action Spieler()
{
var gesprungen;
ball = me;
player = me;
Physikents = pXent_settype(my, PH_RIGID, PH_SPHERE); //Model als Ball registrieren
pXent_setfriction(my, my.Reibung); //Reibung des Balls
pXent_setdamping(my, my.Daempfung, my.Daempfung); // 50 % Dämpfung in der Bewegung des Balls
pXent_setelasticity(my, my.Elastizitaet); //Elastizität des Balls
pXent_setgroup(my, 2);
while(Auswertung_var == 0)
{
c_scan(my.x, my.pan, vector(360,0,40),IGNORE_ME | SCAN_ENTS);
/************************************************************************/
/********************** Bewegungs-/ Cameracode **************************/
/************************************************************************/
if(key_pressed(72)) //hoch
{
pXent_addtorqueglobal(my, vector(0,45*time_step,0));
}
if(key_pressed(80)) //runter
{
pXent_addtorqueglobal(my, vector(0,-45*time_step,0));
}
if(key_pressed(75)) //links
{
pXent_addtorqueglobal(my, vector(-45*time_step,0,0));
}
if(key_pressed(77)) //rechts
{
pXent_addtorqueglobal(my, vector(45*time_step,0,0));
}
Falltiefe = c_trace(my.x, vector(my.x,my.y,my.z-1000), IGNORE_ME);
if(key_pressed(57)) //Leertaste
{
if(Falltiefe < 30.267) // Balldicke = 30.266
{
pXent_addforcecentral(player, vector(0,0,1500*time_step));
}
}
camera.x = my.x;
camera.y = my.y;
camera.z = my.z + 800;
camera.tilt = -90;
if(is(player, FLAG1)) //Ist Cameradrehung Flag 1 an?
{
Cameraset = 1;
}
else
{
Cameraset = 0;
}
if(Cameramode == 1)
{
//Camera dreht sich nicht
}
if(Cameramode == 2)
{
camera.pan += 1 * time_step;
}
if(Cameramode == 3)
{
camera.pan -= 1 * time_step;
}
wait(1);
}
}