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SCREEN 12
CLS
CIRCLE (320, 240), 100, 15
PAINT (320, 240), 15, 15
PAINT fills an area with a color. It stops painting when it runs into a certain color on the screen. The
coordinate (320, 240) tells PAINT where to start filling in, and the first "15" tells PAINT to use bright white
as the paint color. The second "15" tells PAINT to stop painting when it runs into anything that is bright
white.
Circle Art
Concentric circles are very easy to draw:
SCREEN 12
CLS
FOR I = 5 TO 200 STEP 5
CIRCLE (320, 240), I, 15
NEXT I
With CIRCLE, PAINT and some random numbers, we can make some interesting pictures:
SCREEN 12
CLS
FOR I = 1 TO 50
X = INT(RND * 640)
Y = INT(RND * 480)
R = INT(RND * 100)
Color1 = INT(RND * 16)
CIRCLE (X, Y), R, Color1
PAINT (X, Y), Color1, Color1
NEXT I
Chapter 22 - INKEY$
Up to now, we've been using INPUT to get things from the keyboard. The problem with INPUT is that our
program stops until the user presses the enter key. Wouldn't it be nice to keep the program running and still
be able to get input from the keyboard? INKEY$ will let you do this. Using INKEY$ is very important if
you want to make "real-time" game programs.
Let's fix the clock program to let the user press any key to stop the program. This way the user doesn't have
to know about the Break key.
CLS
LOCATE 3, 1
PRINT "Press any key to exit"
DO
LOCATE 1, 1
PRINT TIME$
SLEEP 1
LOOP WHILE INKEY$ = ""
Not bad at all. Now we don't need to teach the user about the Break key. We can do the same thing in any of
our other programs that need the Break key. If the user does not press a key, INKEY$ returns nothing or "".
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