Rasters by Richard Davey14th Sep 2003 9:48
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Summary Okay so they aren't real rasters - but they look good anyway! Includes my raster function for your own use. Description Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com ` ------------------------------------------------------------------------ ` Rasters Demonstration DarkForge Snippet (6/8/2000) ` ------------------------------------------------------------------------ ` ` Okay so they aren't real rasters - but they look good anyway! Includes ` my raster function for your own use. sync rate 0 sync on hide mouse ` Call the raster function ` sprite #, starting colour, apply shades, height, step, multiplier ` (0 for 180, 45 for 90) raster(1, 0,0,40, 0,0,1, 180, 2,0) raster(2, 0,40,0, 0,1,0, 180, 2,0) cls 0 : y#=-195 : y2#=664 ` stars! n=50 dim x(n,3) for i=1 to n x(i,1)=rnd(639)+1 x(i,2)=rnd(479)+ 1 x(i,3)=rnd(9)+1 next i do cls 0 sprite 1,0,y#,1 inc y#,4 if y#>660 then y#=-195 sprite 2,0,y2#,2 dec y2#,4 if y2#<-195 then y2#=664 for i=1 to n x(i,1)=x(i,1)-x(i,3) if x(i,1)<=1 x(i,1)=640 x(i,2)=rnd(479)+1 endif col=x(i,3)*30 ink rgb(col,col,col),1 dot x(i,1),x(i,2) next i sync loop ` Make my rasters function raster(i,r,g,b,ro,go,bo,h,s,m) y=0 repeat if ro=1 then rro=sin(y+m)*100 if go=1 then ggo=sin(y+m)*100 if bo=1 then bbo=sin(y+m)*100 red=r+rro if red>255 then red=255 green=g+ggo if green>255 then green=255 blue=b+bbo if blue>255 then blue=255 ink rgb(red,green,blue),1 line 0,y,640,y+1 inc y,s until y=h get image i,0,0,640,h sprite i,0,-400,i set sprite i,0,1 endfunction |