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Found 4 results

  1. This is just a bit of Javascript play. This does a scatter plot of bB rand16 using HTML canvas. bB_scatterplot.html Now you know why You should use rand16 if you can warning you have to click through a splash ad
  2. In my code, I have an internal timer that when it runs out will gosub to what is supposed to be something that will change what direction player 2 is pointing and then reset the timer. The problem with my code is that the rand will only work once. The timer setup: dim Timer1=f.g dim Timer2=h.j Timer1=20 Timer2=1 main Timer1=Timer1-Timer2 if Timer1=2 then gosub randomgenerator:Timer1=20 The random selector: randomgenerator if rand<20 && rand>0 then p1_orientation=1 if rand<40 && rand>19 then p1_orientation=2 if rand<60 && rand>39 then p1_orientation=3 if rand<80 && rand>59 then p1_orientation=4 if rand<100 && rand>79 then p1_orientation=5 if rand<120 && rand>99 then p1_orientation=6 if rand<140 && rand>119 then p1_orientation=7 if rand<160 && rand>139 then p1_orientation=8 if rand<180 && rand>159 then p1_orientation=9 if rand<200 && rand>179 then p1_orientation=10 if rand<220 && rand>199 then p1_orientation=11 if rand<240 && rand>219 then p1_orientation=12 return Thanks!
  3. So, I was developing my own game with bB, and I stumbled into a problem: How to make specified random numbers? By "specified" I mean random numbers that are between two set numbers. In the game, after you defeat an enemy, it is teleported to a randomized location on the y-axis using rand command (is it actually a command or something else?). However, most of the times, the enemy teleported offscreen or into the playfield walls. Is there a way to prevent the random number from going over or below a set value?
  4. in the standard kernel rand produces a jsr to randomize and produces a new number with the DPC+ kernel it just loads rand unless you've specified inline rand so how often does DPC+ update rand? or does DPC+ not touch rand at all?
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