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Rasters by Richard Davey

14th Sep 2003 9:48
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