///////////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
////////////////////////////////////////////////////////////////////
ENTITY* player1;
ENTITY* elev_2;
VECTOR* object_pos = {x=0;y=0;z=0;}
PANEL* pnl_show_xyz = {
digits(20,20,"Player Position X=%.0f",*,1,object_pos.x);
digits(20,40,"Player Position Y=%.0f",*,1,object_pos.y);
digits(20,60,"Player Position Z=%.0f",*,1,object_pos.z);
flags = SHOW;
layer = 1;
}
function act_player1()
{
while(!me){wait(1);}
player1 = me;
me.ambient = 10;
while(me)
{
my.pan += 3 * (key_z-key_x) * time_step;
my.skill1 = 5 * (key_w-key_s) * time_step;
my.skill2 = 5 * (key_a-key_d) * time_step;
my.tilt += 3 * (key_c-key_v) * time_step;
my.roll += 3 * (key_r-key_t) * time_step;
c_move (me,my.skill1,nullvector,GLIDE);
vec_set(camera.x, player1.x);
vec_set(camera.pan, player1.pan);
vec_set(object_pos,player1.x);
wait(1);
}
}
action vertex_anim()
{
elev_2 = my
while()
{
my.skill1 += 3*time_step;
if (my.skill1 > 100) my.skill1 -= 100;
ent_animate(me,"door_open",my.skill1,ANM_CYCLE);
wait(1);
}
}
function main()
{
level_load ("");
wait(2); // wait until the level is loaded
ent_create("ball.mdl",vector(-500,0,0),act_player1);
ent_create("elev_2.mdl",vector(0,0,0),vertex_anim);
wait(2); // wait until the level is loaded
}