Computer Science Canada fire works |
Author: | zylum [ Wed Feb 25, 2004 5:48 pm ] | ||
Post subject: | fire works | ||
here's a fire works effect i made. enjoy
-zylum |
Author: | Paul [ Wed Feb 25, 2004 5:53 pm ] |
Post subject: | |
pretty nice, though it goes a bit too fast on my computer and sometimes it doesn't explode (or is it in colors that I can't see?) |
Author: | jonos [ Wed Feb 25, 2004 5:55 pm ] |
Post subject: | |
yeah, i can't see it also, only a few colours every now and then. |
Author: | Tony [ Wed Feb 25, 2004 5:56 pm ] |
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it is defenatly too fast... but if you slow it down a bit (a delay here and there) it looks nice +10Bits |
Author: | the_short1 [ Wed Feb 25, 2004 6:17 pm ] |
Post subject: | |
i still dont get how y9ou can make so many programs... WAIT I KNOW>>>> I THINK I FIGURED IT OUT>>>> you make these in school dont u???? that is why ur able to make so many DAM programs every DAM week... anyways.... fireworks ROCKS>>>>> i have a realy slow computer so animations were perfect in 63 lines... That is NICE! itd take me prob 300 liens and 3 hours |
Author: | zylum [ Wed Feb 25, 2004 6:19 pm ] |
Post subject: | |
lol, i guess that must mean my computer is a peice of crap cuz it runs at normal speeds here and yeah, i should have specified a color range that doesnt have a bunch of dark colors in it... oh and the_short1, i dont do these at school... in fact i dont do anything in compsci... i just play games and do all the assignments on saturday cuz theyre sooo damn easy... anyways, im glad you like my proggies |
Author: | jonos [ Wed Feb 25, 2004 8:14 pm ] |
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your class must rock!!! jk, it sucks having an easy class sometimes |
Author: | Cervantes [ Thu Feb 26, 2004 6:14 pm ] |
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If you look close enough (unless its actually a black ball) you can see the particles flying off. Great job zylum! |
Author: | Andy [ Thu Feb 26, 2004 9:34 pm ] |
Post subject: | |
ever heard of delay? |
Author: | the_short1 [ Thu Feb 26, 2004 9:46 pm ] |
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one thing... your program kinda sucks with 800x600 res... maybe have a option for both taht and 1000+w/e the other number is |
Author: | WhatAmIDoing [ Mon Mar 01, 2004 12:18 pm ] |
Post subject: | |
Thats pretty cool all though if you add a delay of 50 after the View.update it really works a lot better |
Author: | Hotaru [ Wed Mar 03, 2004 6:54 pm ] |
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your program worked very well~but there is only one suggestion~the colour is plain~so perhaps you can make the fireworks multi-colored~ |
Author: | Tallguy [ Wed Apr 23, 2008 12:54 pm ] |
Post subject: | RE:fire works |
cool, but to agree with everyone, do add delays, and have more then one firecracker go off @ the same time |
Author: | Mackie [ Wed Apr 23, 2008 2:42 pm ] |
Post subject: | RE:fire works |
How did you even manage to find this? It's four years old I hope you realize. |
Author: | Tallguy [ Thu Apr 24, 2008 7:03 am ] |
Post subject: | RE:fire works |
i searched it, i need fireworks for my final, so i wanted to see wat others had made |
Author: | repsoccer16 [ Thu Apr 24, 2008 7:20 am ] |
Post subject: | RE:fire works |
good program just need to slow it down a ways. |
Author: | death bringer [ Tue Apr 29, 2008 10:59 am ] |
Post subject: | RE:fire works |
I fixed the code and made the effect slower enjoy -Death bringer setscreen ("graphics:max;max,offscreenonly") const size := 100 const fireLength := 150 var decay := 0.98 var gravity := 1 var pixel : array 1 .. size, 1 .. 2 of real var velocity : array 1 .. size, 1 .. 2 of real var px, py : real procedure newFire (x, y, vx, maxV : real) var ang : int for i : 1 .. size pixel (i, 1) := x pixel (i, 2) := y ang := Rand.Int (0, 360) velocity (i, 1) := cosd (ang) * (Rand.Real * (2 * maxV) - maxV) + vx velocity (i, 2) := sind (ang) * (Rand.Real * (2 * maxV) - maxV) end for end newFire procedure moveFire (c : int) for i : 1 .. size pixel (i, 1) += velocity (i, 1) pixel (i, 2) += velocity (i, 2) velocity (i, 1) *= decay velocity (i, 2) -= gravity velocity (i, 2) *= decay drawdot (round (pixel (i, 1)), round (pixel (i, 2)), c) end for end moveFire procedure launch (x, ang, spd, c : int) px := x py := 0 var pvx, pvy : real pvx := cosd (ang) * spd pvy := sind (ang) * spd loop exit when pvy < 0 drawfillbox (0, 0, maxx, maxy, 7) px += pvx py += pvy pvx *= decay pvy -= gravity pvy *= decay drawfilloval (round (px), round (py), 3, 3, c) View.Update cls end loop newFire (px, py, pvx, 10) for i : 1 .. fireLength drawfillbox (0, 0, maxx, maxy, 7) moveFire (c) View.Update cls end for end launch loop launch (Rand.Int (100, maxx - 100), Rand.Int (70, 110), 40, Rand.Int (0, 255)) end loop |
Author: | death bringer [ Tue Apr 29, 2008 11:18 am ] |
Post subject: | RE:fire works |
Also setscreen ("graphics:max;max,offscreenonly") const size := 100 const fireLength := 200 var decay := 0.93 var gravity := 0.1 var pixel : array 1 .. size, 1 .. 2 of real var velocity : array 1 .. size, 1 .. 2 of real var px, py : real procedure newFire (x, y, vx, maxV : real) var ang : int for i : 1 .. size pixel (i, 1) := x pixel (i, 2) := y ang := Rand.Int (500, 30000) velocity (i, 1) := cosd (ang) * (Rand.Real * (2 * maxV) - maxV) + vx velocity (i, 2) := sind (ang) * (Rand.Real * (2 * maxV) - maxV) end for end newFire procedure moveFire (c : int) for i : 1 .. size pixel (i, 1) += velocity (i, 1) pixel (i, 2) += velocity (i, 2) velocity (i, 1) *= decay velocity (i, 2) -= gravity velocity (i, 2) *= decay drawdot (round (pixel (i, 1)), round (pixel (i, 2)), c) end for end moveFire procedure launch (x, ang, spd, c : int) px := x py := 0 var pvx, pvy : real pvx := cosd (ang) * spd pvy := sind (ang) * spd loop exit when pvy < 0 drawfillbox (0, 0, maxx, maxy, 7) px += pvx py += pvy pvx *= decay pvy -= gravity pvy *= decay drawfilloval (round (px), round (py), 2, 2, c) View.Update cls end loop newFire (px, py, pvx, 10) for i : 1 .. fireLength drawfillbox (0, 1, maxx, maxy, 7) moveFire (c) View.Update cls end for end launch loop launch (Rand.Int (100, maxx - 100), Rand.Int (70, 110), 40, Rand.Int (0, 255)) end loop |
Author: | Tallguy [ Tue Apr 29, 2008 12:39 pm ] |
Post subject: | RE:fire works |
nows its really fast |
Author: | raidercom [ Tue Apr 29, 2008 2:36 pm ] |
Post subject: | Re: fire works |
I can hardly see anything its so fast... Might wanna try a Time.DelaySinceLast (75) in the main loop. |
Author: | death bringer [ Thu May 01, 2008 11:03 am ] |
Post subject: | RE:fire works |
Sorry about the last 2 post i made. when i had goten home it had gone faster on my computer i hope now this post finishes this issue. setscreen ("graphics:max;max,offscreenonly,nocursor") colorback (7) process Bump_Sound2 sound (500, 200) end Bump_Sound2 process Bump_Sound sound (1000, 1) end Bump_Sound procedure Blur_Screen (I, C : int) Blur_Screen (100, 9) for B : 1 .. I drawline (Rand.Int (1, maxx), Rand.Int (1, maxy), Rand.Int (1, maxx), Rand.Int (1, maxy), C) end for end Blur_Screen const size := 100 const fireLength := 400 var decay := 0.93 var gravity := 0.1 var pixel : array 1 .. size, 1 .. 2 of real var velocity : array 1 .. size, 1 .. 2 of real var px, py : real procedure newFire (x, y, vx, maxV : real) var ang : int for i : 1 .. size pixel (i, 1) := x pixel (i, 2) := y ang := Rand.Int (500, 30000) velocity (i, 1) := cosd (ang) * (Rand.Real * (2 * maxV) - maxV) + vx velocity (i, 2) := sind (ang) * (Rand.Real * (2 * maxV) - maxV) end for end newFire procedure moveFire (c : int) for i : 1 .. size pixel (i, 1) += velocity (i, 1) pixel (i, 2) += velocity (i, 2) velocity (i, 1) *= decay velocity (i, 2) -= gravity velocity (i, 2) *= decay drawdot (round (pixel (i, 1)), round (pixel (i, 2)), c) end for end moveFire procedure launch (x, ang, spd, c : int) px := x py := 0 var pvx, pvy : real pvx := cosd (ang) * spd pvy := sind (ang) * spd loop fork Bump_Sound2 exit when pvy < 0 px += pvx py += pvy pvx *= decay pvy -= gravity pvy *= decay drawfilloval (round (px), round (py), 2, 2, c) View.Update cls end loop newFire (px, py, pvx, 20) for i : 1 .. fireLength moveFire (c) View.Update cls end for fork Bump_Sound end launch loop launch (Rand.Int (100, maxx - 100), Rand.Int (70, 110), 40, Rand.Int (0, 255)) end loop |
Author: | Michael516 [ Fri May 02, 2008 8:08 am ] |
Post subject: | RE:fire works |
this one works a lot better, but i think that the fireworks need to be a little more colorful. |
Author: | Carey [ Mon May 05, 2008 10:16 am ] |
Post subject: | RE:fire works |
Please get a lock on this. This topic is 4 years old. |
Author: | death bringer [ Mon May 05, 2008 10:48 am ] |
Post subject: | RE:fire works |
If you want the fire work to move even slower place this after line 57 delay(3) |