Crate::Crate(b2World* world, RenderWindow* win, float x, float y, float w, float h) : MovableObject(world,win,x,y,w,h) { m_weight = 3.0f; createBox2dBody(); loadAssets(); }
int Game::InitSDL() { if( SDL_Init( SDL_INIT_EVERYTHING )<0 ) { fprintf( stderr, "Unable to init SDL: %s\n", SDL_GetError() ); SDL_Quit(); return 1; } if( TTF_Init()<0 ) { fprintf( stderr, "Unable to init SDL_TTF: %s\n", SDL_GetError() ); return 7; } window_ = SDL_CreateWindow( "SDL Test Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenWidth_, screenHeight_, SDL_WINDOW_SHOWN ); if( window_==nullptr ) { fprintf( stderr, "Create window failed: %s\n", SDL_GetError() ); SDL_Quit(); return 2; } renderer_ = SDL_CreateRenderer( window_, -1, SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC ); if( renderer_==nullptr ) { fprintf( stderr, "Create Renderer fails: %s\n", SDL_GetError() ); SDL_DestroyWindow( window_ ); SDL_Quit(); return 3; } SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "nearest" ); SDL_RenderSetLogicalSize( renderer_, screenWidth_, screenHeight_ ); loadAssets(); return 0; }
bool ofxFlashXFL :: loadFile ( const string& file ) { vector<string> xflFileSplit; xflFileSplit = ofSplitString( file, "/" ); xflFile = xflFileSplit[ xflFileSplit.size() - 1 ]; xflFolder = ""; for( int i=0; i<xflFileSplit.size()-1; i++ ) // drop the file { xflFolder += xflFileSplit[ i ] + "/"; } string xflPath; xflPath = xflFolder + xflFile; cout << "Loading, " << xflPath << endl; bLoaded = xml.loadFile( xflPath ); if( !bLoaded ) { cout << "DOMDocument.xml did not load." << endl; return bLoaded; } loadXFLMedia(); loadXFLSymbols(); loadAssets(); return bLoaded; }
HGAssets::HGAssets(bool mLevelsOnly) : levelsOnly{mLevelsOnly} { if(!levelsOnly) loadAssetsFromJson(assetManager, "Assets/", getFromFile("Assets/assets.json")); loadAssets(); for(auto& v : levelDataIdsByPack) sort(begin(v.second), end(v.second), [&](const string& mA, const string& mB){ return levelDatas[mA]->menuPriority < levelDatas[mB]->menuPriority; }); sort(begin(packIds), end(packIds), [&](const string& mA, const string& mB){ return packDatas[mA]->priority < packDatas[mB]->priority; }); }
void prepare() { VulkanExampleBase::prepare(); loadAssets(); setupDescriptors(); preparePipelines(); buildCommandBuffers(); prepared = true; }
void setUpExample() { Assets assets; loadAssets(assets); createMaterial(assets); setUp3DScene(assets); setUpInput(); }
Scene::Scene(SDL_Renderer* renderer, SDL_Texture* targetTexture, bool withoutSensor) :particles{ Constants::MAX_PARTICLES }, renderer{ renderer }, targetTexture { targetTexture }, noSensor{ withoutSensor } { dataCollection = noSensor ? &Scene::getMouseData : &Scene::getSensorData; SDL_SetRenderTarget(renderer, targetTexture); SDL_SetTextureBlendMode(targetTexture, SDL_BLENDMODE_BLEND); loadAssets(); buildDefaultLevel(); currentTime = SDL_GetPerformanceCounter(); }
void prepare() { VulkanExampleBase::prepare(); loadAssets(); prepareConditionalRendering(); prepareUniformBuffers(); setupDescriptorSets(); preparePipelines(); buildCommandBuffers(); prepared = true; }
int main(int argc, char** argv) { initOpenGL(); loadAssets(); handleInput(); renderFrame(); while (window.IsOpened()) { window.Display(); } return 0; }
void prepare() { VulkanExampleBase::prepare(); loadAssets(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; }
void prepare() { sampleCount = getMaxUsableSampleCount(); VulkanExampleBase::prepare(); loadAssets(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; }
int main(int argc, char** argv) { initOpenGL(); loadAssets(); // Put your game loop here (i.e., render with OpenGL, update animation) while (window.IsOpened()) { handleInput(); renderFrame(); window.Display(); } return 0; }
void CTrueTalkManager::start(CTrueTalkNPC *npc, uint id, CViewItem *view) { TTnpcScript *npcScript = getNpcScript(npc); TTroomScript *roomScript = getRoomScript(); _titleEngine.reset(); uint charId = npcScript->charId(); loadAssets(npc, charId); _currentNPC = npc; _titleEngine._scriptHandler->scriptChanged(roomScript, npcScript, id); _currentNPC = nullptr; setDialogue(npc, roomScript, view); }
int main(int argc, const char **argv) { init(argc, argv); loadAssets(); while (window.IsOpened()) { clockdiff = clck.GetElapsedTime(); elapsed += clockdiff; clck.Reset(); inputFn(); renderFn(); window.Display(); } return 0; }
void D3D12Render::v_init() { m_viewport.Width = getClientWidth(); m_viewport.Height = getClientHeight(); m_viewport.MaxDepth = 1.0f; m_scissorRect.right = static_cast<LONG>(getClientWidth()); m_scissorRect.bottom = static_cast<LONG>(getClientHeight()); loadPipeline(); m_triangle.init(m_pD3D12Device); loadAssets(); }
void CTrueTalkManager::processInput(CTrueTalkNPC *npc, CTextInputMsg *msg, CViewItem *view) { TTnpcScript *npcScript = getNpcScript(npc); TTroomScript *roomScript = getRoomScript(); _titleEngine.reset(); if (npcScript && roomScript) { _currentNPC = npc; _titleEngine._scriptHandler->processInput(roomScript, npcScript, TTstring(msg->_input)); _currentNPC = nullptr; loadAssets(npc, npcScript->charId()); setDialogue(npc, roomScript, view); } _currentNPC = nullptr; }
bool ApplicationManager::init() { if (mInitialised) return true; LOG("Initializing ApplicationManager"); if (!mCanBeInit) return false; if (!mPluginsLoaded) loadPlugins(); setupSystems(); mInitialised = initSystems(); if (!mInitialised) return mInitialised; mInitialised = loadAssets(); return mInitialised; }
Game::Game() { window.create(sf::VideoMode(1280, 720), "Untitled Zombie Game"); window.setKeyRepeatEnabled(false); window.setMouseCursorVisible(false); // For more smoothing, set VSync to false and Framerate to ~500 window.setFramerateLimit(60); window.setVerticalSyncEnabled(true); camera.setCenter(sf::Vector2f(640, 360)); fireTime = fireClock.restart().asSeconds(); loadAssets(); GameState = mainMenu; }
bool Renderer::init(int width, int height, int numJewels) { bool result = true; result = (SDL_Init(SDL_INIT_VIDEO) == 0); if (result) { m_window.reset(SDL_CreateWindow("Jewels", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN)); if (m_window != nullptr) { m_surface.reset(SDL_GetWindowSurface(m_window.get())); SDL_FillRect(m_surface.get(), NULL, SDL_MapRGB(m_surface->format, 0, 0, 0)); SDL_UpdateWindowSurface(m_window.get()); // Renderer m_renderer.reset(SDL_CreateRenderer(m_window.get(), -1, SDL_RENDERER_ACCELERATED)); if (m_renderer != nullptr) { SDL_SetRenderDrawColor(m_renderer.get(), 0, 0, 0, 0); } else { result = false; } } else { result = false; } } if (result) { result = loadAssets(numJewels); } return result; }
TheGame::TheGame(int argc, char** argv) : Game("TheGame", 60), soundLevel(100), musicLevel(75) { // init Logger first swift::Logger::setFile(getResourcePath() / "TheGame.log"); // get System Info swift::Logger::get() << "OS:\t\t" << swift::getOSName() << '\n' << "Version:\t" << swift::getOSVersion() << '\n' << "Arch:\t\t" << swift::getOSArch() << '\n' << "Total Mem:\t" << swift::getTotalMem() << '\n' << "CPU:\t\t" << swift::getCPUModel() << '\n' << "Video Vendor:\t" << swift::getVideoVendor() << '\n' << "Video Card:\t" << swift::getVideoCard() << '\n' << "Video Driver:\t" << swift::getVideoDriver() << "\n\n"; // get settings to initialize engine loadSettings(getResourcePath() / "settings.ini"); // arguments override settings handleArgs(argc, argv); // get stuff so we can do stuff loadAssets(); // gotta set this if you want any text to display defaultFont = assets.getFont("segoeuisl.ttf"); //window.setIcon(SwiftEngineIcon.width, SwiftEngineIcon.height, SwiftEngineIcon.pixel_data); // need to figure out icon stuff // can't do anything without state (well, in this case) initState(); // scripting if you want it initScripting(); // set saves directory for saving/loading swift::SaveManager::setResourcePath(getResourcePath()); }
bool GameController::init() { ////////////////////////////// // 1. super init first if ( !Node::init() ) { return false; } bool_first_touch = true; //screen variables visibleSize = Director::getInstance()->getVisibleSize(); origin = Director::getInstance()->getVisibleOrigin(); //catching touch auto eventListener = EventListenerTouchOneByOne::create(); eventListener->onTouchBegan = CC_CALLBACK_2(GameController::onTouchBegan, this); eventListener->onTouchMoved = CC_CALLBACK_2(GameController::onTouchMoved, this); eventListener->onTouchEnded = CC_CALLBACK_2(GameController::onTouchEnded, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(eventListener, this); auto physicsContactListener = EventListenerPhysicsContact::create(); physicsContactListener->onContactBegin = CC_CALLBACK_1(GameController::onContactBegin, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(physicsContactListener, this); //designing background loadAssets(); //moving board moveBoard(); return true; }
int main(int argc, char** argv) { initOpenGL(); loadAssets(); // go to a square Viewport glViewport(0, 0, CUBE_MAP_SIZE, CUBE_MAP_SIZE); generateEnvironmentMap(); // go to our window Viewport glViewport(0, 0, window.GetWidth(), window.GetHeight()); // Put your game loop here (i.e., render with OpenGL, update animation) while (window.IsOpened()) { handleInput(); renderFrame(); window.Display(); updatePositions(); } return 0; }
int main( int argc, char* argv[] ) { bool success = initGUI( argc, argv ); if ( success ) { success = loadAssets(); if ( success ) { printf("Assets loaded!\nStarting game loop...\n"); startGameLoop(); } else { printf("Asset Load fail\n"); success = false; } } else { printf("initGUI fail\n"); success = false; } return success; }
OpticPack::OpticPack(const std::string& fileName) { handle = open(fileName); metadata = loadMeta(handle); loadAssets(); }
Core::Core(std::string filename): Core() { loadAssets(filename); }
void MenuLoad::load() { loadIconMasks(); loadProperties(); loadAssets(); }
Ball::Ball() : currentBall(0) { loadAssets(); }
Enemy::Enemy() { loadAssets(); }
void ofApp::setup() { // SYSTEM ofSetLogLevel(OF_LOG_VERBOSE); ofHideCursor(); ofSetFrameRate(60); // SCREEN ofEnableAlphaBlending(); ofBackground(100); width = ofGetWindowWidth(); height = ofGetWindowHeight(); // STATE presenting = true; tooSunny = false; fboAge = 0; imageTimer = 0; imageMAX = 500; playState = 1; currentBrightness = 0; targetAlpha = 155; #ifdef INTERACTIVE // KINECT #ifdef KINECT kinect.setRegistration(true); kinect.init(); kinect.open(); if(kinect.isConnected()) { ofLogNotice() << "sensor-emitter dist: " << kinect.getSensorEmitterDistance() << "cm"; ofLogNotice() << "sensor-camera dist: " << kinect.getSensorCameraDistance() << "cm"; ofLogNotice() << "zero plane pixel size: " << kinect.getZeroPlanePixelSize() << "mm"; ofLogNotice() << "zero plane dist: " << kinect.getZeroPlaneDistance() << "mm"; } angle = 23; kinect.setCameraTiltAngle(angle); #else camera.setVerbose(true); camera.initGrabber(320, 240); #endif // CAPTURE SIZE int capture_width, capture_height; #ifdef KINECT capture_width = kinect.width; capture_height = kinect.height; #else capture_width = camera.width; capture_height = camera.height; #endif // OPENCV colorImg.allocate(capture_width, capture_height); grayImage.allocate(capture_width, capture_height); grayThreshNear.allocate(capture_width, capture_height); grayThreshFar.allocate(capture_width, capture_height); grayBg.allocate(capture_width, capture_height); grayDiff.allocate(capture_width, capture_height); closePoints.allocate(capture_width, capture_height, GL_RGBA32F_ARB); nearThreshold = 350; farThreshold = 112; bLearnBakground = true; threshold = 80; bThreshWithOpenCV = false; minBlob = 25; maxBlob = (capture_width * capture_height)/2; // FBO & GLSL SHADER setupGL(width, height); #else playState = 2; imageMAX = 2500; #endif // XML ASSETS BASEPATH = "../../../MEDIA/"; assets.loadFile("xml/assets.xml"); if( assets.loadFile("xml/assets.xml") ) { ofLog(OF_LOG_NOTICE, "Loaded xml file !!! \n"); loadFonts(); loadArtists(); loadAssets(); } else { ofLog(OF_LOG_ERROR, "UNABLE to load xml file :( \n"); } // INDEX currentIndex = 0; updateCurrentIndex(); // ASSETS brush.loadImage("mouse/brush.png"); stamp.loadImage("logo/stamp_white2.png"); demo.loadMovie(BASEPATH + "demo/studio_in_the_city_6_promo.mp4"); // MEMORY checkMemory(); cout << "Setup Is Done \n" << endl; }
Door::Door(b2World* world, RenderWindow* win, float x, float y, float w, float h) : m_world(world), m_win(win), position(x, y), size(w, h) { rotatingDoor = false; createBox2dBody(); loadAssets(); }