//--------------------------------------------------------------------------------
void    IwSoundInit()
{
    IW_CALLSTACK("IwSoundInit")

    new CIwSoundManager;

    // Register classes
    IW_CLASS_REGISTER(CIwSoundData);
    IW_CLASS_REGISTER(CIwSoundDataADPCM);
    IW_CLASS_REGISTER(CIwSoundGroup);
    IW_CLASS_REGISTER(CIwSoundSpec);
}
void Game::Init()
{
	IwGxInit();
	IwGraphicsInit();

	IwResManagerInit();

#ifdef IW_BUILD_RESOURCES
	IwGetTextParserITX()->SetAssertOnUnrecognisedTokens( false );
	IwGetResManager()->AddHandler( new CIwResHandlerWAV );
#endif

	IW_CLASS_REGISTER( Collision );
	IW_CLASS_REGISTER( CStatic );
	IW_CLASS_REGISTER( CDynamic );
	IW_CLASS_REGISTER( CLocator );

	IwGxSetColClear( 0x40, 0x40, 0x40, 0x00 );

	LocaliseInit();

	m_font = FontManager::GetInstance();

	m_menuManager = MenuManager::GetInstance();

	m_touchManager = TouchManager::GetInstance();
	m_touchManager->Init();

	m_accelerometerManager = AccelerometerManager::GetInstance();
	m_accelerometerManager->Init();

	m_webManager = WebManager::GetInstance();
	m_webManager->Init();

	m_config = Config::GetInstance();
	m_config->Init();

	m_soundManager = SoundManager::GetInstance();
	m_soundManager->Init();

	m_scriptManager = ScriptManager::GetInstance();
	m_scriptManager->Init();

	m_shaderManager = ShaderManager::GetInstance();
	m_shaderManager->Init();

	m_postProcessing = PostProcessing::GetInstance();
	m_postProcessing->Init();

	GameState::InitStatesStack();
	GameState::SetState( new GS_Loading() );
}
Beispiel #3
0
void Bsp4Airplay::Bsp4AirpayInit()
{
	#ifdef IW_BUILD_RESOURCES
	//IwGetResManager()->AddHandler(new CResHandlerWAV);

	IwClassFactoryAdd("Cb4aLeaf", Cb4aLeafFactory, 0);
	IwClassFactoryAdd("Cb4aNode", Cb4aNodeFactory, 0);
	IwClassFactoryAdd("Cb4aEntity", Cb4aEntityFactory, 0);
	IwClassFactoryAdd("Cb4aLevelVBSubcluster", Cb4aLevelVBSubclusterFactory, 0);
	IwClassFactoryAdd("Cb4aLevelVertexBuffer", Cb4aLevelVertexBufferFactory, 0);
	IwClassFactoryAdd("Cb4aLevelMaterial", Cb4aLevelMaterialFactory, 0);
	#endif

	IW_CLASS_REGISTER(Cb4aLevel);
	IW_CLASS_REGISTER(Cb4aCollisionMeshSoup);
	IW_CLASS_REGISTER(Cb4aCollisionConvexBrush);
}
Beispiel #4
0
void CameraViewInit()
{
    // Camera field of view
	IwGxSetPerspMul((float) IwGxGetScreenWidth() / 1.3);
    IwGxSetFarZNearZ(0x2000,0x10);

	ghost_Model = NULL;
	ghostCollision = NULL;
	ghost_Skin = NULL;
	ghost_Skel = NULL;
	for (int i = 0; i < 5; i++) {
		ghost_Anims[i] = NULL;
	}
	ghostMatrix = NULL;
	ghost_Player = NULL;

	// Initiate collision builder before loading models
	IW_CLASS_REGISTER(GhostCollision);

#ifdef IW_BUILD_RESOURCES
	IwGetModelBuilder()->SetPostBuildFn(&BuildCollision);
#endif

	LoadSkelman();
	LoadViking();

    // Set up camera capture
    if (s3eCameraAvailable())
    {
        // Register callback to receive camera frames
        s3eCameraRegister(S3E_CAMERA_UPDATE_STREAMING, frameReceived, NULL);

        // Request medium sized image (for decent frame rate) with a platform independent format
		s3eCameraStart(S3E_CAMERA_STREAMING_SIZE_HINT_MEDIUM, S3E_CAMERA_PIXEL_TYPE_RGB565_CONVERTED, 
			S3E_CAMERA_STREAMING_QUALITY_HINT_MED);
    }
    else
    {
        s3eDebugTraceLine("Camera Extension not available!");
    }

	tutorialView->setTutorial(getFightTutorial());
}