CD Player(simple but no bugs) by LinkTidus30th Apr 2006 12:01
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Summary Yes it's VERY simple, but we're working on it this is just are ALPHA version so keep updated Description Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com print "Welcome to the Fronzco CD Player" wait key print "Click any key at any time to go to your next track" wait key load cdmusic 1,1 : loop music 1 play music 1 print "Now playing track 1" wait key stop music 1 load cdmusic 2,2 : loop music 1 play music 2 print "Now playing track 2" wait key stop music 2 load cdmusic 3,5 : loop music 1 play music 5 print "Now playing track 3" wait key stop music 5 load cdmusic 4,6 : loop music 1 play music 6 print "Now playing track 4" wait key stop music 6 load cdmusic 5,7 : loop music 1 play music 7 print "Now playing track 5" wait key stop music 7 load cdmusic 6,8 play music 8 print "Now playing track 6" wait key stop music 8 load cdmusic 7,3 play music 3 print "Now playing track 7" wait key stop music 3 load cdmusic 8,4 play music 4 print "Now playing track 8" wait key stop music 4 load cdmusic 9,9 play music 9 print "Now playing track 9" wait key stop music 9 load cdmusic 10,10 play music 10 print "Now playing track 10" wait key stop music 10 load cdmusic 11,11 play music 11 print "Now playing track 11" wait key stop music 11 load cdmusic 12,12 play music 12 print "Now playing track 12" wait key stop music 12 load cdmusic 13,13 play music 13 print "Now playing track 13" wait key stop music 13 load cdmusic 14,14 play music 14 print "Now playing track 14" wait key stop music 14 load cdmusic 15,15 play music 15 print "Now playing track 15" wait key print "Thankyou for using our CD Player we are releasing 30 track cd play so keep updated on our software" wait key print "Press any keys for future visualisations(only 1 but thanks to 'anymous coder'" wait key sync on sync rate 25 hide mouse autocam off position camera 0,5,0 color backdrop rgb(100,100,155) fog on fog color rgb(100,100,155) fog distance 2000 `grass for x=1 to 10 for y=1 to 10 ink rgb(rnd(100),rnd(155)+100,0),0 dot x,y next y next x get image 1000,1,1,10,10 make object plain 1000,2000,2000 xrotate object 1000,-90 texture object 1000,1000 scale object texture 1000,10,10 set object texture 1000,2,0 `particle properties numberofparticles=10000 dim x#(numberofparticles) dim y#(numberofparticles) dim xspeed#(numberofparticles) dim yspeed#(numberofparticles) dim brightness(numberofparticles) dim a#(numberofparticles) dim e#(numberofparticles) `phase angle for particle=1 to numberofparticles x#(particle)=rnd(screen width()) y#(particle)=rnd(screen height()) xspeed#(particle)=(rnd(3000)/1000.0) e#(particle)=rnd(360) brightness(particle)=rnd(100)+100 a#(particle)=gaussian(2*screen width())-screen width() `amplitude gravitya#=.01 gravityb#=1.0 omega#=0.0006 `primary angular velocity phi#=2.0 `secondary angular velocity next particle do inc counter if counter>1000 then counter=0 if counter=100 or counter=110 or counter=400 color backdrop rgb(255,255,255) else color backdrop rgb(100,100,155) endif gosub particles control camera using arrowkeys 0,1,1 if counter/2.0=int(counter/2.0) then sync loop particles: text 0,0,str$(screen fps()) lock pixels `tornado particles for particle=1 to numberofparticles step 2 inc y#(particle),gravityb# if y#(particle)>0 and y#(particle)<screen height() and x#(particle)>0 and x#(particle)<screen width() then set_locked_pixel(x#(particle),y#(particle),rgb(brightness(particle),brightness(particle),200)) x#(particle)=(500/y#(particle)^1.5)*a#(particle)*sin(theta#+e#(particle))+screen width()/2+(20*sin(y#(particle)+psi#)) theta#=wrapvalue(theta#)+omega# if y#(particle)>=screen height()/1.5 then dec y#(particle),screen height() next particle psi#=wrapvalue(psi#)+phi# `background particles for particle=2 to numberofparticles step 2 inc y#(particle),gravityb# if y#(particle)>screen height()-1 then y#(particle)=1 if y#(particle)>0 and y#(particle)<screen height() and x#(particle)>0 and x#(particle)<screen width() then set_locked_pixel(x#(particle),y#(particle),rgb(brightness(particle),brightness(particle),200)) inc x#(particle),xspeed#(particle) if x#(particle)>screen width()-1 then x#(particle)=1 next particle unlock pixels return `Function borrowed from Coding Fodder's Rain code function set_locked_pixel(x,y,color_value) start=get pixels pointer() repeat_number=get pixels pitch() bits_per_pixel=bitmap depth(num)/8 pointer=start+y*repeat_number+x*bits_per_pixel *pointer=color_value endfunction function gaussian(range#) r=0 for a = 1 to range#/10 inc r, rnd(range#) next a r=int(10*r/range#) endFunction r |