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Found 2 results

  1. A little try with SDL 2 Library, SDL 2 GFX and Sid music. As usual, no externals files needed. Press "Esc" for quit. SDL2_Fireworks.au3 Happy New Year 2017
  2. Just a fast hack for next Thursday. Maybe too early but who cares... Source: ;coded by UEZ build 2016-01-08 ;~ #AutoIt3Wrapper_AU3Check_Parameters=-d -w 1 -w 2 -w 3 -w 4 -w 5 -w 6 #pragma compile(Icon, "c:\Program Files (x86)\AutoIt3\Icons\au3.ico") #AutoIt3Wrapper_Run_Au3Stripper=y #Au3Stripper_Parameters=/so /pe /rm #AutoIt3Wrapper_Run_After=del /f /q "%scriptdir%\%scriptfile%_stripped.au3" #include <GDIPlus.au3> #include <GuiConstantsEx.au3> #include <WindowsConstants.au3> #include "BassConstants.au3" #include "Bass.au3" _GDIPlus_Startup() Global $hGUI, $iFPS = 0, $iFrames = 0, $iShowFPS = 0, $fTimer, $bExit, $aAudio Global Const $iW = @DesktopWidth, $iH = @DesktopHeight, $iWh = $iW / 2, $iHh = $iH / 2, $sTitle = "GDI+ Simple Firework by UEZ" Global Const $fPi = ACos(-1), $fRad = $fPi / 180, $iMaxParticles = 51, $iFireworks = 10, $iParticleSize = 4 Global $iElements = 9, $aCoords[$iFireworks][$iElements + $iMaxParticles * 4 - 3] ;don't touch these values AutoItSetOption("GUIOnEventMode", 1) GDIPlus_SimpleFirework() AutoItSetOption("GUIOnEventMode", 0) _GDIPlus_Shutdown() Func GDIPlus_SimpleFirework() $bExit = False $hGUI = GUICreate($sTitle & 0, $iW, $iH, 0, 0, $WS_POPUP) GUISetState(@SW_SHOW, $hGUI) WinSetTrans($hGUI, "", 0xF8) GUISetCursor(16, 1) ;create canvas elements Local Const $hDC = _WinAPI_GetDC($hGUI) Local Const $hHBitmap = _WinAPI_CreateCompatibleBitmap($hDC, $iW, $iH) Local Const $hDC_backbuffer = _WinAPI_CreateCompatibleDC($hDC) Local Const $DC_obj = _WinAPI_SelectObject($hDC_backbuffer, $hHBitmap) Local Const $hCanvas = _GDIPlus_GraphicsCreateFromHDC($hDC_backbuffer) _GDIPlus_GraphicsSetSmoothingMode($hCanvas, $GDIP_SMOOTHINGMODE_HIGHQUALITY) _GDIPlus_GraphicsSetPixelOffsetMode($hCanvas, $GDIP_PIXELOFFSETMODE_HIGHQUALITY) Local Const $hBrush = _GDIPlus_BrushCreateSolid(0xFFE0E0E0), _ $hBrush_Clr = _GDIPlus_BrushCreateSolid(0x70000000), _ $hBrush_Txt = _GDIPlus_BrushCreateSolid(0x10202020), $hBrush_FPS = _GDIPlus_BrushCreateSolid(0xA0505050), _ $hFormat = _GDIPlus_StringFormatCreate(), $hFormat_FPS = _GDIPlus_StringFormatCreate(), _ $hFamily = _GDIPlus_FontFamilyCreate("Impact"), $hFamily_FPS = _GDIPlus_FontFamilyCreate("Arial"), _ $hFont = _GDIPlus_FontCreate($hFamily, $iH / 4.5), $hFont_FPS = _GDIPlus_FontCreate($hFamily_FPS, 8), _ $tLayout = _GDIPlus_RectFCreate(0, 0, $iW, $iH), $tLayout_FPS = _GDIPlus_RectFCreate(0, 0, 150, 32) _GDIPlus_StringFormatSetAlign($hFormat, 1) _GDIPlus_StringFormatSetLineAlign($hFormat, 1) Local $iX, $iY, $j = -2^32 + 1, $bAudio = True ;init sound _BASS_STARTUP() _BASS_Init(0, -1, 44100, 0, "") If @error Then $bAudio = False Local $aAudio[$iFireworks][2], $hAudio_Whoa, $hAudio_BgNoise For $iY = 0 To $iFireworks - 1 ;generated firework particles GenCoordinates($iY, $aCoords, 1.5, 3.5, 1, 5.5) If $bAudio Then $aAudio[$iY][0] = _BASS_StreamCreateFile(False, @ScriptDir & "\" & Random(1, 7, 1) & ".mp3", 0, 0, 0) $aAudio[$iY][1] = 0 EndIf Next $hAudio_Whoa = _BASS_StreamCreateFile(False, @ScriptDir & "\ApplauseWoah.mp3", 0, 0, 0) $hAudio_BgNoise = _BASS_StreamCreateFile(False, @ScriptDir & "\BgNoise.mp3", 0, 0, 0) _BASS_ChannelPlay($hAudio_BgNoise, True) $iFPS = 0 GUISetOnEvent($GUI_EVENT_CLOSE, "_Exit_About") AdlibRegister("CalcFPS", 1000) Local $iAlpha, $iCounterFX = 0, $iCounterParticles = 0 $fTimer = TimerInit() Do DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush_Clr, "float", 0, "float", 0, _ "float", $iW, "float", $iH) ;erase canvas background _GDIPlus_GraphicsDrawStringEx($hCanvas, "Happy new year 2016", $hFont, $tLayout, $hFormat, $hBrush_Txt) ;draw background message text For $iY = 0 To $iFireworks - 1 ;calculate and draw firework particles If $aCoords[$iY][1] > $aCoords[$iY][4] Then ;draw rocket only until explosion $aCoords[$iY][0] += $aCoords[$iY][2] ;x vector $aCoords[$iY][1] -= Abs($aCoords[$iY][3] * 10) ;y vector should be in upper direction only _GDIPlus_BrushSetSolidColor($hBrush, 0x60909090) DllCall($__g_hGDIPDll, "int", "GdipFillRectangle", "handle", $hCanvas, "handle", $hBrush, "float", $aCoords[$iY][0], "float", $aCoords[$iY][1], "float", 2, "float", 2) $iCounterParticles += 1 For $iX = $iElements To UBound($aCoords, 2) - 5 Step 4 $aCoords[$iY][$iX] = $aCoords[$iY][0] ;copy x position $aCoords[$iY][$iX + 1] = $aCoords[$iY][1] ;copy y position Next Else For $iX = $iElements To UBound($aCoords, 2) - 5 Step 4 $aCoords[$iY][$iX] += $aCoords[$iY][$iX + 2] ;x coordinate $aCoords[$iY][$iX + 1] += $aCoords[$iY][$iX + 3] + $aCoords[$iY][8] ;y coordinate $aCoords[$iY][$iX + 2] *= 0.98 ;neg. accelaration of x vector $aCoords[$iY][$iX + 3] *= 0.98 ;neg. accelaration of y vector $iAlpha = $aCoords[$iY][6] > 0xFF ? 0xFF : $aCoords[$iY][6] Switch $aCoords[$iY][7] ;choose color mode Case 0 To 3 _GDIPlus_BrushSetSolidColor($hBrush, Int($iAlpha) * 0x1000000 + $aCoords[$iY][5]) Case Else Switch Mod($j, 3) Case 0 _GDIPlus_BrushSetSolidColor($hBrush, Int($iAlpha) * 0x1000000 + 0x10000 * Random(0xD0, 0xFF, 1) + 0x100 * Random(0xD0, 0xFF, 1) + Random(0xD0, 0xFF, 1)) Case Else _GDIPlus_BrushSetSolidColor($hBrush, Int($iAlpha) * 0x1000000 + 0x10000 * Random(0x40, 0xA0, 1) + 0x100 * Random(0x40, 0xA0, 1) + Random(0x40, 0xA0, 1)) EndSwitch $j += 1 EndSwitch ;draw only visible particles If BitAND($aCoords[$iY][$iX] > -1, $aCoords[$iY][$iX] < $iW, $aCoords[$iY][$iX + 1] > -1, $aCoords[$iY][$iX + 1] < $iH) Then DllCall($__g_hGDIPDll, "int", "GdipFillEllipse", "handle", $hCanvas, "handle", $hBrush, _ "float", $aCoords[$iY][$iX], "float", $aCoords[$iY][$iX + 1], _ "float", $iParticleSize, "float", $iParticleSize) ;draw firework particles $iCounterParticles += 1 EndIf Next $aCoords[$iY][6] *= 0.933 ;decrease alpha channel $aCoords[$iY][8] *= 1.075 ;gravity accelaration (y axis) -> earth's gravitational force simulation If Not $aAudio[$iY][1] And $bAudio Then ;play audio fx _BASS_ChannelPlay($aAudio[$iY][0], False) $aAudio[$iY][1] = 1 $iCounterFX += 1 EndIf If $aCoords[$iY][6] < 0x08 Then ;reset firework elements $aAudio[$iY][1] = 0 GenCoordinates($iY, $aCoords) EndIf EndIf Next If $iCounterFX > 2 Then _BASS_ChannelPlay($hAudio_Whoa, False) EndIf _GDIPlus_GraphicsDrawStringEx($hCanvas, "FPS: " & $iShowFPS & @CRLF & "Particles: " & $iCounterParticles, $hFont_FPS, $tLayout_FPS, $hFormat_FPS, $hBrush_FPS) ;draw background message text _WinAPI_BitBlt($hDC, 0, 0, $iW, $iH, $hDC_backbuffer, 0, 0, $SRCCOPY) ;blit drawn bitmap to GUI $iCounterFX = 0 $iCounterParticles = 0 $iFPS += 1 $iFrames += 1 If $bExit Then ExitLoop Until Not Sleep(10) AdlibUnRegister("CalcFPS") ;release resources _GDIPlus_FontDispose($hFont) _GDIPlus_FontDispose($hFont_FPS) _GDIPlus_FontFamilyDispose($hFamily) _GDIPlus_FontFamilyDispose($hFamily_FPS) _GDIPlus_StringFormatDispose($hFormat) _GDIPlus_StringFormatDispose($hFormat_FPS) _GDIPlus_BrushDispose($hBrush) _GDIPlus_BrushDispose($hBrush_Clr) _GDIPlus_BrushDispose($hBrush_Txt) _GDIPlus_BrushDispose($hBrush_FPS) _GDIPlus_GraphicsDispose($hCanvas) _WinAPI_SelectObject($hDC, $DC_obj) _WinAPI_DeleteObject($hHBitmap) _WinAPI_ReleaseDC($hGUI, $hDC) GUIDelete($hGUI) If $bAudio Then For $iY = 0 To $iFireworks - 1 _BASS_ChannelStop($aAudio[$iY][0]) Next _BASS_ChannelStop($hAudio_Whoa) _BASS_ChannelStop($hAudio_BgNoise) _BASS_Free() EndIf EndFunc ;==>GDIPlus_SimpleFirework Func GenCoordinates($iY, ByRef $aCoords, $fVXmin = 2.5, $fVXmax = 15.5, $fVYmin = 1.5, $fVYmax = 5.5) Local $aColors[7] = [0xFF0000, 0x00FF00, 0x0000FF, 0xFFFF00, 0xFF7514, 0xFFFFFF, 0x40E0D0] $aCoords[$iY][0] = $iWh ;x coordinate (x coordinate of starting point) $aCoords[$iY][1] = $iH ;y coordinate (y coordinate of starting point) $aCoords[$iY][2] = Random($fVXmin, $fVXmax) * (Random(0, 1, 1) = 0 ? -1 : 1) ;x vector (direction of rocket) $aCoords[$iY][3] = Random($fVYmin, $fVYmax) * (Random(0, 1, 1) = 0 ? -1 : 1) ;y vector (direction of rocket) $aCoords[$iY][4] = Random($iH * 0.15, $iH * 0.35) ;area of detonation ;~ $aCoords[$iY][5] = 0x10000 * Random(0x40, 0xE0, 1) + 0x100 * Random(0x40, 0xE0, 1) + Random(0x40, 0xE0, 1) ;random color $aCoords[$iY][5] = $aColors[Random(0, 6, 1)] ;random color $aCoords[$iY][6] = 0x250 ;alpha channel value $aCoords[$iY][7] = Random(0, 8, 1) ;value for color mode $aCoords[$iY][8] = 0.15 ;gravity accelaration (y axis) initial value Local $iX, $fSpeed, $fRadius, $iFX = Random(1, 20, 1), $e = Random(5, 25), $h = 0, $g = 360 / ($iMaxParticles - 1), _ $j = 360 / 10, $jj = $j, $k = Random(0.5, 1.5), $kk = Random(1, 3.5), $l = 0 For $iX = $iElements To UBound($aCoords, 2) - 5 Step +4 Switch $iFX Case 1 To 3 $fSpeed = Cos($g * $iFX * $e * $iX) * $e $fRadius = $fSpeed / 2 Case 4 To 6 $fSpeed = Sin($iX / 7.85) * $e ;particle speed (explosion strength) $fRadius = $fSpeed / 2 Case 7 To 9 $fSpeed = Tan($iX / 2) + $e ;particle speed (explosion strength) $fRadius = $fSpeed / 2 Case 10 To 12 $fSpeed = Cos($iX / 2.5) + $e ;particle speed (explosion strength) $fRadius = $fSpeed / 2 Case 13 To 15 ;create circular effect $fSpeed = Random($e, $e + 0.333333) ;particle speed (explosion strength) $fRadius = $fSpeed / 2 Case 16 To 18 $fSpeed = $e $fRadius = $k $h = $jj $jj += $j If $jj > 360 Then $jj = $j - $l $k += $kk $l += Random(1, 15) EndIf Case Else $fSpeed = Random(5, 25) ;particle speed (explosion strength) $fRadius = $fSpeed / 2 EndSwitch $aCoords[$iY][$iX + 2] = ($fSpeed + Cos($h * $fRad) * $fRadius) - $fSpeed ;x vector particle speed $aCoords[$iY][$iX + 3] = ($fSpeed + Sin($h * $fRad) * $fRadius) - $fSpeed ;y vector particle speed $h += $g ;next angle Next EndFunc ;==>GenCoordinates Func _Exit_About() $bExit = True EndFunc ;==>_Exit_About Func CalcFPS() ;display FPS $iShowFPS = $iFPS & " / Ø " & Round($iFrames / TimerDiff($fTimer) * 1000, 4) $iFPS = 0 EndFunc ;==>CalcFPS Sound FX and other files are in the archive only! Sounds best with earphones Speed: ~17 FPS on Intel Core i5 4300U @ 2.6 GHz CPU (1600x900). If it is too slow on your machine decrease the values for $iMaxParticles and $iFireworks. Download available in download section. Use e.g. 7-Zip to open archive. Happy new year...
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