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Re: [REQ] converting a code to lite-c [Re: Cowabanga] #251574
02/13/09 19:55
02/13/09 19:55
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I'll leave the cameras to someone else, as my vector maths is terrible.

And the hang I havent any idea on, I think its a big bit beyond the scope of this script.

But, here is some code to get the double-jump in, splice it in at around line 250 in PLAYER.c
The the abs(my.velocity_z) <= 10 is the number to play with to set the time the
double jump is available. Its currently set to about the top 20% of the jump.
So double jump wont react unless you hit space when you are 'almost' at the top,
or just starting to come back down. It doesnt react at all to falling from a height.

Code:
      ...
      }
      if(my.jumping_mode == 2 || my.jumping_mode == 3)   my.jumping_mode = 0;
   } 
   else
   {

   ////////////////////////////////// vvvvv insert this code
   if(my.jumping_mode == 1)
   {
      if(key_space == 0 && space_press == 1)         space_press = 0;
      if(key_space == 1 && space_press == 0 && abs(my.velocity_z) <= 10)  //section of jump where double is available
      {
         space_press = 1;
         my.jumping_mode = 2;
         my.force_z = 25;
         my.velocity_z = 0;
         my.blendframe = jump;
         my.animate2 = 0;
         my.animblend = blend;
      }
   }
   ////////////////////////////////// ^^^^^ insert this code

   if(my.jumping_mode == 2) 
   {
      if(result > 120) 
      ...



"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: [REQ] converting a code to lite-c [Re: EvilSOB] #251583
02/13/09 21:43
02/13/09 21:43
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Thanks... Added to Wiki... Now please anyone what about hanging and camera?

Re: [REQ] converting a code to lite-c [Re: Cowabanga] #253422
02/24/09 17:04
02/24/09 17:04
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Well, I've found a bug. When i put the correct falling code. Everything will be fine. Except one thing. The framerate will be low, Around 35 FPS. frown

Re: [REQ] converting a code to lite-c [Re: Cowabanga] #254297
03/02/09 13:48
03/02/09 13:48
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Originally Posted By: Cowabanga
Well, I've found a bug. When i put the correct falling code. Everything will be fine. Except one thing. The framerate will be low, Around 35 FPS. frown


So?

Re: [REQ] converting a code to lite-c [Re: Cowabanga] #256237
03/15/09 14:47
03/15/09 14:47
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
OK. Sorry for these posts, but how can i control the rotation speed and the animations return speed?

I searched many times in the and i haven't see anything related to that.

EDIT: Okay??

Last edited by Cowabanga; 06/17/09 10:08.
Re: [REQ] converting a code to lite-c [Re: Cowabanga] #256714
03/18/09 15:17
03/18/09 15:17
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
EDIT: No problems now. smile

Last edited by Cowabanga; 05/20/09 13:08.
Re: [REQ] converting a code to lite-c [Re: Cowabanga] #272172
06/16/09 20:09
06/16/09 20:09
Joined: Mar 2009
Posts: 146
USA
P
paracharlie Offline
Member
paracharlie  Offline
Member
P

Joined: Mar 2009
Posts: 146
USA
I know this post is kind of old but I wanted to share this little extra because I think it's pretty cool.

I added mickey.z zoom in and out and also converted an old if comparison for alpha fade on the character. When you zoom in or if the camera collides with a wall and comes close to the character the character will become translucent. Also added two wait(1)'s to handle_sword_collision and handle_hand_collision. There seemed to be a Crash to desktop if you clicked the mouse to many times and from what I can tell the wait()'s seem to be helping.

I did not put alpha fade on the sword because it just seems really cool to me to be able to still see the sword while zoomed in.
I hope someone finds this useful, cheers...

Alpha fade between lines: 331 and 351
wait(1) at line: 413 and 432

Code:

function rotate_entity(var rotate_angle, var rotate_speed);
function handle_gravity();
function handle_movement();
function handle_camera();
function handle_animation(var animation_speed); 


#define nullframe	-2
#define blend		-1
#define stand		 0
#define run			 1
#define walk		 2
#define jump		 3
#define fall		 4
#define attack_a	 5
#define attack_b	 6
#define attack_c	 7
#define attack_d	 8
#define attack_e	 9
#define attack_f	 10

#define move_x				skill22
#define move_y				skill23
#define move_z				skill24
#define force_x			skill25
#define force_y			skill26
#define force_z			skill27
#define velocity_x		skill28
#define velocity_y		skill29
#define velocity_z		skill30
#define animate			skill31
#define animate2			skill32
#define animblend			skill33
#define currentframe		skill34
#define blendframe		skill35
#define z_offset			skill50
#define jumping_mode		skill51
#define gravity			skill52
#define movement_mode	skill53
#define moving				skill54
#define hit_by_player	skill55
#define entity_type		skill56

ENTITY*	player_weapon;
ENTITY*	target_enemy;

var		temp;
VECTOR*	tempV = { x=0; 	y=0; 		z=0; 		}
VECTOR*	tempV2= { x=0; 	y=0; 		z=0; 		}
ANGLE*	tempA = { pan=0; 	tilt=0; 	roll=0;	}
ANGLE*	tempA2= { pan=0; 	tilt=0; 	roll=0;	}

VECTOR*	camera_move_to = { x=0;	y=0;	z=0;	}
var camera_distance = 200;
var camera_pan;
var camera_tilt;
var fade_toggle = 1; //0 = off; 1 = on
var fade_start = 90;
var fade_end = 60; 
var space_press = 0;
var mouse_left_press = 0;
var mouse_right_press = 0;
var combo_continue = 0;
var player_lock_on = 0;
var airborne_attack = 0;


action attach_weapon()
{
	player_weapon = my;
	set(my,PASSABLE);
	proc_mode = PROC_LATE;
	while(you != NULL) 
	{
		vec_for_vertex(tempV.x, you, 1175);			//hand palm base
		vec_for_vertex(tempV2.x, you, 1240);		//hand palm tip
		vec_set(my.x, tempV.x);
		vec_diff(tempV.x, tempV2.x, tempV.x);
		vec_to_angle(tempA.pan, tempV.x);
		vec_set(my.pan, tempA.pan);
		wait(1);
	}
}

action player_action() 
{
	player = my;
	my.gravity = 6;
	my.z_offset = 12;
	set(my,SHADOW);
	ent_create("sword.mdl", my.x, attach_weapon);
	wait(1);
	while(1) 
	{	//the main player loop
		handle_gravity();
		handle_movement();
		handle_camera();
		handle_animation(1);
		wait(1);
	}
}

function handle_movement() 
{
	tempV.x = -1000;
	tempV.y = 0;
	my.moving = 0;
	if(key_w == 1 && key_s == 0 && key_a == 0 && key_d == 0)	tempV.x = camera.pan;
	if(key_s == 1 && key_w == 0 && key_a == 0 && key_d == 0)	tempV.x = camera.pan + 180;
	if(key_a == 1 && key_s == 0 && key_w == 0 && key_d == 0)	tempV.x = camera.pan + 90;
	if(key_d == 1 && key_s == 0 && key_a == 0 && key_w == 0)	tempV.x = camera.pan - 90;
	if(key_w == 1 && key_a == 1 && key_d == 0 && key_s == 0)	tempV.x = camera.pan + 45;
	if(key_w == 1 && key_d == 1 && key_a == 0 && key_s == 0)	tempV.x = camera.pan - 45;
	if(key_s == 1 && key_a == 1 && key_d == 0 && key_w == 0)	tempV.x = camera.pan + 135;
	if(key_s == 1 && key_d == 1 && key_a == 0 && key_w == 0)	tempV.x = camera.pan - 135;
   if(key_cuu == 1 && key_cud == 0 && key_cul == 0 && key_cur == 0)	tempV.x = camera.pan;
	if(key_cud == 1 && key_cuu == 0 && key_cul == 0 && key_cur == 0)	tempV.x = camera.pan + 180;
	if(key_cul == 1 && key_cud == 0 && key_cuu == 0 && key_cur == 0)	tempV.x = camera.pan + 90;
	if(key_cur == 1 && key_cud == 0 && key_cur == 0 && key_cuu == 0)	tempV.x = camera.pan - 90;
	if(key_cuu == 1 && key_cul == 1 && key_cud == 0 && key_cud == 0)	tempV.x = camera.pan + 45;
	if(key_cuu == 1 && key_cur == 1 && key_cul == 0 && key_cud == 0)	tempV.x = camera.pan - 45;
	if(key_cud == 1 && key_cul == 1 && key_cur == 0 && key_cuu == 0)	tempV.x = camera.pan + 135;
	if(key_cud == 1 && key_cur == 1 && key_cul == 0 && key_cuu == 0)	tempV.x = camera.pan - 135;	
	if(tempV.x != -1000) 
	{
		my.moving = 1;
		if(key_shift == 1)	tempV.y = 10 * time_step;  
		else						tempV.y = 15 * time_step; 
	}
	//
	if(my.movement_mode==0)
	{
		my.move_x = fcos(tempV.x, tempV.y);
		my.move_y = fsin(tempV.x, tempV.y);
	}
	else if((my.movement_mode==1)||(my.movement_mode==2))
	{
		tempV.y = fsin((my.animate * 1.2) + 45,15 * time_step);
		my.move_x = fcos(my.pan, tempV.y);
		my.move_y = fsin(my.pan, tempV.y);
		tempV.y = 0;
		//NextLine: if we need to rotate whilst attacking (the player is pressing keys to rotate)
		if(tempV.x != -1000) 	tempV.y = 1;
	}
	//
	c_move(my, nullvector, my.move_x, USE_BOX | IGNORE_PASSABLE | GLIDE);
	result = -my.z_offset + c_trace(vector(my.x,my.y,my.z - my.z_offset), vector(my.x,my.y,my.z - 4000), IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
	result = clamp(result, -150, 150);
	if(result < 0) 	{	my.z -= result;	my.velocity_z = 0;	}
	//
	if(target_enemy == NULL) 
	{	if(tempV.y > 0)	rotate_entity(tempV.x, 30); 	}
	else
	{
		vec_diff(tempV2.x, target_enemy.x, my.x);
		vec_to_angle(tempA2.pan, tempV2.x);
		rotate_entity(tempA2.pan,30);
	}
	//
	if(my.movement_mode == 0) 
	{
		my.gravity = 6;
		if(my.move_x != 0 || my.move_y != 0) 
		{	//ifwe are moving
			if(my.animblend == stand) 
			{	//ifour current animation is stand
				if(key_shift == 1)	my.blendframe = walk;
				else						my.blendframe = run;
			}
			if(my.animblend == run && key_shift == 1)		my.blendframe = walk;
			if(my.animblend == walk && key_shift == 0)	my.blendframe = run;
		} 
		else
		{
			if(my.animblend > stand && my.animblend != jump && my.animblend != fall) 
			{	//if we arn't moving and our current animation is walk or run, blend and cycle the stand animation
				my.blendframe = stand;
			}
		}
		if(mouse_left == 0 && mouse_left_press == 1)		mouse_left_press = 0;
		if(mouse_left == 1 && mouse_left_press == 0 && my.animblend >= stand) 
		{
			mouse_left_press = 1;
			my.blendframe = attack_a;
			if(my.jumping_mode == 1) 	airborne_attack = 1;
			else								airborne_attack = 0;
			my.movement_mode = 1;
			combo_continue = 0;
		}
		if(mouse_right == 0 && mouse_right_press == 1)	mouse_right_press = 0;
		if(mouse_right == 1 && mouse_right_press == 0) 
		{
			if(player_lock_on == 0) 
			{
				c_scan(player.x, player.pan, vector(360,180,250), SCAN_ENTS | SCAN_LIMIT | IGNORE_ME);
				if(you != NULL) 
				{
					if(you.entity_type == 2) 
					{	//make sure you've scanned an enemy
						player_lock_on = 1;
						target_enemy = you;
					}
				}
			} 
			else
			{
				player_lock_on = 0;
				target_enemy = NULL;
			}
			mouse_right_press = 1;
		}
	}
	//
	if(my.movement_mode == 1) 
	{
		if(my.jumping_mode != 10)										my.jumping_mode = 0;
		else if(my.animate >= 60 && my.animblend >= stand)		my.jumping_mode = 0;
		//
		if(mouse_left == 0 && mouse_left_press == 1)
			mouse_left_press = 0;
		if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0) 
		{	mouse_left_press = 1; combo_continue = 1; }
	}
	//
	if(my.movement_mode == 2) 
	{
		my.jumping_mode = 0;
		if(mouse_left == 0 && mouse_left_press == 1)
			mouse_left_press = 0; 
		if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0) 
		{	mouse_left_press = 1; combo_continue = 1; }
	}
}

function handle_gravity() 
{
	result = -my.z_offset + c_trace(vector(my.x,my.y,my.z - my.z_offset), vector(my.x,my.y,my.z - 4000), IGNORE_ME | IGNORE_PASSABLE | USE_BOX );
	result = clamp(result, -150, 150);
	if(result < 3) 
	{
		if(my.jumping_mode == 0) 
		{
			my.force_z = -1 * result;
			if(key_space == 0 && space_press == 1) 			space_press = 0;
			if(key_space == 1 && space_press == 0 && my.movement_mode == 0 && my.animblend >= stand && my.animblend != jump && my.animblend != fall) 
			{
				space_press = 1;
				my.jumping_mode = 1;
				my.force_z = 25;
				my.blendframe = jump;
				my.animate2 = 0;
				my.animblend = blend;
			}
	   }
      if(my.jumping_mode == 2 || my.jumping_mode == 3)   my.jumping_mode = 0;
   } 
   else
   {

   ////////////////////////////////// vvvvv spliced this code
   if(my.jumping_mode == 1)
   {
      if(key_space == 0 && space_press == 1)         space_press = 0;
      if(key_space == 1 && space_press == 0 && abs(my.velocity_z) <= 10)  //section of jump where double jump is available play with 10
      {
         space_press = 1;
         my.jumping_mode = 2;
         my.force_z = 25;
         my.velocity_z = 0;
         my.blendframe = jump;
         my.animate2 = 0;
         my.animblend = blend;
      }
   }
   ////////////////////////////////// ^^^^^ spliced this code

   if(my.jumping_mode == 2) 
   {
      if(result > 120)
         {
				my.animate = 60;
				my.jumping_mode = 3;
			} 
			else
				my.jumping_mode = 0;
		}
		if(my.jumping_mode == 3 && result <= 120)		my.jumping_mode = 0;
		if(my.jumping_mode == 0 && my.movement_mode == 0) 
		{
			if(result > 120 && my.animblend >= stand && my.animblend != jump && my.animblend != fall) 
			{
				my.jumping_mode = 3;
				my.blendframe = fall;
				my.animate2 = 0;
				my.animblend = blend;
			}
		}
		my.force_z -= my.gravity * time_step;
		my.force_z =  maxv(-30, my.force_z);
		if(my.movement_mode == 2)		my.force_z = 0;
	}
 	my.velocity_z += (time_step * my.force_z) - (minv(time_step*0.7, 1) * my.velocity_z);
	my.move_z = my.velocity_z * time_step;
}

//////////////////////////////
//Stable/rigid camera collision
//////////////////////////////
function handle_camera() 
{
	camera_distance -= mickey.z * time_step;
	camera_distance = clamp(camera_distance, 50, 500);
	camera.pan -=  mouse_force.x * 12 * time_step;
	camera.tilt += mouse_force.y * 8 * time_step;
	camera.tilt = clamp(camera.tilt, -30, 10);
	temp = fcos(camera.tilt, -camera_distance);
	vec_set(camera.x, vector(my.x + fcos(camera.pan, temp),my.y + fsin(camera.pan, temp),my.z + 20 + fsin(camera.tilt, -camera_distance)));

	vec_diff(tempV.x, camera.x, my.x); //find the vector from the player to the camera
	vec_normalize(tempV.x, 16); //get the magnitude of it's vector to 16 quants and store it in temp
	vec_add(tempV.x, camera.x); //add the vector (from player to camera) of a magnitude of 16 quants and add it to the camera's position.

	result = c_trace(my.x, tempV.x, IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS); //trace from the player to 16 quants behind the camera.
	if(result > 0) 
	{
		vec_diff(tempV.x, my.x, target.x); //find the vector from the point the trace hit to the player
		vec_normalize(tempV.x, 16); //get the magnitude of this vector to 16 quants and store in temp
		vec_set(camera.x, target.x); //place the camera at the trace hit point
		vec_add(camera.x, tempV.x); //move the camera away from the wall by the vector temp, 16 quants towards the player
	}//start the alpha fade on the character for zooming in and out ***********************
	if(fade_toggle == 1)	{
		
				vec_diff(tempV.x, my.x, camera.x);
				if(fade_start > 0) {	
				 
		  			tempV.x = vec_length(tempV.x); // distance from camera to target
		  			if(tempV.x < fade_start) {
		  				
				   	   set(my, TRANSLUCENT); // fade to zero depending distance to fade end
			   		   reset(my, SHADOW);
	   				//NOTE: use 1st max to avoid negative alpha
	   				//			use 2nd max to avoid divide by zero
	   			   	my.alpha = 100 * maxv(0, ((tempV.x - fade_end) / maxv(1,(fade_start - fade_end))));
	  				}
	  				else {
	  					
			    		reset(my, TRANSLUCENT);
			    		set(my, SHADOW);
			  		}
 		  		}//endif fade_start
   		}//endif fade_toggle == 1
}//endfunction


//////////////////////////////
//Smooth camera collision
//////////////////////////////
/*function handle_camera() 
{
	camera_pan -= mouse_force.x * 12 * time_step;
	camera_tilt += mouse_force.y * 8 * time_step;
	camera_tilt = clamp(camera_tilt, -30, 10);

	camera.pan = camera_pan;
	temp = fcos(camera_tilt,-camera_distance);
	vec_set(camera_move_to.x, vector(my.x + fcos(camera.pan, temp), my.y + fsin(camera.pan, temp), my.z + 20 + fsin(camera_tilt, -camera_distance)));

	temp = minv(1,0.5 * time_step); //changing 0.5 will change how fast the camera moves, at 1 places us at target, this value is what allows the smooth movement
	camera.x += temp*(camera_move_to.x - camera.x);
	camera.y += temp*(camera_move_to.y - camera.y);
	camera.z += temp*(camera_move_to.z - camera.z);

	vec_diff(tempV.x, camera.x, my.x);
	vec_normalize(tempV.x, 16);
	vec_add(tempV.x, camera.x);

	if(c_trace(my.x, tempV.x, IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS) > 0) 
	{
		vec_diff(tempV.x, my.x, target.x);
		vec_normalize(tempV.x, 16);
		vec_set(camera.x, target.x);
		vec_add(camera.x, tempV.x);
	}

	vec_diff(tempV.x, my.x, camera.x);
	vec_to_angle(camera.pan, tempV.x);
}*/

function rotate_entity(var rotate_angle, var rotate_speed) 
{
	if(my.pan == rotate_angle)		return;
	result = ang(rotate_angle - my.pan);
	if(result > 0)	my.pan += rotate_speed * time_step;
	if(result < 0)	my.pan -= rotate_speed * time_step; 
	if(ang(rotate_angle - my.pan) < 0 && result > 0)	my.pan = rotate_angle; 
	if(ang(rotate_angle - my.pan) > 0 && result < 0)	my.pan = rotate_angle; 
}

function handle_hand_collision()
{
	vec_for_vertex(tempV.x, player, 1146); 	//thumb tip
	vec_for_vertex(tempV2.x, player, 1144); 	//thumb joint
	result = c_trace(tempV.x, tempV2.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
	if(you != NULL) 
	{
		if(you.entity_type == 2 && you.hit_by_player == 0) 
		{
			if(airborne_attack == 1 && my.animblend == attack_a)		my.movement_mode = 2;
			you.hit_by_player = 2;
			if(target_enemy == NULL)				{ target_enemy = you; player_lock_on = 1; }
		}
	}
	wait(1);//added this because I was crashing to desktop with repeated mouseclicks **************************
}

function handle_sword_collision()
{
	you = NULL;
	if(player_weapon==NULL)		{	handle_hand_collision();	return;	}
	vec_for_vertex(tempV.x, player_weapon, 274); //sword base
	vec_for_vertex(tempV2.x, player_weapon, 54); //sword tip
	result = c_trace(tempV.x, tempV2.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
	if(you != NULL) 
	{
		if(you.entity_type == 2 && you.hit_by_player == 0) 
		{
			if(airborne_attack == 1 && my.animblend == attack_a)		my.movement_mode = 2;
			you.hit_by_player = 1;
			if(target_enemy == NULL)				{ target_enemy = you; player_lock_on = 1; }
		}
	}
	wait(1);//added this wait because I was crashing to desktop with repeated mouse clicks*********************
}
 




Attached Files
player.rar (90 downloads)
Last edited by paracharlie; 06/17/09 20:10. Reason: updated player.rar

A8 Commercial
Re: [REQ] converting a code to lite-c [Re: paracharlie] #272284
06/17/09 09:18
06/17/09 09:18
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Thanks!! Added to wiki. smile

Re: [REQ] converting a code to lite-c [Re: Cowabanga] #272285
06/17/09 09:38
06/17/09 09:38
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline OP
Expert
Cowabanga  Offline OP
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
NOTE: To anyone who uses EvilSOB's solution to move with UP-LEFT-RIGHT-DOWN, it was wrong, because the player can't move right.

So here's the correct one:
Code:
	if(key_w == 1 && key_s == 0 && key_a == 0 && key_d == 0)	tempV.x = camera.pan;
	if(key_s == 1 && key_w == 0 && key_a == 0 && key_d == 0)	tempV.x = camera.pan + 180;
	if(key_a == 1 && key_s == 0 && key_w == 0 && key_d == 0)	tempV.x = camera.pan + 90;
	if(key_d == 1 && key_s == 0 && key_a == 0 && key_w == 0)	tempV.x = camera.pan - 90;
	if(key_w == 1 && key_a == 1 && key_d == 0 && key_s == 0)	tempV.x = camera.pan + 45;
	if(key_w == 1 && key_d == 1 && key_a == 0 && key_s == 0)	tempV.x = camera.pan - 45;
	if(key_s == 1 && key_a == 1 && key_d == 0 && key_w == 0)	tempV.x = camera.pan + 135;
	if(key_s == 1 && key_d == 1 && key_a == 0 && key_w == 0)	tempV.x = camera.pan - 135;
	
	if(key_cuu == 1 && key_cud == 0 && key_cul == 0 && key_cur == 0)	tempV.x = camera.pan;
	if(key_cud == 1 && key_cuu == 0 && key_cul == 0 && key_cur == 0)	tempV.x = camera.pan + 180;
	if(key_cul == 1 && key_cud == 0 && key_cuu == 0 && key_cur == 0)	tempV.x = camera.pan + 90;
	if(key_cur == 1 && key_cud == 0 && key_cul == 0 && key_cuu == 0)	tempV.x = camera.pan - 90;
	if(key_cuu == 1 && key_cul == 1 && key_cur == 0 && key_cud == 0)	tempV.x = camera.pan + 45;
	if(key_cuu == 1 && key_cur == 1 && key_cul == 0 && key_cud == 0)	tempV.x = camera.pan - 45;
	if(key_cud == 1 && key_cul == 1 && key_cur == 0 && key_cuu == 0)	tempV.x = camera.pan + 135;
	if(key_cud == 1 && key_cur == 1 && key_cul == 0 && key_cuu == 0)	tempV.x = camera.pan - 135;


Re: [REQ] converting a code to lite-c [Re: Cowabanga] #272288
06/17/09 10:03
06/17/09 10:03
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Sorry all. Typo's will be the death of me.
I need a new keyboard....


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