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Post by carlos45 on May 1, 2024 23:28:54 GMT
_Title "Old graphics editor" Screen 0: Width 80: Color 15
c$ = "b" Data 00110000 Data 00110000 Data 01111000 Data 11111100 Data 11111100 Data 11001100 Data 00110100 Data 00110000
Restore For c = 0 To -1 Step -1 Read c If c > -1 Then i = c * 8 + base 2 For e = 0 To 7 Read b Poke i + e, b Next e End If Next c
Restore c = Asc(c$) l$ = "data" + Str$(c) For e = 0 To 7 Read b$: l$ = l$ + "," + Mid$(Str$(Val("&b" + b$)), 2) Next e Print l$
Open "codigo_fonte.bas" For Append As #1 Print #1, l$ Close #1
Data -1
Attachments:![](//storage.proboards.com/7292714/thumbnailer/LHlxCiKzfCopmGlCmjkU.png)
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Post by bplus on May 2, 2024 0:24:53 GMT
base is a keyword used in option base 1 for defaulting an array to start at 1 instead of 0
not a fan of poke at all, you can create fonts without it. and you don't need binary conversions
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Post by bplus on May 2, 2024 1:01:11 GMT
Here is fun editor to play with
_Title "HI CARLOS" Dim spattern$(0 To 255) ' for 9x9 fonts from string patterns some reworked or added for banner LoadPatterns9x9 spattern$() Screen _NewImage(800, 600, 32) Dim Shared stopFrame As Long stopFrame = 0 Do FPrint "HI CARLOS", spattern$(), 100, 250, 6, 2, &HFFFFFF00 _Limit 20 Loop
Sub FPrint (s$, PA$(), x%, y%, scale%, spacing%, colr~&) ' s$ is string to "print" out ' PA$() is the array of string holding the font THE SQUARE pattern (must be NxN pattern) ' x, y top, left corner of print just like _PrintString ' scale is multiplier of pixeled font at NxN so now is Scale * N x Scale * N ' spacing is amount of pixels * scale between letters ' color~& type allows up to _RGB32() colors Dim As Integer ls, l, a, sq, r, c, i, digi Dim As Long frame Dim d$
ls = Len(s$) For l = 1 To ls a = Asc(s$, l) If Len(PA$(a)) Then ' do we have a pattern sq = Sqr(Len(PA$(a))) 'Print Chr$(a), sq 'debug For digi = 1 To 9 d$ = _Trim$(Str$(digi)) For r = 0 To sq - 1 ' row and col of letter block For c = 0 To sq - 1 i = (r * sq) + c + 1 $If WEB Then i = i + 1 $End If If Mid$(PA$(a), i, 1) = d$ Then Line (x% + ((l - 1) * (sq + spacing%) + c) * scale% + 4, y% + r * scale% + 4)-Step(scale% - 1, scale% - 1), &HFF000000, BF Line (x% + ((l - 1) * (sq + spacing%) + c) * scale% - 1, y% + r * scale% - 1)-Step(scale% - 1, scale% - 1), &HFFFFFFFF, BF Line (x% + ((l - 1) * (sq + spacing%) + c) * scale%, y% + r * scale%)-Step(scale% - 1, scale% - 1), colr~&, BF frame = frame + 1 If frame >= stopFrame Then stopFrame = stopFrame + 1 Exit Sub End If End If Next Next Next End If Next FontFlag = FontFlag + 1 ' _Title Str$(FontFlag) ' checking how long it needs to cycle after letters are complete End Sub
Sub LoadPatterns9x9 (SPattern() As String) Dim As Integer a a = Asc("S") SPattern(a) = SPattern(a) + "..111111." SPattern(a) = SPattern(a) + ".2......." SPattern(a) = SPattern(a) + ".2......." SPattern(a) = SPattern(a) + "..3......" SPattern(a) = SPattern(a) + "...333..." SPattern(a) = SPattern(a) + "......4.." SPattern(a) = SPattern(a) + ".......4." SPattern(a) = SPattern(a) + ".......4." SPattern(a) = SPattern(a) + "5555555.." a = Asc("T") SPattern(a) = SPattern(a) + "111111111" SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." a = Asc("A") SPattern(a) = SPattern(a) + "...133..." SPattern(a) = SPattern(a) + "..1...3.." SPattern(a) = SPattern(a) + "..1...3.." SPattern(a) = SPattern(a) + ".1.....3." SPattern(a) = SPattern(a) + ".1222223." SPattern(a) = SPattern(a) + ".1.....3." SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" a = Asc("F") SPattern(a) = SPattern(a) + "122222222" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1333333.." SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" a = Asc("I") SPattern(a) = SPattern(a) + "..11111.." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "....2...." SPattern(a) = SPattern(a) + "..33333.." a = Asc("G") SPattern(a) = SPattern(a) + ".1111111." SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2....4444" SPattern(a) = SPattern(a) + "2.......5" SPattern(a) = SPattern(a) + "2......35" SPattern(a) = SPattern(a) + "2.....3.5" SPattern(a) = SPattern(a) + ".33333..5" a = Asc("Q") SPattern(a) = SPattern(a) + "..11111.." SPattern(a) = SPattern(a) + ".2.....4." SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2....5..4" SPattern(a) = SPattern(a) + "2.....5.4" SPattern(a) = SPattern(a) + ".2....55." SPattern(a) = SPattern(a) + "..33333.5" a = Asc("O") SPattern(a) = SPattern(a) + "..11111.." SPattern(a) = SPattern(a) + ".2.....4." SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + ".2.....4." SPattern(a) = SPattern(a) + "..33333.." a = Asc("C") SPattern(a) = SPattern(a) + "..111111." SPattern(a) = SPattern(a) + ".2......1" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + ".2......3" SPattern(a) = SPattern(a) + "..333333." a = Asc("D") SPattern(a) = SPattern(a) + "1222222.." SPattern(a) = SPattern(a) + "1......3." SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1......3." SPattern(a) = SPattern(a) + "1444444.."
a = Asc("6") SPattern(a) = SPattern(a) + "..11111.." SPattern(a) = SPattern(a) + ".2......." SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2.444444." SPattern(a) = SPattern(a) + "24......4" SPattern(a) = SPattern(a) + "2.......4" SPattern(a) = SPattern(a) + ".2.....4." SPattern(a) = SPattern(a) + "..33333.." a = Asc("H") SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "133333332" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1.......2" a = Asc("4") SPattern(a) = SPattern(a) + "...1....3" SPattern(a) = SPattern(a) + "..1.....3" SPattern(a) = SPattern(a) + ".1......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "122222223" SPattern(a) = SPattern(a) + "........3" SPattern(a) = SPattern(a) + "........3" SPattern(a) = SPattern(a) + "........3" SPattern(a) = SPattern(a) + "........3"
a = Asc("E") SPattern(a) = SPattern(a) + "111111111" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2444444.." SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "2........" SPattern(a) = SPattern(a) + "233333333" a = Asc("N") SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "12......3" SPattern(a) = SPattern(a) + "1.2.....3" SPattern(a) = SPattern(a) + "1..2....3" SPattern(a) = SPattern(a) + "1...2...3" SPattern(a) = SPattern(a) + "1....2..3" SPattern(a) = SPattern(a) + "1.....2.3" SPattern(a) = SPattern(a) + "1......23" SPattern(a) = SPattern(a) + "1.......3" a = Asc("B") SPattern(a) = SPattern(a) + "1222222.." SPattern(a) = SPattern(a) + "1......3." SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1......3." SPattern(a) = SPattern(a) + "1333333.." SPattern(a) = SPattern(a) + "1......4." SPattern(a) = SPattern(a) + "1.......4" SPattern(a) = SPattern(a) + "1......4." SPattern(a) = SPattern(a) + "1444444.." a = Asc("L") SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "122222222" a = Asc("U") SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + ".2222222." a = Asc("P") SPattern(a) = SPattern(a) + "1222222.." SPattern(a) = SPattern(a) + "1......2." SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1......2." SPattern(a) = SPattern(a) + "1333332.." SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" SPattern(a) = SPattern(a) + "1........" a = Asc("R") SPattern(a) = SPattern(a) + "1222222.." SPattern(a) = SPattern(a) + "1......2." SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + "1......2." SPattern(a) = SPattern(a) + "1333332.." SPattern(a) = SPattern(a) + "1.....4.." SPattern(a) = SPattern(a) + "1......4." SPattern(a) = SPattern(a) + "1.......4" SPattern(a) = SPattern(a) + "1.......4" a = Asc("Y") SPattern(a) = SPattern(a) + "1.......2" SPattern(a) = SPattern(a) + ".1.....2." SPattern(a) = SPattern(a) + "..1...2.." SPattern(a) = SPattern(a) + "...1.2..." SPattern(a) = SPattern(a) + "....3...." SPattern(a) = SPattern(a) + "....3...." SPattern(a) = SPattern(a) + "....3...." SPattern(a) = SPattern(a) + "....3...." SPattern(a) = SPattern(a) + "....3...." a = Asc("W") SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1.......3" SPattern(a) = SPattern(a) + "1...2...3" SPattern(a) = SPattern(a) + "1..2.2..3" SPattern(a) = SPattern(a) + "1.2...2.3" SPattern(a) = SPattern(a) + "12.....23" SPattern(a) = SPattern(a) + "1.......3" End Sub
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Post by carlos45 on May 2, 2024 1:25:46 GMT
_Title "Old SHMUP game" Screen 0: Width 80: Color 15
Dim sk As String Dim b$, m$, a$ Dim x, y, mx, my, ax, ay
x = 37 y = 23 b$ = " ÜÛÜ " aa = 0 a$ = "*" ma = 0 m$ = "|"
Do If Inp(&H60) = 75 Then x = x - 1 End If If Inp(&H60) = 77 Then x = x + 1 End If
If x < 1 Then x = 1 If x > 75 Then x = 75
If aa = 0 Then ax = Int(Rnd(1) * 76) + 2 ay = Int(Rnd(1) * y) aa = 1 Locate ay, ax Print a$ End If
If Inp(&H60) = 57 And ma = 0 Then mx = x + 2 my = y - 1 ma = 1 End If
Locate y, x Print b$
If ma = 1 Then Locate my, mx Print " " my = my - 1
If my < 1 Then ma = 0 Else Locate my, mx If mx = ax And my = ay Then aa = 0 ma = 0 Locate ay, ax Print " " ax = Int(Rnd(1) * 76) + 2 ay = Int(Rnd(1) * y) Else Print m$ End If End If End If _Display _Limit 20 Loop Until InKey$ = Chr$(27) ' Pressionar a tecla Esc para sair
[attachment id="508" thumbnail="1"][attachment id="508" thumbnail="1"] Attachments:![](//storage.proboards.com/7292714/thumbnailer/MuDCqGztTEIJXseczkhB.png)
![](//storage.proboards.com/7292714/thumbnailer/u0xzTeGlbHAUYRKgcxnB.png)
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Post by carlos45 on May 2, 2024 4:12:48 GMT
Bplus in QB64 there is a way to edit characters, such as: The "A", to make their sides thicker or remove the stroke that forms the A. I would like to know if you have had any experience with this type of character editing in the QB64 without changing its size. Is it possible to manipulate and change the format of characters in any way? If so, could you share some tips or tips on how to do this?
Thank you in advance
Carlos
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Post by bplus on May 2, 2024 12:56:12 GMT
there is probably old code floating around from dos qb maybe even gw basic. but i was never interested in peek and poke except for using mouse before there were mouse routines in qb64. i always thought screen 0 too restrictive for drawing.
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Post by bplus on May 2, 2024 18:26:02 GMT
_Title "Old SHMUP game" Screen 0: Width 80: Color 15
Dim sk As String Dim b$, m$, a$ Dim x, y, mx, my, ax, ay
x = 37 y = 23 b$ = " ÜÛÜ " 'this works better C$ = "ÛÛ ÛÛ"
'b$ = " ÜÛ ÛÜ " 'this works less better 'C$ = "ÛÛ ÛÛ" aa = 0 a$ = "*" ma = 0 m$ = "|"
Do
If Inp(&H60) = 75 Then 'LEFT x = x - 1
End If If Inp(&H60) = 77 Then ' RIGHT x = x + 1 End If
If x < 1 Then x = 1 If x > 74 Then x = 74
If aa = 0 Then ax = Int(Rnd(1) * 76) + 2 ay = Int(Rnd(1) * y) aa = 1 Locate ay, ax Print a$ End If
If Inp(&H60) = 57 And ma = 0 Then mx = x + 2 my = y - 1 ma = 1 End If
Locate 24, 1: Print String$(80, " "); Locate y, x Print b$; Locate y + 1, x Print C$;
If ma = 1 Then Locate my, mx Print " " my = my - 1
If my < 1 Then ma = 0 Else Locate my, mx If mx = ax And my = ay Then aa = 0 ma = 0 Locate ay, ax Print " " ax = Int(Rnd(1) * 76) + 2 ay = Int(Rnd(1) * y) Else Print m$ End If End If End If _Display _Limit 20 Loop Until InKey$ = Chr$(27) ' Pressionar a tecla Esc para sair
![](//storage.proboards.com/7292714/thumbnailer/lhTRl0zbtPaBEDwVcQok.png) ![](//storage.proboards.com/7292714/thumbnailer/WoZISQDcHoBnwraFZjCk.png) to use the 2nd cannon move the bullets over to right 1 space because they come out aligned to top block on left side.
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Post by bplus on May 2, 2024 19:16:40 GMT
more improvements, better key action with _keyhit use IDE Tools menu to insert keycodes for arrows and other keys
_Title "Old SHMUP game mod b+ 2024-05-02" Screen 0: Width 80: Color 15
Dim b$, m$, a$ Dim x, y, mx, my, ax, ay
x = 37 y = 23 b$ = " ÜÛÜ " 'this works better C$ = "ÛÛ ÛÛ"
'b$ = " ÜÛ ÛÜ " 'this works less better 'C$ = "ÛÛ ÛÛ" aa = 0 a$ = "<" + Chr$(233) + ">" ma = 0 m$ = "|"
Do Cls kh& = _KeyHit If kh& = 19200 Then 'LEFT arrow x = x - 1 ElseIf kh& = 19712 Then ' RIGHT arrow x = x + 1 ElseIf kh& = 32 And ma = 0 Then ' spacebar std for shooting mx = x + 2 my = y ma = 1 End If
If x < 1 Then x = 1 If x > 74 Then x = 74
If aa = 0 Then ax = Int(Rnd * 76) + 2 - 1 ay = Int(Rnd * y) aa = 1 End If Locate ay, ax 'draw invader Print a$
Locate y, x 'draw canon Print b$; Locate y + 1, x Print C$;
If ma = 1 Then ' handle missile my = my - 1 If my < 1 Then ma = 0 Else Locate my, mx If mx = ax + 1 And my = ay Then ' hit aa = 0 ma = 0 Locate ay, ax Print " * " _Display _Delay .1 ax = Int(Rnd(1) * 76) + 2 + 1 'new alien ay = Int(Rnd(1) * y) Else Print m$ End If End If End If _Display _Limit 20 Loop Until InKey$ = Chr$(27) ' Pressionar a tecla Esc para sair
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Post by bplus on May 2, 2024 19:45:56 GMT
better variable naming for english speaking users
Option _Explicit _Title "Old SHMUP game mod b+ 2024-05-02" Screen 0: Width 80: Color 15
Dim cannon1$, cannon2$, missile$, alien$ Dim As Integer cannonX, cannonY, missileX, missileY, missileActive Dim As Integer alienX, alienY, alienActive Dim As Long kh cannonX = 37 cannonY = 23 cannon1$ = " ÜÛÜ " 'this works better cannon2$ = "ÛÛ ÛÛ" alienActive = 0 alien$ = "<" + Chr$(233) + ">" missileActive = 0 missile$ = "|"
Do Cls kh = _KeyHit If kh = 19200 Then 'LEFT cannonX = cannonX - 1 ElseIf kh = 19712 Then ' RIGHT cannonX = cannonX + 1 ElseIf kh = 32 And missileActive = 0 Then missileX = cannonX + 2 missileY = cannonY missileActive = 1 End If
If cannonX < 1 Then cannonX = 1 If cannonX > 74 Then cannonX = 74
If alienActive = 0 Then alienX = Int(Rnd * 76) + 2 - 1 alienY = Int(Rnd * cannonY) alienActive = 1 End If Locate alienY, alienX 'draw invader Print alien$
Locate cannonY, cannonX 'draw canon Print cannon1$; Locate cannonY + 1, cannonX Print cannon2$;
If missileActive = 1 Then ' handle missile missileY = missileY - 1 If missileY < 1 Then missileActive = 0 Else Locate missileY, missileX If missileX = alienX + 1 And missileY = alienY Then ' hit alienActive = 0 missileActive = 0 Locate alienY, alienX Print " * " _Display _Delay .1 alienX = Int(Rnd(1) * 76) + 2 + 1 'new alien alienY = Int(Rnd(1) * cannonY) Else Print missile$ End If End If End If _Display _Limit 20 Loop Until InKey$ = Chr$(27) ' Pressionar a tecla Esc para sair
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Post by bplus on May 2, 2024 20:17:49 GMT
SHMUP Mod 1 b+, a real game with points if aliens invade* by 25 more than repelled they win, if repelled 25 more times than invaded then home planet remains free of alien take over. * define invaded: when an alien craft lands
Option _Explicit _Title "SHMUP mod 1 b+ 2024-05-02" Screen 0: Width 80: Color 15
Dim cannon1$, cannon2$, missile$, alien$ Dim As Integer cannonX, cannonY, missileX, missileY, missileActive Dim As Integer alienX, alienY, alienActive, invaded, repelled, frame Dim As Long kh cannonX = 37 cannonY = 23 cannon1$ = " ÜÛÜ " 'this works better cannon2$ = "ÛÛ ÛÛ" alienActive = 0 alien$ = "<" + Chr$(233) + ">" missileActive = 0 missile$ = "|" 'invaded = 60 Do Cls kh = _KeyHit If kh = 19200 Then 'LEFT cannonX = cannonX - 1 ElseIf kh = 19712 Then ' RIGHT cannonX = cannonX + 1 ElseIf kh = 32 And missileActive = 0 Then missileX = cannonX + 2 missileY = cannonY missileActive = 1 End If
If cannonX < 1 Then cannonX = 1 If cannonX > 75 Then cannonX = 75
If alienActive = 0 Then alienX = Int(Rnd * 76) + 2 - 1 alienY = 1 alienActive = 1 frame = 0 Else frame = frame + 1 If frame = 15 Then alienY = alienY + 1: frame = 0 If alienY = 23 Then invaded = invaded + 1 alienActive = 0 End If End If Locate alienY, alienX 'draw invader Print alien$
Locate cannonY, cannonX 'draw canon Print cannon1$; Locate cannonY + 1, cannonX Print cannon2$;
If missileActive = 1 Then ' handle missile missileY = missileY - 1 If missileY < 1 Then missileActive = 0 Else Locate missileY, missileX If missileX = alienX + 1 And missileY = alienY Then ' hit alienActive = 0 missileActive = 0 Locate alienY, alienX Print " * " repelled = repelled + 1 _Display _Delay .1 alienX = Int(Rnd(1) * 76) + 2 + 1 'new alien alienY = Int(Rnd(1) * cannonY) Else Print missile$ End If End If End If _Title "Shumps Invaded:" + Str$(invaded) + " Repelled:" + Str$(repelled) _Display _Limit 60 If Abs(invaded - repelled) > 25 Then Exit Do Loop Until InKey$ = Chr$(27) ' Pressionar a tecla Esc para sair If invaded - repelled > 25 Then Locate 12, 27: Print "Game over Aliens took over ;(" ElseIf repelled - invaded > 25 Then Locate 12, 28: Print "Game over Aliens defeated :)" End If _Display End
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Post by carlos45 on May 2, 2024 22:08:42 GMT
Hello Bplus,
Firstly, I would like to thank you for the approach to adding a cannon to my project on the QB64. Your contributions are incredibly valuable to me and the QB64 community as a whole.
I also want to take this opportunity to highlight that I greatly admire your exceptional intelligence and skill when it comes to programming in QB64. Whenever I have a question or need guidance, I fully trust your expertise and experience to find effective solutions.
Once again, thank you so much for everything you do!
Carlos
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Post by bplus on May 3, 2024 13:14:16 GMT
carlos45 flattery will get you extra effort from me lol Cobalt did expound on the subject of changing bios characters here at the old .org forum: qb64forum.alephc.xyz/index.php?topic=2911.msg121689#msg121689i wrote my own character editor sort of based on it BUT it uses LINE so requires a graphics screen ![](//storage.proboards.com/7292714/thumbnailer/mMiBXWyoqAwvxitoomiN.png) never got around to finishing an update after I added the display of all chars 1 to 255. i still have to move stuff around and write up a complementary, using the 8x16 char set file. it is just too easy to make pictures in graphics screen rather than to mod char set and then add special routines for 'printing' those.
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Post by aurelvz on May 3, 2024 16:18:39 GMT
Hmm...may i ask Is qb64 limited with fonts ? why this ugly font on buttons ?
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Post by bplus on May 3, 2024 18:10:53 GMT
aurelvzyes, no ugly is a personal taste issue, so only you know why it is ugly to you but i might speculate, for you everything qb64 is ugly, always has been always will be, so you can move along now ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Post by carlos45 on May 3, 2024 22:46:53 GMT
Hello Bplus,
I would like to sincerely thank you for always answering my questions and providing helpful guidance, even since the days of the previous forum.
Your willingness to help and your readiness to offer solutions have been extremely valuable to me, and I greatly appreciate all your efforts.
I have no intention of flattering anyone, just expressing my genuine gratitude for your constant support and your significant contribution to the QB64 community.
It's comforting to know that I can count on you for quick, reliable answers whenever I need them.
I hope you don't feel uncomfortable with my expression of gratitude.
I'm sorry if you're not used to grateful people, but that's just how I am.
I will continue to appreciate and appreciate any help you can offer. Thanks again for everything you do!
Carlos
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