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FISHTANK.FOR
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1995-01-20
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C************************************************************************
C
C FISHTANK.FOR -- This program demonstrates multi-object non-destructive
C animation. The coral background is displayed on page 2 and copied to
C page 0, the visual page. A packed pixel run file containing the 6 fish
C is displayed on page 1, and then FG_GETIMAGE is used to load the fish
C into the fish bitmaps.
C
C To make the fish move, the background is copied to page 1 and the fish
C are put over the background using FG_CLPIMAGE and FG_FLPIMAGE. The
C fish are clipped at the edge of the screen. Page 1 is then copied to
C page 0 using FG_COPYPAGE. This process is then repeated in a loop.
C
C To compile this program and link it with Fastgraph version 3.xx:
C
C FL /FPi /4I2 /4Nt /AM FISHTANK.FOR /link FGM
C
C This program also can be linked with Fastgraph/Light (version 3.02 or
C later) if you replace the FGM library reference with FGLM.
C
C For more examples of animation using Fastgraph, or for an evaluation
C copy of Fastgraph/Light, call DDBBS at (702) 796-7134. For Fastgraph
C voice support, call Ted Gruber Software at (702) 735-1980.
C
C************************************************************************
$INCLUDE: 'C:\FG\FASTGRAF.FI'
PROGRAM MAIN
IMPLICIT INTEGER (A-Z)
COMMON /SEED/ SEED
C *** fish bitmaps ***
INTEGER*1 FISHES
COMMON /MAPS/ FISHES(5356), OFFSET(6)
C *** palette values
INTEGER COLORS(16)
DATA COLORS /0,1,2,3,4,5,6,7,16,0,18,19,20,21,22,23/
C *** make sure the system supports video mode 13 with 4 pages
CALL FG_INITPM
IF (FG_TESTMODE(13,4) .EQ. 0) THEN
WRITE(6,*)
WRITE(6,*) 'This program requires an EGA or VGA card'
WRITE(6,*) 'with at least 128k. If an EGA card is'
WRITE(6,*) 'present, it must be the active adapter.'
STOP ' '
END IF
C *** initialize the video environment
OLD_MODE = FG_GETMODE()
CALL FG_SETMODE(13)
CALL FG_PALETTES(COLORS)
CALL RANDOMIZE
C *** get the coral background from a file and put it on page 2
CALL FG_SETPAGE(2)
CALL FG_MOVE(0,199)
CALL FG_DISPFILE('CORAL.PPR'//CHAR(0),320,1)
C *** copy the background from page 2 to page 0, the visual page
CALL FG_COPYPAGE(2,0)
C *** get the fish
CALL GET_FISH
C *** make the fish go
CALL GO_FISH
C *** restore the original video state
CALL FG_SETMODE(OLD_MODE)
CALL FG_RESET
STOP ' '
END
C************************************************************************
C* *
C* get_fish -- fill up the fish bitmap arrays *
C* *
C************************************************************************
SUBROUTINE GET_FISH
IMPLICIT INTEGER (A-Z)
INTEGER*1 FISHES
COMMON /MAPS/ FISHES(5356), OFFSET(6)
COMMON /SIZE/ FISH_X1(6), FISH_Y1(6), WIDTH(6), HEIGHT(6)
C *** get the fish from a file and put them on page 1
CALL FG_SETPAGE(1)
CALL FG_MOVE(0,199)
CALL FG_DISPFILE('FISH.PPR'//CHAR(0),320,1)
C *** build the fish bitmaps
I = 1
DO 10 FISH_NUM = 1,6
CALL FG_MOVE(FISH_X1(FISH_NUM),FISH_Y1(FISH_NUM))
CALL FG_GETIMAGE(FISHES(I),WIDTH(FISH_NUM),HEIGHT(FISH_NUM))
OFFSET(FISH_NUM) = I
I = I + WIDTH(FISH_NUM) * HEIGHT(FISH_NUM)
10 CONTINUE
RETURN
END
C************************************************************************
C* *
C* go_fish -- make the fish swim around *
C* *
C************************************************************************
SUBROUTINE GO_FISH
IMPLICIT INTEGER (A-Z)
C There are 11 fish total, and 6 different kinds of fish. These
C arrays keep track of what kind of fish each fish is, and how each
C fish moves:
C
C fish() -- which fish bitmap applies to this fish?
C x() -- starting x coordinate
C y() -- starting y coordinate
C
C xmin() -- how far left (off screen) the fish can go
C xmax() -- how far right (off screen) the fish can go
C xinc() -- how fast the fish goes left and right
C dir() -- starting direction for each fish
C
C ymin() -- how far up this fish can go
C ymax() -- how far down this fish can go
C yinc() -- how fast the fish moves up or down
C yturn() -- how long fish can go in the vertical direction
C before stopping or turning around
C ycount() -- counter to compare to yturn
PARAMETER (NFISH = 11)
INTEGER*1 KEY, AUX
INTEGER*1 FISHES
COMMON /MAPS/ FISHES(5356), OFFSET(6)
INTEGER FISH(NFISH), X(NFISH), Y(NFISH)
INTEGER XMIN(NFISH), XMAX(NFISH), XINC(NFISH)
INTEGER YMIN(NFISH), YMAX(NFISH), YINC(NFISH)
INTEGER DIR(NFISH), YTURN(NFISH), YCOUNT(NFISH)
DATA FISH / 2, 2, 3, 4, 4, 1, 1, 6, 5, 3, 4/
DATA X /-100,-150,-450,-140,-200, 520, 620,-800, 800, 800,-300/
DATA Y / 40, 60, 150, 80, 70, 190, 180, 100, 30, 130, 92/
DATA XMIN /-300,-300,-800,-200,-200,-200,-300,-900,-900,-900,-400/
DATA XMAX / 600, 600,1100,1000,1000, 750, 800,1200,1400,1200, 900/
DATA XINC / 2, 2, 8, 5, 5, -3, -3, 7, -8, -9, 6/
DATA DIR / 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0/
DATA YMIN / 40, 60, 120, 70, 60, 160, 160, 80, 30, 110, 72/
DATA YMAX / 80, 100, 170, 110, 100, 199, 199, 120, 70, 150, 122/
DATA YTURN/ 50, 30, 10, 30, 20, 10, 10, 10, 30, 20, 10/
DATA YCOUNT/ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0/
DATA YINC / 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0/
C *** make the fish swim around
10 CONTINUE
C *** copy the background from page 2 to page 1
CALL FG_COPYPAGE(2,1)
C *** put all the fish on the background
DO 20 I = 1,11
CALL FG_SETPAGE(1)
YCOUNT(I) = YCOUNT(I) + 1
IF (YCOUNT(I) .GT. YTURN(I)) THEN
YCOUNT(I) = 0
YINC(I) = IRANDOM(-1,1)
END IF
Y(I) = Y(I) + YINC(I)
Y(I) = MIN(YMAX(I),MAX(Y(I),YMIN(I)))
IF (X(I) .GE. 0 .AND. X(I) .LT. 320) THEN
CALL PUT_FISH(FISH(I),X(I),Y(I),DIR(I))
ELSE IF (X(I) .LT. 0 .AND. X(I) .GT. -72) THEN
CALL FG_TRANSFER(0,71,0,199,104,199,1,3)
CALL FG_SETPAGE(3)
CALL PUT_FISH(FISH(I),X(I)+104,Y(I),DIR(I))
CALL FG_TRANSFER(104,175,0,199,0,199,3,1)
END IF
X(I) = X(I) + XINC(I)
IF (X(I) .LE. XMIN(I) .OR. X(I) .GE. XMAX(I)) THEN
XINC(I) = -XINC(I)
DIR(I) = 1 - DIR(I)
END IF
20 CONTINUE
C *** copy page 1 to page 0
CALL FG_SETPAGE(0)
CALL FG_COPYPAGE(1,0)
C *** intercept a keystroke, if it is escape exit the program
CALL FG_INTKEY(KEY,AUX)
IF (KEY .NE. 27) GO TO 10
RETURN
END
C************************************************************************
C* *
C* irandom -- random number generator *
C* *
C************************************************************************
FUNCTION IRANDOM(MIN,MAX)
IMPLICIT INTEGER (A-Z)
TEMP = IEOR(SEED,ISHFT(SEED,-7))
SEED = IAND(IEOR(ISHFT(TEMP,8),TEMP),#7FFF)
IRANDOM = MOD(SEED,MAX-MIN+1) + MIN
RETURN
END
C************************************************************************
C* *
C* put_fish -- draw one of the six fish anywhere you want *
C* *
C************************************************************************
SUBROUTINE PUT_FISH(FISH_NUM,X,Y,FISH_DIR)
IMPLICIT INTEGER (A-Z)
INTEGER*1 FISHES
COMMON /MAPS/ FISHES(5356), OFFSET(6)
COMMON /SIZE/ FISH_X1(6), FISH_Y1(6), WIDTH(6), HEIGHT(6)
C *** move to position where the fish will appear
CALL FG_MOVE(X,Y)
C *** draw a left- or right-facing fish, depending on fish_dir
I = OFFSET(FISH_NUM)
IF (FISH_DIR .EQ. 0) THEN
CALL FG_FLPIMAGE(FISHES(I),WIDTH(FISH_NUM),HEIGHT(FISH_NUM))
ELSE
CALL FG_CLPIMAGE(FISHES(I),WIDTH(FISH_NUM),HEIGHT(FISH_NUM))
END IF
RETURN
END
C************************************************************************
C* *
C* randomize -- get a seed for the random number generator *
C* *
C************************************************************************
SUBROUTINE RANDOMIZE
IMPLICIT INTEGER (A-Z)
COMMON /SEED/ SEED
INTEGER*4 FG_GETCLOCK
SEED = IAND(INT(FG_GETCLOCK()),#7FFF)
RETURN
END
C************************************************************************
C* *
C* block data -- initialize arrays in common blocks *
C* *
C************************************************************************
BLOCK DATA
IMPLICIT INTEGER (A-Z)
COMMON /SIZE/ FISH_X1(6), FISH_Y1(6), WIDTH(6), HEIGHT(6)
DATA FISH_X1 / 0, 64,128,200, 0, 80/
DATA FISH_Y1 /199,199,199,199,150,150/
DATA WIDTH / 28, 27, 34, 28, 31, 34/
DATA HEIGHT / 25, 38, 26, 30, 22, 36/
END