action sledge()
{
VECTOR speed;
var walk_percentage;
var death_percentage;
player = me;
Kamera();
phent_settype (my, PH_RIGID, PH_BOX);
phent_setmass (my, 1, PH_BOX);
phent_setfriction (my, 10);
phent_setdamping (my, 5, 5);
phent_setelasticity (my, 0, 0);
ph_setgravity (vector(0, 0, -386));
while (1)
{
if(key_d)
{
my.pan+=1;
ent_animate(my,"rechtslenken",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage += 8 * time_step;
}
if(key_a)
{
my.pan-=1;
ent_animate(my,"linkslenken",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage += 8 * time_step; // 3 = animation speed for "walk"
}
if(key_w)
{
speed.x=-5; speed.y=0; speed.z=0;
vec_rotate(speed,my.pan);
phent_addvelcentral(my,speed);
ent_animate(my,"paddeln",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage += 12 * time_step; // 3 = animation speed for "walk"
}
if(key_s)
{
speed.x=5; speed.y=0; speed.z=0;
vec_rotate(speed,my.pan);
phent_addvelcentral(my,speed);
ent_animate(my,"bremsen",walk_percentage, ANM_CYCLE); // "walk" animation loop
walk_percentage += 12 * time_step; // 3 = animation speed for "walk"
}
camera.x = player.x - 200 * cos(player.pan); // 200 = distance
camera.y = player.y - 200 * sin(player.pan); // same value here
camera.z = player.z; // above the player
camera.pan = player.pan;
camera.tilt = 0; // look down at the player
camera.roll = 0;
wait (1);
}
}