Re: rotation package people, start creating fps's!

someone asked for example code, here you are.
#include "includes/rotation.bgt"
#include "includes/sound_pool.bgt"
vector me(25, 25, 0);
vector mr(me.x, me.y, 0);
double angle=random(0, 25);
sound_pool p;
void main()
{
p.behind_pitch_decrease=5;
show_game_window("example of rotation");
int w1=p.play_extended_2d("sounds/wall.ogg", me.x, me.y, 0, 0, calculate_theta(angle), 0, 0, 0, 50, true, 0.0, 0.0, 0.0, random(75, 125));
int w2=p.play_extended_2d("sounds/wall.ogg", me.x, me.y, 50, 50, calculate_theta(angle), 0, 0, 50, 0, true, 0.0, 0.0, 0.0, random(75, 125));
int w3=p.play_extended_2d("sounds/wall.ogg", me.x, me.y, 50, 0, calculate_theta(angle), 60, 0, 0, 0, true, 0.0, 0.0, 0.0, random(75, 125));
int w4=p.play_extended_2d("sounds/wall.ogg", me.x, me.y, 0, 50, calculate_theta(angle), 0, 50, 0, 0, true, 0.0, 0.0, 0.0, random(75, 125));
whi le(true)
{
wait(5);
p.update_listener_2d(me.x, me.y, calculate_theta(angle));
mr.x=round(me.x, 0);
mr.y=round(me.y, 0);
if(mr.x==0 or mr.y==0 or mr.x==50 or mr.y==50)
{
p.destroy_all();
p.play_stationary("sounds/wallhit.ogg", false);
wait(3000);
exit();
}
if(key_pressed(KEY_ESCAPE))
{
exit();
}
if(key_down(KEY_LEFT))
{
angle=turnleft(angle, 1);
}
if(key_down(KEY_RIGHT))
{
angle=turnright(angle, 1);
}
if(key_pressed(KEY_UP))
{
me=move(me.x, me.y, 0, angle, north);
p.play_stationary("sounds/step"+random(1, 5)+".ogg", false);
}
if(key_pressed(KEY_DOWN))
{
me=move(me.x, me.y, 0, angle, south);
p.play_stationary("sounds/step"+random(1, 5)+".ogg", false);
}
}
}

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