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PBFX 2D Core

Started by kevin, April 28, 2021, 09:28:19 PM

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kevin


 


PBFX 2D Core - DEMOS





ABOUT:


     PBFX2DCore was a build of OpenGL based back end for PBFX that was originally in the works back in 2012...    The demos included here are for historical use only..  




Youtube:


   





DOWNLOAD LIBRARY:


     Attached bellow.

kevin


  PBFX 2D Core -  Demo #1 - Setup

PlayBASIC Code: [Select]
; PROJECT : Example-01-Setup
; AUTHOR : Kevin Picone - http://playbasic.com
; CREATED : 2/02/2012
; EDITED : 3/05/2021
; ---------------------------------------------------------------------

// include the PBFX 2D Core engine
#include "..\..\Engine\PBFX2DCORE.PBA"

// open the scene driver
if PBFX2D_OPEN()

// turn off the PB break key, as we now have to now close the driver
// upon exit before before our program completes
breakkey off


// Open the Screen / Device
global ScreenWidth =1280
global ScreenHeight =ScreenWidth*(9.0/16) ;0.75

PBFX_OpenScreen(ScreenWidth,ScreenHeight,32,0)


HDpath$="..\..\Media"


File$=HDpath$+"\Sun.png"
TileTexture=PBFX_loadImage(File$,8)

TileX=PBFX_GetImageWidth(TileTexture)
TileY=PBFX_GetImageHeight(TileTexture)


File$=HDpath$+"\bubble_64x64c.png"
BubbleTexture=PBFX_loadImage(File$,8)
PBFX_MakeImageAlpha(BubbleTexture,0)



// ---------------------------------------------------
do
// ---------------------------------------------------

// Draw to the SCREEN 0 ='s SCREEN
PBFX_RenderTo 0

// Clear it to the GREEB
PBFX_Cls($00ff00)


t=timer()

// --------------------------------------------
// DRAW TILED BACKDROP
// --------------------------------------------

PBFX_CaptureStart()
Colour=$fff880
Colour =rndrgb()
For ylp =-1 to (ScreenHeight/TileY)
y1=(ylp*TileY)
y2=(y1+TileY)
For xlp =-1 to ScreenWidth/TileX
X1=xlp*TileX
x2=x1+TileX
PBFX_DrawQuad(TileTexture,ScrollX+x1,ScrollY+y1,x2,ScrollY+y2,Colour,0)
next
next

PBFX_CaptureEnd()
ScrollY+=1
ScrollY&=TileY-1


// --------------------------------------------
// DRAW BUBBLE RING AROUND MOUSE POSITION
// --------------------------------------------

mx=PbFX_MouseX()
my=PbFX_MouseY()
x#=mx
y#=my
for ring=0 to 5+(10*PBFX_MouseButton())
Radius#=ring*75
for lp =0 to 359 step 10
Angle#=wrapangle(BaseAngle#+(lp))
x#=mx+cos(Angle#)*Radius#
y#=my+sin(Angle#)*Radius#
PBFX_DrawIMage(BubbleTexture,x#,y#,1)
next
next
BaseAngle# =wrapangle(BaseAngle#+1)

// Update the GL drive display
pBFX_SYNC()


// refresh PB SCREEN
cls

Print_TextureInfo(TileTexture)
// update PB SCreen
sync

frames++

// ---------------------------------------------------
loop spacekey() or GetScreenClose() or frames>1000
// ---------------------------------------------------


// open the scene driver
PBFX2D_CLOSE()

endif

end



function Print_TextureInfo(ThisTexture)

i=ThisTexture
if i
print PBFX_GetIMageWidth(i);
print PBFX_GetIMageHeight(i)
print PBFX_GetIMagePointer(i)
print PBFX_GetIMageModulo(i)
print PBFX_GetIMageFormat(i)
print PBFX_GetIMageType(i)
endif
EndFunction







kevin

#2
 PBFX 2D Core -  Demo #2 - Setup

PlayBASIC Code: [Select]
; PROJECT : Example-02- Primitives
; AUTHOR : Kevin Picone - http://playbasic.com
; CREATED : 2/02/2012
; EDITED : 4/05/2021
; ---------------------------------------------------------------------

// include the PBFX 2D Core engine
#include "..\..\Engine\PBFX2DCORE.PBA"

// open the scene driver
if PBFX2D_OPEN()

// turn off the PB break key, as now have to close the driver
// upon exit before our program completes
breakkey off


// Open the Screen / Device
global ScreenWidth =1280
global ScreenHeight =ScreenWidth*(9.0/16) ;0.75

PBFX_OpenScreen(ScreenWidth,ScreenHeight,32,0)


HDpath$="..\..\Media"


File$=HDpath$+"\Sun.png"
TileTexture=PBFX_loadImage(File$,8)

File$=HDpath$+"\bubble_64x64c.png"
BubbleTexture=PBFX_loadImage(File$,8)
PBFX_MakeImageAlpha(BubbleTexture,2)





// ---------------------------------------------------
do
// ---------------------------------------------------

// Draw to the SCREEN 0 ='s SCREEN
PBFX_RenderTo 0

// Clear screen
PBFX_Cls($204020)


t=timer()

// --------------------------------------------
// DRAW TILED BACKDROP
// --------------------------------------------
DrawTiledBackDrop(TileTexture)


PbFX_RenderTo 0
radius =100
baseangle=wrapangle(baseangle,1)
for angle=0 to 360 step 1

x1=screenwidth/2
y1=screenheight/2

x2=x1+Cos(BaseAngle+Angle)*RAdius
y2=y1+Sin(BaseAngle+Angle)*RAdius

PBFX_Ink $ff00ff00
PBFX_Line(x1,y1,x2,y2)
Radius+=5

PBFX_Ink $ffff0000
PBFX_Box(x2,y2,x2+20,y2+20)

next


if pbfx_mousebutton()
Colour = $113344
for z =100 to 4000 step 20

PBFX_Ink $00000 + ((Colour*z) and $00ffffff)
Radius#=(100*400.0)/(z+zoffset)
PBFX_Circle(pbfx_mousex(),PBfx_Mousey(),RAdius#)

next
zoffset=mod(zoffset-1,100)
endif


// Update the GL drive display
pBFX_SYNC()


// refresh PB SCREEN
cls
print "Sprites#"+str$(SpriteCount)

Print_TextureInfo(TileTexture)

// update PB SCreen
sync

frames++

// ---------------------------------------------------
loop spacekey() or GetScreenClose() or frames>500
// ---------------------------------------------------


// open the scene driver
PBFX2D_CLOSE()

endif

end



Function DrawTiledBackDrop(TileTexture)

static ScrollX,ScrollY
TileX=PBFX_GetImageWidth(TileTexture)
TileY=PBFX_GetImageHeight(TileTexture)



PBFX_CaptureStart()
Colour=$fff880
Colour =rndrgb()
For ylp =-1 to (ScreenHeight/TileY)
y1=(ylp*TileY)
y2=(y1+TileY)
For xlp =-1 to ScreenWidth/TileX
X1=xlp*TileX
x2=x1+TileX
PBFX_DrawQuad(TileTexture,ScrollX+x1,ScrollY+y1,x2,ScrollY+y2,Colour,0)
next
next

PBFX_CaptureEnd()
ScrollY+=1
ScrollY&=TileY-1

EndFunction


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kevin

#3
  PBFX 2D Core -  Demo #3 - Sprites

PlayBASIC Code: [Select]
; PROJECT : Example-03- Sprite Scene
; AUTHOR : Kevin Picone - http://playbasic.com
; CREATED : 2/02/2012
; EDITED : 4/05/2021
; ---------------------------------------------------------------------

// include the PBFX 2D Core engine
#include "..\..\Engine\PBFX2DCORE.PBA"

// open the scene driver
if PBFX2D_OPEN()

// turn off the PB break key, as now have to close the driver
// upon exit before our program completes
breakkey off


// Open the Screen / Device
global ScreenWidth =1280
global ScreenHeight =ScreenWidth*(9.0/16) ;0.75

PBFX_OpenScreen(ScreenWidth,ScreenHeight,32,0)


HDpath$="..\..\Media"


File$=HDpath$+"\Sun.png"
TileTexture=PBFX_loadImage(File$,8)

File$=HDpath$+"\bubble_64x64c.png"
BubbleTexture=PBFX_loadImage(File$,8)
PBFX_MakeImageAlpha(BubbleTexture,2)



Type tSprite
X#,Y#,Z#
SpeedX#,SpeedY#
TintColour
endtype

Dim Sprites(25000) as tSprite





// ---------------------------------------------------
do
// ---------------------------------------------------

// Draw to the SCREEN 0 ='s SCREEN
PBFX_RenderTo 0

// Clear screen
PBFX_Cls($204020)


t=timer()

// --------------------------------------------
// DRAW TILED BACKDROP
// --------------------------------------------
DrawTiledBackDrop(TileTexture)


// --------------------------------------------
// DRAW BUBBLE RING AROUND MOUSE POSITION
// --------------------------------------------


SpriteCount= Render_Sprites(BubbleTexture)


// Update the GL drive display
pBFX_SYNC()


// refresh PB SCREEN
cls
print "Sprites#"+str$(SpriteCount)

Print_TextureInfo(TileTexture)

// update PB SCreen
sync

frames++

// ---------------------------------------------------
loop spacekey() or GetScreenClose() or frames>500
// ---------------------------------------------------


// open the scene driver
PBFX2D_CLOSE()

endif

end





Function Render_Sprites(ThisIMage)

ProjectX#=400
ProjectY#=400

Width =PBFX_GetImageWidth(ThisIMage)
Height=PBFX_GetImageHeight(ThisIMage)
Width2=Width/2
Height2=Height/2


scx=ScreenWidth/2
scy=ScreenHeight/2

Pad=100

MaxZ=5000


For lp =0 to GetArrayElements(Sprites())

if Sprites(lp)=0
Sprites(lp)= New tSprite

Sprites(lp).x = rndrange(Pad,screenWidth-Pad)-scx
Sprites(lp).y = rndrange(Pad,screenHeight-Pad)-scy
Sprites(lp).z = rnd(MaxZ)

Sprites(lp).TintColour =rnd($ffffff)
Speed=8
repeat
sx# = rndrange(-Speed,speed)
sy# = rndrange(-Speed,speed)
until sx#<>0 and sy#<>0
Sprites(lp).SpeedX=sx#
Sprites(lp).SpeedY=sy#

endif

x#=Sprites(lp).x;+Sprites(lp).SpeedX
y#=Sprites(lp).y;+Sprites(lp).SpeedY
z#=Sprites(lp).z-5
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