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#11
Well... Using Linux, the chances of attracting a virus is quite slim, "I" clicked the green download button and I was redirected to versions 7 (current) and 6....

As Maxwell Smart usually says, "Missed it by that much..." It would have been cool to examine the differences... *sigh*
Logic is the beginning of wisdom.
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#12
(12-11-2024, 06:52 AM)johnno56 Wrote: Well... Using Linux, the chances of attracting a virus is quite slim, "I" clicked the green download button and I was redirected to versions 7 (current) and 6....

As Maxwell Smart usually says, "Missed it by that much..."  It would have been cool to examine the differences... *sigh*

Something strange on my old computer, I still have a small precious treasure....NaaLaa 4 is still there !!!

   
click the image to zoom in

It's bonker !!! (the primitive version of Pool / Billiard ? )

Code:
rem ==================================================================
rem Bonker.
rem
rem I'm not quite sure what this is supposed to be.
rem ==================================================================

rem Global variables =================================================
visible:
    rem Objects.
    OBJ_X = 0
    OBJ_Y = 1
    OBJ_DX = 2
    OBJ_DY = 3
    vObjCount = 40
    vObjects#[vObjCount][4]
    vObjCol[vObjCount][vObjCount]
    vObjColors[vObjCount][3]
    
    rem Images.
    BALL_IMAGE = 0
    BALL_SHADOW_IMAGE = 1

hidden:

rem Load =============================================================
load image BALL_IMAGE, "data/ball.bmp", "data/ball_.bmp"
load image BALL_SHADOW_IMAGE, "data/ball_shadow.bmp", "data/ball_shadow_.bmp"

if javac() then load font 0, "data/courier.txt", "data/courier.png"

rem Init =============================================================
set redraw off
randomize time()
proc InitObjects

rem Main loop ========================================================
do
    startTime = time()

    xMouse = mousex()
    yMouse = mousey()

    rem Bonk when user clicks.
    if mousebutton(0, true)
        proc Bonk xMouse, yMouse, 100.0
    endif

    rem Update objects.
    proc UpdateObjects

    rem Draw.
    set color 64, 64, 92
    cls

    proc DrawObjects

    set caret 320, 8
    set color 255, 255, 255
    center "Click anywhere to make nearby balls move!"

    redraw
    
    proc HoldFrame startTime, 60
until keydown(27) or not running()

end

rem ==================================================================
rem Init objects.
rem ==================================================================
procedure InitObjects()
    for i = 0 to vObjCount - 1
        vObjects#[i][OBJ_X] = float(16 + rnd(640 - 32))
        vObjects#[i][OBJ_Y] = float(16 + rnd(480 - 32))
        vObjects#[i][OBJ_DX] = 0.0
        vObjects#[i][OBJ_DY] = 0.0
        vObjColors[i][0] = 64 + rnd(255 - 64)
        vObjColors[i][1] = 64 + rnd(255 - 64)
        vObjColors[i][2] = 64 + rnd(255 - 64)
    next
endproc

rem ==================================================================
rem Bonk.
rem ==================================================================
procedure Bonk(x, y, strength#)
    for i = 0 to vObjCount - 1
        dx# = vObjects#[i][OBJ_X] - float(x)
        dy# = vObjects#[i][OBJ_Y] - float(y)
        d# = sqr(dx#*dx# + dy#*dy#)
        if d# < strength#
            force# = strength# - d#
            k# = 1.0/d#
            dx# = dx#*k#*force#*0.1
            dy# = dy#*k#*force#*0.1
            vObjects#[i][OBJ_DX] = vObjects#[i][OBJ_DX] + dx#
            vObjects#[i][OBJ_DY] = vObjects#[i][OBJ_DY] + dy#
        endif
    next
endproc

rem ==================================================================
rem Update objects.
rem
rem Most of the things in this procedure are very simplified and some
rem times completely wrong.
rem ==================================================================
procedure UpdateObjects()
    rem Update positions and speeds.
    for i = 0 to vObjCount - 1
        vObjects#[i][OBJ_X] = vObjects#[i][OBJ_X] + vObjects#[i][OBJ_DX]
        vObjects#[i][OBJ_Y] = vObjects#[i][OBJ_Y] + vObjects#[i][OBJ_DY]
        if vObjects#[i][OBJ_X] < 16.0
            vObjects#[i][OBJ_X] = 16.0
            vObjects#[i][OBJ_DX] = abs#(vObjects#[i][OBJ_DX])*0.8
        elseif vObjects#[i][OBJ_X] > 624.0
            vObjects#[i][OBJ_X] = 624.0
            vObjects#[i][OBJ_DX] = -abs#(vObjects#[i][OBJ_DX])*0.8
        endif
        if vObjects#[i][OBJ_Y] < 16.0
            vObjects#[i][OBJ_Y] = 16.0
            vObjects#[i][OBJ_DY] = abs#(vObjects#[i][OBJ_DY])*0.8
        elseif vObjects#[i][OBJ_Y] > 464.0
            vObjects#[i][OBJ_Y] = 464.0
            vObjects#[i][OBJ_DY] = -abs#(vObjects#[i][OBJ_DY])*0.8
        endif

        vObjects#[i][OBJ_DX] = vObjects#[i][OBJ_DX]*0.99
        vObjects#[i][OBJ_DY] = vObjects#[i][OBJ_DY]*0.99
    next
    
    rem Deal with collisions.
    for i = 0 to vObjCount - 2
        for j = i + 1 to vObjCount - 1
            dx# = vObjects#[i][OBJ_X] - vObjects#[j][OBJ_X]
            dy# = vObjects#[i][OBJ_Y] - vObjects#[j][OBJ_Y]
            if abs#(dx#) < 32.0 and abs#(dy#) < 32.0
                d# = sqr(dx#*dx# + dy#*dy#)
                if d# < 32.0 and d# > 0.0
                    if vObjCol[i][j] = false
                        n#[] = vNormalize([dx#, dy#])
                        vi#[] = reflectedVector(vObjects#[i][OBJ_DX], vObjects#[i][OBJ_DY], n#[0], n#[1], vSize([vObjects#[j][OBJ_DX], vObjects#[j][OBJ_DY]]))
                        n#[] = vScale(n, -1.0)
                        vj#[] = reflectedVector(vObjects#[j][OBJ_DX], vObjects#[j][OBJ_DY], n#[0], n#[1], vSize([vObjects#[i][OBJ_DX], vObjects#[i][OBJ_DY]]))
                        vObjects#[i][OBJ_DX] = vi#[0]
                        vObjects#[i][OBJ_DY] = vi#[1]
                        vObjects#[j][OBJ_DX] = vj#[0]
                        vObjects#[j][OBJ_DY] = vj#[1]
                        vObjCol[i][j] = true
                    endif
                else
                    vObjCol[i][j] = false
                endif
            else
                vObjCol[i][j] = false
            endif
        next
    next
endproc

rem ==================================================================
rem Draw objects.
rem ==================================================================
procedure DrawObjects()
    set color 255, 255, 255

    rem Shadows.
    for i = 0 to vObjCount - 1
        draw image BALL_SHADOW_IMAGE, int(vObjects#[i][OBJ_X]) - 18, int(vObjects#[i][OBJ_Y]) - 18
    next

    rem Balls.
    for i = 0 to vObjCount - 1
        set color vObjColors[i][0], vObjColors[i][1], vObjColors[i][2]
        draw image BALL_IMAGE, int(vObjects#[i][OBJ_X]) - 16, int(vObjects#[i][OBJ_Y]) - 16
    next
endproc

rem ==================================================================
rem Hold frame to maintain constant fps.
rem ==================================================================
procedure HoldFrame(startTime, fps)
    hold = 1000/fps
    endTime = time()
    deltaTime = endTime - startTime
    if deltaTime < hold
        wait hold - deltaTime
    else
        wait 0
    endif
endproc

rem ==================================================================
rem Some functions for 2D vectors.
rem ==================================================================

function vAdd#[](a#[], b#[])
    return [a#[0] + b#[0], a#[1] + b#[1]]
endfunc

function vSub#[](a#[], b#[])
    return [a#[0] - b#[0], a#[1] - b#[1]]
endfunc

function vNormalize#[](a#[])
    k# = 1.0/sqr(a#[0]*a#[0] + a#[1]*a#[1])
    return [a#[0]*k#, a#[1]*k#]
endfunc

function vDot#(a#[], b#[])
    return a#[0]*b#[0] + a#[1]*b#[1]
endfunc

function vScale#[](a#[], k#)
    return [a#[0]*k#, a#[1]*k#]
endfunc

function vSize#(a#[])
    return sqr(a#[0]*a#[0] + a#[1]*a#[1])
endfunc

function reflectedVector#[](x#, y#, nx#, ny#, force#)
    s# = vDot#([x#, y#], [nx#, ny#])
    if s# < 0.0
        x# = -x#
        y# = -y#
        s# = vDot#([x#, y#], [nx#, ny#])
    endif
    p#[] = vScale([nx#, ny#], s#)
    b#[] = vSub(p, [x#, y#])

    return vAdd(vScale(vAdd(p, b), 0.25), vScale([nx#, ny#], force#*0.75))
endfunc
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