Author Topic: Re: Starfield, or wanna-Be Starfield  (Read 918 times)

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Offline Pete

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Re: Starfield, or wanna-Be Starfield
« on: April 22, 2019, 10:16:39 pm »
Effect seems off. Pattern too cluttered and asynchronous speeds.

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Offline johnno56

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Re: Starfield, or wanna-Be Starfield
« Reply #1 on: April 23, 2019, 08:48:55 am »
Sure, I have seen many version of this type of demo, but I never get tired of watching it... I tweaked it to 100 stars and a speed of 2. I found those setting comfortable for me... Nice job [banned user]...
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Offline Pete

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Re: Starfield, or wanna-Be Starfield
« Reply #2 on: April 23, 2019, 10:19:18 am »
Are you outta your Vulcan mind, johnno? Oh wait, that actually did make it a lot better. I re-tried it with 200 stars, and I used a speed of three. I was surprised, but even bringing the speed up to 20 ruins the effect for me, but 3 looks great and the star reduction from 500 to 200 took care of the clutter. Thanks for the tweaked variable amounts.

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Offline johnno56

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Re: Starfield, or wanna-Be Starfield
« Reply #3 on: April 23, 2019, 09:34:12 pm »
Based on both your and my results, logic would dictate that reducing the number of stars and their respective speeds, would produce a more favourable outcome.

Logic is the beginning of wisdom....
Logic is the beginning of wisdom.

Offline bplus

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Re: Starfield, or wanna-Be Starfield
« Reply #4 on: April 24, 2019, 09:34:00 am »
And replace this line:
Code: QB64: [Select]
  1. LINE (0, 0)-(ScreenX - 1, ScreenY - 1), _RGB(0, 0, 0), BF

with this:
Code: QB64: [Select]
  1. LINE (0, 0)-(ScreenX - 1, ScreenY - 1), _RGBA32(0, 0, 0, 60), BF

Offline johnno56

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Re: Starfield, or wanna-Be Starfield
« Reply #5 on: April 24, 2019, 11:16:49 am »
Fascinating...
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Offline Pete

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Re: Starfield, or wanna-Be Starfield
« Reply #6 on: April 24, 2019, 11:43:54 am »
It's just Mark's warp sense of humor.

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Offline Aurel

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Re: Starfield, or wanna-Be Starfield
« Reply #7 on: April 24, 2019, 02:52:05 pm »
i like
Quote
more favourable outcome.

he he
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Offline Pete

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Re: Starfield, or wanna-Be Starfield
« Reply #8 on: April 24, 2019, 09:53:53 pm »
Well, just me screwing around with code someone else posted, but I did enjoy putting some helm controls in it...

Press w to go to warp, i to return to impulse, and if at warp, use arrow up and down keys to increase/decrease speed. Use s for all STOP and any other key to restart. Esc to terminate. It looks nice if Alt+Enter is used to run it full screen.

@[banned user], I love the gear effect it seems to have when starting in impulse. If I were to tweak it a bit more, I'd try to add some increasing/decreasing red-blue faint color to the star trails at warp speed, and gear the increase and decrease of speeds over time.

I still don't have any projects of my own I feel like coding currently, but this was fun to fiddle around with between other projects today.

Code: QB64: [Select]
  1. _TITLE "Starfield"
  2.  
  3. DEFINT A-Z
  4.  
  5. TYPE Star
  6.     r AS SINGLE
  7.  
  8.     x AS INTEGER
  9.     y AS INTEGER
  10.     z AS INTEGER
  11.  
  12.     x2 AS INTEGER
  13.     y2 AS INTEGER
  14.  
  15.     speed AS INTEGER
  16.  
  17. DIM SHARED Stars(300) AS Star, speed, numStars
  18. numStars = 200
  19.  
  20. speed = 1
  21.  
  22. CONST ScreenX = 800
  23. CONST ScreenY = 600
  24. CONST cx = ScreenX \ 2
  25. CONST cy = ScreenY \ 2
  26.  
  27. SCREEN _NEWIMAGE(ScreenX, ScreenY, 32)
  28.  
  29. FOR Counter = 0 TO numStars - 1
  30.     InitStars (Counter)
  31.  
  32.     _LIMIT 30
  33.     IF warp% THEN LOCATE 1, 1: PRINT "Warp"; warp%; "      ";
  34.     b$ = INKEY$
  35.     IF b$ = CHR$(27) THEN EXIT DO
  36.     IF b$ = CHR$(0) + "H" AND warp% THEN b$ = "W"
  37.     IF UCASE$(b$) = "W" AND warp% < 10 THEN
  38.         warp% = warp% + 1: speed = speed + 2: Stars(Counter).speed = speed: numStars = numStars + speed / 2
  39.     END IF
  40.     IF UCASE$(b$) = "I" THEN warp% = 0: speed = 1: Stars(Counter).speed = speed
  41.     IF warp% THEN
  42.         IF b$ = CHR$(0) + "P" AND warp% > 1 THEN
  43.             warp% = warp% - 1: speed = speed - 2: Stars(Counter).speed = speed: numStars = numStars - speed / 2
  44.         END IF
  45.         LINE (0, 0)-(ScreenX - 1, ScreenY - 1), _RGBA32(0, 0, 0, 60), BF
  46.     ELSE
  47.         IF UCASE$(b$) = "S" THEN SLEEP: b$ = INKEY$: IF b$ = CHR$(27) THEN SYSTEM ELSE _DELAY .3
  48.         LINE (0, 0)-(ScreenX - 1, ScreenY - 1), _RGB(0, 0, 0), BF
  49.     END IF
  50.  
  51.     FOR Counter = 0 TO numStars - 1
  52.         IF warp% = 0 THEN LOCATE 1, 1: PRINT "Impulse Power";
  53.         Stars(Counter).z = Stars(Counter).z - Stars(Counter).speed
  54.         IF Stars(Counter).z < 1 THEN InitStars (Counter)
  55.  
  56.         Stars(Counter).x2 = 64 * (Stars(Counter).x / Stars(Counter).z)
  57.         Stars(Counter).y2 = 64 * (Stars(Counter).y / Stars(Counter).z)
  58.  
  59.         CIRCLE (cx + Stars(Counter).x2, cy + Stars(Counter).y2), Stars(Counter).r, _RGB(255, 255, 255)
  60.         PAINT (cx + Stars(Counter).x2, cy + Stars(Counter).y2), _RGB(255, 255, 255), _RGB(255, 255, 255)
  61.  
  62.         IF Stars(Counter).z < 125 THEN Stars(Counter).r = Stars(Counter).r + 0.02
  63.     NEXT
  64.  
  65.     _DISPLAY
  66.  
  67. SUB InitStars (Counter)
  68. Stars(Counter).r = 1
  69.  
  70. Stars(Counter).x = INT(RND * ScreenX) - cx
  71. Stars(Counter).y = INT(RND * ScreenY) - cy
  72. Stars(Counter).z = INT(RND * numStars) + 1
  73.  
  74. Stars(Counter).speed = speed
  75.  

Pete
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