void GameView::OnShow() { m_gameover = false; InitPhysics(Vector2::Zero, 1.f); // Create the main game node. Map + objects go in there and are affected by light m_pGameLayer = CreateLightLayer(); m_pGameLayer->SetAmbient(Color(.10f, .15f, .2f, 1)); // Set that so something cool jason will decide on AddNode(m_pGameLayer); // spawn players from the lobby data, for now assume one CreateMusic(); CreateTileMap(); GenerateMap(); CreateEntities(); CenterCamera(); SpawnPlayers(); CreatePathFinder(); m_fadeQuad = CreateSprite("healthGaugeFill.png"); m_fadeQuad->GetColorAnim().start(Color(0.f, 0.f, 0.f, 1.f), Color(0.f, 0.f, 0.f, 0.f), 3.f); m_fadeQuad->SetFilter(onut::SpriteBatch::eFiltering::Nearest); m_fadeQuad->SetScale(Vector2(100, 100)); AddNode(m_fadeQuad); }
void CMapGenerator::Generate() { //loadscreen->SetLoadMessage("Generating map"); //Create archive for map std::string mapArchivePath = setup->mapName + "." + virtualArchiveFactory->GetDefaultExtension(); CVirtualArchive* archive = virtualArchiveFactory->AddArchive(setup->mapName); //Create arrays that can be filled by top class int2 gridSize = GetGridSize(); const int dimensions = (gridSize.x + 1) * (gridSize.y + 1); heightMap.resize(dimensions); metalMap.resize(dimensions); //Generate map and fill archive files GenerateMap(); GenerateSMF(archive); GenerateMapInfo(archive); GenerateSMT(archive); //Add archive to vfs archiveScanner->ScanArchive(mapArchivePath); //Write to disk for testing //archive->WriteToFile(); }
void GameMap::CreateGameMap( MapBluePrint* MapBluePrint ) { m_mapInfo = MapBluePrint->GetMapInfo(); m_width = m_mapInfo.m_width; m_height = m_mapInfo.m_height; GenerateMap(); }
int main() { WSAStartup(MAKEWORD(2, 2), &wsa); s = socket(AF_INET, SOCK_DGRAM, 0); server.sin_family = AF_INET; server.sin_addr.s_addr = INADDR_ANY; server.sin_port = htons(PORT); bind(s, (struct sockaddr *)&server, sizeof(server)); GenerateMap(); while (isRunning) { incrementIndex = -1; memset(buf, '\0', BUFLEN); recv_len = recvfrom(s, buf, BUFLEN, 0, (struct sockaddr *)&tempClient.address, &tempClient.addrLength); for (int x = 0; x < clientList.size(); x++) { if (tempClient.address.sin_port == clientList[x].address.sin_port) incrementIndex = x; } std::string tempMessage = ""; switch (ProcessCommand(buf)) { case 0 : tempClient.uniqueID = incrementID; incrementID += 1; if (AddConnection(tempClient)) SendMessage("connect", tempClient); std::cout << GetConnectionCount() << "/" << maxConnections << std::endl; break; case 1: SendMap(clientList[incrementIndex]); break; case 2: InitializePlayer(clientList[incrementIndex]); tempMessage += "advert<position>" + std::to_string((int)clientList[incrementIndex].uniqueID) + ":"; tempMessage += std::to_string((int)clientList[incrementIndex].player.position.x) + "," + std::to_string((int)clientList[incrementIndex].player.position.y); char tempMessageChar[BUFLEN]; strcpy(tempMessageChar, tempMessage.c_str()); SendMessage(tempMessageChar, clientList[incrementIndex], clientList); break; case 3: RequestPlayer(clientList[incrementIndex]); break; case 4: UpdatePosition(clientList[incrementIndex], buf); break; } std::cout << buf << std::endl; } closesocket(s); WSACleanup(); return 0; }