Yeah, I figured out my problem, now I got this error message-
Embedding manifest...
Project : error PRJ0003 : Error spawning 'cmd.exe'.
My code is this-
// Dark GDK - The Game Creators - www.thegamecreators.com
// the wizard has created a very simple project that uses Dark GDK
// it contains the basic code for a GDK application
// whenever using Dark GDK you must ensure you include the header file
#include "DarkGDK.h"
#include "SC_Collision.h"
#include "inputkeys.h"
// the main entry point for the application is this function
void DarkGDK ( void )
{
// turn on sync rate and set maximum rate to 60 fps
dbSyncOn ( );
dbSyncRate ( 100 );
//Start sparky's collision
SC_Start ( );
//Get the maze ready!
dbLoadImage ( "map.jpg", 1 );
dbLoadImage ( "map.jpg", 2 );
dbSetupTerrain ( );
dbMakeObjectTerrain ( 1 );
dbSetTerrainHeightMap ( 1, "map.jpg" );
dbSetTerrainScale ( 1, 3.0f, 0.6f, 3.0f );
dbSetTerrainLight ( 1, 1.0f, -0.25f, 0.0f, 1.0f, 1.0f, 0.78f, 0.5f );
dbSetTerrainTexture ( 1, 1, 2 );
dbBuildTerrain ( 1 );
SC_SetupObject ( 1, 1, 0 );
//First Player!
dbMakeObjectSphere ( 2, 10.0f );
SC_SetupObject ( 2, 2, 2 );
dbPositionCamera ( 105.0f, 11.0f, 100.0f );
dbSetCameraView ( 0, 0, dbScreenWidth ( ) / 2, dbScreenHeight() );
dbMakeLight ( 3 );
dbPositionLight ( 3, 0.0f, 100.0f, 0.0f );
//Setup The collision respond
float ox;
float oy;
float oz;
float oax;
float oay;
float oaz;
int iCollideID=0;
// our main loop
while ( LoopGDK ( ) )
{
//FIRST PLAYER SET UP
//Position Objects
dbPositionObject ( 2, dbCameraPositionX ( ), dbCameraPositionY ( ), dbCameraPositionZ ( ) );
dbPositionLight ( 3, dbCameraPositionX ( ), dbCameraPositionY ( ), dbCameraPositionZ ( ) );
dbRotateObject ( 2, dbCameraAngleX (), dbCameraAngleY ( ), dbCameraAngleZ ( ) );
//Set what the old values mean
ox = dbObjectPositionX ( 2 );
oy = dbObjectPositionY ( 2 );
oz = dbObjectPositionZ ( 2 );
oax = dbObjectAngleX ( 2 );
oay = dbObjectAngleY ( 2 );
oaz = dbObjectAngleZ ( 2 );
//Control the Camera and person
dbControlCameraUsingArrowKeys ( 0, 1.5f, 2.0f );
//The collision and how to sense it
SC_UpdateObject ( 2 );
iCollideID = SC_GroupCollision ( 2, 1 );
if ( iCollideID > 0 ){
dbPositionCamera ( ox, oy, oz );
dbRotateCamera ( oax, oay, oaz );}
// update the screen
dbSync ( );
}
// return back to windows
return;
}
I looked over it, but I can't find anything wrong. Oh, and when the window opens where you play, it doesnt work and is frozen.
This wasn't happening before so I am confused....
Thanks for all the help-- I just have way too many questions...
~~Its not about what you know, its about how you figure it out.~~