Strict Import mojo Class VirtualStickTestApp Extends App Const PLAYFIELD_WIDTH:Float = 200 Const PLAYFIELD_HEIGHT:Float = 200 Const PLAYER_SPEED:Float = 5 ' our virtual stick Field mystick:MyStick ' the "player"'s location Field playerX:Float = PLAYFIELD_WIDTH/2 Field playerY:Float = PLAYFIELD_HEIGHT/2 Field playfieldX:Float Field playfieldY:Float = 10 Method OnCreate:Int() mystick = New MyStick mystick.SetRing(100, DeviceHeight()-100, 40) mystick.SetStick(0, 0, 15) mystick.SetDeadZone(0.2) mystick.SetTriggerDistance(5) playfieldX = DeviceWidth()-PLAYFIELD_WIDTH-10 SetUpdateRate 30 Return 0 End Method OnUpdate:Int() ' update the stick usage UpdateStick() ' update the player position If mystick.GetVelocity() <> 0 Then playerX += mystick.GetDX() * PLAYER_SPEED playerY -= mystick.GetDY() * PLAYER_SPEED If playerX < 0 Then playerX = 0 Elseif playerX > PLAYFIELD_WIDTH Then playerX = PLAYFIELD_WIDTH End If playerY < 0 Then playerY = 0 Elseif playerY > PLAYFIELD_HEIGHT Then playerY = PLAYFIELD_HEIGHT End End Return 0 End Method OnRender:Int() Cls(0,0,0) mystick.DoRenderRing() mystick.DoRenderStick() DrawOutlineRect(playfieldX, playfieldY, PLAYFIELD_WIDTH, PLAYFIELD_HEIGHT) DrawCircle(playfieldX + playerX, playfieldY + playerY, 5) ' some test info DrawText("angle="+mystick.GetAngle(), 10, 10) DrawText("vel="+mystick.GetVelocity(), 10, 30) DrawText("dx="+mystick.GetDX(), 10, 50) DrawText("dy="+mystick.GetDY(), 10, 70) Return 0 End Method UpdateStick:Void() If mystick.GetTouchNumber() < 0 Then #if TARGET="android" Then For Local i:Int = 0 To 31 If TouchHit(i) And mystick.GetTouchNumber() < 0 Then mystick.StartTouch(TouchX(i), TouchY(i), i) End End #else If MouseHit(0) Then mystick.StartTouch(MouseX(), MouseY(), 0) End #endif End If mystick.GetTouchNumber() >= 0 Then #if TARGET="android" Then If TouchDown(mystick.GetTouchNumber()) Then mystick.UpdateTouch(TouchX(mystick.GetTouchNumber()), TouchY(mystick.GetTouchNumber())) Else mystick.StopTouch() End #else If MouseDown(0) Then mystick.UpdateTouch(MouseX(), MouseY()) Else mystick.StopTouch() End #endif End End End Class MyStick Extends VirtualStick Method RenderRing:Void(x:Float, y:Float) SetColor 0, 0, 255 Super.RenderRing(x, y) SetColor 255, 255, 255 End Method RenderStick:Void(x:Float, y:Float) SetColor 0, 255, 0 Super.RenderStick(x, y) SetColor 255, 255, 255 End End Class VirtualStick Private ' the coordinates and dimensions for the virtual stick's ring (where the user will first touch) Field ringX:Float Field ringY:Float Field ringRadius:Float ' the coordinates and dimensions for the stick (what the user is pushing around) ' X/Y is relative to the centre of the ring, and positive Y points up Field stickX:Float = 0 Field stickY:Float = 0 Field stickRadius:Float Field stickAngle:Float Field stickPower:Float ' where the user first touched Field firstTouchX:Float Field firstTouchY:Float ' power must always be >= this, or we return 0 Field deadZone:Float ' we need to move the stick this much before it triggers Field triggerDistance:Float = -1 Field triggered:Bool = False ' the index of the touch event that initiated the stick movement Field touchNumber:Int = -1 ' clips the stick to be within the ring, and updates angles, etc. Method UpdateStick:Void() If touchNumber>=0 Then Local length:Float = Sqrt(stickX*stickX+stickY*stickY) stickPower = length/ringRadius If stickPower > 1 Then stickPower = 1 If stickPower < deadZone Then stickPower = 0 stickAngle = 0 stickX = 0 stickY = 0 Else If stickX = 0 And stickY = 0 Then stickAngle = 0 stickPower = 0 Elseif stickX = 0 And stickY > 0 Then stickAngle = 90 Elseif stickX = 0 And stickY < 0 Then stickAngle = 270 Elseif stickY = 0 And stickX > 0 Then stickAngle = 0 Elseif stickY = 0 And stickX < 0 Then stickAngle = 180 Elseif stickX > 0 And stickY > 0 Then stickAngle = ATan(stickY/stickX) Elseif stickX < 0 Then stickAngle = 180+ATan(stickY/stickX) Else stickAngle = 360+ATan(stickY/stickX) End If length > ringRadius Then stickPower = 1 stickX = Cos(stickAngle) * ringRadius stickY = Sin(stickAngle) * ringRadius End End End End Public Method GetTouchNumber:Int() Return touchNumber End ' the angle in degrees that the user is pushing, going counter-clockwise from right Method GetAngle:Float() Return stickAngle End ' the strength of the movement (0 means dead centre, 1 means at the edge of the ring (or past it) Method GetVelocity:Float() Return stickPower End ' based on the angle and velocity, get the DX Method GetDX:Float() Return Cos(stickAngle) * stickPower End ' based on the angle and velocity, get the DY Method GetDY:Float() Return Sin(stickAngle) * stickPower End ' we just touched the screen at point (x,y), so start "controlling" if we touched inside the ring Method StartTouch:Void(x:Float, y:Float, touchnum:Int) If touchNumber < 0 Then If (x-ringX)*(x-ringX) + (y-ringY)*(y-ringY) <= ringRadius*ringRadius Then touchNumber = touchnum firstTouchX = x firstTouchY = y triggered = False If triggerDistance <= 0 Then triggered = True stickX = x-ringX stickY = ringY-y End UpdateStick() End End End ' a touch just moved, so we may need to update the stick Method UpdateTouch:Void(x:Float, y:Float) If touchNumber>=0 Then If Not triggered Then If (x-firstTouchX)*(x-firstTouchX)+(y-firstTouchY)*(y-firstTouchY) > triggerDistance*triggerDistance Then triggered = True End End If triggered Then stickX = x - ringX stickY = ringY - y UpdateStick() End End End ' we just released a touch, which may have been this one Method StopTouch:Void() If touchNumber>=0 Then touchNumber = -1 stickX = 0 stickY = 0 stickAngle = 0 stickPower = 0 triggered = False End End Method DoRenderRing:Void() RenderRing(ringX, ringY) End Method DoRenderStick:Void() RenderStick(ringX+stickX, ringY-stickY) End ' draws the stick (may be overridden to do images, etc.) Method RenderStick:Void(x:Float, y:Float) DrawCircle(x, y, stickRadius) End ' draws the outside ring (may be overridden to do images, etc.) Method RenderRing:Void(x:Float, y:Float) DrawCircle(x, y, ringRadius) End ' set the location and radius of the ring Method SetRing:Void(ringX:Float, ringY:Float, ringRadius:Float) Self.ringX = ringX Self.ringY = ringY Self.ringRadius = ringRadius End ' set the location and radius of the stick Method SetStick:Void(stickX:Float, stickY:Float, stickRadius:Float) Self.stickX = stickX Self.stickY = stickY Self.stickRadius = stickRadius End Method SetDeadZone:Void(deadZone:Float) Self.deadZone = deadZone End Method SetTriggerDistance:Void(triggerDistance:Float) Self.triggerDistance = triggerDistance End End Function Main:Int() New VirtualStickTestApp Return 0 End Function DrawOutlineRect:Void(x:Float, y:Float, width:Float, height:Float) DrawLine(x, y, x+width, y) DrawLine(x, y, x, y+height) DrawLine(x+width, y, x+width, y+height) DrawLine(x, y+height, x+width, y+height) End
Archiv der Kategorie: Multiplatform
Monkey: multitouch demo
Strict Import mojo Function Main:Int() New MyApp Return 0 End Class MyApp Extends App Method OnCreate:Int() SetUpdateRate(120) Return 0 End Method OnUpdate:Int() Return 0 End Method OnRender:Int() Cls(0,0,0) Local dy:Int = 30 For Local i:Int = 0 To 31 If TouchDown(i) Then If i Mod 2 = 0 Then SetColor(255,0,0) Else SetColor(0,0,255) End DrawCircle(TouchX(i),TouchY(i),50) SetColor(255,255,255) DrawText(""+i, 10, dy) DrawText(""+Int(TouchX(i)), 40, dy) DrawText(""+Int(TouchY(i)), 80, dy) dy+=20 End End DrawText("idx",10,10) DrawText("x",40,10) DrawText("y",80,10) Return 0 End End
Monkey: fantomEngine – using text object as a button
Strict #rem Script: touchTest.monkey Description: Sample Script fantomEngine to display the use of touch events Author: Michael #end Import fantomEngine Global g:game '*************************************** Class game Extends App Field eng:engine Field font1:ftFont '------------------------------------------ Method CreateObjects:Int() 'Create a box Local b:ftObject = eng.CreateBox(100,50,eng.canvasWidth/2,eng.canvasHeight/2-150) 'Set TouchMode to bounding box(2) ... 1=Circle b.SetTouchMode(2) b.SetName("Box") 'Create a circle Local c:ftObject = eng.CreateCircle(50,eng.canvasWidth/2,eng.canvasHeight/2) c.SetTouchMode(1) c.SetName("Circle") 'Create a text Local t:ftObject = eng.CreateText(font1,"This is a clickable text", eng.canvasWidth/2,eng.canvasHeight/2+150,1) t.SetTouchMode(2) t.SetName("Text") Return 0 End '------------------------------------------ Method OnCreate:Int() SetUpdateRate(60) 'Store the engine instance eng = New engine 'Load the font bitmap font1 = eng.LoadFont("bo_font") '<========== please change this to a font that you have 'Create the objects CreateObjects() Return 0 End '------------------------------------------ Method OnUpdate:Int() Local d:Float = Float(eng.CalcDeltaTime())/60.0 eng.Update(Float(d)) 'check if you have a touch hit and then do a touch check. If TouchHit(0) Then eng.TouchCheck() Return 0 End '------------------------------------------ Method OnRender:Int() Cls eng.Render() Return 0 End End '*************************************** Class engine Extends ftEngine '------------------------------------------ Method OnObjectTouch:Int(obj:ftObject, touchId:Int) Print ("Object "+obj.GetName()+" was hit!") Return 0 End End '*************************************** Function Main:Int() g = New game Return 0 End
Monkey: a base script for the fantomEngine
Strict #rem Script: baseScript.monkey Description: Base Script fantomEngine Author: Michael Hartlef Version: 1.0 #end Import fantomEngine Global g:game '*************************************** Class game Extends App Field eng:engine Field isSuspended:Bool = False '------------------------------------------ Method OnCreate:Int() SetUpdateRate(60) eng = New engine Return 0 End '------------------------------------------ Method OnUpdate:Int() Local d:Float = Float(eng.CalcDeltaTime())/60.0 If isSuspended = False Then eng.Update(Float(d)) Endif Return 0 End '------------------------------------------ Method OnRender:Int() Cls eng.Render() Return 0 End '------------------------------------------ Method OnResume:Int() isSuspended = False SetUpdateRate(60) Return 0 End '------------------------------------------ Method OnSuspend:Int() isSuspended = True SetUpdateRate(5) Return 0 End End '*************************************** Class engine Extends ftEngine '------------------------------------------ Method OnObjectCollision:Int(obj:ftObject, obj2:ftObject) Return 0 End '------------------------------------------ Method OnObjectTimer:Int(timerId:Int, obj:ftObject) Return 0 End '------------------------------------------ Method OnObjectTouch:Int(obj:ftObject, touchId:Int) Return 0 End '------------------------------------------ Method OnObjectTransition:Int(transId:Int, obj:ftObject) Return 0 End '------------------------------------------ Method OnObjectUpdate:Int(obj:ftObject) Return 0 End '------------------------------------------ Method OnLayerTransition:Int(transId:Int, layer:ftLayer) Return 0 End '------------------------------------------ Method OnLayerUpdate:Int(layer:ftLayer) Return 0 End End '*************************************** Function Main:Int() g = New game Return 0 End
Monkey: drawing a diffusion effect
'****************************************************************** '* Diffusion Example '* Author: Richard R Betson '* Date: 11/25/11 '* Language: Monkey '* Target: HTML5 '****************************************************************** ' Linsence - Public Domain '****************************************************************** ' Web Site - <a href="http://redeyeware.uphero.com" target="_blank">http://redeyeware.uphero.com</a> '****************************************************************** ' Canvas Wrapper Mod by Impixi - <a href="http://www.monkeycoder.co.nz/Community/posts.php?topic=1885" target="_blank">http://www.monkeycoder.co.nz/Community/posts.php?topic=1885</a> '****************************************************************** Import monkey Import mojo Import canvaswrapper Global flag=0 Global clra:Int Global ang_index_1:Int[360],ang_index_2:Int[360],ang_index_3:Int[360],ang_index_4:Int[360] Function Main() New Diffusion End Function Class Diffusion Extends App Field imd:ImageData Global fps,fp,fps_t Global mapx:Int[77900] Global mapx1:Int[77900] Global mapx2:Int[77900] Global mapx3:Int[77900] Global mapx4:Int[77900] Global clrr:Int[77900] Global clrb:Int[77900] Global clrr1:Int[77900] Global clrb1:Int[77900] Global ii Global fxsel_ttl Global fxsel Global fred:Int=1,fblue:Int=2 Global qtext:String="Highest Quality",qt:Int=3,widetext:String="" Global xa:Int=1,xb:Int=319,ya:Int=1,yb:Int=239 Method OnCreate() fxsel_ttl=Millisecs()+16000 SetUpdateRate(60) SetLookUp() imd = xCanvas.CreateImageData(640,480)'640,480) Local i2:Int For i2=0 To 359 ang_index_1[i2]=(160 + (Sin(i2)*40) ) ang_index_2[i2]=(120 + (Cos(i2)*40) ) ang_index_3[i2]=(160 + (-Sin(i2)*40) ) ang_index_4[i2]=(120 + (-Cos(i2)*40) ) Next End Method Method OnUpdate() If KeyHit(KEY_F1) For Local y=0 To 240 'Local y1:Int=320 *y For Local x= 0 To 320 xCanvas.SetImageDataPixel(imd, x*2,(y*2), 0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, (x*2)+1,(y*2) ,0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, (x*2),((y*2)+1), 0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, ((x*2)+1),((y*2)+1) ,0, 0, 0, 255) Next Next 'Cls qt=qt+1 If qt>5 Then qt=0 If qt=0 Then qtext="Low Quality" If qt=1 Then qtext="Med Quality" If qt=2 Then qtext="Med-High Quality" If qt=3 Then qtext="Highest Quality" If qt=4 Then qtext="1/4 Screen H-Quality" If qt=5 Then qtext="1/4 Screen x 4 H-Quality" Endif If KeyHit(KEY_F2) For Local y=0 To 240 'Local y1:Int=320 *y For Local x= 0 To 320 xCanvas.SetImageDataPixel(imd, x*2,(y*2), 0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, (x*2)+1,(y*2) ,0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, (x*2),((y*2)+1), 0, 0, 0, 255) xCanvas.SetImageDataPixel(imd, ((x*2)+1),((y*2)+1) ,0, 0, 0, 255) Next Next If widetext="" ya=60 yb=180 widetext="WIDE -" Else ya=1 yb=239 widetext="" Endif Endif If fxsel_ttl<millisecs() fxsel="" fxsel_ttl="Millisecs()+14000" if="">4 Then fxsel=0 Select fxsel Case 0 fred=1 fblue=2 Case 1 fred=50 fblue=4 Case 2 fred=3 fblue=3 Case 3 fred=2 fblue=4 Case 4 fred=3 fblue=4 End Select Endif End Method Method OnRender() fps=fps+1 If fps_t<millisecs() fp="(fps)" fps_t="1000+Millisecs()" fps="0" endif="" ii="" if="">359 Then ii=0 Local x2:Int=ang_index_1[ii] Local y2:Int=ang_index_2[ii] Local x3:Int=ang_index_3[ii] Local y3:Int=ang_index_4[ii] 'Draw Line LineB(160,120,x2,y2) LineB(160,120,x3,y3) For Local zz=0 To 100 Local xz=Int(Rnd(50))+135 Local yz=Int(Rnd(50))+95 clrb1[ ( 320 *yz ) +xz ]=255 Next For Local y=ya To yb Local y2:Int=(320 *y) For Local x= xa To xb Local y1:Int=y2+x 'Apply mapping via lookup table If fxsel=0 clrr[ y1 ] = clrr1[ mapx[ y1 ] ] clrb[ y1 ] = clrb1[ mapx[ y1 ] ] Else If fxsel=1 clrr[ y1 ] = clrr1[ mapx1[ y1 ] ] clrb[ y1 ] = clrb1[ mapx1[ y1 ] ] Else If fxsel=2 clrr[ y1 ] = clrr1[ mapx2[ y1 ] ] clrb[ y1 ] = clrb1[ mapx2[ y1 ] ] Else If fxsel=3 clrr[ y1 ] = clrr1[ mapx3[ y1 ] ] clrb[ y1 ] = clrb1[ mapx3[ y1 ] ] Else If fxsel=4 clrr[ y1 ] = clrr1[ mapx4[ y1 ] ] clrb[ y1 ] = clrb1[ mapx4[ y1 ] ] Endif Next Next Local sumr,sumb,b,r For Local y=ya To yb Local y1:Int=320 *y Local yn1:Int=y*2 For Local x= xa To xb Local yn2:Int=y1+x 'Blur Image and Fade Color r=clrr[yn2] sumr = ((r*4) + clrr[ yn2+1 ] + clrr[ yn2-1 ] + clrr[ ( y1-1 ) + x ] + clrr[ ( y1+1 ) + x ] ) Shr 3 b=clrb[yn2] sumb = ((b*4) + clrb[ yn2+1 ] + clrb[ yn2-1 ] + clrb[ ( y1-1 ) + x ] + clrb[ ( y1+1 ) + x ] ) Shr 3 r=sumr-fred b=sumb-fblue If r<0 then="" r="" if="">255 Then r=255 If b<0 then="" b="" if="">255 Then b=255 clrr1[ yn2 ]=r clrb1[ yn2 ]=b Local xn1:Int=x*2 If qt=0 xCanvas.SetImageDataPixel(imd, xn1,yn1, r, 0, b, 255) Else If qt=1 xCanvas.SetImageDataPixel(imd, xn1,yn1, r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1,yn1+1, r, 0, b, 255) Else If qt=2 xCanvas.SetImageDataPixel(imd, xn1,yn1, r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1+1,yn1 ,r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1,yn1+1, r, 0, b, 255) Else If qt=3 xCanvas.SetImageDataPixel(imd, xn1,yn1, r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1+1,yn1 ,r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1,yn1+1, r, 0, b, 255) xCanvas.SetImageDataPixel(imd, xn1+1,yn1+1 ,r, 0, b, 255) Else If qt=4 xCanvas.SetImageDataPixel(imd, x,y, r, 0, b, 255) Else If qt=5 xCanvas.SetImageDataPixel(imd, x,y, r, 0, b, 255) xCanvas.SetImageDataPixel(imd, (x+319),y ,r, 0, b, 255) xCanvas.SetImageDataPixel(imd, x,(y+239), r, 0, b, 255) xCanvas.SetImageDataPixel(imd, (x+319),(y+239) ,r, 0, b, 255) Endif Next Next xCanvas.DrawImageData imd, 0, 0 DrawText("Hit F1/F2 Change Qualtity-Size/Wide Screen: "+widetext+" "+qtext,10,440) DrawText("HTML5 Diffusion - Richard Betson, <a href="http://redeyeware.uphero.com" target="_blank">http://redeyeware.uphero.com</a> - FPS:"+fp,10,460) End Method Function LineB(x1,y1,x2,y2) 'Ported 'Bresenham Line Algorithm 'Source - GameDev.Net - Mark Feldman 'Public Domain Local deltax = Abs(x2 - x1) Local deltay = Abs(y2 - y1) Local numpixels,d,dinc1,dinc2,xinc1,xinc2,yinc1,yinc2,x,y,i If deltax >= deltay numpixels = deltax + 1 d = (2 * deltay) - deltax dinc1 = deltay Shl 1 dinc2 = (deltay - deltax) Shl 1 xinc1 = 1 xinc2 = 1 yinc1 = 0 yinc2 = 1 Else numpixels = deltay + 1 d = (2 * deltax) - deltay dinc1 = deltax Shl 1 dinc2 = (deltax - deltay) Shl 1 xinc1 = 0 xinc2 = 1 yinc1 = 1 yinc2 = 1 Endif If x1 > x2 xinc1 = -xinc1 xinc2 = -xinc2 Endif If y1 > y2 yinc1 = -yinc1 yinc2 = -yinc2 Endif x = x1 y = y1 For i = 1 To numpixels If d < 0 d = d + dinc1 x = x + xinc1 y = y + yinc1 Else d = d + dinc2 x = x + xinc2 y = y + yinc2 Endif 'Draw line If x>xa And x<xb and="" y="">ya And y<yb clrr1="" 320="" y="0" x="0" endif="" next="" end="" function="" method="" setlookup="" local="" ang="0" for="" lui="0" to="" 4="" 240="" rad="" abs="" y-120="" if="">0 rad= Sqrt(rad) Else rad=0 Endif If rad=0 Then rad=1 Local dx#=((x-160)/(rad)) Local dy#=((y-120)/(rad)) If lui=1 rad= ( ( ( ((Sin(rad*.2)*29.5) ) * ( ((Cos(rad*.81)*9.5) ) ) ) ) ) dx=(dx*Cos(ang) - dy*Sin(ang)) dy=(dy*Cos(ang) + dx*Sin(ang)) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx1[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1'Int(x1) Endif If lui=2 'Free Float ang=1 rad= 1-( ( rad- (Sin(rad*900)*-Cos(rad*900)*.5 )*3.1415926 ) * (-Cos((3.1415926) ) )*.9 ) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) x1= ( x1*Cos(ang) - y1*Sin(ang) ) y1= ( x1*Sin(ang) + y1*Cos(ang) ) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx2[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1 Endif If lui=3 rad= rad-( (Sin(rad*PI)*3)- ((Cos(rad*PI)*3) ) ) dx=(dx*Cos(ang) - dy*Sin(ang)) dy=(dy*Cos(ang) + dx*Sin(ang)) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx3[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1 Endif If lui=0 ang=-3 Local yq:Int=y If yq<=120 rad= rad-( (Sin(yq)) ) rad= rad-( (Cos(yq)) ) Else rad= rad-( (Sin((240-yq)) ) ) rad= rad-( (Cos((240-yq)) ) ) Endif dx=(dx*Cos(ang) - dy*Sin(ang)) dy=(dy*Cos(ang) + dx*Sin(ang)) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1 Endif If lui=39 'Orb rad= 2-( ( rad- (Sin(rad)*(Cos(rad)) )*3.1415926 ) * (-Cos((3.1415926) ))*.97 ) dx=(dx*Cos(ang) - dy*Sin(ang)) dy=(dy*Cos(ang) + dx*Sin(ang)) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx3[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1 Endif If lui=4 'Swirl ang=-3 rad= 1-( ( rad- (Sin(rad)*-Cos(rad)*.9 )*3.1415926 ) * (-Cos((3.1415926) ) )*.9 ) dx=(dx*Cos(ang) - dy*Sin(ang)) dy=(dy*Cos(ang) + dx*Sin(ang)) Local x1=Int(dx*rad)+(160) Local y1=Int(dy*rad)+(120) If y1<1 then="" y1="" if="">240 Then y1=240 If x1<1 then="" x1="" if="">320 Then x1=320 mapx4[ ( 320 *y ) +x ] = ( 320 *y1 ) +x1 Endif Next Next Next End Method End Class
Monkey: drawing a mosaic
Import mojo Global sprite:MyApp Function Main() sprite = New MyApp() End Function Class TColor Field r:Int,g:Int,b:Int Method Color() SetColor r,g,b End Method Method Set(rgb$) Self.r=255*(rgb[0]-48)/7 Self.g=255*(rgb[1]-48)/7 Self.b=255*(rgb[2]-48)/7 End Method End Class Class MyApp Extends App Field pixel:Int[256] Field palette:TColor[16] Method OnCreate() SetUpdateRate 50 For Local col:Int=0 To 15 palette[col]=New TColor palette[col].Set "000333555777300520742764003025247467020040160370"[col*3..col*3+3] Next For Local t:Int=0 To 255 pixel[t]=Rnd(16) Next End Method Method OnRender() Local i:Int For Local y:Int=0 To 15 For Local x:Int=0 To 15 palette[pixel[i]].Color DrawRect x*16,y*16,16,16 i=i+1 Next Next End Method Method OnUpdate() End Method End Class
Monkey: drawing a starfield
Import mojo Global stars:Starfield,mx:Float,my:Float Function Main() stars = New Starfield() End Function Class TStar Field x:Float,y:Float,z:Float Method Init() x=Rnd(-100,100) y=Rnd(-100,100) z=Rnd(-100,100) End Method Method Update() z-=1 x+=mx y+=my If z<=-100 z+=200 If x<=-100 x+=200 If y<=-100 y+=200 If x>= 100 x-=200 If y>= 100 y-=200 End Method Method Draw() Local i:Int=z+121 Local px:Int=x*450/(z+151) Local py:Int=y*350/(z+151) SetColor 255-i,255-i,255-i DrawRect 320+px,240+py,1,1 End Method End Class Class Starfield Extends App Field star:TStar[1024] Method OnCreate() SetUpdateRate 50 For Local t:Int=0 To star.Length-1 star[t]=New TStar star[t].Init Next End Method Method OnUpdate() mx=(MouseX()-320)/50 my=(MouseY()-240)/50 For Local t:Int=0 To star.Length-1 star[t].Update Next End Method Method OnRender() Cls 0,0,0 For Local t:Int=0 To star.Length-1 star[t].Draw Next End Method End Class
Monkey: minimum base script for the diddy framework
Strict Import mojo Import diddy Global titleScreen:TitleScreen Function Main:Int() game = New MyGame() Return 0 End Class MyGame Extends DiddyApp Method OnCreate:Int() Super.OnCreate() titleScreen = New TitleScreen titleScreen.PreStart() Return 0 End End Class TitleScreen Extends Screen Method New() name = "Title" End Method Start:Void() game.screenFade.Start(50, false) End Method Render:Void() Cls DrawText "TITLE SCREEN!", SCREEN_WIDTH2, SCREEN_HEIGHT2, 0.5, 0.5 DrawText "Click to Play!", SCREEN_WIDTH2, SCREEN_HEIGHT2 + 20, 0.5, 0.5 DrawText "Escape to Quit!", SCREEN_WIDTH2, SCREEN_HEIGHT2 + 40, 0.5, 0.5 End Method Update:Void() If KeyHit(KEY_ESCAPE) game.screenFade.Start(50, true) game.nextScreen = game.exitScreen End End End
Monkey: class example with extends, implements and abstract
Strict Import mojo Interface IUpdateable Method OnUpdate:Int() End Interface IRenderable Method OnRender:Int() End Class AbstractEntity Abstract Global cw:Int Global ch:Int Method New (cw:Int, ch:Int) Self.cw = cw; Self.ch = ch; End End Class Ball Extends AbstractEntity Implements IUpdateable, IRenderable Field x:Int Field y:Int Field xs:Int Field ys:Int Method New () Self.x = 0 Self.y = 0 Self.xs = 1 Self.ys = 1 End Method New (cw:Int, ch:Int) Super.New(cw, ch) Self.x = 0 Self.y = 0 Self.xs = 1 Self.ys = 1 End Method OnUpdate:Int() Self.x += xs Self.y += ys If Self.x > Self.cw-16 Or Self.x < 0 Self.xs =- Self.xs End If Self.y > Self.ch-16 Or Self.y < 0 Self.ys =- Self.ys End Return 0 End Method OnRender:Int() DrawCircle Self.x, Self.y, 16 Return 0 End End Class Pad Extends AbstractEntity Implements IUpdateable, IRenderable Field x:Int Field y:Int Field xs:Int Method New () Self.x = 0 Self.y = ch - 16 Self.xs = 1 End Method New (cw:Int, ch:Int) Super.New(cw, ch) Self.x = 0 Self.y = ch - 16 Self.xs = 1 End Method OnUpdate:Int() Self.x += xs If Self.x > Self.cw-64 Or Self.x < 0 Self.xs =- Self.xs End Return 0 End Method OnRender:Int() DrawRect Self.x, Self.y, 64, 8 Return 0 End End Class game Extends App Field ball:Ball Field pad:Pad Method OnCreate:Int() SetUpdateRate(60) ball = New Ball(DeviceWidth(), DeviceHeight()) pad = New Pad() Return 0 End Method OnUpdate:Int() ball.OnUpdate() pad.OnUpdate() Return 0 End Method OnRender:Int() Cls 0,0,0 ball.OnRender() pad.OnRender() Return 0 End End Function Main:Int() New game Return 0 End
Monkey: particle class
Import mojo Class Particle Global ParticleList:List<particle> = New List<particle> Field x:Float,y:Float,a:Float = 1,r:Int Field ox:Int,oy:Int Field img:Image Field dx:Float,dy:Float, da:Float Field maxdistance:Int Field speed:Float Field dir:Int Field fade:Int Field z:Int Method Create:Particle(_x:Int, _y:Int, _img:Image, _dir:Int = 0, _speed:Float = 0, frames:Int = 1, _fade:Int = False, _autorot:Int = False, _z:Int = 0) ParticleList.AddLast(Self) z = _z x = _x y = _y ox = _x oy = _y img = _img speed = _speed dir = _dir dx = Sin(dir) * speed dy = -Cos(dir) * speed da = 1.0 / frames maxdistance = frames If dir And _autorot r = -dir - 180 End If If _fade fade = True End If End Method Method Update() x+=dx y+=dy If fade a-=da maxdistance-=1 If maxdistance <= 0 Or a <= 0 Destroy() End If If x > VDeviceWidth() Or x < 0 - img.Width Or y > VDeviceHeight() Or y < 0 - img.Height Destroy() End If End Method Method Draw() SetAlpha a DrawImage img,x,y,r,1,1 SetAlpha 1 End Method Method SetPAlpha(alpha:Float) a = alpha End Method Method SetPRotation(rot:Int) r = rot End Method Method Destroy() ParticleList.Remove(Self) End Method Method AddX(_x:Int) x+= _x End Method Method AddY(_y:Int) y+= _y End Method Method SetDirection(_dir:Int) dir = _dir End Method Method SetSpeed(_speed:Float) speed = _speed End Method End Function ParticleExplosion(_x:Float, _y:Float, image:Image, n:Int, frames:Int, speed_multiplyer:Float = 0, ar:Int = False, _z:Int = 0) Local speed:Float For Local i:Int = 1 To n Local dir:Int = Rnd(0, 359) If speed_multiplyer speed = Rnd(0.08*speed_multiplyer, 1.5*speed_multiplyer) Else speed = Rnd(0.08, 1.5) End If Local part:Particle = New Particle() part.Create(_x, _y, image, dir, speed, frames - 10 + Rnd((frames*1.40)), True, ar, _z) Next End Function Function EmitParticle(_x:Float, _y:Float, image:Image, frames:Int, fade:Int = True, dir:Int = 0, speed:Float = 0, ar:Int = False, _z:Int = 0) Local part:Particle = New Particle() part.Create(_x, _y, image, dir, speed, frames, fade, ar, _z) End Function Function ParticleCount:Int() Return Particle.ParticleList.Count() End Function Function ClearParticles() Particle.ParticleList.Clear() End Function Function ClearParticlesZ(z:Int = 0) For Local delp:Particle = Eachin Particle.ParticleList If delp.z = z Particle.ParticleList.Remove(delp) End If Next End Function Function UpdateParticlesZ(z:Int = 0, forcex:Float = 0, forcey:Float = 0) For Local UpdateP:Particle = Eachin Particle.ParticleList If UpdateP.z = z UpdateP.Update() If forcex UpdateP.x+=forcex If forcey UpdateP.y+=forcey End If Next End Function Function DrawParticlesZ(z:Int = 0) For Local UpdateP:Particle = Eachin Particle.ParticleList If UpdateP.z = z UpdateP.Draw() End If Next End Function