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Re: Camera turn around player [Re: Trooper119] #222298
08/18/08 19:28
08/18/08 19:28
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
Serious User
MrGuest  Offline
Serious User
M

Joined: Jul 2008
Posts: 1,178
England
just some simple things to try... smirk

camera.tilt += mouse_force.y; this won't' make the camera look at the player, but only change the camera tilt,

change this to at the least
Code:
 height += mouse_force.y


then where you apply the view potision, change the 50 to height
Code:
 vec_set(-180, 0, height);


oh and obviously declare your height var as 50 at the start with too
Code:
var height = 50


then have it look back at the player
Code:
 vec_set(temp,your.x); 
  vec_sub(temp,my.x);
  vec_to_angle(my.pan,temp);


this has a good chance of not working at all, but the basic principals are there what you need

you may also want to add so when the mouse_force.y increase, the camera also gets closer

Hope this helps
at least a little smile

Re: Camera turn around player [Re: Trooper119] #224238
08/29/08 09:25
08/29/08 09:25
Joined: Aug 2008
Posts: 61
Neurosys Offline
Junior Member
Neurosys  Offline
Junior Member

Joined: Aug 2008
Posts: 61
I have a perfect lite-c working version but im trying to convert it to c++ to work in my C++ app cuz im not using lite-c anymore. Anyone wanting lite-c could try this is works pretty well. This is my lite-c player_code action. (it uses some globals and has a bit of init so I'll post the whole code:

Code:
//include <default.fx>;
//include <mtlFX.wdl>;
//include <default.fx>;
//include <mtlFX.wdl>;
#include <acknex.h>
#include <default.c>
#include "mtlFX.c"
#define PRAGMA_PATH "%EXE_DIR%\code";
#define PRAGMA_PATH "images";
#define PRAGMA_PATH "terrains";
#define PRAGMA_PATH "levels";
#define PRAGMA_PATH "models";

////////////////////////////////////////////////////////////////////
#define xmax 1680
#define ymax 1050
#define fscreen 1
 
BMAP* nneglogo = "nnegamingLOGO.bmp";
BMAP* dhlogo = "dementia_hillsLOGO.bmp";
BMAP* dhmenustart = "dhmenustart.bmp";
BMAP* dhmenustartover = "dhmenustart_over.bmp";
BMAP* mcursor = "brokenarrow.pcx";
var camh;
var distx,disty,distz,distxy;
var tempforcex,tempforcey;
var tempforcex2,tempforcey2;

ENTITY* skycube;

PANEL* splash1 = {
	
	pos_x=0;
	pos_y=0;
	layer=2;
	bmap = nneglogo;
	flags = VISIBLE;	
}


PANEL* splash2 = {
	pos_x=0;
	pos_y=0;
	layer=1;
	bmap = dhlogo;
	flags = VISIBLE;	
}

PANEL* mainmenu = {
	pos_x=0;
	pos_y=350;
	layer=3;
	button(0,0,dhmenustart,dhmenustart,dhmenustartover,startworld,NULL,NULL);
	flags = OVERLAY;
}

PANEL* deb = {
	pos_x = 200;
	pos_y = 300;
	digits(0,0,"CamHeight: %.1f",*,1,camh);
	digits(0,12,"Camera.Tilt: %.1f",*,1,camera.tilt);
	digits(0,24,"Mouse Force X: %.1f",*,1,mouse_force.x);
	digits(0,36,"Mouse Force y: %.1f",*,1,mouse_force.y);
	digits(0,48,"Distance X : %.1f",*,1,distx);
	digits(0,60,"Distance Y : %.1f",*,1,disty);
	digits(0,72,"Distance Z : %.1f",*,1,distz);
	digits(0,84,"Distance XY : %.1f",*,1,distxy);
	digits(0,96,"TempForce X : %.1f",*,1,tempforcex);
	digits(0,108,"TempForce Y : %.1f",*,1,tempforcey);
	digits(0,120,"Player.Pan : %.1f",*,1,player.pan);
	digits(0,132,"Player.Tilt : %.1f",*,1,player.tilt);
	digits(0,144,"Camera.Arc : %.1f",*,1,camera.arc);
	flags = OVERLAY | VISIBLE;
}

function startworld(){

	//Start Loading Shit
	camera.arc = 30; //Zoom Factor
	while(player == NULL) { wait(1); }
   vec_set(camera.x,vector(-180,0,70));
	vec_rotate(camera.x,player.pan);
	vec_add(camera.x,player.x);
	camera.pan = player.pan;
	camera.tilt = -10;
	distx = player.x - camera.x;
	disty = player.y - camera.y;
	distz = player.z - camera.z;
	toggle(mainmenu,VISIBLE);
	toggle(splash1,VISIBLE);
	toggle(splash2,VISIBLE);
	mouse_mode=1;
}

action players_code() { 
		 tempforcex = 1;tempforcey = 1;
		 var anim_percentage; // animation percentage
       VECTOR movement_speed; // player's movement speed
       VECTOR tempcamera;
       var distance_to_ground; // the distance between player's origin and the ground
       var camdist = 230;
       var camheight = 145;
       VECTOR temp;
       VECTOR temp2;
       player = my; // I'm the player
		 while (1) {
		 		
		 		//Calculate Mouse Control
				if ( mouse_left ) {
					if (mouse_force.x != 0 && !mouse_right) {
						tempforcex+=mouse_force.x * 9 * time_step;
					}
					if (mouse_force.y != 0) {
						tempforcey+=mouse_force.y * 6 * time_step;
					}	
				} 
				if ( mouse_right ) {
					my.pan -= 6 * (mouse_force.x) * time_step; // rotate the player
				}
				//depending upon mouse force change cam offset
				if (abs(tempforcex) >= 0 && abs(tempforcex) < 90) {
					camera.x=player.x - camdist * cos(player.pan + tempforcex);
					camera.y=player.y - camdist * sin(player.pan + tempforcex);
				} else if ( abs(tempforcex) > 90 && abs(tempforcex) < 180) {
					camera.x=player.x - camdist * -cos(180-(player.pan + tempforcex));
					camera.y=player.y - camdist * sin(180-(player.pan + tempforcex));
					
				} else if ( abs(tempforcex) > 180 && abs(tempforcex) < 270) {
					camera.x=player.x - camdist * -cos(180-(player.pan + tempforcex));
					camera.y=player.y - camdist * sin(180-(player.pan + tempforcex));
					
				} else if (abs(tempforcex) > 270 && abs(tempforcex) < 360) {
					camera.x=player.x - camdist * cos(player.pan + tempforcex);
					camera.y=player.y - camdist * sin(player.pan + tempforcex);
				} else if ( tempforcex < -360 ) { 
					tempforcex = tempforcex + 360;
				} else if ( tempforcex > 360 ) { 
					tempforcex = tempforcex - 360;
				}
				if (tempforcey < 0 && tempforcey > -90) {
					camera.z=player.z - camheight * sin(player.tilt + tempforcey);
				} else if (tempforcey > 0  && tempforcey < 90) {
					camera.z=player.z - camheight * sin(180 - (player.tilt + tempforcey));
				} else if ( tempforcey >= 90 ) {
					tempforcey = 89;
				} else if ( tempforcey <= -90 ) {
					tempforcey = -89;	
				}
				
				if (!mouse_left) { 
					if (tempforcex < 1) {
						tempforcex++;
					} else if (tempforcex > 1) {
						tempforcex--; 
					}
					
					if (tempforcey < -22) {
						tempforcey++;
					} else if (tempforcey > -22) {
						tempforcey--; 
					}
					if (abs(tempforcex) > 0 && abs(tempforcex) < 1){
						tempforcex=0;
					}
					if (tempforcey > -22 && tempforcey < -21){
						tempforcey=-22;
					}
					if (tempforcey < -22 && tempforcey > -23 ){
						tempforcey=-22;
					}
				}
				
				camh = camheight;
				
				//LOOK AT PLAYER
				vec_set(temp2.x,player.x);
				temp2.z+=20;
				vec_sub(temp2.x,camera.x);
				vec_to_angle(camera.pan,temp2); 
				
				camera.arc+=mickey.z * 0.01;
				my.pan += 6 * (key_a - key_d) * time_step; // rotate the player using the "A" and "D" keys
         	vec_set (temp.x, my.x); // copy player's position to temp
         	temp.z -= 5000; // set temp.z 5000 quants below player's origin
         	distance_to_ground = c_trace (my.x, temp.x, IGNORE_ME | USE_BOX);
         	if ( mouse_left && mouse_right ){
         		movement_speed.x = 10 * 1 * time_step; // move the player using "W" and "S"	
				} else {
					movement_speed.x = 10 * (key_w - key_s) * time_step; // move the player using "W" and "S"	
				}
         	movement_speed.y = 0; // don't move sideways
           	movement_speed.z = - (distance_to_ground - 20); // 17 = experimental value
         	movement_speed.z = maxv(-35 * time_step, movement_speed.z); // 35 = falling speed
         	c_move (my, movement_speed.x, nullvector, GLIDE); // move the player
  				if ((key_w == OFF) && (key_s == OFF)) {
  					if(mouse_left && mouse_right){
  						ent_animate(my, "Walka", anim_percentage, ANM_CYCLE); // play the "walk" animation	
  					} else {
  						ent_animate(my, "Standa", anim_percentage, ANM_CYCLE); // play the "stand" animation
  					}					
   	      }	else { 
      	      ent_animate(my, "Walka", anim_percentage, ANM_CYCLE); // play the "walk" animation
         	}
         	anim_percentage += 8 * time_step; // 5 = animation speed
         	wait (1);       
       	}
}




function main()
{
	video_set(xmax,ymax,32,fscreen);
	screen_color.blue=0;
	screen_color.red=0;
	screen_color.green=0;
	splash1.size_x = xmax;
	splash1.size_y = ymax;
	var xm = (int)xmax;
	var ym = (int)ymax;
	splash1.scale_x = xm / 1024;
   splash1.scale_y = ym / 768;
	splash2.size_x = xmax;
	splash2.size_y = ymax;
	splash2.scale_x = xm / 1024;
   splash2.scale_y = ym / 768;
	//wait(2);
	//wait(-8);
	splash1.bmap=dhlogo;
	while(splash1.pos_x <= 125) {
		splash1.pos_x += 3 * time_step;
		//wait(1);
	}
	toggle(mainmenu,VISIBLE);
	level_load("dh.wmb");
	skycube = ent_createlayer("Sky_2+6.tga", SKY | CUBE | VISIBLE, 0);
	mouse_map= mcursor;
	mouse_mode = 2;
	//delay the inevitable
	while(key_pressed(key_for_str("q"))  == 0) {
		//Process Mouse
		mouse_pos.x = mouse_cursor.x;
      mouse_pos.y = mouse_cursor.y;
      
      if (player != NULL) {

		}
		//next cycle      
		wait(1);
	}
	sys_exit("p00!");
}



See more code and crap @ www.neuroticnetworks.com
Re: Camera turn around player [Re: Neurosys] #224242
08/29/08 09:48
08/29/08 09:48
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
Serious User
DJBMASTER  Offline
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
This was the code i PM'd SurudoiRyu, using a modified version of my orbit contribution...

Code:
VECTOR* move_vec[3]; // needed vector to move player
VECTOR* temp[3]; // temporary vector to perform angle calculations
	
action move_me() // attach action to player in WED
{

player = me;
float theta = 0.0;

while (1)
{
move_vec[0] = (key_w - key_s)*5 *time_step; // move player on x axis
move_vec[1] = (key_a - key_d) *5 *time_step; // move player on y axis
c_move(me,move_vec,nullvector,GLIDE); // function to actually move player, with GLIDE collision
		
if(mouse_left==1)
  {
   theta+= 0.08 * time_step;
   vec_set(camera.x,vector(me.x +(300 * sin(theta)),me.y +(300 * cos(theta)),camera.z)); // actual rotation code, (300 is the radius)
   vec_set(temp,me.x); 
   vec_sub(temp,camera.x);
   vec_to_angle(camera.pan,temp); // camera always face the player
  }
		
if(mouse_right==1)
  {
   theta-= 0.08 * time_step;
   vec_set(camera.x,vector(me.x +(300 * sin(theta)),me.y +(300 * cos(theta)),camera.z)); // actual rotation code, (300 is the radius)
   vec_set(temp,me.x); 
   vec_sub(temp,camera.x);
   vec_to_angle(camera.pan,temp); // camera always face the player
  }
		
if(mouse_left==0 && mouse_right==0)
{
		
camera.x = me.x - 300;
camera.y = me.y;
camera.z = me.z+300;
				
vec_set(temp,me.x); 
vec_sub(temp,camera.x);
vec_to_angle(camera.pan,temp);
		
}
wait (1);
}


Last edited by DJBMASTER; 08/29/08 09:50.
Re: Camera turn around player [Re: DJBMASTER] #224416
08/29/08 23:32
08/29/08 23:32
Joined: Aug 2008
Posts: 61
Neurosys Offline
Junior Member
Neurosys  Offline
Junior Member

Joined: Aug 2008
Posts: 61
ok... Got it. Here is my total conversion to C++ and implementation of 100% working, easily modded to preference, Player Orbiting Camera And Movement controls.

Very WoW-like camera. hold left mouse = 360 x-axis rotation and -90 to 10 z axis rotation (up n down). right mouse only = pans player AND camera via mouse_force.x.
right and left mouse button = free camera again and moving forward and mouse_force.x controls pan.
w,s = forward,backward
a,d = turn left,turn right
mousewheel scroll = camera zoom distance (increment/decrement camera distance from player)

I think its neato.

Code:
#define WIN32_LEAN_AND_MEAN		
#include <windows.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include "adll.h" // Include the engine data types, variables, and functions
#include "mtlFX.h"


//Prototypes
var rad2deg(float radians);
float deg2rad(var degrees);
var abz(var val);
//Globals

ENTITY* terrain1;
ENTITY* playermodel;
ENTITY* skycube;
BMAP* mcursor;
TEXT* tDebug;
PANEL* pDebug;




var abz(var val) {
	var retval;
	if (val >= _VAR(0)) { return val; }
	retval = _VAR(0) - val;
	return retval;
}


float deg2rad(var degrees) {
    float deg2rad = (float)(degrees / 57.29578);
	return deg2rad;
}



var rad2deg(float radians) {
    var rad2deg = _VAR(radians * 57.29578);
	return rad2deg;
}


//Function Definitions

void player_code() {
	ENTITY *my;
	my =(ENTITY *)ev->me;
	ev->player = my; // I'm the player
 	VECTOR* move_vec =_vec(0,0,0);
	VECTOR* temp_vec =_vec(0,0,0);
	var distance_to_ground;

	//Calculate Movement
	move_vec->x = (v(key_w) - v(key_s))* 0.015 * v(time_step); // move player on x axis
	move_vec->y = 0;//(v(key_a) - v(key_d)) * 0.025 *v(time_step); // move player on y axis
	my->pan-= (v(key_d) - v(key_a)) * 0.02 * v(time_step);

	//Read Forces
	if (v(mouse_left)) { 
		my->skill[0] += (v(mouse_force).x * 0.02 * v(time_step));
		my->skill[6] += (v(mouse_force).y * 0.02 * v(time_step));
		if ( my->skill[0] < _VAR(-360) ) { my->skill[0] += _VAR(360); }
		if ( my->skill[0] > _VAR(360) ) { my->skill[0] -= _VAR(360); }
		if ( my->skill[6] <= _VAR(-89) ) { my->skill[6] = _VAR(-90); }
		if ( my->skill[6] >= _VAR(9) ) { my->skill[6] = _VAR(10); }
	} else {
		if (my->skill[0] < _VAR(0)) { my->skill[0]+= 3 * v(time_step); }
		if (my->skill[0] > _VAR(0)) { my->skill[0]-= 3 * v(time_step); }
		if (my->skill[0] > _VAR(-1) && my->skill[0] < _VAR(1) ) { my->skill[0]=0; }
		if (my->skill[6] < _VAR(-61)) { my->skill[6]+= 3 * v(time_step); }
		if (my->skill[6] > _VAR(-59)) { my->skill[6]-= 3 * v(time_step); }
		if (my->skill[6] < _VAR(-61) && my->skill[6] > _VAR(-59) ) { my->skill[6]=-60; }
	}
	if (v(mouse_right)) { 
		my->pan-= v(mouse_force).x * 0.02 * v(time_step); 
		if( v(mouse_left) ){
			move_vec->x = _VAR(2) * 0.015 * v(time_step); // move player on x axis
		}
	}
	my->skill[3] -=v(mickey).z*0.0001;  //Calc Zoom Distance

	//Calculate Z Axis Gravity And Move Player
	vec_set(temp_vec,(VECTOR*)&my->x);
	temp_vec->z -= _VAR(5000); //Set to 5000 below player
	distance_to_ground = c_trace((VECTOR*)&my->x,temp_vec, _VAR(IGNORE_ME | USE_BOX));
	if (distance_to_ground != 0) {
		move_vec->z = -(distance_to_ground - _VAR(25));
		move_vec->z = maxv(_VAR(-35) * v(time_step),move_vec->z);
	}
	c_move(me,move_vec,_vec(0,0,0),GLIDE); // function to actually move player, with GLIDE collision
	
	//Animate As Needed
	if (v(key_w) == OFF && v(key_s) == OFF) {
		if(v(mouse_left) && v(mouse_right)){
  			ent_animate(my, "Walka", my->skill[5], ANM_CYCLE);
  		} else {
  			ent_animate(my, "Standa", my->skill[5], ANM_CYCLE);
  		}
	} else {
		ent_animate(my, "Walka", my->skill[5], ANM_CYCLE);
	}
	my->skill[5] += 6 * v(time_step);	
	my->skill[5] = my->skill[5]%_VAR(100);
	
	//Move The Camera
	if (abz(my->skill[0]) >= _VAR(0) && abz(my->skill[0]) < _VAR(90)) {
		vec_set((VECTOR*)&v(camera).x,vector(my->x -(my->skill[3] * cosv(my->pan + my->skill[0])),my->y -(my->skill[3] * sinv(my->pan + my->skill[0])),my->z+_VAR(my->skill[4])));
	} else if (abz(my->skill[0]) > _VAR(90) && abz(my->skill[0]) < _VAR(180)) {
		vec_set((VECTOR*)&v(camera).x,vector(my->x -(my->skill[3] * -cosv(_VAR(180)-(my->pan + my->skill[0]))),my->y -(my->skill[3] * sinv(_VAR(180)-(my->pan + my->skill[0]))),my->z+_VAR(my->skill[4])));
	} else if (abz(my->skill[0]) > _VAR(180) && abz(my->skill[0]) < _VAR(270)) {
		vec_set((VECTOR*)&v(camera).x,vector(my->x -(my->skill[3] * -cosv(_VAR(180)-(my->pan + my->skill[0]))),my->y -(my->skill[3] * sinv(_VAR(180)-(my->pan + my->skill[0]))),my->z+_VAR(my->skill[4])));
	} else if (abz(my->skill[0]) > _VAR(270) && abz(my->skill[0]) < _VAR(360)) {
		vec_set((VECTOR*)&v(camera).x,vector(my->x -(my->skill[3] * cosv(my->pan + my->skill[0])),my->y -(my->skill[3] * sinv(my->pan + my->skill[0])),my->z+_VAR(my->skill[4])));		
	}
	
	if (my->skill[6] < _VAR(0) && my->skill[6] > _VAR(-90)) {
		v(camera).z=my->z - my->skill[4] * sinv(my->tilt + my->skill[6]);
	} else if (my->skill[6] > _VAR(0) && my->skill[6] < _VAR(90)) {
		v(camera).z=my->z - my->skill[4] * sinv(_VAR(180)-(my->tilt + my->skill[6]));
	} 
	//Keep Eye On Player After Moving
	vec_set(temp_vec,(VECTOR*)&my->x); 
	vec_sub(temp_vec,(VECTOR*)&v(camera).x);
	temp_vec->z+=40;  
	vec_to_angle((ANGLE*)&v(camera).pan,temp_vec);
	
}

//WINMAIN!!!OMFGZ!!!
// application instance handle, // always zero // application command line // window flags
int APIENTRY WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd) {
	ev = engine_open(NULL);
	if (!ev) return 1;	// acknex.dll not found
		
	//Add Content Folders Paths
	add_folder("terrains");
	add_folder("images");
	add_folder("models");
	add_folder("code");
	level_load("dh.wmb");
	engine_frame();
	
	//Initialize The Graphics Environment
	video_set(_VAR(1280),_VAR(1024),_VAR(32),_VAR(0));
	
	//Setup The Worldscape
	terrain1 = ent_for_name("terrain0x0");
	playermodel = ent_for_name("playermodel");  //These two are placed in the level by wed. This will change. Maybe. I hate wed.
	
	//Ready The Player
	playermodel->x=0;
	playermodel->y=0;
	playermodel->z=_VAR(550);
	//Init player skills
	playermodel->skill[0] = 0; //thetax
	playermodel->skill[1] = 0; //tempforcex
	playermodel->skill[2] = 0; //tempforcey
	playermodel->skill[3] = 180; //Camera Distance
	playermodel->skill[4] = 70; //Camera Height
	playermodel->skill[5] = 0; //Player Animation Percent
	playermodel->skill[6] = -60; //thetay
	playermodel->event=(EVENT)player_code;
	playermodel->emask |= DYNAMIC;
	playermodel->emask |= ENABLE_FRAME;
	
	//Wait for the player to materialize
	while(ev->player == NULL) { engine_frame(); }

	//Move Camera to Player And Look at the fucker
	vec_set((VECTOR*)&v(camera).x,_vec(-180,0,70));
	vec_rotate((VECTOR*)&v(camera).x,(ANGLE*)&v(player).pan);
	vec_add((VECTOR*)&v(camera).x,(VECTOR*)&v(player).x);
	v(camera).pan = v(player).pan;

	//Stall For A Frame (add more if ur compy sux0rz)
	engine_frame();
	
	//Make a Pretty Sky
	skycube = (ENTITY *)ent_createlayer("skycube+6.tga", _VAR(SKY | CUBE | VISIBLE), _VAR(0));

	//Bring Up The Mouse
	mcursor = bmap_create("brokenarrow.pcx");
	ev->mouse_map = mcursor;
	v(mouse_mode)=2;

	//GUI time
	tDebug = txt_create(_VAR(5),_VAR(1));
	tDebug->pos_x = _VAR(200);
	tDebug->pos_y = _VAR(200);
	tDebug->flags |= VISIBLE;
	pDebug = pan_create("digits(0,10,\"TEMPFORCEX: \",*,0,NULL); \
						digits(70,10,4,*,1,player.skill2); \
						digits(0,20,\"TEMPFORCEY: \",*,0,NULL);\
						digits(70,20,4,*,1,player.skill3); \
						digits(140,10,\"THETA X: \",*,0,NULL); \
						digits(230,10,4,*,1,player.skill1); \
						digits(310,10,\"THETA Y: \",*,0,NULL); \
						digits(410,10,4,*,1,player.skill7); \
						digits(140,20,\"Camera Distance: \",*,0,NULL); \
						digits(230,20,4,*,1,player.skill4); \
						digits(140,30,\"Camera Height: \",*,0,NULL); \
						digits(230,30,4,*,1,player.skill5); \
						digits(0,40,\"PLAYER X: \",*,0,NULL);\
						digits(70,40,4,*,1,player.x); \
						digits(0,50,\"PLAYER Y: \",*,0,NULL);\
						digits(70,50,4,*,1,player.y); \
						digits(0,60,\"PLAYER Z: \",*,0,NULL);\
						digits(70,60,4,*,1,player.z); \
						digits(140,40,\"Camera X: \",*,0,NULL);\
						digits(230,40,4,*,1,camera.x); \
						digits(140,50,\"Camera Y: \",*,0,NULL);\
						digits(230,50,4,*,1,camera.y); \
						digits(140,60,\"Camera Z: \",*,0,NULL);\
						digits(230,60,4,*,1,camera.z); \
						digits(140,120,\"AnimPercent: \",*,0,NULL);\
						digits(230,120,4,*,1,player.skill6); \
						digits(0,90,\"MOUSELEFT: \",*,0,NULL);\
						digits(70,90,4,*,1,mouse_left); \
						digits(0,100,\"MOUSERIGHT: \",*,0,NULL);\
						digits(70,100,4,*,1,mouse_right);",_VAR(1));
	pDebug->flags |= VISIBLE;
	pDebug->pos_x = _VAR(600);
	pDebug->pos_y = _VAR(200);

	//Main Loop
	while (engine_frame()) {
		//Main Loop
		v(mouse_pos).x = v(mouse_cursor).x;
		v(mouse_pos).y = v(mouse_cursor).y;
		if (v(key_esc)) { sys_exit(""); }
	}//Main Loop
	engine_close();
	return 0;
}



Your Humble Servant,
Neurosys


See more code and crap @ www.neuroticnetworks.com
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