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1996-04-14
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378 lines
The Guide To Blitz
Neil Wright
F1-136
£4.99 (2 disks)
Any Amiga. (You will need the Blitz Basic programming language to make any
sense of this guide of course, Covers commands, including PD extensions, up
to V2.0)
The guide to Blitz is a truley MASSIVE tome spanning over 400 A4 pages of
text and covers virtually every subject you are ever likely to need to
know about. This superb reference is an invaluable aid to beginners and
will serve as a great reference work for experts. Guide To Blitz comes on
two disks, disk two is choc full of remmed example programs that are
covered in the main guide to save you any typing.
If you are tired of the miniscule manual supplied with Blitz and need to
know what the commands REALLY do then now's your chance.
Just take a look at the subjects covered in this huge book:
1.1 Welcome to Blitz Basic
1.2 Using this manual
1.3 Basic programming concepts
1.3.1 Functions, statements & commands
1.4 Amiga Vs Blitz
1.5 Label Definitions
1.5.1 Restrictions
1.6 Variables
1.7 Numeric types
1.7.1 Manipulating quick numbers
1.8 NewTypes
1.8.1 NewType fields
1.8.2 Restrictions
1.8.3 NewType in action
1.9 Constants
1.10 Strings
1.11 Blitz Basic operators
1.11.1 Relational operators
1.11.2 Logical operators
1.12 Using operators with strings
1.12.1 Concatenation
1.12.2 Relational operators
1.13 Arrays
1.13.1 List arrays
1.13.2 Sorting arrays
1.14 Program control
1.15 Using data
1.16 End-of-Chapter summary
2. String Functions
2.1 Strings and roundabouts
2.2 Manipulating strings
2.3 String searching
2.3.1 Searching for characters in a string
2.3.2 Replacing characters in a string
2.3.3 Case sensitivity
2.4 Converting strings
2.5 Obtaining string information
2.6 Character strings
2.6.1 Integers
2.6.2 Long values
2.6.3 Quick values
2.7 End-of-Chapter summary
3. Mathematics
3.1 Arithmetical operators
3.2 Sign on the dotted line
3.3 Floating point numbers
3.4 Standard mathematical functions
3.5 Trigonometry
3.6 Random numbers
3.7 Machine code
3.8 End-of-Chapter summary
4. Control Structures
4.1 Unconditional jumps
4.2 Conditional jumps and structured tests
4.3 Conditional loops
4.4 Unconditional loops
4.5 Controlled loops
4.6 Interrupt handling
4.7 Error handling
4.8 Procedures
4.8.1 Statement-type procedures
4.8.2 Function-type procedures
4.8.3 Global variables
4.8.4 Some useful procedures
4.9 End-of-Chapter summary
5. Input/Output
5.1 Text
5.1.1 Printing on screen
5.1.2 Formatting numeric strings
5.1.3 Changing the text style
5.1.4 Setting the text colour
5.1.5 The text colour
5.2 The Keyboard
5.2.1 Reading the keyboard
5.3 The Joystick
5.4 Reading the mouse status
5.4.1 The mouse pointer
5.5 File access
5.5.1 File selectors
5.5.2 Opening a file
5.5.3 Examining files
5.5.4 Deleting files
5.5.5 Sequential files
5.5.6 Random access files
5.5.7 Advanced file access
5.6 End-of-Chapter summary
6. BitMaps and Slices
6.1 Creating a BitMap
6.1.1 Manipulating BitMaps
6.1.2 Loading and saving BitMaps
6.1.3 Display synchronisation
6.2 Defining a Slice
6.2.1 Syntax 1
6.2.2 Syntax 2
6.2.3 Manipulating Slices
6.2.4 Displaying a BitMap in a Slice
6.3 End-of-Chapter summary
7. Graphics
7.1 2D Drawing
7.1.1 Clearing with colour
7.1.2 Gunpowder plot
7.1.3 A few pointers
7.1.4 It's a fine line
7.1.5 Boxing clever
7.1.6 Circle circus
7.1.7 Polygon power
7.1.8 Fill her up!
7.2 Palettes
7.2.1 Loading a palette object
7.2.2 Controlling palette objects
7.2.3 Manipulating palettes
7.3 Fades
7.3.1 Fading into and out of reality
7.3.2 Manual fading
7.4 Colour cycling
7.5 Copper Lists
7.5.1 Copper load of this
7.5.2 Custom Copper Lists
7.5.3 Copper List functions
7.6 IFF Animation
7.6.1 Animated antics
7.6.2 A full example
7.7 End-of-Chapter summary
8. Sprites and Shapes
8.1 Sprites
8.1.1 Loading sprites from disk
8.1.2 Saving sprites to disk
8.1.3 Sprite commands
8.2 Shapes
8.2.1 Loading and saving shapes
8.2.2 Grabbing shapes
8.2.3 Manipulating shapes
8.2.4 Shape functions
8.2.5 Automatic shape flipping
8.2.6 Shape scaling and rotation
8.2.7 Cookiecuts
8.3 Blitting
8.3.1 A simple blit
8.3.2 Blit modes
8.3.3 Queue blits
8.3.4 Buffer blits
8.3.5 Stencil blits
8.4 Detecting Collisions
8.4.1 Colours and sprites
8.4.2 Executing collision detection
8.4.3 Collision checking
8.4.4 Sprite collisions
8.4.5 Shape collisions
8.4.6 Shape and sprite collisions
8.4.7 Sprite area collisions
8.4.8 Rectangular area collisions
8.5 End-of-Chapter summary
9. Audio
9.1 Pump up the volume
9.2 Rave the waves
9.3 Samples
9.3.1 Playing samples from memory
9.3.2 Playing samples from disk
9.3.3 Manipulating samples
9.4 Playing Tracker modules
9.5 Med modules
9.5.1 Playing Med modules
9.5.2 Manipulating Med modules
9.6 Speech
9.6.1 Walkie-Talkie
9.6.2 It's a foreign language
9.7 End-of-Chapter summary
10. Screens
10.1 Defining a screen
10.1.1 Syntax 1
10.1.2 Syntax 2
10.1.3 Interlaced screens
10.1.4 Extra Half-Brite
10.1.5 Hold And Modify
10.1.6 Screen BitMaps
10.2 Controlling screens
10.3 Screen priority
10.4 Manipulating screens
10.5 Screen functions
10.6 IFF screens
10.6.1 Loading and saving BitMaps
10.6.2 ILBM
10.7 End-of-Chapter summary
11. Windows
11.1 Opening a window
11.1.1 Super-BitMap windows
11.2 Manipulating windows
11.2.1 Moving between windows
11.2.2 Closing a window
11.2.3 Activating a window
11.2.4 Window titles
11.2.5 Altering window menus
11.2.6 Moving a window
11.2.7 Window scrolling
11.2.8 Window sizing
11.2.9 Window BitMaps
11.3 Window functions
11.3.1 Window dimensions
11.3.2 Window RastPort
11.4 Window events
11.4.1 IDCMP flags
11.4.2 Defining IDCMP flags
11.4.3 Adding IDCMP flags
11.4.4 Subtracting IDCMP flags
11.4.5 Window event functions
11.4.6 Gadget events
11.4.7 Menu events
11.4.8 Keyboard events
11.4.9 Clearing the event queue
11.5 Window text
11.5.1 Changing the text style
11.5.2 Setting the text colour
11.5.3 Changing the text colour
11.5.4 The text colour
11.6 Window input
11.6.1 Reading the keyboard
11.6.2 The input cursor
11.7 The mouse pointer
11.7.1 Mouse functions
11.7.2 Mouse buttons
11.7.3 The mouse pointer
11.8 Window graphics
11.9 End-of-Chapter summary
12. Menus
12.1 Defining menus
12.1.1 Text menu items
12.1.2 Shape menu items
12.2 Creating menus
12.3 Manipulating menus
12.4 A full example
12.5 End-of-Chapter summary
13. Gadgets
13.1 Text gadgets
13.1.1 Cycling text gadgets
13.2 Shape gadgets
13.3 String gadgets
13.3.1 Manipulating string gadgets
13.4 Gadget groups
13.5 Proportional gadgets
13.6 Gadget borders
13.7 Disabling gadgets
13.8 The GadTools Library
13.8.1 Basics of GadTools
13.8.2 Numeric gadgets
13.8.3 Text and string gadgets
13.8.4 Check box gadgets
13.8.5 Cycle gadgets
13.8.6 List gadgets
13.8.7 Highlight gadgets
13.8.8 Palette gadgets
13.8.9 Proportional gadgets
13.8.10 Shape gadgets
13.8.11 Gadget borders
13.8.12 Manipulating gadgets
13.9 End-of-Chapter summary
14. AGA
14.1 Advanced Graphics Architecture
14.2 Creating a CopList
14.2.1 Multiple CopLists
14.2.2 Non-AGA CopLists
14.3 Displaying a BitMap in a CopList
14.4 Palettes
14.5 A full example
14.6 AGA Sprite handling
14.7 End-of-Chapter summary
15. System functions
15.1 Display heights
15.2 Object handling
15.3 System date and time
15.4 Workbench functions
15.5 Food processor
15.6 BREXX
15.6.1 Emulating user input
15.6.2 Recording tape objects
15.6.3 Playing tape objects
15.6.4 BREXX functions
15.6.5 Loading and saving tape objects
15.6.6 Recording BREXX commands
15.6.7 Macro keys
15.7 End-of-Chapter summary
16. Advanced programming
16.1 Compiler directives
16.1.1 Include files
16.1.2 Conditional compiling
16.1.3 Macros
16.2 Assembler
16.3 End-of-Chapter summary
17. Program start up
17.1 Executable files
17.1.1 CLI Parameters
17.2 Runtime program start up
17.3 End-of-Chapter summary
18. The Future
18.1 The Blitz User Group
18.2 Blitz User International
18.3 Blitz User Magazine
18.4 Blitz User Disk Magazine
18.5 Magazine columns
18.6 Useful contacts
Appendix 1: Blitz Basic Applications
A1.1 Shapesmaker
A1.1.1 Loading an IFF file
A1.1.2 Shapes or sprites?
A1.1.3 Detention centre
A1.1.4 Masking tape
A1.1.5 Preaching to the converted
A1.2 MapEdit
A1.2.1 First steps
A1.2.2 Starting from scratch
A1.2.3 I'm a map - edit me!
A1.3 Shape-Ed V2
A1.4 BobEd V1.2
A1.5 Blitz-Case
Appendix 2: Useful Programs
A2.1 X-Plane Starfield
A2.2 Z-Plane Starfield
A2.3 Mandelbrot
A2.4 Mirrored Text
A2.5 System Reset
A2.6 DF1: Test
A2.7 Splerge!
A2.8 Fireworks
A2.9 Scrolling Text
A2.10 Chipset?
Appendix 3: Error Messages
A3.1 You're bugging me
A3.2 Blitz error messages
Appendix 4: Glossary
A4.1 Glossary of terms