Hey this stuff is cool.
I tried to implement realtime blobby objects in 256 bytes but alas I could not do it - this is considerably over, at 397 bytes
But it works - and it's interactive ;-D
It could've been smaller using SetColor and Plot, eliminating the pixmap, and then doing GrabImage, but strangely this resulted in a blank image - something to do with multiple backbuffer frames I think - ie the issue which needs a pixmap to be grabbed to fix the frame lag. If that worked I might shave off 50-100 bytes, but anyway.
Also even though I specify PF_RGBA8888 for the pixmap format, it gives me an ABGR format. Duh! So if the default format on your machine is not ABGR this will not look right.
I tried to implement realtime blobby objects in 256 bytes but alas I could not do it - this is considerably over, at 397 bytes
Const Z=512,S=256,W=511 Graphics 1024,768,32 P:TPixmap=CreatePixmap(Z,Z,6) Local Q:Byte Ptr=P.pixels H:TImage=CreateImage(Z,Z) For Y=0To W For X=0To W A#=Abs(S-X) B#=Abs(S-Y) R#=Max(0,S-Sqr((A*A)+(B*B))) T=(R*R)/S+0.5 Q[0]=T Q[1]=T Q[2]=T Q[3]=255 Q:+4 Next Next DrawPixmap P,0,0 GrabImage H,0,0 SetBlend 4 Repeat Cls DrawImage H,256,128 DrawImage H,MouseX()-S,MouseY()-S Flip 1 Until KeyHit(27)
But it works - and it's interactive ;-D
It could've been smaller using SetColor and Plot, eliminating the pixmap, and then doing GrabImage, but strangely this resulted in a blank image - something to do with multiple backbuffer frames I think - ie the issue which needs a pixmap to be grabbed to fix the frame lag. If that worked I might shave off 50-100 bytes, but anyway.
Also even though I specify PF_RGBA8888 for the pixmap format, it gives me an ABGR format. Duh! So if the default format on your machine is not ABGR this will not look right.