Example #1
0
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);
}
Example #2
0
    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();
    }
Example #3
0
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);
			
}
Example #4
0
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);
}
Example #5
0
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);
	}
}
Example #6
0
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


}