-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathentities.c
184 lines (159 loc) · 4.51 KB
/
entities.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
// sprite-emulated particle function
function p_fountain_sprite(ENTITY* p)
{
VECTOR vTemp;
vec_randomize(vTemp, 25);
vec_add(p._VEL_X, vTemp);
vec_set(p.blue, vector(random(255),random(255),255));
set(p, _MOVE | BRIGHT | TRANSLUCENT);
p.alpha = 100;
p._SIZE = 5;
p._GRAVITY = 1;
p._FADE = 5; // fade factor
p.event = p_fade_sprite;
}
action coin()
{
set(me, CAST);
set(me, SHADOW);
/*pXent_settype(my, PH_STATIC, PH_BOX );
pXent_settriggerflag(my, NX_TRIGGER_ON_ENTER, 1);
my.event = coin_trigger;*/
set(my,PASSABLE);
var trigger_entered = false;
var fade = 100;
while(my)
{
/*my.pan += 2*time_step;
pXent_rotate (my, my.pan, nullvector);*/
c_scan(my.x, my.pan, vector(360, 360, 100), IGNORE_ME);
my.pan += 2*time_step; //my.pan += 1*time_step;
if(you == player && trigger_entered == false)
{
trigger_entered = true;
collected_coins += 1;
snd_play(coin_wav,100,0);
effect_sprite("star.bmp",p_fountain_sprite,maxv(1,20*time_step),vector(my.x, my.y, my.z),vector(0,0,5));
my.alpha = 0; // hide it until it gets removed from level
reset(me, CAST);
reset(me, SHADOW);
set(my, TRANSLUCENT);
while (fade> 0)
{
fade -= 5 * time_step;
wait (1);
}
wait(1);
ent_remove(me);
}
wait(1);
}
}
action rotate() // tilt
{
set(me, CAST);
set(me, SHADOW);
pXent_settype(my, PH_STATIC , PH_POLY);
while(my)
{
pXent_enable(my, 0 ); // disable physics entity so we can manually alter its position.
ang_rotate(my.pan,vector(0, 2*time_step, 0)); // workaround to fix weird my.tilt glitch
pXent_enable(my, 1 ); // re-enable entity, this will inform the physics system that position/orientation has changed.
wait(1);
}
}
action rotate2() // pan
{
set(me, CAST);
set(me, SHADOW);
pXent_settype(my, PH_STATIC , PH_POLY);
while(my)
{
pXent_enable(my, 0 ); // disable physics entity so we can manually alter its position.
my.pan += 2 * time_step;
pXent_enable(my, 1 ); // re-enable entity, this will inform the physics system that position/orientation has changed.
wait(1);
}
}
action crate()
{
set(me, CAST);
set(me, SHADOW);
pXent_settype (my, PH_RIGID, PH_BOX); // set the physics entity type
pXent_setmass (my, 1); // and its mass
pXent_setfriction (my, 50); // set the friction
pXent_setdamping (my, 10, 10); // set the damping
pXent_setelasticity (my, 50); // set the elasticity
}
action finish()
{
pXent_settype(my, PH_STATIC, PH_BOX );
pXent_settriggerflag(my, NX_TRIGGER_ON_ENTER, 1);
my.event = finish_trigger;
my.flags |= OVERLAY;
}
action dummy_ball()
{
set(me, CAST);
set(me, SHADOW);
pXent_settype (my, PH_RIGID, PH_SPHERE); // set the physics entity type
pXent_setmass (my, 15); // and its mass
pXent_setfriction (my, 100); // set the friction
pXent_setdamping (my, 40, 40); // set the damping
pXent_setelasticity (my, 45); // set the elasticity
}
action ball()
{
set(me, CAST);
set(me, SHADOW);
VECTOR ball_dir;
var ball_speed = 100;
var jumptimer = -1.5;
var rot_angle = 0;
var rot_height = 0;
VECTOR spawn_pos;
vec_set(spawn_pos, vector(my.x, my.y, my.z));
player = my;
//setup player ui
set(time_txt, SHOW);
set(level_txt, SHOW);
set(time_display, SHOW);
set(coin_pan, SHOW);
set(coin_digits_pan, SHOW);
timer_seconds = my.time_limit; // get time in seconds for the level to finish
number_coins = my.coin_limit; //set required coin value to pass level
set_level_text();
pX_setgravity (vector(0, 0, -15)); // set the gravity - default: -9.81
pXent_settype (my, PH_RIGID, PH_SPHERE); // set the physics entity type
pXent_setmass (my, 15); // and its mass
pXent_setfriction (my, 100); // set the friction
pXent_setdamping (my, 10, 10); // set the damping
pXent_setelasticity (my, 60); // set the elasticity
while (my != NULL)
{
ball_dir.x = ball_speed * (key_d - key_a); // move the ball using the cursor keys
ball_dir.y = ball_speed * (key_w - key_s); // sets the x / y movement speeds
ball_dir.z = 0; // no need to move on the vertical axis
if (key_esc)
{
set(pause_pan, SHOW);
freeze_cam = true;
freeze_mode = 1;
}
if(key_space)
{
pXent_addvelcentral(my,vector(0,0,1000*time_step));
snd_play(jump_wav,100,0);
wait(jumptimer);
}
vec_rotate (ball_dir, camera.pan); // move player in camera direction
pXent_addtorqueglobal (my, ball_dir); // add a torque (an angular force) to the ball
if(my.z<-850)
{
//pXent_setvelocity(my, nullvector);
//pXent_setposition(my, spawn_pos);
gameover_fn();
}
wait (1);
}
}