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DarkBASIC Discussion / Community Function Libraries V. 1 Beta

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BN2 Productions
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Posted: 29th May 2008 07:26 Edited at: 30th May 2008 08:01
Ok, here are the initial set of libraries. These functions were all submitted on the thread a while back and have been sorted through. Currently they are untested. What I need are for people to download them and try them out and make sure they work. email your findings to
[email protected]. Please only send feedback for one library at a time.

Format the email like so:
Subject: LIBRARY NAME Evaluation
1.FUNCTION NAME
-Did it work?
-Syntax required
-Short description of the function
-general evaluation (problems and if it should be included at all)

Here is an example of an email for the math library:



When I get feedback on the different functions I will begin to compile the help files to go with the new functions.

Also if you have any functions to donate to the community function database, email them to [email protected]. Be sure to put in the subject that it is a function. Please include a short description of the function and the syntax for the function.

Here are the links to the libraries
Camera library
http://www.fileden.com/files/2007/7/27/1301559/Camera.dba
GUI Library
http://www.fileden.com/files/2007/7/27/1301559/Gui.dba
Math Library
http://www.fileden.com/files/2007/7/27/1301559/Math.dba
Object Library
http://www.fileden.com/files/2007/7/27/1301559/Object.dba

[EDIT]
Go ahead and post new functions here if you don't want to email them to me. I will leave no function left un-checked!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 29th May 2008 12:55
Great idea, but I think that the problem with this thread is that if people only email functions to you, not many people will post here and so it won't stay at the top. Because of this, nobody will be able to see it and so post functions to you.


What are the chemical formulae of:
Sodium Nitrate, Gallium, Manganese and Einsteinium
BN2 Productions
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Posted: 30th May 2008 08:00
Thats how it originally was, as a thread. However it started to get messy and community members were suggesting that I just set up an email address for people to send it to. I will not pass up a posted function though. If someone posts it, I will add it into the next batch of functions.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
TDK
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Posted: 31st May 2008 09:31
Posting on multiple boards is classed as spamming. Do you want this thread to continue or the one on Code Snippets?

TDK_Man

BN2 Productions
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Posted: 1st Jun 2008 09:47
Sorry, keep this one, the other one was just to try to get more functions.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Ed222
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Posted: 13th Jun 2008 00:38 Edited at: 18th Jun 2008 00:18
here's a simple windows message box



to change the buttons and icon look at the code below

message$ controls the message you want windows to say in the message box.

Icobut controls the buttons shown the numbers for it are below.

synico controls the symbol beside the message numbers are also below.

boxtitle$ controls the title of the message box.
Note: all things with $ a at the end must have a quotation aka ""

TO CHANGE THE OK, CANCEL BUTTONS (icobut)
0 - ok button only
1 - ok and cancel
2 - abort, retry and ignore
3 - yes no and cancel
4 - yes and no
5 - retry and cancel
TO CHANGE THE SYMBOL (symico)
16 - critical message icon
32 - warning icon
48 - warning message
64 - info message

example



BN2 Productions
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Posted: 17th Jun 2008 12:48
Has anyone tested these yet? I really could use some help here.

@ed
Cool, thanks! I will add it to the libraries. Could you post an explanation of what each of the parameters controls?

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Latch
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Posted: 17th Jun 2008 22:55
@BN2 Productions

This is quite a task to take on! I commend you on the effort. I've looked at all of the links to the functions and there are a few things that should be avoided:

* Function names should not have spaces in their names. If individual words need to be separated use an underscore _ .
* Function names should avoid using DarkBASIC keywords.

I actually might have a bit of time to give you some help with organizing this a bit. I'll email you at that point.

Enjoy your day.
BN2 Productions
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Posted: 17th Jun 2008 23:07 Edited at: 18th Jun 2008 01:22
thanks for the advice, I will change the names and update the files asap! Now that I have some time on my hands I will begin to work on testing the functions as well once I get the help files ready.

[EDIT]
Links have been updated!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Ed222
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Posted: 18th Jun 2008 00:15
Quote: "Could you post an explanation of what each of the parameters controls?"


done i edited the post above

Latch
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Posted: 26th Jul 2008 22:27
@BN2
Are you still working on this? I had a little time so I worked on the math library a little bit. I'm not sure how much real interest there is in this... but anyway, is the submission criteria and email the same? I still have to come up with some syntax and descriptions so it may be another couple of days.

Enjoy your day.
BN2 Productions
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Posted: 26th Jul 2008 23:06 Edited at: 26th Jul 2008 23:12
yeah, still interested, just trying to get some of them finished up, mostly trying to get all of the help files created and ready to go. Thanks for the help though. Also had a little set back when I had to format my computer, fortunately had most of the work uploaded online.

Yeah submission criteria and such are the same.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Dark Dragon
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Posted: 27th Jul 2008 02:38
Pretty cool colection of functions....


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Attila
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Posted: 29th Jul 2008 19:49
Function to set best available screen solution

The function uses DBs checklist for display modes to determinate the 'best' available screen resolution (Where 'best' is the resolution with the most pixels). It works in DBC & DBP and can be used in the init-part of any program to overwrite the display mode set by DB.

It allows to adapt your application to any available screen format (which can be helpfull when you develop on a 4:3 screen and the user uses a 16:9 display).

http://forum.thegamecreators.com/?m=forum_view&t=128399&b=6
Latch
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Posted: 18th Aug 2008 02:51
@BN2

I nearly forgot about the math updates.
sent you an email

Enjoy your day.
BN2 Productions
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Posted: 18th Aug 2008 02:54
Thanks! I will get that one together and post it up! Thanks for the contribution too! Always appreciated!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 18th Aug 2008 17:46 Edited at: 18th Aug 2008 20:10
Here's some functions to add to your library

GUI



Dot Line

Description: This function will create a grey dotted line in between two points. You can also specify the grey you want to start with so that you can create a line that appears to be moving.

Peramiters:x1,y1,x2,y2,Grey 1[0-255],Grey 2[0-255],Start Grey[1-2]

Code:


Part Cirlce

Description: This will draw part of a circle with a given start and end angle.

Peramiters: x,y,Radius,Start Angle,End Angle

Code:


Box Ellipse

Description: This will draw an ellipse to the screen inside a box. The standard ellipse command will take the center position and the x and y radiuses. This function takes the top left corner and bottom right corner of a box in which the ellipse will be drawn.

Peramiters: x1,y1,x2,y2

Code:


Filled Box Ellipse

Description: This is the same as 'Box ellipse' but filled.

Peramiters: x1,y1,x2,y2

Code:



String



Shorten String

Description: This function will shorten a string to a requiered length in pixels, adding "..." after it where nessicary.

Peramiters String$,length[pixels]

Code:


Highest String

Description: This will find the highest string if it were a number. This can be usefull if you are working with very long numbers and are using strings to store them. A return value of 0 means that the value of the strings are equal. A return value of 1 means that the first string is the highest and a return value of 2 means that the second string is the highest.

Peramiters: String1$,String2$

Code:


Day of week

Desciption: This will return the day of the week based on the day, month and year for a 2000 date.

Peramiters: Day, Month, Year

Code:



Miscellaneous



Alphabetically Sort

Description: This function will alphabetically sort an array. It requires you to create two arrays. A 'ToSort' array and a 'Sorted' array. It uses two other functions: contoalphasort$(string$), which converts a string into a number based on each character's place in the alphabet (or, if not a letter, it's ascii code), and highest(string1$,string2$), as covered in the highest string section. Because of the way the function works each entry will only be sorted to the 84th character.

Peramiters: Entries

Code:


Flood Fill

Description: This function will flood fill an array, like in 'MS Paint' with the 'Fill with Colour' function. It requires you to create an array called 'Area(width,height)'

Peramiters: Array Width,Array Height,Start x,Start y,New Value[to fill array with]

Code:


A* Pathfinder

Description: This function will use the famous A* Pathfinding Algorithm to find the shortest path between two points. It requires you to create an array called 'NodeW(width,height)'(where 1 is a wall and 0 is walkable) and an array called 'Path(width,height)'(into which the path will be put).

Peramiters: Width,Height,Start x,Start y,End x,End y

Code:


Phew! That took a while!


On the other hand, you have different fingers.
Dark Dragon
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Posted: 18th Aug 2008 19:12
whoa! a*. cool.

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BN2 Productions
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Posted: 21st Aug 2008 09:00 Edited at: 21st Aug 2008 09:26
Wow, thanks for that nano, thats awesome! Looks like I will have to make some new library files.

Just one question, how do you use the A* pathfinding command. Do you call it in a loop? Or do you call it once and read data from the path array?

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 21st Aug 2008 12:08
You call it once and then read the path array, however, if you want, I could make one that does call in a loop.


On the other hand, you have different fingers.
Robert The Robot
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Posted: 22nd Aug 2008 14:24 Edited at: 23rd Aug 2008 12:04
Hi guys, I haven't posted here before but I wondered if you'd be interested in a Medialess file browser for the GUI Library.

There are two functions:
Prepare_File_Browser(FirstImage)
This creates the 26 images used by the browser function, and requires one free bitmap to run. This function can take around a second to execute (the get image command is quite slow) although I have found that be calling "Sync On : Sync" before this function, the time is much less (around 0.05 of a second). I would be interested to know if this works for other people, and not just on my computer.

Browse_Files(FirstImage, BackdropImg, PointerImg, StartDir$, BrowserType, Caption$, Bx, By, MaxFiles, FileType$, CustomFile$, LeftMouse)
This function takes several parameters, and again requires one free bitmap to run.
FirstImage: The number you used when calling Prepare_File_Browser

BackdropImg: This is the image number of whatever image you wish to place at 0,0 on the screen - the browser will be drawn on top of this, allowing you to preserve the background. Specify a value of 0 to not draw any backdrop image.

PointerImg: This is the image number of whatever image you are currently using as a mouse pointer. Specify a value of 0 to display DBC's default mouse pointer.

StartDir$: Specify "" to make the browser start in the current working directory, otherwise you can specify a particular startup directory (e.g. "C:/Program Files") If the path does not exist, the browser will switch to the current working directory.

BrowserType: Specify 0 to call an Open File browser, or 1 to call a Save-as browser. The two operate in similar manners, but Save-as adds a textbox to allow the user to type a filename.

Caption$: This is the message displayed at the top of the file browser.

Bx, By: These define the X and Y screen coordinates of the file browser. Unlike Windows browsers, this browser cannot be moved by clicking and dragging the titlebar, so these values remain fixed.

MaxFiles: This parameter lets you set how many files anfd folders will be returned. A typical value for this would be 1000, but if you find random files appear to be "missing" from the browser list, try increasing the number.

FileType$: This lets you determine just which files get returned. Specify "3d" to serach for .x or .3ds files, "img" for .bmp .dds .dib .jpg .pcx .png .psd .rle .tga .tif files, "aud" to search for .wav .mp3 .mid, or "vid" to search for .avi files.

CustomFile$: If you set FileType$ to any of the defaults, leave this parameter as "". If, however, you wish to search for your own filetypes then FileType$ and CustomFile$ take on new roles. For example, set CustomFile$ to ".x.3ds.dds" and FileType$ to "5.6.7". This will make the browser search for .x, .3ds and .dds files. The browser will use image 5 as the icon for .x files, image 6 for .3ds files and image 7 for .dds files. You may specify up to 8 file types like this, but you must also specify an image number for each filetype, and it is important that both strings do not contain any additional characters. In case you want to use the default icons for a particular filetype, the list at the start of the Prepare_File_Browser function will tell you where they can be found.

LeftMouse: Specify a value of 1 to make the Left mouse button the defualt button, or 2 to set the right mouse button as default.

The function returns the name of the file selected, or (in the case of the save-as browser)the filename the user typed.

Hope this is of some use!

[Edit]The was a problem uploading the source code in a code snippet, so I've attached a Zip file containing the source code. It's just one .dba file, but there's also a sample program at the start to call and run the browser.

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."

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BN2 Productions
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Posted: 22nd Aug 2008 20:43
Thats really cool Nano! Ran into a couple errors though. The .. file doesn't seem to change the folder. Also, when I try to do the custom file type, it gives me an error saying that images range from 1 to 160000. I used:
FileType$=".dba"
CustomFile$="10"

Other than that, works great!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
NanoGamez guy
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Posted: 22nd Aug 2008 21:07
I think you mean Robert


On the other hand, you have different fingers.
BN2 Productions
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Posted: 22nd Aug 2008 23:15
OOPS! Sorry Robert, saw Nano's sig right above the post and for some reason though nano posted it!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Robert The Robot
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Posted: 23rd Aug 2008 11:28 Edited at: 23rd Aug 2008 12:06
Don't worry, I don't mind

To solve the image error, you need to swap FileType$ and CustomFile$ around, like this:
FileType$="10"
CustomFile$=".dba"

Not sure what's going on with the ".." folder not working, I'll have a look later today and post back.

[Edit]I've found the problem - every back slash gets removed when I post. I've attached the original .dba source code to my first post, and I hope that this time it works!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Latch
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Posted: 24th Aug 2008 05:25
@BN2
Quote: "Thanks! I will get that one together and post it up! Thanks for the contribution too! Always appreciated!"

Was this acknowledgment of actually receiving the email?

Enjoy your day.
BN2 Productions
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Posted: 24th Aug 2008 09:46
Yeah it was.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Robert The Robot
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Posted: 9th Sep 2008 19:25 Edited at: 9th Sep 2008 19:27
Hi guys, I've been working on some more functions, I don't know if you're interested:

First I'd like to offer a corrected version of my file browser - there was a minor flaw, with the scrollbar not quite reaching the bottom when the final files were displayed. I've also changed it so that the scrollbar vanishes when there are more than 600 files or folders in the directory (too many more and the scrollbar would be less than a pixel high!). In the unlikely event that you ever see this happen, you'll need to use the Up/Down buttons to scroll through the files.

After the problems that arose when posting the file browser code as a code snippet, I've attached the dba file to this post.

Now, some more functions:

3d Object Library

Particles
I can't take all the credit for these functions, most of the code for the create- and update- routines was taken from the DBC Particle Bombs example program. However, the introduction of arrays to allow for more than one set of particles was my own work, along with the controls over the visual properties and auto-respawn.

The following functions require these commands to be placed at the top of your code:


Create_Particles



Particle: A 'slot' number, pointing to a location in the required arrays so that the particle data can be accessed.
FirstObj: The first object used by the particle set
NumParticles: This is the number of particles that will be created - e.g. Say FirstObj = 5 and Numparticles = 20, Objects will be created from slots 5 up to (but not including) 25.
Texture: The image number used to texture each particle.
xSize#, ySize#: The width and height of each particle (all particles are plains).
x#, y#, z#: The location in 3d space of the particle source.
xVel#, yVel#, zVel#: 2* the max distance each particle will move along the coordinate axes. Please try and ensure that each value is >=0.01, or the particles may all clump together as the Rnd command fails. The function doesn't automatically adjust these values, as it can be an interesting effect.
MinLife, MaxLife: Every particle will survive for at least MinLife screen refreshes, but may survive for as long as MaxLife refreshes.


Update_Particles


Particle: As before, a 'slot' number pointing to a location in the required arrays.
AutoRespawn: Set to 0 to create a 'firework' effect where the particles slowly die away. Set to 1 to have a new particle created as soon as an old particle dies. The new particle's movement is governed according to the original parameters (life, velocity, gravity, friction, bounce height) but is located at the center of the particles.
Rotation: Set to 0 to have all the particles pointing to 0,0,0 (as they were created). Set to 1 to have all particles spinning randomly on all three axes. Set to 2 to have the particles always pointing towards the camera.

Important - this function must be called once every program loop, otherwise the particles will freeze (which could be a bad thing if you're modelling a flame )

Position_Particle_Source


Particle: As before, a 'slot' number pointing to a location in the required arrays.
x#,y#,z#: Change these before updating the particles. All new particles (i.e those that get respawned) will start from this position in 3d space. Existing particles are unaffected, so it allows you to create a vapour trail of exhaust fumes.

Set_Particle_Velocity


Particle: As before, a 'slot' number pointing to a location in the required arrays.
xVel#,yVel#,zVel#: Change these before updating the particles. All new particles (i.e those that get respawned) will start with this new velocity, but existing particles are unaffected.

Set_Particle_Life


Particle: As before, a 'slot' number pointing to a location in the required arrays.
MinLife, MaxLife: This allows you to specify new lifetimes for particles as they get respawned.

Set_Particle_Friction


Particle: As before, a 'slot' number pointing to a location in the required arrays.
Friction#: This allows you to apply a constant force on the particles. Specify a value <1 to slow down the particles, or a value >1 to speed up the particles. A value of 1 will do nothing. By default the friction is set to 0.95 (so every screen update, the particles velocity falls to 95% of the value at the previous loop. If it lives long enough it will eventually grind to a halt)

Set_Particle_Gravity


Particle: As before, a 'slot' number pointing to a location in the required arrays.
Friction#: This allows you to apply a constant downward force on the particles. Specify a negative value to produce antigravity and make the particle float up. By default, gravity is 0.01.

Enable/Disable Particle Floor


Particle: As before, a 'slot' number pointing to a location in the required arrays.
Use these two commands to create a floor at height y = 0. If the particles strike this floor, they will bounce. By default, the floor is disabled.

Set_Particle_Bounce


Particle: As before, a 'slot' number pointing to a location in the required arrays.
BounceHeight#: This allows you control over how high the particle rebounds. By default the value is zero (and the particle is prevented from bouncing).


So, there you have it. I hope these functions are of some use. (Actually, if you are interested, it wouldn't be too hard to knock up a few extra functions giving you the ability to hide/show particles, set visual effects, etc. Unless I'm misunderstanding how DBPro and GDk work, I think it might be possible to have a particle system with far more commands than they've got!)

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."

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BN2 Productions
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Posted: 9th Sep 2008 19:52
Wow, nice! Lol, still trying to get on top of all the functions.

Thank you!

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Robert The Robot
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Posted: 9th Sep 2008 21:06
You're welcome!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Robert The Robot
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Posted: 15th Sep 2008 17:15 Edited at: 16th Sep 2008 21:04
I've been adding to my particle commands, and they're now up to 33 functions! (DBA file attached)

There are a lot of visual commands which handle just like "Set Object" or "Set Object Diffuse", the only diference being that the function changes the word "Object" to "Particle". The new "Ghost_Particles_on" command is one of my favourites, but it's crippling on the system when applied to more than about 500 particles! (And that's not taking into account any other scenery)

I've added in a "reignite_particles" command. If ever you call "Update_Particles" and choose not to respawn (so the particle behaves like a firework), the particles would "explode" and then remain dead forever. I found it a bit tricky to recycle the particles and allow the "firework" to be set off again, so I created this new function to reactivate the particles. This function can be called at any time - it will find any dead particles in the group, make them alive and recalculate their position/velocity/life so "Update_Particles" will handle them again.


There have been a few changes to "Create_Particles" and "Update_Particles" since I posted them last time, and the required arrays have now changed slightly to:

rem Set "Particles" to be the number of particle groups you wish to create
Particles = 1
Dim ParticleConstants#(Particles, 15)
Dim ParticleVariables#(Particles, 1000, 3)

You see, I was trying to add in a "rotate particles" command like the one in GDK - I failed miserably, but my tinkering with the Update_Particles command led me to define two particle types - "Omni" and "Vector". Omni is like a dandelion seed head, with particles being flung off in all directions based on the specified velocity components:



Vector allows you to use positive and negative velocities, and have all the particles move in a particular direction:



You can specify which type of particles you want when you call "Create_Particles", there's a new parameter tacked on at the end called "VelType". (0 for Omni, 1 for Vector).

So, I think that's it - I'm not aware of having modified any other commands, but it might be safer if you just ignored the ones I sent last time and started again with this new set (Don't worry if you've been adding them to the help files, virtually nothing has changed in the parameters).

Regards
Robert the Robot


[Edit]
Since writing the above, I've had an e-mail asking for some demos of the particle system. These have been added to the functions Zip file, although not all commands are showcased.

I've also spotted a couple of embarassing goofs (two of the functions didn't include "Particle" as a parmeter), and corrected them. There are two new commands - "Delete_Particles" to let you remove a particles object, and "Particles_Exist" which handles like "Object Exist". Every function has now been modified to check that the particles group exists before doing anything.

I feel rather bad about this third revision, I keep posting functions here that have glitches (although I do at least manage to correct them in the end). Sorry BN2!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."

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Latch
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Posted: 20th Nov 2008 16:24
This particle library is really great. I\\\'m using it to display different details of an interior Sparky\\\'s Collision Demo I was putting together. Here\\\'s a screeny. Though hard to tell exactly what\\\'s going on you can see a cascade of orange sparks (from the particle library) as a result of a bullet hitting the wall. Attachment...

Enjoy your day.

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Robert The Robot
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Location: Fireball XL5
Posted: 20th Nov 2008 17:35
Wow, that looks good! Very nice use of the particle functions, Latch!

@BN2
Just wondering, how are the community function libraries coming?

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
BN2 Productions
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Joined: 22nd Jan 2004
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Posted: 21st Nov 2008 08:24
Been extremely busy for the last few MONTHS between school and work. Haven't made any significant progress unfortunately.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?

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