Ответ: Вопрос-Ответ (для новичков)
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Graphics3D 640,480,16,2
;required
Global viewx=GraphicsWidth(),viewy=GraphicsHeight()
camera=CreateCamera()
CameraRange camera,1,2000
HidePointer()
;make a sun
sun=CreateSphere()
EntityColor sun,255,255,0
EntityFX sun,1
ScaleEntity sun,100,100,100
PositionEntity sun,800,600,800
;level
p=CreatePlane()
PositionEntity p,0,-10,0
While Not KeyHit(1)
;mouse
mxspd#=MouseXSpeed()*0.25
myspd#=MouseYSpeed()*0.25
MoveMouse viewx/2,viewy/2
;rotate view
pitch#=pitch#+myspd#
If pitch#<-90 Then pitch#=-90
If pitch#>90 Then pitch#=90
yaw#=yaw#-mxspd#
RotateEntity camera,pitch#,yaw#,0
RenderWorld
;update flare (if using 3D, place before renderworld)
updateflare(camera,sun)
Flip
Wend
End
Function updateflare(camera,source)
CameraProject camera,EntityX(source,1),EntityY(source,1),EntityZ (source,1)
x#=ProjectedX()/viewx
y#=ProjectedY()/viewy
;if on screen
If (x>0 And x<=1) And (y>0 And y<=1)
;-1 to 1
xoffset# = (x-0.5)*2
yoffset# = (y-0.5)*2
;notes:
;Flares: (use sprites and a sprite lib to translate from 3D to 2D.
;For now, we use 2D to illustrate. Multiply offsets however you like.
;Oval coords corrected for offset - not needed with 3D sprites.
;flare 1
flare1_x# = (viewx/2) - (xoffset*640)
flare1_y# = (viewy/2) - (yoffset*320)
Oval flare1_x-16,flare1_y-16,32,32,0
;flare 2
flare2_x# = (viewx/2) - (xoffset*64)
flare2_y# = (viewy/2) - (yoffset*32)
Oval flare2_x-100,flare2_y-100,200,200,0
;flare 3
flare3_x# = (viewx/2) - (xoffset*500)
flare3_y# = (viewy/2) - (yoffset*250)
Oval flare3_x-64,flare3_y-64,128,128,0
EndIf
End Function
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