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My main.wdl, but no Fullscreen?
#183146
02/10/08 14:26
02/10/08 14:26
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Joined: Feb 2008
Posts: 27 Germany, Hessen
Crackdown90
OP
Newbie
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OP
Newbie
Joined: Feb 2008
Posts: 27
Germany, Hessen
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Hi, this is my main.wdl! Why has my game no Fullscreen, i also setted the video mode to 9! Whats wrong? Code:
// mittelalter.wdl var video_mode = 9; // 1280 x 1024 var video_depth = 32; // 16 bit mode
var player_distance; // moves the player var enemy_distance; // moves the enemy
define sword_base = skill12; // using skill12, 13, 14 to store the sword_base coords define sword_tip = skill15; // using skill15, 16, 17 to store the sword_tip coords define healthpoints = skill18; // just another name for skill18
//////////////////////////////////////////////////////////////
font swc_font = <font.pcx>, , 24, 23; // sword combat font
//////////////////////////////////////////////////////////////
bmap spark_map = <spark.pcx>; // for spark particles bmap blood_map = <blood.pcx>; // for blood particles
//////////////////////////////////////////////////////////////
sound beep_sound = <beep.wav>; sound sword_snd = <sword.wav>;
//////////////////////////////////////////////////////////////
function particle_sparks(); function particle_blood(); function fade_particle();
//////////////////////////////////////////////////////////////
string mittelalter_wmb = <mittelalter.wmb>; string health_str = "Player Health: ";
///////////////////////////////////////////////////////////////
entity* enemy; // useful only if you want to display its health
///////////////////////////////////////////////////////////////
panel health_panel // displays the numbers { pos_x = 0; pos_y = 0; digits = 120, 575, 4, swc_font, 1, player.healthpoints; flags = refresh, visible; }
text health_text // displays the text { pos_x = 0; pos_y = 550; font = swc_font; string = health_str; flags = visible; }
////////////////////////////////////////////////////////////////
function main() { level_load (mittelalter_wmb); wait (2); // wait for the level to be loaded clip_size = 0; // show all the triangles for all the models on_d = null; // disable the debug panel (key "D") because it is used for movement fps_max = 50; // lock the frame rate to 40 fps }
action player_fight // attached to the player { player = me; // I'm the player player.healthpoints = 100; // and I have 100 health points while (player.healthpoints > 0) // as long as I'm alive { camera.x = player.x - 200 * cos(player.pan); // 200 = distance between the player and the camera camera.y = player.y - 200 * sin(player.pan); // same value here camera.z = player.z + 200; // above the player camera.pan = player.pan; // looks in the same direction with the player camera.tilt = -30; // look down at the player
my.pan += 4 * (key_a - key_d) * time - 20 * mouse_force.x * time; // rotates with the keys A and D or with the mouse player_distance.x = 10 * (key_w - key_s) * time; // moves forward / backward with W / S player_distance.y = 0; player_distance.z = 0;
if ((key_w == 1) || (key_s == 1)) // the player is walking { ent_cycle("walk", my.skill20); // play walk frames animation my.skill20 += 4 * time; // "walk" animation speed if (my.skill20 > 100) {my.skill20 = 0;} // loop animation } else // the player is standing { ent_cycle("stand", my.skill21); // play stand frames animation my.skill21 += 2 * time; // "stand" animation speed if (my.skill21 > 100) {my.skill21 = 0;} // loop animation } ent_move(player_distance, nullvector);
if (mouse_left == 1) // if we press the left mouse button { my.skill22 = 0; // reset "attack" frames while (my.skill22 < 100) { ent_vertex(my.sword_tip, 315); // sword tip vertex coords - get the value in Med ent_vertex(my.sword_base, 293); // sword base vertex coords - get the value in Med trace_mode = ignore_me + ignore_passable; // ignore me (the player) and all the entities that are passable trace (my.sword_base, my.sword_tip); // trace between these sword positions if (result != 0) // the player has hit something { effect (particle_sparks, 10, target, normal); if (you != null) {you.healthpoints -= 6 * time;} // if it hasn't hit a wall, decrease health ent_playsound (my, sword_snd, 50); // sword sound } ent_cycle("attack", my.skill22); // play attack frames animation my.skill22 += 8 * time; // "attack" animation speed wait (1); } while (mouse_left == 1) {wait (1);} // can't use autofire on a sword :) } wait (1); } while (my.skill23 < 90) // the player is dead { ent_cycle("death", my.skill23); // play death frames animation my.skill23 += 3 * time; // "death" animation speed wait (1); } my.passable = on; // the corpse can't be hit by the enemy sword from now on }
action enemy_fight // attached to the enemy { enemy = me; // I'm the enemy enemy.healthpoints = 100; // and I have 100 healthpoints while (my.healthpoints > 0) // as long as I'm alive { if (vec_dist (my.x, player.x) < 200 && player.healthpoints > 0) // the player approaches the enemy { vec_set(temp, player.x); vec_sub(temp, my.x); vec_to_angle(my.pan, temp); my.tilt = 0; // I'm a maniac :) enemy_distance.x = 5 * time; enemy_distance.y = 0; enemy_distance.z = 0; ent_move(enemy_distance, nullvector); ent_cycle("walk", my.skill19); // play walk frames animation my.skill19 += 5 * time; // "walk" animation speed if (my.skill19 > 100) {my.skill19 = 0;} // loop animation if (vec_dist (my.x, player.x) < 50) // if the player comes closer than 50 quants attack him { my.skill20 = 0; // reset "attack" frames while (my.skill20 < 100) { ent_vertex(my.sword_tip, 291); // sword tip vertex coords - get the value in Med ent_vertex(my.sword_base, 306); // sword base vertex coords - get the value in Med trace_mode = ignore_me + ignore_passable; trace (my.sword_base, my.sword_tip); // trace between these sword positions if (result != 0) // hit something, could be the player or another enemy { effect (particle_blood, 2, target, normal); if (you != null) {you.healthpoints -= 4 * time;} ent_playsound (my, sword_snd, 50); // sword sound } ent_cycle("attack", my.skill20); // play attack frames animation my.skill20 += 5 * time; // "attack" animation speed wait (1); } waitt (6); // slows down the enemy and reduces the number of traces per second } } else // the player is farther than 200 quants away { ent_cycle("stand", my.skill21); // play stand frames animation my.skill21 += 2 * time; // "stand" animation speed if (my.skill21 > 100) {my.skill21 = 0;} // loop animation } wait (1); } while (my.skill22 < 80) // the enemy is dead { ent_cycle("death", my.skill22); // play death frames animation my.skill22 += 1 * time; // "death" animation speed wait (1); } my.passable = on; // the corpse can't be hit by the sword from now on }
function particle_sparks() { temp.x = random(2) - 1; temp.y = random(2) - 1; temp.z = random(1) - 1.5; vec_add (my.vel_x, temp); my.alpha = 30 + random(50); my.bmap = spark_map; my.size = 10; my.flare = on; my.bright = on; my.move = on; my.lifespan = 20; my.function = fade_particle; }
function particle_blood() { temp.x = random(2) - 1; temp.y = random(2) - 1; temp.z = random(1) - 1.5; vec_add (my.vel_x, temp); my.alpha = 70 + random(30); my.bmap = blood_map; my.size = 6; my.flare = on; my.bright = on; my.move = on; my.lifespan = 20; my.function = fade_particle; }
function fade_particle() { my.alpha -= 5 * time; if (my.alpha < 0) {my.lifespan = 0;} }
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Re: My main.wdl, but no Fullscreen?
[Re: Crackdown90]
#183147
02/10/08 15:50
02/10/08 15:50
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Joined: Feb 2008
Posts: 337
Vadim647
Senior Member
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Senior Member
Joined: Feb 2008
Posts: 337
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Insert this happy lines in begin of Main() [A6+] Code:
video_window(nullvector,nullvector,1,"Mittelalter?");//that is your games name? video_switch(9,0,1);
It will be fullscreen even if it don't wants to. P.S: Good beginning for a game
I switched to other account since marth 2010. Guess which.
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Re: My main.wdl, but no Fullscreen?
[Re: Crackdown90]
#183149
02/11/08 08:52
02/11/08 08:52
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Joined: Jul 2007
Posts: 69
fat32
Junior Member
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Junior Member
Joined: Jul 2007
Posts: 69
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hi u can use this but other way is true
var video_screen = 1; // C-Script: start settings for Fullscreen
dobidob hosein_dig and max_man7000 game HAPPY NEW YEAR !!
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