Code archives/3D Graphics - Misc/insect crawling demo!
This code has been declared by its author to be Public Domain code.
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| uses normals to hug surfaces. Updated slightly so you don't need media to run it. Have fun! | |||||
;insect crawling demo
;rob@redflame.net
;definitions
Const c_insect=1,c_level=2
Const pedelength=20
; number of segments
Global camera,worldpivot
Global campitch#,camyaw#,mvx#,mvy#,mvz#,temp#,vx#,vy#,vz#
Global ball,pivot,level,txt$
Type pede
Field ent[pedelength],pickpivot
Field speed#,dist#
Field misc
End Type
;setup graphics
Graphics3D 640,480,16,2
HidePointer
camera=CreateCamera()
PositionEntity camera,0,20,0
light=CreateLight(2)
PositionEntity light,0,20,0
LightRange light,20
;load level
;level=LoadMesh("level.b3d")
level=CreateLevel()
EntityAlpha level,0.4
EntityType level,c_level
EntityPickMode level,2
;make a few pedes
For n=0 To 5
a.pede=New pede
a\speed=.2
a\dist=2.1
;head
a\ent[0]=CreateSphere(4)
EntityColor a\ent[0],255,0,0
EntityShininess a\ent[0],1
ScaleEntity a\ent[0],.8,.8,1.2
EntityType a\ent[0],c_insect
EntityRadius a\ent[0],1
PositionEntity a\ent[0],Rnd(-50,50),2,Rnd(-50,50)
;body segs
For i=1 To pedelength
a\ent[i]=CreateSphere(4)
EntityColor a\ent[i],255,0,0
EntityShininess a\ent[i],1
ScaleEntity a\ent[i],.8,.8,1.2
Next
Next
Collisions c_insect,c_level,2,2
;mainloop
While Not KeyHit(1)
UpdateWorld
freelook()
updategame()
RenderWorld
Flip
Wend
End
;update game
Function updategame()
Local nx#,ny#,nz#
For a.pede=Each pede
;calculate angle and stick to wall
TurnEntity a\ent[0],5,0,0
nx#=0:ny#=0:nz#=0
coll=EntityCollided(a\ent[0],c_level)
If coll
numcollisions = CountCollisions(a\ent[0])
If numcollisions>0
For i=1 To numcollisions
nx=nx+CollisionNX(a\ent[0],i)
ny=ny+CollisionNY(a\ent[0],i)
nz=nz+CollisionNZ(a\ent[0],i)
Next
nx=nx/numcollisions
ny=ny/numcollisions
nz=nz/numcollisions
AlignToVector a\ent[0],nx,ny,nz,2,.25
EndIf ;numcollisions
EndIf ;coll
;the usual ai and stuff to do with speed and direction here
If Rand(30)=1 TurnEntity a\ent[0],0,Rnd(-30,30),0
MoveEntity a\ent[0],0,0,a\speed
;update body segs
For i=1 To pedelength
d#=EntityDistance(a\ent[i],a\ent[i-1])
If d#>a\dist
PointEntity a\ent[i],a\ent[i-1]
MoveEntity a\ent[i],0,0,a\speed+d#-a\dist
Else
MoveEntity a\ent[i],0,0,a\speed+d#-a\dist
EndIf
Next
Next
End Function
;camera freelook
Function freelook()
mxspd#=MouseXSpeed()*0.25
myspd#=MouseYSpeed()*0.25
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
campitch=campitch+myspd
If campitch<-85 Then campitch=-85
If campitch>85 Then campitch=85
RotateEntity camera,campitch,EntityYaw(camera)-mxspd,0
If KeyDown(203) Then mvx=mvx-.3
If KeyDown(205) Then mvx=mvx+.3
If KeyDown(200) Then mvz=mvz+.3
If KeyDown(208) Then mvz=mvz-.3
If KeyDown(30) Then mvx=mvx-.3
If KeyDown(32) Then mvx=mvx+.3
If KeyDown(17) Then mvz=mvz+.3
If KeyDown(31) Then mvz=mvz-.3
mvx#=mvx*.8
mvy#=mvy*.8
mvz#=mvz*.8
MoveEntity camera,mvx,mvy,mvz
End Function
;create a test level
Function CreateLeveL()
mesh=CreateMesh()
box=CreateCube()
FlipMesh box
ScaleMesh box,40,23,32
PositionMesh box,0,23,0
AddMesh box,mesh
box=CreateCube()
ScaleMesh box,10,3,10
PositionMesh box,22,3,-3
AddMesh box,mesh
box=CreateCube()
ScaleMesh box,8,7,10
PositionMesh box,-34,7,-22
AddMesh box,mesh
box=CreateCube()
ScaleMesh box,8,6,13
PositionMesh box,32,40,-10
AddMesh box,mesh
box=CreateCube()
ScaleMesh box,16,6,4
PositionMesh box,-12,40,4
AddMesh box,mesh
Return mesh
End Function |
Comments
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| That's a keeper. Actually Rob. This is more like a tutorial 'cause it really neatly demonstrates some of Blitz's key features:- 1/ types 2/ Loading a level 3/ Collisions with levels 4/ Camera movement It's really good. Thanks. |
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| very nice and nasty, UUUAAAAHHHH!!! Thanx alot. |
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| This is superb, Rob!!! I made some minor changes. Hope you like it. One stops the effect that the snake body moves through the cubes Another is, that they do not move through each other anymore. And finally ... well, just take a look ... Updated 2006-05-18 00:10 MESZ |
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| A can feel a screen saver coming on :-) |
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| Oh Noes! |
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| Glad you like it lads! |
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Is this part the actual "crawl on wall" code:;calculate angle and stick to wall TurnEntity a\ent[0],5,0,0 nx#=0:ny#=0:nz#=0 coll=EntityCollided(a\ent[0],c_level) If coll numcollisions = CountCollisions(a\ent[0]) If numcollisions>0 For i=1 To numcollisions nx=nx+CollisionNX(a\ent[0],i) ny=ny+CollisionNY(a\ent[0],i) nz=nz+CollisionNZ(a\ent[0],i) Next nx=nx/numcollisions ny=ny/numcollisions nz=nz/numcollisions AlignToVector a\ent[0],nx,ny,nz,2,.25 EndIf ;numcollisions EndIf ;coll Looks like it. This will definently come in handy. Thanks so much Rob! |
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| This is really very nice indeed. What I thought was especially good to see was when one of the 'caterpillars' crawled over another! |
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| I needed to come back to my old example to relearn Blitz for minib3d! haha! :) Someone could make an aliens vs predator clone in Blitz3D! Go for it puki... |
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| I'm already working on a story-mod of Half-Life 2 in Blitz3D: http://www.blitzbasic.com/Community/posts.php?topic=85771 |
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