Example #1
0
void steroids_ship_init (Steroids_Ship *ship)
{
    int i;

    initializeModels();

    for (i = 0; i < STEROIDS_SHIP_EXHAUST_NUM; i++)
    {
	exhaust[i].active = 0;
    }

    ship->originalShape = &modelShip;
    ship->heading = 0;
    ship->cannon = 0;
    ship->engine = 2;
    ship->state = STEROIDS_SHIP_STATE_LIVE;

    // Initialize ship shape object:
    ship->shape.type = STEROIDS_OBJECT_TYPE_POLYGON;
    ship->shape.colour = BLACK;
    steroids_polygon_copy (ship->originalShape, &ship->shape.geometry.polygon);
    ship->shape.velocity.x = 0;
    ship->shape.velocity.y = 0;
    ship->shape.accelleration.x = 0;
    ship->shape.accelleration.y = 0;

    // Move to start position:
    startPos.x = steroids_globals.width / 2;
    startPos.y = steroids_globals.height / 2;
    steroids_object_rotate (ship->heading, &ship->shape);
    steroids_object_translate (startPos, &ship->shape);
}
Example #2
0
    UserFormModel(Wt::WObject *parent = 0)
        : Wt::WFormModel(parent)
    {
        initializeModels();

        addField(FirstNameField);
        addField(LastNameField);
        addField(CountryField);
        addField(CityField);
        addField(BirthField);
        addField(ChildrenField);
        addField(RemarksField);

        setValidator(FirstNameField, createNameValidator(FirstNameField));
        setValidator(LastNameField, createNameValidator(LastNameField));
        setValidator(CountryField, createCountryValidator());
        setValidator(CityField, createCityValidator());
        setValidator(BirthField, createBirthValidator());
        setValidator(ChildrenField, createChildrenValidator());

        // Here you could populate the model with initial data using
        // setValue() for each field.

        setValue(BirthField, Wt::WDate());
        setValue(CountryField, std::string());
    }
/*!
	Create and Initializes all models.

	\param[in] void.

	\return void.
*/
void Renderer::setUpModels()
{
	// ! Generate the models and cache all
	createModels();

	//! Do the init stuff as per model requirements
	initializeModels();
}
void InitGL( void )//__BEGIN_INIT__@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
{
        start = getMilliCount();
    

#include "tier2_GLOBALS.cpp"
        
        //==========================================================================
        #ifdef WIN32
            #include "cpp/setPixelFormat.cpp"
            #include "include/glext_Init_B.cpp"
            //alutInit(NULL, 0);
            //-------------------------------------
            SetVSyncState(true);
            //-----------------------------------------------------------------------------
                        rotateModelWithMiddleMouse[0] = Pass_MIDDLE_Mouse[0];
                        rotateModelWithMiddleMouse[1] = Pass_MIDDLE_Mouse[1];
                        //-----------------------------------------------------------------
                        zoomModelWithMiddleMouse      = Pass_MIDDLE_CONTROL_Mouse;
                        //-----------------------------------------------------------------     
                        moveModelWithMiddleMouse[0]   = Pass_MIDDLE_SHIFT_Mouse[0];
                        moveModelWithMiddleMouse[1]   = Pass_MIDDLE_SHIFT_Mouse[1];
                        //-----------------------------------------------------------------       
       
        //=================
        #endif
    
                   
    

                
        //=======================
        GLuint initializeLocator = 0;
        initializeModels();
        //=======================



    //==============================================================================
    #ifdef WIN32   
        //atexit(KillALData);//_tell_openAL_to_run_KillALData_function_at_shutdown 
    #endif
        
    
    
    glEnable(GL_DEPTH_TEST);
    //glDepthFunc(GL_LEQUAL);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    //glAlphaFunc(GL_GREATER, 0.1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
        
//====================================================================================================================================

}//__END_INIT__@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Example #5
0
//--------------------------------------------------------------
void ofApp::setup(){
    
    initializeAudio();
    initializeModels();
    
    instructions.loadFont("RobotoTTF/Roboto-Bold.ttf", 20);
    header.loadFont("quantico/Quantico-Bold.ttf", 30);
    headerLG.loadFont("quantico/Quantico-Bold.ttf", 70);
    preludeFont.loadFont("RobotoTTF/Roboto-Bold.ttf", 20);
    
    ofBackground(255,255,255);
    ofSetVerticalSync(true);
    
    camera.setFov(80);
    camera.setDistance(600);
    
    //we need to call this for textures to work on models
    ofDisableArbTex();
    
    //this makes sure that the back of the model doesn't show through the front
    ofEnableDepthTest();
    
    //ofxVboParticles([max particle number], [particle size]);
    stars = new ofxVboParticles(10000, 1000);
    
    //set friction (0.0 - 1.0);
    stars->friction = 0.000;
    
    movie.loadMovie("displays/loading.gif");
    movie.setLoopState(OF_LOOP_NORMAL);
    movie.play();
    
    isIntro = true;
    skipPrelude = true; // only set to true when testing
    
    timers[0] = 0;
    timers[1] = 0;
    timers[2] = 0;
    
    time = ofGetElapsedTimef();
}