And if you wonder why there are two GPSET, one was superfluous. It was from when I set the J loop from 0, like this screen post. Basically, one is to the left, the other is to the right.
Here's the original thick line Bezier. Look, it fits in one screen! :)
This took me over 2 hours just because I'm not good at math. Another version, which ended up being discarded was a cross-wise version (2 hours wasted!), instead of length-wise.
I had wanted to add variable line thickness for truly artistic lines, but that can wait until after GUI.
Here's the updated command list. I hope I have enough time to improve it for the Ogiri Tool section. Todo: Library version, GUI, Tutorial files.
Hopefully, I'll finish the Library version this weekend. Then it's on to GUI, which is rather complicated to design fully.
Alas, I finally ran out of letters, so I'm wrapping it up. The last letter, U, is used to denote bit field. I added file loading to make it really useful as a standalone. I also changed the behavior of a command or two, which makes it incompatible with old code. Very close to 1.0 release!
Still working on that Turtle Graphic program. Not much to report. A lot of the changes are internal reorganization. Bezier2 is an example. It's a thick line Bezier algorithm. I went back to using GCIRCLE anyway. But it's so good, I'm keeping it in there.
Hi Ed. You got it perfect! Exec did the trick. Thanks.
I was reading Raycast.lib, and it says USE 1, so I guess I was confused. Thanks for the help. Now to make my own library!
I tried to make a library, but I'm getting "Undefined variable" on B[], and "Type mismatch" on A[]. What gives? How can I use arrays on my library files? Either DIM or VAR keyword should work, but it doesn't in this case.
One last example. This time, I'm highlighting the interactivity aspect. Once I put in the correct codes, I can steer the turtle using buttons: A-turn right. B-backward. X-forward. Y-turn left. I am so glad I put this capability in. Notice I use K00 instead of M00. This new command does not use stack. I used the wrong T command earlier. Oops.
Another example. This time, I'm laying down rail tracks. This is why Loop and Macro is such a big deal. You can do a lot with them, with Macro acting as Subroutine. Current version adds Kommand, which is equivalent to GOTO.
Try adding Lines 251-257 for Interactive Turtle Shell. BTW, the lines are different because I added a new command already. Just put it in before macro definition array so you can start fresh. Version 0.7 in progress.
Did you try to draw a point? It's not really set up for that. Try adding "+2" on line 212, and see if that helps. What's the command that brought this on?
Wow. 400 lines! My fully featured Turtle Graphic routine is only 360 lines, and that includes examples! I didn't know Flappy Bird can be so complicated. Must be all those rocketships involved.
I'm really curious about the game.
Come to think of it, if it's really interactive, then it should have an option for goto macro, instead of the default gosub macro. Oh, dear. I'm running out of letters as it is.
360 lines! That's a record for me. Usually mine is only one screen long. ;)
Cancel that Touchscreen option. Because I forgot. All the graphics are in the top screen, where no touch point takes place! I changed it to ABXY button, instead. Look for TURTLE6.PRG in my GRABBAG!
I put in some extras as well. Enjoy!