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#5 4 - for catching the mouse, the panel must not be covered by another panel, and the
button must be inside .
4 - the action contains an endless loop. The wait(1) is outside the loop and thus
#6
never reached.
4 - the right script must be edited and the variable must not be overwritten by a
#7
script function.
#8 1 - the position of the button is added to the position of the panel.
#9 3 - the OVERLAY flag is not the only way to transparency - TGA and DDS images can
also have a transparent alpha channel - but is "inherited " by other panel elements.
#
4 - digits can display numbers, text, and with an image font also images.
10
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1 - increasing the z coordinate moves an object upwards regardless of its angles.
11
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2 - level_load(NULL) creates an empty world and allows us to place 3D objects.
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1 - when all sprite angles are 0, the sprite stands upright and faces the camera.
13
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4 - any function can control an entity when it uses a pointer to it.
14
# 3 - the var precision is 0.001 , so 1.99 and 2 is different. But '=' is no comparison but
15 an assignment , and evaluates as true when the assigned value is nonzero.
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1 - use the '&&' operator to check if both of two expressions are true.
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2 - a negative tilt angle lets an object face downwards.
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2 - the second speed vector of a c_move instruction moves along the axes .
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# 4 - the percentage value is not increased, so the guard stays at its first animation
19 frame.
# 4 - global variables are accessible to all functions, to the debugger, and the [Tab]
20 console.