UEZ

[GAME] AUTOITEROIDS v1.019 Build 2016-01-14 Final

55 posts in this topic

#1 ·  Posted (edited)

Here my 1st game ever.

 

A try to remake of the arcade classical 2D game Asteroids® by Atari (1979). :D

 

More information about Asteroids® here or here!

 

Play online here :idea:

 

 

Please don't link to file below directly from other websites!

 

Downloads (2263 previously):  AUTOITEROIDS v1.019 Build 2016-01-14.7z (use e.g. 7-Zip to extract archive)

 

Only compiled version incl. needed files here: <4shared.com> or <MediaFire.com>

 

 

post-29844-1242504010_thumb.png

 

 

 

LEGAL NOTICE:

 

This game is an unoffical clone of the original Asteroids®

game and is not endorsed by the registered trademark

and copyright owners Atari Interactive, Inc.

 

 

 

Short description:

 

AUTOITEROIDS is a remake of the video arcade game released in 1979 by Atari, Inc.

It was one of the most popular and influential games of the Golden Age of Arcade Games.

The player controls a spaceship in an asteroid field which is periodically traversed by flying saucers.

The object of the game is to shoot and destroy asteroids and saucers while not colliding with either,

or being hit by the saucers' counter-fire.

 

 

Keys:

 

ctrl - shoot,

up - thrust,

left - turn left,

right - turn right,

space - hyper jump

 

 

Game details:

 

game is starting with 3 asteroids

every 10.000 points increase of level (among other things amount of asteroids + 1)

every 30.000 points extra live

biggest asteroid = 20 points

medium asteroid = 50 points

smallest asteroid = 100 points

big alien spaceship = 200 points

small alien spaceship = 1000 point

 

 

Credits:

 

Main code: UEZ

Bass UDF: BrettF

Bass DLL: www.un4seen.com

GDI+ font loader code: Yashied

Menu item code: rasim

Sound + sound code modifications: Spiff59

Font: ck! [Freaky Fonts]

GetKeyboardState code: eukalyptus

Atari for the original game concept

AutoIt forum for all the help and the source of knowledge :P

 

Have fun :party:

UEZ

:D

 

 

Change log:

2009-05-16 release of the game AUTOITEROIDS

2009-05-17 thanks to Spiff59 for modification of the sound part -> now the sound is much smoother

2009-05-18 adjusted collision parameters -> now much better collision detection

2009-05-24 added highscore feature and fixed several bugs (RC1)

2009-05-31 pre final version released (only credit intro left)

2009-06-09 some bugs fixed and made some game setting modifications -> game play now smoother; also collision detection adjusted again; credit intro still in building phase :-(

2009-06-11 fixed some wrong game settings and change highscore file format -> now encrypted to avoid highscore manipulation ;-). Old score will be overwritten!

2009-06-13 display of level in GUI title menu was not working properly -> fixed

2009-06-14 released final version but without a credit part (will come later, if I find more time)

2009-06-16 minor: forgot to calculate font size when you change the window resolution (720x480 is optimized for collision detection - other window resolutions may not working properly for collision detection)

2009-06-17 minor: still overlooked font size parameteres and alien spaceship shoot parameters when windows sizes <> 720x480

2009-06-18 minor: some game settings added (will wait a few seconds after all asteroids have been destroyed) and added shadow at Asteroids label in About window

2009-07-01 minor: last update of the game code -> explosion of human spaceship fixed (copy/paste bug), change routine for copy bmp to GUI and added fps display counter

2009-12-21 minor: fixed some small bugs, replaced IsPressed() with WinAPI_GetKeyboardState function (thanks Eukalyptus), added latest Bass.dll, made game play specific modifications and changed code to be compatible with AutoIt v3.3.2.0!

2009-12-29 minor: forgot to undo silly modifications and added faster GDI+ backbuffer technique (thanks to AndyG for the idea)!

2011-04-12 minor: made small modifications, tried some optimizations (it is very hard to remember what I did in the code after a very long time of absence) :)

2011-04-29 minor: GUIRegisterMsg($WM_ERASEBKGND, "WM_ERASEBKGND") caused About window to look awful and added check for aero to place game graphic window to GUI more precise using _WinAPI_BitBlt()

2011-05-13 minor: cleaned up WinAPI display settings and forgot to undo About window settings.

2011-05-31 minor: speeded up game play by adding bitmaps instead of using one _WinAPI_CreateCompatibleBitmap(). I don't know why this is faster :P

2011-06-09 minor: changed FPS code because old code displayed too high FPS values

2012-07-30 minor: changed drawline function from integer to float to avoid wobbling of asteroids and spaceship

2016-01-14 minor: fixed code to run on AutoIt v3.3.14.2 when no highscore exists and changed GDI+ variable

Edited by UEZ
3 people like this

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#2 ·  Posted (edited)

REALLY GOOD UEZ!!!

It's just like the real game... movement, sounds, feel-of-control, visuals.

I can even fly through the screen. I used to line up 2 rows of space ships on the pay-to-play game.

I do miss the ability to shoot 4 times in a row though. I used to lay-out a blanket of bullets for the ships.

Can this be added?

Thanks

8)

Edited by Valuater

NEWHeader1.png

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REALLY GOOD UEZ!!!

It's just like the real game.

I can even fly through the screen. I used to line up 2 rows of space ships on the pay-to-play game.

I do miss the ability to shoot 4 times in a row though. Can this be added?

Thanks

8)

Thanks Valuater.

Yes, you are right - the code is not working properly ($amount_of_shoots_max = 4 is already set) :)

I put it also to my to do list :party:

UEZ


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Selection of finest graphical examples at Codepen.io

The own fart smells best!
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Well Done UEZ!!, very nice game, I like the realistic movements

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Well Done UEZ!!, very nice game, I like the realistic movements

Thanks, the human ship movement was a lot easier than the other parts.

UEZ


Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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Amazing! 100% Amazing

Thank you so much lots of great work very much to be learned from the source. An amazing demonstration!


AutoIt changed my life.

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UEZ, good job!

Posted Image

Thanks.

Amazing! 100% Amazing

Thank you so much lots of great work very much to be learned from the source. An amazing demonstration!

Thanks for the feedback - currently I lost the overview over my code :)

UEZ


Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
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¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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you should remove bullet limit to make it more authentic


0x616e2069646561206973206c696b652061206d616e20776974686f7574206120626f64792c20746f206669676874206f6e6520697320746f206e657665722077696e2e2e2e2e

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#10 ·  Posted (edited)

you should remove bullet limit to make it more authentic

I wanted to make it 1:1 as much as possible - keep it simple with all its limitations!

I forgot to implement the explosion of the human space which is not an explosion of 10 pixel but breaks in several parts!

I will implement it in the next release.

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
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This is absolutely fantastic!

Kudos, UEZ.

I wonder if this would speed collision detection?

;check space ship for border collision
                $z = $border_limes * $object_scale
                If $x < -$z Then $x = $width + $z
                If $x > $width + $z Then $x = -$z
                If $y < -$z Then $y = $height + $z
                If $y > $height + $z Then $y = -$z

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#12 ·  Posted (edited)

This is absolutely fantastic!

Kudos, UEZ.

I wonder if this would speed collision detection?

;check space ship for border collision
                    $z = $border_limes * $object_scale
                    If $x < -$z Then $x = $width + $z
                    If $x > $width + $z Then $x = -$z
                    If $y < -$z Then $y = $height + $z
                    If $y > $height + $z Then $y = -$z
Thanks for feedback.

Btw, the check of the border is not the real problem but your are right :)

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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Thanks for feedback.

Btw, the check of the border is not the real problem but your are right :)

UEZ

Yes, I noticed that's not the "collision" that I'd like to see happening more often :party:

That area just jumped out at me. I'm good at cleanup, but all this GDI+stuff is greek to me.

How long ago did you start this?

I just have to say, again, I'm flabberghasted. Extremely impressed.

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#14 ·  Posted (edited)

Yes, I noticed that's not the "collision" that I'd like to see happening more often :)

That area just jumped out at me. I'm good at cleanup, but all this GDI+stuff is greek to me.

How long ago did you start this?

I just have to say, again, I'm flabberghasted. Extremely impressed.

I started it approx. 2 weeks ago but I had this in mind a long time ago (just dreamt of it).

Btw, how can I set up the music speed using bass.udf (_BASS_ChannelSetAttribute?)? Because the sound of the alien starship is too slow...

Thanks,

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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UEZ this is just totally awesome. Kudos to you my friend. Here comes 5* :)

WBD

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UEZ this is just totally awesome. Kudos to you my friend. Here comes 5* :party:

WBD

Posted my 5 stars too! :)

8)


NEWHeader1.png

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Way Cool UEZ! Jumpy for me but looks just like the orig....

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#19 ·  Posted (edited)

The smaller files attached below seem to behave better...

Edit: I also tinkered with the definitions for the alien ship sounds to make them looping, then moved the Play() to the random statement that brings the ship out, so it's only called once. Then I put a ChannelStop in your alien_ship_reset routine. So it only starts the sound once when the ship appears and lets it loop until the ship is gone. Seems to sound real smooth with no pauses. I was playing with the control logic for the thump/thump game sounds too, so better make sure I didn;t screw it up. Anyway, it was easier to attach the changes in the whole file than paste them into this post. (Hope you don't mind me playing with your baby, I think it's pretty cool , and I guess I'm bored).

Edit: Deleted attachments to free up some disk space.

Edited by Spiff59

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#20 ·  Posted (edited)

The smaller files attached below seem to behave better...

Edit: I also tinkered with the definitions for the alien ship sounds to make them looping, then moved the Play() to the random statement that brings the ship out, so it's only called once. Then I put a ChannelStop in your alien_ship_reset routine. So it only starts the sound once when the ship appears and lets it loop until the ship is gone. Seems to sound real smooth with no pauses. I was playing with the control logic for the thump/thump game sounds too, so better make sure I didn;t screw it up. Anyway, it was easier to attach the changes in the whole file than paste them into this post. (Hope you don't mind me playing with your baby, I think it's pretty cool , and I guess I'm bored).

Thanks Spiff59, the sound is really much smoother. I updated it (1st post)!

UEZ

Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
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1 If Not FileExists(@ScriptDir & "\Images\TheZoomquilt" & StringFormat("%02i.jpg", $i)) Then If Not FileExists(@ScriptDir & "\Images") Then DirCreate(@ScriptDir & "\Images") $sURL = "http://imgur.com/" & $A[Mod(20 + $i, 46)] & ".jpg" ConsoleWrite("Downloading " & $sURL & ": " & InetGet($sURL, @ScriptDir & "\Images\TheZoomquilt" & StringFormat("%02i.jpg", $i), 8) & " bytes" & @CRLF) ToolTip("Downloading images...Please wait! -> " & $i + 1 & " / " & UBound($A), MouseGetPos(0), MouseGetPos(1)) EndIf Next ToolTip("") EndFunc ;==>Downloader  
       
      Arkadia:
      ;coded by UEZ build 2018-01-10, idea and images taken from http://arkadia.xyz ;thanks to spudw2k for the MouseZoom function #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> _GDIPlus_Startup() Global $hGUI, $iFPS = 0, $iShowFPS = 0, $bExit, $iW, $iH Global Const $sTitle = "GDI Image Zoom v2.2.1 coded by UEZ" AutoItSetOption("GUIOnEventMode", 1) Downloader() GDIPlus_ZoomImage() AutoItSetOption("GUIOnEventMode", 0) _GDIPlus_Shutdown() Func GDIPlus_ZoomImage($bMultimonitor = False) $bExit = False Local $i, $aImages[49], $hImage, $hObj ConsoleWrite("Loading images from local disk..." & @CRLF) Local $fTimer = TimerInit() For $i = 0 To UBound($aImages) - 1 $hImage = _GDIPlus_ImageLoadFromFile(@ScriptDir & "\Images\Arkadia" & $i & ".jpg") $aImages[$i] = _GDIPlus_BitmapCreateHBITMAPFromBitmap($hImage) _GDIPlus_ImageDispose($hImage) Next ConsoleWrite(UBound($aImages) & " images loaded in " & TimerDiff($fTimer) & " ms" & @CRLF) Local $tDim = DllStructCreate($tagBITMAP) DllCall("GDI32.dll", "int", "GetObject", "int", $aImages[0], "int", DllStructGetSize($tDim), "ptr", DllStructGetPtr($tDim)) $iW = $tDim.bmWidth $iH = $tDim.bmHeight Local $hFullScreen = WinGetHandle("[TITLE:Program Manager;CLASS:Progman]"), $aFullScreen[4], $iW_Dt, $iH_Dt $aFullScreen = WinGetPos($hFullScreen) If $bMultimonitor Then $iW_Dt = $aFullScreen[2] $iH_Dt = $aFullScreen[3] Else $iW_Dt = @DesktopWidth $iH_Dt = @DesktopHeight $aFullScreen[0] = "" $aFullScreen[1] = "" EndIf $hGUI = GUICreate($sTitle, $iW_Dt, $iH_Dt, $aFullScreen[0], $aFullScreen[1], $WS_POPUP, $WS_EX_TOPMOST) GUISetState(@SW_SHOW, $hGUI) GUISetCursor(16, 1) ;create canvas elements Local Const $hDC = _WinAPI_GetDC($hGUI) Local Const $hHBitmap = _WinAPI_CreateCompatibleBitmap($hDC, $iW_Dt, $iH_Dt) Local Const $hDC_backbuffer = _WinAPI_CreateCompatibleDC($hDC) Local Const $DC_obj = _WinAPI_SelectObject($hDC_backbuffer, $hHBitmap) Local Const $hMemDC = _WinAPI_CreateCompatibleDC($hDC) _WinAPI_SetStretchBltMode($hDC_backbuffer, $STRETCH_DELETESCANS) Local Const $hCanvas = _GDIPlus_GraphicsCreateFromHDC($hDC_backbuffer) _GDIPlus_GraphicsSetSmoothingMode($hCanvas, $GDIP_SMOOTHINGMODE_HIGHQUALITY) _GDIPlus_GraphicsSetPixelOffsetMode($hCanvas, $GDIP_PIXELOFFSETMODE_HIGHQUALITY) Local Const $hBrush_Clr = _GDIPlus_BrushCreateSolid(0xFF000000), _ $hBrush_FPS = _GDIPlus_BrushCreateSolid(0xFFFFFFFF), _ $hFormat_FPS = _GDIPlus_StringFormatCreate(), _ $hFamily_FPS = _GDIPlus_FontFamilyCreate("Arial"), _ $hFont_FPS = _GDIPlus_FontCreate($hFamily_FPS, 8), _ $tLayout_FPS = _GDIPlus_RectFCreate(0, 0, 130, 16) $iFPS = 0 GUISetOnEvent($GUI_EVENT_CLOSE, "_Exit_About") AdlibRegister("CalcFPS", 1000) Local $a[3], $b = 1, $c, $x, $e, $y, $w, $h, $w2 = $iW_Dt / 2, $h2 = $iH_Dt / 2, $q, $r If $iW_Dt > 1.5 * $iH_Dt Then $q = $iW_Dt $r = 0.75 * $iW_Dt Else $q = 1.5 * $iH_Dt $r = 0.75 * $iH_Dt EndIf Do For $e = 0 To 2 $a[$e] = $aImages[Mod(Floor($b) + $e, UBound($aImages))] Next $c = 2^(Mod($b, 1)) For $e = 0 To 2 $x = $w2 - $q / 2 * $c $y = $h2 - $r / 2 * $c $w = $q * $c $h = $r * $c $hObj = _WinAPI_SelectObject($hMemDC, $a[$e]) _WinAPI_StretchBlt($hDC_backbuffer, $x, $y, $w, $h, $hMemDC, 0, 0, $iW, $iH, $SRCCOPY) $c *= 0.5 Next $b += MouseZoom() IF $b < 0 Then $b = UBound($aImages) - $b _GDIPlus_GraphicsDrawStringEx($hCanvas, "FPS: " & $iShowFPS & " @ " & $iW_Dt & "x" & $iH_Dt & " px", $hFont_FPS, $tLayout_FPS, $hFormat_FPS, $hBrush_FPS) _WinAPI_BitBlt($hDC, 0, 0, $iW_Dt, $iH_Dt, $hDC_backbuffer, 0, 0, $SRCCOPY) $iFPS += 1 If $bExit Then ExitLoop Until Not Sleep(0) AdlibUnRegister("CalcFPS") ;release resources _GDIPlus_FontDispose($hFont_FPS) _GDIPlus_FontFamilyDispose($hFamily_FPS) _GDIPlus_StringFormatDispose($hFormat_FPS) _GDIPlus_BrushDispose($hBrush_Clr) _GDIPlus_BrushDispose($hBrush_FPS) _GDIPlus_GraphicsDispose($hCanvas) _WinAPI_SelectObject($hMemDC, $hObj) _WinAPI_DeleteDC($hMemDC) _WinAPI_SelectObject($hDC_backbuffer, $DC_obj) _WinAPI_DeleteDC($hDC_backbuffer) _WinAPI_DeleteObject($hHBitmap) _WinAPI_ReleaseDC($hGUI, $hDC) For $i = 0 To UBound($aImages) - 1 _WinAPI_DeleteObject($aImages[$i]) Next GUIDelete($hGUI) EndFunc ;==>GDIPlus_ZoomImage Func MouseZoom() ;https://www.arduino.cc/reference/en/language/functions/math/map/ Local $iInput = MouseGetPos(1), $iInMin = 0, $iInMax = @DesktopHeight, $iOutMin = 1, $iOutMax = -1, $iStep = 0.025 Return (($iInput - $iInMin) * ($iOutMax - $iOutMin) / ($iInMax - $iInMin) + $iOutMin) * $iStep EndFunc ;MouseZoom() Func _Exit_About() $bExit = True EndFunc ;==>_Exit_About Func CalcFPS() ;display FPS $iShowFPS = $iFPS $iFPS = 0 EndFunc ;==>CalcFPS Func Downloader() Local $sURL, $i For $i = 0 To 48 If Not FileExists(@ScriptDir & "\Images\Arkadia" & $i & ".jpg") Then If Not FileExists(@ScriptDir & "\Images") Then DirCreate(@ScriptDir & "\Images") $sURL = "http://arkadia.xyz/images/arkadia" & $i & ".jpg" ConsoleWrite("Downloading " & $sURL & ": " & InetGet($sURL, @ScriptDir & "\Images\Arkadia" & $i & ".jpg", 8) & " bytes" & @CRLF) ToolTip("Downloading images...Please wait! -> " & $i + 1 & " / " & $i, MouseGetPos(0), MouseGetPos(1)) EndIf Next ToolTip("") EndFunc ;==>Downloader  
      The missing images will be download and saved to script dir in folder images. Due to internal integer format of the GDI functions the screen is little bit wobbling.
       
      Happy watching. 
    • Xandy
      By Xandy
      I am currently developing NPCs they cannot yet be added.  Items only exist in database.  Enemies only in sprite.
      This project has been on the shelf a couple years.  I decided to learn DLLStruct at the beginning of this project.  I'm not sure if using them was a good idea or not.  I'm open to converting them to pure array and Enum.
      Developing multiplayer system UDP clients / server.  I'm looking for some advice on how to setup the packets.
      I was thinking the best way was to convert packets to Hex and convert back at the destination.  That's probably the way I have it setup.  Anyhow they all talk to each other, clients and server.  Where the avatars appear on screens doesn't work.
      My Enums are used for data members of arrays.  I exclude the 'g' even though they are all Global.  I put the array names they describe in the Enum: ePlayer_x.  In some cases I abbreviate the array name; aWorld_info probably has: aWorld_info[eWi_layers]
      Most gaming things are done better with a nice engine: GameMaker, Unity, Unreal.
      My buddy made a time machine in BASIC.  I know you can make a better time machine in other languages, but there is something to be said for doing it in BASIC.
      Many things are ugly with this, just broken, or extraneous blocks of code I threw together for some one-off task.
      I put this here to see if it generates interest.  I'm happy to change this thing around.  I do many things in favor of speed, but I know some of it's crap.
      Package contains a Server and a Map Editor.  The Map Editor is meant to be able to add and edit:
      World Files, worlds have 2 layers. 
      0.txt background 1.txt forground. The files are formatted with a header: width, height, and the largest tile number.  The largest tile number is used to pad the world files.  So that the world files could be edited by hand.
      WorldN Tile X_Y.txt (a subset cord of tile to specify frame):  World Tile X_Y is stored in a separate file per layer so that the world layer files remain pretty.
      World Directory Structure: Example: World_1_Overworld.
       
      In folder above we can notice only layer 1 has a Tile_X_Y file.  This is because atm only trees use the system and trees are foreground.
      Areas: areas are to subdivide worlds in effort to section the worlds and divide lists for: hotspots, NPCs, Items, and area properties such as: Out-of-Bounds: Destination and Repeat Tile, enemy encounters, etc..
      Areas have: Global Enum $eArea_x, $eArea_y, $eArea_w, $eArea_h, _                        ; Area World Bound Rect         $eArea_ob_tile, $eArea_ob_world, $eArea_ob_x, $eArea_ob_y, _     ; Out of Bounds Repeat Tile and World Destination if Out of Bounds         $eArea_hotspots, $eArea_items, $eArea_NPCs ; Total Hotspots per Area, Items and People Hotspots: hotspots are locations on the board that relocate the player
      Global Enum $eHotspot_x, $eHotspot_y, _; the spot in world that moves player $eHotspot_dest_world, $eHotspot_dest_x, $eHotspot_dest_y; the destination world and position Board: A rectangle of world tiles is pre-drawn on aBoard[layer_max] centered on player, you can change the size to consume less RAM but requires drawing world to board more often.
       
      Animated Background: Before anything is drawn a moving BG image is drawn.  Creating beautiful water AI.  So if no tiles are drawn from world, BG water animation is shown.
       
      Map Editor should be able to test all of the systems of the game: Player, Worlds, Areas, Hotspots, NPCs, Items, Shops, Battles, Netplay, etc..
      (Not all systems exist yet)

      Download site: http://songersoft.com/programming/dw3_remake/dw3_remake_about.phtml
      It's going to say that the files might be malicious.  Probably b/c of the DLLs and I hosted an unmoderated forum from the site years ago were people posted malicious links.  Let me know if it's malicious!
      PS: I tried posting the source but I keep getting errors.  I think the source might be too large to post. 6308 lines.  Idk.
    • tcurran
      By tcurran
      Here are two functions to provide pixel-accurate height and width dimensions for a given string.
      The more commonly-used _GDIPlus_GraphicsMeasureString built-in UDF is problematic because it returns the width padded by roughly one en-space (for reasons related to the various ways Windows produces anti-aliased fonts).
      These are AutoIt translations of Pierre Arnaud's C# functions, described in his CodeProject article "Bypass Graphics.MeasureString limitations"
      The first is an all-purpose version that takes a window handle, string, font family, font size (in points), style, and (optionally) width of the layout column (in pixels) as parameters.
      The second, more efficient version is intended for applications where GDI+ fonts are already in use, and takes handles to the existing graphics context, string, font, layout and format as parameters.
      Both functions return a two-row array with the exact width [0] and height [1] of the string (in pixels).
      EDIT: (Note that some of the same anti-aliasing measurement issues still apply. I did my best to work around them, but the output of the function may still be off by a pixel or two. Buyer beware.)
      #include <GDIPlus.au3> #include <GUIConstantsEx.au3> ; #FUNCTION# ==================================================================================================================== ; Name ..........: _StringInPixels ; Description ...: Returns a pixel-accurate height and width for a given string using a given font, style and size. ; Syntax ........: _StringInPixels($hGUI, $sString, $sFontFamily, $fSize, $iStyle[, $iColWidth = 0]) ; Parameters ....: $hGUI - Handle to the window. ; $sString - The string to be measured. ; $sFontFamily - Full name of the font to use. ; $fSize - Font size in points (half-point increments). ; $iStyle - Combination of 0-normal, 1-bold, 2-italic, 4-underline, 8-strikethrough ; $iColWidth - [optional] If word-wrap is desired, column width in pixels ; Return values .: 2-row array. [0] is width in pixels; [1] is height in pixels. ; Author ........: Tim Curran; adapted from Pierre Arnaud's C# function ; Modified ......: ; Remarks .......: This version is longer and less efficient but works for all purposes. ; Related .......: <https://www.codeproject.com/Articles/2118/Bypass-Graphics-MeasureString-limitations> ; Link ..........: ; Example .......: Example-StringInPixels.au3 ; =============================================================================================================================== #include <GDIPlus.au3> #include <GUIConstantsEx.au3> Func _StringInPixels($hGUI, $sString, $sFontFamily, $fSize, $iStyle, $iColWidth = 0) _GDIPlus_Startup() Local $hGraphic = _GDIPlus_GraphicsCreateFromHWND($hGUI) ;Create a graphics object from a window handle Local $aRanges[2][2] = [[1]] $aRanges[1][0] = 0 ;Measure first char (0-based) $aRanges[1][1] = StringLen($sString) ;Region = String length Local $hFormat = _GDIPlus_StringFormatCreate() Local $hFamily = _GDIPlus_FontFamilyCreate($sFontFamily) Local $hFont = _GDIPlus_FontCreate($hFamily, $fSize, $iStyle) _GDIPlus_GraphicsSetTextRenderingHint($hGraphic, $GDIP_TEXTRENDERINGHINT_ANTIALIASGRIDFIT) _GDIPlus_StringFormatSetMeasurableCharacterRanges($hFormat, $aRanges) ;Set ranges Local $aWinClient = WinGetClientSize($hGUI) If $iColWidth = 0 Then $iColWidth = $aWinClient[0] Local $tLayout = _GDIPlus_RectFCreate(10, 10, $iColWidth, $aWinClient[1]) Local $aRegions = _GDIPlus_GraphicsMeasureCharacterRanges($hGraphic, $sString, $hFont, $tLayout, $hFormat) ;get array of regions Local $aBounds = _GDIPlus_RegionGetBounds($aRegions[1], $hGraphic) Local $aWidthHeight[2] = [$aBounds[2], $aBounds[3]] ; Clean up resources _GDIPlus_FontDispose($hFont) _GDIPlus_RegionDispose($aRegions[1]) _GDIPlus_FontFamilyDispose($hFamily) _GDIPlus_StringFormatDispose($hFormat) _GDIPlus_GraphicsDispose($hGraphic) _GDIPlus_Shutdown() Return $aWidthHeight EndFunc ;==>_StringInPixels ; #FUNCTION# ==================================================================================================================== ; Name ..........: _StringInPixels_gdip ; Description ...: Returns a pixel-accurate height and width for a given string using a GDI+ font, layout and format ; Syntax ........: _StringInPixels_gdip($hGraphic, $sString, $hFont, $tLayout, $hFormat) ; Parameters ....: $hGraphic - Handle to a GDI+ graphics object. ; $sString - The string to be measured. ; $hFont - Handle to a GDI+ font. ; $tLayout - A $tagGDIPRECTF structure that bounds the string. ; $hFormat - Handle to a GDI+ string format. ; Return values .: 2-row array. [0] is width in pixels; [1] is height in pixels. ; Author ........: Tim Curran; adapted from Pierre Arnaud's C# function ; Modified ......: ; Remarks .......: This much more efficient version is for use with GDI+ fonts ; Related .......: ; Link ..........: <https://www.codeproject.com/Articles/2118/Bypass-Graphics-MeasureString-limitations> ; Example .......: Example-StringInPixels.au3 ; =============================================================================================================================== #include <GDIPlus.au3> #include <GUIConstantsEx.au3> Func _StringInPixels_gdip($hGraphic, $sString, $hFont, $tLayout, $hFormat) Local $aRanges[2][2] = [[1]] $aRanges[1][0] = 0 ;Measure first char (0-based) $aRanges[1][1] = StringLen($sString) ;Region = String length _GDIPlus_GraphicsSetTextRenderingHint($hGraphic, $GDIP_TEXTRENDERINGHINT_CLEARTYPEGRIDFIT) _GDIPlus_StringFormatSetMeasurableCharacterRanges($hFormat, $aRanges) ;Set ranges Local $aRegions = _GDIPlus_GraphicsMeasureCharacterRanges($hGraphic, $sString, $hFont, $tLayout, $hFormat) ;get array of regions Local $aBounds = _GDIPlus_RegionGetBounds($aRegions[1], $hGraphic) Local $aWidthHeight[2] = [$aBounds[2], $aBounds[3]] _GDIPlus_RegionDispose($aRegions[1]) Return $aWidthHeight EndFunc ;==>_StringInPixels_gdip  
      _StringInPixels.au3
      Example-StringInPixels.au3
    • c.haslam
      By c.haslam
      In the code that follows, it appears that DllStructCreate() is not allocating memory in
      $tag = 'byte val['&$iLength&']' . . Static Local $tvalue = DllStructCreate($tag) Running the code below, the problem does not show, but it does show in a much longer script: there _GDIPlus_ImageSaveToFile only writes about 30K bytes when it should write about 1MB, which it does when the code is
      $tag = 'char val['&$iLength&']' . . Static Local $tvalue = DllStructCreate($tag) It should write about 1 MB.
      I suggest caution in running the code below. On my PC, it caused a second instance of SciTE to appear at the top left of the Desktop, showing only the title bar, with a width of only approximately 200 pixels! Then rebooting the PC showed this at login. Further, double-clicking on the SciTE shortcut on the Desktop showed SciTE in the same way! (After running Regedit, and searching for SciTE, the shortcut behaves normally.)
      I would appreciate help in determining whether or not there is a bug in DLLStructCreate, preferably a way which does not clobber Windows. Of course, It is possible that there is a bug in my code.
      I have made $tvalue Static in the hope that this might make the code run properly. Doing this did not help.
      My code is based on code written by Authenticity and ChrisL.
      #include <GDIPlus.au3> #include <Array.au3> Opt('MustDeclareVars',1) ; Property Item structure Global Const $tagGDIPPROPERTYITEM = _ "uint id;" & _ ; ID of this property "ulong length;" & _ ; Length of the property value, in bytes "word type;" & _ ; Type of the value, as one of TAG_TYPE_XXX constants "ptr pvalue;" ; pointer to property value ; Image property types constants ; Ref: https://www.media.mit.edu/pia/Research/deepview/exif.html Global Const $GDIP_PROPERTYTAGTYPEUBYTE = 1 Global Const $GDIP_PROPERTYTAGTYPEASCII = 2 Global Const $GDIP_PROPERTYTAGTYPEUSHORT = 3 Global Const $GDIP_PROPERTYTAGTYPEULONG = 4 Global Const $GDIP_PROPERTYTAGTYPEURATIONAL = 5 Global Const $GDIP_PROPERTYTAGTYPESBYTE = 6 Global Const $GDIP_PROPERTYTAGTYPEUNDEFINED = 7 Global Const $GDIP_PROPERTYTAGTYPESSHORT = 8 Global Const $GDIP_PROPERTYTAGTYPESLONG = 9 Global Const $GDIP_PROPERTYTAGTYPESRATIONAL = 10 Global Const $GDIP_PROPERTYTAGTYPESFLOAT = 11 Global Const $GDIP_PROPERTYTAGTYPEDFLOAT = 12 main() Func main() _GDIPlus_Startup() Local $hImage = _GDIPlus_ImageLoadFromFile('H:\temp\AP test data\DSC00824 - Copy.jpg') Local $ar = _GDIPlus_ImageGetAllPropertyItemsEx($hImage) Local $propsAr[UBound($ar,1)-1][5],$vec,$j=-1 For $i = 1 To $ar[0][0] If $ar[$i][3]<>0 Then ; pValue -- for Sony! $j += 1 $propsAr[$j][0] = $ar[$i][0] ; id $propsAr[$j][1] = $ar[$i][1] ; length $propsAr[$j][2] =$ar[$i][2]; type $vec = _GDIPlus_ImageGetPropertyItemValue($ar[$i][1],$ar[$i][2],$ar[$i][3]) $propsAr[$j][3] = $vec[0] ; val1 Switch $ar[$i][2] Case 5,10 ; $GDIP_PROPERTYTAGTYPEURATIONAL,$GDIP_PROPERTYTAGTYPESRATIONAL $propsAr[$j][4] = $vec[1] Case Else $propsAr[$j][4] = '' EndSwitch EndIf Next ReDim $propsAr[$j+1][5] For $i = 0 To UBound($propsAr,1)-1 Switch $propsAr[$i][2] ; type Case 5,10 ; $GDIP_PROPERTYTAGTYPEURATIONAL,$GDIP_PROPERTYTAGTYPESRATIONAL _GDIPlus_ImageSetPropertyItemEx($hImage,$propsAr[$i][0],$propsAr[$i][1], _ $propsAr[$i][2],$propsAr[$i][3],$propsAr[$i][4]) Case Else _GDIPlus_ImageSetPropertyItemEx($hImage,$propsAr[$i][0],$propsAr[$i][1], _ $propsAr[$i][2],$propsAr[$i][3]) EndSwitch Next _GDIPlus_ImageSaveToFile($hImage,'H:\b\1.jpg') _GDIPlus_ImageDispose($hImage) _GDIPlus_Shutdown() EndFunc Func _GDIPlus_ImageGetAllPropertyItemsEx($hImage) Local $iI, $iCount, $tBuffer, $pBuffer, $iBuffer, $tPropertyItem, $aSize, $aPropertyItems[1][1], $aResult $aSize = _GDIPlus_ImageGetPropertySize($hImage) If @error Then Return SetError(@error, @extended, -1) $iBuffer = $aSize[0] $tBuffer = DllStructCreate("byte[" & $iBuffer & "]") $pBuffer = DllStructGetPtr($tBuffer) $iCount = $aSize[1] $aResult = DllCall($__g_hGDIPDll, "uint", "GdipGetAllPropertyItems", "hwnd", $hImage, "uint", $iBuffer, "uint", $iCount, "ptr", $pBuffer) If @error Then Return SetError(@error, @extended, -1) If $aResult[0] Then Return SetError(10, $aResult[0], False) ReDim $aPropertyItems[$iCount + 1][4] $aPropertyItems[0][0] = $iCount For $iI = 1 To $iCount $tPropertyItem = DllStructCreate($tagGDIPPROPERTYITEM, $pBuffer) $aPropertyItems[$iI][0] = DllStructGetData($tPropertyItem, "id") $aPropertyItems[$iI][1] = DllStructGetData($tPropertyItem, "length") $aPropertyItems[$iI][2] = DllStructGetData($tPropertyItem, "type") $aPropertyItems[$iI][3] = DllStructGetData($tPropertyItem, "pvalue") $pBuffer += DllStructGetSize($tPropertyItem) Next Return $aPropertyItems EndFunc Func _GDIPlus_ImageGetPropertyItemValue($iLength, $iType, $pValue) Static Local $tvalue Switch $iType Case 1,6 ; $GDIP_PROPERTYTAGTYPEUBYTE,$GDIP_PROPERTYTAGTYPESBYTE $tvalue = DllStructCreate('byte val',$pValue) Case 2 ; $GDIP_PROPERTYTAGTYPEASCII $tvalue = DllStructCreate('char val['&$iLength&']',$pValue) Case 3 ; $GDIP_PROPERTYTAGTYPEUSHORT $tvalue = DllStructCreate('ushort val',$pValue) Case 4 ; $GDIP_PROPERTYTAGTYPEULONG $tvalue = DllStructCreate('ulong val',$pValue) Case 5 ; $GDIP_PROPERTYTAGTYPEURATIONAL $tvalue = DllStructCreate('ulong val1;ulong val2',$pValue) Case 7 ; $GDIP_PROPERTYTAGTYPEUNDEFINED ; undefined, per specification, but may be a long but is sometimes a string $tvalue = DllStructCreate('byte val['&$ilength&']',$pValue) ; see _GDIPlus_ImageSetPropertyItemEx ;~ $tvalue = DllStructCreate('char val['&$ilength&']',$pValue) Case 8 ; $GDIP_PROPERTYTAGTYPESSHORT $tvalue = DllStructCreate('short val',$pValue) Case 9 ; $GDIP_PROPERTYTAGTYPEULONG $tvalue = DllStructCreate('ulong val',$pValue) Case 10 ; $GDIP_PROPERTYTAGTYPESRATIONAL $tvalue = DllStructCreate('ulong val1;ulong val2',$pValue) Case 11 ; $GDIP_PROPERTYTAGTYPESFLOAT $tvalue = DllStructCreate('float val',$pValue) Case 12 ; $GDIP_PROPERTYTAGTYPEDFLOAT $tvalue = DllStructCreate('double val',$pValue) EndSwitch If @error Then Return SetError(@error,0,-1) Switch $iType Case 5,10 ; $GDIP_PROPERTYTAGTYPEURATIONAL,$GDIP_PROPERTYTAGTYPESRATIONAL Local $aRet[2] $aRet[0] = DllStructGetData($tvalue,'val1') $aRet[1] = DllStructGetData($tvalue,'val2') Case Else Local $aRet[1] $aRet[0] = DllStructGetData($tvalue,'val') EndSwitch Return $aRet EndFunc Func _GDIPlus_ImageGetPropertySize($hImage) Local $aSize[2], $aResult $aResult = DllCall($__g_hGDIPDll, "uint", "GdipGetPropertySize", "hwnd", $hImage, "uint*", 0, "uint*", 0) If @error Then Return SetError(@error, @extended, -1) $aSize[0] = $aResult[2] $aSize[1] = $aResult[3] Return $aSize EndFunc ;==>_GDIPlus_ImageGetPropertySize Func _GDIPlus_ImageSetPropertyItemEx($hImage,$id,$iLength,$iType,$value1,$value2=-1) Local $tProp = DllStructCreate($tagGDIPPROPERTYITEM) DllStructSetData($tProp,'id',$id) DllStructSetData($tProp,'type',$itype) DllStructSetData($tProp,'length',$ilength) Local $tag Switch $iType Case $GDIP_PROPERTYTAGTYPEUBYTE,$GDIP_PROPERTYTAGTYPESBYTE $tag = 'byte val' Case $GDIP_PROPERTYTAGTYPEASCII $tag = 'char val['&$iLength&']' Case $GDIP_PROPERTYTAGTYPEUSHORT $tag = 'ushort val' Case $GDIP_PROPERTYTAGTYPEULONG $tag = 'ulong val' Case $GDIP_PROPERTYTAGTYPEURATIONAL $tag = 'ulong val1;ulong val2' Case $GDIP_PROPERTYTAGTYPEUNDEFINED ; undefined, per specification, but may be a long but is sometimes a string $tag = 'byte val['&$iLength&']' ; causes saving to jpeg to write junk ;~ $tag = 'char val['&$iLength&']' Case $GDIP_PROPERTYTAGTYPESSHORT $tag = 'short val' Case $GDIP_PROPERTYTAGTYPEULONG $tag = 'ulong val' Case $GDIP_PROPERTYTAGTYPESRATIONAL $tag = 'long val1;long val2' Case $GDIP_PROPERTYTAGTYPESFLOAT $tag = 'float val' Case $GDIP_PROPERTYTAGTYPEDFLOAT $tag = 'double val' EndSwitch Static Local $tvalue = DllStructCreate($tag) Switch $iType Case $GDIP_PROPERTYTAGTYPEURATIONAL,$GDIP_PROPERTYTAGTYPESRATIONAL DllStructSetData($tvalue,'val1',$value1) DllStructSetData($tvalue,'val2',$value2) Case Else DllStructSetData($tvalue,1,$value1) EndSwitch DllStructSetData($tProp,'pvalue',DllStructGetPtr($tvalue)) Local $aResult = DllCall($__g_hGDIPDll, "int", "GdipSetPropertyItem", "hwnd", $hImage, "ptr", _ DllStructGetPtr($tProp)) If @error Then Return SetError(@error, @extended, -1) If $aResult[0] Then Return SetError(10, $aResult[0], -1) Return $aResult[0] = 0 EndFunc I have seen $iLength be as much as 37 KB for $GDIP_PROPERTYTAGTYPEUNDEFINED.
      Is there is a bug, how can this be demonstrated to the developers in a few lines of code (without clobbering Windows)?