So ich habe den Code mal mir angesehen und etwas verändert damit er läuft.
Hier der Code:
var ball;
var ball_speed;
var trace_dist;
var max_height;
var cam_rotate;
function main()
{
fps_max = 60;
load_level ("level1.wmb");
wait (3);
}
function reverse_speed()
{
ball_speed.z *= -1;
}
action bouncing_ball
{
player = my;
my.enable_block = on;
my.enable_entity = on;
my.event = reverse_speed;
while (1)
{
if (key_cuu == on)
{
ball_speed.x = 5 * time;
my.tilt -= 8 * time;
}
if (key_cud == on)
{
ball_speed.x = -5 * time;
my.tilt += 8 * time;
}
if ((key_cuu == off) && (key_cud == off))
{
ball_speed.x = 0;
}
if (key_cul == on)
{
ball_speed.y = 5 * time;
my.roll += 8 * time;
}
if (key_cur == on)
{
ball_speed.y = -5 * time;
my.roll -= 8 * time;
}
if ((key_cuu == off) && (key_cud == off))
{
ball_speed.x = 0;
}
if ((key_cul == off) && (key_cur == off))
{
ball_speed.y = 0;
}
vec_set (temp, my.x);
temp.z -= 10000;
trace_mode = ignore_me + ignore_passable + use_box;
trace_dist = trace(my.x, temp);
if (trace_dist > max_height) // the ball has reached its maximum height?
{
ball_speed.z = -abs(ball_speed.z); // then give the ball a negative speed
}
camera_pos();
ent_move (nullvector, ball_speed);
wait(1);
}
}
Function camera_pos()
{
camera.genius = player;
camera.x = player.x-400;
camera.y = player.y-20;
camera.z = player.z+80;
camera.tilt = cam_rotate-15;
}
Tutorials:
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