Beispiel #1
0
void Start_TP() {
  Init_MCU();

  InitializeTouchPanel();

  InitializeObjects();

  Delay_ms(1000);
  TFT_Fill_Screen(0);
  Calibrate();
  TFT_Fill_Screen(0);

  InitializeObjects();
  display_width = Screen1.Width;
  display_height = Screen1.Height;
  DrawScreen(&Screen1);
}
void Start_TP() {
  Init_MCU();

  InitializeTouchPanel();

  // You can get calibration constants using touch panel calibration example
  TP_TFT_Set_Calibration_Consts(76, 907, 77, 915);    // Set calibration constants

  InitializeObjects();
  display_width = Screen1.Width;
  display_height = Screen1.Height;
  DrawScreen(&Screen1);
}
Beispiel #3
0
void Start_TP() {
  Init_MCU();

  InitializeTouchPanel();

  // Delay_ms(1000);
  // TFTIntern_Fill_Screen(0);
  CalibrateIntern();
  // TFTIntern_Fill_Screen(0);

  InitializeObjects();
  display_width = HomeScreen.Width;
  display_height = HomeScreen.Height;
  DrawScreen(&HomeScreen);
}
void dd::Systems::KrakenSystem::Initialize()
{
	std::random_device rd;
	m_RandomGenerator = std::mt19937(rd());
    EVENT_SUBSCRIBE_MEMBER(m_EPause, &KrakenSystem::OnPause);
	EVENT_SUBSCRIBE_MEMBER(m_EResume, &KrakenSystem::OnResume);
	EVENT_SUBSCRIBE_MEMBER(m_EContact, &KrakenSystem::OnContact);
	EVENT_SUBSCRIBE_MEMBER(m_EKrakenAppear, &KrakenSystem::OnKrakenAppear);
	EVENT_SUBSCRIBE_MEMBER(m_EKrakenAttack, &KrakenSystem::OnKrakenAttack);
	EVENT_SUBSCRIBE_MEMBER(m_EKrakenHit, &KrakenSystem::OnKrakenHit);
	EVENT_SUBSCRIBE_MEMBER(m_EKrakenDefeated, &KrakenSystem::OnKrakenDefeated);
	EVENT_SUBSCRIBE_MEMBER(m_EBrickGenerating, &KrakenSystem::OnBrickGenerating);
	EVENT_SUBSCRIBE_MEMBER(m_EArrivedAtNewStage, &KrakenSystem::OnArrivedAtNewStage);

	EntityID ent = m_World->CreateEntity();
	auto transform = m_World->AddComponent<Components::Transform>(ent);
	transform->Position = glm::vec3(50, 50, -10);
	auto model = m_World->AddComponent<Components::Model>(ent);
	model->ModelFile = "Models/Kraken/Body.dae";
	auto animationComponent = m_World->AddComponent<Components::Animation>(ent);
	animationComponent->Speed = 0.6f;

	auto kraken = m_World->AddComponent<Components::Kraken>(ent);

	std::shared_ptr<Components::RectangleShape> cRect = m_World->AddComponent<Components::RectangleShape>(ent);
	cRect->Dimensions = glm::vec2(10.f, 4.f);

	//cCircle->Radius = 2;
	std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(ent);
	cPhys->CollisionType = CollisionType::Type::Static;
	cPhys->GravityScale = 0.f;
	cPhys->Category = CollisionLayer::Type::Brick;
	cPhys->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Type::Ball | CollisionLayer::Type::Projectile | CollisionLayer::Type::Wall | CollisionLayer::LifeBuoy);

	std::shared_ptr<Components::Template> cTemplate = m_World->AddComponent<Components::Template>(ent);

	auto travels = m_World->AddComponent<Components::Travels>(ent);
	travels->CurrentlyTraveling = false;

	
	//sound
	auto collisionSound = m_World->AddComponent<Components::CollisionSound>(ent);
	collisionSound->FilePath = "Sounds/Boss/boss-hit.wav";
	m_World->CommitEntity(ent);

	m_KrakenTemplate = ent;
	InitializeObjects();
}
void UI_Setup()
{
  GPIO_Config(&GPIO_PORTA, 0b00001000, _GPIO_DIR_OUTPUT, _GPIO_CFG_DIGITAL_ENABLE | _GPIO_CFG_DRIVE_8mA, 0); // Init back light GPIO
  TFT_BACKLIGHT = 0;
  // We need to Unlock PR7 before we can use it as GPIO (MCU specific)
  GPIO_Unlock(_GPIO_COMMIT_PIN_B7);
  GPIO_Digital_Input(&GPIO_PORTB, _GPIO_PINMASK_0 | _GPIO_PINMASK_7);    // Set Up and Left as digital input
  GPIO_Digital_Input(&GPIO_PORTE, _GPIO_PINMASK_4 | _GPIO_PINMASK_5);    // Set Right and Down as digital input
  GPIO_Digital_Input(&GPIO_PORTH, _GPIO_PINMASK_2);                      // Set Center as digital input
  Delay_100ms();
  TFT_Init(320, 240);
  
  TFT_Fill_Screen(0);
  InitializeObjects();
  display_width = LoadingScreen.Width;
  display_height = LoadingScreen.Height;
  UI_LoadingScreen("Fetching IP address");

  TFT_BACKLIGHT = 1;
}
Beispiel #6
0
void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings)
{
	/* Make sure there isn't any window that can influence anything
	 * related to the new game we're about to start/load. */
	UnInitWindowSystem();

	AllocateMap(size_x, size_y);

	_pause_mode = PM_UNPAUSED;
	_fast_forward = 0;
	_tick_counter = 0;
	_cur_tileloop_tile = 0;
	_thd.redsq = INVALID_TILE;
	if (reset_settings) MakeNewgameSettingsLive();

	if (reset_date) {
		SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1), 0);
		InitializeOldNames();
	}

	PoolBase::Clean(PT_NORMAL);

	ResetPersistentNewGRFData();

	InitializeSound();
	InitializeMusic();

	InitializeVehicles();

	InitNewsItemStructs();
	InitializeLandscape();
	InitializeRailGui();
	InitializeRoadGui();
	InitializeAirportGui();
	InitializeDockGui();
	InitializeObjectGui();
	InitializeAIGui();
	InitializeTrees();
	InitializeIndustries();
	InitializeObjects();
	InitializeBuildingCounts();

	InitializeNPF();

	InitializeCompanies();
	AI::Initialize();
	Game::Initialize();
	InitializeCheats();

	InitTextEffects();
#ifdef ENABLE_NETWORK
	NetworkInitChatMessage();
#endif /* ENABLE_NETWORK */
	InitializeAnimatedTiles();

	InitializeEconomy();

	ResetObjectToPlace();

	GamelogReset();
	GamelogStartAction(GLAT_START);
	GamelogRevision();
	GamelogMode();
	GamelogGRFAddList(_grfconfig);
	GamelogStopAction();
}
Beispiel #7
0
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance
	, LPSTR lpszCmdParam, int nCmdShow)
{
#if defined (DEBUG) | defined (_DEBUG)
	_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif

	//아이콘 로드
	HICON hIcon = reinterpret_cast<HICON>(::LoadImage(hInstance, MAKEINTRESOURCE(IDI_ICON2),
											IMAGE_ICON, 0, 0, LR_DEFAULTCOLOR));
	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L,
					GetModuleHandle(NULL),
					hIcon,
					NULL, 
					NULL, 
					NULL,
					GENERIC::gAppName.c_str(),
					hIcon };
	RegisterClassEx(&wc);

	DWORD style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
	HWND hWnd = CreateWindow(GENERIC::gAppName.c_str(), GENERIC::gAppName.c_str(),
		style, CW_USEDEFAULT, 0, GENERIC::windowWidth, GENERIC::windowHeight,
		GetDesktopWindow(), NULL, wc.hInstance, NULL);


	Console::Get()->Initialize("Debug Console", hInstance, hPrevInstance, lpszCmdParam, nCmdShow);
	DEBUG_CONSOLE("Hello!\n");	

	gAppPuased = false;
	InitializeObjects(hWnd);
	SetWindowRect(hWnd);
	ShowWindow(hWnd, SW_SHOWDEFAULT);
	UpdateWindow(hWnd);	

	MSG msg;
	ZeroMemory(&msg, sizeof(msg));

	

	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}

		GameTimer::Get()->UpdateTickCount();


		if (!gAppPuased)
		{
			float tick = GameTimer::Get()->DeltaTime();

			General::Get()->Update(tick);
			//RenderDevice::Get()->UpdateScene(tick);
			RenderDevice::Get()->Render11();
			CalculateFrameStats(hWnd);
		}
		else
		{
			Sleep(1);
		}		
	}

	RenderDevice::Get()->Release();
	UnregisterClass(GENERIC::gAppName.c_str(), wc.hInstance);
	return 0;
}