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| 1 | #A-Engine @ http://www.a-superlab.com/category/a-engine/ | |
| 2 | - | BG_MUSIC_ID = 1 |
| 2 | + | |
| 3 | - | STAGE_LENGTH = 1000 |
| 3 | + | # {info} {/info} header of stage files
|
| 4 | - | STAGE_WIDTH = 1000 |
| 4 | + | # BG_MUSIC_ID= music id to play in this stage. a value of NONE is used to have no music. a value of -1 is used to let previous music play in the stage |
| 5 | - | STAGE_HEIGHT = 1000 |
| 5 | + | # StAGE_LENGTH = is the length of the area for the stage |
| 6 | - | BACKGROUND_COLOR = 0, 0, 0 #black |
| 6 | + | # STAGE_WIDTH= is the width of the area for the stage |
| 7 | # STAGE_HEIGHT= is the height of the area for the stage | |
| 8 | # CLEAR_COLOR = the color shown where there is no entity rendered in red, green, blue format | |
| 9 | ||
| 10 | # in between [img][/img] are sprites and textures loaded which can be rendered for an entity via the "img=" tag | |
| 11 | # in between [mdl][/mdl] are 3D models loaded which can be rendered for an entity via the "mdl=" tag | |
| 12 | # in between [cam][/cam] are camera objects which captures a view in the stage which you can use to render somewhere. by default a camera with id=0 will have what it sees rendered to the screen | |
| 13 | ||
| 14 | {info}
| |
| 15 | - | obj[dir = "bg1/objects/tree_model.obj" scale = 2] |
| 15 | + | BG_MUSIC_ID = 1; |
| 16 | STAGE_LENGTH = 1000; | |
| 17 | STAGE_WIDTH = 1000; | |
| 18 | - | [camera] |
| 18 | + | STAGE_HEIGHT = 1000; |
| 19 | - | cam[ |
| 19 | + | CLEAR_COLOR = 128, 128, 255; # sky blue |
| 20 | - | # id for objects to access the camera |
| 20 | + | |
| 21 | [img] | |
| 22 | tile[dir = "bg1/tiles/ground.png"] #0 | |
| 23 | - | # initial camera settings |
| 23 | + | |
| 24 | - | init_position = 30, 30, 30 |
| 24 | + | |
| 25 | [/img] | |
| 26 | ||
| 27 | [mdl] | |
| 28 | obj[dir = "bg1/objects/tree_model.obj" scale = 200] | |
| 29 | - | x_acc = 10 |
| 29 | + | |
| 30 | - | y_acc = 10 |
| 30 | + | |
| 31 | - | z_acc = 10 |
| 31 | + | [cam] |
| 32 | - | r_acc = 10 |
| 32 | + | cam[ |PERSPECTIVE| # perspective projection switch |
| 33 | # id for objects to access the camera | |
| 34 | - | max_x_vel = 30 |
| 34 | + | |
| 35 | - | max_y_vel = 30 |
| 35 | + | |
| 36 | - | max_z_vel = 30 |
| 36 | + | # initial camera orientation |
| 37 | - | max_r_vel = 30 |
| 37 | + | eye_position = 30, 30, 30 |
| 38 | look_at = 30, 30, 100 | |
| 39 | - | max_x_position = 1000 |
| 39 | + | |
| 40 | - | min_x_position = -20 |
| 40 | + | |
| 41 | - | max_y_position = 1000 |
| 41 | + | # other settings |
| 42 | - | min_y_position = -20 |
| 42 | + | min_target_range = 100 # distance to keep from the target position |
| 43 | - | max_z_position = 1000 |
| 43 | + | x_fov = 60 # field of view |
| 44 | - | min_z_position = -20 |
| 44 | + | near = 10 |
| 45 | far = 1000 | |
| 46 | ||
| 47 | - | # camera rotation in space |
| 47 | + | |
| 48 | - | max_x_angle = 30 |
| 48 | + | eye_weight = 20 # how 'heavy' the eye is. the more this is, the slower the camera will follow |
| 49 | - | max_y_angle = 30 |
| 49 | + | lookat_weight = 15 # the more this is, the slower the lookat vector will change |
| 50 | - | max_r_angle = 30 |
| 50 | + | |
| 51 | [/cam] | |
| 52 | - | rotation_x_vel = 10 |
| 52 | + | |
| 53 | - | rotation_y_vel = 10 |
| 53 | + | |
| 54 | - | rotation_r_vel = 10 |
| 54 | + | |
| 55 | ||
| 56 | - | angular_x_acc = 1 |
| 56 | + | # a light source which is responsible for lighting and the position of shadows |
| 57 | - | angular_y_acc = 1 |
| 57 | + | # will be explained later in detail |
| 58 | - | angular_r_acc = 1 |
| 58 | + | |
| 59 | - | max_x_angular_vel = 2 |
| 59 | + | |
| 60 | - | max_y_angular_vel = 2 |
| 60 | + | |
| 61 | - | max_r_angular_vel = 2 |
| 61 | + | |
| 62 | # "x_repeat=no." and "y_repeat=no." are tags only available for use when "img=" points to a "tile" | |
| 63 | - | # camera zooming settings |
| 63 | + | # it repeats the tile by a no. of times in the x and the y axes respectively |
| 64 | - | init_zoom_scale = 1 |
| 64 | + | |
| 65 | - | zoom_acc = 0.05 |
| 65 | + | img = 0 position = -10,0,-20 x_repeat = 50 y_repeat = 50 |
| 66 | - | max_zoom_vel = 0.2 |
| 66 | + | # there is actually no need to rotate this, because 'tiles' are oriented 90 degs by default |
| 67 | - | max_zoom_scale = 2 |
| 67 | + | |
| 68 | - | min_zoom_scale = 0.5 |
| 68 | + | |
| 69 | [entity] # sky | |
| 70 | img = 1 position = -10,-2000,-50 x_repeat = 50 y_repeat = 50 x_parallax_factor=0 y_parallax_factor=0 z_parallax_factor=0 #won't move with the camera | |
| 71 | - | [/camera] |
| 71 | + | set_transformation[rotate_angle=-90 rotate_vector=1,0,0] # rotate to have the sky tiles face the screen |
| 72 | [/entity] | |
| 73 | ||
| 74 | # x,y,z_recreation_range will cause an object to be created every x, y or z unit length interval | |
| 75 | # a new tree will be spawned every 500 unit length in the x-axis | |
| 76 | # max_entities= limits the amount of entities that can be created by x,y,z_recreation_range | |
| 77 | # 10 trees which appears in random positions in the stage | |
| 78 | [entity] # trees | |
| 79 | mdl = 0 position = 10, 0, -200 z_offset = &random{-50, 50} x_offset = &random{-50, 50} x_recreation_range = 500 max_entities = 10
| |
| 80 | set_transformation[rotate_angle=&random{0, 360} rotate_vector=0,1,0]
| |
| 81 | - | img = 0 position = -10,0,-20 x_repeat = 50 y_repeat = 50 |
| 81 | + | |
| 82 | - | set_transformation[rotate_angle=90 rotate_vector=1,0,0] # rotate on the x-axis; in the z-axis |
| 82 | + | |
| 83 | # 3 clouds at a time, once they pass the screen, a new one comes from teh side | |
| 84 | [entity] # clouds | |
| 85 | img = &random{0,1},2 position = -100,500,-1 y_offset=&random{-60, 60} x_offset=&random{-40, 40} x_parallax_factor=0.2 y_parallax_factor = 0.1 z_parallax_factor=0.07
| |
| 86 | x_recreation_interval=400 max_entities = 3 x_vel=10 restart_x_position_distance=1200 | |
| 87 | [/entity] |