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Re: Adding background music. How?
[Re: Tempelbauer]
#87398
08/24/06 21:10
08/24/06 21:10
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Joined: Aug 2006
Posts: 15
typoking
OP
Newbie
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OP
Newbie
Joined: Aug 2006
Posts: 15
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/////////////////////////////////////////////////////////////////////////////////// // A5 main wdl //////////////////////////////////////////////////////////////////////////// // Files to over-ride: // * logodark.bmp - the engine logo, include your game title // * horizon.pcx - A horizon map displayed over the sky and cloud maps //////////////////////////////////////////////////////////////////////////// // The PATH keyword gives directories where game files can be found, // relative to the level directory path "C:\\Program Files\\GStudio\\template"; // Path to WDL templates subdirectory
//////////////////////////////////////////////////////////////////////////// // The INCLUDE keyword can be used to include further WDL files, // like those in the TEMPLATE subdirectory, with prefabricated actions include <movement.wdl>; include <messages.wdl>; include <menu.wdl>; // must be inserted before doors and weapons include <particle.wdl>; // remove when you need no particles include <doors.wdl>; // remove when you need no doors include <actors.wdl>; // remove when you need no actors include <weapons.wdl>; // remove when you need no weapons include <war.wdl>; // remove when you need no fighting //include <venture.wdl>; // include when doing an adventure include <lflare.wdl>; // remove when you need no lens flares
//////////////////////////////////////////////////////////////////////////// // The engine starts in the resolution given by the follwing vars. var video_mode = 6; // screen size 640x480 var video_depth = 16; // 16 bit colour D3D mode
///////////////////////////////////////////////////////////////// // Strings and filenames // change this string to your own starting mission message. string mission_str = "Fight your way through the level. Press [F1] for help"; string level_str = <ruins1.WMB>; // give file names in angular brackets
///////////////////////////////////////////////////////////////// // define a splash screen with the required A4/A5 logo bmap splashmap = <logodark.bmp>; // the default logo in templates panel splashscreen { bmap = splashmap; flags = refresh,d3d; }
//////////////////////////////////////////////////////////////////////////// // The following script controls the sky movement bmap horizon_map = <horizon.pcx>; // A backdrop texture's horizontal size must be a power of 2; // the vertical size does not matter
function init_environment() { scene_map = horizon_map; // horizon backdrop overlay scene_nofilter = on;
sky_speed.x = 1; sky_speed.y = 1.5; cloud_speed.x = 3; cloud_speed.y = 4.5;
sky_scale = 0.5; sky_curve = 1; // 'steepness' of sky dome
scene_field = 60; // repeat map 6 times scene_angle.tilt = -10; // lower edge of scene_map 10 units below horizon
sky_clip = scene_angle.tilt; // clip the sky at bottom of scene_map }
///////////////////////////////////////////////////////////////// // The main() function is started at game start function main() { // set some common flags and variables // warn_level = 2; // announce bad texture sizes and bad wdl code tex_share = on; // map entities share their textures
// center the splash screen for non-640x480 resolutions, and display it splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2; splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2; splashscreen.visible = on; // wait 3 frames (for triple buffering) until it is flipped to the foreground wait(3);
// init the 'environment' (sky & sceen map) init_environment(); // now load the level level_load(level_str); snd_loop(immtheme.wav,80, 0); // freeze the game freeze_mode = 1;
// wait the required second, then switch the splashscreen off. waitt(16); splashscreen.visible = off; bmap_purge(splashmap); // remove splashscreen from video memory
// load some global variables, like sound volume load_status();
// display the initial message msg_show(mission_str,10);
// initialize lens flares when edition supports flares ifdef CAPS_FLARE; lensflare_start(); endif;
// un-freeze the game freeze_mode = 0;
// client_move(); // for a possible multiplayer game // call further functions here... }
///////////////////////////////////////////////////////////////// // The following definitions are for the pro edition window composer // to define the start and exit window of the application. WINDOW WINSTART { TITLE "3D GameStudio"; SIZE 480,320; MODE IMAGE; //STANDARD; BG_COLOR RGB(240,240,240); FRAME FTYP1,0,0,480,320; // BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24; BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24; TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280; }
/* no exit window at all.. WINDOW WINEND { TITLE "Finished"; SIZE 540,320; MODE STANDARD; BG_COLOR RGB(0,0,0); TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;
SET FONT "",RGB(0,255,255); TEXT "Any key to exit",10,270; }*/
///////////////////////////////////////////////////////////////// //INCLUDE <debug.wdl>;
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