/******************************************************************************/
Game.ObjMap<Game.Item > Items ; // container for item objects
Game.ObjMap< Player> Players; // container for player objects
Game.ObjMap<myDoor> doors;
/******************************************************************************/
void InitPre()
{
EE_INIT();
Ms.hide();
//Ms.clip(null, 1);
}
/******************************************************************************/
bool Init()
{
Physics.create(EE_PHYSX_DLL_PATH);
Game.World.activeRange(D.viewRange())
.setObjType(doors, OBJ_DOOR)
.setObjType(Players, OBJ_CHR );
Game.World.New(UID(1483208840, 1300106283, 2109201292, 3956255267));
if(Game.World.settings().environment)Game.World.settings().environment->set();
Cam.setSpherical(Vec(16, 1, 16), -PI, -0.5, 0, 15).set(); // set initial camera
Renderer.capture(image);
return true;
}
/******************************************************************************/
void Shut()
{
Game.World.del();
}
/******************************************************************************/
bool Update()
{
if(Kb.bp(KB_ESC))return false;
Game.World.update(Cam.at); // update world to given position
return true;
}
/******************************************************************************/
void Render()
{
Game.World.draw();
}
void Draw()
{
Renderer(Render);
}
/******************************************************************************/
[/]