-> 3.Ein Objekt
Um ein 3D Objekt zu erzeugen ( hier ein 3D Quadrat ) benötigt man ein paar neue Befehle:
* HIER NAME* in diesen Stärnchen kann ein belibiger unendlicher name sein
Höhe und Breite des Objekts
new_object*neues_objekt1* {
create ( new_cube*3DQ* { wight: 30px; hight 30px; });
Und hier der ganze Code:
# import <3D_gamebasicdef.h>
using OpenGL //oder DirectX(9.c)
basic_script() {
new_skybox; {
in (new1_img:url());
use (right,left,up,down);
in (newd_img:url();,newl_img:url();,newr_img:url(););
analyze == new_skybox; }
new_terrain; {
local_tga <! in (new2_img:url());
terrain_location (terrainwight(); terrainhight();)
use (geometry_files[.obj , .daz3 , .tr7 , .txt /* ... */ ];
if (use (geometry_files) )
<!== set (geometry_objectcordinats);
analyze == new_terrain;}
new_water; {
local_tga <! in (new3_img:url() );
local_matrixanim <! in (new4_matrix:url() ) ;
if (use (new_water {script.app:=basic_script()}); ); )
<!== set (new_cordinates <!terrain {
X(); , Y() ; , Z(-10); } );
else ( use ( $userdef_cordaintes)
<! in (new_geometry { X(); , Y() ; , Z(); } );
analyze == new_water; }
new_particles; {
use (pixel shadder 2.0 [inlay_trueparticles ]);
in ( new4_img:url());
if ( use (new4_img); )
<! set (global_img[$userdef]):
else ( set (global_tgacolor (#FFFFFF); )
analyze == new_particles; }
new_movement; {
use (global_cameramove);
if ( use ( global_cameramove ); )
<!== move ( global_camera ); {
set ( movement_cordinats = ( X(0); , Y(0); , Z(0); ); ); }
analyze == new_movement; }
basic_script ( return ( 5.3Dg ) files );
[ .3Dg ] fileoutput {
if (fileoutput)
create ( new_[ .3Dg ] { set ( [ 5 .3Dg]
new_$system_basic_script);
analyze_systems <!== .3Dg});
else ( create ( windows.app { create ( new_massagebox ~ "Wasn't able to run / Konnte nicht gestartet werden"; ); } ); )
save; { create ( new_file { save_as [ .exe , .3Dg ] } );
if ( save_as )
use ( $userdef_option( [.3Dg , .exe ] ); }
open; { use ( $userdef saved_file);
== in ( [ . 3Dg , .exe | files); }
$default_system new_game0111 /* 0111 ist einfach der name , kann auch geändert werden*/
{
new_object*neues_objekt1* {
create ( new_cube*3DQ* { wight: 30px; hight 30px; }); }
};