void main(){
var timerShow = 0;
// preload in buffer all created models:
preload_mode = 3;
// show all errors:
warn_level = 6;
// set maximal framerate:
fps_max = 60;
// set video parameters:
//video_mode =12;
//video_screen = 1;
video_set(sys_metrics(0), sys_metrics(1), 0, 1);
//video_set(1366, 768, 0, 1);
video_aspect = 1.777;
video_window(0, 0, 0, "Untitled");
mouse_map = arrow;
mouse_mode = 4;
// level_load(NULL);
text_outline = 100;
choose->pos_x = (sys_metrics(0) - choose.size_x)/2;
choose->pos_y = (sys_metrics(1) - choose.size_y)/2;
blackPan->size_x = sys_metrics(0);
blackPan->size_y = sys_metrics(1);
timer_pan->pos_y = sys_metrics(1) - 68;
//collectPan->size_x = bmap_width("way.pcx") * 2;
//collectPan->size_y = bmap_height("way.pcx");
collectPan->pos_x = sys_metrics(0) - 276;
collectPan->pos_y = sys_metrics(1) -68;
if(started == 0)
initalLaunch();
wait_for(initalLaunch);
//set(timer_pan, SHOW);
mouse_mode = 0;
// run physX:
physX_open();
// freeze the game:
freeze_mode = 1;
// load the level:
level_load(levelStr);
// wait three frames:
wait(3);
// unfreeze the game:
freeze_mode = 0;
// wait till player exist:
heroEnt = ent_create(ball_string, vector(0,0,100), actBall);
while(!heroEnt){ wait(1); }
while(1){
if(media_playing(background) == 0)
{
background = media_play("Prince Yeti - coco.mp3", NULL, volume);
}
if(key_pressed(key_for_str("m")) == 1)
{
while(key_pressed(key_for_str("m")) == 1){wait(1);}
if(volume == 50)
volume = 1;
else
volume = 50;
media_tune(background, volume,0, 0);
}
if(key_pressed(key_for_str("t")) == 1)
{
while(key_pressed(key_for_str("t")) == 1){wait(1);}
toggle(timer_pan, SHOW);
}
if(initial == 0)
{
minutes = 0;
seconds = 0;
milliseconds = 0;
initial = 1;
}
if(collectChange == 1)
{
str_cpy(collectString, "");
str_cat_num(collectString, "%.0f", collected);
str_cat(collectString, "/");
str_cat_num(collectString, "%.0f", needToCollect);
FONT* newFont = font_create("Calibri#40");
pan_setstring(collectPan, 0, 55, collectPos , newFont, collectString);
collectChange = 0;
}
// cycle throw all entities:
for(you = ent_next(NULL); you; you = ent_next(you)){
// if transparent object, was found:
if(you.objType == objTrans){
// check whether we are between camera and player:
if((you.x + you.min_x < maxv(camera.x, heroEnt.x) + 5 && you.x + you.max_x > minv(camera.x, heroEnt.x) - 5)
&& (you.y + you.min_y < maxv(camera.y, heroEnt.y) + 5 && you.y + you.max_y > minv(camera.y, heroEnt.y) - 5)){
// decrease alpha:
you.alpha = clamp(you.alpha - 50 * time_step, 20, 100);
}
else{
// increase alpha:
you.alpha = clamp(you.alpha + 50 * time_step, 20, 100);
}
}
}
// wait one frame:
wait(1);
}
}