Posted By: Pappenheimer
snowing - 11/24/10 11:37
Here is a simple snowing script.
It is a demo with a simple black box getting more and more covered with white dots.
snowing demo
The dots are very small (it depends on the size of the skin), so I want to add additional painting around the dots, but when I use the following part, it shows weird effects and eventually crashes. Maybe, someone has an idea to solve this issue?
Thanks in advance.
This is the whole script.
It is a demo with a simple black box getting more and more covered with white dots.
snowing demo
The dots are very small (it depends on the size of the skin), so I want to add additional painting around the dots, but when I use the following part, it shows weird effects and eventually crashes. Maybe, someone has an idea to solve this issue?
Thanks in advance.
Code:
while(coords_cur_x <= (coords_x + coords_area))
{
pixel_to_bmap(canvas,coords_cur_x, coords_cur_y,pixel);
coords_cur_y += 1;
if(coords_cur_y > (coords_y + coords_area))
{
coords_cur_x += 1;
coords_cur_y = coords_y - coords_area;
}
}
This is the whole script.
Code:
#include <litec.h>
#include <d3d9.h>
#include <acknex.h>
#include <default.c>
#define PRAGMA_ZERO
BMAP* canvas;
var format;
var pixel;
var coords_x;
var coords_y;
function snowing()
{
while(1)
{
c_trace(vector(random(30)-15,random(30)-15, 100), vector(random(30)-15,random(30)-15, -100), IGNORE_PASSABLE | IGNORE_ME | SCAN_TEXTURE | ACTIVATE_SHOOT);
wait(1);
}
}
function snowEvent()
{
coords_x = hit.u1;
coords_y = hit.v1;
}
action get_snow()//needs an own variable to prevent it from colliding with similar tarrain actions
{
set(my, POLYGON);
my.emask |= ENABLE_SHOOT;
my.event = snowEvent;
while(1)
{
// if(mouse_left)
// {
// while(mouse_left){wait(1);}
// coords_x = random(10);
// coords_y = random(10);
var coords_area = 1;
var coords_cur_x = coords_x - coords_area;
var coords_cur_y = coords_y - coords_area;
canvas = bmap_for_entity(my, 0); //1 is the number of the skin
format = bmap_lock(canvas, 0); // lock the canvas bitmap
pixel = pixel_for_vec(vector(255,255,255), 100, format);
pixel_to_bmap(canvas, coords_x, coords_y, pixel); // now write the pixel at the coords_x, coords_y position
// while(coords_cur_x <= (coords_x + coords_area))
// {
// pixel_to_bmap(canvas,coords_cur_x, coords_cur_y,pixel);
// coords_cur_y += 1;
// if(coords_cur_y > (coords_y + coords_area))
// {
// coords_cur_x += 1;
// coords_cur_y = coords_y - coords_area;
// }
// }
bmap_unlock(canvas); // unlock the bitmap now
bmap_to_mipmap(canvas);
// }
wait(1);
}
}
function main()
{
level_load(NULL);
camera.z = 30;
camera.tilt = -90;
ent_create("cube_black.mdl", vector(0,0,0), get_snow);
snowing();
}