Can anyone tell me how to make this NOT delay when trying to use it?
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Graphics 800,600,0,2
SetBuffer BackBuffer()
Type rocket
Field x,y,angle,iangle,speed,turnrate
End Type
Dim rocketimage(500)
TFormFilter 1
Global rocketpic = LoadImage("rocket.bmp")
For a = 0 To 360
rr = CopyImage(rocketpic)
RotateImage(rr,a)
rocketimage(a) = rr
MidHandle rocketimage(a)
Next
While Not KeyDown(1)
Cls
If MouseDown (1)
r.rocket = New rocket
r\x = Rand(1,800)
r\y = Rand(1,600)
r\angle = 0
r\speed = Rand (1,10)
r\turnrate = Rand (1,10)
End If
For h.rocket = Each rocket
h\iangle = ATan2((MouseY()-h\y),((MouseX()-h\x)))
xmov# = Cos(h\angle) * h\speed
ymov# = Sin(h\angle) * h\speed
h\x = h\x + xmov#
h\y = h\y + ymov#
realangle_current = h\angle
realangle_intend = h\iangle
If h\angle < 1
realangle_current = 180+(180 - Abs(h\angle))
End If
If h\iangle < 1
realangle_intend = 180+(180 - Abs(h\iangle))
EndIf
If realangle_intend > realangle_current And h\iangle > 0 Then h\angle = h\angle + h\turnrate
If realangle_intend > realangle_current And h\iangle < 1 Then h\angle = h\angle + h\turnrate
If realangle_intend < realangle_current And h\iangle > 0 Then h\angle = h\angle - h\turnrate
If realangle_intend < realangle_current And h\iangle < 1 Then h\angle = h\angle - h\turnrate
If realangle_current> 360 Then realangle_current = 1
If realangle_current< 1 Then realangle_current = 360
DrawImage rocketimage(realangle_current),h\x,h\y
Next
Flip
Wend
--------------------------------
Graphics 800,600,0,2
SetBuffer BackBuffer()
Type rocket
Field x,y,angle,iangle,speed,turnrate
End Type
Dim rocketimage(500)
TFormFilter 1
Global rocketpic = LoadImage("rocket.bmp")
For a = 0 To 360
rr = CopyImage(rocketpic)
RotateImage(rr,a)
rocketimage(a) = rr
MidHandle rocketimage(a)
Next
While Not KeyDown(1)
Cls
If MouseDown (1)
r.rocket = New rocket
r\x = Rand(1,800)
r\y = Rand(1,600)
r\angle = 0
r\speed = Rand (1,10)
r\turnrate = Rand (1,10)
End If
For h.rocket = Each rocket
h\iangle = ATan2((MouseY()-h\y),((MouseX()-h\x)))
xmov# = Cos(h\angle) * h\speed
ymov# = Sin(h\angle) * h\speed
h\x = h\x + xmov#
h\y = h\y + ymov#
realangle_current = h\angle
realangle_intend = h\iangle
If h\angle < 1
realangle_current = 180+(180 - Abs(h\angle))
End If
If h\iangle < 1
realangle_intend = 180+(180 - Abs(h\iangle))
EndIf
If realangle_intend > realangle_current And h\iangle > 0 Then h\angle = h\angle + h\turnrate
If realangle_intend > realangle_current And h\iangle < 1 Then h\angle = h\angle + h\turnrate
If realangle_intend < realangle_current And h\iangle > 0 Then h\angle = h\angle - h\turnrate
If realangle_intend < realangle_current And h\iangle < 1 Then h\angle = h\angle - h\turnrate
If realangle_current> 360 Then realangle_current = 1
If realangle_current< 1 Then realangle_current = 360
DrawImage rocketimage(realangle_current),h\x,h\y
Next
Flip
Wend