Hmm.
I am looking for clues here so I placed this code in around the 'Repeat' command.
;*************
Collisions 2,1,1,2
Global peter=CreateCube()
PositionEntity peter,0,0,-25
ScaleEntity peter,8,8,8
EntityColor peter,255,255,0
EntityType peter,1
EntityRadius peter,7
Repeat ;Begin Main Loop
If EntityCollided(peter,2)=True Then
EntityColor peter,Rnd(255),Rnd(255),Rnd(255)
EndIf
TurnEntity peter,0,1,0
; Cls
;*******************
AND change the following:
EntityRadius b\sphere, 10
EntityRadius b\sphere2,10
In the bullet subroutine.
This produces a Borg cube in front of you turning. interestingly the colour doesn't change but your bullets bounce off it. Showing the collision is working in one aspect - so check the aliens codes.
btw I think you can get rid of the cls call too
IPete2.
I am looking for clues here so I placed this code in around the 'Repeat' command.
;*************
Collisions 2,1,1,2
Global peter=CreateCube()
PositionEntity peter,0,0,-25
ScaleEntity peter,8,8,8
EntityColor peter,255,255,0
EntityType peter,1
EntityRadius peter,7
Repeat ;Begin Main Loop
If EntityCollided(peter,2)=True Then
EntityColor peter,Rnd(255),Rnd(255),Rnd(255)
EndIf
TurnEntity peter,0,1,0
; Cls
;*******************
AND change the following:
EntityRadius b\sphere, 10
EntityRadius b\sphere2,10
In the bullet subroutine.
This produces a Borg cube in front of you turning. interestingly the colour doesn't change but your bullets bounce off it. Showing the collision is working in one aspect - so check the aliens codes.
btw I think you can get rid of the cls call too
IPete2.