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 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;


	}