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Author Search Results: 'denacioust'

We found 151 matches.


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Viewing 1-30 of 151 matches. 1 | 2 | 3 | 4 | 5 | 6

1.

None

Topic: I got flash but how do get in to it

Posted: 12/03/04 03:56 PM

Forum: Flash

Do you know how to ue a computer? Cause if you don't maybe try out something like word or something before trying Flash


2.

None

Topic: Saving

Posted: 06/10/04 04:29 PM

Forum: Flash

Your Flash player may not be up-to-date and you may be exporting your movie in a form to recent for your Flash player


3.

None

Topic: The DNA effect

Posted: 04/25/04 04:10 PM

Forum: Flash

Sorry I recently deleted that DNA banner so you can't see it


4.

None

Topic: The DNA effect

Posted: 04/24/04 05:18 PM

Forum: Flash

At 4/24/04 05:07 PM, F-13 wrote: God you really need to get up to date with actionscript...
setProperty is sooooooooooooooooooooooooo obsolete!

Yeah I know I wrote this ages ago and thought it'd help some people.


5.

None

Topic: The basics of Draw API

Posted: 04/24/04 05:00 PM

Forum: Flash

The basics of Draw API

Well I myself am omly learning this now so I'll explain what I currently know.
create empty movieclip - simply create an empty movieclip
moveTo - Use this to tell you're (well lets call it a pen) where to go ( not to draw just where to start)
lineTo - From that your line has to move somewhere using this code
curveTo - Used to curve your line
beginFill/endFill - Fill in your object
clear - Clears the movieclip you're targetting

Here's a quick example using everything but curve and clear

_root.createEmptyMovieClip("shape",1);
shape.lineStyle(1,0,100);
width=50;
shape.beginFill(0xffffff,100);
shape.moveTo(100-width,100-width);
shape.lineTo(100+width,100-width);
shape.lineTo(100+width,100+width);
shape.lineTo(100-width,100+width);
shape.lineTo(100-width,100-width);

For any additional information The Brown Cow may be the best to ask

EDIT (The Brown Cow): Be sure to shape.endFill() after you do that. If you want to redraw every frame, use shape.clear() to remove all programmatically drawn lines and fills from the clip. This also resets the lineStyle, so be sure to redefine it every frame.

Taken from flashbox.proboards15.com


6.

None

Topic: The DNA effect

Posted: 04/24/04 04:38 PM

Forum: Flash

Taken from http://flashbox.proboards15.com (my site)

Creating the DNA effect like in the FlashBox banner.

Create an object like the one shown below.Give it an instance name of dna1

You can use any colours but the colours I used are as follows:
A radial gradient set with colours from left to right:
255.255.255 at alpha 100%
255,255,200 at alpha 50%
255,255,255 at alpha 100%
243,126,12 at alpha 40%
255,255,255 at alpha 0%
Now create a layer and name it actions. In the first keyframe give action:

for (i=2; i<30; i=i+1)

{

duplicateMovieClip ("/dna1", "dna" add (i), i);

setProperty ("/dna" add i, _rotation, getProperty("/dna" add (i-1), _rotation)+11);

setProperty ("/dna" add i, _x, getProperty("/dna" add (i-1), _x)+10);

}

setProperty ("/dna1", _visible, "0");
In the next keyframe give action

for(i=2; i < 30; i = i+1)

{ setProperty ("/dna" add i, _rotation, getProperty("/dna" add i, _rotation) + 5);

}

And finally give the third keyframe

gotoAndPlay (2);

And that’s it.
Note this is not what I have in my own sig it is a much more simplistic version of it.


7.

None

Topic: The basics of an RPG (role-playing

Posted: 04/18/04 03:56 PM

Forum: Flash

Continued
[code]onClipEvent (load) {
movespeed = 2;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
_x-= movespeed;
}
if (Key.isDown(Key.LEFT)) {
_x+= movespeed;
}
if (Key.isDown(Key.UP)) {
_y+= movespeed;
}
if (Key.isDown(Key.DOWN)) {
_y-= movespeed;
}
}
[/code]

And give your character these actions
[code]onClipEvent (load){movespeed = 0;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
play();
_rotation = 90;
_x+= movespeed;
}
if (Key.isDown(Key.LEFT)) {
play();
_rotation = 270;
_x-= movespeed;
}
if (Key.isDown(Key.UP)) {
play();
_rotation = 0;
_y-= movespeed;
}
if (Key.isDown(Key.DOWN)) {
play();
_rotation = 180;
_y+= movespeed;
}
if (Key.isDown(Key.RIGHT) && Key.isDown(Key.UP)) {
_rotation = 45;
}
if (Key.isDown(Key.LEFT) && Key.isDown(Key.UP)) {
_rotation = 315;
}
if (Key.isDown(Key.RIGHT) && Key.isDown(Key.DOWN)) {
_rotation = 135;
}
if (Key.isDown(Key.LEFT) && Key.isDown(Key.DOWN)) {
_rotation = 225;
}
}
[/code]
Now place these actions in the frame.
[code]
currentslotnum = 1;
stop ();
function addToslot (item) {
if (!item.found) {
item._x = eval ("itemSlot" + currentslotnum)._x;
item._y = eval ("itemSlot" + currentslotnum)._y;
item.found = true;
currentslotnum++;
}
}[/code]

And give the items that can be found these actions

[code]
onClipEvent (enterFrame) {
if (_root.character.hitTest (this)) {
_root.addToslot (this);
}
}[/code]

Now place a button somewhere, it should be one to add on to your intelligence e.g. a study button in a school. Place these actions in the frame that button is placed in:

[code]if (moneyneeded>=moneyrequired) {
money=1
}[/code]
And give the button these actions
[code]on (release) {
strength+=(10*money)
}[/code]

And that can be used for all the different things required for the game e.g. Buying beer and stuff.

Moving into buildings. Inside the map place a square outside the door with an instance of "step"
[code]onClipEvent (enterFrame) {
if (_parent.man.hitTest (this)) {
_parent.gotoAndStop("insidebuildingframe");

}
}[/code]

Thats really all I need to show you without repeating myself or others.
Here are a few extra tutorials which may help you.

http://forums.xgenstudios.com/viewtopic.php?t=355 - Saving games
http://forums.xgenstudios.com/viewtopic.php?t=242 - Preloaders
http://forums.xgenstudios.com/viewtopic.php?t=7751 - Functions
http://forums.xgenstudios.com/viewtopic.php?t=8395- Actionscript basics


8.

None

Topic: The basics of an RPG (role-playing

Posted: 04/18/04 03:54 PM

Forum: Flash

The basics of an RPG (role-playing game)
Taken from flashbox.proboards15.com (my site)
_______________________________________________________

[img]http://mars.walagata.com/w/denacioust/RPGimage.jpg[/img]

Note: This is based on the Stick RPG game but I’ve added in some other stuff too.
Now bear with me I'm not sure if this will work because I just wrote this all without testing it so please report any errors.

First-of-all what you want to do is decide:
1. Your characters occupation(s) – Start off by deciding what you want your Playable Character to do. Pick a job that blends in with your characters surroundings e.g. it would work well if you had your character being a Mafia Hit man if he/she lived Italy

2. The characters appearance and personality – Decide now what your character should look like and their distinguishing character traits e.g. shifty eyes, giant head, Red, strawberry blonde, hair etc. Now pick a personality to match the look i.e. a person with shifty eyes could be a criminal or a drug dealer etc. And lastly pick a name for your character, a suitable name one which almost gives away the characters personality.

3. Pick your enemies, decide your friends – Your character will definitely need an enemy, pick a reason why and how that person is your enemy. If you’re going to have a no. of enemies you’ll need friends, someone to help you get the job done…

4. The Character’s Background – Lastly what you want to do is to decide the following questions:
• Where does your character come from?
• Who does he/she interact with? (Mafia stuff like that)
• Why is your character in the position they are in? (Unpaid debts to the Mafia etc.)

Now that you’ve got the background it’s time to open up Flash. Open up a new flash document. To start off draw out your character, from a birds-eye-view (from the top), animate it walking in an upward direction, the other directions will be handled in the action script of the game. Label the character “man.”
With your character done it would be best just to draw the background now and keep all the drawing and animating together. Draw your map; ignore logic when drawing it by showing the front and top of every building so you know what’s going on in each building. Your map should be several times the size of the visible screen in your game so that the map can scroll, the map only will move and not the character. You’ll need to add in some extra frames to show the inside of the buildings.

Now what you need to do is an inventory for your game. At the bottom of the screen draw any number of boxes i.e. these boxes will show up your items when you find them. Give these boxes the instances slot1, slot2 etc. With these boxes you’ll want to put in around five textboxes, one for health, occupation, days into the game, name, strength, charm and intelligence. Give each of the textboxes the variable (not instance name!) of what they are (just the one word.)

Now to start off your game insert a new scene (Insert --> Scene) above the existing scene(s) name this scene “Setup”. Name the already existing scene “game” This scene will be used to set-up all the variables. Insert an input text-box give it the variable “name.” The user then can input their own name into the textbox. Make sure you click the box labelled “show border around text” and Max. characters to seven, or whatever you want. Insert another input textbox for Days into the game and do the same for that but set the maximum characters to two and the allowed characters to just be numbers. Insert three more dynamic textboxes for Strength, Charm and Intelligence. Now for some action script insert this into the first frame:

[code] function randomise () {
_root.strength=random(10)
_root.charm=random(10)
_root.intelligence=random(10)
} [/code]
By declaring it as a function it can be used again with a randomising button. Draw a “roll again” button. Give it actions.
[code] on (release) { randomise(); } [/code]
That will randomise the values by the click of that button. Place another button on the stage with the writing “Go” or “Play” or something to that extent in it. Give the button actions
[code]
on (release) {
gotoAndStop("Game", 1);

}
[/code]
And for the actual game…
Go to your “Game” scene and place in your character and the background. Select align (ctrl + k ) and centre your character on stage. Give the background the following actions.


9.

None

Topic: A more realistic walking system

Posted: 04/03/04 05:52 PM

Forum: Flash

Just a few minor adjustments to the regular walking in a game this speeds up and slows down it jumps a little more realisticly if the player is not on the ground it falls(not usually in a jump script) it includes wall boundarys(name your wall boundary).
Make a character MC give it actions

Code:
onClipEvent (enterFrame) {
// make the player go forward
if (Key.isDown(Key.RIGHT)) {
speed -= 1;
}
// make the player go backwards
if (Key.isDown(Key.LEFT)) {
speed += 1;
}
// slows the player down at a certain speed
if (Math.abs(speed)>100) {
speed *= .7;
}
// here is where the hittest is for the boundary name boundary boundary
speed *= .90;
y = Math.sin(_rotation*(Math.PI/180))*speed;
x = Math.cos(_rotation*(Math.PI/180))*speed*-1;
if (!_root.boundary.hitTest(_x+x, _y+y, true)) {
_x += x;
_y += y;
} else {
speed *= -.6;
}
}
onClipEvent (load) {
//name your platforms to jump onto back

gravity = 1.3;
jumpHeight = 20;
}
onClipEvent (enterFrame) {
old_x_object = this._x;
old_y_object = this._y;
if (Key.isDown(Key.up)) {
if (jump) {
yspeed = yspeed-jumpHeight;
jump = false;
}
}
yspeed = yspeed+gravity;
y = this._y+yspeed;
if (_root.back.hittest(this._x+31, y+30, true)) {
if (yspeed<0) {
} else {
jump = true;
}
yspeed = 0;
} else {
this._y = y;
}
this._x = this._x+Key.isDown(Key.RIGHT)*moveamount-Key.isDown(Key.LEFT)*moveamount;
gotoAndStop(2);
if (_root.back.hitTest(this._x+30, this._y+30, true) or _root.back.hitTest(this._x-30, this._y-30, true)) {
this._x = old_x_object;
this._y = old_y_object;
}
}
onClipEvent (load) {
if (this._y>=400) {
setProperty("", _y, "295.0");
setProperty("", _x, "44.0");
}
}

Check out
http://forums.XGenStudios.com/profile.php?mode=register&ruid=500 for more tutorials


10.

None

Topic: Reducing your Flash file size

Posted: 04/03/04 05:42 PM

Forum: Flash

Reducing File Size

-------Reducing File Size in your Flash Movie/Game-------
_______________________________________________

1-If it's possible animate through actionscript

Unless you're going for your own unique style of frame-by-frame animating its not necessary to use tweening
example
You could use a motion tween moving an image across the screen and rotating it, the filesize for mine resulted in 18.6kb
Or you could animate the image using actionscript with a code something like like this

Code:
onClipEvent (enterFrame) {
this._x+=5
this._rotation+=10
}

The filesize for this resulted in 18.3kb which isn't actually a great drop but it helps alot when you use it in a large movie

2-Dynamically loading images/text

A useful function of the more recent Flash versions is the ability to dynamically loading images and text this saves filesize but can be quite difficult to use. I've never actually used this before so here is a tutorial I found
Quote:

Taken from http://www.flashcircle.com

1. Start a new movie -- mine had dimensions of 350x350 pixels.

2. Open the components panel by hitting ctrl+f7.

3. Drag 3 instances of the PushButton component on the stage, and select the first PushButton component in Frame 1.

4. The component's parameters are displayed in the Property inspector.

5. Type "hen" into the Property inspector Instance Name text box.

6. Type "call_Img" for the Click Handler name.

7. Type "Show Hen" for the Label name. Similarly, for other buttons, type:

-------------------------------------------------

ButtonName, LabelName, ClickHandlerName

-------------------------------------------------

(a). hen , Show Hen , call_Img

(b). cheetah , Show Cheetah , call_Img

(c). hen , Show Hen , call_Img

-------------------------------------------------

8. Select Frame1. Press F9 (Windows) to open the actions box.

9. Insert the action:

Code:
filejpg = function(picName)

{

//set the position of picHolder movie clip to center of stage

picHolder._x = 80

picHolder._y = 10

//Load the pictures

picHolder.loadMovie(picName);

}

function call_Img(name)

{

//Give correct path here

if(name == hen){filejpg("hen.jpg";}

if(name == cheetah){filejpg("cheetah.jpg";}

if(name == tiger){filejpg("tiger.jpg";}

}

//create a empty movie clip for holding the Jpg pics

createEmptyMovieClip("picHolder", 1);

That's all it takes! Before you test the movie, ensure that the pictures are in the same folder as the movie.

3-The "Call" action

A simple action which will repeat actions you have on one frame and uses it on another.

Code:
Call (["Frame Label"])

You must label the frame first and the frame must be loaded otherwise the call action will be ignored

4-Turn all items which are to be reused into symbols

This way the computer only needs to load it once and not on every frame that the item appears

Of course if your movie still runs very slowly then you can always just set the quality to low or reduce the quality of the sound
For more tutorials such as this check out
http://forums.XGenStudios.com/profile.php?mode=register&ruid=500


11.

None

Topic: "Defend your castle" help please!

Posted: 12/20/03 05:26 PM

Forum: Where is / How to?

Click Here
for everything you need about DYC!


12.

None

Topic: For all you noobs

Posted: 12/19/03 04:45 AM

Forum: Flash

I'm not a n00b I bet I know Flash better than you


13.

None

Topic: For all you noobs

Posted: 12/18/03 04:11 PM

Forum: Flash

Go here for Flash tutorials
Click Here


14.

None

Topic: How do you do Blur effects in flash

Posted: 10/24/03 04:31 PM

Forum: Flash

Weel theres a script that'll do that effect automatically even in games but it is very intensive and slows it down.


15.

None

Topic: music layer

Posted: 10/18/03 03:12 PM

Forum: Flash

At 10/18/03 03:05 PM, Atlifesend wrote: can someone please tell me how to make music continue through different scenes?

It does that anyways


16.

None

Topic: Creating a non interactive flash

Posted: 10/18/03 02:16 PM

Forum: Flash

Maya is good for 3d shite


17.

None

Topic: Game help *scripting*

Posted: 10/17/03 07:29 PM

Forum: Flash

Apart from DYC all them questions were answered in the topic


18.

None

Topic: I'll draw you in anime style!

Posted: 10/11/03 07:06 PM

Forum: Flash

Draw me a pic for my sig PLZ with my name anything in the picture


19.

None

Topic: Starwars style....

Posted: 10/05/03 04:26 PM

Forum: Flash

Create a new Flash document and set the dimensions to 300 x 200, and set the background colour as Black.
Firstly we are going to create a MovieClip which will be our star that gives us the effect of a stary sky. This MC will be attached via actionscript and the script will duplicate the clip and randomly place them about the screen. So Insert a new symbol (Ctrl + F8) and select Movieclip then name it star.
Using the oval tool (O) draw a small white circle 3 x 3 pixels and position it to centre.
Click Scene 1 to go back to the main stage.
Open the library panel (F11) and right-click on the star Movieclip.
Select Linkage from the menu that appears.
Tick the Export for Actionscript box and make sure the Identifier name is star.
Now for the font. On the library panel there are 3 small white lines, click these and a large menu will appear. Select New Font symbol. Select the font you wish to use and give it a name.
Select the new font in the Library panel, now right-click and selct Linkage. Place a tick in the Export for Actionscript box and give it an Identifier name of scrollFont.
Now for the script to make everything work:
// dimension of stage
stageWidth = 300;
stageHeight = 200;
// speed of scrolling text
scrollRate = 1;
// count used to wait between each line of text
waitCount = 0;
// current depth at which to place text lines
depth = 1;
// number of stars
starNum = 100;
// clip to hold stars
this.createEmptyMovieClip("stars", 0);
// places stars on stage
for (i=0; i<starNum; i++) {
s = stars.attachMovie("star", "star"+i, i);
s._x = Math.random()*stageWidth;
s._y = Math.random()*stageHeight;
s._xscale = s._yscale=(Math.random()+.2)*100;
}
delete s;
delete i;
// text to be scrolled
scrollText = [];
scrollText.push("LIONBICHSTUDIOS");
scrollText.push("STAR WARS - scrolling Text");
scrollText.push("");
scrollText.push("This can be used as a pre-loader");
scrollText.push("for your website. It keeps the viewer interested");
scrollText.push("while the Website or section is downloading.");
scrollText.push("Simple to change and modify.");
// text formatting for scrolling text
tf = new TextFormat();
tf.color = 0xFFFFFF;
tf.size = 16;
tf.font = "scrollFont";
tf.underline = 1;
// amount of time to wait between placing each line
lineWait = (tf.size/scrollRate)*1.5;
// holds references to all the lines
lines = [];
// function called at set interval to check status of load
// clip is the movieclip that is loading content
assessLoad = function (clip) {
// var kbLoaded = Math.floor(clip.getBytesLoaded()/1024);
// var kbTotal = Math.floor(clip.getBytesTotal()/1024);
// delete these two lines and uncomment the above lines upon publishing
var kbLoaded = Math.floor(getTimer()/200)+2;
var kbTotal = 250;
// scrolls lines
moveLines();
// if clip is completely loaded, final line added
if (kbLoaded == kbTotal && kbLoaded>1 && !waitInterval) {
scrollText = ["Site Loaded"];
waitInterval = setInterval(gotoSite, 7000);
}
};
// adds and formats a new line to scrolling text
createLine = function () {
this.createTextField("t"+depth, depth, stageWidth/2, stageHeight, 0, 0);
var t = this["t"+depth];
depth++;
t.embedFonts = 1;
t.setNewTextFormat(tf);
t.autoSize = "center";
// used to decrement alpha without dealing directly with _alpha property
t.alpha = 100;
t.text = scrollText.shift();
// stores reference to line
lines.push(t);
};
// scrolls lines up
moveLines = function () {
// time to wait before adding next line
waitCount++;
if (waitCount>lineWait) {
waitCount = 0;
createLine();
}
// runs through each line and moves it
for (var i in lines) {
var t = lines[i];
// scales it down
t._xscale = t._yscale -= scrollRate*.2;
// moves it up
t._y -= scrollRate*(t._xscale/100);
// reduces its alpha
t.alpha -= scrollRate*.1;
t._alpha = t.alpha;
// removes it once it is too small
if (t._yscale<=5) {
t.removeTextField();
lines.shift();
i--;
}
}
updateAfterEvent();
};
// used at end of preload
gotoSite = function () {
clearInterval(preload);
clearInterval(waitInterval);
for (var i in lines) {
lines[i].removeTextField();
}
};
// adds first line then removes underline formatting
createLine();
tf.underline = 0;
preload = setInterval(assessLoad, 50, this);


20.

None

Topic: Actionscript codes here!

Posted: 10/04/03 03:48 PM

Forum: Flash

At 10/4/03 09:05 AM, KentuckyJones wrote: Can you have an on mouse event with a MC and also have your cursor MC go to frame 2 when you put it over the MC?

You can have on clipe event mouse up or down asctions


21.

None

Topic: Actionscripting (physics help!)

Posted: 10/04/03 03:26 PM

Forum: Flash

At 10/4/03 02:30 PM, Wolf_man wrote: I forgot to mention that im using flash 5, not MX. does that make a diffrence on how to do a dynamic text box, and the var properties menu??

Nope I don't think


22.

None

Topic: Actionscript codes here!

Posted: 09/27/03 04:42 PM

Forum: Flash

At 9/27/03 03:38 PM, MagicalMusicalAxl wrote: (12,000 views, 905 replies)

WOW... I WAS the 12,000 viewer! This thread has almost beaten look at this!!

gj!

What'd look at this get


23.

None

Topic: How to make scoreboard?

Posted: 09/21/03 03:09 PM

Forum: Flash

At 9/21/03 12:14 PM, Ryanitto wrote:
How do you make the scoreboard work on Newgrounds? It seemed to work on the website and simply from my computer as well... I'm not sure why!

-Ryan

Do what they done on Stick penalty and have the scoreboards on a different site


24.

None

Topic: Actionscript codes here!

Posted: 09/20/03 04:14 PM

Forum: Flash

Must be somethin in the game


25.

None

Topic: Actionscript codes here!

Posted: 09/20/03 03:46 PM

Forum: Flash

At 9/20/03 03:23 PM, skaterguy8888 wrote:

I'm not sure what you mean


26.

None

Topic: Actionscript codes here!

Posted: 09/20/03 03:19 PM

Forum: Flash

How do you make it so that when they move they atcually move their arms and legs and not just float.

In side the mc have the moving animation and on the first frame acion stop and after each if key is down give a play action


27.

None

Topic: Actionscript codes here!

Posted: 09/20/03 03:14 PM

Forum: Flash

At 9/20/03 01:36 PM, DaveS2357 wrote: alright, i've got a one step question...
How do you disable the 'hot-keys' ctrl+enter?
i've already taken out the right-click menu, so there's gotta be a way to stop that play method...
thanks to anyone that helps!

That foesn't make the movie play but there is a script to make that happen but I'm not going to do it coz I don't fell like it


28.

None

Topic: Actionscript codes here!

Posted: 09/20/03 03:03 PM

Forum: Flash

At 9/20/03 01:46 PM, skaterguy8888 wrote: I really need to know how to make a dynamic flash cound down from 60 seconds to 0 and when it gets to 0 then to goto frame "10" can someone please help?

WEll someone posted a script for that earlier but what I find is easier is if you make a movie clip with the amount of frames it would take (Time * FPS) and on the laast frame have a goto action


29.

None

Topic: Load 20% then Start movie

Posted: 09/19/03 04:24 PM

Forum: Flash

At 9/19/03 04:10 PM, NOT_AVAILABLE wrote: Srry but i couldnt get it to work.. Please try again for me

U lazy .... ***** So and So


30.

None

Topic: Actionscript codes here!

Posted: 09/14/03 12:43 PM

Forum: Flash

At 9/14/03 12:35 PM, MagicalMusicalStar wrote:
At 9/14/03 12:32 PM, denacioust wrote: Thank u so much.

Ne one got any questions I could answer
Yeah, i want to make a fully functioning online RPG with support for up to 20 of my friends. I want it to be like everQuest. I want lots of races and weapons and random enemies. Oh yeah, it has to be fully 3D too. Could you give me the code?

lol

Here ya go

Points = 11;
Lines = 10;
Viewport = 500;
rad = (3.14*2)/360;
line = new Array(Lines);
vertex = new Array(Points);
fscommand ("fullScreen", true);
for (i=0; i != Lines; i++) {
wire.DuplicateMovieClip("l" add i, i);
line[i] = eval("l" add i);
}
for (i=0; i != Points; i++) {
point.DuplicateMovieClip("v" add i, (Lines*2)+i);
vertex[i] = eval("v" add i);
}
vertex[0].x = 0;
vertex[1].x = -100;
vertex[2].x = -150;
vertex[3].x = -150;
vertex[4].x = 0;
vertex[5].x = 100;
vertex[6].x = 150;
vertex[7].x = 100;
vertex[8].x = 150;
vertex[9].x = 0;
vertex[10].y = 0;
vertex[0].y = 0;
vertex[1].y = -100;
vertex[2].y = 0;
vertex[3].y = 100;
vertex[4].y = 150;
vertex[5].y = 100;
vertex[6].y = 0;
vertex[7].y = -100;
vertex[8].y = -150;
vertex[9].y = 0;
vertex[10].y = 0;
vertex[0].z = 0;
vertex[1].z = -100;
vertex[2].z = 0;
vertex[3].z = 100;
vertex[4].z = 0;
vertex[5].z = 100;
vertex[6].z = 0;
vertex[7].z = -100;
vertex[8].z = 0;
vertex[9].z = -150;
vertex[10].z = 150;
line[0].a = 0;
line[0].b = 1;
line[1].a = 0;
line[1].b = 2;
line[2].a = 0;
line[2].b = 3;
line[3].a = 0;
line[3].b = 4;
line[4].a = 0;
line[4].b = 5;
line[5].a = 0;
line[5].b = 6;
line[6].a = 0;
line[6].b = 7;
line[7].a = 0;
line[7].b = 8;
line[8].a = 0;
line[8].b = 9;
line[9].a = 0;
line[9].b = 10;
function Rotate (x, y, z) {
radx = rad*x;
rady = rad*y;
radz = rad*z;
for (i=0; i != Points; i++) {
vertex[i].x1 = vertex[i].x;
vertex[i].y1 = (Math.cos(radx)*vertex[i].y)-(Math.sin(radx)*vertex[i].z);
vertex[i].z1 = (Math.sin(radx)*vertex[i].y)+(Math.cos(radx)*vertex[i].z);
vertex[i].x2 = (Math.cos(rady)*vertex[i].x1)-(Math.sin(rady)*vertex[i].z1);
vertex[i].y2 = vertex[i].y1;
vertex[i].z2 = (Math.sin(rady)*vertex[i].x1)+(Math.cos(rady)*vertex[i].z1);
vertex[i].x3 = (Math.cos(radz)*vertex[i].x2)-(Math.sin(radz)*vertex[i].y2);
vertex[i].y3 = (Math.sin(radz)*vertex[i].x2)+(Math.cos(radz)*vertex[i].y2);
vertex[i].z3 = vertex[i].z2;
}
}
function toScreen () {
for (i=0; i != Points; i++) {
vertex[i].dx = (vertex[i].x3*viewport)/(vertex[i].z3+600)+350;
vertex[i].dy = (vertex[i].y3*viewport)/(vertex[i].z3+600)+262.5;
}
}
function render () {
for (i=0; i != lines; i++) {
with (line[i]) {
_visible = true;
_x = vertex[line[i].a].dx;
_y = vertex[line[i].a].dy;
_xscale = vertex[line[i].b].dx-vertex[line[i].a].dx;
_yscale = vertex[line[i].b].dy-vertex[line[i].a].dy;
}
}
for (i=0; i != points; i++) {
with (vertex[i]) {
_x = dx;
_y = dy;
_xscale = 75+(((((500-z3[i])/10)*30)/100)*(-1));
_yscale = 75+(((((500-z3[i])/10)*30)/100)*(-1));
_alpha = ((((z3[i]*(-1))+500)/10));
}
}
}
rotx = (oldy-_ymouse)/2;
roty = (oldx-_xmouse)/2;
oldx = _xmouse;
oldy = _ymouse;
ax += rotx;
ay += roty;
ay += by;
ax += bx;
az += bz;
bx = 0;
by = 0;
bz = 0;
rotate(ax, ay, az);
ax++;
ay++;
az++;
if (ax>360) {
ax -= 360;
}
if (ay>360) {
ay -= 360;
}
if (az>360) {
az -= 360;
}
toScreen();
render();
//this is actioally a 3d engine

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