michael
Senior Member
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Posts: 335
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OOPS! EYE sample is now here: data modulized
« Thread started on: Sep 6th, 2016, 04:06am » |
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OOPS!! I somehow put the happy face here!! How did that happen? WELL its fixed now. The eye is here. This eye can be placed where you like on a toon. BMPtoCODE for BBC Basic link (useable in LBB)
http://lbb.conforums.com/index.cgi?board=code&action=display&num=1461296738
You can play with the example, but keep in mind, it will become obsolete when I release the BBC Basic version along with other tools for file management.
Also: this version of BMPtoCODE is older than the one I am using and doesn't have the modifications I made to this example YET.
I am working on body parts and will make scaling tools later. Anyone can use this as I am making this for everyone. (including myself)
I may edit the pupil, as black Is transparent so that you can overlay. I may change the pupil to gray or dark red.
I will make more types of eyes and I also want to make some realistic fire animations too that can be sized and placed where you like.
I have also made the data local and made the eye a stand alone function. ( code art that functions like part of the BBC Basic language tools? YUP !!) :)
MAKE SURE YOU HAVE LOWERCASE KEYWORDS ENABLED IN OPTIONS If it isn't, enable lowercase and restart BBC Basic IDE. I plan to use lowercase from now on.
Also, I am thinking of making BMPtoCode for BBC Basic, as BBC should have the utility and it needs to be improved.
BBC has more powerful abilities, so it should be easier to remake the tool, and I need to disconnect BMPtoCode from its design roots. Code: vdu 22,8
vdu 23,23,1|
off:vdu 5:colour 0:clg
proc_image(100,500)
wait 0:end
def proc_image(h,v)
local data
u=0:r=0:g=0:b=0:a=0:c=0:t=0
ost$=""
read x,y:repeat
read nst$,t
if nst$="0" then r=0:g=0:b=0 :rem 'black 0 0 0
if nst$="1" then r=192:g=128:b=64:rem ' brown 192 128 64
if nst$="2" then r=64:g=64:b=192 :rem'dark blue 64 64 192
if nst$="3" then r=128:g=128:b=128:rem' dark grey 128 128 128
if nst$="4" then r=128:g=0:b=0:rem'dark red 128 0 0
if nst$="5" then r=224:g=192:b=0 :rem'dark yellow 224 192 0
if nst$="6" then r=128:g=160:b=192:rem'flat blue 128 160 192
if nst$="7" then r=32:g=192:b=64 :rem'green 32 192 64
if nst$="8" then r=166:g=202:b=240:rem'light blue 166 202 240
if nst$="9" then r=192:g=192:b=192:rem 'light gray 192 192 192
if nst$="a" then r=192:g=224:b=0:rem 'light green 192 224 0
if nst$="b" then r=224:g=32:b=64:rem'light red 224 32 64
if nst$="c" then r=0:g=160:b=192 :rem'medblue 0 160 192
if nst$="d" then r=224:g=128:b=64 :rem 'orange 224 128 64
if nst$="e" then r=224:g=160:b=192:rem'pink 224 160 192
if nst$="f" then r=160:g=64:b=192:rem'purple 160 64 192
if nst$="g" then r=192:g=220:b=192:rem'tan 192 220 192
if nst$="h" then r=255:g=255:b=255:rem'white 255 255 255
if nst$="i" then r=255:g=255:b=0:rem'yellow 255 255 0
colour 0,r,g,b:gcol 0
for u=0 to t
a=a+1: move h+c,v-a:draw h+c,v-a:if a>x then c=c+1:a=0
next u
until nst$="100000"
move 0,0
data 161,161
data 0,9471,3,1,0,159,3,1,0,157,h,3,0,157,h,3,0,155,h,7,0,153,h,7,0,151,h,11,0,149,h,11,0,147,h,13,3,1,0,145,h
data 13,3,1,0,143,h,15,0,145,h,15,0,145,g,1,h,15,0,143,g,1,h,15,0,143,h,17,0,143,h,17,0,141,h,21,0,139,h,21,0,139
data h,21,0,139,h,21,0,137,h,25,0,135,h,25,0,135,h,27,0,133,h,27,0,133,h,27,3,1,0,131,h,27,3,1,0,129,3,1,h,29,0
data 129,3,1,h,29,0,129,g,1,h,29,0,129,g,1,h,29,0,129,h,31,0,129,h,31,0,129,h,31,0,129,h,31,0,129,h,13,9,1,0,1
data h,11,0,131,h,13,9,1,0,1,h,11,0,131,h,11,0,5,9,1,h,7,0,133,h,11,0,5,9,1,h,7,0,133,h,9,3,1,0,7,h
data 5,0,135,h,9,3,1,0,7,h,5,0,139,h,7,0,5,g,1,h,3,0,141,h,7,0,5,g,1,h,3,0,145,g,1,h,7,g,1,0,149
data g,1,h,7,g,1,100000,0
endproc
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