Posted: 29th May 2003 21:22
i dont know how to call that.....but......

just move with the.......arrow keys

+ Code Snippet
autocam off
sync on
sync rate 0
hide mouse
backdrop on : color backdrop rgb(150,100,0)
create bitmap 1,1024,1024
ink rgb(100,0,0),0
box 0,0,512,512
ink rgb(0,100,0),0
box 512,0,1023,512
ink rgb(0,0,100),0
box 0,512,512,1023
ink rgb(0,0,0),0
box 512,512,1023,1023
get image 1,0,0,1024,1024
delete bitmap 1

make matrix 1,5000,5000,20,20
prepare matrix texture 1,1,1,1
fill matrix 1,0,0


rem ------------------------------------------------
rem corps
make object box 1,100,200,100
rem bras
make object box 2,30,100,30
make mesh from object 1,2
delete object 2
rem jambe
make object box 2,30,100,30
make mesh from object 2,2
delete object 2
rem point de rotation
make object plain 2,1,1
make mesh from object 3,2
delete object 2

rem faire un object pour le corps....pour collision
make mesh from object 4,1
make object 2,4,0
delete mesh 4

rem adder les bras/jambe au perso
make object 10,2,0
for i=1 to 4
   add limb 1,i,1
next i
rem adder les jambes au perso
for i=1 to 4
   add limb 1,i+4,2
next i
rem adder les point de rotation au perso
for i=9 to 16
   add limb 1,i,3
next i
rem fixer les bras/jambe aux point de rotation
for i=1 to 8
   link limb 1,i,i+8
next i
rem fixer les point de rotation aux.....membre ki les font bouger..
for i=1 to 4
   link limb 1,8+(2*i),(i*2)-1
next i
rem offsetter les bras/jambe de leur point de rotation
for i=1 to 8
   offset limb 1,i,0,-50,0
next i
rem offset les bras/jambe ...du bas ..par rapport..a leur bras/jambe du haut
for i=1 to 4
   offset limb 1,8+(i*2),0,-50,0
next i
rem POSITIONNEMENT FINAL: mettre les bras/jambe a la bonne place (en positionnant seulemnt leur point de rotation)
offset limb 1,9,-60,100,0
offset limb 1,11,60,100,0
offset limb 1,13,-40,-100,0
offset limb 1,15,40,-100,0
rem Tete
make mesh from object 4,10
add limb 1,17,4
offset limb 1,17,0,125,0


set object rotation ZYX 1

clear all object keyframes 1
i=1:rotate limb 1,8+((i*3)-(3-i)),45,90,0:rotate limb 1,10+((i*3)-(3-i)),45,270,0:set object keyframe 1,0
rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,10
rotate limb 1,13,0,0,0:rotate limb 1,14,0,0,0:rotate limb 1,15,45,0,0:rotate limb 1,16,315,0,0:rotate limb 1,9,45,90,0:rotate limb 1,11,315,135,0:set object keyframe 1,20
rotate limb 1,15,0,0,0:rotate limb 1,16,0,0,0:rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,30
rem -------------------------------------------
delete object 10
delete object 2
x#=2500
z#=2500
y#=0
ink rgb(255,255,255),0
Direction=0

position object 1,x#,y#+126,z#
position camera x#,y#+150,z#
rotate camera 25,ay#,0
move camera -250

scale object 1,30,30,30
yrotate object 1,180
fix object pivot 1

make object plain 100,640,480
lock object on 100
position object 100,0,0,390
make object plain 101,10000,10000
lock object on 101
position object 101,0,0,1000


update=1
sens=1
do
  update=update+1

   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6



   Difx#=camera position x()-x#
   Difz#=camera position z()-z#
   CamAng#=atanfull(Difx#,Difz#)
   Camx#=newxvalue(x#,CamAng#,500)
   Camz#=newzvalue(z#,CamAng#,500)

   if direction<>0
      if object looping(1)=0 then loop object 1,10,30
      ay#=wrapvalue(((Direction-1)*45)+(CamAng#-180))
      x#=newxvalue(x#,ay#,10)
      z#=newzvalue(z#,ay#,10)
      direction=0
   else
      stop object 1
   endif

   yrotate object 1,ay#
   position object 1,x#,y#+126,z#

   if sqrt((camera position x()-x#)^2+(camera position z()-z#)^2)>500 then Position Camera CamX#,camera position y(),CamZ#
   point camera x#,y#+150,z#

   if update=1
      hide object 100
      hide object 101
      get image 100,0,0,640,480
      texture object 100,100
      paste image 200,0,0
      set camera view 0,0,640,480
   endif

   if update=2
      get image 200,0,0,640,480
      show object 100
      show object 101
      update=0
   endif


   scale=scale+sens
   if scale>300 then sens=-1
   if scale<10 then sens=1

   zrotate object 100,object angle z(100)+1
   color object 101,rgb(rnd(255),rnd(255),rnd(255))
   scale object 100,scale,scale,scale


   set cursor 0,0
   print screen fps()
   sync
loop
Posted: 3rd Jun 2003 1:47
PENIS!
Posted: 3rd Jun 2003 6:28
hmmm
is it humour?
Posted: 19th Jun 2003 1:29
This(the code snippet of course) is really fun! I like it!
Posted: 19th Jun 2003 1:36
what does it do?
Posted: 19th Jun 2003 2:00
Look at it! I can't explain it's a nice to see effect.
Posted: 19th Jun 2003 2:15
I get a horrible flashing screen, and what looks liek a multi-coloured matrix and character. But it's flashing about twice a second, so I can't really see anything
Posted: 19th Jun 2003 2:31
Maybe it's DBC only?
Posted: 19th Jun 2003 3:54
that was freaky! what was the poin of that?
Posted: 19th Jun 2003 4:12
yah i think its clasic only too, i cant get it to work on pro
Posted: 19th Jun 2003 7:05
yeah this is....DBC V1.13 ...sorry

i can maybe make an .exe

ok in few second it will be online
Posted: 19th Jun 2003 7:13
ok this is online:

http://membres.lycos.fr/brainwasher666/

and choose "RotateGame.zip"

ok just move with arrow keys

here a little screen shot.....for those who still cant ..test it:
Posted: 21st Jun 2003 1:25
Thank you for putting it online!
Posted: 4th Jul 2003 0:55
pretty
Posted: 4th Jul 2003 2:06
thx
Posted: 8th Jul 2003 9:40
hmm...it would probally be cooler if I got better than 7fps.. lol my computer's processor sucks.
Posted: 8th Jul 2003 22:27
13 fps
pentium IV 1500 mhz
Posted: 9th Jul 2003 3:05
AMD Duron 1.5ghz \
GForce4 Mx440 =========> 40 fps
256m ram /


but...i paste image each loop ...of 640 by 480 you never see the real....screen i mean you always see the image from the ..."before" loop... see the code you will understand ..when ill have much time ill maybe try to speed it a little bit

but if you like this... try this (i made both with almost the same method):

+ Code Snippet
sync on
sync rate 0
hide mouse
backdrop on : color backdrop rgb(150,100,0)
create bitmap 1,1024,1024
ink rgb(100,0,0),0
box 0,0,512,512
ink rgb(0,100,0),0
box 512,0,1023,512
ink rgb(0,0,100),0
box 0,512,512,1023
ink rgb(0,0,0),0
box 512,512,1023,1023
get image 1,0,0,1024,1024
delete bitmap 1

make matrix 1,5000,5000,20,20
prepare matrix texture 1,1,1,1
fill matrix 1,0,0


rem ------------------------------------------------
rem corps
make object box 1,100,200,100
rem bras
make object box 2,30,100,30
make mesh from object 1,2
delete object 2
rem jambe
make object box 2,30,100,30
make mesh from object 2,2
delete object 2
rem point de rotation
make object plain 2,1,1
make mesh from object 3,2
delete object 2

rem faire un object pour le corps....pour collision
make mesh from object 4,1
make object 2,4,0
delete mesh 4

rem adder les bras/jambe au perso
make object 10,2,0
for i=1 to 4
   add limb 1,i,1
next i
rem adder les jambes au perso
for i=1 to 4
   add limb 1,i+4,2
next i
rem adder les point de rotation au perso
for i=9 to 16
   add limb 1,i,3
next i
rem fixer les bras/jambe aux point de rotation
for i=1 to 8
   link limb 1,i,i+8
next i
rem fixer les point de rotation aux.....membre ki les font bouger..
for i=1 to 4
   link limb 1,8+(2*i),(i*2)-1
next i
rem offsetter les bras/jambe de leur point de rotation
for i=1 to 8
   offset limb 1,i,0,-50,0
next i
rem offset les bras/jambe ...du bas ..par rapport..a leur bras/jambe du haut
for i=1 to 4
   offset limb 1,8+(i*2),0,-50,0
next i
rem POSITIONNEMENT FINAL: mettre les bras/jambe a la bonne place (en positionnant seulemnt leur point de rotation)
offset limb 1,9,-60,100,0
offset limb 1,11,60,100,0
offset limb 1,13,-40,-100,0
offset limb 1,15,40,-100,0
rem Tete
make mesh from object 4,10
add limb 1,17,4
offset limb 1,17,0,125,0


set object rotation ZYX 1

clear all object keyframes 1
i=1:rotate limb 1,8+((i*3)-(3-i)),45,90,0:rotate limb 1,10+((i*3)-(3-i)),45,270,0:set object keyframe 1,0
rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,10
rotate limb 1,13,0,0,0:rotate limb 1,14,0,0,0:rotate limb 1,15,45,0,0:rotate limb 1,16,315,0,0:rotate limb 1,9,45,90,0:rotate limb 1,11,315,135,0:set object keyframe 1,20
rotate limb 1,15,0,0,0:rotate limb 1,16,0,0,0:rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,30
rem -------------------------------------------
delete object 10
delete object 2
x#=2500
z#=2500
y#=0
ink rgb(255,255,255),0
Direction=0

make object plain 100,640.0*0.85,480.0*0.85
position object 100,2500,object size y(100)/2,4500
yrotate object 100,180
make object plain 101,640.0*0.85,480.0*0.85
position object 101,2500,object size y(100)/2,4500+3

position object 1,x#,y#+90,z#
position camera x#,y#+150,z#
rotate camera 25,ay#,0
move camera -250

scale object 1,30,30,30
yrotate object 1,180
fix object pivot 1
get image 200,0,0,64*2,48*2
do
   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6



   Difx#=camera position x()-x#
   Difz#=camera position z()-z#
   CamAng#=atanfull(Difx#,Difz#)
   Camx#=newxvalue(x#,CamAng#,500)
   Camz#=newzvalue(z#,CamAng#,500)

   if direction<>0
      if object looping(1)=0 then loop object 1,10,30
      ay#=wrapvalue(((Direction-1)*45)+(CamAng#-180))
      x#=newxvalue(x#,ay#,10)
      z#=newzvalue(z#,ay#,10)
      direction=0
   else
      stop object 1
   endif


   yrotate object 1,ay#
   position object 1,x#,y#+90,z#



   if sqrt((camera position x()-x#)^2+(camera position z()-z#)^2)>500 then Position Camera CamX#,camera position y(),CamZ#
   point camera x#,y#+150,z#


   oldcamx#=camera position x()
   oldcamy#=camera position y()
   oldcamz#=camera position z()
   oldcamay#=camera angle y()
   oldcamax#=camera angle x()
   oldcamaz#=camera angle z()
   position camera 2500,200,4500+300
   rotate camera 0,180,0
   hide object 100
   hide object 101
   if object position z(1)>4500 then hide object 1
   get image 100,0,0,64*2,48*2
   texture object 100,100
   paste image 200,0,0
   set camera view 0,0,64*2,48*2
   position camera oldcamx#,oldcamy#,oldcamz#
   rotate camera oldcamax#,oldcamay#,oldcamaz#
   show object 100
   show object 101
   show object 1
   sync
   get image 200,0,0,64*2,48*2
   set cursor 0,0
   print Screen Fps()
   set camera view 0,0,640,480
   sync
loop



shit.....i have the almost the same thing...2 time in my comp but my older version seem to be..better ... this is my old version (the above one is the last version..test both to see):
+ Code Snippet
sync on
sync rate 0
hide mouse
backdrop on : color backdrop rgb(150,100,0)
create bitmap 1,1024,1024
ink rgb(100,0,0),0
box 0,0,512,512
ink rgb(0,100,0),0
box 512,0,1023,512
ink rgb(0,0,100),0
box 0,512,512,1023
ink rgb(0,0,0),0
box 512,512,1023,1023
get image 1,0,0,1024,1024
delete bitmap 1

make matrix 1,5000,5000,20,20
prepare matrix texture 1,1,1,1
fill matrix 1,0,0


rem ------------------------------------------------
rem corps
make object box 1,100,200,100
rem bras
make object box 2,30,100,30
make mesh from object 1,2
delete object 2
rem jambe
make object box 2,30,100,30
make mesh from object 2,2
delete object 2
rem point de rotation
make object plain 2,1,1
make mesh from object 3,2
delete object 2

rem faire un object pour le corps....pour collision
make mesh from object 4,1
make object 2,4,0
delete mesh 4

rem adder les bras/jambe au perso
make object 10,2,0
for i=1 to 4
   add limb 1,i,1
next i
rem adder les jambes au perso
for i=1 to 4
   add limb 1,i+4,2
next i
rem adder les point de rotation au perso
for i=9 to 16
   add limb 1,i,3
next i
rem fixer les bras/jambe aux point de rotation
for i=1 to 8
   link limb 1,i,i+8
next i
rem fixer les point de rotation aux.....membre ki les font bouger..
for i=1 to 4
   link limb 1,8+(2*i),(i*2)-1
next i
rem offsetter les bras/jambe de leur point de rotation
for i=1 to 8
   offset limb 1,i,0,-50,0
next i
rem offset les bras/jambe ...du bas ..par rapport..a leur bras/jambe du haut
for i=1 to 4
   offset limb 1,8+(i*2),0,-50,0
next i
rem POSITIONNEMENT FINAL: mettre les bras/jambe a la bonne place (en positionnant seulemnt leur point de rotation)
offset limb 1,9,-60,100,0
offset limb 1,11,60,100,0
offset limb 1,13,-40,-100,0
offset limb 1,15,40,-100,0
rem Tete
make mesh from object 4,10
add limb 1,17,4
offset limb 1,17,0,125,0


set object rotation ZYX 1

clear all object keyframes 1
i=1:rotate limb 1,8+((i*3)-(3-i)),45,90,0:rotate limb 1,10+((i*3)-(3-i)),45,270,0:set object keyframe 1,0
rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,10
rotate limb 1,13,0,0,0:rotate limb 1,14,0,0,0:rotate limb 1,15,45,0,0:rotate limb 1,16,315,0,0:rotate limb 1,9,45,90,0:rotate limb 1,11,315,135,0:set object keyframe 1,20
rotate limb 1,15,0,0,0:rotate limb 1,16,0,0,0:rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,30
rem -------------------------------------------
delete object 10
delete object 2
x#=2500
z#=2500
y#=0
ink rgb(255,255,255),0
Direction=0

make object plain 100,640.0*0.85,480.0*0.85
position object 100,2500,object size y(100)/2,4500
yrotate object 100,180
make object plain 101,640.0*0.85,480.0*0.85
position object 101,2500,object size y(100)/2,4500+3

position object 1,x#,y#+90,z#
position camera x#,y#+150,z#
rotate camera 25,ay#,0
move camera -250

scale object 1,30,30,30
yrotate object 1,180
fix object pivot 1

UpdateMirroir=0
do
   UpdateMirroir=UpdateMirroir+1
   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6



   Difx#=camera position x()-x#
   Difz#=camera position z()-z#
   CamAng#=atanfull(Difx#,Difz#)
   Camx#=newxvalue(x#,CamAng#,500)
   Camz#=newzvalue(z#,CamAng#,500)

   if direction<>0
      if object looping(1)=0 then loop object 1,10,30
      ay#=wrapvalue(((Direction-1)*45)+(CamAng#-180))
      x#=newxvalue(x#,ay#,10)
      z#=newzvalue(z#,ay#,10)
      direction=0
   else
      stop object 1
   endif


   yrotate object 1,ay#
   position object 1,x#,y#+90,z#



   if sqrt((camera position x()-x#)^2+(camera position z()-z#)^2)>500 then Position Camera CamX#,camera position y(),CamZ#
   point camera x#,y#+150,z#


   oldcamx#=camera position x()
   oldcamy#=camera position y()
   oldcamz#=camera position z()
   oldcamay#=camera angle y()
   oldcamax#=camera angle x()
   oldcamaz#=camera angle z()
   position camera 2500,200,4500+300
   rotate camera 0,180,0
   hide object 100
   hide object 101
   if object position z(1)>4500 then hide object 1
   if UpdateMirroir=2
      get image 100,0,0,64*2,48*2
      texture object 100,100
      paste image 200,0,0
      set camera view 0,0,64*2,48*2
      UpdateMirroir=0
   endif
   set cursor 0,0
   print Screen Fps()
   position camera oldcamx#,oldcamy#,oldcamz#
   rotate camera oldcamax#,oldcamay#,oldcamaz#
   show object 100
   show object 101
   show object 1
   if UpdateMirroir=1 then get image 200,0,0,64*2,48*2
   set camera view 0,0,640,480
   sync
loop
Posted: 9th Jul 2003 3:06
here another thing ...still BETTER than the other

+ Code Snippet
sync on
sync rate 0
hide mouse
backdrop on : color backdrop rgb(150,100,0)
create bitmap 1,1024,1024
ink rgb(100,0,0),0
box 0,0,512,512
ink rgb(0,100,0),0
box 512,0,1023,512
ink rgb(0,0,100),0
box 0,512,512,1023
ink rgb(0,0,0),0
box 512,512,1023,1023
get image 1,0,0,1024,1024
delete bitmap 1

make matrix 1,5000,5000,20,20
prepare matrix texture 1,1,1,1
fill matrix 1,0,0


rem ------------------------------------------------
rem corps
make object box 1,100,200,100
rem bras
make object box 2,30,100,30
make mesh from object 1,2
delete object 2
rem jambe
make object box 2,30,100,30
make mesh from object 2,2
delete object 2
rem point de rotation
make object plain 2,1,1
make mesh from object 3,2
delete object 2

rem faire un object pour le corps....pour collision
make mesh from object 4,1
make object 2,4,0
delete mesh 4

rem adder les bras/jambe au perso
make object 10,2,0
for i=1 to 4
   add limb 1,i,1
next i
rem adder les jambes au perso
for i=1 to 4
   add limb 1,i+4,2
next i
rem adder les point de rotation au perso
for i=9 to 16
   add limb 1,i,3
next i
rem fixer les bras/jambe aux point de rotation
for i=1 to 8
   link limb 1,i,i+8
next i
rem fixer les point de rotation aux.....membre ki les font bouger..
for i=1 to 4
   link limb 1,8+(2*i),(i*2)-1
next i
rem offsetter les bras/jambe de leur point de rotation
for i=1 to 8
   offset limb 1,i,0,-50,0
next i
rem offset les bras/jambe ...du bas ..par rapport..a leur bras/jambe du haut
for i=1 to 4
   offset limb 1,8+(i*2),0,-50,0
next i
rem POSITIONNEMENT FINAL: mettre les bras/jambe a la bonne place (en positionnant seulemnt leur point de rotation)
offset limb 1,9,-60,100,0
offset limb 1,11,60,100,0
offset limb 1,13,-40,-100,0
offset limb 1,15,40,-100,0
rem Tete
make mesh from object 4,10
add limb 1,17,4
offset limb 1,17,0,125,0

set object rotation ZYX 1

clear all object keyframes 1
i=1:rotate limb 1,8+((i*3)-(3-i)),45,90,0:rotate limb 1,10+((i*3)-(3-i)),45,270,0:set object keyframe 1,0
rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,10
rotate limb 1,13,0,0,0:rotate limb 1,14,0,0,0:rotate limb 1,15,45,0,0:rotate limb 1,16,315,0,0:rotate limb 1,9,45,90,0:rotate limb 1,11,315,135,0:set object keyframe 1,20
rotate limb 1,15,0,0,0:rotate limb 1,16,0,0,0:rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,30
rem -------------------------------------------
delete object 10
delete object 2
x#=2500
z#=3500
y#=0
ink rgb(255,255,255),0
Direction=0

make object plain 100,1,1
for i=1 to 4
   read facex
   read facey
   read facez
   make object plain 100+i,300,300
   glue object to limb 100+i,100,0
   position object 100+i,facex,facey,facez
   point object 100+i,0,0,0
next i
rotate object 101,0,90,180
rotate object 102,0,270,180
xrotate object 103,180
xrotate object 104,180

position object 100,2500,150,4500
xrotate object 100,180

position object 1,x#,y#+90,z#

scale object 1,30,30,30
yrotate object 1,180
fix object pivot 1


ghost=0
hide object 100
UpdateMirroir=0
do
   UpdateMirroir=UpdateMirroir+1
   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if Spacekey()=0 then Space=0
   if (Spacekey()=1) and (Space=0)
      Space=1
      For i=100 to 104
         if Ghost=1 then ghost Object off i
         if Ghost=0 then Ghost OBject on i
      next i
      if ghost=0 then newghost=1
      if ghost=1 then newghost=0
      ghost=newghost
   endif

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6

   Difx#=camera position x()-x#
   Difz#=camera position z()-z#
   CamAng#=atanfull(Difx#,Difz#)
   Camx#=newxvalue(x#,CamAng#,500)
   Camz#=newzvalue(z#,CamAng#,500)

   if direction<>0
      if object looping(1)=0 then loop object 1,10,30
      ay#=wrapvalue(((Direction-1)*45)+(CamAng#-180))
      x#=newxvalue(x#,ay#,10)
      z#=newzvalue(z#,ay#,10)
      direction=0
   else
      stop object 1
   endif


   yrotate object 1,ay#
   position object 1,x#,y#+90,z#

   if UpdateMirroir=2
      for i=1 to 4
         hide object 100+i
      next i
      position camera 2500,150,4500
      restore camera
      for i=0 to 3
         rotate camera 0,wrapvalue(i*90),0
         move camera -100
         get image 100+i,64*(i*2),0,(64*(i*2))+64*2,48*2
         read objno
         texture object objno,100+i
         paste image 200+i,64*(2*i),0
         set camera view 64*(i*2),0,(64*(i*2))+64*2,48*2
      next i
      UpdateMirroir=0
      for i=1 to 4
         show object 100+i
      next i
   endif

   set cursor 0,0
   print "Just Move With Arrow Key..."
   Print "Press SpaceBar To toggle Ghost On/Off the Cartoon Box :D"
   Print "try it for a while WITHOUT ghosting"
   print "Fps=",Screen Fps()
   position camera 2500,150,4500
   point camera x#,y#,z#
   if sqrt((2500-x#)^2+(4500-z#)^2)<330
      x#=newxvalue(2500,Camera angle y(),331)
      z#=newzvalue(4500,Camera Angle Y(),331)
   endif
   if UpdateMirroir=1
      get image 200,0,0,64*2,48*2
      get image 201,64*2,0,64*4,48*2
      get image 202,64*4,0,64*6,48*2
      get image 203,64*6,0,64*8,48*2
   endif
   set camera view 0,0,640,480
   sync
loop
end
data 150,0,0,-150,0,0,0,0,150,0,0,-150,0,150,0,0,-150,0
camera:
data 104,101,103,102
Posted: 20th Jul 2003 3:45
Lol, nice, but you should make it to where he falls of the edge...