Ok,
Here is the whole Code without Includes, can you please
look at it? Thank you.
Include "functions.bb"
Include "constants.bb"
Include "types.bb"
Include "globals.bb"
Graphics3D 1024,768,32
SetBuffer BackBuffer()
HidePointer() ; löscht mauszeiger im windows-modus
Collisions COLLISION_PLAYER,COLLISION_OBSTICLE,2,2
Collisions COLLISION_BULLET,COLLISION_OBSTICLE,2,1
Collisions COLLISION_BULLET,COLLISION_RAPTOR,2,1
Collisions COLLISION_PLAYER,COLLISION_RAPTOR,2,2
;setup lighting
;Global light=CreateLight()
;RotateEntity light,45,45,0
;LightColor light,126,126,126
;AmbientLight 70,70,70
;himmel
Global skytexture=LoadTexture("textures/myclouds1.bmp")
ScaleTexture skytexture,4000,4000
Global skyplane1=CreatePlane()
PositionEntity skyplane1,0,400,0
EntityTexture skyplane1,skytexture
;FreeTexture skytexture - nicht freigeben, wird zur bewegung gebraucht
RotateEntity skyplane1,0,0,180
EntityFX skyplane1,8
;EntityBlend skyplane1,4
EntityType skyplane1,COLLISION_OBSTICLE
EntityPickMode skyplane1,2
;boden
plane=CreatePlane()
EntityType plane,COLLISION_OBSTICLE
EntityPickMode plane,2
Global grass_tex=LoadTexture( "textures/gras_1.bmp");terrain-1.jpg" )
EntityTexture plane,grass_tex
FreeTexture grass_tex
;player
player=CreatePivot() ; pivot fuer kamera = player
EntityRadius player,0.85 ; radius fuer kollision
PositionEntity player,0,0.85,0 ; eyes height
EntityType player,COLLISION_PLAYER
;camera
camera=CreateCamera(player) ; kamera an pivot binden
TranslateEntity camera,0,0.85,0
CameraRange camera,0.2,4000
CameraFogMode camera,1
CameraFogRange camera,1,80
CameraFogColor camera,100,110,100
CameraClsColor camera,100,100,110
ears=CreateListener(camera)
backgrsound=LoadSound("sounds/wind.wav")
LoopSound backgrsound
PlaySound backgrsound
raptorwav=Load3DSound("sounds/db_growler2.wav")
raptordie=Load3DSound("sounds/db_runtaur.wav")
gunfire=LoadSound("sounds/db_gun1.wav")
jumpsound=LoadSound("sounds/jump.wav")
fort=LoadMesh("models/fort1.3ds")
EntityType fort,COLLISION_OBSTICLE
PositionEntity fort,5,0,0
EntityPickMode fort,2
;Global raptor2=LoadMesh("models/L-Thug-Attack1.x")
;EntityType raptor2,COLLISION_RAPTOR
;PositionEntity raptor2,-10,0,0
;EntityPickMode raptor2,2
raptor=LoadAnimMesh("models/raptor_static.3ds")
LoadAnimSeq(raptor,"models/raptor_attack.3ds")
LoadAnimSeq(raptor,"models/raptor_idle.3ds")
LoadAnimSeq(raptor,"models/raptor_die.3ds")
LoadAnimSeq(raptor,"models/raptor_move.3ds")
LoadAnimSeq(raptor,"models/raptor_impact.3ds")
EntityType raptor,COLLISION_RAPTOR,True ; ohne True keine Kollision bei AnimMeshes
ScaleEntity raptor,1.1,1.1,1.1
PositionEntity raptor,20,0.1,10
EntityRadius raptor,1.5
EntityPickMode raptor,2
LoopSound raptorwav
raptorchannel=EmitSound(raptorwav,raptor)
Animate raptor,1,0.4,2,1
mp5.gun = New gun ; create a new gun (mp5)
mp5\gun_handle = LoadMesh("models/mp5.3ds",camera) ;waffe gunpivot zugeordnet
ScaleEntity mp5\gun_handle,1.2,1.2,1.2 ; scale mp5-gun
mp5\gun_x# = 0.15 ; set gun coordinates
mp5\gun_y# = -0.22
mp5\gun_z# = 0.33
PositionEntity mp5\gun_handle,mp5\gun_x#,mp5\gun_y#,mp5\gun_z#
TurnEntity mp5\gun_handle,0,4,5
mp5\gun_pivot = CreatePivot(mp5\gun_handle) ; pivot for the mp5-gun
PositionEntity mp5\gun_pivot,0,0,0.2
colt.gun = New gun ; create a new gun (colt)
colt\gun_handle = LoadMesh("models/colt.3ds") ;waffe gunpivot zugeordnet
ScaleEntity colt\gun_handle,1.8,1.8,1.8
colt\gun_x# = 10 ; set gun coordinates
colt\gun_y# = 0.5
colt\gun_z# = 10
PositionEntity colt\gun_handle,colt\gun_x#,colt\gun_y#,colt\gun_z#
TurnEntity colt\gun_handle,0,4,0
muzzle1=LoadSprite("textures/muzzleflash_front_2.jpg",2,mp5\gun_pivot)
PositionEntity muzzle1,0,0.1,0.4
ScaleSprite muzzle1,0.2,0.2
EntityAlpha muzzle1,0.0
EntityFX muzzle1,1
Global mousepointer=LoadSprite("textures/my_crosshair_2.bmp",2,camera)
PositionEntity mousepointer,0.008,-0.013,1.5;0.8
ScaleSprite mousepointer,0.02,0.02
EntityBlend mousepointer,3 ; macht crosshair besser sichtbar, auch in der Entfernung
mypanelleft=LoadImage("textures/mypanel_left.bmp")
MaskImage mypanelleft,0,0,0
sniperpanel=LoadImage("textures/sniper.tga")
While Not KeyDown( 1 )
;Framecounter_nur fuer FPS-Anzeige
Framecounter_counter=Framecounter_counter+1
If Framecounter_time=0 Then Framecounter_time=MilliSecs()
If Framecounter_time+1001 <MilliSecs() Then
Framecounter_framerate=Framecounter_counter
Framecounter_counter=0
Framecounter_time=MilliSecs()
EndIf
;End Framecounter
If KeyHit(17)= True Then enable=1 - enable ; W-Taste ist wireframe
WireFrame enable
Repeat
elapsed=MilliSecs()-time
Until elapsed
ticks=elapsed/period
tween#=Float(elapsed Mod period)/Float(period)
; --------------------------------------------------------------
; Update game and world state
; --------------------------------------------------------------
For k=1 To ticks
time=time+period
If k=ticks Then CaptureWorld
UpdateGame ()
UpdateWorld
Next
RenderWorld tween#
; 2D drawing
DrawImage mypanelleft,20,GraphicsHeight()-40
If MouseDown(2)
DrawImage sniperpanel,0,0
CameraZoom camera,3
HideEntity mousepointer
Else
CameraZoom camera,1
ShowEntity mousepointer
EndIf
;Text GraphicsWidth()/2,GraphicsHeight()/2,"+"
;Text 10,0,"y-achse: " +cy
;Text 10,20,"x-achse: " +cx
Text 10,40,"Hoehe: "+EntityY(player)
Text 10,80,"fps: "+Framecounter_framerate
Text 10,120,"raptorhealth "+raptorhealth
; end 2D drawing
Flip
Wend
End
Function UpdateGame()
rot#=rot#+0.7 ; rotate colt
RotateEntity colt\gun_handle,0,rot#,0 ; rotate colt
;MoveEntity colt\gun_handle,0,(Rnd(0,0.1)),0
skytex_x#=skytex_x# + .0002 ;wolken bewegen
PositionTexture skytexture,skytex_x#,0 ;wolken bewegen
;jumping
If jumping=0
If KeyDown(57) Then yvel#=jumpvel# ; leertaste
If KeyDown(57) =True Then PlaySound(jumpsound)
jumping=1
gravity#=0.09 ; verringert gravity, player kann hoeher springen
EndIf
If jumping=1
yvel#=yvel#-jumpgravity#
by#=by#+yvel#
EndIf
If by#<1 Then by#=1 yvel#=0 jumping=0 gravity#=0.3
;speed#=speed# * .99
TranslateEntity player,0,yvel#,speed#
;end jumping
If KeyDown( 205 )=True Then MoveEntity player,backwardspeed#,0,0 ;right arrow key
If KeyDown( 203 )=True Then MoveEntity player,-backwardspeed#,0,0 ;left arrow key
If KeyDown( 208 )=True Then MoveEntity player,0,0,-backwardspeed# ; down arrow key
If KeyDown( 200 )=True Then MoveEntity player,0,0,forwardspeed# ; up arrow key
;mit shift-taste
If KeyDown( 205 ) And KeyDown(54) = True Then MoveEntity player,backwardspeed#/2,0,0 ;right arrow key
If KeyDown( 203 ) And KeyDown(54) = True Then MoveEntity player,-backwardspeed#/2,0,0 ;left arrow key
If KeyDown( 208 ) And KeyDown(54) = True Then MoveEntity player,0,0,-backwardspeed#/2 ; down arrow key
If KeyDown( 200 ) And KeyDown(54) = True Then MoveEntity player,0,0,forwardspeed#/2 ; up arrow key
;kriechen
If KeyDown(157) = True
PositionEntity camera,0,0.2,0 ; eyes height
Else
PositionEntity camera,0,1,0
EndIf ; kriechen ende
;mouselook
cx=(cx-(MouseX()-(GraphicsWidth()/2))) Mod 360
cy=(cy+(MouseY()-(GraphicsHeight()/2))) Mod 360
If cy<-90 Then cy=-90
If cy>80 Then cy=80
RotateEntity player,cy,cx,0
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 ; muss hier stehen, sonst unter 360 Grad
TranslateEntity player,0,-gravity#,0 ; gravity
;end mouselook
If raptorhealth=0
Animate raptor,3,0.4,3,0
;EntityAlpha raptor,0.5
;HideEntity raptor
;PlaySound(raptordie)
ChannelVolume raptorchannel,0
EndIf
If MouseHit(1)=True
target=CameraPick(camera,GraphicsWidth()/2,GraphicsHeight()/2)
mytarget=CreatePivot()
PositionEntity mytarget,PickedX(),PickedY(),PickedZ()
shootbullet()
PlaySound(gunfire)
EntityAlpha muzzle1,0.9
Else
EntityAlpha muzzle1,0.0
EndIf
updatebullets()
Here is the whole Code without Includes, can you please
look at it? Thank you.
Include "functions.bb"
Include "constants.bb"
Include "types.bb"
Include "globals.bb"
Graphics3D 1024,768,32
SetBuffer BackBuffer()
HidePointer() ; löscht mauszeiger im windows-modus
Collisions COLLISION_PLAYER,COLLISION_OBSTICLE,2,2
Collisions COLLISION_BULLET,COLLISION_OBSTICLE,2,1
Collisions COLLISION_BULLET,COLLISION_RAPTOR,2,1
Collisions COLLISION_PLAYER,COLLISION_RAPTOR,2,2
;setup lighting
;Global light=CreateLight()
;RotateEntity light,45,45,0
;LightColor light,126,126,126
;AmbientLight 70,70,70
;himmel
Global skytexture=LoadTexture("textures/myclouds1.bmp")
ScaleTexture skytexture,4000,4000
Global skyplane1=CreatePlane()
PositionEntity skyplane1,0,400,0
EntityTexture skyplane1,skytexture
;FreeTexture skytexture - nicht freigeben, wird zur bewegung gebraucht
RotateEntity skyplane1,0,0,180
EntityFX skyplane1,8
;EntityBlend skyplane1,4
EntityType skyplane1,COLLISION_OBSTICLE
EntityPickMode skyplane1,2
;boden
plane=CreatePlane()
EntityType plane,COLLISION_OBSTICLE
EntityPickMode plane,2
Global grass_tex=LoadTexture( "textures/gras_1.bmp");terrain-1.jpg" )
EntityTexture plane,grass_tex
FreeTexture grass_tex
;player
player=CreatePivot() ; pivot fuer kamera = player
EntityRadius player,0.85 ; radius fuer kollision
PositionEntity player,0,0.85,0 ; eyes height
EntityType player,COLLISION_PLAYER
;camera
camera=CreateCamera(player) ; kamera an pivot binden
TranslateEntity camera,0,0.85,0
CameraRange camera,0.2,4000
CameraFogMode camera,1
CameraFogRange camera,1,80
CameraFogColor camera,100,110,100
CameraClsColor camera,100,100,110
ears=CreateListener(camera)
backgrsound=LoadSound("sounds/wind.wav")
LoopSound backgrsound
PlaySound backgrsound
raptorwav=Load3DSound("sounds/db_growler2.wav")
raptordie=Load3DSound("sounds/db_runtaur.wav")
gunfire=LoadSound("sounds/db_gun1.wav")
jumpsound=LoadSound("sounds/jump.wav")
fort=LoadMesh("models/fort1.3ds")
EntityType fort,COLLISION_OBSTICLE
PositionEntity fort,5,0,0
EntityPickMode fort,2
;Global raptor2=LoadMesh("models/L-Thug-Attack1.x")
;EntityType raptor2,COLLISION_RAPTOR
;PositionEntity raptor2,-10,0,0
;EntityPickMode raptor2,2
raptor=LoadAnimMesh("models/raptor_static.3ds")
LoadAnimSeq(raptor,"models/raptor_attack.3ds")
LoadAnimSeq(raptor,"models/raptor_idle.3ds")
LoadAnimSeq(raptor,"models/raptor_die.3ds")
LoadAnimSeq(raptor,"models/raptor_move.3ds")
LoadAnimSeq(raptor,"models/raptor_impact.3ds")
EntityType raptor,COLLISION_RAPTOR,True ; ohne True keine Kollision bei AnimMeshes
ScaleEntity raptor,1.1,1.1,1.1
PositionEntity raptor,20,0.1,10
EntityRadius raptor,1.5
EntityPickMode raptor,2
LoopSound raptorwav
raptorchannel=EmitSound(raptorwav,raptor)
Animate raptor,1,0.4,2,1
mp5.gun = New gun ; create a new gun (mp5)
mp5\gun_handle = LoadMesh("models/mp5.3ds",camera) ;waffe gunpivot zugeordnet
ScaleEntity mp5\gun_handle,1.2,1.2,1.2 ; scale mp5-gun
mp5\gun_x# = 0.15 ; set gun coordinates
mp5\gun_y# = -0.22
mp5\gun_z# = 0.33
PositionEntity mp5\gun_handle,mp5\gun_x#,mp5\gun_y#,mp5\gun_z#
TurnEntity mp5\gun_handle,0,4,5
mp5\gun_pivot = CreatePivot(mp5\gun_handle) ; pivot for the mp5-gun
PositionEntity mp5\gun_pivot,0,0,0.2
colt.gun = New gun ; create a new gun (colt)
colt\gun_handle = LoadMesh("models/colt.3ds") ;waffe gunpivot zugeordnet
ScaleEntity colt\gun_handle,1.8,1.8,1.8
colt\gun_x# = 10 ; set gun coordinates
colt\gun_y# = 0.5
colt\gun_z# = 10
PositionEntity colt\gun_handle,colt\gun_x#,colt\gun_y#,colt\gun_z#
TurnEntity colt\gun_handle,0,4,0
muzzle1=LoadSprite("textures/muzzleflash_front_2.jpg",2,mp5\gun_pivot)
PositionEntity muzzle1,0,0.1,0.4
ScaleSprite muzzle1,0.2,0.2
EntityAlpha muzzle1,0.0
EntityFX muzzle1,1
Global mousepointer=LoadSprite("textures/my_crosshair_2.bmp",2,camera)
PositionEntity mousepointer,0.008,-0.013,1.5;0.8
ScaleSprite mousepointer,0.02,0.02
EntityBlend mousepointer,3 ; macht crosshair besser sichtbar, auch in der Entfernung
mypanelleft=LoadImage("textures/mypanel_left.bmp")
MaskImage mypanelleft,0,0,0
sniperpanel=LoadImage("textures/sniper.tga")
While Not KeyDown( 1 )
;Framecounter_nur fuer FPS-Anzeige
Framecounter_counter=Framecounter_counter+1
If Framecounter_time=0 Then Framecounter_time=MilliSecs()
If Framecounter_time+1001 <MilliSecs() Then
Framecounter_framerate=Framecounter_counter
Framecounter_counter=0
Framecounter_time=MilliSecs()
EndIf
;End Framecounter
If KeyHit(17)= True Then enable=1 - enable ; W-Taste ist wireframe
WireFrame enable
Repeat
elapsed=MilliSecs()-time
Until elapsed
ticks=elapsed/period
tween#=Float(elapsed Mod period)/Float(period)
; --------------------------------------------------------------
; Update game and world state
; --------------------------------------------------------------
For k=1 To ticks
time=time+period
If k=ticks Then CaptureWorld
UpdateGame ()
UpdateWorld
Next
RenderWorld tween#
; 2D drawing
DrawImage mypanelleft,20,GraphicsHeight()-40
If MouseDown(2)
DrawImage sniperpanel,0,0
CameraZoom camera,3
HideEntity mousepointer
Else
CameraZoom camera,1
ShowEntity mousepointer
EndIf
;Text GraphicsWidth()/2,GraphicsHeight()/2,"+"
;Text 10,0,"y-achse: " +cy
;Text 10,20,"x-achse: " +cx
Text 10,40,"Hoehe: "+EntityY(player)
Text 10,80,"fps: "+Framecounter_framerate
Text 10,120,"raptorhealth "+raptorhealth
; end 2D drawing
Flip
Wend
End
Function UpdateGame()
rot#=rot#+0.7 ; rotate colt
RotateEntity colt\gun_handle,0,rot#,0 ; rotate colt
;MoveEntity colt\gun_handle,0,(Rnd(0,0.1)),0
skytex_x#=skytex_x# + .0002 ;wolken bewegen
PositionTexture skytexture,skytex_x#,0 ;wolken bewegen
;jumping
If jumping=0
If KeyDown(57) Then yvel#=jumpvel# ; leertaste
If KeyDown(57) =True Then PlaySound(jumpsound)
jumping=1
gravity#=0.09 ; verringert gravity, player kann hoeher springen
EndIf
If jumping=1
yvel#=yvel#-jumpgravity#
by#=by#+yvel#
EndIf
If by#<1 Then by#=1 yvel#=0 jumping=0 gravity#=0.3
;speed#=speed# * .99
TranslateEntity player,0,yvel#,speed#
;end jumping
If KeyDown( 205 )=True Then MoveEntity player,backwardspeed#,0,0 ;right arrow key
If KeyDown( 203 )=True Then MoveEntity player,-backwardspeed#,0,0 ;left arrow key
If KeyDown( 208 )=True Then MoveEntity player,0,0,-backwardspeed# ; down arrow key
If KeyDown( 200 )=True Then MoveEntity player,0,0,forwardspeed# ; up arrow key
;mit shift-taste
If KeyDown( 205 ) And KeyDown(54) = True Then MoveEntity player,backwardspeed#/2,0,0 ;right arrow key
If KeyDown( 203 ) And KeyDown(54) = True Then MoveEntity player,-backwardspeed#/2,0,0 ;left arrow key
If KeyDown( 208 ) And KeyDown(54) = True Then MoveEntity player,0,0,-backwardspeed#/2 ; down arrow key
If KeyDown( 200 ) And KeyDown(54) = True Then MoveEntity player,0,0,forwardspeed#/2 ; up arrow key
;kriechen
If KeyDown(157) = True
PositionEntity camera,0,0.2,0 ; eyes height
Else
PositionEntity camera,0,1,0
EndIf ; kriechen ende
;mouselook
cx=(cx-(MouseX()-(GraphicsWidth()/2))) Mod 360
cy=(cy+(MouseY()-(GraphicsHeight()/2))) Mod 360
If cy<-90 Then cy=-90
If cy>80 Then cy=80
RotateEntity player,cy,cx,0
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 ; muss hier stehen, sonst unter 360 Grad
TranslateEntity player,0,-gravity#,0 ; gravity
;end mouselook
If raptorhealth=0
Animate raptor,3,0.4,3,0
;EntityAlpha raptor,0.5
;HideEntity raptor
;PlaySound(raptordie)
ChannelVolume raptorchannel,0
EndIf
If MouseHit(1)=True
target=CameraPick(camera,GraphicsWidth()/2,GraphicsHeight()/2)
mytarget=CreatePivot()
PositionEntity mytarget,PickedX(),PickedY(),PickedZ()
shootbullet()
PlaySound(gunfire)
EntityAlpha muzzle1,0.9
Else
EntityAlpha muzzle1,0.0
EndIf
updatebullets()