Vega::Vega(IPlugInstanceInfo instanceInfo) : IPLUG_CTOR(kNumParams, kNumPrograms, instanceInfo), lastVirtualKeyboardNoteNumber(virtualKeyboardMinimumNoteNumber - 1) { TRACE; CreateParams(); CreateGraphics(); CreatePresets(); mMIDIReceiver.noteOn.Connect(&mVoiceEngine, &VoiceEngine::onNoteOn); mMIDIReceiver.noteOff.Connect(&mVoiceEngine, &VoiceEngine::onNoteOff); }
void MasterEntity::InitEntity( EntityID id, bool hidden, bool dummy ) { m_EntityID = id; if( !dummy ) { CreatePhysics(); m_Physics->SetMaster( this ); gGame->GetWorld()->AddEntity( GetEntityID(), m_Physics.Self() ); } if( !hidden ) CreateGraphics(); }
void Nappaform::fLoad() { frameCount = 0; offScreenBitmap = gcnew Bitmap(width, height); offScreenCanvas = Graphics::FromImage(offScreenBitmap); random = gcnew Random(); runLeft = gcnew Bitmap("playerRunLeft.bmp"); runRight = gcnew Bitmap("playerRunRight.bmp"); mainCanvas = CreateGraphics(); //Tilemaps whiteSquare = gcnew Bitmap("tiles.bmp"); blackSquare = gcnew Bitmap("tileBlack.bmp"); tile = gcnew Tile(whiteSquare, true); tile2 = gcnew Tile(blackSquare, false); tileList = gcnew TileList(2); tileList->setTileArrayEntry(tile); tileList->setTileArrayEntry(tile2); //Create the tile map tileMap = gcnew TileMap(tileList, offScreenCanvas, TILES_WIDE, TILES_HIGH, TILE_SIDE); tileMap->loadFromFile("whiteRoom.csv"); //TileMaps //Viewport //Create the view port viewPort = gcnew ViewPort(0,0,VP_TILE_WIDE,VP_TILE_HIGH,Width,Height,tileMap, offScreenCanvas, TILE_SIDE); //ViewPort playerList = gcnew SpriteList(); playerFileNames = gcnew array<String^>{ "playerRunR.bmp", "player5.bmp", "playerRun.bmp", "player5.bmp" }; int boundX = TILES_WIDE * TILE_SIDE; int boundY = TILES_HIGH * TILE_SIDE; player = gcnew Player(tileMap, offScreenCanvas, playerFileNames, random, 8, Rectangle(0,0,boundX, boundY),BOUNCE); playerList->addSprite(player); }
Synthesis::Synthesis(IPlugInstanceInfo instanceInfo) : IPLUG_CTOR(kNumParams, kNumPrograms, instanceInfo), lastVirtualKeyboardNoteNumber(virtualKeyboardMinimumNoteNumber - 1) { TRACE; CreateParams(); CreateGraphics(); CreatePresets(); VoiceManager& voiceManager = VoiceManager::getInstance(); voiceManager.initOpenCL(); //openCLStarted = false; // connet the noteOn's and noteOff's from mMIDIReceiver to VoiceManager using signals and slots mMIDIReceiver.noteOn.Connect(&voiceManager, &VoiceManager::onNoteOn); mMIDIReceiver.noteOff.Connect(&voiceManager, &VoiceManager::onNoteOff); mMIDIReceiver.sustainChange.Connect(&voiceManager, &VoiceManager::onSustainChange); mMIDIReceiver.expressionChange.Connect(&voiceManager, &VoiceManager::onExpressionChange); mMIDIReceiver.modChange.Connect(&voiceManager, &VoiceManager::onModChange); //mMIDIReceiver.noteOn.Connect(mOscilloscope, &Oscilloscope::updatePixelColors); }
void Game::Render(void) { pRT->BeginDraw(); pRT->Clear(D2DColor(CornflowerBlue)); switch (currState) { case Playing: { // Rendering Floor Textures pRT->DrawBitmap(floor1, floor1pos); pRT->DrawBitmap(floor2, floor2pos); pRT->DrawBitmap(floor3, floor3pos); // Render Black Ninja D2D1_RECT_F sourceRect; sourceRect.top = 0; sourceRect.bottom = 74; sourceRect.left = 88.0f * black.frame + 10; sourceRect.right = sourceRect.left + 74; pRT->DrawBitmap(black.sprite, black.position, 1.0F, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, sourceRect); // Render Grey Ninja sourceRect.left = 88.0f * grey.frame + 10; sourceRect.right = sourceRect.left + 74; pRT->DrawBitmap(grey.sprite, grey.position, 1.0F, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, sourceRect); // Render Rect pBrush->SetColor(D2DColor(Black)); iter = rects.begin(); for (size_t i = 0; iter != rects.end(); iter++) { pRT->FillRectangle(*iter, pBrush); } pBrush->SetColor(D2DColor(Yellow)); obstIter = obstacles.begin(); // Render Obstacles for (; obstIter != obstacles.end(); obstIter++) { pRT->FillRectangle(obstIter->position, pBrush); } // Rendering health bar blackhealth = D2D1::RectF(healthbar2.left, healthbar2.top, healthbar2.left + 4 * black.health, healthbar2.bottom); greyhealth = D2D1::RectF(healthbar1.left, healthbar1.top, healthbar1.left + 4 * grey.health, healthbar1.bottom); pBrush->SetColor(D2DColor(Red)); pRT->FillRectangle(blackhealth, pBrush); pRT->FillRectangle(greyhealth, pBrush); pBrush->SetColor(D2DColor(Yellow)); pRT->DrawRectangle(healthbar1, pBrush); pRT->DrawRectangle(healthbar2, pBrush); break; } case Menu: { pRT->DrawBitmap(menupanel, D2D1::RectF(700, 300, 1100, 900)); break; } } HRESULT hr = pRT->EndDraw(); if (hr == D2DERR_RECREATE_TARGET) { DestroyGraphics(); CreateGraphics(hWnd); } }
void Game::Startup(void) { //TODO: Create Back Buffer // Initialize DirectX. HRESULT hr = CreateGraphics(hWnd); if (FAILED(hr)) { return; // Return -1 to abort Window Creation. } black.frame = 0; black.health = 100; black.position = BLACKINITPOS; black.vector = ZEROVECTOR; black.frameDuration = GetTickCount() + FRAMEDURATION; black.controllernum = 0; XInputGetState(black.controllernum, &black.controllerState); // TESTING CONTROLLER //black.vibrateState.wLeftMotorSpeed = 60000; //XInputSetState(black.controllernum, &black.vibrateState); grey.frame = 0; grey.health = 100; grey.position = GREYINITPOS; grey.vector = ZEROVECTOR; grey.frameDuration = GetTickCount() + FRAMEDURATION; grey.controllernum = 1; XInputGetState(grey.controllernum, &grey.controllerState); floor1pos = D2D1::RectF(400, 0, pRT->GetSize().width - 400, pRT->GetSize().height); floor2pos = D2D1::RectF(400, -pRT->GetSize().height, pRT->GetSize().width - 400, 0); floor3pos = D2D1::RectF(400, -2 * pRT->GetSize().height, pRT->GetSize().width - 400, -pRT->GetSize().height); floorvec = D2D1::SizeF(0, 15); D2D1_RECT_F divider = D2D1::RectF(900, 0, 910, pRT->GetSize().height); D2D1_RECT_F leftwall = D2D1::RectF(397, 0, 403, pRT->GetSize().height); D2D1_RECT_F rightwall = D2D1::RectF(pRT->GetSize().width - 403, 0, pRT->GetSize().width - 397, pRT->GetSize().height); rects.push_front(divider); rects.push_front(leftwall); rects.push_front(rightwall); // Left Lane Rects for (size_t i = 0; i < NUMRECTS; i++) { Obstacle temp; temp.position.left = (rand() % 396) + 400; temp.position.right = temp.position.left + ((rand() % 30) + 75); temp.position.top = -(rand() % (int)(3 * pRT->GetSize().height)); temp.position.bottom = temp.position.top + 20; temp.hitbox.left = temp.position.left + 18; temp.hitbox.right = temp.position.right - 18; temp.hitbox.top = temp.position.top +5; temp.hitbox.bottom = temp.position.bottom -5; obstacles.push_back(temp); } // Right Lane Rects for (size_t i = 0; i < NUMRECTS; i++) { Obstacle temp; temp.position.left = (rand() % 396) + 900; temp.position.right = temp.position.left + ((rand() % 30) + 75); temp.position.top = -(rand() % (int)(3 * pRT->GetSize().height)); temp.position.bottom = temp.position.top + 20; temp.hitbox.left = temp.position.left + 15; temp.hitbox.right = temp.position.right - 15; temp.hitbox.top = temp.position.top; temp.hitbox.bottom = temp.position.bottom; obstacles.push_back(temp); } obstVec = D2D1::SizeF(0, OBSTACLESPEED); currState = Playing; /*nNinjaFrame = 0; nGreyNinjaFrame = 0; playerpos = D2D1::RectF(300, 300, 350, 350); player2pos = D2D1::RectF(200, 200, 250, 250); dwGreyNinjaTime = GetTickCount() + 100; dwBlackNinjaTime = GetTickCount() + 100;*/ //TODO: Initialize Game Components }