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

2016-06-11 Thread AudioGames . net Forum — Developers room : reiden via Audiogames-reflector


  


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

What would be the way to use the rotation class on a multi player game?I'm trying, and I can not move the characters in a small map. Must the clientt send the coordinates to the server and calculate the players rotation an the position? Or is the server who must calculate the rotation and the position of the players...I managed to create a minigame with a small map and a few items that can be picked, but I can not use the class with a server.I'm lost!Sorry for my bad english, is not my native language.

URL: http://forum.audiogames.net/viewtopic.php?pid=264032#p264032





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

2015-07-15 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector


  


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

Hi.[[wow]]... Now I really wish I could do some coding, because this does really sounds interesting. I hope many people will use this in future games. Sounds fantastic. [[wow]], sam. You are awesome.

URL: http://forum.audiogames.net/viewtopic.php?pid=224212#p224212




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

2015-07-11 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

I do not know. or am I stupid or something else, but to understand the creation fps I can not.guys who have free time, please do fps example of using this package. I think not only help me.

URL: http://forum.audiogames.net/viewtopic.php?pid=223533#p223533




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

2015-07-11 Thread AudioGames . net Forum — Developers room : asffix via Audiogames-reflector


  


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

Hey, Sam, Maybe I'm writing in the wrong topic, but could you tell me how you did preventive steps before a hole in the game Iminent death? Can cause code please?

URL: http://forum.audiogames.net/viewtopic.php?pid=223530#p223530




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

2015-07-09 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

@jonixterif(get_1d_distance(calculate_x_y_angle(me.x, me.y, enemy.x, enemy.y, current_facing), current_facing))<10){// enemy get's shot. If your angle is close enough to the enemies, it get's hit. }

URL: http://forum.audiogames.net/viewtopic.php?pid=223342#p223342




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

2015-07-09 Thread AudioGames . net Forum — Developers room : GeneWarner via Audiogames-reflector


  


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

Sam;This looks very good! Thanks for sharing!I'm currently learning BGT to write a couple of games from ideas based on games I played 35 years ago. One was a top down adventure that I want to make into a first person adventure. The other is a simulation that I want to replace the graphics with 3D sound.Should be interesting! The games, when they are ready, will be free. For me, this is a hobby, not a source of income.

URL: http://forum.audiogames.net/viewtopic.php?pid=223262#p223262




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

2015-07-08 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

Can you give an example of conditions in the center of the enemy or not?

URL: http://forum.audiogames.net/viewtopic.php?pid=223240#p223240




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

2015-07-08 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

me is the users coordinates, and mr is the rounded coordinates. They are rounded so you can have a perfect way of knowing exactly what tile a player is on with out causing issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=223204#p223204




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

2015-07-08 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

reading the sample code, I'm a little disappointed.There was a few questions:1. What are the vector in the beginning? me is how I understand the coordinates of the player, and mr?2. How to make a game like this attack? how to check the enemy in the heart of me?

URL: http://forum.audiogames.net/viewtopic.php?pid=223166#p223166




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

2015-07-08 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

I am shocked. This I have not seen.the reason for the creation of complex fps on BGT, I began to search the side sliders for the creation of video games.I was advised blitz3d, really, everything just with 3d sound. simply snapping sound to an object, the listener, or the camera is the main character.But now, I forget about the blitz. Thanks Sam.

URL: http://forum.audiogames.net/viewtopic.php?pid=223165#p223165




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

2015-07-08 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

Ethin, and what you want to work with Sam? if on the creation of games, I can take you to the team.Our team is called Softcrasoft, and we create a game program.

URL: http://forum.audiogames.net/viewtopic.php?pid=223164#p223164




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

2015-07-08 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


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

Hi everyone.discussed the package in another topic, I turn here.Sam, I want to personally thank you. You did what so many people waiting.If this package you can make the game type trtr (offline game), operation blacksquare and many other 3d games, I am very grateful.My dearest wish is to make the game type COD, audio only.Guys, sorry for my english!

URL: http://forum.audiogames.net/viewtopic.php?pid=223162#p223162




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

2015-05-13 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

Hello everyone, new update alert! Were now out with ver 1.1! This includes too new functions that could proove very very handy! Now you can calculate the difference between your coordinates and someone elses coordinates with your angle, in degrees. For example if you were at 5, 5, and the object was at 10, 10, and you were facing 0 degrees it would return 45, but if you were facing 90 degrees the function would return 315 degrees. Also a function that tool me 30 minutes of constant typing haha to get working, a function that converts a degree in a circle to a direction in a string, just read the readme for it. And now, for some new code as an example! We wil base this off our previous code but just with some added features. #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, 359);sound_pool p;vector radio(random(0, 50), random(0, 50));void main(){p.behind_pitch_decrease=5;show_game_window("rotation 1.1");p.play_2d("sounds/radio.ogg", me.x, me.y, radio.x, radio.y, calculate_theta(angle), true);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));while(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_pressed(KEY_S)){alert("stats", "facing: "+angle+". coords: "+me.x+", "+me.y+". radio coords: "+radio.x+", "+radio.y);}if(key_pressed(KEY_R)){alert("radio", "the radio is "+calculate_x_y_string(calculate_x_y_angle(me.x, me.y, radio.x, radio.y, angle))+" of you");}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);}}}

URL: http://forum.audiogames.net/viewtopic.php?pid=216229#p216229




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

2015-05-10 Thread AudioGames . net Forum — Developers room : asffix via Audiogames-reflector


  


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

sam, thank you very much

URL: http://forum.audiogames.net/viewtopic.php?pid=215594#p215594




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

2015-05-09 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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);}}}

URL: http://forum.audiogames.net/viewtopic.php?pid=215574#p215574




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

2015-05-08 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


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

Sam,The thing suggested to you in the post before mine is not a very good idea. if you plan to accept this offer, please take it under extremely heavy consideration and talk to those who have experience colaborating with this individual.

URL: http://forum.audiogames.net/viewtopic.php?pid=215410#p215410




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

2015-05-08 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


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

Sam, I would like to attempt to collaborate with you. PM me if you would like to try and help me out.

URL: http://forum.audiogames.net/viewtopic.php?pid=215360#p215360




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

2015-05-08 Thread AudioGames . net Forum — Developers room : asffix via Audiogames-reflector


  


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

Thank you very much for this set of functions, but could you write a specific example of them in action? For example, there is a field of 50 by 50 cells, in which my player can walk, somewhere is sounding object to which I can go, turn around him to see the action. Sorry for problems with English. Please write, if not difficult.

URL: http://forum.audiogames.net/viewtopic.php?pid=215352#p215352




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

2015-05-08 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector


  


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

Hello their.I think that some code would awesome to see.That way, I can get a general Idea of what to do.As far as I know, it seems right now, you can't do what I want to do with the BGT Engine. So I'm interested to see what you come up with.

URL: http://forum.audiogames.net/viewtopic.php?pid=215318#p215318




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

2015-05-08 Thread AudioGames . net Forum — Developers room : Dranelement via Audiogames-reflector


  


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

Hi, I'm very impressed! I've been working on classes for rotation and such myself, and it's neat to see someone else release their code. I'm especially impressed with how you managed to avoid using all the utterly terrifying math that my way does! 

URL: http://forum.audiogames.net/viewtopic.php?pid=215312#p215312




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

2015-05-08 Thread AudioGames . net Forum — Developers room : kyle12 via Audiogames-reflector


  


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

Hi,Im, press, ive!This is some serious math work and calculus. I'm definitly going to use it. Also, I'd just ike to point out it doesn't necisarily have to be used for an FPS...ahemhem...

URL: http://forum.audiogames.net/viewtopic.php?pid=215281#p215281




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

2015-05-08 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

Ah, I see what your doing now. I can write you some code that can be done way simpler because it's not in the bgt manuel. The code might be slightly messier, but though you can change pitch with soundpool by accessing the sound handle, well, let's just say you could potentually have some problems with that. Not much, but posibly a little. I will write you some code and post it here, and you can see what you think, and, if you like it, you can use it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215279#p215279




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

2015-05-07 Thread AudioGames . net Forum — Developers room : audioracer via Audiogames-reflector


  


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

Hi samtupy1.So this sounds pretty cool. I have a question. I plan to do a space invaders game and unfortunately, from the windows attack tutorial, I wanted to make the sound of the viruses decrease in pitch as they are falling. So the lower the height of the virus is, the lower the pitch of the sound as well. I can post a link to the BGT script for you to download and look at. I don't mean to bug you, but I figure you are better at fixing this than I am. The link is below.https://dl.dropboxusercontent.com/u/359 … attack.bgt

URL: http://forum.audiogames.net/viewtopic.php?pid=215271#p215271




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

2015-05-07 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

well, I learned over time, hahahaha. I didn't learn to much of that in school, but what i'll do someday is record me saying at least 40 digits of pi, clapping my hands at the same time so you know it was from memory, hahahahaha. lol. Glad you like it. @ethin, I don't know what's rong with your enemy class, you just said it was broken, not what was rong with it.

URL: http://forum.audiogames.net/viewtopic.php?pid=215263#p215263




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

2015-05-07 Thread AudioGames . net Forum — Developers room : severestormsteve1 via Audiogames-reflector


  


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

Woe, Sam! This is amazing! Holy crap dude--you are only in middle school and know this much math already? [[wow]], dude! This has just given bgt functionality a whole new level!

URL: http://forum.audiogames.net/viewtopic.php?pid=215258#p215258




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

2015-05-07 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


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

Yes, but I need help with enemy creation. The game doesn't exactly work how I want it to.

URL: http://forum.audiogames.net/viewtopic.php?pid=215255#p215255




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

2015-05-07 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


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

You can move more than the player with this code, you can even make enemies rotate and such, by passing the right values to the functions.

URL: http://forum.audiogames.net/viewtopic.php?pid=215254#p215254




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

2015-05-07 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


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

I don't know ow I would do that as I am currently stuck on the enemy class for my game and some issues.

URL: http://forum.audiogames.net/viewtopic.php?pid=215252#p215252




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rotation package people, start creating fps's!

2015-05-07 Thread AudioGames . net Forum — Developers room : samtupy1 via Audiogames-reflector


  


rotation package people, start creating fps's!

Hi guys, instead of telling you much about this, I figure i'll just paste in the entire readme, so you get all teh functions, and everything! Enjoy and I hope you like it! To download, go to http://www.samtupy.com/dev/rotation_package_1.0.zip and now for the readme!rotational pack readmedescription: This is a small pack that I created that allows a person to easily create an fps in bgt! This provides you with not only a moving function, but distance calculations, theta calculate, a bunch of pi, quite litterily, snap functions, turn functions, and more! I also atempted a bit of 3d rotation with 90 degrees streight up, but it's not that good and doesn't have to be used. It is more ment for aiming, as actual 3d sound positioning isn't implomented. The moving code, at least does work though. files included: pi.txt: This was just something fun I put in here, enjoy 10 digits
  of pi, hey, were talking about circles and stuff here, right? readme.txt: This documentrotation.bgt: Contains a nice arsinal of functions used in most fps games! including snap turning, move coad, distance calculations, etc!sound_pool.bgt: Modified sound_pool class, not much different, but allows functions to be passed to...sound_positioning.bgt: Allows for the changing in a sound with rotation. I actually put it in sound_positioning it's self, so if for some reason you didn't want to use sound_pool, the actual sound modifying is done in sound_positioning.bgt anyway, yay!functions and use:rotation.bgtconstants: pi: contains 32 digits of pi, you shouldn't really have to use this muchnorth, northeast, east, southeast, south, southwest, west, northwest, half_up, streight_up, half_down, streight_down: Contains the
  degrees of the normal cumpis directions, sutch as east being 90 and so on. functions:vector move(double x, double y, double z, double deg, double zdeg, double dir, double zdir)peramitors: x, y, z: the current x, y, and z coordinates of the object that is to be moved. deg, zdeg: this is the angle the player would be facing in degrees, deg for the normal angle, and zdeg for the angle facing up and down(could be used for 3d bullet travel)dir, zdir: This is ment for side stepping or walking in a different direction then what the player is actually facing. For walking forward, just use the north constant, for left, use the west constant, etc. For zdir, just usually keep it at 0 so it will go in the original direction, but if for example, you were ducking, you could use streight down, and that would make the bullet not go anywhare. Like I said 3d rotation is something you can use at your own risk and figure out at your own risk, even i'm not reall
 y using it. This function can be called in these other methods, same peramotirs apply. vector move(double x, double y, double deg, double dir=0.0)vector move(double x, double y, double z, double deg, double dir) note that this is so if your using a 3d map but not a 3d rotation, and your x and y and z were in a vector, this would make the z value not be effected. return value: A vector with the new coordinates after the move is complete. remarks:This is how you can move a player, or for that madder any other object in what ever direction you wanted to. For example, if was going east and the original x and y were 5, 5, the end result would be 6, 5. Note I havn't found a way to move in actual squares rather than triangle like things using sine and cosine, but it's not really notisable, I just wanted to throw it in there incase anyone was very picky about that. double calculate_theta(double deg)peramitors: deg: the a
 ngle the player is facing, in degrees. return value:the theta of the degrees you entered, calculated by taking deg*pi/180double getdir(double facing)peramitors: facing: The angle the player is facing, in degreesreturn value: The nearest direction the player is facing.remarks:This returns the current direction the player is facing, changing every 45 degrees you can just use the constants. If you were facing anywhare between 45 and 90 degrees, it would return northeast, for example. double snapleft(double deg, int direction, double inc=45) and double snapright(double deg, int direction, double inc=45)peramitors: deg: the angle the player is facing, in degreesdirection: the direction the player is facing, you can use getdir() for thisinc: the increment to snap in, default is 45 degrees. return value:The new degree valueremarks:This is usefull for if you want the user to perform a turn 
 in a cirtain angle. It is not turning gradually, but it snapps you to exactly north, east, etc. If you set the inc value to 180, for example, it means hitting that command would turn a 180, either left or right depending on the function. Call like player_angle=snapleft(player_angle, getdir(player_angle), 180); This would cause the player to turn left at 180 degrees. double turnleft(double d