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City Fighter
Forum: NaaLaa 7 Code
Last Post: johnno56
9 hours ago
» Replies: 3
» Views: 125
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RW3
Forum: NaaLaa 7 Code
Last Post: Marcus
04-11-2025, 05:22 AM
» Replies: 3
» Views: 171
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ugBASIC! Good BASIC!
Forum: Programming
Last Post: luwal
04-04-2025, 11:35 PM
» Replies: 6
» Views: 533
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Happy Birthday
Forum: Everything else
Last Post: johnno56
04-03-2025, 10:52 PM
» Replies: 3
» Views: 372
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Pool - Cue Sports (Simple...
Forum: NaaLaa 7 Code
Last Post: johnno56
04-03-2025, 06:41 PM
» Replies: 3
» Views: 363
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Nintendo Switch 2
Forum: Everything else
Last Post: johnno56
04-03-2025, 05:41 AM
» Replies: 2
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Pixel Editor
Forum: NaaLaa 7 Code
Last Post: kevin
03-31-2025, 06:52 PM
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Shell
Forum: NaaLaa 7 Questions
Last Post: johnno56
03-29-2025, 08:11 AM
» Replies: 3
» Views: 349
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Rectangle (simple physics...
Forum: NaaLaa 7 Code
Last Post: johnno56
03-25-2025, 07:26 PM
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Some textures
Forum: Everything else
Last Post: 1micha.elok
03-23-2025, 10:24 AM
» Replies: 5
» Views: 638
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Repurposed Sprite Editor |
Posted by: johnno56 - 01-23-2025, 07:57 PM - Forum: NaaLaa 7 Code
- Replies (13)
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Marcus,
Back in December of 2024, I mention that I was having difficulty(s), with my Sprite Editor. The fix you provided worked like a charm... The project has been "gathering dust" since then because of lack of planning on my part. Creating an editor without considering, "Do I have the skill set to complete it?" The answer was a resounding "NO."...
Then I got to thinking (Ok, you can stop laughing now... very funny...) that the Sprite Editor is very similar to a Tile Map Editor. Mind you, a bare-bones, editor... lol Functions like, New, Load, Save, Quit, Draw and Erase tile... Seeing that Wolf3D does not seem to have a Editor per se, maybe the Sprite Editor, could be repurposed?
Here is my idea: Wolf3D uses a standard 64x64 tiled "map". Single level (ie: no layers). The Sprite Editor is already configured for a 64x64 "pixel" display. Give the different walls etc a specific colour. "Draw" the wall "pixel" etc to create the "map". Scan the main grid to convert it to a 64x64 character text grid then convert that grid to the standard Wolf3D "map = [[ ]]" layout.
No prizes for guessing that I have already started... kind of... The four main function are working (sort of) and the selection of the "tiles" can be drawn and erased. Saving and loading are my biggest issues at the moment... After all - it's only been 1 day... lol
I realize that EngineA already has a Tile Based editor and was wondering if your intentions are focused more toward that type of game creation than the Wolf3D game style? Reason: If the focus is on EngineA then it would be illogical to continue with the W3D editor... What do you think? Is a W3D editor a kind of "re-inventing the wheel" type of deal?
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Thunderbird Methuselah (Game of Life) |
Posted by: 1micha.elok - 01-17-2025, 11:22 AM - Forum: NaaLaa 7 Code
- Replies (7)
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click each image to zoom in
CONWAY'S GAME OF LIFE
Just a quick conversion to N7
Reference :
"Thunderbird" methuselah evolution in the Game of Life
https://rosettacode.org/wiki/Conway%27s_...e#BASIC256
Code: '==============================================================
' CONWAY'S GAME OF LIFE
' Just a quick conversion to N7
'
' Reference :
' "Thunderbird" methuselah evolution in the Game of Life
' https://rosettacode.org/wiki/Conway%27s_Game_of_Life#BASIC256
'==============================================================
'set window
#win32
set window "Game of Life",236,140,true
set redraw off
'color definition
black = [0,0,0]
white = [255,255,255]
purple = [128,0,128]
green = [0,255,0]
red = [255,0,0]
yellow = [255,255,0]
X = 59 ; Y = 35 ; H = 4
c = dim(X,Y)
cn = dim(X,Y)
cl = dim(X,Y)
'Thunderbird methuselah pattern
c[X/2-1][Y/3+1] = 1
c[X/2][Y/3+1] = 1
c[X/2+1][Y/3+1] = 1
c[X/2][Y/3+3] = 1
c[X/2][Y/3+4] = 1
c[X/2][Y/3+5] = 1
'initial value
s = 0
start = 1
'main loop
do
'clear screen
set color black
cls
alive = 0
stable = 1
s = s + 1
for y = 0 to Y-1
for x = 0 to X-1
xm1 = (x-1+X)%X
xp1 = (x+1+X)%X
ym1 = (y-1+Y)%Y
yp1 = (y+1+Y)%Y
cn[x][y] = c[xm1][y] + c[xp1][y]
cn[x][y] = c[xm1][ym1] + c[x][ym1] + c[xp1][ym1] + cn[x][y]
cn[x][y] = c[xm1][yp1] + c[x][yp1] + c[xp1][yp1] + cn[x][y]
if c[x][y] = 1 then
if cn[x][y] < 2 or cn[x][y] > 3 then
cn[x][y] = 0
else
cn[x][y] = 1
alive = alive + 1
endif
else
if cn[x][y] = 3 then
cn[x][y] = 1
alive = alive + 1
else
cn[x][y] = 0
endif
endif
if c[x][y] then
if cn[x][y] then
if cl[x][y] then
set color purple # adult
endif
if not cl[x][y] then
set color green # newborn
endif
else
if cl[x][y] then
set color red # old
endif
if not cl[x][y] then
set color yellow # shortlived
endif
endif
draw rect x*H,y*H,H,H,true
endif
next
next
redraw
fwait 10
# Copy arrays
for i = 0 to X-1
for j = 0 to Y-1
if cl[i][j]<>cn[i][j] then stable = 0
cl[i][j] = c[i][j]
c[i][j] = cn[i][j]
next
next
if start then
set color white
set caret width()/2, height()-15
center "Press Enter to Continue"
redraw
do;wait 1;until keydown(KEY_RETURN,true)
start = false
endif
until not alive or stable
'final message
set color white
set caret width()/2,height()-15
if not alive then
center "Died in "+s+" iterations"
else
center "Stabilized in "+(s-2)+" iterations"
endif
redraw
'Escape to quit
do;wait 1;until keydown(KEY_ESCAPE,true)
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Irregular Beauty |
Posted by: 1micha.elok - 01-07-2025, 12:46 AM - Forum: NaaLaa 7 Code
- Replies (2)
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IRREGULAR BEAUTY 3D
Beyond isometric, the world unfolds,
In 3D grace, its secrets told.
Irregular forms, yet beauty reigns,
Elegance shines where chaos remains.
click the image to zoom-in
Code: '==================================================
' IRREGULAR BEAUTY 3D
' Beyond isometric, the world unfolds,
' In 3D grace, its secrets told.
' Irregular forms, yet beauty reigns,
' Elegance shines where chaos remains.
'
' References :
' - Pillars s3d (Marcus)
'==================================================
#win32
'library
include "s3d.n7"
'window size
set window "Irregular Beauty 3D", 480*screenw()/screenh(), 480, false
set redraw off
'color definition
black = [0,0,0]
white = [255,255,255]
'set up 3D view
S3D_SetView(primary, rad(90), 0.1, 360)
S3D_SetPerspectiveCorrection(S3D_NORMAL)
'cube 3D
cube = S3D_BeginMesh()
S3D_Translate(0, -1, 0)
S3D_Begin(S3D_QUADS)
S3D_Color(0,0,0) 'bottom
S3D_Vertex(1, 1, -1, 0, 0)
S3D_Vertex(1, 1, 1, 0, 0)
S3D_Vertex(-1, 1, 1, 0, 0)
S3D_Vertex(-1, 1, -1, 0, 0)
S3D_Color(200, 200, 0) 'top color
S3D_Vertex(1, -1, 1, 0, 0)
S3D_Vertex(1, -1, -1, 0, 0)
S3D_Vertex(-1, -1, -1, 0, 0)
S3D_Vertex(-1, -1, 1, 0, 0)
S3D_Color(200, 200, 0) 'back
S3D_Vertex(1, 1, 1, 0, 0)
S3D_Vertex(1, -1, 1, 0, 0)
S3D_Vertex(-1, -1, 1, 0, 0)
S3D_Vertex(-1, 1, 1, 0, 0)
S3D_Color(150, 150, 0) 'front color
S3D_Vertex(1, -1, -1, 0, 0)
S3D_Vertex(1, 1, -1, 0, 0)
S3D_Vertex(-1, 1, -1, 0, 0)
S3D_Vertex(-1, -1, -1, 0, 0)
S3D_Color(60, 60, 0) 'left color
S3D_Vertex(-1, 1, 1, 0, 0)
S3D_Vertex(-1, -1, 1, 0, 0)
S3D_Vertex(-1, -1, -1, 0, 0)
S3D_Vertex(-1, 1, -1, 0, 0)
S3D_Color(60, 60, 0) 'right color
S3D_Vertex(1, 1, -1, 0, 0)
S3D_Vertex(1, -1, -1, 0, 0)
S3D_Vertex(1, -1, 1, 0, 0)
S3D_Vertex(1, 1, 1, 0, 0)
S3D_End()
S3D_EndMesh()
'-----------
' MAIN LOOP
'-----------
while not keydown(KEY_ESCAPE, true)
angleA = (angleA + 90*0.01)%360
S3D_Clear()
'clear screen
set color black;cls
set color white
'rotate
S3D_RotateX(rad(90))
S3D_RotateY(rad(135))
'the whole pillars translation
S3D_Translate(-43,83,-45)
for z = 0 to 30 - 1
for x = 0 to 30 - 1
'pattern
d = ((15-x) ^ 2 + (15-z) ^ 2) ^ 0.5
s = 1.5*sin(d*2+rad(angleA))+2
S3D_Push()
S3D_Translate(x*3, 0, z*3)
S3D_Scale(1.2, s, 1.2)
S3D_Mesh(cube,0)
S3D_Pop()
next
next
S3D_Render()
redraw
fwait 60
wend
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Burning polygon mess |
Posted by: Marcus - 01-06-2025, 08:41 AM - Forum: NaaLaa 7 Code
- Replies (3)
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Code: visible vPolyT = dim(64)
set window "Burning polygon mess", screenw()/screenh()*512, 512, true
set redraw off
set color 0, 8, 32
cls
particles = []
while not keydown(KEY_ESCAPE)
i = 0
while i < sizeof(particles)
if particles[i].Update() i = i + 1
else free key particles, i
wend
particles[sizeof(particles)] = FireParticle(width(primary)/2, height(primary) - 64)
set color 0, 8, 32, 96
cls
set additive true
foreach p in particles p.Draw()
set additive false
redraw
fwait 60
wend
function FireParticle(x, y)
p = []
p.pts = []
for i = 1 to 3 + rnd(4)
p.pts[sizeof(p.pts)] = (rnd() - 0.5)*48
p.pts[sizeof(p.pts)] = (rnd() - 0.5)*48
next
p.x = x + rnd(32) - 16; p.y = y + rnd(32) - 16
p.a = rnd(2*PI); p.as = (rnd() - 0.5)*0.2
p.dx = (rnd() - 0.5)*2; p.dy = (rnd() - 0.75)*2
p.r = 96; p.g = 80; p.b = 64
p.fi = 0; p.p = 0
p.Update = function()
.x = .x + .dx; .y = .y + .dy
.r = 8 + (.r - 8)*0.98; .g = 8 + (.g - 8)*0.96; .b = 8 + (.b - 8)*0.9
.dx = .dx*0.975; .dy = max(.dy - 0.01, - 4)
.a = .a + .as
.fi = min(.fi + 0.05, 1); .p = .p + 0.003
if .p >= 1 return false
return true
endfunc
p.Draw = function()
set color .r, .g, .b, .fi*(1 - .p)*255
DrawPolyXForm(.pts, .x, .y, (1 - .p)*2, 2, .a, false)
endfunc
return p
endfunc
' n7 needs something like this in its core: 'draw poly xform', 'draw poly image xform'
function DrawPolyXForm(points, x, y, sx, sy, a, scaleFirst)
if scaleFirst
for i = 0 to sizeof(points)/2 - 1
px = points[i*2]*sx; py = points[i*2 + 1]*sy
vPolyT[i*2] = x + px*cos(a) - py*sin(a)
vPolyT[i*2 + 1] = y + py*cos(a) + px*sin(a)
next
else
for i = 0 to sizeof(points)/2 - 1
px = points[i*2]; py = points[i*2 + 1]
vPolyT[i*2] = x + (px*cos(a) - py*sin(a))*sx
vPolyT[i*2 + 1] = y + (py*cos(a) + px*sin(a))*sy
next
endif
draw poly vPolyT, true, sizeof(points)/2
endfunc
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Things falling down |
Posted by: Marcus - 01-04-2025, 09:51 AM - Forum: NaaLaa 7 Code
- Replies (4)
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I don't know, things falling down.
Code: set window "Falling things", 480*screenw()/screenh(), 480, true
set redraw off
thing = createimage(63, 63)
set image thing
set color 0, 0, 0
cls
set color 255, 255, 255
draw ellipse 31, 31, 20, 20, true
set image primary
BoxBlur(thing, 8, 8)
set image thing
for y = 0 to height(thing) - 1 for x = 0 to width(thing) - 1
set color 255, 255, 255, pixel(x, y)[0]
set pixel x, y
next
set image primary
particles = []
for i = 1 to 256 particles[sizeof(particles)] = Particle(thing)
set color 32, 32, 96
cls
blura = rnd(2*PI)
while not keydown(KEY_ESCAPE)
blura = blura + 0.01
foreach p in particles p.Update()
set color 32, 32, 96, 64 + sin(blura)*32
cls
set additive true
foreach p in particles p.Draw()
set additive false
redraw
fwait 60
wend
function Particle(img)
return [
img: img,
x: rnd(width(primary)), y: rnd(height(primary)),
alpha: 16 + rnd(16),
scale: 0.25 + rnd()*1.75,
spd: 0.25 + rnd()*2.75,
rota: rnd(PI*2), rotspd: rnd()*0.1 - 0.05,
offsa: rnd(PI*2), offse: rnd(128), offsspd: rnd()*0.1 - 0.05,
Update: function()
.y = .y + .spd
if .y > height(primary) + height(.img)*0.5 then .y = .y - height(primary) - height(.img)
.rota = (.rota + .rotspd)%(2*PI)
.offsa = (.offsa + .offsspd)%(2*PI)
endfunc,
Draw: function()
set color 255, 255, 255, .alpha
draw image xform .img, .x + sin(.offsa)*.offse, .y,
.scale*(0.6 + sin(.rota)*0.4), .scale, .offsa, 0.5*width(.img), 0.5*height(.img)
endfunc
]
endfunc
' BoxBlur
' -------
function BoxBlur(img, rx, ry)
rx = max(int(rx), 0); ry = max(int(ry), 0)
set image img
w = width(img); h = height(img)
data = dim(w, h)
' Blur vertically
for y = 0 to h - 1 for x = 0 to w - 1 data[x][y] = pixeli(img, x, y)
count = ry*2 + 1
for x = 0 to w - 1
sr = 0; sg = 0; sb = 0; sa = 0
for y = -ry to ry
p = data[x][y%h];
sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
next
for y = 0 to h - 1
set color sr/count, sg/count, sb/count, sa/count
set pixel x, y
p = data[x][(y - ry)%h]
sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
p = data[x][(y + ry + 1)%h]
sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
next
next
' Blur horizontally.
for y = 0 to h - 1 for x = 0 to w - 1 data[x][y] = pixeli(img, x, y)
count = rx*2 + 1
for y = 0 to h - 1
sr = 0; sg = 0; sb = 0; sa = 0
for x = -rx to rx
p = data[x%w][y]
sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
next
for x = 0 to w - 1
set color sr/count, sg/count, sb/count, sa/count
set pixel x, y
p = data[(x - rx)%w][y]
sr = sr - Red(p); sg = sg - Green(p); sb = sb - Blue(p); sa = sa - Alpha(p)
p = data[(x + rx + 1)%w][y]
sr = sr + Red(p); sg = sg + Green(p); sb = sb + Blue(p); sa = sa + Alpha(p)
next
next
set image primary
' Pixeli helpers.
function Alpha(c); return int(c/16777216); endfunc
function Red(c); return int((c/65536))%256; endfunc
function Green(c); return int((c/256))%256; endfunc
function Blue(c); return c%256; endfunc
endfunc
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Fireworks |
Posted by: Marcus - 01-02-2025, 07:53 AM - Forum: NaaLaa 7 Code
- Replies (3)
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Happy new year, a bit late!
Code: #win32
set window "2025", 640, 480
set redraw off
particles = []; t = 60
while not keydown(KEY_ESCAPE, true)
t = t - 1
if t <= 0
particles[sizeof(particles)] = Firework(true, particles,
rnd(width(primary)), height(primary))
t = 30 + rnd(4)*30
endif
i = 0
while i < sizeof(particles)
if particles[i].Update() i = i + 1
else free key particles, i
wend
set color 0, 0, 0, 16; cls
foreach p in particles p.Draw()
redraw
fwait 60
wend
function Firework(goingUp, list, x, y)
if goingUp a = 225 + rnd(90)
else a = rnd(360)
p = [
goingUp: goingUp, list: list,
x: x, y: y,
dx: cos(rad(a)), dy: sin(rad(a)),
r: 128 + rnd(128), g: 128 + rnd(128), b: 128 + rnd(128), a: 255, spd: 0.5 + rnd()*0.5,
Update: function()
if .goingUp
.x = .x + .dx*0.5; .y = .y + .dy*4; .dy = .dy + 0.005
if .dy >= 0.25
for i = 1 to 100
.list[sizeof(.list)] = Firework(false, .list, .x, .y)
next
return false
else
return true
endif
else
.x = .x + .dx*.spd; .y = .y + .dy*.spd; .dy = .dy + 0.005
.a = .a - 1.5*.spd
return .a > 0
endif
endfunc,
Draw: function()
set color .r, .g, .b, .a
draw pixel .x, .y
endfunc]
return p
endfunc
Some sound effects would be nice ...
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