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Code archives/3D Graphics - Misc/insect crawling demo!

This code has been declared by its author to be Public Domain code.

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insect crawling demo! by Rob(Posted 1+ years ago)
uses normals to hug surfaces. Updated slightly so you don't need media to run it.

Have fun!
;insect crawling demo
;rob@redflame.net

;definitions
Const c_insect=1,c_level=2
Const pedelength=20

 ; number of segments

Global camera,worldpivot
Global campitch#,camyaw#,mvx#,mvy#,mvz#,temp#,vx#,vy#,vz#

Global ball,pivot,level,txt$

Type pede
	Field ent[pedelength],pickpivot
	Field speed#,dist#
	Field misc
End Type


;setup graphics
Graphics3D 640,480,16,2
HidePointer

camera=CreateCamera()
PositionEntity camera,0,20,0

light=CreateLight(2)
PositionEntity light,0,20,0
LightRange light,20

;load level
;level=LoadMesh("level.b3d")
level=CreateLevel()

EntityAlpha level,0.4
EntityType level,c_level
EntityPickMode level,2

;make a few pedes
For n=0 To 5
	a.pede=New pede
	a\speed=.2
	a\dist=2.1
	
	;head
	a\ent[0]=CreateSphere(4)
	EntityColor a\ent[0],255,0,0
	EntityShininess a\ent[0],1
	ScaleEntity a\ent[0],.8,.8,1.2
	EntityType a\ent[0],c_insect
	EntityRadius a\ent[0],1
	PositionEntity a\ent[0],Rnd(-50,50),2,Rnd(-50,50)
	
	;body segs
	For i=1 To pedelength
		a\ent[i]=CreateSphere(4)
		EntityColor a\ent[i],255,0,0
		EntityShininess a\ent[i],1
		ScaleEntity a\ent[i],.8,.8,1.2
	Next
	
Next

Collisions c_insect,c_level,2,2

;mainloop
While Not KeyHit(1)
	UpdateWorld
	freelook()
	updategame()
	RenderWorld
	Flip 
Wend
End

;update game
Function updategame()
	Local nx#,ny#,nz#
	For a.pede=Each pede
	
		;calculate angle and stick to wall
		TurnEntity a\ent[0],5,0,0
		nx#=0:ny#=0:nz#=0	
		coll=EntityCollided(a\ent[0],c_level)
		If coll
			numcollisions = CountCollisions(a\ent[0])
			If numcollisions>0
				For i=1 To numcollisions
					nx=nx+CollisionNX(a\ent[0],i)
					ny=ny+CollisionNY(a\ent[0],i)
					nz=nz+CollisionNZ(a\ent[0],i)
				Next
				nx=nx/numcollisions
				ny=ny/numcollisions
				nz=nz/numcollisions
				AlignToVector a\ent[0],nx,ny,nz,2,.25
			EndIf ;numcollisions
		EndIf ;coll
		
		;the usual ai and stuff to do with speed and direction here
		If Rand(30)=1 TurnEntity a\ent[0],0,Rnd(-30,30),0
		MoveEntity a\ent[0],0,0,a\speed
	
		;update body segs
		For i=1 To pedelength	
			d#=EntityDistance(a\ent[i],a\ent[i-1])
			If d#>a\dist
				PointEntity a\ent[i],a\ent[i-1]
				MoveEntity a\ent[i],0,0,a\speed+d#-a\dist
			Else
				MoveEntity a\ent[i],0,0,a\speed+d#-a\dist
			EndIf
		Next

	Next
End Function

;camera freelook
Function freelook()
	mxspd#=MouseXSpeed()*0.25
	myspd#=MouseYSpeed()*0.25
	MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
	campitch=campitch+myspd
	If campitch<-85 Then campitch=-85
	If campitch>85 Then campitch=85
	RotateEntity camera,campitch,EntityYaw(camera)-mxspd,0
	If KeyDown(203) Then mvx=mvx-.3
	If KeyDown(205) Then mvx=mvx+.3
	If KeyDown(200) Then mvz=mvz+.3
	If KeyDown(208) Then mvz=mvz-.3
	If KeyDown(30) Then mvx=mvx-.3
	If KeyDown(32) Then mvx=mvx+.3
	If KeyDown(17) Then mvz=mvz+.3
	If KeyDown(31) Then mvz=mvz-.3
	mvx#=mvx*.8
	mvy#=mvy*.8
	mvz#=mvz*.8
	MoveEntity camera,mvx,mvy,mvz
End Function

;create a test level
Function CreateLeveL()
	mesh=CreateMesh()
	
	box=CreateCube()
	FlipMesh box
	ScaleMesh box,40,23,32
	PositionMesh box,0,23,0
	AddMesh box,mesh
	
	box=CreateCube()
	ScaleMesh box,10,3,10
	PositionMesh box,22,3,-3
	AddMesh box,mesh

	box=CreateCube()
	ScaleMesh box,8,7,10
	PositionMesh box,-34,7,-22
	AddMesh box,mesh

	box=CreateCube()
	ScaleMesh box,8,6,13
	PositionMesh box,32,40,-10
	AddMesh box,mesh

	box=CreateCube()
	ScaleMesh box,16,6,4
	PositionMesh box,-12,40,4
	AddMesh box,mesh

	Return mesh
End Function

Comments

CyberHeater(Posted 1+ years ago)
That's a keeper.

Actually Rob. This is more like a tutorial 'cause it really neatly demonstrates some of Blitz's key features:-

1/ types
2/ Loading a level
3/ Collisions with levels
4/ Camera movement

It's really good. Thanks.


churchaxe(Posted 1+ years ago)
very nice and nasty, UUUAAAAHHHH!!! Thanx alot.


RGR(Posted 1+ years ago)
This is superb, Rob!!!

I made some minor changes. Hope you like it.
One stops the effect that the snake body moves through the cubes
Another is, that they do not move through each other anymore.
And finally ... well, just take a look ...


Updated 2006-05-18 00:10 MESZ


Boiled Sweets(Posted 1+ years ago)
A can feel a screen saver coming on :-)


Damien Sturdy(Posted 1+ years ago)
Oh Noes!


Robert Cummings(Posted 1+ years ago)
Glad you like it lads!


IKG(Posted 1+ years ago)
Is this part the actual "crawl on wall" code:

		;calculate angle and stick to wall
		TurnEntity a\ent[0],5,0,0
		nx#=0:ny#=0:nz#=0	
		coll=EntityCollided(a\ent[0],c_level)
		If coll
			numcollisions = CountCollisions(a\ent[0])
			If numcollisions>0
				For i=1 To numcollisions
					nx=nx+CollisionNX(a\ent[0],i)
					ny=ny+CollisionNY(a\ent[0],i)
					nz=nz+CollisionNZ(a\ent[0],i)
				Next
				nx=nx/numcollisions
				ny=ny/numcollisions
				nz=nz/numcollisions
				AlignToVector a\ent[0],nx,ny,nz,2,.25
			EndIf ;numcollisions
		EndIf ;coll


Looks like it. This will definently come in handy. Thanks so much Rob!


_PJ_(Posted 1+ years ago)
This is really very nice indeed. What I thought was especially good to see was when one of the 'caterpillars' crawled over another!


Robert Cummings(Posted 1+ years ago)
I needed to come back to my old example to relearn Blitz for minib3d! haha! :)

Someone could make an aliens vs predator clone in Blitz3D! Go for it puki...


puki(Posted 1+ years ago)
I'm already working on a story-mod of Half-Life 2 in Blitz3D:

http://www.blitzbasic.com/Community/posts.php?topic=85771


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