Graphics - keine Umschaltung
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MegamagBetreff: Graphics - keine Umschaltung |
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Ich mache ein SPiel und initialisiere die Grafiken mit
Code: [AUSKLAPPEN] Graphics3D 800,600,32,1
Wenn ich aber das Programm beende, blaibt die Auflösung bei 800,600 und nicht bei den richtigen 1152,864. Was soll ich tun? |
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Puccini |
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versuch mal am ende deines codes EndGraphics
weis net ob das hilft ![]() |
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-=Achtung=-
Suche Hobby-Modelliere der hin und wieder bock hat ein kleines Objekt zu erstellen. Bei Interesse PM www.ragesoft.de Passwortmanager: http://ragesoft.de/index.php?o...;Itemid=39 |
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BtbN |
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Oder generell End, und nicht einfach unten ankommen lassen. | ||
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Megamag |
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Nein, EndGraphics geht nicht und End benutze ich. Hier:
Code: [AUSKLAPPEN] ;Initializing Graphics-Mode
Graphics3D 800,600,32,1 SetBuffer BackBuffer() SeedRnd MilliSecs() AppTitle "Blast the Sheeps" ;Global Variables Global length = 16 Global ystep# = .005 Global an# Global canshoot#=0 ;Dim-Fields Dim plane( length-1 ) ;Start-Up-Functions mesh_skybox = MakeSkyBox("Data\Graphics\sky") ;Camera and Fog camera=CreateCamera() RotateEntity camera,0,0,0 light=CreateLight() CameraZoom camera,1 PositionEntity camera,0,.1,0 PositionEntity light,0,.1,0 CameraFogMode camera,1 CameraFogRange camera,0,2000 CameraFogColor camera,222,252,255 AmbientLight 255,255,255 ;Filters ClearTextureFilters ;Textures tex=LoadTexture( "Data\Graphics\Ground.bmp",9 ) ScaleTexture tex,4,4 tex1=LoadTexture( "Data\Graphics\GrassClip.bmp",10 ) ScaleTexture tex1,1.5,1.5 ground = CreatePlane(1) EntityTexture ground,tex : PositionEntity ground,0,-1-.005,0 EntityOrder ground,9 ;Pivots flare = CreatePivot( mesh_skybox ) PositionEntity flare,0,120,-300 ;Sprites s1 = LoadSprite("Data\Graphics\lens1.jpg",2,camera) : EntityFX s1,9 : ScaleSprite s1,6,6 : EntityColor s1,255,255,242 s2 = LoadSprite("Data\Graphics\lens2.jpg",2,camera) : EntityFX s2,9 : ScaleSprite s2,1.1,1.1 : EntityColor s2,255,255,220 s3 = LoadSprite("Data\Graphics\lens3.jpg",2,camera) : EntityFX s3,9 : ScaleSprite s3,1.5,1.5 : EntityColor s3,255,255,200 s4 = LoadSprite("Data\Graphics\lens4.jpg",2,camera) : EntityFX s4,9 : ScaleSprite s4,1.8,1.8 : EntityColor s4,255,255,180 ;Create a plane For a#=0 To length-1 plane(a) = CreatePlane() EntityTexture plane(a),tex1 PositionEntity plane(a),0,-1 + (a * ystep),0 EntityColor plane(a),32,96+((a/(length-1))*96),0 EntityAlpha plane(a),.5+((1-(a/(length-1)))*2) EntityOrder plane(a),8 Next ;Meshes sheepmesh=LoadMesh("Data\Models\Sheep.3ds") HideEntity sheepmesh ScaleEntity sheepmesh,0.05,0.05,0.05 shotmesh=LoadMesh("Data\Models\Shot.3ds") HideEntity shotmesh ScaleEntity shotmesh,0.1,0.1,0.1 tankmesh=LoadMesh("Data\Models\Tank.3ds") PositionEntity tankmesh,0,-30,50 RotateEntity tankmesh,0,180,0 ScaleEntity tankmesh,0.19,0.19,0.19 ;Types Type Sheep Field x# Field y# Field z# Field model End Type Type Shot Field x# Field y# Field z# Field model End Type ;Main loop While Not KeyHit(1) ;Shoot Counter If canshoot>0 Then canshoot=canshoot-1 ;Grass Functions an=an+1 : If an>359 Then an=0 s# = Cos(an)/15000 For b = 0 To length-1 MoveEntity plane(b),s*b,0,0 Next ;If KeyDown(203) TurnEntity camera,0,.5,0 ;If KeyDown(205) TurnEntity camera,0,-.5,0 ;If KeyDown(200) MoveEntity camera,0,0,.01 ;If KeyDown(208) MoveEntity camera,0,0,-.01 PositionEntity mesh_skybox,EntityX(camera,1),EntityY(camera,1),EntityZ(camera,1) CameraProject( camera,EntityX(flare,1),EntityY(flare,1),EntityZ(flare,1) ) vx# = ProjectedX() - (gwidth/2) vy# = ProjectedY() - (gheight/2) sx = vx + (gwidth/2) : sy = vy + (gheight/2) PositionEntity s1,SpriteX(sx,sy,128),SpriteY(sx,sy,128),SpriteZ(sx,sy,128) sx = -vx/2 + (gwidth/2) : sy = -vy/2 + (gheight/2) PositionEntity s2,SpriteX(sx,sy,128),SpriteY(sx,sy,128),SpriteZ(sx,sy,128) sx = -vx/5 + (gwidth/2) : sy = -vy/5 + (gheight/2) PositionEntity s3,SpriteX(sx,sy,128),SpriteY(sx,sy,128),SpriteZ(sx,sy,128) sx = -vx/1.2 + (gwidth/2) : sy = -vy/1.2 + (gheight/2) PositionEntity s4,SpriteX(sx,sy,128),SpriteY(sx,sy,128),SpriteZ(sx,sy,128) RotateSprite s1,-EntityYaw(camera) EntityAlpha s1,ProjectedZ() EntityAlpha s2,1-(Abs(vx)/(gwidth/2)) EntityAlpha s3,1-(Abs(vx)/(gwidth/2)) EntityAlpha s4,1-(Abs(vx)/(gwidth/2)) ;End of grass Functions ;Player If KeyDown(203) TranslateEntity tankmesh,-0.4,0,0 If KeyDown(205) TranslateEntity tankmesh,0.4,0,0 If KeyDown(29) And canshoot=0 CreateShot(EntityX(tankmesh),EntityY(tankmesh)+3,EntityZ(tankmesh)+4,shotmesh) : canshoot=30 EndIf ;Updates UpdateShots() UpdateWorld RenderWorld Flip Wend End ;Functions Function SpriteX#(x#,y#,size#) Return 2.0*(x-(gwidth/2))/size End Function ;--------------------------- Function SpriteY#(x#,y#,size#) Return -2.0*(y-(gheight/2))/size End Function ;--------------------------- Function SpriteZ#(x#,y#,size#) Return 1*gwidth/size End Function ;--------------------------- Function MakeSkyBox( file$ ) m=CreateMesh() ;front face b=LoadBrush( file$+"_FR.bmp",49 ) s=CreateSurface( m,b ) AddVertex s,-1,+1,-1,0,0:AddVertex s,+1,+1,-1,1,0 AddVertex s,+1,-1,-1,1,1:AddVertex s,-1,-1,-1,0,1 AddTriangle s,0,1,2:AddTriangle s,0,2,3 FreeBrush b ;right face b=LoadBrush( file$+"_LF.bmp",49 ) s=CreateSurface( m,b ) AddVertex s,+1,+1,-1,0,0:AddVertex s,+1,+1,+1,1,0 AddVertex s,+1,-1,+1,1,1:AddVertex s,+1,-1,-1,0,1 AddTriangle s,0,1,2:AddTriangle s,0,2,3 FreeBrush b ;back face b=LoadBrush( file$+"_BK.bmp",49 ) s=CreateSurface( m,b ) AddVertex s,+1,+1,+1,0,0:AddVertex s,-1,+1,+1,1,0 AddVertex s,-1,-1,+1,1,1:AddVertex s,+1,-1,+1,0,1 AddTriangle s,0,1,2:AddTriangle s,0,2,3 FreeBrush b ;left face b=LoadBrush( file$+"_RT.bmp",49 ) s=CreateSurface( m,b ) AddVertex s,-1,+1,+1,0,0:AddVertex s,-1,+1,-1,1,0 AddVertex s,-1,-1,-1,1,1:AddVertex s,-1,-1,+1,0,1 AddTriangle s,0,1,2:AddTriangle s,0,2,3 FreeBrush b ;top face b=LoadBrush( file$+"_UP.bmp",49 ) s=CreateSurface( m,b ) AddVertex s,-1,+1,+1,0,1:AddVertex s,+1,+1,+1,0,0 AddVertex s,+1,+1,-1,1,0:AddVertex s,-1,+1,-1,1,1 AddTriangle s,0,1,2:AddTriangle s,0,2,3 FreeBrush b ScaleMesh m,100,100,100 FlipMesh m EntityFX m,9 EntityOrder m,10 Return m End Function ;--------------------------- Function CreateSheep(x,y,z,model) s.Sheep=New Sheep s\x=x s\y=y s\z=z s\model=CopyEntity(model,sheepmesh) ;EntityType s1\ent,GEGNERSHOT PositionEntity s\model,s\x,s\y,s\z End Function ;--------------------------- Function CreateShot(x,y,z,model) s.Shot=New Shot s\x=x s\y=y s\z=z s\model=CopyEntity(model,shotmesh) ;EntityType s1\ent,GEGNERSHOT PositionEntity s\model,s\x,s\y,s\z End Function ;--------------------------- Function UpdateShots() For sh.Shot=Each Shot MoveEntity sh\model,0,0,3 If EntityZ(sh\model)>400 Then FreeEntity sh\model : Delete sh Next End Function ;--------------------------- ;--------------------------- ;--------------------------- ;--------------------------- ;--------------------------- Komisch, hier geht's: Code: [AUSKLAPPEN] Graphics3D 800,600,32,1
SetBuffer BackBuffer() SeedRnd(MilliSecs()) camera=CreateCamera() PositionEntity camera,0,0,0 light=CreateLight() PositionEntity light,0,0,0 AmbientLight 255,255,255 cube=CreateCube() ScaleEntity cube,0.2,0.2,0.6 HideEntity cube CameraFogMode camera,1 CameraFogRange camera,7,40 CameraFogColor camera,0,0,0 Type cubic Field x Field y Field z Field ent End Type mox=MouseX() moy=MouseY() time#=100 While Not MouseX()>mox Or MouseX()<mox Or MouseY()<moy Or MouseY()>moy Or KeyHit(1) If time<0 Then CreateCubes(Rnd(-13,13),Rnd(-13,13),Rnd(30,70),cube) time=100 EndIf UpdateCubes() time=time-5 UpdateWorld RenderWorld Flip Wend End Function CreateCubes(x,y,z,ent) c.cubic=New cubic c\x=x c\y=y c\z=z c\ent=CopyEntity(ent) EntityColor c\ent,Rnd(0,255),Rnd(0,255),Rnd(0,255) PositionEntity c\ent,c\x,c\y,c\z End Function Function UpdateCubes() For c.cubic=Each cubic MoveEntity c\ent,0,0,-0.05 Next End Function |
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Triton |
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verschoben ins Anfänger-Forum | ||
Coding: silizium-net.de | Portfolio: Triton.ch.vu |
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