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Electrix Stars

Started by kevin, April 02, 2016, 11:20:57 PM

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kevin

    Electrix 2D Stars

        Here's a quick mock up of an effect found in the winning Amiga demo from revision 2016.    The effect moves a bunch of stars, where  each star has a glow / luminance value computed from the nearest star which are then linked via alpha additive lines.. 

          This version contains an ugly nested (squared) loop to find near by stars.. you can get rid of most of it by shuffling the array, which is a lot less expensive...   

 
    Video



    Source Code

PlayBASIC Code: [Select]
;*=-----------------------------------------------------------------------------=*    
;
; >> Exlectric Stars <<
;
; By Kevin Picone
;
; Built Using PlayBasic V1.65 beta2
;
; Copyright 2016 by Kevin Picone All Rights Reserved.
;
;*=-----------------------------------------------------------------------------=*
; www.UnderwareDesign.com - www.PLayBASIC.com
;*=-----------------------------------------------------------------------------=*

; Include the Blit Image functions
#Include "BlitImage"


; Compute a 16 by 9 screen size.
ScreenWidth =960
ScreenHeight=ScreenWidth*(9.0/16)

if ScreenWidth<>GetSCreenWidth()
if ScreenHeight<>GetSCreenHeight()
OPenScreen ScreenWidth,ScreenHeight,32,1
endif
endif


; Define the basic star structure
TYPE tStars
X#,Y#
Speed#
Direction#
EndTYPE

Size=250

Dim Stars(Size) as tStars

; fill the array with starting data
For lp =0 to size
Stars(lp) = new tStars
Stars(lp).x =rndrange(-100,ScreenWidth+100)
Stars(lp).y =rndrange(-100,ScreenHeight+100)
Stars(lp).speed =rndrange#(2,7)
Stars(lp).Direction =90
next

; create the screen sized FX buffer
Screen=NewImage(ScreenWidth,ScreenHeight,2)


; ---------------------------------------------------------------
Do
; ---------------------------------------------------------------

; draw to the FX screen
rendertoimage screen

; Ink Mode to Alpha Addition
inkmode 1+64

; loop through the stars
For lp=0 to Size

; get th stars position
x# =Stars(lp).x
y# =Stars(lp).y
angle#=Stars(lp).Direction
Speed#=Stars(lp).Speed

; move the star
x#+=sinradius(Angle#,speed#)
y#+=cosradius(Angle#,speed#)
if x#>(SCreenWidth+100)
; wrap star to screen
x#-=(ScreenWidth+200)
y#=rndrange(-100,ScreenHeight+100)
Stars(lp).speed=rndrange#(2,7)
endif

; set it's position
Stars(lp).x=x#
Stars(lp).y=y#

; ugly nested loop to find near by stars
Glow#=10
For SparkLp=lp+1 to size

sx#=Stars(Sparklp).x
sy#=Stars(Sparklp).y

d#=getdistance2d(x#,y#,sx#,sy#)

if d#<120.0
Glow#+=d#*(4/120.0)
linec x#,y#,sx#,sy#,$102030
endif
next

; draw the glow at this point
for GlowLP=0 to Glow#*1.2 step 4
circlec x#,y#,GlowLP,true,$020304
next
next


; draw to the screen
rendertoscreen
; restore nomral inkmode
inkmode 1

; render screen image to the screen, and clear the
; screen image for next update
c=64
BlitImageAlphaPostMultColour(Screen,0,0,RGB(c,c,c))

; show the screen to the user
sync
loop




  Note: I'm using today's build of PlayBASIC V1.6. but this doesn't need that to function. 


  Related Examples:

      2d Stars Example

ATLUS