TextureSystem::TextureSystem(sf::RenderWindow& rw, entityx::EntityManager& entities, KeyValue& keys) : window(rw) , imageRenderEnabled(false) , randomTexturesEnabled(true) , positionTextEnabled(false) , entities(entities) { /* This doesn't change. It maps the type shape to the vector of textures aviliable * under random texturing, or we use the first for no random textures */ texturemap = { { SpawnComponent::BOX, {&boxTextures, conf::box_halfwidth*2}}, { SpawnComponent::CIRCLE, {&ballTextures, conf::circle_radius*2}} }; /* Textures for physics objects * `loadTextures` reads a key from an .ini consisting of colon-delimited * textures, and loads them into a vector */ loadTextures(boxTextures, keys.GetString("BOX_TEXTURES")); loadTextures(ballTextures, keys.GetString("BALL_TEXTURES")); //Load background texture and make it repeating bgTexture.loadFromFile(keys.GetString("BACKGROUND_TEXTURE")); bgTexture.setRepeated(true); bgSprite.setTexture(bgTexture); auto windsz = rw.getSize(); bgSprite.setTextureRect(sf::IntRect(0, 0, windsz.x, windsz.y)); //Font for displaying positions and other things boxFont.loadFromFile(keys.GetString("OBJECT_FONT")); }
void InfoLikeBox::likeButtonCallBack(cocos2d::Ref *sender) { if(_bIsLike) { //만약 라이크가 아니라면 auto button = static_cast<ui::Button*>(sender); button->loadTextures("Info_LikeButtonUp_Normal-hd.png", "Info_LikeButtonDown-hd.png"); auto lb = static_cast<Label*>(button->getChildByTag(TAG_BUTTON_STATE)); lb->setString("LIKE IT!!"); lb->setColor(Color3B::BLACK); removeLikeList(); _bIsLike = false; } else { //만약 라이크면 auto button = static_cast<ui::Button*>(sender); button->loadTextures("Info_LikeButtonUp_Selected-hd.png", "Info_LikeButtonDown-hd.png"); auto lb = static_cast<Label*>(button->getChildByTag(TAG_BUTTON_STATE)); lb->setString("LIKE"); lb->setColor(Color3B::WHITE); saveLikeList(); _bIsLike = true; } }
void ModelInterface::loadMaterial(aiMaterial* ai_material, Mesh* meshTarget) { aiColor3D color(0.f, 0.f, 0.f); float shininess = 0.0f; float opacity = 1.0f; ai_material->Get(AI_MATKEY_COLOR_AMBIENT, color); meshTarget->getMeshMaterial()->mAmbient = QVector3D(color.r, color.g, color.b); ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, color); meshTarget->getMeshMaterial()->mDiffuse = QVector3D(color.r, color.g, color.b); ai_material->Get(AI_MATKEY_COLOR_SPECULAR, color); meshTarget->getMeshMaterial()->mSpecular = QVector3D(color.r, color.g, color.b); ai_material->Get(AI_MATKEY_SHININESS, shininess); meshTarget->getMeshMaterial()->shininess = shininess; ai_material->Get(AI_MATKEY_OPACITY, opacity); meshTarget->getMeshMaterial()->opacity = opacity; QString textureFolder = ""; //fileName.left(fileName.indexOf(".")) + "/"; // - Why the hell we are using same loadTextures(ai_material, aiTextureType_DIFFUSE, meshTarget->getMeshTextures()->diffuseTextureIndex, meshTarget->getMeshTextures()->hasDiffuseTexture, filePath + textureFolder, textureManager); loadTextures(ai_material, aiTextureType_SPECULAR, meshTarget->getMeshTextures()->specularTextureIndex, meshTarget->getMeshTextures()->hasSpecularTexture, filePath + textureFolder, textureManager); loadTextures(ai_material, aiTextureType_NORMALS, meshTarget->getMeshTextures()->normalsTextureIndex, meshTarget->getMeshTextures()->hasNormalsTexture, filePath + textureFolder, textureManager); loadTextures(ai_material, aiTextureType_HEIGHT, meshTarget->getMeshTextures()->heightTextureIndex, meshTarget->getMeshTextures()->hasHeightTexture, filePath + textureFolder, textureManager); }
bool MainMenu::init(void) { if ( !Layer::init() ) { return false; } _uiLayer = Layer::create(); _uiLayer->setPosition(Point(D_display.getLeftBottom())); addChild(_uiLayer); auto spBg = Sprite::create("images/mainmenu_bg.jpg"); spBg->setPosition(D_display.getCenterPoint()); _uiLayer->addChild(spBg); auto btnStart = Button::create(); btnStart->setTouchEnabled(true); btnStart->loadTextures("images/btn_start.png", "", ""); btnStart->setPosition(Point(D_display.cx, D_display.cy+43)); btnStart->setTag(1); btnStart->addTouchEventListener(this, toucheventselector(MainMenu::touchEvent)); _uiLayer->addChild(btnStart); auto btnExit = Button::create(); btnExit->setTouchEnabled(true); btnExit->loadTextures("images/btn_exit.png", "", ""); btnExit->setPosition(Point(D_display.cx, D_display.cy-43)); btnExit->addTouchEventListener(this, toucheventselector(MainMenu::touchEvent)); btnExit->setTag(2); _uiLayer->addChild(btnExit); return true; }
int main( int argc, char *argv[] ) { XVisualInfo *xvVisualInfo; Colormap cmColorMap; XSetWindowAttributes winAttr; GLXContext glXContext; int Attr[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None }; // Connect to X Server dpy = XOpenDisplay(NULL); if(dpy == NULL) return 0; // Could not open display // GLX extension is supported? if(!glXQueryExtension(dpy, NULL, NULL)) return 0; // Return, if X server haven't GLX // Find visual xvVisualInfo = glXChooseVisual(dpy, DefaultScreen(dpy), Attr); if(xvVisualInfo == NULL) return 0; // If Visual info can't be shoosed // Create new colormap for our window cmColorMap = XCreateColormap(dpy, RootWindow(dpy, xvVisualInfo->screen), xvVisualInfo->visual, AllocNone); winAttr.colormap = cmColorMap; winAttr.border_pixel = 0; winAttr.background_pixel = 0; winAttr.event_mask = ExposureMask | ButtonPressMask | StructureNotifyMask | KeyPressMask; // Create window win = XCreateWindow(dpy, RootWindow(dpy, xvVisualInfo->screen), 0, 0, 640, 480, 0, xvVisualInfo->depth, InputOutput, xvVisualInfo->visual, CWBorderPixel | CWColormap | CWEventMask, &winAttr); // Create OpenGL rendering context glXContext = glXCreateContext(dpy, xvVisualInfo, None, True); if(glXContext == NULL) return 0; // Can't create rendering context // Make it current glXMakeCurrent(dpy, win, glXContext); // Map window on the display XMapWindow(dpy, win); initShader(); loadTextures(); // Enter to the main X loop event_loop(); glDeleteTextures( 1, &datatexID ); glDeleteObjectARB( g_vertexShader ); glDeleteObjectARB( g_fragmentShader ); glDeleteObjectARB( g_programObj ); return 0; }
void MyGLWidget::initializeGL() { loadTextures(); glEnable( GL_TEXTURE_2D ); glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations /* Setup The Ambient Light */ glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient ); /* Setup The Diffuse Light */ glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse ); /* Position The Light */ glLightfv( GL_LIGHT1, GL_POSITION, LightPosition ); /* Enable Light One */ glEnable( GL_LIGHT1 ); /* Set The Texture Generation Mode For S To Sphere Mapping */ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); /* Set The Texture Generation Mode For T To Sphere Mapping */ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); /* Create A Pointer To The Quadric Object */ quadratic = gluNewQuadric( ); /* Create Smooth Normals */ gluQuadricNormals( quadratic, GLU_SMOOTH ); /* Create Texture Coords */ gluQuadricTexture( quadratic, GL_TRUE ); }
void main(int argc, char **argv) { srand((unsigned int) time(0)); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); // set the display mode to double buffering glutInitWindowPosition(100,100); glutInitWindowSize(700,700); glutCreateWindow("Truchet Tiles"); glutDisplayFunc(renderScene); glutIdleFunc(idleFunc); glutReshapeFunc(reshape); //Generate and load textures std::string fnames[] = {"circle.png", "circles2.png", "triangles.png", "trump.png", "test.png", "nutest.png", "mazemaker.png", "terry.png", "jon.png", "doc.png", "cal.png", "gavin.png", "stephen.png"}; loadTextures(13, fnames); init(); // create the menus MenuGenerator(LOOPS); glutCreateMenu(processLeftMenuEvents); glutAddMenuEntry("Increase Density", MORE_TILES ); glutAddMenuEntry("Decrease Density", LESS_TILES); glutAddMenuEntry("Toggle Animation", TOGGLE_ANIMATION); glutAttachMenu(GLUT_LEFT_BUTTON); glutTimerFunc(2000, ProcAnimation, 0); glutMainLoop(); }
ProfileSelectState::ProfileSelectState(QGLWidget* context) : GameState(context) { loadTextures(); mouse = false; aspectRatio = 1; dimension = 3; fieldOfView = 55; ph = 0; th = 0; title = new MenuItem(); title ->setPosition(0.0, 2.1, 0.0); title ->setDimension(5.0, 1.2); title->setTexture(textures[0]); returnToMenu = new MenuItem(); returnToMenu ->setPosition(3.9, -2.5, 0.0); returnToMenu ->setDimension(2.4, 0.6); returnToMenu->setTexture(textures[1]); selectableOptions.append(returnToMenu); highlight = new MenuItem(); highlight->setTexture(textures[2]); selectedOption = ReturnToMenu; }
void MyGLWidget::initializeGL() { loadTextures(); glShadeModel(GL_SMOOTH); // Enables Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glDisable(GL_DEPTH_TEST); // Disable Depth Testing glBlendFunc(GL_SRC_ALPHA,GL_ONE); glEnable(GL_BLEND); // Enable Blending glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing glEnable(GL_TEXTURE_2D); // Enable Texture Mapping glBindTexture(GL_TEXTURE_2D,texture[0]); // Select Our Texture for (loop=0;loop<MAX_PARTICLES;loop++) // Initialize All The Textures { particle[loop].active=true; // Make All The Particles Active particle[loop].life=1.0f; // Give All The Particles Full Life particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Speed particle[loop].r=colors[loop*(12/MAX_PARTICLES)][0]; // Select Red Rainbow Color particle[loop].g=colors[loop*(12/MAX_PARTICLES)][1]; // Select Red Rainbow Color particle[loop].b=colors[loop*(12/MAX_PARTICLES)][2]; // Select Red Rainbow Color particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis particle[loop].xg=0.0f; // Set Horizontal Pull To Zero particle[loop].yg=-0.8f; // Set Vertical Pull Downward particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero } }
bool GAFAsset::initWithGAFBundle(const std::string& zipFilePath, const std::string& entryFile, GAFTextureLoadDelegate_t delegate, GAFLoader* customLoader /*= nullptr*/) { m_gafFileName = zipFilePath; m_gafFileName.append("/" + entryFile); std::string fullfilePath = cocos2d::FileUtils::getInstance()->fullPathForFilename(zipFilePath); cocos2d::ZipFile bundle(fullfilePath); ssize_t sz = 0; unsigned char* gafData = bundle.getFileData(entryFile, &sz); bool isLoaded = false; if (gafData && sz) { if (customLoader) { customLoader->loadData(gafData, sz, this); } else { GAFLoader* loader = new GAFLoader(); isLoaded = loader->loadData(gafData, sz, this); delete loader; } } if (isLoaded && m_state == State::Normal) { m_textureManager = new GAFAssetTextureManager(); GAFShaderManager::Initialize(); loadTextures(entryFile, delegate, &bundle); } return isLoaded; }
void KrecikApp::init() { win.draw(Text(L"Loading...", r.f, 30)); win.display(); loadTextures(); createCar(); createLevel(); Sprite loadwheel(whTex); loadwheel.setPosition(20.0f, 20.0f); //loadwheel.setScale(2.0f, 2.0f); loadwheel.setOrigin(getCenter(loadwheel.getGlobalBounds())); Clock tmp; while(!Keyboard::isKeyPressed(Keyboard::Return)) { Time elapsed = tmp.restart(); win.clear(); win.draw(Text(" Press <Enter> to start...",r.f, 30)); loadwheel.rotate(elapsed.asSeconds() * 400.0f); win.draw(loadwheel); win.display(); } }
int main(int argc,char* argv[]) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(1000,1000); glutCreateWindow("Textures Assignment (Seth Perry)"); //sets the function that handles window reshaping to reshape. glutReshapeFunc(reshape); //sets the display function to display glutDisplayFunc(display); //set the idle function to idle glutIdleFunc(idle); //sets the special key function to special glutSpecialFunc(special); //sets the keyboard function to key glutKeyboardFunc(key); getHourOfDay(); loadTextures(); determineTreeLocations(); generateDisplayLists(); pew=LoadOBJ("pew.obj"); //check for errors ErrCheck("init"); //gives control to GLUT so user input can be managed. glutMainLoop(); return 0; }
bool GAFAsset::initWithGAFBundle(const std::string& zipFilePath, const std::string& entryFile, GAFTextureLoadDelegate_t delegate /*= NULL*/) { GAFLoader* loader = new GAFLoader(); m_gafFileName = zipFilePath; m_gafFileName.append("/" + entryFile); std::string fullfilePath = cocos2d::FileUtils::getInstance()->fullPathForFilename(zipFilePath); cocos2d::ZipFile bundle(fullfilePath); ssize_t sz = 0; unsigned char* gafData = bundle.getFileData(entryFile, &sz); bool isLoaded = false; if (gafData && sz) { isLoaded = loader->loadData(gafData, sz, this); } if (isLoaded) { loadTextures(entryFile, delegate, &bundle); } delete loader; return isLoaded; }
Content::Content() { loadTextures(); loadSounds(); loadMusic(); loadFonts(); }
void Globals::init () { try { YAML::Node config(YAML::LoadFile("assets/config.yml")); config = config["game"]; sf::Vector2u window_size(config["graphic"]["window"]["size"][0].as<unsigned>(), config["graphic"]["window"]["size"][1].as<unsigned>()); window.reset(new sf::RenderWindow(sf::VideoMode(window_size.x, window_size.y), "Vegetable Crush Saga", sf::Style::Default & ~sf::Style::Resize)); window->setFramerateLimit(60); YAML::Node paths(config["system"]["paths"]); loadTextures(config["graphic"]["textures"], paths["texture_pack"].as<std::string>()); loadFonts(config["graphic"]["fonts"], paths["font_pack"].as<std::string>()); YAML::Node items(config["gameplay"]["items"]); loadItems(items); } catch (YAML::ParserException e) { std::cerr << "Le fichier de config n'est pas aux normes !" << std::endl; std::cerr << e.what() << std::endl; exit(EXIT_FAILURE); } }
bool GAFAsset::initWithGAFFile(const std::string& filePath, GAFTextureLoadDelegate_t delegate, GAFLoader* customLoader /*= nullptr*/) { m_gafFileName = filePath; std::string fullfilePath = cocos2d::FileUtils::getInstance()->fullPathForFilename(filePath); bool isLoaded = false; if (customLoader) { isLoaded = customLoader->loadFile(fullfilePath, this); } else { GAFLoader* loader = new GAFLoader(); isLoaded = loader->loadFile(fullfilePath, this); delete loader; } if (m_timelines.empty()) { return false; } if (isLoaded && m_state == State::Normal) { m_textureManager = new GAFAssetTextureManager(); GAFShaderManager::Initialize(); loadTextures(fullfilePath, delegate); } return isLoaded; }
World::World(sf::RenderTarget& target, FontHolder& fonts, SoundPlayer& sounds) : mTarget(target) , mFonts(fonts) , mSounds(sounds) , mWorldView(target.getDefaultView()) , mImages() , mTextures() , mSceneGraph() , mSceneLayers() , mWorldBounds(mWorldView.getCenter() - mWorldView.getSize() / 2.f, mWorldView.getSize()) , mSpawnPosition(mWorldView.getSize().x / 2.f, mWorldView.getSize().y / 2.f) , mBossFactory(mTextures, mWorldBounds) , mPlayerFactory(mTextures) , mPlayer(nullptr) , mBoss(nullptr) , mLife(nullptr) , mScore(nullptr) , mQuadTreePrimary(1, mWorldBounds) , mQuadTreeSecondary(1, mWorldBounds) , mPlayerBulletNodes() , mEnemyBulletNodes() , mInvaders() , mLivesCount(3) , mChangeSpeed(false) , mDeadLine(getBattlefieldBounds().height + getBattlefieldBounds().top - Padding / 2.f) , mIsGameEnded(false) { loadTextures(); buildScene(); // Prepare the view mWorldView.setCenter(mSpawnPosition); }
Block::Block(GLuint x, GLuint y){ /* NOTE * The grid isn't used and isn't useful right now * It could come in handy when we use those bumpmaps(?) */ /* GLfloat xDistance = 0.05f; GLfloat yDistance = 0.05f; GLfloat yDistanceCopy = 0.05f; GLuint counter = 0; glm::vec3 initialVector(-0.15f, -0.05f, 0.0f); for (GLuint i = 0; i < BLOCK_HEIGHT; i++){ for (GLuint j = 0; j < BLOCK_WIDTH; j++){ blockCoordinates.push_back(glm::vec3(initialVector.x + xDistance, initialVector.y + yDistance, 0)); yDistance = yDistance + 0.05f; blockIndices.push_back(counter); counter++; } yDistance = yDistanceCopy; xDistance = xDistance + 0.05f; } //createVAO could later be repurposed to actually create the VAO //createVAO(); */ loadTextures(x, y); }
//----------------------------------------------------------------------------- // createWindow() -- create the main window //----------------------------------------------------------------------------- int GlutDisplay::createWindow() { winId = -1; #ifdef __FREEGLUT_EXT_H__ /* freeglut only */ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); #endif unsigned int wmode = GLUT_DOUBLE | GLUT_RGB | GLUT_ALPHA; if (getClearDepth() >= 0.0f) { wmode = wmode | GLUT_DEPTH; } if (accumBuff) { wmode = wmode | GLUT_ACCUM; } if (stencilBuff) { wmode = wmode | GLUT_STENCIL; } glutInitDisplayMode( wmode ); GLint vpX(0), vpY(0); // our initial viewport position GLsizei vpWidth(0), vpHeight(0); // our initial viewport size getViewport(&vpX, &vpY, &vpWidth, &vpHeight); glutInitWindowPosition(vpX, vpY); glutInitWindowSize(vpWidth, vpHeight); winId = glutCreateWindow(getName()); if (winId > 0) { if (isMessageEnabled(MSG_INFO)) { std::cout << "GlutDisplay::createWindow() name = " << getName() << ", winId = " << winId << std::endl; } // Configure the new window if (fullScreenFlg) glutFullScreen(); glutDisplayFunc(drawFuncCB); glutReshapeFunc(reshapeItCB); glutIdleFunc(idleCB); glutPassiveMotionFunc(passiveMotionFuncCB); glutMotionFunc(motionFuncCB); glutKeyboardFunc(keyboardFuncCB); glutSpecialFunc(specialFuncCB); glutMouseFunc(mouseFuncCB); glutEntryFunc(entryFuncCB); registerGlutDisplay(winId, this); glutSetWindow(winId); configure(); loadTextures(); // Create sub windows (if any) if (subDisplays() != nullptr) { Basic::List::Item* item = subDisplays()->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = dynamic_cast<Basic::Pair*>(item->getValue()); if (pair != nullptr) { GlutDisplay* dobj = dynamic_cast<GlutDisplay*>( pair->object() ); if (dobj != nullptr) dobj->createSubWindow(winId); } item = item->getNext(); } } // Select this window select(); } return winId; }
void SelectRoundLayer::createRoundButton(int round, bool isUnlock, const Point& pos) { auto roundButton = ui::Button::create(); std::string normalButton; std::string selectedButton = s_roundButtonBackgroundSelected; if (isUnlock) { normalButton = s_roundButtonBackgroundNormal; roundButton->setTouchEnabled(true); } else { normalButton = selectedButton; roundButton->setTouchEnabled(false); } roundButton->loadTextures(normalButton, selectedButton, "", ui::Button::TextureResType::PLIST); Vec2 visibleOrigin = Director::getInstance()->getVisibleOrigin(); const int step = 100; roundButton->setPosition(ccpAdd(visibleOrigin, pos)); roundButton->setUserData((void*)round); addChild(roundButton); roundButton->addTouchEventListener(this, ui::SEL_TouchEvent(&SelectRoundLayer::onRoundButtonTouched)); auto labelRound = LabelBMFont::create(StringUtils::toString(round+1), "fonts/boundsTestFont.fnt"); labelRound->setPosition(ccpAdd(visibleOrigin, pos)); addChild(labelRound); }
bool loadContent() { if (createMap()) { cityMap.initializeMap(city, 28, 28, textureArray, 12, 11); } else return false; if (!loadTextures()) { return false; } //seed random var srand(time(NULL)); //initialize dragons smaug = Smaug(Vec(675, 0, 1100), Vec(5,0,5), textureArray, 3, 4, 5); trogdor = Trogdor(Vec(125, 0, 100), Vec(8,0,8), textureArray, 6, 7, 8, 9); //lighting init initLights(); //init cam; cam = 0; //init textWriter textWrite = textWriter(SCREEN_WIDTH, SCREEN_HEIGHT); //particle engine initialization p1.init(); return true; }
GlassCube::GlassCube(Vector3D startPosition, GLfloat length, TextureLoader* texture_loader) : Drawable(startPosition, true), m_length(length), m_texture_loader(texture_loader) { loadTextures(); }
void Game::init(sf::RenderWindow *app) { this->app = app; loadTextures(); player = new Player(level.getWorld(), sf::Vector2f(100, 200)); }
void GLManager::initializeGL() { glClearColor(0,0,0,0); glShadeModel(GL_SMOOTH); glEnable(GL_TEXTURE_2D); // 载入所有星球的纹理 loadTextures(); //设置摄像机 setCamera(Point(10.0, 2.0, 10.0), Point(0.0, 0.0, 0.0)); //设置光照及材质 GLfloat mat_shininess [] = {50.0}; GLfloat light_position [] = {0,0,0,1}; GLfloat lmodel_ambient [] = {0.8,0.8,0.8,1.0}; glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0,GL_POSITION,light_position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); }
GameEngineMap::GameEngineMap(LoaderParameters* parameters, Map* map, Character* character) : GameObject(parameters) { this->map = map; this->character = character; loadTextures(); }
World::World(sf::RenderTarget& outputTarget, FontHolder& fonts, SoundPlayer& sounds) : mTarget(outputTarget) , mSceneTexture() , mWorldView(outputTarget.getDefaultView()) , mFonts(fonts) , mSounds(sounds) , mTextures() , mSceneGraph() , mSceneLayers() , mWorldBounds(0.f, 0.f, mWorldView.getSize().x, 2000.0f) , mSpawnPosition(mWorldView.getSize().x / 2.f, mWorldBounds.height - mWorldView.getSize().y / 2.f) , mScrollSpeed(-50.f) , mPlayerAircraft(nullptr) , mEnemySpawnPoints() , mActiveEnemies() , mPostEffectsSupported(false) { mPostEffectsSupported = PostEffect::isSupported(); if(mPostEffectsSupported) { mSceneTexture.create(mTarget.getSize().x, mTarget.getSize().y); } loadTextures(); buildScene(); // Prepare the view. mWorldView.setCenter(mSpawnPosition); }
World::World(sf::RenderWindow& window) : mWindow(window) , mWorldView(window.getDefaultView()) , mTextures() , mFonts() , mSceneGraph() , mSceneLayers() , mWorldBounds(0.f, 0.f, mWorldView.getSize().x, WorldLeght) , mSpawnPosition(mWorldView.getSize().x / 2.f, mWorldBounds.height - mWorldView.getSize().y / 3.f) , mScrollSpeed(-200.f) , mPlayerSpaceship(nullptr) , mPlanetSpawnPoints() , mBackgroundSprite(nullptr) , mHealthDisplay(nullptr) , mPointsDisplay(nullptr) , mPoints(0) , mOldWorldCoordY(0.f) , mDistanceForSpawnNewEnemies(WorldLeght) { mFonts.load(Fonts::Main, "Media/Sansation.ttf"); loadTextures(); buildScene(); // Prepare the view mWorldView.setCenter(mSpawnPosition.x, mWorldBounds.height - mWorldView.getSize().y / 2.f); }
Intro::Intro(){ #ifndef WIN32 JNIUtil::jni_music_play("title.ogg"); #endif #ifdef FONT width1_=(m_pFontAtlas->GetFont(AHB_36)->GetWidth("TOUCH TO START")); #endif numframes=sizeof(intro_sequence)/sizeof(const unsigned int); loadTextures(); loops=0; Animation* animation=new Animation(); animation->currentFrame=0; animations.push_back(animation); pos=Vector2D<float>(0,0); myTween.setup(120, 0.3f, -0.7f, Easing::SineEaseInOut,0,2); myTween.play(); //myTween2.setup(30, 0.5f, -0.5f, Easing::SineEaseInOut,0,2); //myTween2.play(); }
World::World(sf::RenderTarget& outputTarget, FontHolder& fonts, SoundPlayer& sounds, bool networked) : mTarget(outputTarget) , mSceneTexture() , mWorldView(outputTarget.getDefaultView()) , mTextures() , mFonts(fonts) , mSounds(sounds) , mSceneGraph() , mSceneLayers() , mWorldBounds(0.f, 0.f, mWorldView.getSize().x, 5000.f) , mSpawnPosition(mWorldView.getSize().x / 2.f, mWorldBounds.height - mWorldView.getSize().y / 2.f) , mScrollSpeed(-50.f) , mScrollSpeedCompensation(1.f) , mPlayerAircrafts() , mEnemySpawnPoints() , mActiveEnemies() , mNetworkedWorld(networked) , mNetworkNode(nullptr) , mFinishSprite(nullptr) { mSceneTexture.create(mTarget.getSize().x, mTarget.getSize().y); loadTextures(); buildScene(); // Prepare the view mWorldView.setCenter(mSpawnPosition); }
void Scene::initialize(char * file) { strncpy(filename, file, 90); loadTextures(); reader.read(filename); model.init(); }