//////////////////////////////
#include <acknex.h>
#include <default.c>
VECTOR* mv[3];
BMAP* babel="babylon11.jpg";
//define 'user-defined' function first......
//just the hearder definition.
//to be used in function main() and also in other functions too...
function clearscreen();
function move_picture() {
//vector components for background picture...
// mv.x=10;
// mv.y=100;
// mv.z=40;
while(1) {
if (key_w)
{
clearscreen();
vec_add(my.x,vector(2*time_step,0,0));
}
if (key_s)
{
clearscreen();
vec_add(my.x, vector(-2*time_step,0,0));
}
//use first for the y vector component
if (key_a)
{ clearscreen();
vec_add(my.y, vector(0, 2*time_step, 0));
}
if (key_d)
{ clearscreen();
vec_add(my.y, vector(0, -2*time_step, 0 ));
}
//use for the vector z componet
if (key_z)
{
clearscreen();
vec_add(my.z, vector(0, 0, 2*time_step));
}
if (key_x)
{
clearscreen();
vec_add(my.z, vector(0,0, -2*time_step) );
}
c_move (me, nullvector, vector( mv.x, mv.y, mv.z), GLIDE);
wait(1);
}
}
function clearscreen()
{
//clears the screen to a black-full color
//not 0,0,0 or empty transparent black color...
//useful for clearing/erasing aftereffects of moving/rotating/transformations
vec_set(sky_color,vector(10,10,10));
return(1);
}
function main() {
level_load ("");
wait(2); // wait until the level is loaded
//or just call clear screen too but with vector(10,10,10) ;)
vec_set(sky_color,vector(0,0,0)); // almost black sky
//vector 300,100,0...the standard here.
ent_create("babylon11.jpg", vector(10,100,40), move_picture);
//vec_set(camera.x, vector(-150, 10, 10));
// vec_set(camera.x, vector(-500, 0, -10));...the standard and works. ;)
vec_set(camera.x, vector(-500, 0, -10));
ent_create("RED_DRAGON.mdl", vector(-310, 0,-100),NULL);
//ent_create("land.mdl", vector(-900,2000, -400),NULL);
}