BOOL ActorStateMachine::initLife(){ this->life = (int) MAX_LIFE; FnScene scene; scene.Object(sID); bloodID = scene.CreateObject(ROOT); FnObject blood; blood.Object(bloodID); //FnBillBoard blood; //blood.Object(bloodID, 0); FnActor actor; actor.Object(this->character); OBJECTid baseID = actor.GetBaseObject(); float pos[3], size[2], color[3]; pos[0] = 0.0f; pos[1] = 0.0f; pos[2] = 80.0f; size[0] = 50.0f; size[1] = 2.0f; color[0] = 1.0f; color[1] = color[2] = 0.0f; blood.Billboard(pos, size, NULL, 0, color); blood.SetParent(baseID); return TRUE; }
/*-------------------------- set rendering target data C.Wang 0522, 2006 ---------------------------*/ void FuCShadowModify::SetRenderTarget(int w, float *bgColor) { FnScene scene; FnWorld gw; FnViewport vp; char shadowName[256]; scene.Object(mHost); gw.Object(scene.GetWorld()); gw.DeleteMaterial(mRenderTarget); gw.DeleteViewport(mViewport); // create the viewport with the associated size mViewport = gw.CreateViewport(0, 0, w, w); // create the render target material mRenderTarget = gw.CreateMaterial(NULL, NULL, NULL, 1.0f, NULL); // generate a unique shadow texture name sprintf(shadowName, "shadow%d", mRenderTarget); FnMaterial mat; mat.Object(mRenderTarget); mat.AddRenderTargetTexture(0, 0, shadowName, TEXTURE_32, mViewport); mat.SetTextureAddressMode(0, CLAMP_TEXTURE); // set render target vp.Object(mViewport); vp.SetRenderTarget(mRenderTarget, 0, 0, 0); vp.SetBackgroundColor(bgColor[0], bgColor[1], bgColor[2]); }
OurEnemyActor::OurEnemyActor() { FnScene scene; scene.Object(sMiniID); anchorID = scene.CreateObject(); arrowID = scene.CreateObject(anchorID); }
/*------------------ the main program C.Wang 0904, 2012 -------------------*/ void FyMain(int argc, char **argv) { // create a new world FyStartFlyWin32("Hello Fly2 !", 0, 0, 800, 600, FALSE); FySetModelPath("Data\\Models"); FySetTexturePath("Data\\textures"); FySetShaderPath("Data\\shaders"); // create a viewport vID = FyCreateViewport(0, 0, 800, 600); FnViewport vp; vp.ID(vID); vp.SetBackgroundColor(0.3f, 0.4f, 0.5f); // create a 3D scene & the 3D entities sID = FyCreateScene(1); FnScene scene; scene.ID(sID); nID = scene.CreateObject(OBJECT); cID = scene.CreateObject(CAMERA); lID = scene.CreateObject(LIGHT); // load the teapot model FnObject model; model.ID(nID); model.Load("teapot"); // translate the camera FnCamera camera; camera.ID(cID); camera.Rotate(X_AXIS, 90.0f, LOCAL); camera.Translate(0.0f, 10.0f, 100.0f, LOCAL); // translate the light FnLight light; light.ID(lID); light.SetName("MainLight"); light.Translate(-50.0f, -50.0f, 50.0f, GLOBAL); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind a timer, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); // invoke the system FyInvokeFly(TRUE); }
ActorStateMachine::~ActorStateMachine(void) { FnScene scene; scene.Object(sID); scene.DeleteObject(this->bloodID); /* FnWorld gw; gw.Object(gID); gw.DeleteAudio(audioG); gw.DeleteAudio(audioD); */ }
/*------------------------------- create the material for shadow C.Wang 0522, 2006 --------------------------------*/ void FuCShadowModify::CreateShadowMaterial(float *color) { FnWorld gw; FnScene scene; scene.Object(mHost); gw.Object(scene.GetWorld()); if (mShadowMat != FAILED_MATERIAL_ID) { gw.DeleteMaterial(mShadowMat); } // create the material float blackColor[3]; blackColor[0] = blackColor[1] = blackColor[2] = 0.0f; mShadowMat = gw.CreateMaterial(blackColor, blackColor, blackColor, 1.0f, color); }
TShadow::TShadow( FnScene& scene ) :FuCShadowModify( scene.Object() ) { //scene.SetCurrentRenderGroup(RG_SHADOW); CreateShadowMaterial( Vec3D(0.4,0.4,0.4) ); SetRenderTarget( 512 , Vec3D(1,1,1) ); SetShadowOffsetFromGround( 0.2f ); }
MiniMap::MiniMap(WORLDid gID, SCENEid sMiniID, Lyubu *lyubu, int x_pos, int y_pos, int width, int height ) { FnWorld gw; FnScene scene; FnViewport vp; FnCamera camera; FnObject camStand; FnTerrain terrain; //adr_turn = this->turn; /* pos_begin[0]=3569.0; pos_begin[1]=-3208.0; pos_begin[2]=1000.0f; */ gw.Object(gID); //miniMap gw.SetObjectPath("Data\\NTU4\\Scenes"); FnScene miniScene; miniScene.Object(sMiniID); miniTerrainID = miniScene.CreateObject(ROOT); FnObject miniTerrain; miniTerrain.Object(miniTerrainID); miniTerrain.Load("terrain"); miniTerrain.SetOpacity(0.8f); // create a camera stand for minimap miniMapStandID = miniScene.CreateObject(ROOT); gw.SetObjectPath("Data\\NTU4\\Characters"); anchorID = miniScene.CreateObject(miniMapStandID); FnObject anchor; anchor.Object(anchorID); anchor.Load("arrowGreen"); float pos[]={0,0,10}; anchor.SetPosition(pos); // create a camera for minimap miniMapCameraID = miniScene.CreateCamera(miniMapStandID); FnCamera miniCamera; miniCamera.Object(miniMapCameraID); miniCamera.Translate(0.0f, 0.0f, 5000.0f, REPLACE); miniCamera.SetNear(5.0f); miniCamera.SetFar(100000.0f); miniCamera.Rotate(Z_AXIS, 180.0f, LOCAL); // create a light for minimap camera FnLight miniLight; miniLight.Object(miniScene.CreateLight(miniMapCameraID)); miniLight.SetIntensity(1.0f); miniLight.SetRange(9500.0f); vpMiniMapID = gw.CreateViewport(x_pos, y_pos, width, height); }
BOOL ActorStateMachine::PlayAction(int skip){ FnActor actor; actor.Object(this->character); if (this->CanBeControl() == TRUE){ actor.Play(0,LOOP, (float)skip, FALSE,TRUE); }else if (this->state == STATEATTACK){ this->PlayAttackAction(skip); }else if (this->state == STATEDAMAGE){ BOOL ret = actor.Play(0,ONCE, (float)skip, TRUE,TRUE); if (ret == FALSE){ //sprintf(debug, "%s damage end\n",debug); this->ChangeState(STATEIDLE); } }else if (this->state == STATEDIE){ BOOL ret = actor.Play(0,ONCE, (float)skip, TRUE,TRUE); if (ret == FALSE){ sprintf(debug, "%s character die\n",debug); this->ChangeState(STATEVANISH); } }else if (this->state == STATEVANISH){ if (this->fxDie != NULL) { BOOL beOK = this->fxDie->Play((float) skip); if (!beOK) { //fxDie->Reset(); // make it from the starting position and play it again // should delete the character delete fxDie; this->fxDie = NULL; FnScene scene; scene.Object(sID); scene.DeleteActor(this->character); } } } return TRUE; }
/*------------------------------------ destructor of classic shadow object C.Wang 0522, 2006 -------------------------------------*/ FuCShadowModify::~FuCShadowModify() { // delete the associated camera FnScene scene; FnWorld gw; scene.Object(mHost); gw.Object(scene.GetWorld()); gw.DeleteViewport(mViewport); mViewport = FAILED_ID; gw.DeleteMaterial(mShadowMat); mShadowMat = FAILED_MATERIAL_ID; gw.DeleteMaterial(mRenderTarget); mRenderTarget = FAILED_MATERIAL_ID; scene.DeleteCamera( m_lightCam.Object() ); m_lightCam.Object( FAILED_ID ); scene.DeleteObject(mSeed); mSeed = FAILED_ID; }
/*------------------------------------- constructor of classic shadow object C.Wang 0608, 2007 --------------------------------------*/ FuCShadowModify::FuCShadowModify(SCENEid sID, int rgID) { // initialize the shadow mHost = sID; mShadowMat = FAILED_MATERIAL_ID; mViewport = FAILED_ID; mRenderTarget = FAILED_MATERIAL_ID; // create the camera FnScene scene; FnObject seed; scene.Object(sID); m_lightCam.Object( scene.CreateCamera(ROOT) ); // backup the rendering group int oldRG = scene.GetCurrentRenderGroup(); if (rgID >= 0) { // set current rendering group scene.SetCurrentRenderGroup(rgID); } // create the seed object for displaying the shadow mSeed = scene.CreateObject(ROOT); seed.Object(mSeed); seed.BindPostRenderFunction(FuShadowDisplayCallback); seed.SetRenderOption(ALPHA, TRUE); FuCShadowModify **s = (FuCShadowModify **)seed.InitData(sizeof(FuCShadowModify *)); *s = this; mShadowHeightOffset = 0.4f; mShadowSize = 50.0f; // recover current rendering group scene.SetCurrentRenderGroup(oldRG); }
/*------------------ the main program C.Wang 0308, 2004 -------------------*/ void FyMain(int argc, char **argv) { // create a new world FyStartFlyWin32("Hello TheFly3D !", 0, 0, 800, 600, beFullScreen); FySetModelPath("Data\\Models"); FySetTexturePath("Data\\textures"); FySetShaderPath("Data\\Shaders"); FyBeginMedia("data\\media", 2); //mmID = FyCreateMediaPlayer("dawn.mpg", 0, 0, 800, 600); //mmID = FyCreateMediaPlayer("opening.avi", 0, 0, 800, 600); mmID = FyCreateMediaPlayer("MUSIC_fogforest.mp3", 0, 0, 800, 600); FnMedia mP; mP.Object(mmID); mP.Play(ONCE); //mP.SetVolume(0.1f); // create a viewport vID = FyCreateViewport(0, 0, 800, 600); FnViewport vp; vp.Object(vID); vp.SetBackgroundColor(0.3f, 0.4f, 0.5f); // create a 3D scene & the 3D entities sID = FyCreateScene(1); FnScene scene; scene.Object(sID); nID = scene.CreateObject(OBJECT); cID = scene.CreateObject(CAMERA); lID = scene.CreateObject(LIGHT); // load the teapot FnObject model; model.ID(nID); model.Load("teapot.cw3"); model.Translate(20.0f, 0.0f, 0.0f, GLOBAL); // translate the camera FnCamera camera; camera.ID(cID); camera.Rotate(X_AXIS, 90.0f, LOCAL); camera.SetAspectRatio(800.0f/600.0f); camera.Translate(0.0f, 10.0f, 200.0f, LOCAL); // translate the light FnLight light; light.ID(lID); light.Translate(-30.0f, -30.0f, 0.0f, GLOBAL); light.SetName("MainLight"); light.SetColor(0.9f, 0.9f, 0.7f); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); /* bind a timer, frame rate = 30 fps */ FyBindTimer(0, 30.0f, GameAI, TRUE); // invoke the system FyInvokeFly(TRUE); }
Donzo::Donzo( WORLDid gID, SCENEid sID ) { FnWorld gw; FnScene scene; HP_MAX = 9000; HP = HP_MAX; pos_begin[0]=3469.0; pos_begin[1]=-3208.0; pos_begin[2]=1000.0f; this->gID = gID; this->sID = sID; gw.Object(gID); scene.Object(sID); gw.SetObjectPath("Data\\NTU4\\Characters"); gw.SetTexturePath("Data\\NTU4\\Characters"); gw.SetCharacterPath("Data\\NTU4\\Characters"); gw.SetShaderPath( "Data\\NTU4\\Shaders" ); aID = scene.LoadActor("Donzo"); actor.Object(aID); //-------action--------- //IDLE ourIdleAction = new OurAction(); ourIdleAction->actID = actor.GetBodyAction(NULL, "CombatIdle"); ourIdleAction->frames_num = 0; ourIdleAction->play_speed = 1; ourIdleAction->priority = 0; ourIdleAction->type.value = DonzoAction::ACTION_IDLE(); current_OurAction = ourIdleAction; actor.MakeCurrentAction(0, NULL, ourIdleAction->actID); ourCombatIdleAction = ourIdleAction; //Run ourRunAction = new OurAction(); ourRunAction->actID = actor.GetBodyAction(NULL, "Run"); ourRunAction->frames_num = 0; ourRunAction->play_speed = 1; ourRunAction->priority = 0; ourRunAction->type.value = Action_type::ACTION_WALK(); //Attack ourAttack1Action = new OurAction(); ourAttack1Action->actID = actor.GetBodyAction(NULL, "AttackL1"); ourAttack1Action->isAttack = true; ourAttack1Action->frames_num = 0; ourAttack1Action->play_speed = 1; ourAttack1Action->priority = 5; ourAttack1Action->type.value = Action_type::ACTION_ATTACK(); ourAttack1Action->numOfKeyFrames = 1; ourAttack1Action->keyFrames = new OurFrame*[1]; ourAttack1Action->keyFrames[0] = new OurFrame; ourAttack1Action->keyFrames[0]->frameNO = 10; ourAttack1Action->keyFrames[0]->start_angle = 320; ourAttack1Action->keyFrames[0]->plus_angle = 80; ourAttack1Action->keyFrames[0]->valid_dis = 200; ourAttack1Action->keyFrames[0]->damage_pt = 100; ourHeavyAttack1Action = new OurAction(); ourHeavyAttack1Action->actID = actor.GetBodyAction(NULL, "AttackH"); ourHeavyAttack1Action->isAttack = true; ourHeavyAttack1Action->frames_num = 0; ourHeavyAttack1Action->play_speed = 1; ourHeavyAttack1Action->priority = ourAttack1Action->priority + 10; ourHeavyAttack1Action->type.value = Action_type::ACTION_ATTACK(); ourHeavyAttack1Action->numOfKeyFrames = 3; ourHeavyAttack1Action->keyFrames = new OurFrame*[3]; ourHeavyAttack1Action->keyFrames[0] = new OurFrame; ourHeavyAttack1Action->keyFrames[0]->frameNO = 23; ourHeavyAttack1Action->keyFrames[0]->start_angle = 270; ourHeavyAttack1Action->keyFrames[0]->plus_angle = 100; ourHeavyAttack1Action->keyFrames[0]->valid_dis = 200; ourHeavyAttack1Action->keyFrames[0]->damage_pt = 100; ourHeavyAttack1Action->keyFrames[1] = new OurFrame; ourHeavyAttack1Action->keyFrames[1]->frameNO = 42; ourHeavyAttack1Action->keyFrames[1]->start_angle = 270; ourHeavyAttack1Action->keyFrames[1]->plus_angle = 180; ourHeavyAttack1Action->keyFrames[1]->valid_dis = 200; ourHeavyAttack1Action->keyFrames[1]->damage_pt = 90; ourHeavyAttack1Action->keyFrames[2] = new OurFrame; ourHeavyAttack1Action->keyFrames[2]->frameNO = 70; ourHeavyAttack1Action->keyFrames[2]->start_angle = 0; ourHeavyAttack1Action->keyFrames[2]->plus_angle = 360; ourHeavyAttack1Action->keyFrames[2]->valid_dis = 200; ourHeavyAttack1Action->keyFrames[2]->damage_pt = 80; ourHeavyAttack2Action = new OurAction(); ourHeavyAttack2Action->actID = actor.GetBodyAction(NULL, "HeavyAttack"); ourHeavyAttack2Action->isAttack = true; ourHeavyAttack2Action->frames_num = 0; ourHeavyAttack2Action->play_speed = 1; ourHeavyAttack2Action->priority = ourAttack1Action->priority + 10; ourHeavyAttack2Action->type.value = Action_type::ACTION_ATTACK(); ourHeavyAttack2Action->numOfKeyFrames = 2; ourHeavyAttack2Action->keyFrames = new OurFrame*[2]; ourHeavyAttack2Action->keyFrames[0] = new OurFrame; ourHeavyAttack2Action->keyFrames[0]->frameNO = 31; ourHeavyAttack2Action->keyFrames[0]->start_angle = 0; ourHeavyAttack2Action->keyFrames[0]->plus_angle = 270; ourHeavyAttack2Action->keyFrames[0]->valid_dis = 190; ourHeavyAttack2Action->keyFrames[0]->damage_pt = 80; ourHeavyAttack2Action->keyFrames[1] = new OurFrame; ourHeavyAttack2Action->keyFrames[1]->frameNO = 41; ourHeavyAttack2Action->keyFrames[1]->start_angle = 270; ourHeavyAttack2Action->keyFrames[1]->plus_angle = 180; ourHeavyAttack2Action->keyFrames[1]->valid_dis = 200; ourHeavyAttack2Action->keyFrames[1]->damage_pt = 120; //DamageL ourDamageLAction = new OurAction(); ourDamageLAction->actID = actor.GetBodyAction(NULL, "DamageL"); ourDamageLAction->frames_num = 0; ourDamageLAction->play_speed = 1.5; ourDamageLAction->priority = 100; ourDamageLAction->type.value = DonzoAction::ACTION_DAMAGED(); //fx ourDamageLAction->numOfFxFrames = 1; ourDamageLAction->fxFrames = new OurFxFrame*[1]; ourDamageLAction->fxFrames[0] = new OurFxFrame; ourDamageLAction->fxFrames[0]->frameNO = 1; ourDamageLAction->fxFrames[0]->fxName = AllFx::SmallHurt01; //DamageH ourDamageHAction = new OurAction(); ourDamageHAction->actID = actor.GetBodyAction(NULL, "DamageH"); ourDamageHAction->frames_num = 0; ourDamageHAction->play_speed = 1.5; ourDamageHAction->priority = 100; ourDamageHAction->type.value = DonzoAction::ACTION_DAMAGED(); //fx ourDamageHAction->numOfFxFrames = 1; ourDamageHAction->fxFrames = new OurFxFrame*[1]; ourDamageHAction->fxFrames[0] = new OurFxFrame; ourDamageHAction->fxFrames[0]->frameNO = 1; ourDamageHAction->fxFrames[0]->fxName = AllFx::BigHurt01; //Die ourDieAction = new OurAction(); ourDieAction->actID = actor.GetBodyAction(NULL, "Die"); ourDieAction->frames_num = 0; ourDieAction->play_speed = 1; ourDieAction->priority = 1000; ourDieAction->type.value = DonzoAction::ACTION_DIE(); //fx ourDieAction->numOfFxFrames = 1; ourDieAction->fxFrames = new OurFxFrame*[1]; ourDieAction->fxFrames[0] = new OurFxFrame; ourDieAction->fxFrames[0]->frameNO = 1; ourDieAction->fxFrames[0]->fxName = AllFx::smoke; //blood { FnObject blood; float pos[3], size[2], color[3]; blood_length = 50; blood_width = 2; bloodID = scene.CreateObject(ROOT); blood.Object(bloodID); pos[0] = 0.0f; pos[1] = 0.0f; pos[2] = 100.0f; size[0] = blood_length; size[1] = blood_width; color[0] = 1.0f; color[1] = 0.8; color[2] = 0.2f; blood.Billboard(pos, size, NULL, 0, color); blood.SetParent(actor.GetBaseObject()); } this->blood.Object(bloodID,0); }
/*------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2015 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); //Tang: FX FySetGameFXPath("Data\\NTU6\\FX"); //Tang // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); // put the character on terrain float pos[3], fDir[3], uDir[3]; SetValues(pos, 3569.0f, -3208.0f, 1000.0f); SetValues(fDir, 1.0f, 1.0f, 0.0f); SetValues(uDir, 0.0f, 0.0f, 1.0f); ActorGen(scene, terrainRoomID, LyubuID, "Lyubu2", "Idle", pos, fDir, uDir); actorID = LyubuID.actorID; FnCharacter actor; actor.ID(actorID); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); NormalAttack1ID = actor.GetBodyAction(NULL, "NormalAttack1"); NormalAttack2ID = actor.GetBodyAction(NULL, "NormalAttack2"); HeavyAttack1ID = actor.GetBodyAction(NULL, "HeavyAttack1"); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); //hw3 : Donzo and Robber02 initialization float temp_pos[3]; float temp_fDir[3]; /* for (int i = 0; i < NUM_OF_BADGUYS; i++) { temp_pos[0] = pos[0] + 30 * (rand()%8); temp_pos[1] = pos[1] + 30 * (rand()%8); temp_pos[2] = pos[2] + 30 * (rand()%8); temp_fDir[0] = -1.0f; temp_fDir[1] = -1.0f; temp_fDir[2] = 1.0f; ActorGen(scene, terrainRoomID, badguyID[i], "Robber02", "CombatIdle", temp_pos, temp_fDir, uDir); } */ for (int i = 0; i < NUM_OF_BOSS; i++) { temp_pos[0] = pos[0] + 30 * (rand() % 8); temp_pos[1] = pos[1] + 30 * (rand() % 8); temp_pos[2] = pos[2] + 30 * (rand() % 8); SetValues(temp_fDir, -1.0f, -1.0f, 1.0f); ActorGen(scene, terrainRoomID, BossID[i], "Donzo2", "CombatIdle", temp_pos, temp_fDir, uDir); } // hw2 initial : set camera position actor.GetPosition(pos); pos[0] = pos[0] - SHORTDIST * fDir[0]; pos[1] = pos[1] - SHORTDIST * fDir[1]; pos[2] = pos[2] + HEIGHTOFFSET; SetValues(fDir, 1.0f, 1.0f, 0.0f); SetValues(uDir, 0.0f, 0.0f, 1.0f); camera.SetPosition(pos); camera.SetDirection(fDir, uDir); // the same as actor float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // create a 2D scene for sprite rendering which will be rendered on the top of 3D sID2 = FyCreateScene(1); scene.ID(sID2); scene.SetSpriteWorldSize(800, 600); // 2D scene size in pixels spID0 = scene.CreateObject(SPRITE); sp.ID(spID0); //showPicture(sp, "talk_mission.jpg", 780, 200 , 10, 10); //showPicture parameter : FnSprite ,imageName, size, position // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left FyDefineHotKey(FY_DOWN, Movement, FALSE); FyDefineHotKey(FY_Q, Movement, FALSE); FyDefineHotKey(FY_W, Movement, FALSE); FyDefineHotKey(FY_E, Movement, FALSE); FyDefineHotKey(FY_A, Movement, FALSE); // Turn left with camera rotation FyDefineHotKey(FY_D, Movement, FALSE); // Turn right with camera rotation FyDefineHotKey(FY_S, Movement, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }
/*------------------------------------------------------------- 30fps timer callback in fixed frame rate for major game loop --------------------------------------------------------------*/ void GameAI(int skip) { // play character pose FnCharacter actor; FnCharacter cur_actor; FnObject terrain; terrain.ID(tID); FnScene scene; scene.ID(sID); LyubuID.actorID = actorID; //Tang: FX float actorPos[3]; vector<char*> FX_FileName; //Tang actor.ID(actorID); //Tang: FX actor.GetPosition(actorPos); //Tang if (curPoseID == runID || curPoseID == idleID) actor.Play(LOOP, (float)skip, FALSE, TRUE); else if (actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0) actor.SetCurrentAction(NULL, 0, idleID, 10.0f); for (int i = 0; i < NUM_OF_BADGUYS; i++) { cur_actor.ID(badguyID[i].actorID); if (badguyID[i].blood_remain > 0) { bool checkMove = MoveToTargetLocation(badguyID[i], LyubuID, badguyID, terrain); if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0) { if (checkMove) { ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run"); cur_actor.SetCurrentAction(NULL, 0, CombatIdleID); } else { ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "NormalAttack2"); cur_actor.SetCurrentAction(NULL, 0, CombatIdleID); //Tang: FX FX_FileName.clear(); FX_FileName.push_back("HitForRobber"); GenFX(sID, gFXID, dummyID, actorPos, FX_FileName); //Tang } } } } for (int i = 0; i < NUM_OF_BOSS; i++) { cur_actor.ID(BossID[i].actorID); ACTIONid cur_action = cur_actor.GetCurrentAction(NULL, 0); ACTIONid DieID = cur_actor.GetBodyAction(NULL, "Die"); if (cur_action == DieID) cur_actor.Play(ONCE, (float)skip, FALSE, TRUE); else if (BossID[i].blood_remain > 0) { bool checkMove = MoveToTargetLocation(BossID[i], LyubuID, BossID, terrain); if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0) { if (checkMove) { ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run"); cur_actor.SetCurrentAction(NULL, 0, CombatIdleID); } else { ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "HeavyAttack"); cur_actor.SetCurrentAction(NULL, 0, CombatIdleID); //Tang: FX FX_FileName.clear(); FX_FileName.push_back("HitForRobber"); GenFX(sID, gFXID, dummyID, actorPos, FX_FileName); //Tang } } } } // Camera's position and direction as a standard for character's location setting FnCamera camera; camera.ID(cID); float cameraPos[3], camerafDir[3], camerauDir[3]; camera.GetPosition(cameraPos); // not used camera.GetDirection(camerafDir, camerauDir); float camVertical = camerafDir[2]; camerafDir[2] = 0; // Guaranteed up direction be 1 camerauDir[0] = 0; camerauDir[1] = 0; camerauDir[2] = 1; float dir[3], origin[3], actorfDir[3], actoruDir[3];// origin is the actor's position actor.GetPosition(origin); actor.GetDirection(actorfDir, actoruDir); //Generator location genSpot[0][0] = 2905.724; genSpot[0][1] = -2856.196; genSpot[1][0] = 729.288; genSpot[1][1] = -2472.88; // Bad guys generator for (int i = 0; i < NUM_OF_GENERATOR; i++) { if (!InArea(origin, genSpot[i], generator[i].range)) { generator[i].in = 0; generator[i].double_in = 0; } if (generator[i].in && InArea(origin, genSpot[i], generator[i].range)) { generator[i].double_in = 1; } if (InArea(origin, genSpot[i], generator[i].range)) { generator[i].in = 1; } if (generator[i].in == 1 && generator[i].double_in == 0) generator[i].produce(origin, actoruDir, scene, i, NUM_OF_GENERATOR); } origin[2] = origin[2] + HEIGHTOFFSET; // need an offset to probe the hit dir[0] = actorfDir[0] / ACTORPROBE; dir[1] = actorfDir[1] / ACTORPROBE; dir[2] = -1.0f; ////////////////////////////////////////// // Homework #01 part 1 ////////////////////////////////////////// if (dirCount % SMOOTHINESS != 0) { if ((dirCount + SMOOTHINESS) % SMOOTHINESS < SMOOTHINESS / 2 + 1) { dirCount--; actor.TurnRight(360 / SMOOTHINESS); } else { dirCount++; actor.TurnRight(360 - 360 / SMOOTHINESS); } } if ((FyCheckHotKeyStatus(FY_UP) || FyCheckHotKeyStatus(FY_S)) && dirCount % SMOOTHINESS == 0) { actor.SetDirection(camerafDir, camerauDir); if (terrain.HitTest(origin, dir) > 0) actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE); } if (FyCheckHotKeyStatus(FY_D) && dirCount % SMOOTHINESS == 0) actor.TurnRight(TURNSPEED); if (FyCheckHotKeyStatus(FY_A) && dirCount % SMOOTHINESS == 0) actor.TurnRight(360 - TURNSPEED); else if (FyCheckHotKeyStatus(FY_RIGHT) && dirCount % SMOOTHINESS == 0) { actorfDir[0] = camerafDir[1]; actorfDir[1] = -camerafDir[0]; actor.SetDirection(actorfDir, actoruDir); if (terrain.HitTest(origin, dir) > 0) { //actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE); } } else if (FyCheckHotKeyStatus(FY_LEFT) && dirCount % SMOOTHINESS == 0) { actorfDir[0] = -camerafDir[1]; actorfDir[1] = camerafDir[0]; actor.SetDirection(actorfDir, actoruDir); if (terrain.HitTest(origin, dir) > 0) { //actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE); } } else if (FyCheckHotKeyStatus(FY_DOWN) && dirCount % SMOOTHINESS == 0) { actor.SetDirection(camerafDir, camerauDir); actor.TurnRight(180.0f); if (terrain.HitTest(origin, dir) > 0 && camVertical > MAXCAMANGLE) actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE); } //Tang: FX if (gFXID != FAILED_ID) { FnGameFXSystem gxS(gFXID); BOOL4 beOK = gxS.Play((float)skip, ONCE); if (!beOK) { FnScene scene(sID); scene.DeleteGameFXSystem(gFXID); gFXID = FAILED_ID; } } //Tang }
/*------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #01 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); // put the character on terrain float pos[3], fDir[3], uDir[3]; FnCharacter actor; actor.ID(actorID); pos[0] = 3569.0f; pos[1] = -3208.0f; pos[2] = 1000.0f; fDir[0] = 1.0f; fDir[1] = -1.0f; fDir[2] = 0.0f; uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f; actor.SetDirection(fDir, uDir); actor.SetTerrainRoom(terrainRoomID, 10.0f); beOK = actor.PutOnTerrain(pos); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); // set the character to idle action curPoseID = idleID; actor.SetCurrentAction(NULL, 0, curPoseID); actor.Play(START, 0.0f, FALSE, TRUE); actor.TurnRight(90.0f); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); // set camera initial position and orientation pos[0] = 4069.0f; pos[1] = -3208.0f; pos[2] = 93.046f; fDir[0] = -500.0f; fDir[1] = -0.0f; fDir[2] = -0.0f; uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f; camera.SetPosition(pos); camera.SetDirection(fDir, uDir); float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left // define some mouse functions if (!IsCameraFollow) { FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); } else { FyBindMouseFunction(LEFT_MOUSE, InitZoom2, ZoomCam2, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, NULL, RotateCam, NULL, NULL); } // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }
/*---------------------------------- display the shadow on the terrain C.Wang 0522, 2006 -----------------------------------*/ void FuCShadowModify::Display() { TPROFILE("Shadow Display"); if ( m_fyActor.Object() == FAILED_ID ) return; FnObject model; model.Object(mSeed); if (!model.GetVisibility()) return; WORLDid wID; FnTriangle tT; FnScene scene; FnTerrain terrain; int vLen , texLen = 2, tri[3]; float M[16], *G, vLC[3]; // get all neighboring triangles //nList = terrain.GetAllVertexNeighborTriangles(iOne, list, 64); //if (nList <= 0) return; // get the matrix to character's base coordinate m_lightCam.SetWorldPosition( m_actorPos ); G = m_lightCam.GetMatrix(TRUE); FyInverseM16(G, M); tT.Object( m_terrain.Object() , 0); scene.Object(mHost); wID = scene.GetWorld(); // reset all rendering states FyResetRenderStates(wID); FySetD3DRenderState(wID, D3DRS_LIGHTING, FALSE); FySetD3DRenderState(wID, D3DRS_FOGENABLE, FALSE); FySetD3DRenderState(wID, D3DRS_ZWRITEENABLE, FALSE); // set current material FySetCurrentMaterial(wID, mRenderTarget, FALSE, 1.0f); FySetD3DRenderState(wID, D3DRS_ALPHABLENDENABLE, TRUE); FySetD3DRenderState(wID, D3DRS_ALPHATESTENABLE, FALSE); FySetD3DRenderState(wID, D3DRS_SRCBLEND, D3DBLEND_ZERO); FySetD3DRenderState(wID, D3DRS_DESTBLEND, D3DBLEND_SRCCOLOR); LPDIRECT3DDEVICE9 dev = FyGetD3DDevice(wID); float pos[16]; FuLitedVertex v[3]; // display these triangles vLen = 6; v[0].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255); v[1].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255); v[2].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255); int nTri = m_triIDVec.size(); for ( int i = 0; i < nTri ; i++) { // get the triangle vertices tT.GetTopology( m_triIDVec[i] , tri); for ( int j = 0; j < 3; ++j ) { tT.GetVertex(tri[2-j], pos); v[j].pos[0] = pos[0]; v[j].pos[1] = pos[1]; v[j].pos[2] = pos[2] + mShadowHeightOffset; // calculate the texture coordinate FUTransformVertexWithM16_Simple(vLC, v[j].pos, M); CalculateShadowUV(vLC, v[j].uv); } FyDrawTriangles(wID, XYZ_DIFFUSE, 3 , 1 , &texLen, (float *) &v[0] ); } }
/* ------------------ the main program C.Wang 1010, 2014 -------------------*/ void FyMain(int argc, char **argv) { // create a new world BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE); // setup the data searching paths FySetShaderPath("Data\\NTU6\\Shaders"); FySetModelPath("Data\\NTU6\\Scenes"); FySetTexturePath("Data\\NTU6\\Scenes\\Textures"); FySetScenePath("Data\\NTU6\\Scenes"); // create a viewport vID = FyCreateViewport(0, 0, 1024, 768); FnViewport vp; vp.ID(vID); // create a 3D scene sID = FyCreateScene(10); FnScene scene; scene.ID(sID); // load the scene scene.Load("gameScene02"); scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f); // load the terrain tID = scene.CreateObject(OBJECT); FnObject terrain; terrain.ID(tID); BOOL beOK1 = terrain.Load("terrain"); terrain.Show(FALSE); // set terrain environment terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10); FnRoom room; room.ID(terrainRoomID); room.AddObject(tID); // load the character FySetModelPath("Data\\NTU6\\Characters"); FySetTexturePath("Data\\NTU6\\Characters"); FySetCharacterPath("Data\\NTU6\\Characters"); actorID = scene.LoadCharacter("Lyubu2"); npc1ID = scene.LoadCharacter("Donzo2"); npc2ID = scene.LoadCharacter("Robber02"); // put the character on terrain float apos[3], cpos[3], fDir[3], uDir[3]; FnCharacter actor, npc1, npc2; actor.ID(actorID); npc1.ID(npc1ID); npc2.ID(npc2ID); apos[0] = 3569.0f; apos[1] = -3208.0f; apos[2] = 1000.0f; fDir[0] = 1.0f; fDir[1] = 0.0f; fDir[2] = 0.0f; uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f; actor.SetDirection(fDir, uDir); fDir[0] = -1.0f; fDir[1] = -1.0f; npc1.SetDirection(fDir, uDir); fDir[0] = 1.0f; npc2.SetDirection(fDir, uDir); actor.SetTerrainRoom(terrainRoomID, 10.0f); npc1.SetTerrainRoom(terrainRoomID, 10.0f); npc2.SetTerrainRoom(terrainRoomID, 10.0f); beOK = actor.PutOnTerrain(apos); apos[1] -= 150.0f; beOK = npc1.PutOnTerrain(apos); apos[1] -= 50.0f; beOK = npc2.PutOnTerrain(apos); // Get two character actions pre-defined at Lyubu2 idleID = actor.GetBodyAction(NULL, "Idle"); runID = actor.GetBodyAction(NULL, "Run"); attackID = actor.GetBodyAction(NULL, "NormalAttack1"); idle1ID = npc1.GetBodyAction(NULL, "Idle"); damage1ID = npc1.GetBodyAction(NULL, "DamageL"); die1ID = npc1.GetBodyAction(NULL, "Die"); idle2ID = npc2.GetBodyAction(NULL, "CombatIdle"); damage2ID = npc2.GetBodyAction(NULL, "Damage1"); die2ID = npc2.GetBodyAction(NULL, "DEAD"); // set the character to idle action curPoseID = idleID; actor.SetCurrentAction(NULL, 0, curPoseID); actor.Play(START, 0.0f, FALSE, TRUE); actor.TurnRight(90.0f); npc1.SetCurrentAction(NULL, 0, idle1ID); npc1.Play(START, 0.0f, FALSE, TRUE); npc2.SetCurrentAction(NULL, 0, idle2ID); npc2.Play(START, 0.0f, FALSE, TRUE); // translate the camera cID = scene.CreateObject(CAMERA); FnCamera camera; camera.ID(cID); camera.SetNearPlane(5.0f); camera.SetFarPlane(100000.0f); // set camera initial position and orientation actor.GetPosition(apos); //cpos[0] = 4315.783f; cpos[1] = -3199.686f; cpos[2] = 93.046f; fDir[0] = DIST; fDir[1] = 0.0f; fDir[2] = -HEIGHT; cpos[0] = apos[0] - fDir[0]; cpos[1] = apos[1] - fDir[1]; cpos[2] = apos[2] - fDir[2]; float distance = sqrt(double((fDir[0])*(fDir[0]) + (fDir[1])*(fDir[1]))); uDir[0] = -fDir[2] * fDir[0] / distance; uDir[1] = -fDir[2] * fDir[1] / distance; uDir[2] = distance; //fDir[0] = -0.983f; fDir[1] = -0.143f; fDir[2] = -0.119f; //uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f; camera.SetPosition(cpos); camera.SetDirection(fDir, uDir); float mainLightPos[3] = { -4579.0, -714.0, 15530.0 }; float mainLightFDir[3] = { 0.276, 0.0, -0.961 }; float mainLightUDir[3] = { 0.961, 0.026, 0.276 }; FnLight lgt; lgt.ID(scene.CreateObject(LIGHT)); lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE); lgt.SetDirection(mainLightFDir, mainLightUDir); lgt.SetLightType(PARALLEL_LIGHT); lgt.SetColor(1.0f, 1.0f, 1.0f); lgt.SetName("MainLight"); lgt.SetIntensity(0.4f); // create a text object for displaying messages on screen textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE); // set Hotkeys FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE); // escape for quiting the game FyDefineHotKey(FY_UP, Movement, FALSE); // Up for moving forward FyDefineHotKey(FY_DOWN, Movement, FALSE); // Down for turning right FyDefineHotKey(FY_RIGHT, Movement, FALSE); // Right for turning right FyDefineHotKey(FY_LEFT, Movement, FALSE); // Left for turning left FyDefineHotKey('W', Movement, FALSE); // Up for moving forward FyDefineHotKey('S', Movement, FALSE); // Down for turning right FyDefineHotKey('D', Movement, FALSE); // Right for turning right FyDefineHotKey('A', Movement, FALSE); // Left for turning left FyDefineHotKey('J', Movement, FALSE); // define some mouse functions FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL); FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL); FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL); // bind timers, frame rate = 30 fps FyBindTimer(0, 30.0f, GameAI, TRUE); FyBindTimer(1, 30.0f, RenderIt, TRUE); // invoke the system FyInvokeFly(TRUE); }