Ejemplo n.º 1
0
bool DuckHuntMain::Init()
{
	if (!D3DApp::Init())
		return false;

	// Must init Effects first since InputLayouts depend on shader signatures.
	Effects::InitAll(md3dDevice);
	InputLayouts::InitAll(md3dDevice);
	RenderStates::InitAll(md3dDevice);
	mCrosshair = new Crosshair(md3dDevice);
	mTexMgr.Init(md3dDevice);
	DuckHuntMain::ShowCursors(false);
	mSky = new Sky(md3dDevice, L"Textures/desertcube1024.dds", 5000.0f);
	mSmap = new ShadowMap(md3dDevice, SMapSize, SMapSize);
	Terrain::InitInfo tii;
	tii.HeightMapFilename = L"Textures/myT5.raw";
	tii.LayerMapFilename0 = L"Textures/grass.dds";
	tii.LayerMapFilename1 = L"Textures/darkdirt.dds";
	tii.LayerMapFilename2 = L"Textures/stone.dds";
	tii.LayerMapFilename3 = L"Textures/lightdirt.dds";
	tii.LayerMapFilename4 = L"Textures/snow.dds";
	tii.BlendMapFilename = L"Textures/blend.dds";
	tii.HeightScale = 50.0f;
	tii.HeightmapWidth = 2049;
	tii.HeightmapHeight = 2049;
	tii.CellSpacing = 0.5f;

	mTerrain.Init(md3dDevice, md3dImmediateContext, tii);
	//Sound
	result = FMOD::System_Create(&mSystem);
	result = mSystem->init(32, FMOD_INIT_NORMAL, 0);
	result = mSystem->createSound("Sounds/GunFire.wav", FMOD_DEFAULT, 0, &mGunFire);
	result = mGunFire->setMode(FMOD_LOOP_OFF);






	mCam.SetLens(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
	mSsao = new Ssao(md3dDevice, md3dImmediateContext, mClientWidth, mClientHeight, mCam.GetFovY(), mCam.GetFarZ());

	BuildScreenQuadGeometryBuffers();

	testModelDuck = new BasicModel(md3dDevice, mTexMgr, "Models\\duck.obj", L"Textures\\DUCK.jpg");



	BasicModelInstance testInstanceDuck;
	BasicModelInstance testInstanceDuck2;
	BasicModelInstance testInstanceDuck3;
	BasicModelInstance testInstanceDuck4;

	testInstanceDuck.Model = testModelDuck;
	testInstanceDuck2.Model = testModelDuck;
	testInstanceDuck3.Model = testModelDuck;
	testInstanceDuck4.Model = testModelDuck;



	//Duck 1
	XMMATRIX modelScale = XMMatrixScaling(1.0f, 1.0f, -1.0f);
	XMMATRIX modelRot = XMMatrixRotationY(0.0f);
	XMMATRIX modelOffset = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
	//Duck 2
	XMMATRIX modelScale2 = XMMatrixScaling(2.0f, 2.0f, -1.0f);
	XMMATRIX modelRot2 = XMMatrixRotationY(-1.0f);
	XMMATRIX modelOffset2 = XMMatrixTranslation(1.0f, 1.0f, -1.0f);
	//Duck3
	XMMATRIX modelScale3 = XMMatrixScaling(1.5f, 1.5f, 1.5f);
	XMMATRIX modelRot3 = XMMatrixRotationY(0.5f);
	XMMATRIX modelOffset3 = XMMatrixTranslation(2.0f, 1.0f, -1.0f);
	//Duck4
	XMMATRIX modelScale4 = XMMatrixScaling(0.5f, 0.5f, -1.0f);
	XMMATRIX modelRot4 = XMMatrixRotationY(1.0f);
	XMMATRIX modelOffset4 = XMMatrixTranslation(0.5f, 1.0f, -1.0f);


	//Duck 1
	XMStoreFloat4x4(&testInstanceDuck.World, modelScale*modelRot*modelOffset);
	mModelInstances.push_back(testInstanceDuck);

	//Duck 2
	XMStoreFloat4x4(&testInstanceDuck2.World, modelScale2*modelRot2*modelOffset2);
	mModelInstances.push_back(testInstanceDuck2);

	//Duck 3
	XMStoreFloat4x4(&testInstanceDuck3.World, modelScale3*modelRot3*modelOffset3);
	mModelInstances.push_back(testInstanceDuck3);

	//Duck 4
	XMStoreFloat4x4(&testInstanceDuck4.World, modelScale4*modelRot4*modelOffset4);
	mModelInstances.push_back(testInstanceDuck4);


	//create collision box
	for (unsigned i = 0; i < mModelInstances.size(); i++)
	{
		mModelInstances[i].Model->CreateCollisionBox(mModelInstances[i].Model->BasicVertices);
	}






	//
	// Compute scene bounding box.
	//

	XMFLOAT3 minPt(+MathHelper::Infinity, +MathHelper::Infinity, +MathHelper::Infinity);
	XMFLOAT3 maxPt(-MathHelper::Infinity, -MathHelper::Infinity, -MathHelper::Infinity);
	for (UINT i = 0; i < mModelInstances.size(); ++i)
	{
		for (UINT j = 0; j < mModelInstances[i].Model->BasicVertices.size(); ++j)
		{
			XMFLOAT3 P = mModelInstances[i].Model->BasicVertices[j].Pos;

			minPt.x = MathHelper::Min(minPt.x, P.x);
			minPt.y = MathHelper::Min(minPt.x, P.x);
			minPt.z = MathHelper::Min(minPt.x, P.x);

			maxPt.x = MathHelper::Max(maxPt.x, P.x);
			maxPt.y = MathHelper::Max(maxPt.x, P.x);
			maxPt.z = MathHelper::Max(maxPt.x, P.x);
		}
	}

	//
	// Derive scene bounding sphere from bounding box.
	//
	mSceneBounds.Center = XMFLOAT3(
		0.5f*(minPt.x + maxPt.x),
		0.5f*(minPt.y + maxPt.y),
		0.5f*(minPt.z + maxPt.z));

	XMFLOAT3 extent(
		0.5f*(maxPt.x - minPt.x),
		0.5f*(maxPt.y - minPt.y),
		0.5f*(maxPt.z - minPt.z));

	mSceneBounds.Radius = sqrtf(extent.x*extent.x + extent.y*extent.y + extent.z*extent.z);

	return true;
}
bool Game::Init(HINSTANCE hInstance)
{
	if (!D3DApp::Init())
		return false;

	// Must init Effects first since InputLayouts depend on shader signatures.
	Effects::InitAll(md3dDevice);
	InputLayouts::InitAll(md3dDevice);

	mTexMgr.Init(md3dDevice);

	mSky = new Sky(md3dDevice, L"Textures//sunsetcube1024.dds", 5000.0f);

	/// create the player
	PlayerOne = new Player(md3dDevice, mTexMgr, "Models\\gawky.obj", L"Textures\\", 0.0f, 10.0f, 0.0f);
	ModelLoader* modelLoader = new ModelLoader();
	if( !PlayerOne->init( md3dDevice, modelLoader, mTexMgr, L"Textures\\" ) ) {
		wchar_t msgbuf[256];
		wsprintf( msgbuf, L"\nPlayer Init Failed!!!\n\n");
		OutputDebugString( msgbuf );
		return false;
	}

	//// load  the level models
	theEnemies = new Enemies(md3dDevice, mTexMgr);
	Objects = new TheObjects(md3dDevice, mTexMgr);
	Level1 = new LevelBuilder(md3dDevice, mTexMgr);

	Objects->createObject(branch, 60.0f, 0.25f, 55.0f, ctStumble, 1);
	Objects->createObject(branch, 0.0f, 0.25f, 20.0f, ctStumble, 1);

	Objects->createObject(orange, 80.0f, 30.0f, 20.0f, ctCollect, 1);
	Objects->createObject(orange, 20.0f, 4.0f, 20.0f, ctCollect, 1);
	Objects->createObject(orange, -80.0f, 10.0f, -60.0f, ctCollect, 1);

	//Objects->createObject(gatetwo, -95.0f, 8.5f, 0.0f, ctStumble, 7);

	theEnemies->createEnemy(simpleEnemy, -85.0f, 9.0f, 78.0f, -65.f, 9.0f, 78.0f, NULL, 0, 0, 0, 0, 0, 3, 15, ctEnemy);
	theEnemies->createEnemy(simpleEnemy, 55.0f, 3.0f, 80.0f, 55.0f, 3.0f, 60.0f, NULL, 0, 0, 0, 0, 0, 3, 15, ctEnemy);
	theEnemies->createEnemy(simpleEnemy, 0.0f, 3.0f, 45.0f, 0.0f, 3.0f, 25.0f, NULL, 0, 0, 0, 0, 0, 3, 15, ctEnemy);

	Level1->createLevelParts(Ground, 0, -1.8, 0, 0, 7, 0);

	///left side 3 platforms
	Level1->createLevelParts(Platform, -76, 2.1, 26.6, 0, 7, 0);
	Level1->createLevelParts(Platform, -76, 9.1, 50.82, 0, 7, 0);
	Level1->createLevelParts(Platform, -76, 2.1, 74.2, 0, 7, 0);

	///rightside 3 platforms
	Level1->createLevelParts(Platform, 73, 2.1, 75.6, 0, 7, 0);
	Level1->createLevelParts(Platform, 73, 9.1, 50.82, 0, 7, 0);
	Level1->createLevelParts(Platform, 73, 14.0, 15.82, 0, 7, 0);

	///the tree's
	Level1->createLevelParts(SmallTree, -56, 15.4, 86.8, 0, 7, 0);
	Level1->createLevelParts(SmallTree, -56, 15.4, 72.8, 0, 7, 0);
	Level1->createLevelParts(SmallTree, -56, 15.4, 58.8, 0, 7, 0);

	/// large tree
	Level1->createLevelParts(TreeTrunk, 0, 14, 57.6, 0, 7, 0);
	Level1->createLevelParts(TreeTop, 0, 61.6, 57.6, 0, 7, 0);

	// the Fence
	Level1->createLevelParts(Fence1, 87, 5, 0, 0, 7, 0);
	Level1->createLevelParts(FencePart2, -95, 6, 48, 0, 7, 0);
	Level1->createLevelParts(FencePart2, -95, 6, -48, 0, 7, 0);


	Level1->createLevelParts(Fence2, -5, 6, 91, 0, 7, 0);
	Level1->createLevelParts(Fence2, -5, 6, -91, 0, 7, 0);
	//cattails
	Level1->createLevelParts(Cattail, 84, 5.6, -47.6, 0, 7, 0);
	Level1->createLevelParts(Cattail, 77, 5.6, -47.6, 0, 7, 0);
	Level1->createLevelParts(Cattail, 68.25, 5.6, -47.6, 0, 7, 0);
	Level1->createLevelParts(Cattail, 59.5, 5.6, -47.6, 0, 7, 0);
	Level1->createLevelParts(Cattail, 50.75, 5.6, -47.6, 0, 7, 0);
	/// the House
	Level1->createLevelParts(HouseSide, 43.4, 14, -70.0, 0, 7, 0);
	Level1->createLevelParts(HouseSide, 7, 14, -70.0, 0, 7, 0);
	Level1->createLevelParts(HouseBack, 24.5, 14, -82.6, 0, 7, 0);
	Level1->createLevelParts(HouseRoof, 24.5, 34.0, -70.5, 0, 6, 0);

	/// build the sandbox
		

	Level1->createLevelParts(SandBox, -60.9, 1.4, -68.0, 0, 7, 0);


	////2nd section of level
	////offset everything by -250 and -15

	//the barn
	int x2o = -230;
	int y2o = 0;
	int z2o = 0;

	Level1->createLevelParts(lvl2Ground, 0 + x2o, -5 + y2o, 0.0 + z2o, ctLevel, 14, 0);
	Level1->createLevelParts(barnback, -81.56 + x2o, 22.8 + y2o, 136.8 + z2o, ctLevel, 23, 0);
	Level1->createLevelParts(barnside, -124.34 + x2o, 23.58 + y2o, 100.92 + z2o, ctLevel, 25, 0);
	Level1->createLevelParts(barnside, -36.34 + x2o, 23.58 + y2o, 100.92 + z2o, ctLevel, 25, 0);
	Level1->createLevelParts(barnfrontside, -44.74 + x2o, 23.74 + y2o, 64.96 + z2o, ctLevel, 25, 0);
	Level1->createLevelParts(barnfrontside2, -117.21 + x2o, 22.8 + y2o, 64.96 + z2o, ctLevel, 25, 0);
	Level1->createLevelParts(barnfronttop, -80.47 + x2o, 64.38 + y2o, 64.96 + z2o, ctLevel, 25, 0);
	Level1->createLevelParts(barnroof, -81.56 + x2o, 75.84 + y2o, 102.79 + z2o, ctLevel, 25, 0);
	/// 1.57 = 90 degrees
	Level1->createLevelParts(Fence1, -139 + x2o, 7 + y2o, 0 + z2o, ctLevel, 11, 0);

	Level1->createLevelParts(Fence1, 0 + x2o, 7 + y2o, 139 + z2o, ctLevel, 11, 1.57);
	Level1->createLevelParts(Fence1, 0 + x2o, 7 + y2o, -139 + z2o, ctLevel, 11, 1.57);

	//bails


	//bottom Row

	Level1->createLevelParts(squarebail, -114 + x2o, 0 + y2o, 129 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -114 + x2o, 11.6 + y2o, 129 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -114 + x2o, 0 + y2o, 120.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -114 + x2o, 0 + y2o, 111.48 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -114 + x2o, 0 + y2o, 102.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -100 + x2o, 0 + y2o, 128.98 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -86.68 + x2o, 0 + y2o, 128.98 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -86.68 + x2o, 5.5 + y2o, 128.98 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -86.68 + x2o, 11.6 + y2o, 128.98 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -103 + x2o, 0 + y2o, 118 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -93.9 + x2o, 0 + y2o, 118 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -84.98 + x2o, 0 + y2o, 118 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -103 + x2o, 0 + y2o, 104.9 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -93.9 + x2o, 0 + y2o, 104.9 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -85 + x2o, 0 + y2o, 104.9 + z2o, ctLevel, 7, 1.57);
	Level1->createLevelParts(squarebail, -114 + x2o, 5.5 + y2o, 120.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -114 + x2o, 11.6 + y2o, 120.2 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -114 + x2o, 5.5 + y2o, 111.48 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -100.6 + x2o, 5.5 + y2o, 128.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -100.6 + x2o, 11.6 + y2o, 128.9 + z2o, ctLevel, 7, 0);

	//
	Level1->createLevelParts(squarebail, -72.7 + x2o, 0 + y2o, 128.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 5.5 + y2o, 128.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 11.6 + y2o, 128.9 + z2o, ctLevel, 7, 0);


	Level1->createLevelParts(squarebail, -72.7 + x2o, 0 + y2o, 119.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 5.5 + y2o, 119.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 11.6 + y2o, 119.9 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -72.7 + x2o, 0 + y2o, 111.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 5.5 + y2o, 111.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 11.6 + y2o, 111.2 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -72.7 + x2o, 0 + y2o, 102.4 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 5.5 + y2o, 102.4 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 11.6 + y2o, 102.4 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -72.7 + x2o, 0 + y2o, 94 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 5.5 + y2o, 94 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -72.7 + x2o, 11.6 + y2o, 94 + z2o, ctLevel, 7, 0);


	//

	Level1->createLevelParts(squarebail, -59 + x2o, 11.6 + y2o, 128.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -59 + x2o, 11.6 + y2o, 119.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -59 + x2o, 11.6 + y2o, 111.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -59 + x2o, 11.6 + y2o, 102.4 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(squarebail, -59 + x2o, 0 + y2o, 94 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -59 + x2o, 5.5 + y2o, 94 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -59 + x2o, 11.6 + y2o, 94 + z2o, ctLevel, 7, 0);


	//
	Level1->createLevelParts(squarebail, -45.3 + x2o, 11.6 + y2o, 128.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -45.3 + x2o, 11.6 + y2o, 119.9 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -45.3 + x2o, 11.6 + y2o, 111.2 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, -45.3 + x2o, 11.6 + y2o, 102.4 + z2o, ctLevel, 7, 0);


	//
	Level1->createLevelParts(squarebail, 40 + x2o, 0 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 40 + x2o, 5.5 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 40 + x2o, 11.6 + y2o, -43 + z2o, ctLevel, 7, 0);
	//
	Level1->createLevelParts(squarebail, 54 + x2o, 0 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 54 + x2o, 5.5 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 54 + x2o, 11.6 + y2o, -43 + z2o, ctLevel, 7, 0);
	//
	Level1->createLevelParts(squarebail, 68.5 + x2o, 0 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 68.5 + x2o, 5.5 + y2o, -43 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 68.5 + x2o, 11.6 + y2o, -43 + z2o, ctLevel, 7, 0);
	//
	Level1->createLevelParts(squarebail, 54 + x2o, 0 + y2o, -52 + z2o, ctLevel, 7, 0);
	Level1->createLevelParts(squarebail, 54 + x2o, 5.5 + y2o, -52 + z2o, ctLevel, 7, 0);
	//
	Level1->createLevelParts(squarebail, 40 + x2o, 0 + y2o, -52 + z2o, ctLevel, 7, 0);


	Level1->createLevelParts(squarebail, -45.3 + x2o, 0 + y2o, 94 + z2o, ctNothing, 7, 0);
	Level1->createLevelParts(squarebail, -45.3 + x2o, 5.5 + y2o, 94 + z2o, ctNothing, 7, 0);
	Level1->createLevelParts(squarebail, -45.3 + x2o, 11.6 + y2o, 94 + z2o, ctLevel, 7, 0);

	Level1->createLevelParts(roundbail, 41 + x2o, 9 + y2o, 52 + z2o, ctLevel, 14, 0);
	Level1->createLevelParts(roundbail, 67 + x2o, 9 + y2o, 52 + z2o, ctLevel, 14, 0);

	Level1->createLevelParts(woodpile, -130 + x2o, 4 + y2o, -127 + z2o, ctLevel, 1, 1.57);

	Objects->createObject(branch, 20 + x2o, -3 + y2o, -70 + z2o, ctStumble, 1);

	Objects->createObject(orange, 54 + x2o, 4 + y2o, 32 + z2o, ctCollect, 1);
	Objects->createObject(orange, 54 + x2o, 4 + y2o, -7 + z2o, ctCollect, 1);

	Objects->createObject(orange, -59 + x2o, 4 + y2o, 111 + z2o, ctCollect, 1);
	Objects->createObject(orange, -45 + x2o, 4 + y2o, 111 + z2o, ctCollect, 1);
	//
	Objects->createObject(orange, 54 + x2o, 35 + y2o, 53 + z2o, ctCollect, 1);
	Objects->createObject(orange, 54 + x2o, 35 + y2o, 13 + z2o, ctCollect, 1);
	Objects->createObject(orange, 54 + x2o, 35 + y2o, -27 + z2o, ctCollect, 1);

	theEnemies->createEnemy(simpleEnemy, 31 + x2o, 2 + y2o, -6 + z2o, 76 + x2o, 2 + y2o, -6 + z2o, NULL, 0, 0, NULL, 0, 0, 3, 15, ctEnemy);
	theEnemies->createEnemy(simpleEnemy, 76 + x2o, 2 + y2o, 32 + z2o, 31 + x2o, 2 + y2o, 32 + z2o, NULL, 0, 0, NULL, 0, 0, 3, 15, ctEnemy);

	theEnemies->createEnemy(simpleEnemy, 27 + x2o, 2 + y2o, -62 + z2o, 27 + x2o, 2 + y2o, -42 + z2o, NULL, 0, 0, NULL, 0, 0, 3, 15, ctEnemy);
	theEnemies->createEnemy(simpleEnemy, 47 + x2o, 2 + y2o, -62 + z2o, 27 + x2o, 2 + y2o, -62 + z2o, NULL, 0, 0, NULL, 0, 0, 3, 15, ctEnemy);

	///unkillable enemies must be placed at the end
	theEnemies->createEnemy(tractor, 4.0f + x2o, 13 + y2o, 88.0f + z2o, 4 + x2o, 13 + y2o, -96 + z2o, 103 + x2o, 13 + y2o, -96 + z2o, 103 + x2o, 13 + y2o, 88 + z2o, 1, 30, ctUnkillable);
	theEnemies->createEnemy(tractor, 103 + x2o, 13 + y2o, -96 + z2o, 103 + x2o, 13 + y2o, 88 + z2o, 4.0f + x2o, 13 + y2o, 88.0f + z2o, 4 + x2o, 13 + y2o, -96 + z2o, 1, 30, ctUnkillable);

	theEnemies->CreateBoundingBox();
	Objects->CreateBoundingBox();
	Level1->CreateBoundingBox();

	////////

	/////////////////////////////////////////////////////////
	std::vector <XNA::AxisAlignedBox> temp;
	temp = Level1->getLevelPartsCollisions();
	for (UINT i = 0; i < temp.size(); i++)
	{
		LevelCollisions.push_back(temp[i]);
	}

	temp = Objects->getObjectCollisions();
	for (UINT i = 0; i < temp.size(); i++)
	{
		LevelCollisions.push_back(temp[i]);
		totCollect++;
	}


	temp = theEnemies->getEnemyCollisions();
	for (UINT i = 0; i < temp.size(); i++)
	{
		LevelCollisions.push_back(temp[i]);
		totEnemy++;
	}


	//////////////////////////////////////////////////////////

	
	// create sound object
	HRESULT result;\
	// init the sound object
	result = SoundSystem::Init(mhMainWnd);
	if (!result) {
		MessageBox(mhMainWnd, L"Could not initialize FMOD_Ex Sound!", L"Error", MB_OK);
		return true;	// returning true or we'll drop out of game init = let game play even if sound load fails
	}


	return true;
}