It's a sin! by Richard Davey29th Sep 2003 14:06
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Summary This is a traditional sine-wave routine, only it pre-calculates the sine and cosine waves so we only paste 1 image every frame, not every line. This means we can get x21 256x113 di Description Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com ` ------------------------------------------------------------------------- ` It's a sin DarkForge 16/2/2001 ` ------------------------------------------------------------------------- ` This is a traditional sine-wave routine, only it pre-calculates the sine ` and cosine waves so we only paste 1 image every frame, not every line. ` This means we can get x21 256x113 distorters going at full frame rate! sync rate 0 sync on hide mouse load bitmap "dflogo.bmp",1 sih = bitmap height(1) siw = bitmap width(1) for i=1 to sih get image i,0,i-1,siw,i next i create bitmap 2,640,480 r = 0 : e = 120 : step = 3 : sx = 0 : speed = 3 repeat cls ` pre-calc the sine wave pattern for i=1 to sih s# = 30+sin(sx+i*step)*25 paste image i,s#,i next i get image 1000+r,0,0,325,sih ` pre-calc the cosine wave pattern for i=1 to sih s# = 30+cos(sx+i*step)*25 paste image i,s#,sih+i next i get image 1500+r,0,sih,325,sih+sih inc sx,speed : inc r until r=e r=0 create bitmap 3,640,480 do cls for a=0 to 480-sih step sih*2 paste image 1000+r,0,a,1 paste image 1500+r,0,a+sih,1 paste image 1500+r,300,a+sih,1 paste image 1000+r,300,a,1 next a inc r : if r=e then r=0 ` Un-comment for FPS ` text 0,0,str$(screen fps()) copy bitmap 3,0 sync loop |