///////////////////////////////
#include <acknex.h>
#include <default.c>
BMAP* arrow_pcx = "arrow.pcx";
BMAP* snow_tga = "dampf.tga";
///////////////////////////////
function main()
{
vec_set(screen_size,vector(800,600,0));
vec_set(screen_color,vector(50,1,1)); // dark blue
vec_set(sky_color,vector(50,1,1)); // dark blue
video_window(NULL,NULL,0,"My New Game");
d3d_antialias = 1;
shadow_stencil = 3;
random_seed(0);
level_load("level1.wmb");
}
function mouse_startup()
{
mouse_mode = 2;
mouse_map = arrow_pcx;
while (1)
{
vec_set(mouse_pos, mouse_cursor);
wait(1);
}
}
function fade_part(PARTICLE *p)
{
p.alpha -= 20;
if (p.alpha < 0) {p.lifespan = 0;}
}
function p_mouse_particles(PARTICLE* p)
{
/*
VECTOR particle_direction;
particle_direction.x = (random(1) - 2)*0.01;
particle_direction.y = 0; //(random(1) - 2)*0.01;
particle_direction.z = 0; //0.01 * random(1);
vec_add(p.vel_x, particle_direction);
*/
p.alpha = 30 + random(20);
p.size = 0.5;
p.bmap = snow_tga;
set(p, MOVE | BRIGHT | TRANSLUCENT );
my.event = fade_part;
}
function particles_startup()
{
VECTOR particle_origin;
while (1)
{
particle_origin.x = mouse_pos.x;
particle_origin.y = mouse_pos.y;
particle_origin.z = 40;
vec_for_screen (particle_origin, camera);
effect(p_mouse_particles, 1, particle_origin.x, vector(0,0,1));
wait (1);
}
}