Doodle

Anything QL Software or Programming Related.
stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi Qbits,

Yes, good idea. It adds spice to the program...

But I had to rename it to DoodleSprite_bas, as Dooddles8q_bas repeatedly gave 'not found' for some bizarre reason.
But the font routine loads OK !

Regards, Steve.
Capture d’écran (130).png


qbits
Gold Card
Posts: 261
Joined: Sun Dec 11, 2016 3:32 pm

Re: Doodle

Post by qbits »

Hi Steve ,
Glad you fixed whatever the problem was. Did you notice my MOD on Line 630 Print CHR$((n MOD 28)+142) as I only had 28 sprites
but didn't want to reduce your q number.

For the Doddle_fnt set I used QBITS_FontEditSE_bas and cheated by reusing the Aliens_fnt font set I'd made some month back.

QBITS
Attachments
Doodles2.jpg
Doodles2.jpg (11.5 KiB) Viewed 4822 times


stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi Qbits & All,
It was bound to happen : Converting the brownien sprites program into a game ! So here it is : Just UNZIP and LRUN.

Colliding aliens lose energy (colour), finally to disappear.

Move the man (bottom line) using left & right arrows, Down arrow to fire. (Miss reduces score, Hit increases it.)

Beeps when no ammunition left. Aliens radomly laser-bomb. (Hit = game over). Replays, so try to improve your score...

Unzip to dos2_ or whatever ( Adapt 1630 to your device). Will add REMarks after any reports of quirks.

Regards, Steve.
BrownienGame.zip
Dooddles_fnt.zip
Capture d’écran (150).png


stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi Again,

Heres the jpg image...
Capture d’écran (150)bis.jpg


stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi All,

Looks like the .png file caused problems for donloading zip files. Try again...
BrownienGame.zip
(2.43 KiB) Downloaded 151 times
Dooddles_fnt.zip
(526 Bytes) Downloaded 126 times
Regards, Steve.


stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi Folks,

Remember, the (ESC)ape and (N)ext keys are still incorporated into the code for you to use, if need be....

Also, as you may have discovered, don't PRESS the arrow keys, just TAP them if you can't make any headway !

I will blank out the score if you don't zap all the aliens, a minor oversight, in the eventual final version.

Fully tested on QPC2. Many thanks to Qbits for his Aliens Font, which greatly improves the overall aspect.

Regards, Steve.


stevepoole
Aurora
Posts: 896
Joined: Mon Nov 24, 2014 2:03 pm

Re: Doodle

Post by stevepoole »

Hi QDOS & SGC users,

Here is a tweaked version, adapted to run under QDOS, tested on SuperGoldCard OK, even under SMSQ/E.

UNZIP, LOAD, modify line 1630 for your chosen device and RUN. (You still need the font file on the previous post !)

Use the previous (non-'Q') version on QPC2 etc.... (as relevant QPC2 parts have been disabled here).

Regards, Steve.
BrownienGameQ.zip
(2.45 KiB) Downloaded 135 times


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bwinkel67
QL Wafer Drive
Posts: 1545
Joined: Thu Oct 03, 2019 2:09 am

Re: Doodle

Post by bwinkel67 »

Well, this is my summer doodling...was trying to find a good place to post it. In any case, this is a revision of the KUGLEDEMO_BAS file that does that cool animation of a set of interacting balls bouncing off each other. It's always just been that without a backdrop, so I added one to it. Runs best on a BBQL:

Code: Select all

10 REMark -----------------------------------------------------
20 REMark QL-DEMO von Frank Andert, 8670 Hof Ostpreussenstr 14
30 REMark Clubmitglied Region S§D I
35 REMark Modified 6/26/25 by Mike Jonas
40 REMark -----------------------------------------------------
100 s=RESPR(18432) : DATA 8769,8316,2,46,32348,11324,0,255,28680
110 a=RESPR(34) : DATA 8920,20936,-4,53447,20942,-12,28672,20085
120 RESTORE : FOR r=0 TO 16 : READ b : POKE_W a+2*r,b
135 WINDOW 512,256,0,0 : MODE 4 : PAPER 4 : INK 7: CLS
140 FOR i=31 TO 255 STEP 32: BLOCK 511,1,0,i,7: NEXT i
145 j=20: FOR i=1 TO 4: BLOCK 1,255,j,0,7: BLOCK 1,255,512-j,0,7: j=j+j: NEXT i
150 FOR f=0 TO 4,6,5
160   FOR j=0 TO 6
170     INK j DIV 2 *2 , (j+1) DIV 2 *2 , 3
180     FOR i=-1 TO 8
190       FILL 1 : v=(i+8*f) *PI/28
200       y=SIN(v) + SIN(i*PI/4) /3 : r=(5-y)/7
210       x=COS(v)/(1+(2+y)/4) *22 +73.7 : h=j*r/3
215       IF f=3 THEN k=1 :ELSE IF f=6 THEN k=-.2 :ELSE k=0
220       IF j=0 THEN l=.55 :ELSE l=0
225       CIRCLE x+h+k , 6+12.5*i+9*y+h , r*(8-j-l)
230       NEXT i : NEXT j : NEXT f
240 CALL a,s : CALL a,s+9216 : POKE_W a+18,8409
250 f=0 : REPeat l :PAUSE 1.5: f=(f+1) MOD 8 : CALL a,s+1152*f
Kugel.png

[Edit: Cleaned up the code a bit]
Last edited by bwinkel67 on Fri Jun 27, 2025 8:52 am, edited 1 time in total.


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bwinkel67
QL Wafer Drive
Posts: 1545
Joined: Thu Oct 03, 2019 2:09 am

Re: Doodle

Post by bwinkel67 »

Here is a captured animation (looping GIF after about 3 1/2 seconds):

Kugel.gif
Kugel.gif (1.8 MiB) Viewed 105 times


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