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fractalrep.bas
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BASIC Source File
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1992-05-06
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6KB
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133 lines
10 screen 1,4,0: randomize -1: pena 7
11 rgb 1,15,15,15:rgb 8,10,8,6
12 rgb 11,0,10,15
20 dim d(64,32)
30 input "Number of levels <1-6> ";le: if le < 1 or le > 6 then 30
40 ds=2: for n=1 to le:ds=ds+2^(n-1):next n
50 mx=ds-1:my=mx/2:rh=pi*30/180:vt=rh*1.2
60 for n=1 to le:L=10000/1.8^n
70 ?: ? "Working on level ";n
80 ib=mx/2^n:sk=ib*2
90 gosub 150: ' *** Assign heights along X in array ***
100 gosub 220: ' *** Assign heights along Y in array ***
110 gosub 290: ' *** Assign heights along diag. in array ***
120 next n
130 goto 640: ' *** Draw ***
140 ' *** Heights along x ***
150 for ye = 0 to mx - 1 step sk
160 for xe = ib+ye to mx step sk
170 ax = xe-ib: ay = ye: gosub 370: d1=d: ax = xe+ib: gosub 370: d2 = d
180 d = (d1+d2)/2 + rnd(1) * L/2 - L/4: ax = xe: ay = ye: gosub 420
190 next xe
200 next ye: return
210 ' *** Heights along Y ***
220 for xe = mx to 1 step -sk
230 for ye = ib to xe step sk
240 ax = xe: ay = ye + ib: gosub 370: d1 = d: ay = ye - ib: gosub 370: d2 = d
250 d = (d1+d2)/2 + rnd(1) * L/2 - L/4: ax = xe: ay = ye: gosub 420
260 next ye
270 next xe: return
280 ' *** Heights along diag. ***
290 for xe = 0 to mx - 1 step sk
300 for ye = ib to mx - xe step sk
310 ax = xe + ye - ib: ay = ye - ib: gosub 370: d1 = d
320 ax = xe + ye + ib: ay = ye + ib: gosub 370: d2 = d
330 ax = xe + ye: ay = ye: d = (d1+d2)/2 + rnd(1) * L/2 - L/4: gosub 420
340 next ye
350 next xe: return
360 ' *** Return data from array ***
370 if ay > my then 390
380 by = ay: bx = ax: goto 400
390 by = mx+1-ay: bx = mx-ax
400 d = d(bx,by): return
410 ' *** Put data into array ***
420 if ay > my then 440
430 by = ay: bx = ax: goto 450
440 by = mx+1-ay: bx = mx-ax
450 d(bx,by) = d: return
460 ' *** Put in sea level here ***
470 if xo <> -999 then 500
480 if zz < 0 then gosub 1070: z2 = zz: zz = 0: goto 620
490 gosub 1090: goto 610
500 if z2 > 0 and zz > 0 then 610
510 if z2 < 0 and zz < 0 then z2 = zz: zz = 0: goto 620
520 w3 = zz/(zz-z2): x3 = (x2-xx) * w3 + xx: y3 = (y2-yy) * w3 + yy: z3 = 0
530 zt = zz: yt = yy: xt = xx
540 if zz > 0 then 590
550 ' *** Going into water ***
560 zz = z3: yy = y3: xx = x3: gosub 950
570 gosub 1070: zz = 0: yy = yt: xx = xt: z2 = zt: goto 620
580 ' *** Coming up out of water ***
590 zz = z3: yy= y3: xx= x3: gosub 950
600 gosub 1090: zz = zt: yy = yt: xx = xt
610 z2 = zz
620 x2 = xx: y2 = yy: return
630 ' **** Display here ****
640 gosub 1100: ' *** Set up plotting device or screen ***
650 xs = .04: ys = .04: zs = .04: ' *** scaling factors ***
660 for ax = 0 to mx: xo = -999: for ay = 0 to ax
670 gosub 370: zz = d: yy = ay/mx * 10000: xx = ax/mx * 10000 - yy/2
680 gosub 940: next ay: next ax
690 for ay = 0 to mx: xo = -999: for ax = ay to mx
700 gosub 370: zz = d: yy = ay/mx * 10000: xx = ax/mx * 10000 - yy/2
710 gosub 940: next ax: next ay
720 for ex = 0 to mx: xo = -999: for ey = 0 to mx-ex
730 ax = ex + ey: ay = ey: gosub 370: zz = d: yy = ay/mx *10000
740 xx = ax/mx * 10000 - yy/2: gosub 940: next ey: next ex
750 goto 1130: ' *** done plotting, goto end loop ***
760 ' *** Rotate ***
770 if xx <> 0 then 800
780 if yy <= 0 then ra = -pi/2: goto 820
790 ra = pi/2: goto 820
800 ra = atn(yy/xx)
810 if xx < 0 then ra = ra + pi
820 r1 = ra + rh: rd = sqr (xx*xx + yy*yy)
830 xx = rd * cos(r1): yy = rd * sin(r1)
840 return
850 ' *** Tilt down ***
860 rd = sqr(zz*zz + xx*xx)
870 if xx = 0 then ra = pi/2: goto 900
880 ra = atn (zz/xx)
890 if xx < 0 then ra = ra + pi
900 r1 = ra - vt
910 xx = rd * cos(r1) + xx: zz = rd * sin(r1)
920 return
930 ' *** Move or plot to (xp,yp)
940 gosub 470
950 xx = xx * xs: yy = yy * ys: zz = zz * zs
960 gosub 770: ' *** Rotate ***
970 gosub 860: ' *** Tilt up ***
980 if xo = -999 then pr$ = "M"
985 if xo <> -999 then pr$ = "D"
990 xp = int(yy) + cx: yp = int(zz)
1000 gosub 1030
1010 return
1020 ' *** plot line here ***
1030 xp = xp * 1.3: yp = 33.14 - .623 * yp
1040 if pr$ = "M" then x8 = xp: y8 = yp: xo = x
1045 if y8 > 199 or y8 < 0 or yp > 199 or yp < 0 then return
1050 draw (x8,y8 to xp,yp): x8 = xp: y8 = yp: return
1060 ' *** switch to sea color ***
1070 pena 11: return
1080 ' *** switch to land color ***
1090 pena 8: return
1100 ' * * * setup plotting device or screen * * *
1110 scnclr: pena 1: area (0,0 to 0,200 to 620,200 to 620,0 to 0,0): return
1120 ' *** End loop ***
1130 getkey a$
1140 end
60000 ' This program come from "Creative Computing" July 1985 pp 78-82
60010 ' by Michiel van de Panne. He used the method of generating
60020 ' fractal landscapes from the September 1984 issue of "Scientific
60030 ' American". To modify the program you can change the color of
60040 ' pena in line 1070 and in line 1090. You can change the
60050 ' background color by changing pena to a different color in line
60060 ' 1110. The program can only handle 6 levels with a dimension of
60070 ' d(64,32) in line 20 -- if you want to wait for level 7 to be
60080 ' plotted, change line 20 to dimension d as dim d(128,64) for
60090 ' 16384 triangles to generated.
60100 ' The size of the landscape can be scaled in line 1030.
60110 ' Line 10 and lines 1030-1040 have the computer dependent code.
60120 ' To remove the seas from the landscape change line 470 to read
60130 ' 470 return