pinkfluffy

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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"