Well, mabey an example of what i am talking about will be nice
here, this is a boss level created useing DB lite
therefore :
if you fall... you keep falling
you can't kill the boss
he can't kill you
you can't get to him ither
but.. thos might kill 20 seconds of your time
rem ==========================================
rem Tyler's Monstro land boss demo
rem ==========================================
rem This is a Demo of the (soon to be)
rem Monstro Land game i'm makeing.
rem when i get my DBPro
rem ------------------------------------------
autocam off : sync rate 60
hide mouse : sync on
make object sphere 18897,5000
set object 18897,0,0,0
rem Make a block wall
make object box 188,200,200,200 : position object 188,0,100,0
color object 188,rgb(0,145,0)
make static collision box -100,0,-100,100,200,100
make object plain 27490,2.5,200.0
position object 27490,5,100,100.2
make object plain 27491,2.5,200.0
position object 27491,10,100,100.2
rem Make a block roof
make object box 288,199,49,399 : position object 288,0,100,-450
color object 288,rgb(0,145,0)
make static collision box -500,75,-400,-400,125,0
rem Make four walls
make object box 1,10,200,1000 : position object 1,-500,100,0 : color object 1,rgb(20,170,255)
make object box 2,10,200,1000 : position object 2, 500,100,0 : color object 2,rgb(20,20,255)
make object box 3,1000,200,10 : position object 3, 0,100,-500 : color object 3,rgb(20,100,215)
make object box 4,1000,200,10 : position object 4, 0,100, 500 : color object 4,rgb(20,100,155)
rem Make the monster
make object box 4865,30,250,30 : position object 4865,0,100,-300 : color object 4865,rgb(188,0,20)
make object sphere 4835,75 : position object 4835,0,250,-300 : color object 4835,rgb(188,0,20)
make object cone 2838,20.0 : position object 2838,0,250,-260
pitch object down 2838,70
rem Make eyes for the monster
make object triangle 765,0,0,0,0,30,0,30,0,0
position object 765,30,250,-260 : color object 765,rgb(5,80,80)
roll object right 765,270
make object triangle 764,0,0,0,0,30,0,30,0,0
position object 764,-30,250,-260 : color object 764,rgb(5,80,80)
rem Make Mouth for the monster
make object plain 2743,50.100,15.0
position object 2743,0,220,-260
rem Make the monster's weapon
make object cylinder 267,10 :position object 267,0,250,-350 : color object 267,rgb(188,0,20)
rem Make a floor and create texture for it
make object box 5,10,10,10 : position object 5,0,-5,0 : color object 5,rgb(0,255,0)
create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
scale object texture 5,200,200
rem Make a pedestal steps
for t=0 to 4
make object box 6+t,50,8,50
position object 6+t,0,4+(t*19),100+(t*55)
color object 6+t,rgb(100,200,100)
next t
rem Make a player object
make object cylinder 11,10
position object 11,0,400,390
color object 11,rgb(188,0,20)
make object collision box 11,-5,-5,-5,5,5,5,0
disable object zdepth 11
set object collision on 11
rem Make the pedastal use non-rotated box collision
for t=0 to 4
make object collision box 6+t,-25,-4,-25,25,4,25,0
next t
rem Make the wall and floor objects into static objects (for auto-camera collision)
for t=1 to 5
make static object t
objx#=object position x(t)
objy#=object position y(t)
objz#=object position z(t)
objsx#=object size x(t)/2.0
objsy#=object size y(t)/2.0
objsz#=object size z(t)/2.0
make static collision box objx#-objsx#,objy#-objsy#,objz#-objsz#,objx#+objsx#,objy#+objsy#,objz#+objsz#
delete object t
next t
rem Make sky black
color backdrop 0
rem Start off player gravity
playergrav#=2.0
rem Main loop
do
rem User prompts
ink rgb(255,255,0),0
center text 320,2,"If you fall, your gonna keep falling"
center text 320,20,"USE ARROWS TO MOVE AND SPACE TO JUMP"
rem Store old positions
oldposx#=object position x(11)
oldposy#=object position y(11)
oldposz#=object position z(11)
rem Control player object
if upkey()=1 then move object 11,2
if downkey()=1 then move object 11,-2
if leftkey()=1 then yrotate object 11,wrapvalue(object angle y(11)-3)
if rightkey()=1 then yrotate object 11,wrapvalue(object angle y(11)+3)
if spacekey()=1 and playergrav#=0.0 then playergrav#=2.0
if inkey$()="." then rotate object 11,0,0,0
rem Get current object position
posx#=object position x(11)
posy#=object position y(11)
posz#=object position z(11)
rem Handle a touch of gravity
playergrav#=playergrav#-0.1
posy#=posy#+playergrav#
rem Handle sliding collision for player object with other objects
position object 11,posx#,posy#,posz#
if object collision(11,0)>0
dec posx#,get object collision x()
dec posy#,get object collision y()
dec posz#,get object collision z()
playergrav#=0.0
endif
rem Set a size for the player object
s#=object size y(11)/2.0
rem Ensure camera stays out of static collision boxes
if get static collision hit(oldposx#-s#,oldposy#-s#,oldposz#-s#,oldposx#+s#,oldposy#+s#,oldposz#+s#,posx#-s#,posy#-s#,posz#-s#,posx#+s#,posy#+s#,posz#+s#)=1
dec posx#,get static collision x()
dec posy#,get static collision y()
dec posz#,get static collision z()
if get static collision y()<>0.0 then playergrav#=0.0
endif
rem Update with new object position
position object 11,posx#,posy#,posz#
rem Use camera tracker to follow player object
angle#=object angle y(11)
camdist#=25.0 : camhigh#=posy#+10.0 : camfade#=3.5
set camera to follow posx#,posy#,posz#,angle#,camdist#,camhigh#,camfade#,1
rem Tilt camera down a little
xrotate camera 15
rem For fun, slightly move pedastal step
move object 10,0.50
move object 9,9000.9
move object 8,0.5
move object 7,90404.16
move object 6,0.3
pitch object down 267,90.0
a#=wrapvalue(a#-1) : position object 267,0,210,-350+(cos(a#)*500)
a#=wrapvalue(a#+4) : s#=110+(cos(a#)*100)
scale object 2743,s#,s#,s#
roll object left 18897,0.2
sync
rem End loop
loop
loop music 1
rem Restore object if ever leave this loop
enable object zdepth 11
Disregard the prevalence to jeopardize with continuation