Beispiel #1
0
		virtual int init(unsigned int width, unsigned int height)
		{
			STX_INIT_SEGVCATCH;
			STX_TRY;
			g_pIndieLib = mI = CIndieLib::Instance();

	// ----- IndieLib intialization -----

#if 0
	//CIndieLib * mI = CIndieLib::Instance();
	if (!mI->Init ()) return 0;
#else
	
	mI = g_pIndieLib = CIndieLib::Instance();
	if (!mI->
		Init (
		"IndieLib-TankFollowsMouseFires"
		)) return -1;
#endif

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;

	// Characters animations
	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceSky, "/IndieLib-TankFollowsMouseFires/images/frigistan_sky.png", IND_OPAQUE, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceGnd, "/IndieLib-TankFollowsMouseFires/images/frigistan_ground.png", IND_OPAQUE, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->AnimationManager->AddToSurface (&animTank, "/IndieLib-TankFollowsMouseFires/images/tank.xml", IND_ALPHA, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceBarrel, "/IndieLib-TankFollowsMouseFires/images/barrel.png", IND_ALPHA, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceCursor, "/IndieLib-TankFollowsMouseFires/images/crosshairs1.png", IND_ALPHA, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceBullet, "/IndieLib-TankFollowsMouseFires/images/bullet.png", IND_ALPHA, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceTankShadow, "/IndieLib-TankFollowsMouseFires/images/tankshadow.png", IND_ALPHA, IND_32)) return 0;

	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add(&surfaceMuzzleFlash, "/IndieLib-TankFollowsMouseFires/images/muzzleflash.png", IND_ALPHA, IND_32)) return 0;


	//////////////////////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add(&sky);
	sky.SetSurface(&surfaceSky);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(&ground);
	ground.SetSurface(&surfaceGnd);
	ground.SetPosition(0, mI->Window->GetHeight() - surfaceGnd.GetHeight(), 0);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(&tank);
	tank.SetAnimation(&animTank);
	tank.SetHotSpot(0.5f, 0.1f);
	tank.SetPosition(g_vecPlayer_Pos.x, g_vecPlayer_Pos.y, 0);  // initial position

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(&barrel);
	barrel.SetSurface(&surfaceBarrel);
	barrel.SetHotSpot(0.5f, 1.0f);
	barrel.SetScale(1.5f, 1.5f);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(&bullet);
	bullet.SetSurface(&surfaceBullet);
	bullet.SetHotSpot(0.5f, 0.5f);
	bullet.SetShow(false);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(1, &cursor);		// GUI layer
	cursor.SetSurface(&surfaceCursor);
	cursor.SetHotSpot(0.5f, 0.5f);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(0, &tankShadow);
	tankShadow.SetSurface(&surfaceTankShadow);
	tankShadow.SetHotSpot(0.5f, 0.7f);

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(0, &muzzleFlash);
	muzzleFlash.SetSurface(&surfaceMuzzleFlash);
	muzzleFlash.SetHotSpot(0.5f, 0.5f);
	muzzleFlash.SetShow(false);


	// Font
	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	if (!mI->FontManager->Add (&FontSmall, "/IndieLib-TankFollowsMouseFires/font_small.png", "/IndieLib-TankFollowsMouseFires/font_small.xml", IND_ALPHA, IND_32)) return 0;

	// ----- Font creation -----

	//////////////////////////////////////IND_Entity2d mTextSmallWhite
	mI->Entity2dManager->Add(1, &mTextSmallWhite);		// Entity adding (Layer 1)
	mTextSmallWhite.SetFont			(&FontSmall);						// Set the font into the entity
	mTextSmallWhite.SetLineSpacing	(18);
	mTextSmallWhite.SetCharSpacing	(-8);
	mTextSmallWhite.SetPosition		(5, 5, 1);
	mTextSmallWhite.SetAlign		(IND_LEFT);


	timer.Start();



	// global audio manager pointer variable automatically set
	//IAudio* pAudioManager = STX_Service::GetAudioInstance()
	STX_Service::GetAudioInstance()->Init();

#if 1
	//------------------------------
	// Load all sounds
	//------------------------------
	for (int i = 0; i < MAX_SOUNDS; i++)
	{
		STX_Service::GetAudioInstance()->Load(g_SoundNames[i].szFilename.c_str(), g_SoundNames[i].szName.c_str());
	}
#endif
	STX_CATCH;
	return 0;


	// ----- Main Loop -----
	}
Beispiel #2
0
		virtual int init(unsigned int width, unsigned int height)
		{
			STX_INIT_SEGVCATCH;
			STX_TRY;
			g_pIndieLib = mI = CIndieLib::Instance();
	// ----- IndieLib intialization -----
#if 0
	//CIndieLib * mI = CIndieLib::Instance();
	if (!mI->Init ()) return 0;
#else
	
//CIndieLib * mI = CIndieLib::Instance();
	if (!CIndieLib::Instance()->
		Init (
		"a_08_Collisions"
		)) return -1;
#endif
	// ----- Surface loading -----

	// Loading Background
	////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add (&mSurfaceBack, "/twist.jpg", IND_OPAQUE, IND_32)) return 0;

	// Loading Rocket
	////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add (&mSurfaceRocket, "/rocket.png", IND_ALPHA, IND_32)) return 0;

	// Loading Beetleship
	////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->SurfaceManager->Add (&mSurfaceBeetle, "/beetleship.png", IND_ALPHA, IND_32)) return 0;

	// Sword Master animation, we apply a color key of (0, 255, 0)
	////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->AnimationManager->AddToSurface (&mSwordMasterAnimation, "/animations/sword_master.xml", IND_ALPHA, IND_16, 0, 255, 0)) return 0;

	// ----- Font loading -----

	// Font
	////////////////////IND_Entity2d mTextSmallWhite;
	if (!mI->FontManager->Add (&mFontSmall, "/font_small.png", "/font_small.xml", IND_ALPHA, IND_32)) return 0;

	// ----- Set the surfaces into 2d entities -----

	// Creating 2d entity for the background
	////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add (&mBack);						// Entity adding
	mBack.SetSurface (&mSurfaceBack);						// Set the surface into the entity

	// Creating 2d entity for the Rocket
	////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add (&mRocket);					// Entity adding
	mRocket.SetSurface (&mSurfaceRocket);					// Set the surface into the entity

	// Creating 2d entity for the Beetleship
	////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add (&mBeetle);					// Entity adding
	mBeetle.SetSurface (&mSurfaceBeetle);					// Set the surface into the entity

	// Creating 2d entity for the Sword Master animation
	////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add (&mSwordMaster);				// Entity adding
	mSwordMaster.SetAnimation (&mSwordMasterAnimation);		// Set the animation into the entity

	// Text small white
	////////////////////IND_Entity2d mTextSmallWhite;
	mI->Entity2dManager->Add (&mTextSmallWhite);			// Entity adding
	mTextSmallWhite.SetFont (&mFontSmall);					// Set the font into the entity

	// ----- Changing the attributes of the 2d entities -----

	// Background
	mBack.SetHotSpot (0.5f, 0.5f);
	mBack.SetPosition (400, 300, 0);
	mBack.SetScale (1.7f, 1.7f);

	// Beetle
	mBeetle.SetHotSpot (0.5f, 0.5f);
	mBeetle.SetMirrorX (1);
	mBeetle.SetBoundingTriangle ("beetle_head", 160, 105, 160, 170, 190, 135);
	mBeetle.SetBoundingCircle ("beetle_boy_head", 85, 52, 55);

	// Rocket
	mRocket.SetHotSpot (0.5f, 0.5f);
	mRocket.SetPosition (200, 450, 1);
	mRocket.SetBoundingAreas ("/rocket_collisions.xml");
	//mRocket.DeleteBoundingAreas ("engines");

	// Sword Master Animation
	mSwordMaster.SetHotSpot (0.5f, 0.5f);
	mSwordMaster.SetPosition (400, 220, 3);

	// Text
	mTextSmallWhite.SetLineSpacing	(18);
	mTextSmallWhite.SetCharSpacing	(-7);
	mTextSmallWhite.SetPosition		(400, 30, 10);
	mTextSmallWhite.SetAlign		(IND_CENTER);

	// ----- Main Loop -----
	STX_CATCH;
	return 0;



	}
Beispiel #3
0
/*
==================
Main
==================
*/
int IndieLib()
{
	// ----- IndieLib intialization -----

	CIndieLib *mI = CIndieLib::Instance();
	if (!mI->Init ()) return 0;			

	// ----- Surface loading -----

	// 3d Dino loading
	IND_3dMesh mMeshDino;
	if (!mI->MeshManager->Add (&mMeshDino, "..\\resources\\trex dx\\dino videogame.x", "..\\resources\\trex dx")) return 0;

	// Font
	IND_Font mFontSmall;
	if (!mI->FontManager->Add (&mFontSmall, "..\\resources\\font_small.png", "..\\resources\\font_small.xml", IND_ALPHA, IND_32)) return 0;

	// ----- Font creation -----

	IND_Entity2d mTextSmallWhite;					
	mI->Entity2dManager->Add		(&mTextSmallWhite);			// Entity adding
	mTextSmallWhite.SetFont			(&mFontSmall);				// Set the font into the entity
	mTextSmallWhite.SetLineSpacing	(18);
	mTextSmallWhite.SetCharSpacing	(-8);
	mTextSmallWhite.SetPosition		(5, 5, 1);
	mTextSmallWhite.SetAlign		(IND_LEFT);

	// ----- Set the mesh into 3d entity -----

	// Creating 3d entity
	IND_Entity3d mDino;					
	mI->Entity3dManager->Add (&mDino);						// Entity adding
	mDino.Set3dMesh (&mMeshDino);							// Set the 3d mesh into the entity

	// ----- Cameras ------

	IND_Camera2d mCamera2d (mI->Window->GetWidth () / 2, mI->Window->GetHeight() / 2);
	IND_Camera3d mCamera3d (0.0f, 0.0f, -2.0f);
	mCamera3d.SetAspect ((float) mI->Window->GetWidth () / mI->Window->GetHeight());

	// ----- Light -----

	IND_Light mLight0;
	mI->LightManager->Add (&mLight0, IND_AMBIENT_LIGHT);
	mLight0.SetColor (1.0f, 1.0f, 1.0f, 1.0f);

	// Light 1 (Direction light)
	IND_Light mLight1;
	mI->LightManager->Add (&mLight1, IND_DIRECTIONAL_LIGHT);
	mLight1.SetColor (1.0f, 1.0f, 1.0f, 1.0f);
	mLight1.SetDirection (0.0f, -0.3f, 0.5f);
	mLight1.SetRange (1000.0f);

	// Light 2 (Point light)
	IND_Light mLight2;
	mI->LightManager->Add (&mLight2, IND_POINT_LIGHT);
	mLight2.SetPosition (3, 3, 3);
	mLight2.SetColor (0.4f, 1.0f, 0.4f, 1.0f);
	mLight2.SetRange (200);
	mLight2.SetAttenuation (0.5f);

	// Light 3 (Spot light)
	IND_Light mLight3;
	mI->LightManager->Add (&mLight3, IND_SPOT_LIGHT);
	mLight3.SetPosition (5, 5, 5);
	mLight3.SetColor (1.0f, 1.0f, 1.0f, 1.0f);
	mLight3.SetDirection (0.0f, -0.3f, 0.5f);
	mLight3.SetRange (1000);
	mLight3.SetAttenuation (0.2f);
	mLight3.SetFalloff (1.0f);
	mLight3.SetPhi (8.0f);
	mLight3.SetTheta (7);

	// ----- Main Loop -----

	mI->LightManager->Disable(&mLight2);
	mI->LightManager->Disable(&mLight3);
	float	mAngle = 0;
	char	mText [2048]; mText [0] = 0;
	int		mSpeed = 25;
	float	mDelta;

	while (!mI->Input->OnKeyPress (IND_ESCAPE) && !mI->Input->Quit())
	{
		// ----- Input update ----

		mI->Input->Update ();

		// ----- Text -----

		strcpy (mText, "Press 1, 2 or 3 in order to toggle between different lights\n");
		mTextSmallWhite.SetText	 (mText);	

		// ----- Input -----

		mDelta = mI->Render->GetFrameTime() / 1000.0f;

		// Activate only light 1
		if (mI->Input->IsKeyPressed (IND_1))
		{
			mI->LightManager->Disable(&mLight2);
			mI->LightManager->Disable(&mLight3);
			mI->LightManager->Enable(&mLight1);
		}

		// Activate only light 2
		if (mI->Input->IsKeyPressed (IND_2))
		{
			mI->LightManager->Disable(&mLight1);
			mI->LightManager->Disable(&mLight3);
			mI->LightManager->Enable(&mLight2);
		}

		// Activate only light 3
		if (mI->Input->IsKeyPressed (IND_3))
		{
			mI->LightManager->Disable(&mLight1);
			mI->LightManager->Disable(&mLight2);
			mI->LightManager->Enable(&mLight3);
		}

		// ----- Updating entities attributes  -----

		mAngle += mDelta * mSpeed;
		mDino.SetAngleXYZ (0, mAngle, 0);

		// ----- Render  -----

		mI->Render->ClearViewPort (60, 60, 60);
		mI->Render->BeginScene ();

		mI->Render->SetViewPort3d (0, 0, mI->Window->GetWidth (), mI->Window->GetHeight());
		mI->Render->SetCamera3d (&mCamera3d);
		mI->LightManager->Update ();
		mI->Entity3dManager->RenderEntities3d ();

		mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth (), mI->Window->GetHeight ());
		mI->Render->SetCamera2d (&mCamera2d);
		mI->Entity2dManager->RenderEntities2d ();

		mI->Render->EndScene ();	
	}

	// ----- Free -----

	mI->End ();

	return 0;
}
Beispiel #4
0
		virtual int init(unsigned int width, unsigned int height)
		{
			STX_INIT_SEGVCATCH;
			STX_TRY;
			g_pIndieLib = mI = CIndieLib::Instance();
	// ----- IndieLib intialization -----

#if 0
	//CIndieLib * mI = CIndieLib::Instance();
	if (!CIndieLib::Instance()->Init ()) return 0;
#else
	
	mI = CIndieLib::Instance();
	if (!CIndieLib::Instance()->
		Init (
		"IndieLib-Transitions"
		)) return -1;
#endif

	// Loading layer 1
	//////////IND_Timer timer;
	if (!mI->SurfaceManager->Add (&SurfaceSnake, "/IndieLib-Transitions/snake_512.jpg", IND_ALPHA, IND_32)) return 0;

	// Loading layer 1
	//////////IND_Timer timer;
	if (!mI->SurfaceManager->Add (&SurfacePool, "/IndieLib-Transitions/pool_512.jpg", IND_ALPHA, IND_32)) return 0;

	// ----- Font creation -----
	// Font (layer 3)
	//////////IND_Timer timer;
	if (!mI->FontManager->Add (&FontSmall, "/IndieLib-Transitions/font_small.png", "/IndieLib-Transitions/font_small.xml", IND_ALPHA, IND_32)) return 0;

	// Create the Font
	//////////IND_Timer timer;
	mI->Entity2dManager->Add		(1, &TextSmallWhite);		// Entity adding (Layer 3)
	TextSmallWhite.SetFont			(&FontSmall);				// Set the font into the entity
	TextSmallWhite.SetLineSpacing	(18);
	TextSmallWhite.SetCharSpacing	(-8);
	TextSmallWhite.SetPosition		(5, 5, 1);
	TextSmallWhite.SetAlign		(IND_LEFT);

	// Creating 2d entity for the pool
	g_pSourceEntity2d = new IND_Entity2d();
	mI->Entity2dManager->Add (0, g_pSourceEntity2d);			// Entity adding !!! Note the first parameter is layer #
	g_pSourceEntity2d->SetSurface (&SurfacePool);				// Set the surface into the entity

	// Creating 2d entity for the snake
	g_pDestEntity2d	= new IND_Entity2d();
	mI->Entity2dManager->Add (0, g_pDestEntity2d);			// Entity adding !!! Note the first parameter is layer #
	g_pDestEntity2d->SetSurface (&SurfaceSnake);			// Set the surface into the entity
	g_pDestEntity2d->SetPosition(0, 0, 0);


	//////////IND_Timer timer;

	g_szTitle = "ALPHA2";
	
	// ----- Main Loop -----

	timer.Start();

	// Create the first transition
	g_pMainTransition = new Transition(g_pSourceEntity2d, g_pDestEntity2d, ALPHA2, g_pSourceEntity2d->GetSurface()->GetWidth(), g_pSourceEntity2d->GetSurface()->GetHeight());
	STX_CATCH;
	return 0;


	}