TAILIEUCHUNG - 3D Game Programming All in One- P9

3D Game Programming All in One- P9: During the past several years while working on the Tubettiland “Online Campaign” software and more recently while working on the Tubettiworld game, I figure I’ve received more than a hundred queries from people of all ages about how to get started making games. There were queries from 40-year-olds and 13-year-olds and every age in between. Most e-mails were from guys I would estimate to be in their late teens or early 20s. | Client 147 function Toggle3rdPPOVLook val --------------------------------------------------------------- Enable the free look feature. As long as the mapped key is pressed the player can view his avatar by moving the mouse around. --------------------------------------------------------------- if val mvFreeLook true else mvFreeLook false function Toggle1stPPOV val --------------------------------------------------------------- switch between 1st and 3rd person point-of-views. --------------------------------------------------------------- if val firstPerson firstPerson keyboard control mappings these ones available when player is in game keyboard up GoAhead keyboard down BackUp keyboard left GoLeft keyboard right GoRight keyboard numpadO DoJump mouse xaxis DoYaw mouse yaxis DoPitch keyboard z Toggle3rdPPOVLook keyboard tab TogglelstPPOV these ones are always available keyboard escape quit keyboard tilde ToggleConsole Team LRN 148 Chapter 4 Game Programming The following functions are called from the client common code modules. These stubs are added here to prevent warning messages from cluttering up the log file. function onServerMessage function onMissionDownloadPhase1 function onPhase1Progress function onPhase1Complete function onMissionDownloadPhase2 function onPhase2Progress function onPhase2Complete function onPhase3Complete function onMissionDownloadComplete Right off the bat a new ActionMap called playerKeymap is created. This is a structure that holds the mapping of key commands to functions that will be performed a mechanism often called key binding or key mapping. We create the new ActionMap with the intent to populate it later in the module. Then we define the 3D control TS or ThreeSpace we call Playerinterface because that s what it is which will .

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