EDITT###
I fixed it... works well now... counts off the seconds (360 radius circle / 60 seconds = 6 degrees... Lookie!
-Rook Zimbabwe
I fixed it... works well now... counts off the seconds (360 radius circle / 60 seconds = 6 degrees... Lookie!
; countdown clock ; by Ralph Dunn Graphics3D 800,600,16,2 SetBuffer BackBuffer() SeedRnd(MilliSecs()) player=CreatePivot() camera=CreateCamera(player) light=CreateLight() RotateEntity light,45,45,0 AmbientLight 48,48,48 ; was 32,32,32 EntityType camera,1 PositionEntity camera,0,90,8 RotateEntity camera,90,0,0 Global clock=LoadSprite("clock1.png",4) ; essentially a circle but I made mine cool ScaleSprite clock,8,8 Global hand=LoadSprite("clock3.png",4) ; the hand of the clock... made an arrow ScaleSprite hand,7,7 ; ##### Both images were created as PNGs with BLACK backgrounds so they would be ignored ; by Blitz3D did that for my game PositionEntity clock,0,0,0 ; for now pop it in the middle PositionEntity hand,0,0,0 start=MilliSecs()+1000 ; get initial clock value ang=6 ; get initial angle to rotate hands While Not KeyDown(1) UpdateWorld RenderWorld ; note where code is... I may try to function this later Text 0,10,""+MilliSecs() Flip If MilliSecs() >= start Then ; check if 1 second has passed RotateSprite hand,ang ; if so... rotate the hand ang=ang+6 ; IF ang = ang -6 clock goes other direction start=MilliSecs()+1000 ; get new value for checking EndIf Wend EndI hope this helps everyone else. :]
-Rook Zimbabwe