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 ----- }
virtual int render() { STX_TRY; mI->Input->Update (); // ----- Delta Time ----- fElapsedTime = mI->Render->GetFrameTime() / 1000.0f; // ----- Text ----- stx_strlcpy (szText, "Move the mouse left and right and watch the tank try to follow!\n", 2048); stx_strlcat (szText, "Press Left Mouse button to fire!\n", 2048); stx_strlcat (szText, "Press 'f' to toggle freezing the tank movement (debug)\n", 2048); stx_snprintf(szBuf, 2048, "%d, %d\n", mI->Input->GetMouseX(), mI->Input->GetMouseY() ); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "%.3f, %.3f\n", g_vecPlayer_Pos.x, g_vecPlayer_Pos.y); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "Muzzle angle %.3f\n", g_fGunAngle); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "Tank velocity %.3f\n", g_vecPlayer_Velocity.x); stx_strlcat (szText, szBuf, 2048); mTextSmallWhite.SetText (szText); // Position the mouse cursor cursor.SetPosition((float)mI->Input->GetMouseX(), (float)mI->Input->GetMouseY(), 1); // "Freeze" tank except allow gun to rotate if (mI->Input->OnKeyPress(KEY_f)) g_bToggleFreezeTank = !g_bToggleFreezeTank; ULONG Direction = 0; float deltaX = g_vecPlayer_Pos.x - mI->Input->GetMouseX(); if (!g_bToggleFreezeTank && fabs(deltaX) > g_Epsilon) { if (deltaX < 0) { Direction |= DIR_RIGHT; tank.SetSequence(1); } else if (deltaX > 0) { Direction |= DIR_LEFT; tank.SetSequence(2); } } else { // Stop the animation if not moving tank.SetSequence(0); } // Any movement? if ( Direction && !g_bToggleFreezeTank ) { Player_Move( Direction, g_fSpeed * fElapsedTime, true ); } //--------------------------- // Update the player //--------------------------- Player_Update( fElapsedTime ); //--------------------------- // Move and rotate the barrel // Note: there would normally be a class representing the whole tank //--------------------------- float fMouse2TankX = tank.GetPosX() - mI->Input->GetMouseX(); float fMouse2TankY = tank.GetPosY() - mI->Input->GetMouseY(); // y position going down // Clamp. Mouse is below tank if (fMouse2TankY < 0.0f) fMouse2TankY = 0.0f; g_fGunAngle = atan2(fMouse2TankY, fMouse2TankX) * 180.0f / fPI; // in degrees g_fGunAngle -= 90.0f; // barrel is initially pointing up (in image). atan2() w.r.t x-axis (pointing right) barrel.SetAngleXYZ(0.0f, 0.0f, g_fGunAngle); // Set position of barrel (child) on the tank (parent) g_vecBarrel.x = tank.GetPosX(); g_vecBarrel.y = tank.GetPosY(); barrel.SetPosition(g_vecBarrel.x, g_vecBarrel.y, 0); // Move the tank (player) tank.SetPosition(g_vecPlayer_Pos.x, g_vecPlayer_Pos.y, 1); tankShadow.SetPosition(tank.GetPosX(), tank.GetPosY() + 50, 0); // location is tank HotSpot plus an offset of 50 //--------------------------- // Fire weapon!! //--------------------------- if (5 && mI->Input->OnMouseButtonPress(MBUTTON_LEFT)) { // Initial bullet position (following code is rather verbose and could be combined into less lines // but did it that way to explain the math. float angleDegrees = barrel.GetAngleZ() + 90.0f; float angleRadians = angleDegrees * fPI / 180.0f; float fX = barrel.GetPosX() - cosf(angleRadians) * BARREL_LENGTH; float fY = barrel.GetPosY() - sinf(angleRadians) * BARREL_LENGTH; bullet.SetAngleXYZ(0, 0, angleDegrees - 90.0f); g_vecBullet_Pos = D3DXFROMWINEVECTOR3(fX, fY, 0.0f); bullet.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); // Initial bullet velocity D3DXFROMWINEMATRIX mtxRotate; D3DXFROMWINEVECTOR3 vecVelDir = D3DXFROMWINEVECTOR3(-1.0f, 0.0f, 0.0f); D3DXFROMWINEMatrixRotationZ( &mtxRotate, angleRadians); D3DXFROMWINEVec3TransformNormal( &vecVelDir, &vecVelDir, &mtxRotate ); g_vecBullet_Velocity = vecVelDir * BULLET_SPEED; // Show blast! g_fMuzzleFlashTimer = 0.05f; muzzleFlash.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); g_bBulletDead = false; // Make sound! (no sound lib hooked up but this is where you would do it. STX_Service::GetAudioInstance()->Play("tankfire1"); } // Update the single bullet if (!g_bBulletDead) { bullet.SetShow(true); Bullet_Update( fElapsedTime, &bullet ); bullet.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); } else { bullet.SetShow(false); } //--------------------------- // Render muzzle flash effect //--------------------------- g_fMuzzleFlashTimer -= fElapsedTime; if (g_fMuzzleFlashTimer > 0.0f) { muzzleFlash.SetShow(true); } else { muzzleFlash.SetShow(false); g_fMuzzleFlashTimer = 0.0f; } //----------------- // Render the scene //----------------- mI->Render->BeginScene (); mI->Render->ClearViewPort (160, 160, 160); mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth(), mI->Window->GetHeight()); mI->Entity2dManager->RenderEntities2d ( ); // Render GUI layer mI->Entity2dManager->RenderEntities2d (1); //???mI->Render->ShowFpsInWindowTitle(); // MUST call this to update FMOD STX_Service::GetAudioInstance()->Update(); mI->Render->EndScene (); STX_CATCH; return 0; }