Beispiel #1
0
void CSkyBox::Initialize(LPDIRECT3DDEVICE9 pDevice, float fWidth, float fRotSpeed, D3DXVECTOR3 vecPos)
{
	m_pDevice = pDevice;
	m_fRotateSpeed = fRotSpeed;

	SetXScale(fWidth);
	SetYScale(fWidth);
	SetZScale(fWidth);
	SetXPosition(vecPos.x);
	SetYPosition(vecPos.y);
	SetZPosition(vecPos.z);

	SKYBOXVERTEX skyboxVertex[] =
	{	
		{0.5f, -0.5f,  0.5f,   0.0f, 1.0f},		//Right
		{0.5f,  0.5f,  0.5f,   0.0f, 0.0f},		
		{0.5f, -0.5f, -0.5f,   1.0f, 1.0f},		
		{0.5f,  0.5f, -0.5f,   1.0f, 0.0f},

		{0.5f, -0.5f, -0.5f,   0.0f, 1.0f},		//Back 
		{0.5f,  0.5f, -0.5f,   0.0f, 0.0f},
		{-0.5f, -0.5f, -0.5f,  1.0f, 1.0f},		
		{-0.5f,  0.5f, -0.5f,  1.0f, 0.0f},

		{-0.5f, -0.5f, -0.5f,  0.0f, 1.0f},		//Left
		{-0.5f,  0.5f, -0.5f,  0.0f, 0.0f},
		{-0.5f, -0.5f,  0.5f,  1.0f, 1.0f},		
		{-0.5f,  0.5f,  0.5f,  1.0f, 0.0f},

		{-0.5f, -0.5f,  0.5f,  0.0f, 1.0f},		//Front
		{-0.5f,  0.5f,  0.5f,  0.0f, 0.0f},
		{0.5f, -0.5f,  0.5f,   1.0f, 1.0f},	
		{0.5f,  0.5f,  0.5f,   1.0f, 0.0f},

		{0.5f,  0.5f,  0.5f,   0.0f, 0.0f},		//up
		{-0.5f,  0.5f,  0.5f,  1.0f, 0.0f},		
		{0.5f,  0.5f, -0.5f,   0.0f, 1.0f},	     
		{-0.5f,  0.5f, -0.5f,  1.0f, 1.0f},

		{-0.5f, -0.5f,  0.5f,  0.0f, 0.0f},		//down
		{0.5f, -0.5f,  0.5f,   0.0f, 1.0f},
		{-0.5f, -0.5f, -0.5f,  1.0f, 0.0f},	
		{0.5f, -0.5f, -0.5f,   1.0f, 1.0f},
	};

	m_pDevice->CreateVertexBuffer(sizeof(skyboxVertex), 0, 
		D3DFVF_SKYBOX, D3DPOOL_MANAGED, &m_pVertexBuffer,NULL);
	
	void * pVertices;
	m_pVertexBuffer->Lock(0, 0, &pVertices, 0);
	memcpy(pVertices,(void *)skyboxVertex,sizeof(skyboxVertex));
	m_pVertexBuffer->Unlock();
}
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
Summary: Renders the terrain.
Parameters:
[in] pDevice - D3D Device
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void CArrow::Render( LPDIRECT3DDEVICE9 pDevice )
{
	SetZPosition(pos[0] * 0.5f);
	SetXPosition(pos[1] * 0.5f);
	SetYPosition(pos[2] * 0.01f);

	RotateAbs(-pos[4], pos[5], -pos[3]);

	pDevice->SetTransform( D3DTS_WORLD, GetTransform() );

	pDevice->SetStreamSource( 0, m_vb, 0, sizeof(Vertex) );
	pDevice->SetFVF( D3DFVF_XYZ | D3DFVF_DIFFUSE );
	pDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 6 );
}
CTestPlayer::CTestPlayer(
	std::string spriteName/* = "naruto"*/, 
	std::string playerName/* = "noname"*/,
	float startPosX/* = 0.0F*/,
	float startPosY/* = 0.0F*/,
	float runForce/* = 250.0F*/,
	float jumpForce/* = 450.0F*/,
	int playerHP/* = 100*/,
	int playerDMG/* = 10*/)
	:	log("TestPlayer", CXmlSettings::Inst()->GetLoggerSettings()->logLevel),
	CBaseCharacter(spriteName)
{
	CMovable::SetXVelocity(0);
	CMovable::SetYVelocity(0);
	CMovable::SetXForce(runForce);
	CMovable::SetYForce(jumpForce);
	SetXPosition(200);
	SetYPosition(200);
}