Sometimes I like to prototype stuff in QBASIC.

For anyone who's interested, here's a small physics engine I created in the past two days using QB64.

Hopefully I'll be able to port it to B4A without any problems.

Looking forward for your opinions!

For anyone who's interested, here's a small physics engine I created in the past two days using QB64.

Hopefully I'll be able to port it to B4A without any problems.

*Note: I don't know how to use timers with precision in QBASIC, so I'm using a FOR...NEXT cycle as a workaround. You'll have to adjust the cycle_speed value to your PC:*
B4X:

```
'Cycle Speed
IF ballz = 1 THEN cycle_speed = 2000000
IF ballz = 2 THEN cycle_speed = 1400000
IF ballz = 3 THEN cycle_speed = 700000
IF ballz = 4 THEN cycle_speed = 650000
IF ballz = 5 THEN cycle_speed = 500000
IF ballz = 6 THEN cycle_speed = 450000
IF ballz = 7 THEN cycle_speed = 400000
IF ballz = 8 THEN cycle_speed = 300000
IF ballz = 9 THEN cycle_speed = 250000
IF ballz = 10 THEN cycle_speed = 200000
```

Looking forward for your opinions!

B4X:

```
CONTROLS:
Left: ARROW LEFT
Right: ARROW RIGHT
Jump: ARROW UP
Canon Mode: ARROW DOWN
Inc Angle: NUM 8
Dec Angle: NUM 2
Inc Power: NUM 6
Dec Power: NUM 4
```

B4X:

```
CLS
SCREEN 12
RANDOMIZE TIMER
INPUT "How many balls? ", ballz
'IF ballz > 10 THEN ballz = 10
IF ballz < 1 THEN ballz = 1
'World Setup
gravity = 2
bg_color = 0
ground_color = 2
'Platforms Setup
platz = 4
DIM plat_center_x(platz) AS SINGLE
DIM plat_center_y(platz) AS SINGLE
DIM plat_size_x(platz) AS SINGLE
DIM plat_size_y(platz) AS SINGLE
DIM plat_frix(platz) AS SINGLE
DIM plat_color(platz) AS SINGLE
'GRASS
plat_size_x(0) = 1000
plat_size_y(0) = 100
plat_center_x(0) = 320
plat_center_y(0) = 480 - (plat_size_y(0) / 2)
plat_frix(0) = 1
plat_color(0) = 2
'SAND
plat_size_x(1) = 80
plat_size_y(1) = 80
plat_center_x(1) = 480
plat_center_y(1) = 380 - (plat_size_y(1) / 2)
plat_frix(1) = 1
plat_color(1) = 14
'ICE
plat_size_x(2) = 200
plat_size_y(2) = 40
plat_center_x(2) = 180
plat_center_y(2) = 300 - (plat_size_y(1) / 2)
plat_frix(2) = 1
plat_color(2) = 3
'NORMAL
plat_size_x(3) = 40
plat_size_y(3) = 40
plat_center_x(3) = 180
plat_center_y(3) = 200 - (plat_size_y(1) / 2)
plat_frix(3) = 1
plat_color(3) = 12
'Objects Setup
DIM ball_color(ballz) AS INTEGER
DIM x(ballz) AS SINGLE
DIM y(ballz) AS SINGLE
DIM old_x(ballz) AS SINGLE
DIM old_y(ballz) AS SINGLE
DIM ox(ballz) AS SINGLE
DIM oy(ballz) AS SINGLE
DIM r(ballz) AS SINGLE
DIM x_speed(ballz) AS SINGLE
DIM y_speed(ballz) AS SINGLE
DIM elasticity(ballz) AS SINGLE
DIM jump(ballz) AS SINGLE
DIM mass(ballz) AS SINGLE
DIM colision(ballz) AS INTEGER
'Player
player = 0
ball_color(player) = 15
x(player) = 32
y(player) = 10
r(player) = 5
x_speed(player) = INT(RND * 21) - 10
y_speed(player) = 0
elasticity(player) = 0.60
jump(player) = -30
mass(player) = 10
'Others
FOR i = 1 TO (ballz - 1)
ball_color(i) = INT(RND * 15)
IF ball_color(i) = bg_color OR ball_color(i) = ground_color THEN ball_color(i) = ball_color(i) + 1
x(i) = x(i - 1) + 10
y(i) = 10
IF x(i) > 640 - r(i) THEN
x(i) = 10
y(i) = y(i) + 10
END IF
r(i) = 5
x_speed(i) = INT(RND * 21) - 10
y_speed(i) = 0
elasticity(i) = (INT(RND * 80) + 20) / 100
jump(i) = -30
mass(i) = 10
NEXT i
'Object Interaction
DIM grounded(ballz, platz) AS STRING
DIM where(ballz, platz) AS STRING
DIM ontop(ballz) AS STRING
'Cycle Speed
IF ballz = 1 THEN cycle_speed = 2000000
IF ballz = 2 THEN cycle_speed = 1400000
IF ballz = 3 THEN cycle_speed = 700000
IF ballz = 4 THEN cycle_speed = 650000
IF ballz = 5 THEN cycle_speed = 500000
IF ballz = 6 THEN cycle_speed = 450000
IF ballz = 7 THEN cycle_speed = 400000
IF ballz = 8 THEN cycle_speed = 300000
IF ballz = 9 THEN cycle_speed = 250000
IF ballz = 10 THEN cycle_speed = 200000
'Physics Engine
DO WHILE INKEY$ <> "q" OR INKEY$ <> "Q"
FOR i = 0 TO (ballz - 1)
'TIMER: Adapt to your computer
FOR z = 0 TO cycle_speed
NEXT z
'Last Position
ox(i) = x(i)
oy(i) = y(i)
'LOGIC: Apply Physics
y_speed(i) = y_speed(i) + gravity
x(i) = x(i) + x_speed(i)
y(i) = y(i) + y_speed(i)
'LOGIC: Round Object Collision Detector / Rebound Physics
true_counter = 0
FOR j = 0 TO (ballz - 1)
IF i <> j THEN
'Calculate the X,Y direction for Object A
delta_x = x(i) - old_x(i)
delta_y = y(i) - old_y(i)
'Calculate Speed Vector
vector_size = SQR((delta_x * delta_x) + (delta_y * delta_y))
vector_angle = ATAN2(delta_x, delta_y)
'Calculate the distance between Object A and Object B
dist_x = x(i) - x(j)
dist_y = y(i) - y(j)
distance = SQR((dist_x * dist_x) + (dist_y * dist_y))
IF distance <= (r(i) + r(j)) THEN
'Prevent objects from intersecting with each other
IF delta_x > 0 AND x(i) < x(j) THEN
x(i) = x(j) - r(j) - r(i)
ELSEIF delta_x < 0 AND x(i) > x(j) THEN
x(i) = x(j) + r(j) + r(i)
END IF
IF delta_y > 0 AND y(i) < y(j) THEN
y(i) = y(j) - r(j) - r(i)
ELSEIF delta_y < 0 AND y(i) > y(j) THEN
y(i) = y(j) + r(j) + r(i)
END IF
'Rebound Physics
rebound = (elasticity(i) + elasticity(j)) / 2
'Conservation of Momentum: (m1*u1)+(m2*u2) = (m1*v1)+(m2*v2)
m1 = mass(i)
m2 = mass(j)
'Object A:
'Calculate the final X speed for Object A
u1x = x_speed(i)
u2x = x_speed(j)
v1x = ((u1x * (m1 - m2)) + (2 * m2 * u2x)) / (m1 + m2)
x_speed(i) = v1x * rebound + INT(RND * 3) - 1
'Calculate the final Y speed for Object A
u1y = y_speed(i)
u2y = y_speed(j)
v1y = ((u1y * (m1 - m2)) + (2 * m2 * u2y)) / (m1 + m2)
y_speed(i) = v1y * rebound
'Object B:
'Calculate the final X speed for Object B
v2x = ((u2x * (m2 - m1)) + (2 * m1 * u1x)) / (m1 + m2)
x_speed(j) = v2x * rebound + INT(RND * 3) - 1
'Calculate the final Y speed for Object B
v2y = ((u2y * (m2 - m1)) + (2 * m1 * u1y)) / (m1 + m2)
y_speed(j) = v2y * rebound
ontop(i) = "TRUE"
true_counter = true_conter + 1
END IF
END IF
NEXT j
IF true_counter = 0 THEN ontop(i) = "FALSE"
'LOGIC: Square Object Collision Detector / Friction and Rebound Physics
FOR k = 0 TO (platz - 1)
top = plat_center_y(k) - (plat_size_y(k) / 2)
bottom = plat_center_y(k) + (plat_size_y(k) / 2)
left = plat_center_x(k) - (plat_size_x(k) / 2)
right = plat_center_x(k) + (plat_size_x(k) / 2)
IF x(i) + r(i) > left AND x(i) - r(i) < right AND y(i) + r(i) > top AND y(i) - r(i) < bottom THEN
'Calculate the X,Y direction for Object A
delta_x = x(i) - old_x(i)
delta_y = y(i) - old_y(i)
'Detect where the collision is occurring
IF old_x(i) - r(i) < left AND x(i) + r(i) > left THEN where(i, k) = "LEFT"
IF old_x(i) + r(i) > right AND x(i) - r(i) < right THEN where(i, k) = "RIGHT"
IF old_y(i) - r(i) < top AND y(i) + r(i) > top THEN where(i, k) = "TOP"
IF old_y(i) + r(i) > bottom AND y(i) - r(i) < bottom THEN where(i, k) = "BOTTOM"
IF where(i, k) = "TOP" THEN
grounded(i, k) = "TRUE"
y(i) = top - r(i)
y_speed(i) = -y_speed(i) * elasticity(i)
ELSEIF where(i, k) = "BOTTOM" THEN
grounded(i, k) = "FALSE"
y(i) = bottom + r(i)
y_speed(i) = -y_speed(i) * elasticity(i)
ELSEIF where(i, k) = "LEFT" THEN
grounded(i, k) = "FALSE"
x(i) = left - r(i)
x_speed(i) = -x_speed(i) * elasticity(i)
ELSEIF where(i, k) = "RIGHT" THEN
grounded(i, k) = "FALSE"
x(i) = right + r(i)
x_speed(i) = -x_speed(i) * elasticity(i)
END IF
ELSE
'Verify if the velocity vector crosses the current object k
delta_x = x(i) - old_x(i)
delta_y = y(i) - old_y(i)
vector_size = SQR((delta_x * delta_x) + (delta_y * delta_y))
vector_angle = ATAN2(delta_x, delta_y)
FOR pnt = 0 TO (INT(vector_size) - 1)
pnt_x = old_x(i) + (COS(vector_angle) * pnt)
pnt_y = old_y(i) + (SIN(vector_angle) * pnt)
IF pnt_x >= left AND pnt_x <= right AND pnt_y >= top AND pnt_y <= bottom THEN
IF old_x(i) < left THEN where(i, k) = "LEFT"
IF old_x(i) > right THEN where(i, k) = "RIGHT"
IF old_y(i) < top THEN where(i, k) = "TOP"
IF old_y(i) > bottom THEN where(i, k) = "BOTTOM"
EXIT FOR
ELSE
where(i, k) = ""
END IF
NEXT pnt
IF where(i, k) = "TOP" THEN
grounded(i, k) = "TRUE"
y(i) = top - r(i)
y_speed(i) = -y_speed(i) * elasticity(i)
ELSEIF where(i, k) = "BOTTOM" THEN
grounded(i, k) = "FALSE"
y(i) = bottom + r(i)
y_speed(i) = -y_speed(i) * elasticity(i)
ELSEIF where(i, k) = "LEFT" THEN
grounded(i, k) = "FALSE"
x(i) = left - r(i)
x_speed(i) = -x_speed(i) * elasticity(i)
ELSEIF where(i, k) = "RIGHT" THEN
grounded(i, k) = "FALSE"
x(i) = right + r(i)
x_speed(i) = -x_speed(i) * elasticity(i)
ELSE
grounded(i, k) = "FALSE"
END IF
END IF
'Apply Friction
IF grounded(i, k) = "TRUE" THEN
x_speed(i) = x_speed(i) * plat_frix(k)
END IF
NEXT k
'LOGIC: Wall Collision Detector / Rebound Physics
IF ((x(i) - r(i)) <= 0 AND old_x(i) > x(i)) OR ((x(i) + r(i)) >= 640 AND old_x(i) < x(i)) THEN
IF x(i) - r(i) <= 0 THEN x(i) = 0 + r(i)
IF x(i) + r(i) >= 640 THEN x(i) = 640 - r(i)
bounce = elasticity(i) * -x_speed(i)
x_speed(i) = bounce
END IF
'LOGIC: Get last position
old_x(i) = x(i)
old_y(i) = y(i)
'INPUT: User input
KEY(11) ON
KEY(12) ON
KEY(13) ON
KEY(14) ON
ON KEY(11) GOSUB KEY_UP
ON KEY(12) GOSUB KEY_LEFT
ON KEY(13) GOSUB KEY_RIGHT
ON KEY(14) GOSUB KEY_DOWN
'GRAPHICS: Draw everything
'PSET (x(i) - 1, y(i) - 1), 15
'PSET (x(i) + 0, y(i) - 1), 15
'PSET (x(i) + 1, y(i) - 1), 15
'PSET (x(i) - 1, y(i) + 0), 15
'PSET (x(i) + 0, y(i) + 0), 15
'PSET (x(i) + 1, y(i) + 0), 15
'PSET (x(i) - 1, y(i) + 1), 15
'PSET (x(i) + 0, y(i) + 1), 15
'PSET (x(i) + 1, y(i) + 1), 15
NEXT i
PAINT (320, 0), bg_color
FOR obj = 0 TO (ballz - 1)
'GRAPHICS: Erase Last Position
'PSET (ox(obj), oy(obj)), bg_color
CIRCLE (ox(obj), oy(obj)), r(obj), bg_color
PAINT (ox(obj), oy(obj)), bg_color
'PSET (x(obj), y(obj)), ball_color(obj)
CIRCLE (x(obj), y(obj)), r(obj), ball_color(obj)
PAINT (x(obj), y(obj)), ball_color(obj)
NEXT obj
FOR k = 0 TO (platz - 1)
top = plat_center_y(k) - (plat_size_y(k) / 2)
bottom = plat_center_y(k) + (plat_size_y(k) / 2)
left = plat_center_x(k) - (plat_size_x(k) / 2)
right = plat_center_x(k) + (plat_size_x(k) / 2)
LINE (left, bottom)-(left, top), plat_color(k)
LINE (left, top)-(right, top), plat_color(k)
LINE (right, top)-(right, bottom), plat_color(k)
LINE (right, bottom)-(left, bottom), plat_color(k)
PAINT (plat_center_x(k), plat_center_y(k)), plat_color(k)
NEXT k
LOOP
END
KEY_UP:
FOR z = 0 TO (platz - 1)
IF grounded(0, z) = "TRUE" OR ontop(0) = "TRUE" THEN
y_speed(0) = jump(0)
EXIT FOR
END IF
NEXT z
RETURN
KEY_LEFT:
x_speed(0) = x_speed(0) - 2
RETURN
KEY_RIGHT:
x_speed(0) = x_speed(0) + 2
RETURN
KEY_DOWN:
DO
i$ = INKEY$
IF i$ = "4" THEN
LINE (x(0), y(0))-((COS(angle_rad) * power) + x(0), (SIN(angle_rad) * power) + y(0)), bg_color
power = power - 1
IF power < 0 THEN power = 0
ELSEIF i$ = "6" THEN
LINE (x(0), y(0))-((COS(angle_rad) * power) + x(0), (SIN(angle_rad) * power) + y(0)), bg_color
power = power + 1
ELSEIF i$ = "8" THEN
LINE (x(0), y(0))-((COS(angle_rad) * power) + x(0), (SIN(angle_rad) * power) + y(0)), bg_color
angle = angle - 1
ELSEIF i$ = "2" THEN
LINE (x(0), y(0))-((COS(angle_rad) * power) + x(0), (SIN(angle_rad) * power) + y(0)), bg_color
angle = angle + 1
END IF
LOCATE 1, 1
COLOR 15, bg_color
PRINT "Cannon Mode"
PRINT "Angle: "; angle; " "
PRINT "Power: "; power; " "
pi = 3.14159265359
angle_rad = angle * (pi / 180)
CIRCLE (x(0), y(0)), r(0), ball_color(0)
PAINT (x(0), y(0)), ball_color(0)
LINE (x(0), y(0))-((COS(angle_rad) * power) + x(0), (SIN(angle_rad) * power) + y(0)), 0
LOOP UNTIL i$ = "5"
CLS
x_speed(0) = COS(angle_rad) * power
y_speed(0) = SIN(angle_rad) * power
LOCATE 1, 1
PRINT " "
PRINT " "
RETURN
FUNCTION ATAN2 (x, y)
pi = 3.14159265
Result$ = "Undetermined"
IF (x = 0) AND (y > 0) THEN
ATAN2 = pi / 2
Result$ = "Determined"
END IF
IF (x = 0) AND (y < 0) THEN
ATAN2 = 3 * pi / 2
Result$ = "Determined"
END IF
IF (x > 0) AND (y = 0) THEN
ATAN2 = 0
Result$ = "Determined"
END IF
IF (x < 0) AND (y = 0) THEN
ATAN2 = pi
Result$ = "Determined"
END IF
IF Result$ = "Determined" THEN EXIT FUNCTION
BaseAngle = ATN(ABS(y) / ABS(x))
IF (x > 0) AND (y > 0) THEN ATAN2 = BaseAngle
IF (x < 0) AND (y > 0) THEN ATAN2 = pi - BaseAngle
IF (x < 0) AND (y < 0) THEN ATAN2 = pi + BaseAngle
IF (x > 0) AND (y < 0) THEN ATAN2 = 2 * pi - BaseAngle
END FUNCTION
```

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