void PeaksAndValleysApp::initApp()
{
	D3DApp::initApp();
	
	mLand.init(md3dDevice, 129, 129, 1.0f);

	buildFX();
	buildVertexLayouts();
}
Example #2
0
void ColoredCubeApp::initApp()
{
    D3DApp::initApp();

    mBox.init(md3dDevice, 1.0f);
    mLine1.init(md3dDevice, 1.0f);
    mLine2.init(md3dDevice, 1.0f);
    mLine3.init(md3dDevice, 1.0f);

    buildFX();
    buildVertexLayouts();
}
Example #3
0
void ColoredCubeApp::initApp()
{
	D3DApp::initApp();
	
	line1.init(md3dDevice, 10.0f, GREEN);
	line2.init(md3dDevice, 10.0f, BLUE);
	line3.init(md3dDevice, 10.0f, RED);

	xLine.init(&line1, Vector3(0,0,0), 5);
	xLine.setPosition(Vector3(0,0,0));
	yLine.init(&line2, Vector3(0,0,0), 5);
	yLine.setPosition(Vector3(0,0,0));
	yLine.setRotationZ(ToRadian(90));
	zLine.init(&line3, Vector3(0,0,0), 5);
	zLine.setPosition(Vector3(0,0,0));
	zLine.setRotationY(ToRadian(90));

	quad1.init(md3dDevice, 50, CYAN);
	quad1.setPosition(Vector3(0,-5,0));

	quad2.init(md3dDevice, 50, RED);
	quad2.setPosition(Vector3(0,5,0));

	quad3.init(md3dDevice, 50, BEACH_SAND);
	quad3.setPosition(Vector3(5,5,0));
	quad3.setRotXAngle(ToRadian(90));
	quad3.setRotYAngle(ToRadian(90));

	quad4.init(md3dDevice, 50, BEACH_SAND);
	quad4.setPosition(Vector3(-5,5,0));
	quad4.setRotXAngle(ToRadian(90));
	quad4.setRotYAngle(ToRadian(90));

	quad4.init(md3dDevice, 50, BEACH_SAND);
	quad4.setPosition(Vector3(-5,5,0));
	quad4.setRotXAngle(ToRadian(90));

	quad5.init(md3dDevice, 50, DARKBROWN);
	quad5.setPosition(Vector3(0,0,-7));
	quad5.setRotXAngle(ToRadian(90));

	for(int i = 0; i < WALL_SIZE; ++i) {
		wall[i].init(md3dDevice, 1, GREEN);
		wall[i].setPosition(Vector3((rand() % MAX_RADIUS) - (MAX_RADIUS / 2), (rand() % MAX_RADIUS) - (MAX_RADIUS / 2), -6));
		wall[i].setRotXAngle(ToRadian(90));
		wall[i].setRotZAngle(ToRadian(45));
	}

	buildFX();
	buildVertexLayouts();

}
Example #4
0
void Pyramid::init(ID3D10Device* pDevice)
{
	md3dDevice = pDevice;
	
	mPosition = D3DXVECTOR3(10.0f, -8.0f, -8.0f);
	D3DXVECTOR3 mOrigin = D3DXVECTOR3(0, 0, 0);
	mScale = 4.0f;

	buildFX();
	buildVertexLayouts();

	D3DXVECTOR3 baseVerts[4];
	int iCount = 0;
	for (int x = -1; x < 2; x += 2)
	{
		for (int z = -1; z < 2; z += 2)
		{
			D3DXVECTOR3 base = mOrigin - D3DXVECTOR3(0, mScale, 0);
			baseVerts[iCount++] = base + D3DXVECTOR3( x * mScale * 0.5f, 0, z * mScale * 0.5f);
		}
	}
	
	mTriangles[0] = Triangle(mOrigin, baseVerts[0], baseVerts[1]);
	mTriangles[1] = Triangle(mOrigin, baseVerts[1], baseVerts[3]);
	mTriangles[2] = Triangle(mOrigin, baseVerts[3], baseVerts[2]);
	mTriangles[3] = Triangle(mOrigin, baseVerts[2], baseVerts[0]);
	mTriangles[4] = Triangle(baseVerts[1], baseVerts[0], baseVerts[2]);
	mTriangles[5] = Triangle(baseVerts[1], baseVerts[2], baseVerts[3]);

	calcNorm(&mNormals[0], mTriangles[0]);
	calcNorm(&mNormals[1], mTriangles[1]);
	calcNorm(&mNormals[2], mTriangles[2]);
	calcNorm(&mNormals[3], mTriangles[3]);


	D3D10_BUFFER_DESC vbd;
	vbd.Usage = D3D10_USAGE_IMMUTABLE;
	vbd.ByteWidth = 6 * sizeof(Triangle);
	vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	vbd.CPUAccessFlags = 0;
	vbd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA vinitData;
	vinitData.pSysMem = mTriangles;
	HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));

	mNumVertices = 18;
}
Example #5
0
void ColoredTriangleApp::initApp()
{
	D3DApp::initApp();	
		
	DWORD mNumVertices = 3;
	DWORD  mNumFaces    = 1; // 2 per quad
	scale=2.0f;

	// Create vertex buffer
    Vertex vertices[] =
    {
		{D3DXVECTOR3(-1.0f, -1.0f, 0.0f)},
		{D3DXVECTOR3(-1.0f, +1.0f, 0.0f)},
		{D3DXVECTOR3(+1.0f, +1.0f, 0.0f)},		
    };

	// Scale the geometry.
	/*for(DWORD i = 0; i < mNumVertices; ++i){
		vertices[i].pos *= scale;
	}*/	

	obj1.init(md3dDevice,mNumVertices,mNumFaces);
	obj1.scale = D3DXVECTOR3(scale,scale,scale);
	obj1.theta = D3DXVECTOR3(0,0.005f,0);
	//declare vertex buffer
    D3D10_BUFFER_DESC vbd;
    vbd.Usage = D3D10_USAGE_IMMUTABLE;
    vbd.ByteWidth = sizeof(Vertex) * mNumVertices;
    vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = vertices;
    HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));

	buildRasterizer();
	buildFX();	
	buildVertexLayouts();
	
}
Example #6
0
void CrateApp::initApp()
{
	D3DApp::initApp();

	mClearColor = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
	
	buildFX();
	buildVertexLayouts();
	
	mCrateMesh.init(md3dDevice, 1.0f);

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"10.jpg", 0, 0, &mDiffuseMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"defaultspec.dds", 0, 0, &mSpecMapRV, 0 ));


	mParallelLight.dir      = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
	mParallelLight.ambient  = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
	mParallelLight.diffuse  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mParallelLight.specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
}
Example #7
0
void ColoredCubeApp::initApp()
{
	D3DApp::initApp();
	
	buildFX();
	buildVertexLayouts();

	mBox.init(md3dDevice, 1.0f, D3DXCOLOR(0.5,0.5,0.5,1));
	redBox.init(md3dDevice, 1.0f, DARKBROWN);
	greenBox.init(md3dDevice, 1.0f, D3DXCOLOR(0.1,0.1,0.8,1));
	shootBox.init(md3dDevice, 1.0f, BEACH_SAND);

	line.init(md3dDevice, 1.0f, DARKBROWN);
	line2.init(md3dDevice, 1.0f, RED);
	line3.init(md3dDevice, 1.0f, GREEN);

	/*xLine.init(&line, mfxWVPVar, Vector3(0,0,0), 1);
	xLine.setPosition(Vector3(0,0,0));
	yLine.init(&line, mfxWVPVar, Vector3(0,0,0), 1);
	yLine.setPosition(Vector3(0,0,0));
	yLine.setRotationZ(ToRadian(90));
	zLine.init(&line, mfxWVPVar, Vector3(0,0,0), 1);
	zLine.setPosition(Vector3(0,0,0));
	zLine.setRotationY(ToRadian(90));*/

	shootCube.init(&shootBox,mfxWVPVar,sqrt(2.0f),Vector3(10,0,10),Vector3(0,0,0),0,Vector3(1,1,1));
	//shootCube.setRotation(Vector3(ToRadian(-20),ToRadian(45),0));

	leftWall.init(&redBox,mfxWVPVar,sqrt(2.0f),Vector3(20,0,0),Vector3(0,0,0),0,Vector3(0.5,20,100));
	//leftWall.setRotation(Vector3(ToRadian(-20),ToRadian(45),0));

	floor.init(&redBox,mfxWVPVar,sqrt(2.0f),Vector3(0,-5,0),Vector3(0,0,0),0,Vector3(20,0.2,20));
	//floor.setRotation(Vector3(ToRadian(-26),ToRadian(45),0));

	ceiling.init(&mBox,mfxWVPVar,sqrt(2.0f),Vector3(0,20,0),Vector3(0,0,0),0,Vector3(20,0.2,100));
	ceiling.setRotation(Vector3(ToRadian(-20),ToRadian(45),0));

	rightWall.init(&redBox,mfxWVPVar,sqrt(2.0f),Vector3(-20,0,0),Vector3(0,0,0),0,Vector3(0.5,20,100));
	//rightWall.setRotation(Vector3(ToRadian(-20),ToRadian(45),0));

	//srand(time(0));

	for(int i = 0; i < 20; i++)
	{
		tiles[i].init(&greenBox,mfxWVPVar,sqrt(2.0f),Vector3((-5+rand()%10)*3,-100,(-5+rand()%10)*3),Vector3(0,0,0),0,Vector3(1,1,1));
	}

	origin.init(&line,&line2,&line3,mfxWVPVar,10);

	quad1.init(md3dDevice, 10, CYAN);
	quad1.setPosition(Vector3(0,0,0));

	spinAmount = 0;

	// init sound system
    audio = new Audio();
    if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0')  // if sound files defined
    {
        if( FAILED( hr = audio->initialize() ) )
        {
			exit(1);
            //if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
            //    throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
            //else
            //    throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
        }
    }

	hitCubes = new CubeHoard(100,10,5,5,1,-15,15,-15,15,-100,40);
	hitCubes->init(&redBox,mfxWVPVar,sqrt(4.0f),Vector3(0,0,0),Vector3(0,100,0),70,Vector3(2,2,2));

	avoidCubes = new CubeHoard(100,20,10,10,1,-20,20,-20,20,-100,50);
	avoidCubes->init(&greenBox,mfxWVPVar,sqrt(4.0f),Vector3(0,0,0),Vector3(0,100,0),70,Vector3(2,2,2));

	audio->playCue(MUSIC);

	//input->initialize(this->getMainWnd(), false);  

}
Example #8
0
void ColoredCubeApp::initApp()
{
	D3DApp::initApp();
	
	myOutFile.open("debug.txt");

	fx::InitAll(md3dDevice);
	
	mBox.init(md3dDevice, 1.0f);
	mPlane.init(md3dDevice, 1.0f); //we send scale of 1.0f what does that mean??

	
	mTree.initObject(md3dDevice);
	std::string treeFileName = "MediumPolyTree.3ds";
	mTree.load(md3dDevice, treeFileName);
	mTree.createTexturesAll(L"LeafCol.jpg", L"LeafAlpha.jpg", L"mySpec.jpg", L"LeafnormalX_normals.PNG");
	mTree.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
	mTree.rotate(-1.5f,0.0f,0.0f);
	mTree.translate(3.0f,-3.0f,-2.6f);

	mObjBox.initObject(md3dDevice);
	std::string boxFileName = "man2.fbx";
	mObjBox.load(md3dDevice, boxFileName);
	mObjBox.createTexturesAll( L"manD.jpg", L"defaultAlpha.jpg", L"defaultspec.dds", L"manN.jpg");
	mObjBox.createTexturesAt(0, L"bricks.dds", L"defaultAlpha.jpg", L"spec.dds", L"womanHairN.jpg");
	mObjBox.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
	mObjBox.rotate(0.0f,0.0f,3.14f);
	mObjBox.translate(-3.0f,0.0f,2.5f);
	mObjBox.scale(2.0f,2.0f,2.0f);
	
	
	buildFX();
	buildVertexLayouts();

	//mLights[0].dir      = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
	mLights[0].dir      = D3DXVECTOR3(0.576f, -0.576f, -0.576f);
	mLights[0].ambient  = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
	mLights[0].diffuse  = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
	mLights[0].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);

	// Pointlight--position is changed every frame to animate.
	mLights[1].pos      = D3DXVECTOR3(2.0f,2.0f,2.0f);
	mLights[1].ambient  = D3DXCOLOR(0.8f, 0.8f, 0.0f, 1.0f);
	mLights[1].diffuse  = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	mLights[1].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	mLights[1].att.x    = 0.0f;
	mLights[1].att.y    = 1.0f;
	mLights[1].att.z    = 0.0f;
	mLights[1].range    = 120.0f;

	animationTimeElapsed = 0.0f;
	animationTimePrev = mTimer.getGameTime();

	for(int i = 0; i < fireFrameCount; i++)
	{
		std::wostringstream fileName;

		fileName << L"FireAnim\\Fire";

		if(i+1 < 10)
			fileName << L"00";
		else if(i+1 < 100)
			fileName << L"0";

		fileName << i+1 << L".bmp";

		std::wstring wbuffer = fileName.str();
		LPCWSTR usableName = wbuffer.c_str();
		
		HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
			usableName, 0, 0, &mFireAnimationMapRVs[i], 0));
	}

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"bricks.dds", 0, 0, &mCrateMapRV, 0 ));
	
	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"bricks_normal.dds", 0, 0, &mDefaultNormalMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"stone_diffuse.dds", 0, 0, &mGrassMapRV, 0 ));
	
	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"stone_normal.dds", 0, 0, &mBrickNormalMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"spec.dds", 0, 0, &mSpecularMapRV, 0 ));

	

	

	// If not, create it.
	D3DX10_IMAGE_LOAD_INFO loadInfo;
    loadInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;

	ID3D10Texture2D* tex = 0;
	HR(D3DX10CreateTextureFromFile(md3dDevice, L"grassenvmap1024.dds", 
		&loadInfo, 0, (ID3D10Resource**)&tex, 0) );

    D3D10_TEXTURE2D_DESC texDesc;
	tex->GetDesc(&texDesc);

    D3D10_SHADER_RESOURCE_VIEW_DESC viewDesc;
    viewDesc.Format = texDesc.Format;
    viewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE;
    viewDesc.TextureCube.MipLevels = texDesc.MipLevels;
    viewDesc.TextureCube.MostDetailedMip = 0;
    
	HR(md3dDevice->CreateShaderResourceView(tex, &viewDesc, &mCubeMapRV));
   
	ReleaseCOM(tex);

	mSky.init(md3dDevice, mCubeMapRV, 5000.0f);
}
void ColoredCubeApp::initApp()
{

    D3DApp::initApp();
    //input->initialize(getMainWnd(), false);
    //audio->initialize();

    float boxScale = 0.5f;
    float collisionFixFactor = 1.1f;
    currentBullet = 0;
    explosionTimer = 0;
    explosionRunning = false;
    shotRelease = true;

    // increments when you run into a cube // just for now
    score = 0;
    mAxes.init(md3dDevice, 1.0f);
    mEnemy.init(md3dDevice, .5f, RED);
    mPlayer.init(md3dDevice, .5f, BLUE);
    mBullet.init(md3dDevice, .25f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 0.0f));
    particleBox.init(md3dDevice, .01f, GREEN);
    particleBox2.init(md3dDevice, .04f, RED);
    starBox.init(md3dDevice, 0.05f, WHITE);
    //mBox.init(md3dDevice, boxScale);
    mLine.init(md3dDevice, 1.0f);
    //mTriangle.init(md3dDevice, 1.0f);
    //mQuad.init(md3dDevice, 10.0f);
    mQuad.init(md3dDevice, 0.0f);

    gameObject1.init(&mPlayer, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5.0f,1.0f);
    //gameObject1.init(&mBox, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5000.0f,1.0f);
    gameObject1.setRadius(gameObject1.getRadius()*boxScale*collisionFixFactor);

    int step = 2;
    for (int i = 0; i < MAX_NUM_ENEMIES; i++)
    {
        enemyObjects[i].init(&mEnemy, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 8.0f, 1);
        //enemyObjects[i].init(&mBox, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 3000.0f, 1);
        enemyObjects[i].setRadius(enemyObjects[i].getRadius()*boxScale * collisionFixFactor);
        enemyObjects[i].setInActive();
    }

    for (int i = 0; i < MAX_NUM_BULLETS; i++)
    {
        playerBullets[i].init(&mBullet, 0.5f, Vector3(0,0,0), Vector3(-12,0,0), 0.0f, 1);
        playerBullets[i].setInActive();
    }

    for (int i = 0; i < MAX_NUM_EXP_PARTICLES; i++)
    {

        if(i%5 == 0)particles[i].init(&particleBox2, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
        else particles[i].init(&particleBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
        particles[i].setInActive();
    }

    for (int i = 0; i < MAX_NUM_STARS; i++)
    {
        stars[i].init(&starBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1);
        stars[i].setActive();
    }

    buildFX();
    buildVertexLayouts();

    audio = new Audio();

    if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0')  // if sound files defined
    {
        if (!audio->initialize()) {

        }

        /*if( FAILED( hr = audio->initialize() ) )
        {
        if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
        throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
        else
        throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
        }*/
    }

    enemyBuffer.resetClock();
    shotBuffer.resetClock();
    gameTimer.resetClock();


    D3DXVECTOR3 pos(10.0f, 2.0f, 0.0f);
    D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
    D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

    //Camera Object
    camera.init(pos, Vector3(0,0,0), Vector3(0,0,0));
    camera.setPerspective();
    // camera
    cameraPos = pos;

    audio->playCue(BKG);

    //Places stars in scene
    placeStars();
}
Example #10
0
void ColoredCubeApp::initApp()
{
	D3DApp::initApp();
	//0: Parallel
	//1: Point
	//2: Spot

	hurtLight = D3DXCOLOR(1,0,0,1);

	ambientLight = D3DXCOLOR(0.3f, 0.03f, 0.2f, 1.0f);
	//ambientLight = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	lights[1].ambient  = ambientLight;
	lights[1].diffuse  = D3DXCOLOR(0.0f, 0.02f, 0.02f, 1.0f);
	lights[1].specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	lights[1].att.x    = 1.0f;
	lights[1].att.y    = 0.0f;
	lights[1].att.z    = 0.0f;
	lights[1].spotPow  = 20;
	lights[1].range    = 100;
	lights[1].pos = D3DXVECTOR3(-10,20,-10);
	lights[1].dir = D3DXVECTOR3(0, -1, 0);	
	lights[1].lightType.x = 0;


	buildFX();
	buildVertexLayouts();

	Dimension d;
	d.x = 10;
	d.z = 10;
	mazeX = d.x;
	mazeZ = d.z;
	maze.init(d,mfxWVPVar,mfxWorldVar,md3dDevice);
	maze.build();
	maze.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"brickwork-texture.jpg",L"brickwork-bump-map.jpg");	
	maze.setCeilTex(mfxDiffuseMapVar,mfxSpecMapVar,L"13.free-brick-textures.jpg",L"brickwork-bump-map.jpg");
	maze.setFloorTex(mfxDiffuseMapVar,mfxSpecMapVar,L"carpet_diffuse.jpg",L"brickwork-bump-map.jpg");
	camera.init(&maze);

	mBox.init(md3dDevice, 1.0f);

	//testMesh.init(md3dDevice,1.0f,"surfrev2.dat");

	line.init(md3dDevice, 1.0f, DARKBROWN);
	line2.init(md3dDevice, 1.0f, RED);
	line3.init(md3dDevice, 1.0f, GREEN);

	origin.init(&line,&line2,&line3,mfxWVPVar,10);

	quad1.init(md3dDevice,1,D3DXCOLOR(0.5,0.25,0.1,1.0));

	//make the texture init in another function so it is not an issue switching between shaders
	/*floor.init(&mBox,mfxWVPVar,mfxWorldVar,2,Vector3(0,-3,0),Vector3(0,0,0),0,Vector3(20,0.1,20));
	floor.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"WoodCrate01.dds",L"defaultspec.dds");

	wall1.init(&mBox,mfxWVPVar,mfxWorldVar,2,Vector3(-20,-3+20,0),Vector3(0,0,0),0,Vector3(0.1,20,20));
	wall2.init(&mBox,mfxWVPVar,mfxWorldVar,2,Vector3(20,-3+20,0),Vector3(0,0,0),0,Vector3(0.1,20,20));
	wall3.init(&mBox,mfxWVPVar,mfxWorldVar,2,Vector3(0,-3+20,20),Vector3(0,0,0),0,Vector3(20,20,0.1));
	wall4.init(&mBox,mfxWVPVar,mfxWorldVar,2,Vector3(0,-3+20,-20),Vector3(0,0,0),0,Vector3(20,20,0.1));*/

	player.init(&mBox,mfxWVPVar,mfxWorldVar,sqrt(2.0f),Vector3(10,0,10),Vector3(0,0,0),0,Vector3(1,1,1));
	player.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"brickwork-texture.jpg",L"brickwork-bump-map.jpg");
	Location start = maze.getStartPosition();
	start = maze.cellToPx(start);
	player.setPosition(Vector3(start.x+10,0,start.z+10));

	flashLightObject.init(md3dDevice,mfxWVPVar,mfxWorldVar,2,Vector3(0,0,0),Vector3(0,0,0),0,Vector3(0.25,0.25,0.25));
	flashLightObject.setRotation(Vector3(ToRadian(90),0,0));

	//lightObject1.init(md3dDevice,mfxWVPVar,mfxWorldVar,2,Vector3(10,3,0),Vector3(0,0,0),0,Vector3(0.25,0.25,0.25));
	//lightObject1.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"WoodCrate01.dds",L"ice.dds");
	for(int i = 0; i < numLightObjects; i++)
	{
		lamps[i].init(md3dDevice,mfxWVPVar,mfxWorldVar,2,Vector3(10,3,0),Vector3(0,0,0),0,Vector3(0.75,0.75,0.75));
		lamps[i].setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"WoodCrate01.dds",L"ice.dds");
		Location l;
		l.x = rand()%mazeX;
		l.z = rand()%mazeZ;
		auto spot = maze.cellToPx(l);
		lamps[i].setPosition(Vector3(spot.x,5,spot.z));
		lamps[i].setColor(D3DXCOLOR(0.2f, 0.5f, 0.3f, 1.0f));
	}

	key.init(md3dDevice,1,"item1.txt");
	for(int i = 0; i < totalKeys; i++)
	{
		keyObject[i].init(&key,mfxWVPVar,mfxWorldVar,sqrt(2.0f),Vector3(0,0,0),Vector3(0,0,0),0,Vector3(0.25,0.25,0.25));
		Location l;
		l.x = rand()%mazeX;
		l.z = rand()%mazeZ;
		auto spot = maze.cellToPx(l);
		keyObject[i].setPosition(Vector3(spot.x,-1,spot.z));
	}

	endCube.init(&mBox,mfxWVPVar,mfxWorldVar,sqrt(3.0f),Vector3(0,0,0),Vector3(0,0,0),0,Vector3(2,2,2));
	endCube.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"WoodCrate01.dds",L"ice.dds");
	Location end = maze.getEndPosition();
	end = maze.cellToPx(end);
	endCube.setPosition(Vector3(end.x,0,end.z));

	//set up the end light
	endLight.ambient  = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	endLight.diffuse  = D3DXCOLOR(1.0f, 1.0f, 0.3f, 1.0f);
	endLight.specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	endLight.att.x    = 1.0f;
	endLight.att.y    = 0.0f;
	endLight.att.z    = 0.0f;
	endLight.spotPow  = 10;
	endLight.range    = 100;
	endLight.pos = D3DXVECTOR3(end.x,10,end.z);
	endLight.dir = D3DXVECTOR3(0, -1, 0);	
	endLight.lightType.x = 2;


	//batteryObject.init(md3dDevice,mfxWVPVar,mfxWorldVar,sqrt(2.0f),Vector3(0,0,5),Vector3(0,0,0),0,Vector3(0.25,0.25,0.25));
	for(int i = 0; i < numBatteries; i++)
	{
		batteries[i].init(md3dDevice,mfxWVPVar,mfxWorldVar,sqrt(2.0f),Vector3(0,0,5),Vector3(0,0,0),0,Vector3(0.5,0.5,0.5));
		Location l;
		l.x = rand()%mazeX;
		l.z = rand()%mazeZ;
		auto spot = maze.cellToPx(l);
		batteries[i].setPosition(Vector3(spot.x,-1,spot.z));
	}

	ghosts.init(md3dDevice,mfxWVPVar,mfxWorldVar,sqrt(2.0f),Vector3(5,0,0),Vector3(0,0,0),10,Vector3(0.25,0.25,0.25));
	ghosts.setTex(mfxDiffuseMapVar,mfxSpecMapVar,L"WoodCrate01.dds",L"ice.dds");
	
	//Normalize(&mParallelLight.dir,&(flashLightObject.getPosition()-wall1.getPosition()));
	// init sound system
    audio = new Audio();
    if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0')  // if sound files defined
    {
        if( FAILED( hr = audio->initialize() ) )
        {
			exit(1);
            //if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
            //    throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
            //else
            //    throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
        }
    }
	//set up the camera
	camera.setHeightAndWidth(mClientWidth,mClientHeight);

	audio->playCue(MUSIC);

	//input->initialize(this->getMainWnd(), false);  
	//sound object
	/*testSound = new SoundItem(audio,Vector3(0,0,0),50);
	static string sounds[] = {"gun_sound_effect","Light Bulb Breaking-SoundBible.com-53066515"};
	testSound->setSounds(sounds,2);*/
}