function movePlayer() {
player = my;
pXent_settype(my,PH_CHAR, PH_SPHERE);
wait(1);
//Momentane Geschwindigkeiten des Players
var actualSpeedForward = 0; //für vorwärts/rückwärts
var actualSpeedSideward = 0; //zur seite
var actualSpeedUpDown = 0; //nach oben und unten
var rotationSpeed = 2.5;
var test = 0;
VECTOR vecPlayerMoveSpeed;
ANGLE angPlayerRotation;
while(player) {
vecPlayerMoveSpeed.x = accelerate(actualSpeedForward, 0.8*(key_w-key_s),0.04);
vecPlayerMoveSpeed.y = accelerate(actualSpeedSideward,0.08*(key_a-key_d),0.04);
vecPlayerMoveSpeed.z = accelerate(actualSpeedUpDown,0.4*(key_e-key_c),0.04);
angPlayerRotation.pan -= rotationSpeed * mouse_force.x * time_step;
angPlayerRotation.tilt = 0;
angPlayerRotation.roll = 0;
if(test != 0) {
vec_inverse(vecPlayerMoveSpeed.x);
}
test = pXent_move(me, vecPlayerMoveSpeed, nullvector);
pXent_rotate(me,angPlayerRotation,nullvector);
wait(1);
}
}