Ejemplo n.º 1
0
	bool setup() {
		win = new Engine::glfwWindow;
		DefaultGameStateManager *manager = new DefaultGameStateManager(win);

		win->setApplication(this);
		win->setState(manager);
		win->setup();
		//AssetManager::setBasePath("");

		scene = manager->sceneState->scene;

		scene->systemManager->addSystem(new PhysicsSubSystem());
		scene->systemManager->addSystem(new GenericSubSystem());
		scene->systemManager->addSystem(new Generic30fpsSubSystem());
		scene->systemManager->addSystem(new Generic60fpsSubSystem());
		scene->systemManager->addRenderSystem(new DefaultRenderSubSystem());

		DebugRenderSubSystem *dr = new DebugRenderSubSystem();
		scene->systemManager->addRenderSystem(dr);
		scene->setEffect(new PostProcessor(scene));
		mainchar = addMainActor(scene);

		scene->addActor(addModel("Data/Model/mappa4.obj", vec3(-10, 0, -10), vec3(1.5)));
		scene->addActor(addModel("Data/Model/mappa5.obj", vec3(0), vec3(1.1)));
		scene->addActor(addAxis1());
		//	addLucy(scene);
		addParticleSystem(scene,new ParticleSystem(),vec3(10,0,20));
		addParticleSystem(scene,new ParticleSystem1(),vec3(-20,0,20));
		addSun(scene);

  
		loadScene(AssetManager::getBasePath() + "Data/Level/prova/", scene);
		loadScene(AssetManager::getBasePath() + "Data/Level/handmade/", scene);
		Debug("Setup done!\n\n\n\n\nPress F1 to switch to FreeCam\nPress F2 to spawn a light sphere\nPress F3 to get the position\n\n\n\nFor any question contact me at: [email protected]\n\n\n");
	}
Ejemplo n.º 2
0
void Scene1400::postInit(SceneObjectList *OwnerList) {
	if (_globals->_stripNum != 1400) {
		loadScene(1401);
	} else {
		loadScene(1402);
	}
	Scene::postInit();

	_globals->_sceneManager._scrollerRect = Rect(40, 90, 280, 180);
	_globals->_player.postInit();
	_globals->_player.setVisage(1401);
	_globals->_player.animate(ANIM_MODE_2, 0);
	_globals->_player.setStrip2(4);
	_globals->_player.fixPriority(4);
	_globals->_player.disableControl();

	_globals->_player._moveDiff = Common::Point(4, 2);
	_globals->_player.setPosition(Common::Point(160, 800));
	_globals->_sceneManager._scene->_sceneBounds.center(_globals->_player._position);
	_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
	_globals->_sceneOffset.y = (_globals->_sceneManager._scene->_sceneBounds.top / 100) * 100;

	setAction(&_action1);
	_globals->_soundHandler.play(118);
}
Ejemplo n.º 3
0
void App::onInit() {
    GApp::onInit();
    s_app = this;
    cameraAdjustment = 0.7f;

    m_sonicSculptureFilename = "default.Soundscape.Any";

    m_freezeEverything = false;

    g_sampleWindowIndex = 0;
    m_lastSampleWindowProcessed = 0;
    m_initialTime = System::time();

    m_appMode = AppMode::DEFAULT;
    // TODO: Print instructions
    m_maxSavedTimeSlices = 128;
    m_lastInterestingEventTime = System::time();
    initializeAudio();

    m_rawAudioTexture = Texture::createEmpty("Raw Audio Texture", g_currentAudioBuffer.size(), 1, ImageFormat::R32F());
    m_frequencyAudioTexture = Texture::createEmpty("Frequency Audio Texture", g_currentAudioBuffer.size()/2, 1, ImageFormat::RG32F());

    m_smoothedRootMeanSquare = 0.0f;


    setFrameDuration(1.0f/30.0f);
    makeGUI();
    loadScene("Sculpting");
}
Ejemplo n.º 4
0
// Called before the application loop begins.  Load data here and
// not in the constructor so that common exceptions will be
// automatically caught.
void App::onInit() {
    GApp::onInit();

    // This program renders to texture for most 3D rendering, so it can
    // explicitly delay calling swapBuffers until the Film::exposeAndRender call,
    // since that is the first call that actually affects the back buffer.  This
    // reduces frame tearing without forcing vsync on.
    renderDevice->setSwapBuffersAutomatically(false);

    setFrameDuration(1.0f / 30.0f);

    // Call setScene(shared_ptr<Scene>()) or setScene(MyScene::create()) to replace
    // the default scene here.

    showRenderingStats      = false;
    m_showWireframe         = false;

    makeGBuffer();
    makeGUI();

    // For higher-quality screenshots:
    // developerWindow->videoRecordDialog->setScreenShotFormat("PNG");
    // developerWindow->videoRecordDialog->setCaptureGui(false);
    developerWindow->cameraControlWindow->moveTo(Point2(developerWindow->cameraControlWindow->rect().x0(), 0));
    loadScene(developerWindow->sceneEditorWindow->selectedSceneName());
}
Ejemplo n.º 5
0
void App::onInit() {
    GApp::onInit();

    m_gbufferSpecification.encoding[GBuffer::Field::CS_FACE_NORMAL].format = NULL;

    m_gbufferSpecification.encoding[GBuffer::Field::CS_NORMAL] = Texture::Encoding(ImageFormat::RGB10A2(), FrameName::CAMERA, 2.0f, -1.0f);

    m_gbufferSpecification.encoding[GBuffer::Field::SS_EXPRESSIVE_MOTION]    = 
        Texture::Encoding(GLCaps::supportsTexture(ImageFormat::RG8()) ? ImageFormat::RG8() : ImageFormat::RGBA8(),
        FrameName::SCREEN, 128.0f, -64.0f);

    m_gbufferSpecification.encoding[GBuffer::Field::EMISSIVE]           =  
        GLCaps::supportsTexture(ImageFormat::RGB5()) ? 
            Texture::Encoding(ImageFormat::RGB5(), FrameName::NONE, 3.0f, 0.0f) : 
            Texture::Encoding(ImageFormat::R11G11B10F());

    m_gbufferSpecification.encoding[GBuffer::Field::LAMBERTIAN]         = ImageFormat::RGB8();
    m_gbufferSpecification.encoding[GBuffer::Field::GLOSSY]             = ImageFormat::RGBA8();
    m_gbufferSpecification.encoding[GBuffer::Field::DEPTH_AND_STENCIL]  = ImageFormat::DEPTH32F();
    m_gbufferSpecification.depthEncoding = DepthEncoding::HYPERBOLIC;

    // Update the actual m_gbuffer before makeGUI creates the buffer visualizer
    m_gbuffer->setSpecification(m_gbufferSpecification);
    m_gbuffer->resize(renderDevice->width() + m_settings.depthGuardBandThickness.x * 2, renderDevice->height() + m_settings.depthGuardBandThickness.y * 2);

    dynamic_pointer_cast<DefaultRenderer>(m_renderer)->setDeferredShading(true);

    renderDevice->setSwapBuffersAutomatically(false);

    makeGUI();
    loadScene("G3D Cornell Box");// developerWindow->sceneEditorWindow->selectedSceneName());
}
bool RendererBase::initializeBase()
{
	bool initialized = false;

	m_camera = new Camera;

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	glEnable(GL_LINE_SMOOTH);
	glLineWidth(1.5f);

	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);

	m_vboQUAD = GenerateQuad(-1, -1, 1, 1);

	if (m_modelCube.load("models/cube.model") && 
		m_modelTeapot.load("models/teapot.model")) {
		m_shaderPostFX = new Shader;
		if (m_shaderPostFX->compileShaderFile("shaders/postfx.vs", Shader::TypeVertex) &&
			m_shaderPostFX->compileShaderFile("shaders/postfx.fs", Shader::TypeFragment) && 
			m_shaderPostFX->linkAndFinalize()) {
			initialized = true;
		}
	}

	if (initialized) {
		loadScene();
	}
	return initialized;
}
Ejemplo n.º 7
0
void App::onInit() {
    GApp::onInit();
    // Called before the application loop begins.  Load data here and
    // not in the constructor so that common exceptions will be
    // automatically caught.
    showRenderingStats    = false;

    // For higher-quality screenshots:
    // developerWindow->videoRecordDialog->setScreenShotFormat("PNG");
    // developerWindow->videoRecordDialog->setCaptureGui(false);

    m_scene = PhysicsScene::create();
    setScene(m_scene);

    m_firstPersonMode = true;

    m_playerName = "player";

    makeGBuffer();
    makeGUI();

    developerWindow->cameraControlWindow->moveTo(Point2(developerWindow->cameraControlWindow->rect().x0(), 0));
    loadScene("Level");
    setActiveCamera(m_scene->typedEntity<Camera>("camera"));
    developerWindow->sceneEditorWindow->setPreventEntitySelect(true);
}
Ejemplo n.º 8
0
	Scene::Scene(std::string sn)
		: quad(0, sf::FloatRect(0, 0, Window->getSize().x, Window->getSize().y))
		, GUI(new GUIOverlay) 
		, name(sn)
	{
		loadScene();
	}
Ejemplo n.º 9
0
void App::onInit() {
    GApp::onInit();
    // Called before the application loop begins.  Load data here and
    // not in the constructor so that common exceptions will be
    // automatically caught.

    showRenderingStats    = false;
    m_showLightSources    = true;
    m_showAxes            = true;
    m_showWireframe       = false;
    m_preventEntityDrag   = false;
    m_preventEntitySelect = false;

    // For higher-quality screenshots:
    // developerWindow->videoRecordDialog->setScreenShotFormat("PNG");
    // developerWindow->videoRecordDialog->setCaptureGui(false);

    makeGUI();

    // Start wherever the developer HUD last marked as "Home"
    defaultCamera.setCoordinateFrame(bookmark("Home"));

    m_shadowMap = ShadowMap::create();

    loadScene();
}
Ejemplo n.º 10
0
void MainWindow::loadFrame(int index)
{
    if (fileCutter == NULL ||
            index < 0 ||
            index >= fileCutter->nVertices())
    {
        return;
    }

    currentFrameIndex = index;

    std::vector<VertexStruct> v;
    std::vector<EdgeStruct> e;
    fileCutter->readFrame(index, v, e);

    VisFrame *a = new VisFrame;

    int nVertices = (int)v.size();
    for (int i = 0; i < nVertices; i ++)
    {
        a->addVertex(v[i].x, v[i].y, v[i].z, 0.1);
    }

    int nEdges = (int)e.size();
    for (int i = 0; i < nEdges; i ++)
    {
        a->addEdge(e[i].a, e[i].b);
    }

    loadScene(a);
}
Ejemplo n.º 11
0
Scene::Scene() {
  headPoly = NULL;
  tailPoly = NULL;
  headLight = NULL;
  tailLight = NULL;
  loadScene();
}
Ejemplo n.º 12
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void initGLUT(int argc, char **argv) {
    /* Initialize GLUT */
    glutInit(&argc, argv);
	glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH );
    glutInitWindowSize(window_width, window_height);
	glutCreateWindow("window_name");
    glutInitWindowPosition(100,50);

	glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutReshapeFunc(reshape);
	
	/* set an idle function */
	glutIdleFunc(redisplay);
//	glutIdleFunc(NULL);

	/* init the mouse */
	initMouse();

	loadScene(argv[1]);

    /* Enter main loop */
	glutMainLoop();

	return;
}
Ejemplo n.º 13
0
void FeatureDemo::onInitializeTesting()
{
    std::vector<ArgList::Arg> model = mArgList.getValues("loadmodel");
    if (!model.empty())
    {
        loadModel(model[0].asString(), false);
    }

    std::vector<ArgList::Arg> scene = mArgList.getValues("loadscene");
    if (!scene.empty())
    {
        loadScene(scene[0].asString(), false);
    }

    std::vector<ArgList::Arg> cameraPos = mArgList.getValues("camerapos");
    if (!cameraPos.empty())
    {
        mpSceneRenderer->getScene()->getActiveCamera()->setPosition(glm::vec3(cameraPos[0].asFloat(), cameraPos[1].asFloat(), cameraPos[2].asFloat()));
    }

    std::vector<ArgList::Arg> cameraTarget = mArgList.getValues("cameratarget");
    if (!cameraTarget.empty())
    {
        mpSceneRenderer->getScene()->getActiveCamera()->setTarget(glm::vec3(cameraTarget[0].asFloat(), cameraTarget[1].asFloat(), cameraTarget[2].asFloat()));
    }
}
bool testApp::loadNewScene(){
    ofFileDialogResult r = ofSystemLoadDialog("Select a Scene", true);
    if(r.bSuccess){
        return loadScene(r.getPath());
    }
    return false;
}
Ejemplo n.º 15
0
void World::create() {
  mapList = MapListLoader::getMapList();
  renderer = new Renderer();
  loadScene(mapList[currentLevel]);
  std::random_device rd;
  generator =  std::mt19937(rd());
}
Ejemplo n.º 16
0
void Scene::skipScene() {
	SceneQueueList::iterator queueIterator;

	if (!_sceneLoaded) {
		error("Scene::skip(): Error: Can't skip scene...no scene loaded");
	}

	if (_inGame) {
		error("Scene::skip(): Error: Can't skip scene...game already started");
	}

	// Walk down scene queue and try to find a skip target
	queueIterator = _sceneQueue.begin();
	if (queueIterator == _sceneQueue.end()) {
		error("Scene::skip(): Error: Can't skip scene...no scenes in queue");
	}

	++queueIterator;
	while (queueIterator != _sceneQueue.end()) {
		if (queueIterator->sceneSkipTarget) {
			// If skip target found, remove preceding scenes and load
			_sceneQueue.erase(_sceneQueue.begin(), queueIterator);

			endScene();

			loadScene(*_sceneQueue.begin());
			break;
		}
		++queueIterator;
	}

}
Ejemplo n.º 17
0
void Scene600::postInit(SceneObjectList *OwnerList) {
	SceneExt::postInit();
	loadScene(600);
	setZoomPercents(0, 100, 200, 100);
	_sceneBounds.moveTo(320, 0);

	_sound1.play(58);
	_sound1.holdAt(1);

	BF_GLOBALS._player.postInit();
	BF_GLOBALS._player.hide();
	BF_GLOBALS._player.setPosition(Common::Point(639, 0));
	BF_GLOBALS._player.disableControl();

	_skidMarks.postInit();
	_skidMarks.hide();
	_object2.postInit();

	_ryan.postInit();
	_ryan.setVisage(600);
	_ryan.setStrip(7);
	_ryan.setPosition(Common::Point(417, 82));

	BF_GLOBALS.clearFlag(onDuty);
	BF_INVENTORY.setObjectScene(INV_TICKET_BOOK, 60);
	BF_INVENTORY.setObjectScene(INV_MIRANDA_CARD, 60);
	_sceneMode = 600;

	setAction(&_action1, this);
}
Ejemplo n.º 18
0
void Scene::nextScene() {
	SceneQueueList::iterator queueIterator;

	if (!_sceneLoaded) {
		error("Scene::next(): Error: Can't advance scene...no scene loaded");
	}

	if (_inGame) {
		error("Scene::next(): Error: Can't advance scene...game already started");
	}

	endScene();

	// Delete the current head in scene queue
	queueIterator = _sceneQueue.begin();
	if (queueIterator == _sceneQueue.end()) {
		return;
	}

	queueIterator = _sceneQueue.erase(queueIterator);

	if (queueIterator == _sceneQueue.end()) {
		return;
	}

	// Load the head in scene queue
	loadScene(*queueIterator);
}
Ejemplo n.º 19
0
//-------------------------------------------------------------------------------------------------------------------------------------------
Model* FBXReader::LoadModel(){
    // Check blank file name
    if (FileName == ""){
        throw Exception("Filename could not be blank");
    }

    // Check file exists  
    std::ifstream file(FileName.c_str());
    if (!file.good()){
        throw Exception("File does not exist or access (please check if current file is used by another program !");
    }

    FbxManager* sdkManager = NULL;
    FbxScene* scene = NULL;
    bool loadSceneResult;
    initializeSdkObjects(sdkManager, scene);
    loadSceneResult = loadScene(sdkManager, scene, FileName);

    Model* fbxModel = NULL;
    if (loadSceneResult == false){
        throw Exception("An error occurred while loading the scene...");
    }
    else{
        transferDataFromSceneToModel(scene, fbxModel);
    }  
    
    LOG_DEBUG << "Load model successfully! " << "File's name: " << FileName;
    return fbxModel;
}
Ejemplo n.º 20
0
void bankManager::loadScenes(ofxXmlSettings & XML){
    
    if(XML.pushTag("SCENE_SETTINGS")){
        
        allScenes.clear();
        
        int numScenes = XML.getNumTags("SCENE");
        
        for(int sn = 0; sn < numScenes; sn++){
            
            if(XML.pushTag("SCENE", sn)){
                
                ofPtr<scene> nScene = ofPtr<scene>(new scene(pOsc));
                
                loadScene(XML, nScene);
                
                //scene tag
                XML.popTag();
            }
            
        }
        
        currentScene = (*allScenes.begin());
        
        if(currentScene->getNumTriggerZones() > 0)currentZone = currentScene->getFirstTriggerZone();
             
        //scene settings tag
        XML.popTag();
    }
    
    
}
Ejemplo n.º 21
0
void initialise()
{
	srand(time(NULL));
		
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_VERTEX_ARRAY);
	glClearColor(0.0f, 1.0f, 1.0f, 1.0f);

	//Target Camera
	cam1 = new target_camera();
	cam1->setProjection(glm::degrees(glm::pi<float>() / 4.0f), screenWidth/screenHeight, 0.1f, 10000.0f);
	cam1->setPositon(glm::vec3(10.f, 10.0f, 10.0f));
	cam1->setTarget(glm::vec3(0.0f, 0.0f, 0.0f));

	//fps cam
	cam = new first_person_camera();
	cam->setProjection(glm::pi<float>() / 4.0f, screenWidth/screenHeight, 0.1f, 10000.0f);
	cam->setPositon(glm::vec3(2.0f, 0.0f, 2.0f));

	if (!eff.addShader("lit_textured.vert", GL_VERTEX_SHADER))
		exit(EXIT_FAILURE);
	if (!eff.addShader("lighting.frag", GL_FRAGMENT_SHADER))
		exit(EXIT_FAILURE);
	if (!eff.addShader("point_light.frag", GL_FRAGMENT_SHADER))
		exit(EXIT_FAILURE);
	if (!eff.addShader("spot_light.frag", GL_FRAGMENT_SHADER))
		exit(EXIT_FAILURE);
	if (!eff.addShader("lit_textured.frag", GL_FRAGMENT_SHADER))
		exit(EXIT_FAILURE);
	if (!eff.create())
		exit(EXIT_FAILURE);

	scene = loadScene("scene.json");
}
Ejemplo n.º 22
0
void MainWindow::openScene()
{
    QString fileName = QFileDialog::getOpenFileName(this, "Load Scene", QString(), "Scenes (*.scene)");
    if (!fileName.isEmpty()) {
        loadScene(fileName);
    }
}
Ejemplo n.º 23
0
int main (int argc, char ** argv)
{
  if (argc<2 || argc > 3)
  {  
    printf ("usage: %s <scenefile> [jpegname]\n", argv[0]);
    exit(0);
  }
  if(argc == 3)
    {
      mode = MODE_JPEG;
      filename = argv[2];
    }
  else if(argc == 2)
    mode = MODE_DISPLAY;

  glutInit(&argc,argv);
  loadScene(argv[1]);

  glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE);
  glutInitWindowPosition(0,0);
  glutInitWindowSize(WIDTH,HEIGHT);
  int window = glutCreateWindow("Ray Tracer");
  glutDisplayFunc(display);
  glutIdleFunc(idle);
  init();
  glutMainLoop();
}
Ejemplo n.º 24
0
// Called before the application loop begins.  Load data here and
// not in the constructor so that common exceptions will be
// automatically caught.
void App::onInit() {
    GApp::onInit();
    /*
    shared_ptr<Texture> texture = Texture::fromFile(System::findDataFile("house.jpg"));
    shared_ptr<PixelTransferBuffer> ptb = texture->toPixelTransferBuffer();
    ptb->mapRead();
    ptb->unmap();
    */
    // This program renders to texture for most 3D rendering, so it can
    // explicitly delay calling swapBuffers until the Film::exposeAndRender call,
    // since that is the first call that actually affects the back buffer.  This
    // reduces frame tearing without forcing vsync on.
    renderDevice->setSwapBuffersAutomatically(false);

    setFrameDuration(1.0f / 30.0f);

    // Call setScene(shared_ptr<Scene>()) or setScene(MyScene::create()) to replace
    // the default scene here.
    
    showRenderingStats      = false;
    m_showWireframe         = false;

    makeGUI();
    m_lastLightingChangeTime = 0.0;
    // For higher-quality screenshots:
    // developerWindow->videoRecordDialog->setScreenShotFormat("PNG");
    // developerWindow->videoRecordDialog->setCaptureGui(false);
    developerWindow->cameraControlWindow->moveTo(Point2(developerWindow->cameraControlWindow->rect().x0(), 0));
    loadScene(
        "G3D Cornell Box" // Load something simple
         //    developerWindow->sceneEditorWindow->selectedSceneName()  // Load the first scene encountered 
        );
}
Ejemplo n.º 25
0
void Scene1250::postInit(SceneObjectList *OwnerList) {
	loadScene(1250);
	Scene::postInit();
	setZoomPercents(0, 100, 200, 100);

	_stripManager.addSpeaker(&_speakerQText);
	_speakerQText._textPos = Common::Point(120, 120);
	_speakerQText._textWidth = 180;

	_object1.postInit();
	_object1.setVisage(1250);
	_object1.setPosition(Common::Point(126, 69));
	_object1.setStrip2(1);
	_object1._frame = 1;
	_object1.setAction(&_action1);

	_object2.postInit();
	_object2.setVisage(1250);
	_object2.setPosition(Common::Point(126, 69));
	_object2.setStrip2(2);
	_object2.fixPriority(255);
	_object2._frame = 1;
	_object2.setAction(&_action2);

	_globals->_sceneManager._scene->_sceneBounds.contain(_globals->_sceneManager._scene->_backgroundBounds);
	_globals->_sceneOffset.x = (_globals->_sceneManager._scene->_sceneBounds.left / 160) * 160;

	if ((_globals->_sceneManager._previousScene != 2000) || (_globals->_stripNum != 1250)) {
		setAction(&_action4);
	} else {
		setAction(&_action3);
		_globals->_soundHandler.play(114);
	}
}
Ejemplo n.º 26
0
void Scene::changeScene(int16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter) {

	debug(5, "Scene::changeScene(%d, %d, %d, %d)", sceneNumber, actorsEntrance, transitionType, chapter);

	// This is used for latter ITE demos where all places on world map except
	// Tent Faire are substituted with IFF picture and short description
	if (_vm->_hasITESceneSubstitutes) {
		for (int i = 0; i < ARRAYSIZE(sceneSubstitutes); i++) {
			if (sceneSubstitutes[i].sceneId == sceneNumber) {
				const byte *pal;
				Common::File file;
				Rect rect;
				PalEntry cPal[PAL_ENTRIES];

				_vm->_interface->setMode(kPanelSceneSubstitute);

				if (file.open(sceneSubstitutes[i].image)) {
					Image::IFFDecoder decoder;
					decoder.loadStream(file);
					pal = decoder.getPalette();
					rect.setWidth(decoder.getSurface()->w);
					rect.setHeight(decoder.getSurface()->h);
					_vm->_gfx->drawRegion(rect, (const byte *)decoder.getSurface()->getPixels());
					for (int j = 0; j < PAL_ENTRIES; j++) {
						cPal[j].red = *pal++;
						cPal[j].green = *pal++;
						cPal[j].blue = *pal++;
					}
					_vm->_gfx->setPalette(cPal);

				}

				_vm->_interface->setStatusText("Click or Press Return to continue. Press Q to quit.", 96);
				_vm->_font->textDrawRect(kKnownFontMedium, sceneSubstitutes[i].title,
					 Common::Rect(0, 7, _vm->getDisplayInfo().width, 27), _vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
				_vm->_font->textDrawRect(kKnownFontMedium, sceneSubstitutes[i].message,
					 Common::Rect(24, getHeight() - 33, _vm->getDisplayInfo().width - 11,
								  getHeight()), _vm->KnownColor2ColorId(kKnownColorBrightWhite), _vm->KnownColor2ColorId(kKnownColorBlack), kFontOutline);
				return;
			}
		}
	}

	LoadSceneParams sceneParams;

	sceneParams.actorsEntrance = actorsEntrance;
	sceneParams.loadFlag = kLoadBySceneNumber;
	sceneParams.sceneDescriptor = sceneNumber;
	sceneParams.transitionType = transitionType;
	sceneParams.sceneProc = NULL;
	sceneParams.sceneSkipTarget = false;
	sceneParams.chapter = chapter;

	if (sceneNumber != -2) {
		endScene();
	}

	loadScene(sceneParams);
}
Ejemplo n.º 27
0
void World::create() {
  editor = new Editor(*this);
  mapList = MapListLoader::getMapList();
  renderer = new Renderer();
  lastUpdateTime = SDL_GetTicks();
  try {
    std::string map = config->getString(Config::MAP);
    loadScene(map);
    System::Log(Info) << "Custom map loaded";
  } catch (const std::out_of_range& e) {
    System::Log(Info) << "No custom map found loading default map.";
    loadScene(mapList[currentLevel]);
  }

  std::random_device rd;
  generator = std::mt19937(rd());
}
Ejemplo n.º 28
0
int GameApplication::enterGameLoop()
{
    m_window.setFixedSize(FIXED_WINDOW_SIZE);
    m_window.show();
    connect(&m_window, SIGNAL(activeChanged()), this, SLOT(loadScene()));

    return exec();
}
Ejemplo n.º 29
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Flt2Scene::Flt2Scene()
{
	//загрузить модель
	loadScene();

	//добавить шейдер в сцену
	AddShader();
}
Ejemplo n.º 30
0
Scene::Scene(std::string sceneName) {
    
    //Init error description string.
    errorDescription = "";
    
    //Load scene based on name.
    sceneIsNotValid = loadScene(sceneName);
}