Here's the Code
; Open the file to Read
filein = ReadFile("mydata.dat")
Read1 = ReadByte( filein )
Read2 = ReadByte( filein )
Read3 = ReadByte( filein )
Read4 = ReadByte( filein )
Read5 = ReadByte( filein )
Read6 = ReadByte( filein )
Read7 = ReadByte( filein )
Read8 = ReadByte( filein )
; Close the file once reading is finished
CloseFile( fileout )
I'm trying to read content from a zip file within a folder and do I leave filein alone or do I write something in it
also Do I half to change something in this code to get it to work
;Name of application
AppTitle "My First Terrain And First animated Character"
Print "Press F12 to exit"
Print "Press F11 to see Wireframe Mode."
Print "After the wheels start moving"
Print "Press Spacebar to move the car."
Delay 3000
;Initialise Graphics mode
Graphics3D 800,600,16,1
SetBuffer BackBuffer()
Const GRAVITY#=-0.01
;Camera has to be set, so the scene is visible
Camera=CreateCamera()
CameraRange Camera,1,8000
;CameraFogMode camera,1
;CameraFogColor camera,1,150,150
;CameraFogColor camera,20,23,150
PositionEntity camera,30,0,1,True
;Light The Scene, so that it doesn't look flat
Light=CreateLight()
RotateEntity Light,90,0,0
Create the "Terrain" Entity...
terrain=LoadMesh("Land\land2.b3d")
PositionEntity terrain,40,17,0
RotateEntity terrain,0,0,0
TranslateEntity terrain,40,-20,-.1
;...and texture it
Grass=LoadTexture("Land\terrain-1.jpg")
EntityTexture terrain,Grass
;Create A Border Line
Wall=CreateCube()
ScaleMesh Wall,600,600,600
PositionMesh Wall,60,17,0
EntityAlpha Wall,0
EntityOrder Wall,20
FlipMesh Wall
;Create a skybox using a model sphere
Sky1=CreateSphere(32)
ScaleMesh Sky1,5000,5000,5000
PositionEntity Sky1,30,-.9000,0
Sky=LoadTexture("Sky\sky.bmp")
EntityTexture Sky1,Sky
EntityFX Sky1,1
EntityOrder Sky1,20
FlipMesh Sky1
;FOG_RANGE=400
;Create the "Box" entity and animate it
box=LoadAnimMesh("model\box.b3d")
ScaleEntity box,.1,.1,.1
PositionEntity box,0,-.9000,5
TranslateEntity box,30,-.70,-.70
EntityShininess box,1
SetAnimKey box,15,True,True,True
AddAnimSeq(box,15)
Animate box,1,2,0,100
;Set Collision types fot the "collisions" command 1-player, 2-ground 3-border
type_box=1
type_terrain=2
type_Wall=2
EntityType box,1
EntityType terrain,2
EntityType Wall,2
;Adjust Radius of Sphere, that's used for Sphere-Polygon collisions
box_radius#=1
EntityRadius box,box_radius
;Initialise Collisions between player,ground and border
Collisions type_box,type_terrain,2,3
Collisions type_terrain,type_box,2,3
Collisions type_Wall,type_terrain,2,3
Collisions type_terrain,type_Wall,2,3
;Dither scene, so that it does look good with 16 Bit Color-Depth
; Toggle dither enable value between true and false when F10 is pressed
If KeyHit( 68 )=True Then enable=1-enable
Dither enable
;other information about gravity
speed#=0
x_vel#=0:prev_x#=EntityX( box )
y_vel#=0:prev_y#=EntityY( box )
z_vel#=0:prev_z#=EntityZ( box )
;Main Loop
While Not KeyHit(88) ;press F12 To Exit
;Press F11 to see the world in Wireframe mode
If KeyHit(87)=True Then enable=1-enable
WireFrame enable
;CameraFogRange camera,1,FOG_RANGE
;calculate box velocities
cx#=EntityX( box ):x_vel=cx-prev_x:prev_x=cx
cy#=EntityY( box ):y_vel=cy-prev_y:prev_y=cy
cz#=EntityZ( box ):z_vel=cz-prev_z:prev_z=cz
EntityParent(camera,box,1)
;Keyboard Input (cursor-keys) For moving the player around
If KeyHit(57)
If move_entities = True
move_entities = False
Else
move_entities = True
EndIf
EndIf
If move_entities = False
;all of your movement code
If KeyDown(30) TurnEntity box,0,1,0
If KeyDown(32) TurnEntity box,0,-1,0
If KeyDown(31) MoveEntity box,0,0,-.01
If KeyDown(17) MoveEntity box,0,0,.01
If EntityCollided( box,terrain)
If KeyDown(17)
speed=speed+.00
If speed>.0 speed=.0
Else If KeyDown(31)
speed=speed-.02
If speed<-.5 speed=-.5
Else
speed=speed*.9
EndIf
MoveEntity box,0,0,speed
TranslateEntity box,0,GRAVITY#-.01,0
Else
TranslateEntity box,x_vel,y_vel+GRAVITY,z_vel
EndIf
EndIf
TurnEntity Sky1,0,.02,0
PositionEntity Sky1,EntityX(camera),EntityY(camera),EntityZ(camera)
;Update the animation-Frames and Render the calculated scene, Flip Back- with Frontbuffer after that, so the new frame becomes visible
UpdateWorld
RenderWorld
Flip
Wend
;Free the Memory and end the program
ClearWorld
End
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