.n7"
include "miscellaneous.n7"
include "player-cpu.n7"
visible player = get_player()
visible player_cpu = get_player_cpu()
visible ball = []
function Ball()
ball.Width = 16
ball.Height = 16
ball.x = 320 - ball.Width / 2
ball.y = 240 - ball.Height / 2
ball.speedX = 2
ball.speedY = 2
ball.live = true
ball.update = function()
if this.live = true
this.move()
this.bounce()
this.collision_player()
endif
endfunc
ball.Draw = function()
if this.live = true
set color 200,200,200
draw rect this.x,this.y,this.Width,this.Height,true
'draw ellipse this.x,this.y,9,9,true
endif
endfunc
ball.move = function()
this.x = this.x + this.speedX
this.y = this.y + this.speedY
endfunc
ball.bounce = function()
if this.x <= 0 or this.x >= 640
this.speedX = this.speedX * -1
endif
if this.y <= 0 or this.y >= 480
this.speedY = this.speedY * -1
endif
endfunc
ball.collision_player = function()
'colision con la x
if collision_rect(this.x+this.speedX,this.y,this.Width,this.Height,player.x,player.y,player.Width,player.Height)
this.speedX = this.speedX * -1
endif
'colision con la y
if collision_rect(this.x,this.y+this.speedY,this.Width,this.Height,player.x,player.y,player.Width,player.Height)
this.speedY = this.speedY * -1
endif
endfunc
return ball
endfunc
function get_ball()
return ball
endfunc
Code: 'Miscellaneous
'variables y funciones para manejar los puntos
visible score_player = 0
visible score_player_cpu = 0
function get_score_player()
return score_player
endfunc
function get_score_player_cpu()
return score_player_cpu
endfunc
'funcion de colision--------------------------------
function collision_rect(x1,y1,w1,h1,x2,y2,w2,h2)
return x1 + w1 > x2 and x1 < x2 + w2 and
y1 + h1 > y2 and y1 < y2 + h2
endfunc
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|
Bombsweeper |
Posted by: johnno56 - 01-23-2024, 07:12 PM - Forum: NaaLaa 7 Questions
- Replies (11)
|
 |
I know... I know... not your favourite game (in any version lol...)... As I have never played it before, would you be so kind, as to provide instructions etc... I do not know the significance of the "numbered" squares... Thank you.
J
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N7 version 24.01.23 released |
Posted by: Marcus - 01-23-2024, 06:00 PM - Forum: Announcements
- Replies (3)
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Sorry about posting another update so shortly after the last one, but it's an important update ... for myself.
https://naalaa.com/n7/N7_240123.zip
2024-01-23 - Added the 'download' function
- Added the game Denaalaafender to examples/other
I want to write a library for online leaderboards (there was such a library for N6, but I'm not sure if it's still working), so I really need the 'download' function, which you can use to retrieve data from php scripts and such.
This is the download.n7 example from the examples/help folder. It downloads the n7 changelog in three different ways.
Code: ' download.n7
' -----------
' You can use 'download(url, filename)' to download something from the internet to a destination
' file. The function returns true on success or false on failure. Depending on where you've put
' your N7 directory, this example might fail.
if download("https://naalaa.com/n7/CHANGELOG.txt", "my_file.txt")
pln "Downloaded to file successfully!"
pln
else
pln "Download to file failed!"
pln
endif
wait 1000
' If you know that the url will produce pure text, you can use 'download(url, TYPE_STRING)' to
' get the result as a string. If the download fails, an unset variable is returned.
aString = download("https://naalaa.com/n7/CHANGELOG.txt", TYPE_STRING)
if typeof(aString) ' TYPE_UNSET is 0, so we can just write this instead of 'if typeof(aString) = TYPE_STRING'
pln "Downloaded to string successfully!"
pln
wait 1000
' Print the string.
pln aString
pln
else
pln "Download to string failed!"
endif
wait 1000
' If you, for some reason, want the downloaded data as an array of bytes, you can use 'download(url,
' TYPE_TABLE)'. If the download fails, an unset variable is returned.
anArray = download("https://naalaa.com/n7/CHANGELOG.txt", TYPE_TABLE)
if typeof(anArray)
pln "Downloaded to byte array successfully!"
pln
wait 1000
' Just print the first line of text (we know it's text this time)
i = 0
' Use 'chr' to convert the ASCII values (bytes) to characters.
while anArray[i] <> 10
write chr(anArray[i])
i = i + 1
wend
pln
else
pln "Download to byte array failed!"
endif
pln
system "pause"
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The maximum size of a multidimensional array |
Posted by: Zuzikofon - 01-22-2024, 11:06 AM - Forum: NaaLaa 7 Questions
- Replies (3)
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Hello.
A great programming language, very well thought out - the quintessence of what you need. Congratulations.
Question - what is the maximum size of array ?
Can it be enlarged?
In a one-dimensional array I managed to get to 1 million.
Below are sample data that I want to convert. I will write a CSV to array parser. However, there are e.g. 30 million rows of this data.
How to do it?
20210103 170000;3.724250;3.724550;3.724250;3.724250;0
20210103 170500;3.723850;3.725150;3.723650;3.724160;0
20210103 170600;3.724160;3.724160;3.723850;3.723850;0
20210103 170700;3.724250;3.724460;3.724250;3.724460;0
20210103 170800;3.724450;3.724450;3.722350;3.722350;0
20210103 170900;3.722150;3.723950;3.722150;3.723950;0
20210103 171000;3.724750;3.724750;3.724750;3.724750;0
20210103 171100;3.722850;3.723160;3.722560;3.723160;0
20210103 171200;3.723050;3.724250;3.723050;3.724250;0
20210103 171500;3.724150;3.724250;3.723250;3.723250;0
20210103 171900;3.723260;3.723450;3.722450;3.722460;0
20210103 172000;3.722950;3.723350;3.720850;3.723350;0
20210103 172100;3.724250;3.724250;3.724250;3.724250;0
20210103 172200;3.724260;3.724260;3.724150;3.724150;0
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Sound effects experimentation |
Posted by: kevin - 01-20-2024, 05:12 PM - Forum: NaaLaa 7 Code
- Replies (7)
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I love the new sound effects in the latest N7 version. I am working on this program to let me see the effects of changing the various parameters that you need to use when creating the sound effects.
You need to click the mouse when inside the blue buttons to change the paramenters, and click the red button to play the new sound.
I've only incorporated one of the new functions so far, and spent little time on aesthetics, as you can see.
I'll leave this now until tomorrow, and see whether I can think of any changes that I can make, before moving on to the other 2 functions. In the meantime, I would love to hear any suggestions for improvements that you may have?
All the best - Kevin.
Code: visible screen_w = 1024,screen_h = 768
'Open a window
set window "Sound FX",screen_w,screen_h,1
'enable double buffering
set redraw off
sampleRate = 12000
duration = 0.25
startFreq = 500
endFreq = 100
fadeOut = 0.75
############ to calculate FPS ##########################
visible framecount,lasttime = 999,fps,frametime = 0,starttime = 0,endtime = 0
##########################################################
##############################################################################################
####################################### GAME LOOP #########################################
##############################################################################################
do
### for FPS calc #########
framecount = framecount + 1
starttime = clock()
###########################
'clear the screen
set color 255,255,255
cls
set color 0,0,0
set caret 110,30
set justification center
write "CreateSquareSfx"
'-----------------------------------------------------------------
play_sound = false
if mousebutton(0)
if mousey() > 60 and mousey() < 110
if mousex() > 20 and mousex() < 220
play_sound = true
laserShotSnd = CreateSquareSfx(duration, startFreq, endFreq, fadeOut, sampleRate)
play sound laserShotSnd
endif
endif
endif
if play_sound = true
set color 0,0,0
else
set color 255,0,0
endif
draw rect 20,60,200,50,1
set caret 120,75
set color 255,255,255
write "PLAY SOUND"
set color 0,0,0
set caret 120,130
write "DURATION 0.1 - 2.0"
set caret 90,180
write "DURATION = "
set caret 160,180;write duration
set color 128,128,226
draw rect 20,150,200,25,1
set color 0,0,0
draw rect 20 + duration * 200/2,150,2,25
if mousebutton(0)
if mousey() > 150 and mousey() < 175
if mousex() > 20 + duration * 200/2 and mousex() < 220
duration = duration + 0.05
elseif mousex() > 20 and mousex() < 20 + duration * 200/2
duration = duration - 0.05
endif
endif
endif
'-------------------------------------------------
set caret 120,230
write "startFreq 0 - 1000"
set caret 90,280
write "startFreq = "
set caret 160,280;write startFreq
set color 128,128,226
draw rect 20,250,200,25,1
set color 0,0,0
draw rect 20 + startFreq * 200/1000,250,2,25
if mousebutton(0)
if mousey() > 250 and mousey() < 275
if mousex() > 20 + startFreq * 200/1000 and mousex() < 220
startFreq = startFreq + 10
elseif mousex() > 20 and mousex() < 20 + startFreq * 200/1000
startFreq = startFreq - 10
endif
endif
endif
'-----------------------------------------------------------------
'-------------------------------------------------
set caret 120,330
write "endFreq 0 - 1000"
set caret 90,380
write "endFreq = "
set caret 160,380;write endFreq
set color 128,128,226
draw rect 20,350,200,25,1
set color 0,0,0
draw rect 20 + endFreq * 200/1000,350,2,25
if mousebutton(0)
if mousey() > 350 and mousey() < 375
if mousex() > 20 + endFreq * 200/1000 and mousex() < 220
endFreq = endFreq + 10
elseif mousex() > 20 and mousex() < 20 + endFreq * 200/1000
endFreq = endFreq - 10
endif
endif
endif
'-----------------------------------------------------------------
'-------------------------------------------------
set caret 120,430
write "fadeOut 0 - 1"
set caret 90,480
write "fadeOut = "
set caret 160,480;write fadeOut
set color 128,128,226
draw rect 20,450,200,25,1
set color 0,0,0
draw rect 20 + fadeOut * 200/1,450,2,25
if mousebutton(0)
if mousey() > 450 and mousey() < 475
if mousex() > 20 + fadeOut * 200/1 and mousex() < 220
fadeOut = fadeOut + 0.005
elseif mousex() > 20 and mousex() < 20 + fadeOut * 200/1
fadeOut = fadeOut - 0.005
endif
endif
endif
'-----------------------------------------------------------------
'-------------------------------------------------
set caret 120,530
write "sampleRate 8000 - 22050"
set caret 90,580
write "sampleRate = "
set caret 160,580;write sampleRate
set color 128,128,226
draw rect 20,550,200,25,1
set color 0,0,0
draw rect 20 + (sampleRate - 8000) * 200/14050,550,2,25
if mousebutton(0)
if mousey() > 550 and mousey() < 575
if mousex() > 20 + (sampleRate - 8000) * 200/14050 and mousex() < 220
sampleRate = min(22050,sampleRate + 200 )
elseif mousex() > 20 and mousex() < 20 + (sampleRate - 8000) * 200/14050
sampleRate = max(8000,sampleRate - 200 )
endif
endif
endif
'-----------------------------------------------------------------
set color 226,226,226
draw rect 20,630,200,25,1
set color 0,0,0
draw rect 20,630,200,25
set caret 120,635
write "RESTORE DEFAULTS"
if mousebutton(0)
if mousey() > 630 and mousey() < 655
if mousex() > 20 and mousex() < 220
sampleRate = 12000
duration = 0.25
startFreq = 500
endFreq = 100
fadeOut = 0.75
endif
endif
endif
set caret 120,680
write "CreateSquareSfx(" + duration + ", " + startFreq + ", ";wln
write endFreq+", " +fadeOut+", " +sampleRate + ")"
set caret screen_w/2,screen_h - 110
write "mouse = " + mousex() + " / " + mousey();wln
write "FPS = " + str(fps);wln
'copy back buffer to the screen
redraw
'cap FPS to 60
fwait 60
####### FPS calc ############################
endtime = clock()
frametime = frametime + endtime - starttime
if frametime > 1000 # 1 second
fps = framecount
framecount = 0
frametime = 0
endif
################################################
until keydown(KEY_ESCAPE)
#########################################################################################
################################# FUNCTIONS ###########################################
#########################################################################################
' CreateSquareSfx
' ---------------
' Same as CreateSineSfx but using a square wave.
function CreateSquareSfx(duration, startFreq, endFreq, fadeOut, sampleRate)
data = []
a = 0
da = 2*PI*startFreq/sampleRate
dda = (2*PI*endFreq/sampleRate - 2*PI*startFreq/sampleRate)/(duration*sampleRate)
vol = 1
fadeOut = fadeOut*duration*sampleRate
fadeOutDelta = 1/(duration*sampleRate - fadeOut)
for i = 0 to duration*sampleRate - 1
' No, using sin here is stupid.
sa = sin(a)
if sa < 0 sa = -1
elseif sa > 0 sa = 1
data[i] = sa*vol
a = a + da
da = da + dda
if i > fadeOut vol = vol - fadeOutDelta
next
' 'createsound(leftData, rightData, sampleRate)' creates a new sound and returns a sound id.
' 'leftData' is an array with data for the left channel and 'rightData' is for the right
' channel. The values in the arays should be in the range [-1..1]. 'sampleRate' is the number
' of samples per second, So if you want to create a sound that lasts for three seconds with a
' sample rate of 11025, the data arrays should contain 33075 (11025*3) elements each.
' You can also use 'create sound sound_id, leftData, rightData, sampleRate' if you want to
' use your own sound id.
return createsound(data, data, sampleRate)
endfunc
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