Now then sonny, what I suggest you do is get yourself the sparky's collision dll installed.
Also export your maps as a dbo
Then use this bit of code.
Rem Project: load-dbo
Rem Created: 19/05/2009 20:41:09
Rem ***** Main Source File *****
rem set display mode 800,600,32
sync on : sync rate 0 : hide mouse
autocam off
rem backdrop off
makeLevel()
makePlayer()
global rtimer as integer
global stimer as integer
global vtimer as integer
rem player movement vector
global vx# as double float
global vy# as double float
global vz# as double float
global runon# as double float : runon# = 2.5 : ` used for run instead of walk
global radius# as double float : radius# = 75.0 : ` size of player collision sphere
global fpsviewy# as double float
global gravity# as double float : gravity# = -0.1
global slope# as double float : slope# = 0.5
global ground as integer : ground = 1
global jumptimer as integer : jumptimer = 0
do
movePlayer()
positionCameraToObject(2,0)
text 0,0,"FPS: "+str$(screen fps())
sync
loop
function makeLevel()
load object "TESTdeld.dbo",1 : `load level
set object cull 1,1
sc_setupComplexObject 1,1,2
position object 1,0,0,0 : `position level
endfunction
function makePlayer()
make object sphere 2,radius#
position object 2,10,50,75
sc_setupObject 2,0,1
hide object 2
rem player has no group
endfunction
function movePlayer()
rem rotate player with mouse
yrotate object 2,object angle y(2)+mousemovex()/3.0
xrotate object 2,object angle x(2)+mousemovey()/3.0
oldx# = object position x(2)
oldy# = object position y(2)
oldz# = object position z(2)
rem apply gravity, and user changes to movement
angy# = object angle y(2)
vx# = 0
vz# = 0
rem if player is jumping or falling then apply 'normal' gravity
rem if not attempt to keep the player stuck to the floor
if vy#=0 and jumptimer=0 then vy# = vy# + 10*gravity# else vy# = vy# + gravity#
if keystate(42)=1 then runon# = 5 else runon#= 2.5 : ` hold leftshift to run
if keystate(32)=1 then vx# = vx# + cos(angy#)*runon# : vz# = vz# - sin(angy#)*runon#
if keystate(30)=1 then vx# = vx# - cos(angy#)*runon# : vz# = vz# + sin(angy#)*runon#
if keystate(31)=1 then vx# = vx# - sin(angy#)*runon# : vz# = vz# - cos(angy#)*runon#
if keystate(17)=1 then vx# = vx# + sin(angy#)*runon# : vz# = vz# + cos(angy#)*runon#
rem only jump if on ground, and a certain time after last jump
if ground=1
if spacekey()=1 and jumptimer=0 then vy# = vy# + 6.0 : jumptimer = 20
endif
rem this would be the player's final position without collision
x# = oldx#+vx#
y# = oldy#+vy#
z# = oldz#+vz#
rem first handle gravity - seperated from horizontal movement
rem to achieve a more realistic effect
rem Method: simple - cast a sphere vertically down, if it hits the level then
rem position the object there (sticky collision) then move
rem on to horizontal movement
rem more complex - if we were to only use the simple method the player would be
rem allowed to climb almost vertical slopes. Alternative is to
rem get the normalY direction to work out how flat the gorund
rem below the player is, 0-slope# is flatter, slope#-1 is steeper.
rem if it's flat, use sticky collision, if it's steep slide the
rem player down the slope. Changing slope# determines how steep the
rem player can climb. NOTE: this also effects stairs.
collide = sc_SphereCastGroup(1,oldx#,oldy#,oldz#,oldx#,oldy#+vy#,oldz#,radius#,0)
if collide>0
rem how flat is this ground
ny# = sc_getCollisionNormalY()
if abs(ny#)>slope#
rem FLAT, stick
oldy# = sc_getStaticCollisionY()
else
rem STEEP, slide
x# = x# - oldx# : z# = z# - oldz#
oldx# = sc_getCollisionSlideX()
oldy# = sc_getCollisionSlideY()
oldz# = sc_getCollisionSlideZ()
x# = x# + oldx# : z# = z# + oldz#
endif
rem ny#<0 means the player has hit a ceiling rather than a floor
if ny#>slope#
rem only on ground if standing on flat ground
ground = 1
vy# = 0
else
ground = 0
rem if player has hit a flat ceiling then stop vy# movement
if ny#<-slope# then vy# = gravity#
endif
else
rem nothing below player, not on ground, add vertical speed to player
oldy# = oldy# + vy#
ground = 0
endif
rem jumptimer will decrease only when player is back on ground
rem creates a pause between two successive jumps
if ground = 1 and jumptimer>0 then dec jumptimer
rem handle horizontal movement as sliding
rem player only collides with group 1 (level) objs and moves freely through others
collide = sc_SphereSlideGroup(1,oldx#,oldy#,oldz#,x#,oldy#,z#,radius#,0)
if collide>0
rem if hit, reposition player, halt movement vector
x# = sc_getCollisionSlideX()
oldy# = sc_getCollisionSlideY()
z# = sc_getCollisionSlideZ()
vx# = 0
vz# = 0
rem possible code for giving the player a jumping help up stairs...
rem might be useful if slope# is set very high but stairs are still required
`dy# = oldy#-sc_getStaticCollisionY()
`if dy#<slope# and dy#>0 and ground=1 then vy# = 0.5
endif
rem position the player
position object 2,x#,oldy#,z#
sc_updateObject 2
endfunction
function positionCameraToObject(obj,thirdPerson)
fpsviewy#=object position y(2)+radius#: ` camera on top of sphere
position camera object position x(2),fpsviewy#,object position z(2)
rotate camera object angle x(2),object angle y(2),object angle z(2)
if thirdPerson=1
pitch camera down 10
move camera -30
endif
set camera range 1,8000 : ` gets rid of blue screen in distance
endfunction
if memblock exist(1) then delete memblock 1
you wil have to change this load your dbo file
function makeLevel()
load object "TEST.dbo",1 : `load level
set object cull 1,1
sc_setupComplexObject 1,1,2
position object 1,0,0,0 : `position level
endfunction
and this to change the player start position
function makePlayer()
make object sphere 2,radius#
position object 2,10,50,75
sc_setupObject 2,0,1
hide object 2
rem player has no group
endfunction
and this will set the size of your player ,larger number for large scale buildings, smaller for smaller
global radius# as double float : radius# = 75.0
The controls are:
wasd to walk around
mouse to look
space to jump
hold left shift to run
Nothing to see here, move along please.