void painel_scale()
{
splash.pos_x = splash.pos_y = 0;
splash.scale_x = screen_size.x / splash.bmap.width;
splash.scale_y = screen_size.y / splash.bmap.height;
}
void main()
{
//on calls
on_close = quit;
on_resize = painel_scale;
on_mouse_right = mouse_toggle;
on_d = debug;
//parametros
light_view = camera; // do not clip dynamic lights
fps_max = 60; // limit the frame rate at 60 fps
//random
random_seed(0);
//efeitos pp_set(camera,mtl_blur); etc...
pp_set(camera,mtl_erode);
//Tela tamanho e modo
screen_size.x = scala_x;
screen_size.y = scala_y;
video_screen = TelaModo;
screen_color.blue = 0;
//detalhes de qualidade
shadow_stencil = ShadowMode; //defalt 2
d3d_anisotropy = AniStropy;
d3d_antialias = AntiAlias;
shadow_lod = ShadowLod;
stencil_blur(SBlur);
//musica do level
som_intro = media_loop("economy_03.wav",NULL,100);
wait(5);
mouse_toggle();
level_load("intro.WMB");
wait(1);
while (1)
{
vForce.x = -5*(key_force.x + mouse_force.x/2); // pan angle
vForce.y = 5*(key_force.y + mouse_force.y/2); // tilt angle
vForce.z = 0; // roll angle
vec_accelerate(vMove,vAngularSpeed,vForce,0.8);
vec_add(camera.pan,vMove);
if(camera.pan < 100) {camera.pan=100;}//limitador
if(camera.pan > 130) {camera.pan=130;}//limitador
if(camera.tilt < -50) {camera.tilt=-50;}//limitador
if(camera.tilt > -20) {camera.tilt=-20;}//limitador
wait(1);
}
}