Draw Event:
execute code:
///self
d3d_draw_floor(-8000, -8000, 16000, 16000, 16000, 16000, tx_space, 1, 1);
for all o_fighter: execute code:
///o_fighter
//d3d_draw_block(x-56, y-16, z-32, x+56, y+16, z+96, tex, 1, 1);
d3d_transform_set_identity();
//d3d_model_draw(other.mdl[mdl], other.x, other.y, 0, other.tx_radar);
d3d_transform_add_rotation_z(hlean);
d3d_transform_add_rotation_x(vlean);
d3d_transform_add_translation(x, y, z);
d3d_model_draw(other.mdl[mdl], 0, 0, z, tex);
d3d_transform_set_identity();
for all par_alien: execute code:
///par_enemy
//d3d_draw_ellipsoid(x-32, y-32, z-32, x+32, y+32, z+32, tex, 1, 1, 16);
d3d_transform_set_identity();
//d3d_model_draw(other.mdl[mdl], x, y, 0, tex);
if (other.radar)
{
d3d_model_draw(other.mdl[mdl], x, y, 0, other.tx_radar);
}
d3d_transform_add_translation(x, y, z);
d3d_model_draw(other.mdl[mdl], 0, 0, z, tex);
d3d_transform_set_identity();
for all o_star: execute code:
///o_star
//d3d_draw_ellipsoid(x-32, y-32, z-32, x+32, y+32, z+32, tex, 1, 1, 16);
d3d_transform_set_identity();
//d3d_transform_add_rotation_z(dir);
d3d_transform_add_translation(x,y,z);
d3d_model_draw(other.mdl[mdl], 0, 0, z, tex);
d3d_transform_set_identity();
for all o_dmg: execute code:
/// o_dmg
//d3d_draw_block(x-4, y-4, z, x+4, y+4, z+256, tex, 1, 1);
d3d_transform_set_identity();
d3d_transform_set_scaling(.25, .25, 10);
d3d_transform_add_rotation_z(hlean);
d3d_transform_add_rotation_x(vlean);
d3d_transform_add_translation(x, y, z);
d3d_model_draw(other.mdl[mdl], 0, 0, z, tex);
d3d_transform_set_identity();
execute code:
///self-projection
d3d_set_projection_ext(x, y, z, x, y, z+1, 0, 0, 1, lens, 1, 1, 16000);
//d3d_set_projection_ortho(x, y, view_wview, view_hview, 0);
Draw GUI Event:
for all o_fighter: execute code:
/// o_fighter
draw_text(view_wview*.5, 16,
'skore:'+string(skore)
);
execute code:
/// fighter powers
var rw2=(view_wview*.5)-108;
for (var i=0; i<4; i++)
{
if (i && i<3) {j=8} else {j=0};
draw_sprite(s_pwr_slot, 0, rw2+(i*72), view_hview-48+j);
draw_sprite(s_pwr_laser+i, 0, rw2+(i*72), view_hview-48+j);
}
execute code:
/// cotnroll
draw_set_halign(fa_left);
draw_set_valign(fa_top);
draw_set_colour(c_silver);
draw_text(0, 0,
'fps:'+string(floor(fps_real))+
'#ins:'+string(instance_count)
);