Kamera an die Spielfigur heften?

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lukasimgruet

Betreff: Kamera an die Spielfigur heften?

BeitragSa, Jan 23, 2010 15:36
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Wie kann ich es machen das die Kamera, wenn mein Charakter sich bewegt, mit kommt?

Hier mein Code:

Code: [AUSKLAPPEN]
Include "start.bb"
Include "keyconstants.bb"

SetBuffer BackBuffer()

banner = LoadImage("top-banner.jpg")
MaskImage banner,255,255,0
Message=1

; Variables
Dim pillar(7)
Global grunt
Global Character_pivot
Global PLAYER = 1
Global OBSTACLE = 2
Global TRIGGER = 3
Global door
Global door_state = 1
entity# = 0
Global door_moving = False
Global SoundID = LoadSound ("heart.wav")
Global ChannelID

levelmusik = PlayMusic(1) ("track.mp3")

; Grunt
; Load Grunt & Weapon
   grunt_tex = LoadTexture("armour.pcx",1)
   character_pivot = CreatePivot()
   grunt = LoadMD2("tris.md2",character_pivot)
   EntityTexture grunt,grunt_tex
   ScaleEntity grunt,0.015,0.015,0.015
   PositionEntity character_pivot,0,2,-1
   EntityType character_pivot,PLAYER,1
   EntityRadius grunt,0.1
   EntityRadius character_pivot,0.4


; Create Pivots


; Scenery
   ; Create Ground Floor
   groundfloor = CreateCube()
   groundfloor_tex = LoadTexture("marble.jpg")
   ScaleEntity groundfloor,2,0.1,3
   PositionEntity groundfloor,0,0,5
   EntityTexture groundfloor,groundfloor_tex
   ScaleTexture groundfloor_tex,0.3,0.3
   EntityType groundfloor,OBSTACLE
   
   groundfloor2 = CreateCube()
   groundfloor_tex = LoadTexture("marble.jpg")
   ScaleEntity groundfloor2,2,0.1,3
   PositionEntity groundfloor2,0,0,-1
   EntityTexture groundfloor2,groundfloor_tex
   ScaleTexture groundfloor_tex,0.3,0.3
   EntityType groundfloor2,OBSTACLE
   
   ; Create Plane
   plane = CreatePlane()
   plane_tex = LoadTexture("plane.jpg")
   EntityTexture plane,plane_tex
   EntityAlpha plane,0.4
   EntityType plane,OBSTACLE
   
   ;Mirror
   mirror = CreateMirror()
   PositionEntity mirror,0,0,0

   
   ; Create Walls
   wall1 = CreateCube()
   wall_tex = LoadTexture("wall.jpg")
   ScaleEntity wall1,0.1,1,6
   PositionEntity wall1,2,1,2
   EntityTexture wall1,wall_tex
   ScaleTexture wall_tex,0.3,1
   EntityType wall1,OBSTACLE
   
   wall2 = CopyEntity(wall1)
   PositionEntity wall2,-2,1,2
   EntityType wall2,OBSTACLE
   
   ;wall3 = CopyEntity(wall1)
   ;PositionEntity wall3,0,1,8
   ;ScaleEntity wall3,0.1,1,2
   ;TurnEntity wall3,0,90,0
   ;EntityType wall3,OBSTACLE
   
   wall4 = CopyEntity(wall1)
   PositionEntity wall4,3,1,1
   ScaleEntity wall4,0.1,1,2
   TurnEntity wall4,0,90,0
   EntityType wall4,OBSTACLE
   
   wall5 = CopyEntity(wall1)
   PositionEntity wall5,-3,1,1
   ScaleEntity wall5,0.1,1,2
   TurnEntity wall5,0,90,0
   EntityType wall5,OBSTACLE
   
   door = CopyEntity(wall1)
   door_tex = LoadTexture("door.jpg")
   PositionEntity door,0,1,1
   ScaleEntity door,0.1,1,1
   TurnEntity door,0,90,0
   EntityTexture door,door_tex
   EntityType door,OBSTACLE
   EntityPickMode door,1 ; DO NOT FORGET THIS ONE !!!!

; Create Camera
   camera = CreateCamera()
   PositionEntity camera,4,8,-11
   TurnEntity camera,30,20,0
   CameraZoom camera,2

; Handle Collisions
   Collisions PLAYER,OBSTACLE,2,2
   Collisions OBSTACLE,PLAYER,1,1

; Light
   AmbientLight 200,200,200
   light = CreateLight(3,character_pivot)
   TurnEntity light,0,0,90
   PositionEntity light,0,1,0
   
; Main Loop
   While Not KeyHit(1)

   movegrunt()
   checkgravity()
   triggerdoor()
   
   x=MouseX()
   y=MouseY()
   
   e=CameraPick(camera,x,y)
   If e<>entity#
      If entity Then EntityColor entity,255,255,255
      entity#=e
   EndIf
   
   If MouseHit(1) And entity#=e
      door_moving=True
      triggerdoor()
   End If
      
   If entity#
      EntityColor entity,255,0,0
   EndIf
   
   UpdateWorld
   RenderWorld
   
   DrawImage banner,0,0
   
   If KeyHit(Key_h) Then
      If message=0 Then message =1
      If message=1 Then message =0
   End If
   
   If KeyHit(17) Then
      WireMode = Not WireMode
      WireFrame WireMode
   End If
   
   If message=1 Then

      Text 0,100,"Dungeon Trigger Demo"
      Text 0,120,"Keys: Arrow Keys to Move and Rotate Charater"
      Text 0,140,"Keys: Click the door with you mouse to trigger it"
      Text 0,180,"Keys: 'W' to toggle wireframe mode"
      Text 0,200,"Keys: H to hide this message
   End If
   
   Rect x,y-3,1,7   
   Rect x-3,y,7,1
      
   Flip
   
Wend
End


; Functions
Function triggerdoor()
   If door_state = 1 And door_moving = True Then
      MoveEntity door,0,.1,0
      If EntityY(door) > 2 Then door_state = 0: door_moving = False: EntityAlpha door,0.3
   Else If door_state = 0 And door_moving = True Then
      MoveEntity door,0,-.1,0 door_moving = True
      If EntityY(door) < 1 Then door_state = 1: door_moving = False: EntityAlpha door,1
   End If
End Function

Function checkgravity()
   If Not EntityCollided(character_pivot,OBSTACLE)
         TranslateEntity character_pivot,0,-0.05,0
    End If
End Function

Function movegrunt()
   
   If KeyDown(key_arrowpad_left)
      TurnEntity character_pivot,0,3,0
   End If
   
   If KeyDown(key_arrowpad_right)
      TurnEntity character_pivot,0,-3,0
   End If
   
   If KeyDown(key_arrowpad_up)
      MoveEntity character_pivot,0,0,0.035
      moved = 1
      forward = 1
     If Not ChannelPlaying (ChannelID) Then
           ChannelID = PlaySound (SoundID)
     EndIf
End If
   
   If KeyDown(key_arrowpad_down)
      MoveEntity character_pivot,0,0,-0.035
      moved = 1
      forward = 0
   End If
   
   If moved = True
       If forward = True   
         If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
            AnimateMD2 grunt,1,0.1,40,46
         End If
      End If
   End If

   If forward = False
      If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
         AnimateMD2 grunt,1,-0.08,40,45
      End If
   End If
      
   If moved = False
      If MD2AnimTime(grunt) < 0 Or MD2AnimTime(grunt) > 10 Then
         AnimateMD2 grunt,1,0.1,0,5
      End If
    End If      
    moved = 0
   forward = 0
End Function

Xeres

Moderator

BeitragSa, Jan 23, 2010 15:45
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Da gibt es eine reihe von Möglichkeiten - was willst du denn Schlussendlich erreichen?.
entityparent, PointEntity
Win10 Prof.(x64)/Ubuntu 16.04|CPU 4x3Ghz (Intel i5-4590S)|RAM 8 GB|GeForce GTX 960
Wie man Fragen richtig stellt || "Es geht nicht" || Video-Tutorial: Sinus & Cosinus
T
HERE IS NO FAIR. THERE IS NO JUSTICE. THERE IS JUST ME. (Death, Discworld)
 

lukasimgruet

BeitragSa, Jan 23, 2010 16:33
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also ich habs momentan so, dass die kamera immer an der gleichen stelle bleibt und der charakter halt weit weg laufen kann und man ihn dann kaum mehr sieht. Ich möcht nur wissen wie die kamera dem char folgen kann.
 

PacMani

BeitragSa, Jan 23, 2010 16:35
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Dazu erstellst du die Kamera wie folgt:
Code: [AUSKLAPPEN]
Camera = CreateCamera(Player)

Wobei Camera deine Kamera ist und Player deine Spielerfigur.
Wieso du das in Klammern packst, liegt daran, dass das der Parameter für "parent" ist, was den erwünschten Effekt für dich hat.
Wenn du den Player bewegst, bewegt dass die Kamera in gleichem Maße. Auch bei Rotationen rotiert die Kamera mit. Im Grunde hat folgender Code den gleichen Effekt bei erhöhtem Aufwand:
Code: [AUSKLAPPEN]
PositionEntity Camera, EntityX(Player), EntityY(Player), EntityZ(Player)
RotateEntity Camera, EntityPitch(Player), EntityYaw(Player), EntityRoll(Player)


Und wie die anderen sagten, geht EntityParent auch, wenn du nachträglich "parent" ändern willst, dass schreibst du dann so:
Code: [AUSKLAPPEN]
EntityParent Camera, Player
  • Zuletzt bearbeitet von PacMani am Sa, Jan 23, 2010 16:38, insgesamt 2-mal bearbeitet
 

mDave

BeitragSa, Jan 23, 2010 16:35
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Dann benutz doch EntityParent


Edit: Meh, zu langsam.
 

lukasimgruet

BeitragSa, Jan 23, 2010 16:47
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ok, ich schaffs net in den code einzufügen. Kann mir wer helfen?
 

PacMani

BeitragSa, Jan 23, 2010 17:01
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Also wenn du daran scheiterst, musst du dir ernsthafte Gedanken darüber machen ob ein Anfängertutorial doch nicht schaden könnte Smile

Code: [AUSKLAPPEN]
Include "start.bb"
Include "keyconstants.bb"

SetBuffer BackBuffer()

banner = LoadImage("top-banner.jpg")
MaskImage banner,255,255,0
Message=1

; Variables
Dim pillar(7)
Global grunt
Global Character_pivot
Global PLAYER = 1
Global OBSTACLE = 2
Global TRIGGER = 3
Global door
Global door_state = 1
entity# = 0
Global door_moving = False
Global SoundID = LoadSound ("heart.wav")
Global ChannelID

levelmusik = PlayMusic(1) ("track.mp3")

; Grunt
; Load Grunt & Weapon
grunt_tex = LoadTexture("armour.pcx",1)
Character_pivot = CreatePivot()
grunt = LoadMD2("tris.md2",Character_pivot)
EntityTexture grunt,grunt_tex
ScaleEntity grunt,0.015,0.015,0.015
PositionEntity Character_pivot,0,2,-1
EntityType Character_pivot,PLAYER,1
EntityRadius grunt,0.1
EntityRadius Character_pivot,0.4


; Create Pivots


; Scenery
   ; Create Ground Floor
groundfloor = CreateCube()
groundfloor_tex = LoadTexture("marble.jpg")
ScaleEntity groundfloor,2,0.1,3
PositionEntity groundfloor,0,0,5
EntityTexture groundfloor,groundfloor_tex
ScaleTexture groundfloor_tex,0.3,0.3
EntityType groundfloor,OBSTACLE

groundfloor2 = CreateCube()
groundfloor_tex = LoadTexture("marble.jpg")
ScaleEntity groundfloor2,2,0.1,3
PositionEntity groundfloor2,0,0,-1
EntityTexture groundfloor2,groundfloor_tex
ScaleTexture groundfloor_tex,0.3,0.3
EntityType groundfloor2,OBSTACLE

   ; Create Plane
plane = CreatePlane()
plane_tex = LoadTexture("plane.jpg")
EntityTexture plane,plane_tex
EntityAlpha plane,0.4
EntityType plane,OBSTACLE

   ;Mirror
mirror = CreateMirror()
PositionEntity mirror,0,0,0


   ; Create Walls
wall1 = CreateCube()
wall_tex = LoadTexture("wall.jpg")
ScaleEntity wall1,0.1,1,6
PositionEntity wall1,2,1,2
EntityTexture wall1,wall_tex
ScaleTexture wall_tex,0.3,1
EntityType wall1,OBSTACLE

wall2 = CopyEntity(wall1)
PositionEntity wall2,-2,1,2
EntityType wall2,OBSTACLE

   ;wall3 = CopyEntity(wall1)
   ;PositionEntity wall3,0,1,8
   ;ScaleEntity wall3,0.1,1,2
   ;TurnEntity wall3,0,90,0
   ;EntityType wall3,OBSTACLE

wall4 = CopyEntity(wall1)
PositionEntity wall4,3,1,1
ScaleEntity wall4,0.1,1,2
TurnEntity wall4,0,90,0
EntityType wall4,OBSTACLE

wall5 = CopyEntity(wall1)
PositionEntity wall5,-3,1,1
ScaleEntity wall5,0.1,1,2
TurnEntity wall5,0,90,0
EntityType wall5,OBSTACLE

door = CopyEntity(wall1)
door_tex = LoadTexture("door.jpg")
PositionEntity door,0,1,1
ScaleEntity door,0.1,1,1
TurnEntity door,0,90,0
EntityTexture door,door_tex
EntityType door,OBSTACLE
EntityPickMode door,1 ; DO NOT FORGET THIS ONE !!!!

; Create Camera
camera = CreateCamera(grunt)
PositionEntity camera,4,8,-11
TurnEntity camera,30,20,0
CameraZoom camera,2

; Handle Collisions
Collisions PLAYER,OBSTACLE,2,2
Collisions OBSTACLE,PLAYER,1,1

; Light
AmbientLight 200,200,200
light = CreateLight(3,Character_pivot)
TurnEntity light,0,0,90
PositionEntity light,0,1,0

; Main Loop
While Not KeyHit(1)
   
   movegrunt()
   checkgravity()
   triggerdoor()
   
   x=MouseX()
   y=MouseY()
   
   e=CameraPick(camera,x,y)
   If e<>entity#
      If entity Then EntityColor entity,255,255,255
      entity#=e
   EndIf
   
   If MouseHit(1) And entity#=e
      door_moving=True
      triggerdoor()
   End If
   
   If entity#
      EntityColor entity,255,0,0
   EndIf
   
   UpdateWorld
   RenderWorld
   
   DrawImage banner,0,0
   
   If KeyHit(Key_h) Then
      If message=0 Then message =1
      If message=1 Then message =0
   End If
   
   If KeyHit(17) Then
      WireMode = Not WireMode
      WireFrame WireMode
   End If
   
   If message=1 Then
      
      Text 0,100,"Dungeon Trigger Demo"
      Text 0,120,"Keys: Arrow Keys to Move and Rotate Charater"
      Text 0,140,"Keys: Click the door with you mouse to trigger it"
      Text 0,180,"Keys: 'W' to toggle wireframe mode"
      Text 0,200,"Keys: H to hide this message
   End If
   
   Rect x,y-3,1,7   
   Rect x-3,y,7,1
   
   Flip
   
Wend
End


; Functions
Function triggerdoor()
   If door_state = 1 And door_moving = True Then
      MoveEntity door,0,.1,0
      If EntityY(door) > 2 Then door_state = 0: door_moving = False: EntityAlpha door,0.3
   Else If door_state = 0 And door_moving = True Then
      MoveEntity door,0,-.1,0 door_moving = True
      If EntityY(door) < 1 Then door_state = 1: door_moving = False: EntityAlpha door,1
   End If
End Function

Function checkgravity()
   If Not EntityCollided(Character_pivot,OBSTACLE)
      TranslateEntity Character_pivot,0,-0.05,0
    End If
End Function

Function movegrunt()
   
   If KeyDown(key_arrowpad_left)
      TurnEntity Character_pivot,0,3,0
   End If
   
   If KeyDown(key_arrowpad_right)
      TurnEntity Character_pivot,0,-3,0
   End If
   
   If KeyDown(key_arrowpad_up)
      MoveEntity Character_pivot,0,0,0.035
      moved = 1
      forward = 1
      If Not ChannelPlaying (ChannelID) Then
         ChannelID = PlaySound (SoundID)
      EndIf
   End If
   
   If KeyDown(key_arrowpad_down)
      MoveEntity Character_pivot,0,0,-0.035
      moved = 1
      forward = 0
   End If
   
   If moved = True
      If forward = True   
         If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
            AnimateMD2 grunt,1,0.1,40,46
         End If
      End If
   End If
   
   If forward = False
      If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
         AnimateMD2 grunt,1,-0.08,40,45
      End If
   End If
   
   If moved = False
      If MD2AnimTime(grunt) < 0 Or MD2AnimTime(grunt) > 10 Then
         AnimateMD2 grunt,1,0.1,0,5
      End If
    End If     
    moved = 0
   forward = 0
End Function


Du bewegst da mittendrin übrigens einen Character_Pivot, bist du sicher, dass das die Spielerfigur ist?
 

lukasimgruet

BeitragSa, Jan 23, 2010 17:05
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es kommt die fehlermeldung expecting end-of-file
 

lukasimgruet

BeitragSa, Jan 23, 2010 17:10
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also es lag an der hintergrundmusik jetzt ist die kamera aber 2 cm von dem spieler entfernt^^

Holzchopf

Meisterpacker

BeitragSa, Jan 23, 2010 17:18
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Bitte keine Doppelposts fabrizieren, du kannst auch gut einfach den letzten Beitrag bearbeiten. Den Edit-Button (user posted image) findest du oben rechts von deinem Beitrag.

Wenn es "an der Hintergrundmusik" lag, hast du etwas falsch gemacht, denn die Musik sollte keinen Einfluss auf irgendwas anderes haben...

mfG
Holzchopf
Erledige alles Schritt um Schritt - erledige alles. - Holzchopf
CC BYBinaryBorn - Yogurt ♫ (31.10.2018)
Im Kopf da knackt's und knistert's sturm - 's ist kein Gedanke, nur ein Wurm
 

PacMani

BeitragSa, Jan 23, 2010 18:57
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Ich habe mittlerweile das Gefühl du hast dir irgendwas zusammenkopiert und keine Ahnung welchen Code du überhaupt postest.
 

lukasimgruet

BeitragSa, Jan 23, 2010 19:01
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ok ich habs geschafft
Code: [AUSKLAPPEN]
Graphics3D 1024,768,32,1

Include "keyconstants.bb"

SetBuffer BackBuffer()

banner = LoadImage("top-banner.jpg")
MaskImage banner,255,255,0
Message=1

; Variables
Dim pillar(7)
Global grunt
Global Character_pivot
Global PLAYER = 1
Global OBSTACLE = 2
Global TRIGGER = 3
Global door
Global door_state = 1
entity# = 0
Global door_moving = False
Global SoundID = LoadSound ("heart.wav")
Global ChannelID


; Grunt
; Load Grunt & Weapon
grunt_tex = LoadTexture("armour.pcx",1)
Character_pivot = CreatePivot()
grunt = LoadMD2("tris.md2",Character_pivot)
EntityTexture grunt,grunt_tex
ScaleEntity grunt,0.015,0.015,0.015
PositionEntity Character_pivot,0,2,-1
EntityType Character_pivot,PLAYER,1
EntityRadius grunt,0.1
EntityRadius Character_pivot,0.4

; Scenery
   ; Create Ground Floor
groundfloor = CreateCube()
groundfloor_tex = LoadTexture("marble.jpg")
ScaleEntity groundfloor,2,0.1,3
PositionEntity groundfloor,0,0,5
EntityTexture groundfloor,groundfloor_tex
ScaleTexture groundfloor_tex,0.3,0.3
EntityType groundfloor,OBSTACLE

groundfloor2 = CreateCube()
groundfloor_tex = LoadTexture("marble.jpg")
ScaleEntity groundfloor2,2,0.1,3
PositionEntity groundfloor2,0,0,-1
EntityTexture groundfloor2,groundfloor_tex
ScaleTexture groundfloor_tex,0.3,0.3
EntityType groundfloor2,OBSTACLE

   ; Create Plane
plane = CreatePlane()
plane_tex = LoadTexture("plane.jpg")
EntityTexture plane,plane_tex
EntityAlpha plane,0.4
EntityType plane,OBSTACLE

   ;Mirror
mirror = CreateMirror()
PositionEntity mirror,0,0,0


   ; Create Walls
wall1 = CreateCube()
wall_tex = LoadTexture("wall.jpg")
ScaleEntity wall1,0.1,1,6
PositionEntity wall1,2,1,2
EntityTexture wall1,wall_tex
ScaleTexture wall_tex,0.3,1
EntityType wall1,OBSTACLE

wall2 = CopyEntity(wall1)
PositionEntity wall2,-2,1,2
EntityType wall2,OBSTACLE

   ;wall3 = CopyEntity(wall1)
   ;PositionEntity wall3,0,1,8
   ;ScaleEntity wall3,0.1,1,2
   ;TurnEntity wall3,0,90,0
   ;EntityType wall3,OBSTACLE

wall4 = CopyEntity(wall1)
PositionEntity wall4,3,1,1
ScaleEntity wall4,0.1,1,2
TurnEntity wall4,0,90,0
EntityType wall4,OBSTACLE

wall5 = CopyEntity(wall1)
PositionEntity wall5,-3,1,1
ScaleEntity wall5,0.1,1,2
TurnEntity wall5,0,90,0
EntityType wall5,OBSTACLE

door = CopyEntity(wall1)
door_tex = LoadTexture("door.jpg")
PositionEntity door,0,1,1
ScaleEntity door,0.1,1,1
TurnEntity door,0,90,0
EntityTexture door,door_tex
EntityType door,OBSTACLE
EntityPickMode door,1 ; DO NOT FORGET THIS ONE !!!!

; Create Camera
camera = CreateCamera(grunt)
PositionEntity camera,1,300,-750
TurnEntity camera,20,1,0
CameraZoom camera,2


; Handle Collisions
Collisions PLAYER,OBSTACLE,2,2
Collisions OBSTACLE,PLAYER,1,1

; Light
AmbientLight 200,200,200
light = CreateLight(3,Character_pivot)
TurnEntity light,0,0,90
PositionEntity light,0,1,0

; Main Loop
While Not KeyHit(1)
   
   movegrunt()
   checkgravity()
   triggerdoor()
   
   x=MouseX()
   y=MouseY()
   
   e=CameraPick(camera,x,y)
   If e<>entity#
      If entity Then EntityColor entity,255,255,255
      entity#=e
   EndIf
   
   If MouseHit(1) And entity#=e
      door_moving=True
      triggerdoor()
   End If
   
   If entity#
      EntityColor entity,255,0,0
   EndIf
   
   UpdateWorld
   RenderWorld
   
   
   If KeyHit(17) Then
      WireMode = Not WireMode
      WireFrame WireMode
   End If
   
   Rect x,y-3,1,7   
   Rect x-3,y,7,1
   
   Flip
   
Wend
End


; Functions
Function triggerdoor()
   If door_state = 1 And door_moving = True Then
      MoveEntity door,0,.1,0
      If EntityY(door) > 2 Then door_state = 0: door_moving = False: EntityAlpha door,0.3
   Else If door_state = 0 And door_moving = True Then
      MoveEntity door,0,-.1,0 door_moving = True
      If EntityY(door) < 1 Then door_state = 1: door_moving = False: EntityAlpha door,1
   End If
End Function

Function checkgravity()
   If Not EntityCollided(Character_pivot,OBSTACLE)
      TranslateEntity Character_pivot,0,-0.05,0
    End If
End Function

Function movegrunt()
   
   If KeyDown(key_arrowpad_left)
      TurnEntity Character_pivot,0,3,0
   End If
   
   If KeyDown(key_arrowpad_right)
      TurnEntity Character_pivot,0,-3,0
   End If
   
   If KeyDown(key_arrowpad_up)
      MoveEntity Character_pivot,0,0,0.035
      moved = 1
      forward = 1
      If Not ChannelPlaying (ChannelID) Then
         ChannelID = PlaySound (SoundID)
      EndIf
   End If
   
   If KeyDown(key_arrowpad_down)
      MoveEntity Character_pivot,0,0,-0.035
      moved = 1
      forward = 0
   If Not ChannelPlaying (ChannelID) Then
         ChannelID = PlaySound (SoundID)
      EndIf
End If
   
   If moved = True
      If forward = True   
         If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
            AnimateMD2 grunt,1,0.1,40,46
         End If
      End If
   End If
   
   If forward = False
      If MD2AnimTime(grunt) < 40 Or MD2AnimTime(grunt) > 46 Then
         AnimateMD2 grunt,1,-0.08,40,45
      End If
   End If
   
   If moved = False
      If MD2AnimTime(grunt) < 0 Or MD2AnimTime(grunt) > 10 Then
         AnimateMD2 grunt,1,0.1,0,5
      End If
    End If     
    moved = 0
   forward = 0
End Function
 

lukasimgruet

BeitragSa, Jan 23, 2010 19:51
Antworten mit Zitat
Benutzer-Profile anzeigen
wie kann ich nun mein spiel mithilfe eines menus starten?

Nicdel

BeitragSa, Jan 23, 2010 19:52
Antworten mit Zitat
Benutzer-Profile anzeigen
Zitat:
Bitte keine Doppelposts fabrizieren, du kannst auch gut einfach den letzten Beitrag bearbeiten. Den Edit-Button (user posted image) findest du oben rechts von deinem Beitrag.


Such mit der Forensuche, da gibt's ne Menge Beiträge. Außerdem empfehle ich dir Tutorials und nachdenken.
Desktop: Intel Pentium 4 2650 Mhz, 2 GB RAM, ATI Radeon HD 3850 512 MB, Windows XP
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