a = _NEWIMAGE(800, 400, 32)SCREEN a, 2, 2b = 255FOR x = 0 TO 399 r = r + .5 b = b - .5 LINE (0, x)-(799, x), _RGB(r, 255, b)NEXT xLOCATE 1, 1PRINT "Hello World"r = 257b = -3'LINE (1, 165)-(799, 256), _RGB(200, 200, 200), BFFOR x = 0 TO 86 r = r - 2: IF r < 0 THEN r = 0 g = 100 b = b + 3: IF b > 255 THEN b = 255 FOR y = 2 TO 11 IF POINT(x, y) = _RGB(255, 255, 255) THEN LINE (x * 7 + 15, y * 8 + 154)-(x * 7 + 21, y * 8 + 161), _RGB(r, g, b), BF END IF NEXT yNEXT xmypic = _NEWIMAGE(641, 112)_PUTIMAGE , 2, mypic, (1, 144)-(642, 256)'LINE (1, 165)-(799, 254), _RGB(200, 200, 200), BFDO x = x - 1: IF x < -623 THEN x = 779 _PUTIMAGE (x, 144), mypic, 2 _DELAY .008LOOP WHILE INKEY$ = ""_FREEIMAGE mypicSLEEPSYSTEM
REM Garrys Hello WorldDEFLNG A-ZSCREEN 12WorkPage& = _LOADIMAGE("helloworld.png") 'create the sprite sheet page_COPYPALETTE WorkPage&, 0FrameNum& = 0_DEST 0LINE (50, 50)-(590, 430), 0, BFDO PLAY "mbaag12b5a8gg10adeg" FOR y = 0 TO 430 STEP 69 FOR x = 0 TO 635 STEP 91 _PUTIMAGE (1, 1)-(280, 234), WorkPage&, 0, (x, y)-(x + 89, y + 67) FrameNum& = FrameNum& + 1 _DELAY .25 LOCATE 22, 10: PRINT "HELLO WORLD" IF FrameNum& = 3 THEN GOTO 1 NEXT x NEXT y 1: FrameNum& = 0LOOP WHILE INKEY$ = ""SLEEP 1SCREEN WorkPage& 'show the sprite pageSLEEPSYSTEM
DIM a$(11), x(11), y(11)a$(1) = "H"a$(2) = "e"a$(3) = "l"a$(4) = "l"a$(5) = "o"a$(6) = " "a$(7) = "W"a$(8) = "o"a$(9) = "r"a$(10) = "l"a$(11) = "d"FOR k = 1 TO 11 x(k) = k y(k) = 1NEXT1CLS_LIMIT 30round = round + .1FOR k = 1 TO 11 x(k) = x(k) + 1 y(k) = y(k) + (COS(round + (k / 10)) / 2) + SIN(k / 1000) IF CINT(x(k)) + 25 > 80 THEN x(k) = -25 IF CINT(y(k)) + 12 > 23 THEN y(k) = -11 IF CINT(y(k)) + 12 < 0 THEN y(k) = 11 IF CINT(x(k)) + 25 > 0 AND CINT(x(k)) + 25 < 80 AND CINT(y(k)) + 12 > 0 AND CINT(y(k)) + 12 < 23 THEN LOCATE CINT(y(k)) + 12, CINT(x(k)) + 25: PRINT a$(k)NEXT_DISPLAYIF INKEY$ <> "" THEN ENDGOTO 1
DIM a$(11), x(11), y(11)a$(1) = "H"a$(2) = "e"a$(3) = "l"a$(4) = "l"a$(5) = "o"a$(6) = " "a$(7) = "W"a$(8) = "o"a$(9) = "r"a$(10) = "l"a$(11) = "d"FOR k = 1 TO 11 x(k) = 1 'they should differ by angles and radius only y(k) = 1 'they should differ by angles and radius onlyNEXT1CLS_LIMIT 20round = round + .1 'angleFOR k = 1 TO 11 x(k) = COS(round + (.1 * k)) * 20 '(.1 * k) gives the letter position in angle from the round angle y(k) = SIN(round + (.1 * k)) * 10 ' * 20, * 10 is the radius IF CINT(x(k)) + 25 > 80 THEN x(k) = -25 'wrapping if it goes outside screen boundary (this could behave wrong in the circle version though since I don't add x(k) to x(k) like in the sinus one) IF CINT(y(k)) + 12 > 23 THEN y(k) = -11 ' -..- IF CINT(y(k)) + 12 < 0 THEN y(k) = 11 ' -..- IF CINT(x(k)) + 25 > 0 AND CINT(x(k)) + 25 < 80 AND CINT(y(k)) + 12 > 0 AND CINT(y(k)) + 12 < 23 THEN LOCATE CINT(y(k)) + 12, CINT(x(k)) + 25: PRINT a$(k) 'display each characterNEXT_DISPLAYIF INKEY$ <> "" THEN ENDGOTO 1
SCREEN _NEWIMAGE(640, 480, 13)a$(1) = "H"a$(2) = "e"a$(3) = "l"a$(4) = "l"a$(5) = "o"a$(6) = " "a$(7) = "W"a$(8) = "o"a$(9) = "r"a$(10) = "l"a$(11) = "d"FOR k = 1 TO 11 x(k) = 1 'they should differ by angles and radius only y(k) = 1 'they should differ by angles and radius onlyNEXT1CLS_LIMIT 20round = round + .1 'angleFOR k = 1 TO 11 x(k) = COS(round + (.5 * k)) * k * 10 ' (.5 * k) gives the letter position in angle from the round angle y(k) = SIN(round + (.5 * k)) * k * 10 ' k * 10 is the radius (progressing inward to out using k in steps of 10). _PRINTSTRING (x(k) + 320, y(k) + 240), a$(k) 'display each characterNEXT_DISPLAYIF INKEY$ <> "" THEN ENDGOTO 1
a$(11) = "d"