Author Topic: Labyrinth Tiles  (Read 10137 times)

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Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #15 on: January 23, 2021, 11:19:52 pm »
@bplus


Your square outlines show a pattern .   Was thinking on how to get the maze itself to be up, down, left, right  instead of diagonal. If the squares could be rotated by 45 degrees then the pattern could be applied and the result should be a 45 degree rotated maze. 

Your program shows  that 1, -1   encodes the diagonal components in the squares.

Thanks for the solution to the problem . I'm sure it is doable now

« Last Edit: January 23, 2021, 11:22:23 pm by NOVARSEG »

Offline bplus

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Re: Labyrinth Tiles
« Reply #16 on: January 24, 2021, 12:03:04 am »
@bplus


Your square outlines show a pattern .   Was thinking on how to get the maze itself to be up, down, left, right  instead of diagonal. If the squares could be rotated by 45 degrees then the pattern could be applied and the result should be a 45 degree rotated maze. 

Your program shows  that 1, -1   encodes the diagonal components in the squares.

Thanks for the solution to the problem . I'm sure it is doable now

I thought it was 0 and -1 but I am using Johann's code :)

Here is the maze turned 45 degrees with the help of some line drawing reinforcement and Rotozoom
Code: QB64: [Select]
  1. CONST sw = 700, s = 10
  2. SCREEN _NEWIMAGE(sw, sw, 32)
  3. _DELAY .25
  4. maze = _NEWIMAGE(sw, sw, 32)
  5. FOR y = 0 TO sw STEP s * 2
  6.     FOR x = 0 TO sw STEP s * 2
  7.         r = ((INT(RND * 2)) * 2) - 1
  8.         LINE (x + s, y)-STEP(s * r, s)
  9.         LINE (x + s + 1, y)-STEP(s * r, s)
  10.         LINE (x + s, y + 1)-STEP(s * r, s)
  11.  
  12.         LINE (x + s, y + (s * 2))-STEP(-s * r, -s)
  13.         LINE (x + s + 1, y + (s * 2))-STEP(-s * r, -s)
  14.         LINE (x + s, y + (s * 2) + 1)-STEP(-s * r, -s)
  15.         'LINE (x, y)-STEP(2 * s, 2 * s), , B
  16.     NEXT
  17. _PUTIMAGE , 0, maze
  18. RotoZoom sw / 2, sw / 2, maze, 1.5, 45
  19.  
  20. SUB RotoZoom (X AS LONG, Y AS LONG, Image AS LONG, Scale AS SINGLE, degreesRotation AS SINGLE)
  21.     DIM px(3) AS SINGLE, py(3) AS SINGLE, W&, H&, sinr!, cosr!, i&, x2&, y2&
  22.     W& = _WIDTH(Image&): H& = _HEIGHT(Image&)
  23.     px(0) = -W& / 2: py(0) = -H& / 2: px(1) = -W& / 2: py(1) = H& / 2
  24.     px(2) = W& / 2: py(2) = H& / 2: px(3) = W& / 2: py(3) = -H& / 2
  25.     sinr! = SIN(-degreesRotation / 57.2957795131): cosr! = COS(-degreesRotation / 57.2957795131)
  26.     FOR i& = 0 TO 3
  27.         x2& = (px(i&) * cosr! + sinr! * py(i&)) * Scale + X: y2& = (py(i&) * cosr! - px(i&) * sinr!) * Scale + Y
  28.         px(i&) = x2&: py(i&) = y2&
  29.     NEXT
  30.     _MAPTRIANGLE (0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
  31.     _MAPTRIANGLE (0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
  32.  
  33.  

 
Turn 45 degrees.PNG

« Last Edit: January 24, 2021, 12:09:15 am by bplus »

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #17 on: January 24, 2021, 12:26:54 am »
@bplus

That looks good.
I'm working on something similar might take a couple days

ROTOZOOM  gotta check that out


Thanks

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #18 on: January 24, 2021, 09:47:24 pm »
Here is labyrinth with horizontal / vertical layout.  Moving around the maze with arrow keys will be easier now.

I think the code can be condensed even more. 

Code: QB64: [Select]
  1. CONST w = 700, s = 5
  2. SCREEN _NEWIMAGE(w, w, 32)
  3.  
  4. FOR y = 0 TO w STEP s * 4
  5.  
  6.     FOR x = 0 TO w STEP s * 4
  7.  
  8.         r = ((INT(RND * 2)) * 2) - 1
  9.  
  10.         IF r = -1 THEN
  11.             LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  12.             LINE (x - s, y - s)-(x + s, y - s) 'top line
  13.         END IF
  14.         IF r = 1 THEN
  15.             LINE (x - s, y - s)-(x - s, y + s) 'left line
  16.             LINE (x + s, y - s)-(x + s, y + s) 'right line
  17.         END IF
  18.  
  19.         x = x + 10
  20.         y = y + 10
  21.  
  22.         r = ((INT(RND * 2)) * 2) - 1
  23.  
  24.         IF r = -1 THEN
  25.             LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  26.             LINE (x - s, y - s)-(x + s, y - s) 'top line
  27.         END IF
  28.         IF r = 1 THEN
  29.             LINE (x - s, y - s)-(x - s, y + s) 'left line
  30.             LINE (x + s, y - s)-(x + s, y + s) 'right line
  31.         END IF
  32.  
  33.         x = x - 10
  34.         y = y - 10
  35.  
  36.     NEXT
  37.  
  38.  
« Last Edit: January 24, 2021, 09:50:56 pm by NOVARSEG »

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #19 on: January 25, 2021, 01:40:52 am »
More features

Code: QB64: [Select]
  1. s = 5
  2. h = 768
  3. w = 1024
  4. SCREEN _NEWIMAGE(w, h, 32)
  5. t = .5
  6.  
  7.  
  8. PRINT "Press z or x to change maze"
  9.  
  10. PRINT "ESC to exit"
  11.     i$ = INKEY$
  12.     IF i$ = CHR$(27) THEN END
  13.     IF i$ <> "" THEN EXIT DO
  14.  
  15.  
  16.     CLS
  17.  
  18.     FOR y = 0 TO h STEP s * 4
  19.  
  20.         FOR x = 0 TO w STEP s * 4
  21.  
  22.             r = RND
  23.  
  24.             IF r <= t THEN
  25.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  26.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  27.             END IF
  28.             IF r > t THEN
  29.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  30.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  31.             END IF
  32.  
  33.             x = x + 10
  34.             y = y + 10
  35.  
  36.             r = RND
  37.  
  38.             IF r <= t THEN
  39.  
  40.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  41.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  42.             END IF
  43.             IF r > t THEN
  44.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  45.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  46.             END IF
  47.  
  48.             x = x - 10
  49.             y = y - 10
  50.  
  51.         NEXT
  52.  
  53.     NEXT
  54.     DO
  55.         i$ = INKEY$
  56.         IF i$ = "z" AND t < 1 THEN t = t + .005: EXIT DO
  57.         IF i$ = "x" AND t > 0 THEN t = t - .005: EXIT DO
  58.         IF i$ = CHR$(27) THEN END
  59.     LOOP

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #20 on: January 25, 2021, 01:59:01 am »
Yet more features

Code: QB64: [Select]
  1. s = 10
  2. h = 768
  3. w = 1024
  4. SCREEN _NEWIMAGE(w, h, 32)
  5. t = .5
  6.  
  7.  
  8. PRINT "Press z or x to alter row / column appearance"
  9. PRINT "Press c or v to adjust grid size"
  10. PRINT "ESC to exit"
  11.     i$ = INKEY$
  12.     IF i$ = CHR$(27) THEN END
  13.     IF i$ <> "" THEN EXIT DO
  14.  
  15.  
  16.     CLS
  17.  
  18.     FOR y = 0 TO h STEP s * 4
  19.  
  20.         FOR x = 0 TO w STEP s * 4
  21.  
  22.             r = RND
  23.  
  24.             IF r <= t THEN
  25.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  26.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  27.             END IF
  28.             IF r > t THEN
  29.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  30.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  31.             END IF
  32.  
  33.             x = x + s * 2
  34.             y = y + s * 2
  35.  
  36.             r = RND
  37.  
  38.             IF r <= t THEN
  39.  
  40.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  41.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  42.             END IF
  43.             IF r > t THEN
  44.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  45.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  46.             END IF
  47.  
  48.             x = x - s * 2
  49.             y = y - s * 2
  50.  
  51.         NEXT
  52.  
  53.     NEXT
  54.     DO
  55.         i$ = INKEY$
  56.         IF i$ = "z" AND t < 1 THEN t = t + .005: EXIT DO
  57.         IF i$ = "x" AND t > 0 THEN t = t - .005: EXIT DO
  58.         IF i$ = "c" AND s > 1 THEN s = s - 1: EXIT DO
  59.         IF i$ = "v" AND s < 41 THEN s = s + 1: EXIT DO
  60.         IF i$ = CHR$(27) THEN END
  61.         IF i$ = CHR$(32) THEN EXIT DO
  62.     LOOP

Offline bplus

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Re: Labyrinth Tiles
« Reply #21 on: January 25, 2021, 02:56:17 am »
@NOVARSEG

You figured it out! I spent a good part of the day trying to do vertical and horizontal with just drawing. Nice work!


Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #22 on: January 25, 2021, 03:57:57 am »
@bplus

You already solved it .   I drew a grid on a piece of paper and figured out the measurements that way.   

It took a few hours. It required making  a checker board pattern, which was tricky.
I can post some details of that later.

Thanks to everyone on this thread.




Offline bplus

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Re: Labyrinth Tiles
« Reply #23 on: January 25, 2021, 12:19:38 pm »
Quote
You already solved it .

Not really, I didn't figure out how to draw vertical and horizontal walls without Rotozoom.

I think that is needed to use arrow keys to walk around the tiles because you need to save each cell's random choice.

Eh, if push comes to shove you can arrow around tiles using POINT for collision detection with walls. I don't like collision detection by that method and would prefer going by maze cells content but I am beginning to suspect each pair of walls is actually walls for 3 cells.

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #24 on: January 25, 2021, 07:00:42 pm »
Moving around the tiles like a pac man game?



Here is some code that shows the actual x, y positions (small cross hairs) on which everything is measured from.

Maybe that will help the navigation problem.

Code: QB64: [Select]
  1. s = 10
  2. h = 768
  3. w = 1024
  4. SCREEN _NEWIMAGE(w, h, 32)
  5. t = .5
  6.  
  7.  
  8. PRINT "Press z or x to alter row / column appearance"
  9. PRINT "Press c or v to adjust grid size"
  10.  
  11. PRINT "ESC to exit"
  12.     i$ = INKEY$
  13.     IF i$ = CHR$(27) THEN END
  14.     IF i$ <> "" THEN EXIT DO
  15.  
  16.  
  17.     CLS
  18.  
  19.     FOR y = 0 TO h STEP s * 4
  20.  
  21.         FOR x = 0 TO w STEP s * 4
  22.  
  23.             r = RND
  24.  
  25.             IF r <= t THEN
  26.                 LINE (x - 1, y)-(x + 1, y)
  27.                 LINE (x, y - 1)-(x, y + 1)
  28.  
  29.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  30.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  31.             END IF
  32.             IF r > t THEN
  33.                 LINE (x - 1, y)-(x + 1, y)
  34.                 LINE (x, y - 1)-(x, y + 1)
  35.  
  36.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  37.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  38.             END IF
  39.  
  40.             x = x + s * 2
  41.             y = y + s * 2
  42.  
  43.             r = RND
  44.  
  45.             IF r <= t THEN
  46.                 LINE (x - 1, y)-(x + 1, y)
  47.                 LINE (x, y - 1)-(x, y + 1)
  48.  
  49.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  50.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  51.             END IF
  52.             IF r > t THEN
  53.                 LINE (x - 1, y)-(x + 1, y)
  54.                 LINE (x, y - 1)-(x, y + 1)
  55.  
  56.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  57.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  58.             END IF
  59.  
  60.             x = x - s * 2
  61.             y = y - s * 2
  62.  
  63.         NEXT
  64.  
  65.     NEXT
  66.     DO
  67.         IF _MOUSEINPUT = -1 THEN
  68.             IF _MOUSEBUTTON(1) = -1 THEN PAINT (_MOUSEX, _MOUSEY), _RGB(255, 0, 0), &HFFFFFFFF
  69.         END IF
  70.  
  71.  
  72.         i$ = INKEY$
  73.         IF i$ = "z" AND t < 1 THEN t = t + .005: EXIT DO
  74.         IF i$ = "x" AND t > 0 THEN t = t - .005: EXIT DO
  75.         IF i$ = "c" AND s > 1 THEN s = s - 1: EXIT DO
  76.         IF i$ = "v" AND s < 41 THEN s = s + 1: EXIT DO
  77.         IF i$ = CHR$(27) THEN END
  78.         IF i$ = CHR$(32) THEN EXIT DO
  79.     LOOP
  80.  

Offline bplus

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Re: Labyrinth Tiles
« Reply #25 on: January 25, 2021, 07:18:34 pm »
@NOVARSEG 

Yeah moving around inside the maze, with only arrows keys, unless walled in. The we apply special elixir to reverse a wall pair from over under to left and right or vice versa ;-))

Yeah marking cell centers might help :)

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #26 on: January 25, 2021, 07:32:03 pm »
@bplus


The x, y positions are always in mid travel.   Detect a wall and reverse a wall pair - yep.  That will allow travel through where the wall once was.




Offline bplus

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Re: Labyrinth Tiles
« Reply #27 on: January 25, 2021, 07:51:13 pm »
@NOVARSEG I love the mouse painter so much I gave the right button another color!

I moved your instructions to title bar and made them more clear (IMHO) and colored the 2 different cell centers yellow and blue, that was what I couldn't figure out yesterday, nice and clear now... oh pretty colors! ;-))

Code: QB64: [Select]
  1. ' b+ mod NOVARSEG code for 2 tiler 2021-01-25
  2. s = 10
  3. h = 700
  4. w = 1024
  5. SCREEN _NEWIMAGE(w, h, 32)
  6. _DELAY .25
  7. '_FULLSCREEN
  8. t = .5
  9.  
  10. _TITLE "Press z increase over/under,  x increase left/right, c makes smaller cells, v bigger, esc to quit, left mouse paints red, right blue"
  11.  
  12.  
  13.     CLS
  14.  
  15.     FOR y = 0 TO h STEP s * 4
  16.  
  17.         FOR x = 0 TO w STEP s * 4
  18.  
  19.             r = RND
  20.             CIRCLE (x, y), 2, &HFFFFFF00
  21.             IF r <= t THEN
  22.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  23.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  24.             END IF
  25.             IF r > t THEN
  26.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  27.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  28.             END IF
  29.  
  30.             x = x + s * 2
  31.             y = y + s * 2
  32.             CIRCLE (x, y), 2, &HFF0000FF
  33.             r = RND
  34.  
  35.             IF r <= t THEN
  36.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  37.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  38.             END IF
  39.             IF r > t THEN
  40.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  41.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  42.             END IF
  43.  
  44.             x = x - s * 2
  45.             y = y - s * 2
  46.  
  47.         NEXT
  48.  
  49.     NEXT
  50.     DO
  51.         IF _MOUSEINPUT = -1 THEN
  52.             IF _MOUSEBUTTON(1) = -1 THEN PAINT (_MOUSEX, _MOUSEY), _RGB(255, 0, 0), &HFFFFFFFF
  53.             IF _MOUSEBUTTON(2) = -1 THEN PAINT (_MOUSEX, _MOUSEY), _RGB(0, 0, 255), &HFFFFFFFF
  54.         END IF
  55.  
  56.  
  57.         i$ = INKEY$
  58.         IF i$ = "z" AND t < 1 THEN t = t + .005: EXIT DO
  59.         IF i$ = "x" AND t > 0 THEN t = t - .005: EXIT DO
  60.         IF i$ = "c" AND s > 1 THEN s = s - 1: EXIT DO
  61.         IF i$ = "v" AND s < 41 THEN s = s + 1: EXIT DO
  62.         IF i$ = CHR$(27) THEN END
  63.         IF i$ = CHR$(32) THEN EXIT DO
  64.     LOOP
  65.  
  66.  
  67.  

image_2021-01-25_195110.png
* image_2021-01-25_195110.png (Filesize: 15.69 KB, Dimensions: 1030x725, Views: 160)

Offline bplus

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Re: Labyrinth Tiles
« Reply #28 on: January 25, 2021, 07:54:09 pm »
Now all we need is an idea to make a game with the different colored mazes, cool!

Offline NOVARSEG

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Re: Labyrinth Tiles
« Reply #29 on: January 25, 2021, 09:46:17 pm »
@bplus
hey my nice DIMs are gone waaaa

I like the small circles to mark the x, y positions. can't see blue ones though so they are all the same now
maybe there was a reason for the way it was?

The small circles are only for testing of navigation etc  but they do look nice.

mouse clicks toggle the color from black to color to black etc

Im trying some crude navigation code.  How do you erase a previous CIRCLE from the screen?

As far as "cell centers" go, there are cell centers generated directly from the FOR NEXT  outputs.  The other centers are  "offset" (both in x and y) from the FOR NEXT outputs.  These "offsets"  were the tricky part.  It look like you had the "offset" centers in blue.  That could be useful, will see.

Code: QB64: [Select]
  1. ' b+ mod NOVARSEG code for 2 tiler 2021-01-25
  2. s = 10
  3. h = 700
  4. w = 1024
  5. SCREEN _NEWIMAGE(w, h, 32)
  6. _DELAY .25
  7. '_FULLSCREEN
  8. t = .5
  9.  
  10. _TITLE "Press z increase over/under,  x increase left/right, c makes smaller cells, v bigger, esc to quit, left mouse paints red, right blue"
  11.  
  12.  
  13.     CLS
  14.  
  15.     FOR y = 0 TO h STEP s * 4
  16.  
  17.         FOR x = 0 TO w STEP s * 4
  18.  
  19.             r = RND
  20.             CIRCLE (x, y), 2, &HFFFFFF00
  21.             IF r <= t THEN
  22.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  23.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  24.             END IF
  25.             IF r > t THEN
  26.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  27.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  28.             END IF
  29.  
  30.             x = x + s * 2
  31.             y = y + s * 2
  32.             CIRCLE (x, y), 2, &HFFFFFF00 ' &HFF0000FF
  33.             r = RND
  34.  
  35.             IF r <= t THEN
  36.                 LINE (x - s, y + s)-(x + s, y + s) 'bottom line
  37.                 LINE (x - s, y - s)-(x + s, y - s) 'top line
  38.             END IF
  39.             IF r > t THEN
  40.                 LINE (x - s, y - s)-(x - s, y + s) 'left line
  41.                 LINE (x + s, y - s)-(x + s, y + s) 'right line
  42.             END IF
  43.  
  44.             x = x - s * 2
  45.             y = y - s * 2
  46.  
  47.         NEXT
  48.  
  49.     NEXT
  50.     DO
  51.         IF _MOUSEINPUT = -1 THEN
  52.  
  53.  
  54.             IF _MOUSEBUTTON(1) = -1 AND POINT(_MOUSEX, _MOUSEY) = _RGB(0, 0, 0) THEN
  55.                 PAINT (_MOUSEX, _MOUSEY), _RGB(255, 0, 0), &HFFFFFFFF
  56.                 GOTO L1
  57.             END IF
  58.             IF _MOUSEBUTTON(1) = -1 AND POINT(_MOUSEX, _MOUSEY) = _RGB(255, 0, 0) THEN
  59.                 PAINT (_MOUSEX, _MOUSEY), _RGB(0, 0, 0), &HFFFFFFFF
  60.             END IF
  61.  
  62.             L1:
  63.  
  64.             IF _MOUSEBUTTON(2) = -1 AND POINT(_MOUSEX, _MOUSEY) = _RGB(0, 0, 0) THEN
  65.                 PAINT (_MOUSEX, _MOUSEY), _RGB(0, 0, 255), &HFFFFFFFF
  66.                 GOTO L2
  67.             END IF
  68.             IF _MOUSEBUTTON(2) = -1 AND POINT(_MOUSEX, _MOUSEY) = _RGB(0, 0, 255) THEN
  69.                 PAINT (_MOUSEX, _MOUSEY), _RGB(0, 0, 0), &HFFFFFFFF
  70.             END IF
  71.  
  72.             L2:
  73.  
  74.  
  75.         END IF
  76.  
  77.  
  78.         i$ = INKEY$
  79.         IF i$ = "z" AND t < 1 THEN t = t + .005: EXIT DO
  80.         IF i$ = "x" AND t > 0 THEN t = t - .005: EXIT DO
  81.         IF i$ = "c" AND s > 1 THEN s = s - 1: EXIT DO
  82.         IF i$ = "v" AND s < 41 THEN s = s + 1: EXIT DO
  83.         IF i$ = CHR$(27) THEN END
  84.         IF i$ = CHR$(32) THEN EXIT DO
  85.     LOOP
  86.  


« Last Edit: January 25, 2021, 10:15:50 pm by NOVARSEG »