Reflections Of Ascii World
You need to copy both files. aw2.bi and reflection.bas
'Ascii Reflection Program
'Richard D. Clark
'Public Domain
'*********************************************
#include "aw2.bi"
#define tw 80
#define th 60
#define maxstars 100
'Jofers
Type Pixel_Color
B As Ubyte
G As Ubyte
R As Ubyte
A As Ubyte
End Type
Union Pixel
Channel As Pixel_Color
Value As Uinteger
End Union
type startype
x as single
y as single
z as integer
end type
const fbGold = RGB (255, 215, 0)
const fbBlack = RGB (0, 0, 0)
dim shared buffer(1 to tw, 1 to th) as uinteger
dim shared stars(1 to maxstars) as startype
dim shared backpal(1 to th) as uinteger
dim shared starpal(1 to 255) as uinteger
function GetRandom(lowerbound as integer, upperbound as integer) as integer
return Int((upperbound - lowerbound + 1) * Rnd + lowerbound)
end function
'Interpolation code by Rattrapmax6
Sub CreatePalette(cpal() as Integer, sr as integer, sg as integer, sb as integer, er as integer, eg as integer, eb as integer)
Dim As Integer i
Dim iStart(3) As Integer
Dim iEnd(3) As Integer
Dim iShow(3) As Integer
Dim Rend(3) As Double
Dim InterPol(3) As Double
InterPol(0) = Ubound(cpal)
iStart(1) = sr
iStart(2) = sg
iStart(3) = sb
iEnd(1) = er
iEnd(2) = eg
iEnd(3) = eb
InterPol(1) = (iStart(1) - iEnd(1)) / InterPol(0)
InterPol(2) = (iStart(2) - iEnd(2)) / InterPol(0)
InterPol(3) = (iStart(3) - iEnd(3)) / InterPol(0)
Rend(1) = iStart(1)
Rend(2) = iStart(2)
Rend(3) = iStart(3)
For i = lbound(cpal) To Ubound(cpal)
iShow(1) = Rend(1)
iShow(2) = Rend(2)
iShow(3) = Rend(3)
cpal(i) = Rgb(iShow(1),iShow(2),iShow(3))
Rend(1) -= InterPol(1)
Rend(2) -= InterPol(2)
Rend(3) -= InterPol(3)
Next
End Sub
function AlphaBlend(alpha as integer, fcolor as uinteger, bcolor as uinteger) as uinteger
dim as integer invalpha, r, g, b
dim as Pixel fc, bc
invalpha = 255 - alpha
fc.value = fcolor
bc.value = bcolor
r = ((fc.channel.r * alpha) + (bc.channel.r * invalpha)) shr 8
g = ((fc.channel.g * alpha) + (bc.channel.g * invalpha)) shr 8
b = ((fc.channel.b * alpha) + (bc.channel.b * invalpha)) shr 8
return RGB(r, g, b)
end function
sub InitAStar (idx as integer)
stars(idx).x = GetRandom(1, tw)
stars(idx).y = GetRandom(1, 27)
stars(idx).z = GetRandom(1, 255)
end sub
sub InitStars
dim as integer i
for i = 1 to maxstars
InitAStar i
next
end sub
sub BuildBackground
dim as integer x, y, clr, cnt = 28, palid = 1
'Draw the top half of the scene
for y = 1 to 28
for x = 1 to tw
if aw2(x + y * aw2w) = 1 then
buffer(x, y) = fbGold
end if
next
palid += 1
next
'Draw the bottom half of the screen
for y = 29 to th
for x = 1 to tw
if cnt > 0 then
if buffer(x, cnt) = fbGold then
clr = AlphaBlend(128, fbGold, backpal(palid))
buffer(x, y) = clr
elseif buffer(x, cnt) <> fbBlack then
clr = AlphaBlend(128, buffer(x, cnt), backpal(palid))
buffer(x, y) = clr
else
buffer(x, y) = backpal(palid)
end if
else
buffer(x, y) = backpal(palid)
end if
next
cnt -= 1
palid -= 1
if palid < 1 then palid = 1
next
end sub
sub DrawScene
dim as integer x, y
cls
for y = 1 to th
for x = 1 to tw
locate y, x
color buffer(x, y)
print chr(219);
next
next
screensync
screencopy
end sub
sub EraseBuffer
dim as integer x, y
for y = 1 to th
for x = 1 to tw
buffer(x, y) = fbBlack
next
next
end sub
sub MoveStars
dim as integer x, y, i
for i = 1 to maxstars
stars(i).x += 255 / stars(i).z
if stars(i).x > tw then
stars(i). x = 1
stars(i).y = GetRandom(1, 27)
stars(i).z = GetRandom(1, 255)
end if
next
for i = 1 to maxstars
buffer(int(stars(i).x), int(stars(i).y)) = starpal(stars(i).z)
next
end sub
screen 18, 32, 2, 1
setmouse ,,0
screenset 0, 1
width tw, th
InitStars
CreatePalette backpal(), 128, 128, 128, 0, 0, 0
CreatePalette starpal(), 255, 255, 255, 100, 100, 100
do
EraseBuffer
MoveStars
BuildBackground
DrawScene
sleep 1
loop until inkey = chr(27)
Const aw2w = 80
Const aw2h = 60
Dim Shared aw2(4800) As Byte = { _
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