/*PANEL* test_pan =
{
pos_x = 0;
pos_y = 0;
layer = 1;
bmap = bg01_pcx;
flags = OVERLAY | SHOW;
}*/
var sprache;
PANEL* stern_pan = //mein erstes panel
{
pos_x = 90;
pos_y = 0;
layer = 10;
button (0, 0, "stern.tga", "stern.tga", "stern.tga", null, null, null);
flags = OVERLAY | SHOW;
}
PANEL* gold_pan = //mein erstes panel
{
pos_x = 180;
pos_y = 0;
layer = 10;
button (0, 0, "gold.tga", "gold.tga", "gold.tga", null, null, null);
flags = OVERLAY | SHOW;
}
PANEL* health_pan = //mein erstes panel
{
pos_x = 0;
pos_y = 0;
layer = 10;
button (0, 0, "herz.tga", "herz.tga", "herz.tga", null, null, null);
flags = OVERLAY | SHOW;
}
/*PANEL* english_pan = //mein erstes panel
{
pos_x = 50;
pos_y = 110;
layer = 10;
button (0, 0, "english.jpg", "english.jpg", "english.jpg", startenglish, null, null);
flags = OVERLAY | SHOW;
}
PANEL* deutsch_pan = //mein erstes panel
{
pos_x = 220;
pos_y = 110;
layer = 10;
button (0, 0, "deutsch.jpg", "deutsch.jpg", "deutsch.jpg", startdeutsch, null, null);
flags = OVERLAY | SHOW;
}*/
function startenglish(){
level_load("ninjacat.wmb");
sprache=1;
}
function startdeutsch(){
level_load("ninjacat.wmb");
sprache=2;
}
action weaving_grass() // attach this action to your grass models
{
var grass_angles;
var grass_speed;
// set (my, PASSABLE);
// my.scale_x = 0.7 + random(2) / 3; // set different scales for the grass models
// my.scale_y = my.scale_x;
// my.scale_z = my.scale_x;
grass_speed = 2 + random(5);
while (1)
{
grass_angles += grass_speed * time_step; // allow the grass to weave
my.roll += 0.1 * sin(grass_angles);
wait (1);
}
}