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pinkfluffy

Calling any YaBasic hobbyists

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There are people who can program and those who can't - but is there anyone in between?

I program useful ideas which only needs YaBasic language - the PS2 console version or

a windows version available at DBF INTERACTIVE, where ideas can be showcased, in all languages.

http://members.iinet.net.au/~jimshaw/Yabasic/ps2yabasic1.6b3.zip

Some of my ideas, I might add, have been picked up in all forms of media.

 

The following is an average example of my work. Use up/down keypad to scroll choices.

 

open window 640,512
show=0
restore shape
read maxnum
dim shape$(maxnum),m(maxnum)
for a=1 to maxnum
read shape$(a)
m(a)=0
next a
sel=1
ang=pi/180
blox=108
l=360/blox
dim x(blox),y(blox),x1(blox),y1(blox)
for a=1 to blox
x(a)=int(ran(25))*20+20
y(a)=int(ran(23))*20+20
x1(a)=x(a)
y1(a)=y(a)
next a
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
c=peek("port1")
setrgb 1,100,100,100
fill rectangle 0,0 to 640,512
for a=1 to maxnum
if sel=a and m(a)=-20 then
setrgb 1,0,250,0
else 
setrgb 1,30,30,30
endif
if sel=a then
m(a)=m(a)-1
text 560+m(a),a*20+100,shape$(a)
else
m(a)=m(a)+1
text 560+m(a),a*20+100,shape$(a)
endif
if m(a)<-20 m(a)=-20
if m(a)>0 m(a)=0
next a
go=go+1
if go>10 go=10
if and(c,16)>0 and go=10 then
sel=sel-1
go=0
endif
' if sel<1 sel=1
if and(c,64)>0 and go=10 then
sel=sel+1
go=0
endif
if sel>maxnum sel=1
if sel<1 sel=maxnum
go1=go1+1
if go1>10 go1=10
if sel<>1 go1=1
for a=1 to blox
if x(a)>x1(a) x(a)=x(a)-1
if x(a)<x1(a) x(a)=x(a)+1
if y(a)>y1(a) y(a)=y(a)-1
if y(a)<y1(a) y(a)=y(a)+1
if sel=1 and go1<9 then
x1(a)=int(ran(25))*20+20
y1(a)=int(ran(23))*20+20
endif
if sel=2 then
xx=xx+1
if xx>18 then
xx=1
yy=yy+1
endif
if yy>6 yy=1
x1(a)=xx*20+75
y1(a)=yy*40+100
endif
if sel=3 then
xx=xx+1
if xx>6 then
xx=1
yy=yy+1
endif
if yy>18 yy=1
x1(a)=xx*40+125
y1(a)=yy*20+75
endif
if sel=4 then
x1(a)=int(cos(l*ang*a)*150+250)
y1(a)=int(sin(l*ang*a)*150+250)
endif
if sel=5 then
x1(a)=int(cos(l*2*ang*a)*100+150)
y1(a)=int(sin(l*2*ang*a)*100+150)
if a>blox/2 then
x1(a)=int(cos(l*2*ang*a)*100+350)
y1(a)=int(sin(l*2*ang*a)*100+350)
endif
endif
if sel=6 then
x1(a)=int(cos((l*3)*ang*a)*(2*a)+250)
y1(a)=int(sin((l*3)*ang*a)*(2*a)+250)
endif
if sel=7 then
x1(a)=int(5*a)
y1(a)=int(sin(a/6)*200+260)
endif
if sel=8 then
xx=xx+1
if xx>12 then
xx=1
yy=yy+1
endif
if yy>9 yy=1
x1(a)=xx*20+150
y1(a)=yy*20+150
endif
if sel=9 then
x1(a)=int(cos(l*ang*a)*200+250)
y1(a)=int(sin(l*ang*a)*100+250)
endif
if sel=10 then
zx=(blox-a)^1.2
zy=(a)^1.2
x1(a)=int(cos((l*3)*ang*a)*zx+250)
y1(a)=int(sin((l*3)*ang*a)*zy+250)
endif
if sel=11 then
if a<28 then
x1(a)=int(cos((l*4)*ang*a)*80+170)
y1(a)=int(sin((l*4)*ang*a)*80+170)
endif
if a>27 and a<55 then
x1(a)=int(cos((l*4)*ang*a)*80+170)
y1(a)=int(sin((l*4)*ang*a)*80+330)
endif
if a>54 and a<82 then
x1(a)=int(cos((l*4)*ang*a)*80+330)
y1(a)=int(sin((l*4)*ang*a)*80+170)
endif
if a>81 then
x1(a)=int(cos((l*4)*ang*a)*80+330)
y1(a)=int(sin((l*4)*ang*a)*80+330)
endif
endif
if sel=12 then
if a<28 then
x1(a)=int(cos(l*3*ang*(a+7))*80+170)
y1(a)=int(sin(l*3*ang*(a+7))*80+170)
endif
if a>27 and a<55 then
x1(a)=int(cos(l*3*ang*(a+8))*80+170)
y1(a)=int(sin(l*3*ang*(a+8))*80+330)
endif
if a>54 and a<82 then
x1(a)=int(cos(l*3*ang*(a+1))*80+330)
y1(a)=int(sin(l*3*ang*(a+1))*80+170)
endif
if a>81 then
x1(a)=int(cos(l*3*ang*(a+18))*80+330)
y1(a)=int(sin(l*3*ang*(a+18))*80+330)
endif
endif
if and(c,1)>0 show=0
if and(c,8)>0 show=1
if show=0 then
setrgb 1,250,150,0
fill rectangle x(a)-10,y(a)-10 to x(a)+10,y(a)+10
setrgb 1,0,0,0
rectangle x(a)-10,y(a)-10 to x(a)+10,y(a)+10
endif
if show=1 then
setrgb 1,0,0,0
line to x(a),y(a)
fill rectangle x(a)-2,y(a)-2 to x(a)+2,y(a)+2
endif
next a
until (1=0)
label shape
data 12
data "random","h.lines","v.lines","circle"
data "circles","swirl","sine","clump"
data "ellipse","knot","clover","cloverleaf"
 

 

 

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