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Copy pathExample - 2d space invaders (blue).bb
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Example - 2d space invaders (blue).bb
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;
;
;
;
Global difficulty = 100 ; lower = harder
Graphics 640,480,16,2
SetBuffer BackBuffer()
;
; Scancodes
;
;
Const KEY_NONE = 0
Const KEY_ESCAPE = 1
Const KEY_1 = 2
Const KEY_2 = 3
Const KEY_3 = 4
Const KEY_4 = 5
Const KEY_5 = 6
Const KEY_6 = 7
Const KEY_7 = 8
Const KEY_8 = 9
Const KEY_9 = 10
Const KEY_0 = 11
Const KEY_HYPHEN = 12
Const KEY_EQUAL = 13
Const KEY_BACKSPACE = 14
Const KEY_TAB = 15
Const KEY_Q = 16
Const KEY_W = 17
Const KEY_E = 18
Const KEY_R = 19
Const KEY_T = 20
Const KEY_Y = 21
Const KEY_U = 22
Const KEY_I = 23
Const KEY_O = 24
Const KEY_P = 25
Const KEY_BRACKET_LEFT = 26
Const KEY_BRACKET_RIGHT = 27
Const KEY_ENTER = 28
Const KEY_CTRL_LEFT = 29
Const KEY_A = 30
Const KEY_S = 31
Const KEY_D = 32
Const KEY_F = 33
Const KEY_G = 34
Const KEY_H = 35
Const KEY_J = 36
Const KEY_K = 37
Const KEY_L = 38
Const KEY_SEMICOLON = 39
Const KEY_APOSTROPHE = 40
Const KEY_GRAVE = 41
Const KEY_SHIFT_LEFT = 42
Const KEY_BACKSLASH = 43
Const KEY_Z = 44
Const KEY_X = 45
Const KEY_C = 46
Const KEY_V = 47
Const KEY_B = 48
Const KEY_N = 49
Const KEY_M = 50
Const KEY_COMMA = 51
Const KEY_PERIOD = 52
Const KEY_SLASH = 53
Const KEY_SHIFT_RIGHT = 54
Const KEY_NUMPAD_MULTIPLY = 55
Const KEY_ALT_LEFT = 56
Const KEY_SPACE = 57
Const KEY_CAPS_LOCK = 58
Const KEY_F1 = 59
Const KEY_F2 = 60
Const KEY_F3 = 61
Const KEY_F4 = 62
Const KEY_F5 = 63
Const KEY_F6 = 64
Const KEY_F7 = 65
Const KEY_F8 = 66
Const KEY_F9 = 67
Const KEY_F10 = 68
Const KEY_NUM_LOCK = 69
Const KEY_SCROLL_LOCK = 70
Const KEY_NUMPAD_7 = 71
Const KEY_NUMPAD_8 = 72
Const KEY_NUMPAD_9 = 73
Const KEY_NUMPAD_HYPHEN = 74
Const KEY_NUMPAD_4 = 75
Const KEY_NUMPAD_5 = 76
Const KEY_NUMPAD_6 = 77
Const KEY_PLUS = 78
Const KEY_NUMPAD_1 = 79
Const KEY_NUMPAD_2 = 80
Const KEY_NUMPAD_3 = 81
Const KEY_NUMPAD_0 = 82
Const KEY_NUMPAD_PERIOD = 83
Const KEY_F11 = 87
Const KEY_F12 = 88
Const KEY_F13 = 100
Const KEY_F14 = 101
Const KEY_F15 = 102
Const KEY_NUMPAD_EQUAL = 141
Const KEY_NUMPAD_ENTER = 156
Const KEY_CTRL_RIGHT = 157
Const KEY_NUMPAD_SLASH = 181
Const KEY_SYS_RQ = 183
Const KEY_ALT_RIGHT = 184
Const KEY_PAUSE = 197
Const KEY_HOME = 199
Const KEY_ARROW_UP = 200
Const KEY_PAGE_UP = 201
Const KEY_ARROW_LEFT = 203
Const KEY_ARROW_RIGHT = 205
Const KEY_END = 207
Const KEY_ARROW_DOWN = 208
Const KEY_PAGE_DOWN = 209
Const KEY_INSERT = 210
Const KEY_DELETE = 211
Const KEY_WINDOWS_LEFT = 219
Const KEY_WINDOWS_RIGHT = 220
Dim Keynames$(220)
For n = 0 To 220
Keynames(n)= "Unknown"
Next
Keynames(1)= "Escape"
Keynames(2)= "1"
Keynames(3)= "2"
Keynames(4)= "3"
Keynames(5)= "4"
Keynames(6)= "5"
Keynames(7)= "6"
Keynames(8)= "7"
Keynames(9)= "8"
Keynames(10)= "9"
Keynames(11)= "0"
Keynames(12)= "-"
Keynames(13)= "="
Keynames(14)= "Backspace"
Keynames(15)= "Tab"
Keynames(16)= "Q"
Keynames(17)= "W"
Keynames(18)= "E"
Keynames(19)= "R"
Keynames(20)= "T"
Keynames(21)= "Y"
Keynames(22)= "U"
Keynames(23)= "I"
Keynames(24)= "O"
Keynames(25)= "P"
Keynames(26)= "["
Keynames(27)= "]"
Keynames(28)= "Return"
Keynames(29)= "Left Ctrl"
Keynames(30)= "A"
Keynames(31)= "S"
Keynames(32)= "D"
Keynames(33)= "F"
Keynames(34)= "G"
Keynames(35)= "H"
Keynames(36)= "J"
Keynames(37)= "K"
Keynames(38)= "L"
Keynames(39)= ";"
Keynames(40)= "'"
Keynames(41)= "#";UK Keyboard
Keynames(42)= "Left Shift"
Keynames(43)= "\"
Keynames(44)= "Z"
Keynames(45)= "X"
Keynames(46)= "C"
Keynames(47)= "V"
Keynames(48)= "B"
Keynames(49)= "N"
Keynames(50)= "M"
Keynames(51)= ","
Keynames(52)= "."
Keynames(53)= "/"
Keynames(54)= "Right Shift"
Keynames(55)= "Numpad *"
Keynames(56)= "Left Alt"
Keynames(57)= "Space"
Keynames(58)= "Caps Lock"
Keynames(59)= "F1"
Keynames(60)= "F2"
Keynames(61)= "F3"
Keynames(62)= "F4"
Keynames(63)= "F5"
Keynames(64)= "F6"
Keynames(65)= "F7"
Keynames(66)= "F8"
Keynames(67)= "F9"
Keynames(68)= "F10"
Keynames(69)= "Num Lock"
Keynames(70)= "Scroll Lock"
Keynames(71)= "Numpad 7"
Keynames(72)= "Numpad 8"
Keynames(73)= "Numpad 9"
Keynames(74)= "Numpad -"
Keynames(75)= "Numpad 4"
Keynames(76)= "Numpad 5"
Keynames(77)= "Numpad 6"
Keynames(78)= "Numpad +"
Keynames(79)= "Numpad 1"
Keynames(80)= "Numpad 2"
Keynames(81)= "Numpad 3"
Keynames(82)= "Numpad 0"
Keynames(83)= "Numpad ."
Keynames(87)= "F11"
Keynames(88)= "F12"
Keynames(100)= "F13"
Keynames(101)= "F14"
Keynames(102)= "F15"
Keynames(141)= "Numpad ="
Keynames(156)= "Numpad Enter"
Keynames(157)= "Right Ctrl"
Keynames(181)= "Numpad /"
Keynames(183)= "Sys RQ"
Keynames(184)= "Right Alt"
Keynames(197)= "Pause"
Keynames(199)= "Home"
Keynames(200)= "Up Arrow"
Keynames(201)= "Page Up"
Keynames(203)= "Left Arrow"
Keynames(205)= "Right Arrow"
Keynames(207)= "End"
Keynames(208)= "Down Arrow"
Keynames(209)= "Page Down"
Keynames(210)= "Insert"
Keynames(211)= "Delete"
Keynames(219)= "Left Windows"
Keynames(220)= "Right Windows"
;Include "scancodes.bb"
;Include "fps.bb"
;Include "graphics_manipulation.bb"
; fps
Type myfps
Field timer,counter,fps
End Type
Global myfps.myfps = New myfps
Type backdrop
Field bmap
Field bmap2
End Type
Global backdrop.backdrop = New backdrop
Dim enemywave(32,32)
Type wave
Field x#,y#
Field w,h
Field maxleft
Field dir ; direction of wave
End Type
Global wave.wave = New wave
Type player
Field bmap
Field x,y
Field firedelay
Field lives
End Type
Type concrete
Field bmap
Field x,y
End Type
Type sprites
Field laser1
Field concrete1
Field alien1
End Type
Global sprites.sprites = New sprites
inilasersprites
Type lasers
Field x#,y#
Field speedy#
End Type
Type alienlasers
Field x#,y#
Field speedy#
End Type
Type particles
Field x#,y#
Field mx#,my#
Field ux#,uy#
Field timeout
End Type
Global player.player = New player
player\lives = 3
inibackdrop
iniconcretesprites
inialiensprites
iniconcrete
iniwave(1)
iniplayer
While KeyDown(1) = False
Cls
DrawBlock backdrop\bmap,0,0
updatefps
updatelasers
updatewave
updatealienlasers
playerlaserconcretecollision
alienlaserconcretecollision
alienlaserplayercollision
mousealiencollision
laseraliencollision
alienfirelaser
userinput
drawconcrete
drawlasers
drawalienlasers
drawplayer
drawwave
drawparticles
updateparticles
wavealive
gameinfo
If MouseHit(2) = True Then iniexplosion(MouseX(),MouseY())
Color 255,255,255
Text 320,GraphicsHeight()-32,"Sync Rate : " + myfps\fps
Flip
Wend
End
Function inibackdrop()
backdrop\bmap = CreateImage(GraphicsWidth(),GraphicsHeight())
SetBuffer ImageBuffer(backdrop\bmap)
ClsColor 0,0,100
Cls
shadeareaup(backdrop\bmap,0,0,GraphicsWidth(),GraphicsHeight(),120)
;
noisefilter(backdrop\bmap)
mosiacarea(backdrop\bmap,0,0,640,480,16,16)
SetBuffer BackBuffer()
End Function
Function gameinfo()
Text 0,GraphicsHeight()-32,"Lives : " + player\lives
End Function
Function gamerules()
player\lives = player\lives - 1
player\x = GraphicsWidth()/2
For this.alienlasers = Each alienlasers
Delete this
Next
If player\lives = 0 Then
Delay(1000)
iniwave(1)
player\x = GraphicsWidth()/2
player\lives = 3
End If
End Function
Function alienlaserplayercollision()
For this.alienlasers = Each alienlasers
If RectsOverlap(player\x,player\y,16,16,this\x,this\y,8,8) = True Then
If ImagesOverlap(player\bmap,player\x,player\y,sprites\laser1,this\x,this\y) = True Then
;iniwave(1)
gamerules()
End If
End If
Next
End Function
Function wavealive()
For x=0 To wave\w
For y=0 To wave\h
If enemywave(x,y) = True Then Return
Next:Next
iniwave(1)
iniconcrete
If difficulty > 30 Then difficulty = difficulty - 5
End Function
Function drawparticles()
For this.particles = Each particles
Rect this\x,this\y,3,3
Next
End Function
Function updateparticles()
For this.particles = Each particles
this\x = this\x + this\mx
this\y = this\y + this\my
this\my = this\my + this\uy
If this\timeout < MilliSecs() Then Delete this
Next
End Function
Function iniexplosion(x#,y#)
For i=0 To 15
this.particles = New particles
this\x = x
this\y = y
this\mx = Rnd(8)-4
this\my = Rnd(8)-4
this\ux = Rnd(.5)
this\uy = Rnd(.5)
this\timeout = MilliSecs() + 300+Rand(300)
Next
End Function
Function alienfirelaser()
If Rand(difficulty) = 1 Then
x = Rand(wave\w)
If wavexalive(x) = True Then
this.alienlasers = New alienlasers
this\x = x*32+wave\x+8
this\y = (wavexbottom(x)*32)+wave\y+16
this\speedy = 1.5
End If
End If
End Function
Function alienlaserconcretecollision()
For this.alienlasers = Each alienlasers
If this\y> GraphicsHeight()-256 Then
For that.concrete = Each concrete
If RectsOverlap(this\x,this\y,8,8,that\x,that\y,32,32) Then
If ImagesCollide(sprites\laser1,this\x,this\y,0,that\bmap,that\x,that\y,0) = True Then
SetBuffer ImageBuffer(that\bmap)
; DebugLog "x : " + (this\x-that\x)
; DebugLog "y : " + (this\y-that\y)
x = this\x - that\x
y = this\y - that\y
Color 0,0,0
Oval x,y,9,9,True
Deleteflag = True
SetBuffer BackBuffer()
End If
EndIf
Next
If deleteflag = True Then Delete this : deleteflag = False
End If
Next
End Function
Function updatealienlasers()
For this.alienlasers = Each alienlasers
this\y = this\y + this\speedy
If this\y > GraphicsHeight() + 32 Then Delete this
Next
End Function
Function drawalienlasers()
For this.alienlasers = Each alienlasers
DrawImage sprites\laser1,this\x,this\y
Next
End Function
Function wavexbottom(x)
For y=wave\h To 0 Step -1
If enemywave(x,y) = True Then Return y
Next
End Function
Function wavexalive(x)
For y=0 To wave\h
If enemywave(x,y) = True Then Return True
Next
End Function
Function laseraliencollision()
For this.lasers = Each lasers
x = (this\x-wave\x)/32
y = (this\y-wave\y)/32
If RectsOverlap(x,y,1,1,0,0,wave\w+1,wave\h+1) Then
If enemywave(x,y) = True Then
If ImagesOverlap(sprites\laser1,this\x,this\y,sprites\alien1,x*32+wave\x,y*32+wave\y) = True
enemywave(x,y) = False
iniexplosion(this\x,this\y)
Delete this
End If
End If
End If
Next
End Function
Function mousealiencollision()
If MouseHit(1) = True Then
x = (MouseX()-wave\x)/32
y = (MouseY()-wave\y)/32
If x<0 Or y<0 Then Return
If enemywave(x,y) = True Then enemywave(x,y) = False
adjustwave
;If RectsOverlap(MouseX(),MouseY(),1,1,x,y,16,16)
End If
;Text 120,0,":x : " + x
End Function
Function adjustwave()
For x=0 To wave\w
For y=0 To wave\h
If enemywave(x,y) = True Then Return
Next
;
wave\maxleft = (-x*32)-32
;
Next
End Function
Function drawwave()
For y=0 To wave\h
For x=0 To wave\w
If enemywave(x,y) = True Then
DrawImage sprites\alien1,wave\x+x*32,y*32
EndIf
Next:Next
End Function
Function updatewave(gamespeed = 2)
For i=0 To gamespeed
Select wave\dir
Case 0
wave\x = wave\x + .5
Case 1
wave\x = wave\x - .5
End Select
If wave\x+(wave\w*32) > GraphicsWidth()-32 Then
wave\dir = 1
End If
If wave\x < wave\maxleft Then
wave\dir = 0
End If
Next
End Function
Function iniwave(num)
Select num
Case 1
wave\w = 10
wave\h = 5
wave\maxleft = 0
wave\x = GraphicsWidth()/2-5*32
For x=0 To 10
For y=0 To 5
enemywave(x,y) = True
Next:Next
End Select
End Function
Function playerlaserconcretecollision()
For this.lasers = Each lasers
If this\y> GraphicsHeight()-256 Then
For that.concrete = Each concrete
If RectsOverlap(this\x,this\y,8,8,that\x,that\y,32,32) Then
If ImagesCollide(sprites\laser1,this\x,this\y,0,that\bmap,that\x,that\y,0) = True Then
SetBuffer ImageBuffer(that\bmap)
; DebugLog "x : " + (this\x-that\x)
; DebugLog "y : " + (this\y-that\y)
x = this\x - that\x
y = this\y - that\y
Color 0,0,0
Oval x,y-2,9,9,True
Deleteflag = True
SetBuffer BackBuffer()
End If
EndIf
Next
If deleteflag = True Then Delete this
End If
Next
End Function
Function userinput(gamespeed = 2)
oldx = player\x
oldy = player\y
For i=0 To gamespeed
If KeyDown(key_arrow_left) Then
player\x = player\x - 1
End If
If KeyDown(key_arrow_right) Then
player\x = player\x + 1
End If
If KeyDown(key_space) Then
playerfirelaser
End If
Next
End Function
Function playerfirelaser()
If player\firedelay > MilliSecs() Then Return
inilaser(player\x+4,player\y-4)
player\firedelay = MilliSecs() + 350
End Function
Function updatelasers(gamespeed = 2)
For i=0 To gamespeed
For this.lasers = Each lasers
this\y = this\y + this\speedy
deleteout = False
If this\y<-64 Then deleteout = True
If this\y>GraphicsHeight()+32 Then deleteout = True
If deleteout = True Then Delete this
Next
Next
End Function
Function drawlasers()
For this.lasers = Each lasers
DrawImage sprites\laser1,this\x,this\y
Next
End Function
Function inilaser(x,y)
this.lasers = New lasers
this\x = x
this\y = y
this\speedy = -1
End Function
Function drawconcrete()
For this.concrete = Each concrete
DrawImage this\bmap,this\x,this\y
Next
End Function
Function iniconcrete()
For x=16 To GraphicsWidth() - 32 Step 64
this.concrete = New concrete
this\bmap = CopyImage(sprites\concrete1)
this\x = x
this\y = GraphicsHeight() - 110
Next
End Function
Function inilasersprites()
sprites\laser1 = CreateImage(8,8)
SetBuffer ImageBuffer(sprites\laser1)
Color 255,255,255
Rect 2,0,4,8,True
SetBuffer BackBuffer()
End Function
Function drawplayer()
DrawImage player\bmap,player\x,player\y
End Function
Function iniplayer()
player\x = GraphicsWidth() / 2
player\y = GraphicsHeight() - 64
player\bmap = CreateImage(16,16)
createplayerimage()
End Function
Function inialiensprites()
sprites\alien1 = CreateImage(16,16)
SetBuffer ImageBuffer(sprites\alien1)
Restore aliensprite1
Color 255,255,255
For y=0 To 7
For x=0 To 7
Read a
If a = 1 Then
Rect x*2,y*2,2,2,True
End If
Next:Next
SetBuffer BackBuffer()
End Function
Function iniconcretesprites()
sprites\concrete1 = CreateImage(32,32)
SetBuffer ImageBuffer(sprites\concrete1)
Restore concrete1
Color 255,255,255
For y=0 To 7
For x=0 To 7
Read a
If a = 1 Then
Rect x*4,y*4,4,4
End If
Next:Next
SetBuffer BackBuffer()
End Function
Function createplayerimage()
SetBuffer ImageBuffer(player\bmap)
ClsColor 0,0,0
Color 255,255,255
Restore player_sprite
For y=0 To 7
For x=0 To 7
Read a
If a = 1 Then
Rect x*2,y*2,2,2
End If
Next:Next
SetBuffer BackBuffer()
End Function
.concrete1
Data 0,0,0,0,0,0,0,0
Data 0,1,1,0,0,1,1,0
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
.player_sprite
Data 0,0,0,1,1,0,0,0
Data 0,0,0,1,1,0,0,0
Data 0,0,1,1,1,1,0,0
Data 0,0,1,1,1,1,0,0
Data 0,0,1,1,1,1,0,0
Data 0,1,1,1,1,1,1,0
Data 0,1,1,1,1,1,1,0
Data 0,1,1,1,1,1,1,0
.aliensprite1
Data 0,0,1,1,1,1,0,0
Data 0,1,1,1,1,1,1,0
Data 0,1,1,1,1,1,1,0
Data 1,1,1,1,1,1,1,1
Data 1,1,1,1,1,1,1,1
Data 1,1,0,0,0,0,1,1
Data 0,1,1,0,0,1,1,0
Data 0,0,1,0,0,1,0,0
;Standard functions for converting colour to RGB values, for WritePixelFast and ReadPixelFast
Function GetRGB(r,g,b)
Return b Or (g Shl 8) Or (r Shl 16)
End Function
Function GetR(rgb)
Return rgb Shr 16 And %11111111
End Function
Function GetG(rgb)
Return rgb Shr 8 And %11111111
End Function
Function GetB(rgb)
Return rgb And %11111111
End Function
Function clipval(in)
If in>255 Then Return 255
If in<0 Then Return 0
Return in
End Function
Function updatefps()
myfps\counter = myfps\counter + 1
If myfps\timer < MilliSecs() Then
myfps\fps = myfps\counter
myfps\counter = 0
myfps\timer = MilliSecs() + 1000
End If
End Function
;
; Graphics manipulation
;
Function scratchdownarea(im,x,y,w,h)
SetBuffer ImageBuffer(im)
LockBuffer ImageBuffer(im)
;
For x1=0 To ImageWidth(im)
rgb = ReadPixelFast(x1,y)
For y1=y To y+(h-3+Rand(1,3))
If cnt=4 Then rgb = ReadPixelFast(x1,y1) : cnt=1
cnt=cnt+1
If RectsOverlap(x1,y1,1,1,x,y,w,h)
WritePixelFast x1,y1,rgb
End If
Next
Next
;
UnlockBuffer ImageBuffer(im)
SetBuffer BackBuffer()
Return im
End Function
Function mosiacarea(im,x,y,w,h,sx,sy)
SetBuffer ImageBuffer(im)
LockBuffer ImageBuffer(im)
While y1<ImageHeight(im) - sy
While x1<ImageWidth(im) ;- sx
If RectsOverlap(x1,y1,1,1,x,y,w,h)
rgb = ReadPixelFast(x1,y1)
For x2=x1+2 To x1+(sx-2)
For y2=y1+2 To y1+(sy-2)
If RectsOverlap(x2,y2,1,1,x,y,w,h)
WritePixelFast(x2,y2,rgb)
End If
Next
Next
End If
x1=x1+sx
Wend
x1=0
y1=y1+sy
Wend
UnlockBuffer(ImageBuffer(im))
SetBuffer BackBuffer()
Return im
End Function
Function colorizearea(im,x,y,w,h,r1#=100,g1#=100,b1#=100)
SetBuffer ImageBuffer(im)
LockBuffer(ImageBuffer(im))
For y1=0 To ImageHeight(im)
For x1=0 To ImageWidth(im)
;
If RectsOverlap(x1,y1,1,1,x,y,w,h) = True
rgb = ReadPixelFast(x1,y1)
r# = getr(rgb)
g# = getg(rgb)
b# = getb(rgb)
;
r2 = clipval(r+r1)
g2 = clipval(g+g1)
b2 = clipval(b+b1)
;
rgb2 = getrgb(r2,g2,b2)
WritePixelFast x1,y1,rgb2
End If
;
Next
Next
UnlockBuffer(ImageBuffer(im))
SetBuffer BackBuffer()
Return im
End Function
Function shadearearightdown(im,x,y,w,h,col# = 100)
Local cy# = col
SetBuffer ImageBuffer(im)
LockBuffer ImageBuffer(im)
;
For x1=0 To w
For y1=0 To h
If RectsOverlap(x1,y1,1,1,x,y,w,h)
rgb = ReadPixelFast(x1,y1)
;
r# = getr(rgb)
g# = getg(rgb)
b# = getb(rgb)
;
r1# = clipval(r/100*cy)
g1# = clipval(g/100*cy)
b1# = clipval(b/100*cy)
;
WritePixelFast x1,y1,getrgb(r1,g1,b1)
End If
;
Next
If x1>x
cy#=cy#-(100/w)
End If
Next
;
UnlockBuffer ImageBuffer(im)
SetBuffer BackBuffer()
Return im
End Function
Function shadearealeftup(im,x,y,w,h,col# = 100)
Local cy# = col
SetBuffer ImageBuffer(im)
LockBuffer ImageBuffer(im)
;
For x1=0 To 32
For y1=0 To 32
If RectsOverlap(x1,y1,1,1,x,y,w,h)
rgb = ReadPixelFast(x1,y1)
;
r# = getr(rgb)
g# = getg(rgb)
b# = getb(rgb)
;
r1# = clipval(r/100*cy)
g1# = clipval(g/100*cy)
b1# = clipval(b/100*cy)
;
WritePixelFast x1,y1,getrgb(r1,g1,b1)
End If
;
Next
If x1>x
cy#=cy#+(100/w)
End If
Next
;
UnlockBuffer ImageBuffer(im)
SetBuffer BackBuffer()
Return im
End Function
Function shadeareaup(im,x#,y#,w#,h#,col#=50)
Local cy# = col
SetBuffer ImageBuffer(im)
LockBuffer(ImageBuffer(im))
For y1=0 To ImageHeight(im)
For x1=0 To ImageWidth(im)
If RectsOverlap(x1,y1,1,1,x,y,w,h) = True Then
rgb = ReadPixelFast(x1,y1)
r# = getr(rgb)
g# = getg(rgb)
b# = getb(rgb)
r = clipval((r/100)*cy)
g = clipval((g/100)*cy)
b = clipval((b/100)*cy)
rgb2 = getrgb(r,g,b)
WritePixelFast x1,y1,rgb2
End If
Next
If y1>y And y1<y+h Then
cy#=cy#+(col/h)
End If
Next
UnlockBuffer(ImageBuffer(im))
SetBuffer BackBuffer()
Return im
End Function
Function shadeareadown(im,x#,y#,w#,h#,col#=50)
Local cy# = col
SetBuffer ImageBuffer(im)
LockBuffer(ImageBuffer(im))
For y1=0 To ImageHeight(im)
For x1=0 To ImageWidth(im)
If RectsOverlap(x1,y1,1,1,x,y,w,h) = True Then
rgb = ReadPixelFast(x1,y1)
r# = getr(rgb)
g# = getg(rgb)
b# = getb(rgb)
r = clipval((r/100)*cy)
g = clipval((g/100)*cy)
b = clipval((b/100)*cy)
rgb2 = getrgb(r,g,b)
WritePixelFast x1,y1,rgb2
End If