FIRST GAME NEED HELP WITH GUN/SHOOTING
Blitz3D Forums/Blitz3D Beginners Area/FIRST GAME NEED HELP WITH GUN/SHOOTING
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I am making my first game and i'm 17... i can make a gun and bullets but it it doesn't work, i would like a gun that has a sight that can move and shoot with the mouse. i also am wondering if i can set the enemies to shoot at on a loop so they don't leave a certtain area? Heres the code, its not near finished...any advice or code that will help me? THANKS ;Welcome welcome() Function welcome() Graphics 1020,740 screen=LoadImage("title.jpg") DrawImage screen,0,0 While Not KeyDown(1) If KeyDown(28) Then Return Wend End Function Graphics3D 640,480 HidePointer Graphics3D 640,480 SetBuffer BackBuffer() Global info1$="Driver" Const GRAVITY#=-.01 Const BODY=1,WHEEL=2,SCENE=3,Water=4,CAM=5,BULLET=6,GUN=7 Graphics3D 1024,768 SetBuffer BackBuffer() ;Creating a plane and texture terr=CreateTexture(32,32,8) ScaleTexture terr,10,10 SetBuffer TextureBuffer(terr) Color 0,0,0:Rect 0,0,32,32 Color 0,0,0:Rect 0,0,32,32,False SetBuffer BackBuffer() ;create cloud planes tex=LoadTexture( "cloud_2.bmp",3 ) ScaleTexture tex,1000,1000 p=CreatePlane() EntityTexture p,tex EntityFX p,1 PositionEntity p,0,70,0 p=CopyEntity( p ) RotateEntity p,0,0,180 ;Load terrain terr=LoadTerrain( "ground.jpg" ) ScaleEntity terr,20,800,20 PositionEntity terr,-20*512,0,-20*512 EntityFX terr,1 EntityType terr,10 ;apply textures to terrain tex1=LoadTexture( "grass.jpg",1 ) ScaleTexture tex1,10,10 tex2=LoadTexture( "muddy.jpg" ) ScaleTexture tex2,TerrainSize(terr),TerrainSize(terr) EntityTexture terr,tex1,0,0 EntityTexture terr,tex2,0,1 ;and ground plane plane=CreatePlane() ScaleEntity plane,20,1,20 PositionEntity plane,-20*512,0,-20*512 EntityTexture plane,tex1,0,0 EntityOrder plane,3 EntityFX plane,1 EntityType plane, SCENE ;create water plane tex=LoadTexture( "water-2_mip.bmp",3 ) ScaleTexture tex,10,10 p=CreatePlane() EntityTexture p,tex EntityBlend p,1 EntityAlpha p,.75 PositionEntity p,0,10,0 EntityFX p,1 EntityType p, WATER terrain=LoadTerrain("ground.jpg") ScaleEntity terrain,5,100,5 PositionEntity terrain,-500,0,-500 Texture=LoadTexture("grassy.jpg") EntityTexture terrain,texture EntityType terrain,SCENE ;plane plane=LoadMesh("747.x") ScaleMesh plane,1,1,-1 FlipMesh plane FitMesh plane,100,100,-50,100,50,100 PositionEntity plane,150,-110,-100 EntityShininess plane,-10 EntityType plane,SCENE RotateEntity plane, -5,8,0 ;debris a=LoadMesh("wcrate1.3ds") ScaleMesh a,1,1,-1 FlipMesh a FitMesh a,5,5,-5,5,5,5 PositionEntity a,300,-2,-30 EntityShininess a,-10 EntityType a,SCENE RotateEntity a, -5,8,0 a2=LoadMesh("wcrate1.3ds") ScaleMesh a2,1,1,-1 FlipMesh a2 FitMesh a2,5,5,-5,5,5,5 PositionEntity a2,280,-5,-30 EntityShininess a2,-10 EntityType a2,SCENE RotateEntity a2, -5,8,0 a3=LoadMesh("wcrate1.3ds") ScaleMesh a3,1,1,-1 FlipMesh a3 FitMesh a3,5,5,-5,5,5,5 PositionEntity a3,270,0,-20 EntityShininess a3,-10 EntityType a3,SCENE RotateEntity a3, -5,8,0 a4=LoadMesh("wcrate1.3ds") ScaleMesh a4,1,1,-1 FlipMesh a4 FitMesh a4,5,5,-5,5,5,5 PositionEntity a4,250,-6,-10 EntityShininess a4,-10 EntityType a4,SCENE RotateEntity a4, -5,8,0 ;tank car=LoadMesh("warrior.3ds") ScaleMesh car,1,1,-1 FlipMesh car FitMesh car,-1.5,-1,-3,3,2,6 PositionEntity car, 0,70,0 EntityShininess car,.1 EntityType car,BODY Global wheels[4] cnt=1 For z#=1.5 To -1.5 Step -3 For x#=-1 To 1 Step 2 wheels[cnt]=CreateSphere( 8,car ) EntityColor wheels[cnt],0,0,0 EntityAlpha wheels[cnt],.5 ScaleEntity wheels[cnt],.5,.5,.5 EntityRadius wheels[cnt],.5 PositionEntity wheels[cnt],x,0,z EntityType wheels[cnt],WHEEL cnt=cnt+1 Next Next ;GUN/SHOOTING ;light light=CreateLight() TurnEntity light,45,45,0 target=CreatePivot( car ) PositionEntity target,0,5,-12 camera=CreateCamera() CameraClsColor camera,0,128,255 EntityType camera, CAM CameraFogColor camera,100,192,255 CameraFogRange camera,1000,3000 speed#=0 x_vel#=0:prev_x#=EntityX( car ) y_vel#=0:prev_y#=EntityY( car ) z_vel#=0:prev_z#=EntityZ( car ) ;ENEMIES Dim ducks(5) For x=1 To 1 ducks(x)=LoadMesh("fighter.3ds") PositionEntity ducks(x),x*15,60,90 EntityColor ducks(x),255,255,0 ScaleEntity ducks(x),0.1,0.1,0.1 EntityType ducks(x), type_gallery EntityRadius ducks(x),3 Next Dim seahorse(5) For x=1 To 1 seahorse(x)=LoadMesh("stealth.3ds") PositionEntity seahorse(x),x*6,40,45 EntityColor seahorse(x),255,102,0 ScaleEntity seahorse(x),0.03,0.03,0.03 EntityType seahorse(x),type_gallery EntityRadius seahorse(x),3 Next Dim Donkey(5) For x=1 To 1 donkey(x)=LoadMesh("solarsail.3ds") PositionEntity donkey(x),x*5,50,80 EntityColor donkey(x),204,204,204 ScaleEntity donkey(x),.003,.003,.003 EntityType donkey(x),type_gallery EntityRadius donkey(x),3 Next Dim Flamingo(5) For x=1 To 1 flamingo(x)=LoadMesh("fsaucer1.3ds") PositionEntity flamingo(x),x*6,45,0 EntityColor flamingo(x),0,0,0 ScaleEntity flamingo(x),0.003,0.003,0.003 EntityType flamingo(x),type_gallery EntityRadius flamingo(x),3 Next Dim Dolphin(5) For x=1 To 1 dolphin(x)=LoadMesh("mak_robotic.3ds") PositionEntity dolphin(x),x*6,45,0 EntityColor dolphin(x),102,153,255 ScaleEntity dolphin(x),0.3,0.3,0.3 EntityType dolphin(x),type_gallery EntityRadius dolphin(x),3 Next Dim snake(5) For x=1 To 1 snake(x)=LoadMesh("fsaucer1.3ds") PositionEntity snake(x),x*16,60,10 EntityColor snake(x),153,255,102 ScaleEntity snake(x),0.06,0.06,0.06 EntityType snake(x),type_gallery EntityRadius snake(x),5 Next ;collisions Collisions BODY,SCENE,2,3 Collisions WHEEL,SCENE,2,3 Collisions BODY, WATER,2,5 Collisions CAM,SCENE,3,2 Collisions WHEEL,WATER,2,5 While Not KeyHit(1) ;align car to wheels zx#=(EntityX( wheels[2],True )+EntityX( wheels[4],True ))/2 zx=zx-(EntityX( wheels[1],True )+EntityX( wheels[3],True ))/2 zy#=(EntityY( wheels[2],True )+EntityY( wheels[4],True ))/2 zy=zy-(EntityY( wheels[1],True )+EntityY( wheels[3],True ))/2 zz#=(EntityZ( wheels[2],True )+EntityZ( wheels[4],True ))/2 zz=zz-(EntityZ( wheels[1],True )+EntityZ( wheels[3],True ))/2 AlignToVector car,zx,zy,zz,1 zx#=(EntityX( wheels[1],True )+EntityX( wheels[2],True ))/2 zx=zx-(EntityX( wheels[3],True )+EntityX( wheels[4],True ))/2 zy#=(EntityY( wheels[1],True )+EntityY( wheels[2],True ))/2 zy=zy-(EntityY( wheels[3],True )+EntityY( wheels[4],True ))/2 zz#=(EntityZ( wheels[1],True )+EntityZ( wheels[2],True ))/2 zz=zz-(EntityZ( wheels[3],True )+EntityZ( wheels[4],True ))/2 AlignToVector car,zx,zy,zz,3 ;calculate car velocities cx#=EntityX( car ):x_vel=cx-prev_x:prev_x=cx cy#=EntityY( car ):y_vel=cy-prev_y:prev_y=cy cz#=EntityZ( car ):z_vel=cz-prev_z:prev_z=cz cnt=1 For z=1.5 To -1.5 Step -3 For x=-1 To 1 Step 2 ; PositionEntity wheels[cnt],0,0,0 ; ResetEntity wheels[cnt] PositionEntity wheels[cnt],x,-1,z cnt=cnt+1 Next Next ;Moving the Targets For a=1 To 1 MoveEntity ducks(a),0.1,0,0 MoveEntity seahorse(a),.2,0,0 MoveEntity donkey(a),0,0,.1 MoveEntity flamingo(a),0.1,0,.2 MoveEntity snake(a),-0.2,0,0 MoveEntity dolphin(a),.1,0,0 Next ;move car If KeyDown(203) TurnEntity car,0,3,0 If KeyDown(205) TurnEntity car,0,-3,0 If EntityCollided( car,SCENE ) If KeyDown(200) speed=speed+.02 If speed>.5 speed=.5 Else If KeyDown(208) speed=speed-.02 If speed<-.5 speed=-.5 Else speed=speed*.9 EndIf MoveEntity car,0,0,speed TranslateEntity car,0,GRAVITY,0 Else TranslateEntity car,x_vel,y_vel+GRAVITY,z_vel EndIf If KeyDown (32) Collisions BODY,SCENE,2,3 If KeyDown (32) Collisions WHEEL,SCENE,2,3 Cls ;get mouse mxspd#=MouseXSpeed() myspd#=MouseYSpeed() MoveMouse 400,300 ;turn camera ;note, we change only camera pitch as it's attached to the pivot of the player which ;only changes it's yaw. This for various reasons makes it easy to control. pitch#=pitch#+myspd*0.1 yaw#=yaw#-mxspd*0.1 RotateEntity camera,pitch,0,0 RotateEntity camera,0,yaw,0 ;Help Create Game If KeyDown(31) HideEntity car If KeyDown(32) ShowEntity car ; Toggle wireframe enable value between true and false when spacebar is pressed If KeyHit( 17 )=True Then enable=1-enable ; Enable/disable wireframe rendering WireFrame enable ;update camera If speed>=0 dx#=EntityX( target,True )-EntityX( camera ) dy#=EntityY( target,True )-EntityY( camera ) dz#=EntityZ( target,True )-EntityZ( camera ) TranslateEntity camera,dx*.1,dy*.1,dz*.1 EndIf PointEntity camera,car ;Pausing the game If KeyDown(25) Then Cls pause=LoadImage("image1.jpg") DrawImage pause,0,0 Flip WaitMouse EndIf UpdateWorld RenderWorld Flip Wend End |
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http://www.savefile.com/files/1560567 there is a .zip file there that contains a whole fps setup and code use what you want. it uses types though. just scrool down on the screen. |
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did you see this? |
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if challenger did not see it, i sure did...thanks a lot..i am working on a game in caverns and this has helped a lot....pirate |
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your very welcome, i just hoped it helped somebody. |
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Please don't use caps for a topic title :o) |
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hey pirate if you need help understanding the code just ask, it very very messy. |
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hey mtnhome3d, i am just now getting into studying the code and it might be a little messy but most of mine ends up that way anyway...i appreciate the offer for help...i will take you up on that when and as i need it....pirate |
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for the original message, I see that you using the same book I did to learn how to program games. here is some simple code that I use to make bullets in all my games. ;Bullets for player 1 fullcart=100 Dim bullet(fullcart) For i=0 To fullcart bullet(i)=CreateSphere() ScaleEntity bullet(i),0.10,0.10,0.10 EntityColor bullet(i),255,0,0 HideEntity bullet(i) EntityType bullet(i),type_bullets1 EntityRadius bullet(i),0.2 Next ;player 1's bullets If KeyHit(29) And t<100 Then PositionEntity bullet(t) ,EntityX(gun1,1),EntityY(gun1,1),EntityZ(gun1,1) ShowEntity bullet(t) RotateEntity bullet(t) ,EntityPitch#(gun1,1),EntityYaw#(gun1,1),EntityRoll#(gun1,1) t=t+1 EndIf For e=0 To fullcart MoveEntity bullet(e),0,1,0 Next if using functions, you have to make sure that "t" is a global or it wont work. hoped this helped. |
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thanks a lot, this really helped |