void main(){
fps_max = 60;
level_load("");
vec_set(sky_color, COLOR_BLACK);
var distToCamera[3];
ENTITY* testEnt = ent_create(CUBE_MDL, vector(200, 0, 0), NULL);
set(testEnt, UNLIT);
testEnt.ambient = 100;
ENTITY* testEnt2 = ent_create(CUBE_MDL, vector(1000, -250, 0), NULL);
set(testEnt2, UNLIT);
testEnt2.ambient = 100;
ENTITY* testEnt3 = ent_create(CUBE_MDL, vector(1000, 250, 0), NULL);
set(testEnt3, UNLIT);
testEnt3.ambient = 100;
while(1){
testEnt.skill1 += 5 * time_step;
vec_fill(testEnt.pan, testEnt.skill1);
vec_fill(testEnt2.pan, testEnt.skill1);
vec_fill(testEnt3.pan, testEnt.skill1);
distToCamera[0] = vec_dist(camera.x, testEnt.x) / 200;
vec_fill(testEnt.scale_x, maxv(1, 1 * distToCamera[0]));
distToCamera[1] = vec_dist(camera.x, testEnt2.x) / 200;
vec_fill(testEnt2.scale_x, maxv(1, 1 * distToCamera[1]));
distToCamera[2] = vec_dist(camera.x, testEnt3.x) / 200;
vec_fill(testEnt3.scale_x, maxv(1, 1 * distToCamera[2]));
wait(1);
}
}