/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Main Loop ----- while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input Update ---- mI->_input->update(); // -------- Render ------- mI->_render->clearViewPort(60, 60, 60); mI->_render->beginScene(); mI->_render->endScene(); //mI->_render->showFpsInWindowTitle(); } // ----- Indielib End ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Spriter animation loading ----- if (!mI->_spriterManager->addSpriterFile(NULL,"Example.SCML")) return 0; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Text ----- // strcpy(mText, "Press space to see the grid in action. This is really cool, isn't it?"); // mTextSmallWhite->setText(mText); // ----- Input ---- // for future use ... if (mI->_input->onKeyPress(IND_SPACE)) { } // ----- Updating entities attributes ----- // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(0, 0, 0); // mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } SoundManager * mSm = SoundManager::instance(); // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; Game * mGame = new Game(); bool quit = false; while (!quit && !mI->_input->quit()) { // ----- Input update ---- Sleep(10); // Take it easy, computer mI->_input->update(); quit = mGame->run(); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(0, 0, 0); mI->_entity2dManager->renderEntities2d(); //mI->_entity2dManager->renderCollisionAreas(255, 0, 0, 255); mI->_render->endScene(); } // ----- Free ----- mSm->shutdown(); mI->end(); return 0; }
int IndieLib() { #ifdef PLATFORM_WIN32 //memory leaks for win32 creation FINDMEMLEAK(-1); //When you find a mem. leak, refer to the number displayed in the console and put it here to break when it is created #endif // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- Fcn pointer tests initialization ----- initTests(); testsvectoriterator itr; //LOOP - Prepare Permanent tests for (itr = g_permanenttests.begin(); itr != g_permanenttests.end(); ++itr) { (*itr)->prepareTests(); }//LOOP END //LOOP - Prepare Temporary tests for (itr = g_tests.begin(); itr != g_tests.end(); ++itr) { (*itr)->prepareTests(); }//LOOP END // ----- Main Loop ----- g_mainTimer.start(); double ticks = g_mainTimer.getTicks(); double pastticks = g_mainTimer.getTicks(); testsvectoriterator currentTest = g_tests.begin(); (*currentTest)->setActive(true); while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input Update ---- mI->_input->update(); // -------- Render ------- mI->_render->clearViewPort(0,0,0); mI->_render->beginScene(); //LOOP - Permanent Tests for (itr = g_permanenttests.begin(); itr != g_permanenttests.end(); ++itr) { (*itr)->performTests(static_cast<float>(ticks - pastticks)); }//LOOP END //LOOP - Tests for (itr = g_tests.begin(); itr != g_tests.end(); ++itr) { (*itr)->performTests(static_cast<float>(ticks - pastticks)); }//LOOP END mI->_entity2dManager->renderEntities2d(); //Entities rendering mI->_entity2dManager->renderGridAreas(g_gridcolorR,g_gridcolorG,g_gridcolorB,g_gridcolorA); //Grid areas rendering (on top of it) can be disabled per entity mI->_entity2dManager->renderCollisionAreas(g_collisionColorR,g_collisionColorG,g_collisionColorB,g_collisionColorA); //Collision areas rendering (on top of it) can be disabled per entity mI->_render->endScene(); //mI->_render->showFpsInWindowTitle(); pastticks = ticks; ticks += g_mainTimer.getTicks(); //Perform next test setup (if needed) Arrow keys change current temporary test using if (mI->_input->onKeyPress(IND_KEYRIGHT) && !mI->_input->onKeyPress(IND_KEYLEFT)){ //Current test is not active (*currentTest)->setActive(false); currentTest++; //IF - Check limits if(currentTest == g_tests.end()){ currentTest = g_tests.begin(); } //Next test is active (*currentTest)->setActive(true); } else if (mI->_input->onKeyPress(IND_KEYLEFT) && !mI->_input->onKeyPress(IND_KEYRIGHT)){ //Current test is not active (*currentTest)->setActive(false); //Decrement (taking into account limits) if(currentTest == g_tests.begin()){ currentTest = g_tests.end(); } currentTest--; //Next test is active (*currentTest)->setActive(true); } } // ----- Indielib End ----- releaseTests(); mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading tile for the terrain IND_Surface *mSurfaceBack = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../../resources/twist.jpg", IND_OPAQUE, IND_32)) return 0; // Loading beetle IND_Surface *mSurfaceBeetle = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBeetle, "../../resources/beetleship.png", IND_ALPHA, IND_32)) return 0; // Loading octopus IND_Surface *mSurfaceOctopus = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceOctopus, "../../resources/octopus.png", IND_ALPHA, IND_32)) return 0; // Loading bug IND_Surface *mSurfaceBug = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBug, "../../resources/Enemy Bug.png", IND_ALPHA, IND_32)) return 0; // Font IND_Font *mFontSmall = IND_Font::newFont(); if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mTextSmallWhite); // Entity adding mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(5, 5, 1); mTextSmallWhite->setAlign(IND_LEFT); // ----- Entities ----- // Terrain IND_Entity2d *mTerrain = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mTerrain); mTerrain->setSurface(mSurfaceBack); // Beetle IND_Entity2d *mBeetle = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBeetle); mBeetle->setSurface(mSurfaceBeetle); mBeetle->setHotSpot(0.5f, 0.5f); mBeetle->setPosition(150, 150, 2); // Octopus IND_Entity2d *mOctopus = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mOctopus); mOctopus->setSurface(mSurfaceOctopus); mOctopus->setHotSpot(0.5f, 0.5f); mOctopus->setPosition(450, 150, 2); // But IND_Entity2d *mBug = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBug); mBug->setSurface(mSurfaceBug); mBug->setHotSpot(0.5f, 0.5f); mBug->setPosition(700, 150, 2); // ----- Camera ------ // Camera for the viewport 1 IND_Camera2d *mCamera1 = new IND_Camera2d(mI->_window->getWidth () / 2, mI->_window->getHeight() / 4); // Camera for the viewport 2 IND_Camera2d *mCamera2 = new IND_Camera2d(mI->_window->getWidth () / 2, mI->_window->getHeight() / 4); // ----- Main Loop ----- float mZoom = 1.0f; float mCameraAngle = 0; float mBugAngle = 0; char mText [2048]; mText [0] = 0; float mSpeedRotation = 50; float mDelta; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Text ----- strcpy (mText, "Use mouse wheel for zooming in/out\n"); strcat (mText, "Use mouse buttons for rotating the camera"); mTextSmallWhite->setText(mText); // ----- Input ---- mDelta = mI->_render->getFrameTime() / 1000.0f; // Camera Zoom in / out if (mI->_input->isMouseScroll()) { mZoom += mI->_input->getMouseScrollY() * K_ZOOMSPEED; } // Camera angle if (mI->_input->isMouseButtonPressed(IND_MBUTTON_LEFT)) mCameraAngle += mSpeedRotation * mDelta; if (mI->_input->isMouseButtonPressed(IND_MBUTTON_RIGHT)) mCameraAngle -= mSpeedRotation * mDelta; // ----- Updating entities attributes ----- // Rotation of the beetle and bug mBugAngle += mSpeedRotation * mDelta; mBeetle->setAngleXYZ(0, 0, mBugAngle); mBeetle->setAngleXYZ(0, 0, mBugAngle); mBug->setAngleXYZ(0, 0, -mBugAngle); mBug->setAngleXYZ(0, 0, -mBugAngle); // Zooming and rotating the camera if (mZoom < 0.1f) mZoom = 0.1f; mCamera2->setAngle(mCameraAngle); mCamera2->setZoom(mZoom); // ----- Render ----- // ----- Upper viewport ----- mI->_render->beginScene(); mI->_render->clearViewPort(60, 60, 60); mI->_render->setViewPort2d(0, 0, mI->_window->getWidth(), mI->_window->getHeight() / 2); mI->_render->setCamera2d(mCamera1); mI->_entity2dManager->renderEntities2d(); // ----- Lower viewport ----- mI->_render->setViewPort2d(0, mI->_window->getHeight() / 2, mI->_window->getWidth(), mI->_window->getHeight() / 2); mI->_render->setCamera2d(mCamera2); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
int IndieLib() // main { char TempText[30]; // ----- Sound Library -------------- // ----- new engine instance ------------ CIndieLib *mI = CIndieLib::instance(); // engine if (!mI->init()) return 0; GameControll controller = GameControll(mI); // createing a game controller and initialize controller.sceneGenerator(); //<------ DELTA TIME ------> double *delta = new double(0.1); double *deltaAverage = new double(0.001); double *mDeltaSum = new double(0.001); int count = 0; // time int gameTime = 125; // Create and start the timer; IND_Timer *mTimer = new IND_Timer(); mTimer->start(); bool play = false; float animationDelay = 30; // 30 fps animation refresh // ----- Main Loop ----- while (!mI->_input->onKeyPress(IND_F12) && !mI->_input->quit() && !controller.isExitSelected()) { gameTime = (int)(mTimer->getTicks() / 1000.0f); //time in seconds // ------ Average delta time --------- *delta = mI->_render->getFrameTime() / 1000.0f; count++; *mDeltaSum += *delta; if (count == 100){ count = 0; *deltaAverage = *mDeltaSum / 100; *mDeltaSum = 0; } // ----- Input Update ---- mI->_input->update(); // ------ Game controller update --------------- controller.Update(gameTime, deltaAverage); // ---- Update rarely ----- // creating delay for animation //animationDelay -= 1000 * (*deltaAverage); animationDelay -= mI->_render->getFrameTime(); if (animationDelay < 0) { animationDelay = 30; controller.AnimationsUpdate(); } // -------- Render ------- mI->_render->clearViewPort(0, 0, 60); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); // mI->_entity2dManager->renderCollisionAreas(255, 0, 0, 255); // for tests mI->_render->endScene(); mI->_render->showFpsInWindowTitle(); //FPS //mI->_entity2dManager->renderGridAreas(255, 255, 0, 255); } // ----- Indielib End ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Map loading ----- // TODO: map loading goes here... IND_TmxMap *map = new IND_TmxMap(); if (!mI->_tmxMapManager->add(map, "example.tmx")) return 0; // Get a tileset. //const Tmx::Tileset *tileset = map->getTmxMapHandle()->GetTileset(0); // Print tileset information. printf("Name: %s\n", map->getTmxMapHandle()->GetTileset(0)->GetName().c_str()); printf("Margin: %d\n", map->getTmxMapHandle()->GetTileset(0)->GetMargin()); printf("Spacing: %d\n", map->getTmxMapHandle()->GetTileset(0)->GetSpacing()); printf("Image Width: %d\n", map->getTmxMapHandle()->GetTileset(0)->GetImage()->GetWidth()); printf("Image Height: %d\n", map->getTmxMapHandle()->GetTileset(0)->GetImage()->GetHeight()); printf("Image Source: %s\n", map->getTmxMapHandle()->GetTileset(0)->GetImage()->GetSource().c_str()); printf("Transparent Color (hex): %s\n", map->getTmxMapHandle()->GetTileset(0)->GetImage()->GetTransparentColor().c_str()); while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Text ----- // strcpy(mText, "Press space to see the grid in action. This is really cool, isn't it?"); // mTextSmallWhite->setText(mText); // ----- Input ---- // Show / Hide the grid pressing "space" if (mI->_input->onKeyPress(IND_SPACE)) { // if (mShowGrid){ // }else{ // } } // ----- Updating entities attributes ----- // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(0, 0, 0); // mI->_entity2dManager->renderEntities2d(); // if (mShowGrid) mI->_entity2dManager->renderGridAreas(0, 0, 0, 255); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Get Window Dimensions int winWidth = mI->_window->getWidth(); int winHeight = mI->_window->getHeight(); srand(static_cast<unsigned int>(time(0))); // ----- Surface loading ----- IND_Surface *mSurfaceBack = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../SpaceGame/resources/Backgrounds/18.jpg", IND_OPAQUE, IND_32)) return 0; /*IND_Animation* mTestA = IND_Animation::newAnimation(); if (!mI->_animationManager->addToSurface(mTestA, "resources/animations/dust.xml", IND_ALPHA, IND_32, 255, 0, 255)) return 0; mTestA->getActualFramePos(0);*/ // Loading 2D Entities // Background IND_Entity2d* mBack = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBack); mBack->setSurface(mSurfaceBack); mBack->setScale((float)winWidth / mSurfaceBack->getWidth(), (float)winHeight / mSurfaceBack->getHeight()); Controls* controls = new Controls(); controls->loadSettings(); ErrorHandler* error = new ErrorHandler(); error->initialize(mI); Hud* mHud = new Hud(); mHud->createHud(mI); Menu* mMenu = new Menu(); mMenu->createMenu(mI); Save* quickSave = new Save(); if (!SoundEngine::initialize()) { error->writeError(200, 100, "Error", "SoundEngine"); } vector<Planet*> mPlanets; Ship* mShip = NULL; bool loadSave = false; float mDelta = 0.0f; IND_Timer* mTimer = new IND_Timer; mTimer->start(); while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit() && !mMenu->isExit()) { // get delta time mDelta = mI->_render->getFrameTime() / 1000.0f; if (mI->_input->isKeyPressed(controls->getMenu())) { mMenu->show(); SoundEngine::getSoundEngine()->setAllSoundsPaused(true); } if (!mMenu->isHidden()) { mMenu->updateMenu(mHud, quickSave, mPlanets, mShip); loadSave = mHud->getLoadingText()->isShow(); } else { if (loadSave) { mDelta = 0.0; loadSave = false; SoundEngine::getSoundEngine()->setAllSoundsPaused(true); mHud->getLoadingText()->setShow(false); quickSave->loadSave(mI, mShip, mPlanets); mHud->showHud(); } if (mShip != NULL) { if (mI->_input->onKeyPress(controls->getQuickSave())) { quickSave->makeSave(mI, mShip, mPlanets); } mHud->updateHud(mShip); if (mI->_input->onKeyPress(controls->getQuickLoad())) { deleteObjects(mHud, mShip, mPlanets); loadSave = true; } if (mShip->isDestroyed()) { SoundEngine::getSoundEngine()->setAllSoundsPaused(true); mHud->updateGameOverText(mShip->getScore()); deleteObjects(mHud, mShip, mPlanets); mHud->getLoadingText()->setShow(false); mHud->getGameOverText()->setShow(true); mMenu->show(); } if(mShip!=NULL) { //----- Collisions ----- checkShipPlanetsCollisions(mI, mPlanets, mShip); checkBulletsPlanetsCollisions(mI, mPlanets, mShip); checkBulletsShipCollisions(mI, mPlanets, mShip); //----- Movement update ----- mShip->updateShip(controls, mDelta); if ((mTimer->getTicks() / 1000.0f) >= 3.0f) { mTimer->start(); mPlanets.at(rand() % mPlanets.size())->addSatellite(); } for (vector<Planet*>::iterator it = mPlanets.begin(); it != mPlanets.end(); ++it) { (*it)->updatePlanet(mDelta, (mShip->getPosX() + 0.25f * mShip->getHeight() * cos(mShip->getAngleZRadian())), (mShip->getPosY() - 0.25f * mShip->getHeight() * sin(mShip->getAngleZRadian()))); } } } } //mI->_render->showFpsInWindowTitle(); mI->_input->update(); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- delete controls; delete error; delete mHud; delete mMenu; delete quickSave; mI->_surfaceManager->remove(mSurfaceBack); mI->_entity2dManager->remove(mBack); deleteObjects(mHud, mShip, mPlanets); mI->end(); return 0; }
int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Font IND_Font *mFontBig = new IND_Font(); if (!mI->_fontManager->add(mFontBig, "../../resources/font_big.png", "../../resources/font_big.xml", IND_ALPHA, IND_32)) return 0; // Loading draco IND_Surface *mSurfaceDraco = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceDraco, "../../resources/draco.png", IND_ALPHA, IND_32)) return 0; // ----- Entities ----- // Title text IND_Entity2d *mTextTime = new IND_Entity2d(); mI->_entity2dManager->add(mTextTime); // Entity adding mTextTime->setFont(mFontBig); // Set the font into the entity // Creating 2d entity for the draco IND_Entity2d *mDraco = new IND_Entity2d(); mI->_entity2dManager->add(mDraco); // Entity adding mDraco->setSurface(mSurfaceDraco); // Set the surface into the entity mDraco->setHotSpot(0.5f, 0.5f); mDraco->setPosition(400, 330, 1); // ----- Changing the attributes of the 2d entities ----- // Text showing the time mTextTime->setLineSpacing(18); mTextTime->setCharSpacing(-8); mTextTime->setPosition(280, 20, 1); mTextTime->setAlign(IND_LEFT); // ----- Main Loop ----- char mTimeString[128]; mTimeString[0] = 0; char mTempTime[1024]; // Create and start the timer; IND_Timer *mTimer = new IND_Timer(); mTimer->start(); int mX = 0; int mSecond; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Input ---- // Pause / Restart time when pressing space if (mI->_input->onKeyPress(IND_SPACE)) { if (mTimer->isPaused()){ mTimer->unpause(); } else{ mTimer->pause(); } } // ----- Updating entities attributes ----- mSecond = (int) (mTimer->getTicks() / 1000.0f); // Show the time passing in seconds mI->_math->itoa(mSecond,mTempTime); strcpy (mTimeString, "Seconds: "); strcat (mTimeString, mTempTime); mTextTime->setText(mTimeString); // Update Draco position each second mDraco->setAngleXYZ(0, 0, mSecond + 10); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(60, 60, 60); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Animations loading ----- // Sun animation IND_Animation *mAnimationSun = new IND_Animation(); if (!mI->_animationManager->addToSurface(mAnimationSun, "../../resources/animations/sun.xml", IND_OPAQUE, IND_32)) return 0; // ----- Set the surface and animations into 2d entities ----- // Sun IND_Entity2d *mSun = new IND_Entity2d(); mI->_entity2dManager->add(mSun); // Entity adding mSun->setAnimation(mAnimationSun); // Set the animation into the entity // ----- Changing the attributes of the 2d entities ----- mSun->toggleWrap(1); mSun->setRegion(0, 0, 800, 600); // ----- Main Loop ----- float mDisp = 0.0f; float mSpeed = 0.5f; float mDelta; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Updating entities attributes ----- mDelta = mI->_render->getFrameTime() / 1000.0f; mDisp += mSpeed * mDelta; mSun->setWrapDisplacement(mDisp, mDisp); // ----- Render ----- mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Set the primitives into 2d entities ----- // Pixel IND_Entity2d *mPixel = new IND_Entity2d(); mI->_entity2dManager->add(mPixel); mPixel->setPrimitive2d(IND_PIXEL); mPixel->setPosition(200, 75, 0); mPixel->setTint(255, 255, 255); // Regular poly IND_Entity2d *mRegularPoly = new IND_Entity2d(); mI->_entity2dManager->add(mRegularPoly); mRegularPoly->setPrimitive2d(IND_REGULAR_POLY); mRegularPoly->setPosition(200, 75, 0); mRegularPoly->setNumSides(5); mRegularPoly->setRadius(50); mRegularPoly->setTint(255, 0, 0); // Line IND_Entity2d *mLine = new IND_Entity2d(); mI->_entity2dManager->add(mLine); mLine->setPrimitive2d (IND_LINE); mLine->setLine(100, 100, 50, 50); mLine->setTint(0, 255, 0); // Rectangle IND_Entity2d *mRectangle = new IND_Entity2d(); mI->_entity2dManager->add(mRectangle); mRectangle->setPrimitive2d(IND_RECTANGLE); mRectangle->setRectangle(350, 50, 400, 100); mRectangle->setTint(0, 0, 255); // Filled rectangle IND_Entity2d *mFillRectangle = new IND_Entity2d(); mI->_entity2dManager->add(mFillRectangle); mFillRectangle->setPrimitive2d(IND_FILL_RECTANGLE); mFillRectangle->setRectangle(550, 40, 650, 110); mFillRectangle->setTint(255, 0, 0); mFillRectangle->setTransparency(50); // 2d Poly IND_Entity2d *mPoly2d = new IND_Entity2d(); mI->_entity2dManager->add(mPoly2d); mPoly2d->setPrimitive2d(IND_POLY2D); IND_Point mVertPoly2 [] = { {440, 200}, {480, 100}, {450, 10}, {470, 220} }; // Poly points mPoly2d->setPolyPoints(mVertPoly2); mPoly2d->setNumLines(3); // Number of edges - 1 mPoly2d->setTint(255, 128, 255); // ----- Main Loop ----- while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ----- mI->_input->update(); // ----- Render ----- mI->_render->clearViewPort (0, 0, 0); mI->_render->beginScene(); // Direct bliting of primitives for (int i = 0; i < 400; i += 5) { mI->_render->blitLine(70, 150, i * 2, 500, i, 255 -i, 255, 255); mI->_render->blitRegularPoly(600, 600, i, 70, 0, 255 - i, i, i*4, 255); } mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Loading of the original image and making 4 duplicates ----- IND_Image *mImageBugOriginal = IND_Image::newImage(); if (!mI->_imageManager->add(mImageBugOriginal, "../../resources/Enemy Bug.png")) return 0; IND_Image *mImageBugGaussian = IND_Image::newImage(); if (!mI->_imageManager->clone(mImageBugGaussian, mImageBugOriginal)) return 0; IND_Image *mImageBugPixelize = IND_Image::newImage(); if (!mI->_imageManager->clone(mImageBugPixelize, mImageBugOriginal)) return 0; IND_Image *mImageBugContrast = IND_Image::newImage(); if (!mI->_imageManager->clone(mImageBugContrast, mImageBugOriginal)) return 0; // ----- Applying filters ----- mImageBugGaussian->gaussianBlur(5); mImageBugPixelize->pixelize(5); mImageBugContrast->contrast(60); // ----- Surface creation ----- // Loading Background IND_Surface *mSurfaceBack = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../../resources/blue_background.jpg", IND_OPAQUE, IND_32)) return 0; // Creating the "Original Bug" surface from the IND_Image IND_Surface *mOriginalSurface = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mOriginalSurface, mImageBugOriginal, IND_ALPHA, IND_32)) return 0; // Creating the "Gaussian bug" surface from the IND_Image IND_Surface *mGaussianSurface = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mGaussianSurface, mImageBugGaussian, IND_ALPHA, IND_32)) return 0; // Creating the "Pixelize bug" surface from the IND_Image IND_Surface *mPixelizeSurface = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mPixelizeSurface, mImageBugPixelize, IND_ALPHA, IND_32)) return 0; // Creating the "Contrast bug" surface from the IND_Image IND_Surface *mContrastSurface = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mContrastSurface, mImageBugContrast, IND_ALPHA, IND_32)) return 0; // ----- Deleting of images ----- mI->_imageManager->remove(mImageBugOriginal); mI->_imageManager->remove(mImageBugGaussian); mI->_imageManager->remove(mImageBugPixelize); mI->_imageManager->remove(mImageBugContrast); // ----- Set the surfaces into the 2d entities ----- // Creating 2d entity for the background IND_Entity2d *mBack = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBack); // Entity adding mBack->setSurface(mSurfaceBack); // Set the surface into the entity // Creating 2d entity for the "Original bug" IND_Entity2d *mOriginal = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mOriginal); // Entity adding mOriginal->setSurface(mOriginalSurface); // Set the surface into the entity // Creating 2d entity for the "Gaussian bug" IND_Entity2d *mGaussian = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mGaussian); // Entity adding mGaussian->setSurface(mGaussianSurface); // Set the surface into the entity // Creating 2d entity for the "pixelize bug" IND_Entity2d *mPixelize = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mPixelize); // Entity adding mPixelize->setSurface(mPixelizeSurface); // Set the surface into the entity // Creating 2d entity for the "Contrast bug" IND_Entity2d *mContrast = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mContrast); // Entity adding mContrast->setSurface(mContrastSurface); // Set the surface into the entity // ----- Changing the attributes of the 2d entities ----- mOriginal->setPosition(290, 90, 0); mGaussian->setPosition( 50, 230, 0); mPixelize->setPosition(290, 230, 0); mContrast->setPosition(520, 230, 0); // ----- Main Loop ----- while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { mI->_input->update(); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; AnimatedGameEntity* shipExplotion = new AnimatedGameEntity(mI, Position3D(0, 0, 1), "../SpaceGame/resources/animations/Ship_Explotion.xml"); shipExplotion->Draw(); AnimatedGameEntity* shipRotate = new AnimatedGameEntity(mI, Position3D(0, 0, 0), "../SpaceGame/resources/animations/kali/three_oclock.xml"); shipExplotion->Draw(); //mDelta = mI->_render->getFrameTime() / 1000.0f; IND_Surface *mSurfaceBeetleship = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBeetleship, "../../SpaceGame/resources/beetleship.png", IND_ALPHA, IND_32)) return 0; //ufo->setSequence(0); // Font IND_Font *mFontSmall = IND_Font::newFont(); if (!mI->_fontManager->add(mFontSmall, "../../SpaceGame/resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // Creating 2d entity for the bettleship IND_Entity2d *mBeetleship = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBeetleship); // Entity adding mBeetleship->setSurface(mSurfaceBeetleship); // Set the surface into the entity // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mTextSmallWhite); // Entity adding mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(5, 5, 1); mTextSmallWhite->setAlign(IND_LEFT); mBeetleship->setHotSpot(0.5f, 0.5f); GameEntity* space = new Space(mI, Position3D(0, 0, 0), "../SpaceGame/resources/planetki new/space.jpg"); space->Draw(); //GameEntity* planet1 = new Planet(mI, Position3D(0, 0, 1), "../SpaceGame/resources/a4203_planetes_g.png"); //planet1->DrawRegion(new Region(100, 220, 140, 150)); //GameEntity* planet2 = new Planet(mI, Position3D(300, 0, 1), "../SpaceGame/resources/a4203_planetes_g.png"); //planet1->setPosition(Position3D(300, 0, 1)); //planet1->DrawRegion(new Region(100, 220, 140, 150)); //GameEntity* ship = new Ship(mI, Position3D(300, 200, 1), "../SpaceGame/resources/rocket.png"); //ship->Draw(); float mAngle = 0; float mPos = 400; int mSpeed = 200; float mDelta; char mText[2048]; mText[0] = 0; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { strcat(mText, "Use left and right arrow keys for moving the ships\n"); strcat(mText, "Press CTRL + X or ESC key to quit"); mTextSmallWhite->setText(mText); mDelta = mI->_render->getFrameTime() / 1000.0f; // Move entities when pressing right if (mI->_input->isKeyPressed(IND_KEYRIGHT)){ mPos += mSpeed * mDelta; } // Move entities when pressing left if (mI->_input->isKeyPressed(IND_KEYLEFT)){ mPos -= mSpeed * mDelta; } // If CTRL + X pressed then exit if (mI->_input->isKeyPressed(IND_LCTRL) && mI->_input->isKeyPressed(IND_X)){ mI->_render->endScene(); mI->end(); exit(0); } mAngle += (mSpeed / 4) * mDelta; mBeetleship->setPosition((float)mPos, 140, 1); mBeetleship->setAngleXYZ(0, 0, (float)mPos); mI->_input->update(); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } mI->end(); return 0; }
int IndieLib() { //Executable path //Sets the working path as the 'exe' directory. All resource paths are relative to this directory //TCHAR NPath[MAX_PATH]; //GetCurrentDirectory(MAX_PATH, NPath); //std::basic_string<TCHAR> strName = NPath; //new std::string(strName.c_str()); //std::string path = "D:\Vs2012 Project\C++ game development course\ShipGame\GameDevelopmentC-Cource\MyGame\SpaceGame"; //ConfigurationReader* reader = new ConfigurationReader((path + "\GameConfiguration.ini").c_str()); //std::string token = reader->getSetting("Token"); //InstanceManager* iM = new InstanceManager(); //iM->getPlayer(token, iM->getMachineName()); CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; _engine = new GameEngine(mI); _engine->initializeFonts(); _engine->initializeEntities(); _firstInitializationTimer.start(); while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) //idle { mI->_input->update(); _engine->processUserInput(); if (!_firstInitializationTimer.isStarted() || _firstInitializationTimer.getTicks() > 2) { _engine->manageCollisions(); } else { if (_firstInitializationTimer.isStarted()) _firstInitializationTimer.stop(); } _engine->update(); mI->_input->update(); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_entity2dManager->renderCollisionAreas(255, 0, 0, 255); mI->_render->endScene(); } //sound->drop(); mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading cave IND_Surface *mSurfaceCave = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceCave, "../../resources/cave.png", IND_ALPHA, IND_32)) return 0; // Loading cave (first plane) IND_Surface *mSurfaceCaveFirstPlane = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceCaveFirstPlane, "../../resources/cave_near.png", IND_ALPHA, IND_32)) return 0; // Loading sky IND_Surface *mSurfaceSky = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceSky, "../../resources/sky.jpg", IND_OPAQUE, IND_32)) return 0; // Font IND_Font *mFontSmall = IND_Font::newFont(); if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(3, mTextSmallWhite); // Entity adding (Layer 3) mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing (-8); mTextSmallWhite->setPosition(5, 5, 1); mTextSmallWhite->setAlign(IND_LEFT); // ----- Entities ----- // Creating 2d entity for the sky IND_Entity2d *mSky = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(0, mSky); // Entity adding (Layer 0) mSky->setSurface(mSurfaceSky); mSky->setPosition(600, 0, 0); // Creating 2d entity for the cave IND_Entity2d *mCave = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(1, mCave); // Entity adding (Layer 1) mCave->setSurface(mSurfaceCave); // Creating 2d entity for the cave (first plane) IND_Entity2d *mCaveFirstPlane = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(2, mCaveFirstPlane); // Entity adding (Layer 2) mCaveFirstPlane->setSurface(mSurfaceCaveFirstPlane); // ----- Cameras ----- // --- Cameras for the parallax layers --- int mMiddleScreenX = mI->_window->getWidth() / 2; int mMiddleScreenY = mI->_window->getHeight() / 2; float mPosXCamera0 = (float) mMiddleScreenX; float mPosXCamera1 = (float) mMiddleScreenX; float mPosXCamera2 = (float) mMiddleScreenX; IND_Camera2d *mCamera0 = new IND_Camera2d((int) mPosXCamera0, mMiddleScreenY); IND_Camera2d *mCamera1 = new IND_Camera2d((int) mPosXCamera1, mMiddleScreenY); IND_Camera2d *mCamera2 = new IND_Camera2d((int) mPosXCamera2, mMiddleScreenY); int mSpeedLayer0 = 50; int mSpeedLayer1 = 162; int mSpeedLayer2 = 250; // --- Camera for showing the text that explain the input controls --- IND_Camera2d *mCameraText = new IND_Camera2d((int) mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); // --- Some variables --- char mText [2048]; mText [0] = 0; float mDelta; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Text ----- strcpy (mText, "Use right and left arrow keys for moving the camera\n"); mTextSmallWhite->setText(mText); // ----- Input ---- mDelta = mI->_render->getFrameTime() / 1000.0f; // Move cameras when pressing right key if (mI->_input->isKeyPressed(IND_KEYRIGHT)) { // Check limits if (mPosXCamera2 < mSurfaceCaveFirstPlane->getWidth() - mMiddleScreenX) { mPosXCamera0 += mSpeedLayer0 * mDelta; mPosXCamera1 += mSpeedLayer1 * mDelta; mPosXCamera2 += mSpeedLayer2 * mDelta; } } // Move cameras when pressing left key if (mI->_input->isKeyPressed(IND_KEYLEFT)) { // Check limits if (mPosXCamera2 > mMiddleScreenX) { mPosXCamera0 -= mSpeedLayer0 * mDelta; mPosXCamera1 -= mSpeedLayer1 * mDelta; mPosXCamera2 -= mSpeedLayer2 * mDelta; } } // ----- Updating cameras----- mCamera0->setPosition((int) mPosXCamera0, mMiddleScreenY); mCamera1->setPosition((int) mPosXCamera1, mMiddleScreenY); mCamera2->setPosition((int) mPosXCamera2, mMiddleScreenY); // ----- Render ----- mI->_render->clearViewPort(60, 60, 60); mI->_render->beginScene(); // Render sky (Layer 0) mI->_render->setCamera2d(mCamera0); mI->_entity2dManager->renderEntities2d(0); // Render cave (Layer 1) mI->_render->setCamera2d(mCamera1); mI->_entity2dManager->renderEntities2d(1); // Render the first plane cave (Layer 2) mI->_render->setCamera2d(mCamera2); mI->_entity2dManager->renderEntities2d(2); // Render the text explaining the controls plane cave (Layer 3) mI->_render->setCamera2d(mCameraText); mI->_entity2dManager->renderEntities2d(3); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading Background IND_Surface *mSurfaceBack = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../../resources/twist.jpg", IND_OPAQUE, IND_32)) return 0; // Loading Beettleship IND_Surface *mSurfaceBeetleship = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceBeetleship, "../../resources/beetleship.png", IND_ALPHA, IND_32)) return 0; // Loading Octopus IND_Surface *mSurfaceOctopus = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceOctopus, "../../resources/octopus.png", IND_ALPHA, IND_32)) return 0; // Loading Planet IND_Surface *mSurfacePlanet = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfacePlanet, "../../resources/planet.png", IND_ALPHA, IND_32)) return 0; // Font IND_Font *mFontSmall = new IND_Font() ; if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = new IND_Entity2d(); mI->_entity2dManager->add(mTextSmallWhite); // Entity adding mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(5, 5, 1); mTextSmallWhite->setAlign(IND_LEFT); // ----- Set the surfaces into 2d entities ----- // Creating 2d entity for the background IND_Entity2d *mBack = new IND_Entity2d(); mI->_entity2dManager->add(mBack); // Entity adding mBack->setSurface(mSurfaceBack); // Set the surface into the entity // Creating 2d entity for the bettleship IND_Entity2d *mBeetleship = new IND_Entity2d(); mI->_entity2dManager->add(mBeetleship); // Entity adding mBeetleship->setSurface(mSurfaceBeetleship); // Set the surface into the entity // Creating 2d entity for the octopus IND_Entity2d *mOctopus = new IND_Entity2d(); mI->_entity2dManager->add(mOctopus); // Entity adding mOctopus->setSurface(mSurfaceOctopus); // Set the surface into the entity // Creating 2d entity for the planet IND_Entity2d *mPlanet = new IND_Entity2d(); mI->_entity2dManager->add(mPlanet); // Entity adding mPlanet->setSurface(mSurfacePlanet); // Set the surface into the entity // ----- Changing the attributes of the 2d entities ----- mBack->setHotSpot(0.5f, 0.5f); mBack->setPosition(400, 300, 0); mBack->setScale(1.7f, 1.7f); mBeetleship->setHotSpot(0.5f, 0.5f); mOctopus->setMirrorX(true); mOctopus->setHotSpot(0.5f, 0.5f); mPlanet->setHotSpot(0.5f, 0.5f); // ----- Main Loop ----- float mAngle = 0; float mPos = 400; int mSpeed = 200; float mDelta; char mText [2048]; mText [0] = 0; while (!mI->_input->onKeyPress (IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ----- mI->_input->update(); // ----- Text ----- strcpy (mText, "Use the mouse for moving the planet\n"); strcat (mText, "Use left and right arrow keys for moving the ships\n"); strcat (mText, "Press CTRL + X or ESC key to quit"); mTextSmallWhite->setText(mText); // ----- Input ----- mDelta = mI->_render->getFrameTime() / 1000.0f; // Move entities when pressing right if (mI->_input->isKeyPressed(IND_KEYRIGHT)){ mPos += mSpeed * mDelta; } // Move entities when pressing left if (mI->_input->isKeyPressed(IND_KEYLEFT)){ mPos -= mSpeed * mDelta; } // If CTRL + X pressed then exit if (mI->_input->isKeyPressed(IND_LCTRL) && mI->_input->isKeyPressed(IND_X)){ mI->_render->endScene(); mI->end(); exit(0); } mAngle += (mSpeed / 4) * mDelta; // ----- Updating entities attributes ----- // Back mBack->setAngleXYZ(0, 0, mAngle); // Beetle mBeetleship->setPosition((float) mPos, 140, 1); mBeetleship->setAngleXYZ(0, 0, (float) mPos); // Planet mPlanet->setPosition((float) mI->_input->getMouseX(), 300, 2); // Octopus mOctopus->setPosition(800 - (float) mPos, 480, 3); // ----- Render ----- mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading Background IND_Surface *mSurfaceBack = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../../resources/blue_background.jpg", IND_OPAQUE, IND_32)) return 0; // ----- Animations loading ----- // Characters animations, we apply a color key of (0, 48, 152) IND_Animation *mAnimationCharacter1 = new IND_Animation(); if (!mI->_animationManager->addToSurface(mAnimationCharacter1, "../../resources/animations/character1.xml", IND_ALPHA, IND_32, 0, 48, 152)) return 0; // Characters animations, we apply a color key of (0, 48, 152) IND_Animation *mAnimationCharacter2 = new IND_Animation(); if (!mI->_animationManager->addToSurface(mAnimationCharacter2, "../../resources/animations/character2.xml", IND_ALPHA, IND_32, 0, 48, 152)) return 0; // Dust animation, we apply a color key of (255, 0, 255) IND_Animation *mAnimationDust = new IND_Animation(); if (!mI->_animationManager->addToSurface(mAnimationDust, "../../resources/animations/dust.xml", IND_ALPHA, IND_16, 255, 0, 255)) return 0; // ----- Set the surface and animations into 2d entities ----- // Creating 2d entity for the background IND_Entity2d *mBack = new IND_Entity2d(); mI->_entity2dManager->add(mBack); // Entity adding mBack->setSurface(mSurfaceBack); // Set the surface into the entity // Character 1 IND_Entity2d *mPlayer1 = new IND_Entity2d(); mI->_entity2dManager->add(mPlayer1); // Entity adding mPlayer1->setAnimation(mAnimationCharacter1); // Set the animation into the entity // Character 2 IND_Entity2d *mPlayer2 = new IND_Entity2d(); mI->_entity2dManager->add(mPlayer2); // Entity adding mPlayer2->setAnimation(mAnimationCharacter2); // Set the animation into the entity // Dust explosion IND_Entity2d *mDust = new IND_Entity2d(); mI->_entity2dManager->add(mDust); // Entity adding mDust->setAnimation(mAnimationDust); // Set the animation into the entity // ----- Changing the attributes of the 2d entities ----- // Player 1 mPlayer1->setSequence(0); // Choose sequence mPlayer1->setPosition(140, 200, 0); mPlayer1->setMirrorX(1); // Horizontal mirroring // Dust explosion mDust->setPosition(360, 250, 0); // Player 2 mPlayer2->setSequence(0); // Choose sequence mPlayer2->setPosition(550, 200, 0); mPlayer2->setNumReplays(3); // The animation will be displayed 3 times // ----- Main Loop ----- while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { mI->_input->update(); mI->_render->beginScene(); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading cursor IND_Surface *mSurfaceCursor = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceCursor, "../../resources/cursor.png", IND_ALPHA, IND_32)) return 0; // Loading tile for the terrain IND_Surface *mSurfaceTerrain = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceTerrain, "../../resources/tiled_terrain.png", IND_OPAQUE, IND_32)) return 0; // Loading alien hole 1 IND_Surface *mSurfaceHole1 = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceHole1, "../../resources/hole1.png", IND_ALPHA, IND_32)) return 0; // Loading alien hole 2 IND_Surface *mSurfaceHole2 = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceHole2, "../../resources/hole2.png", IND_ALPHA, IND_32)) return 0; // Font IND_Font *mFontSmall = new IND_Font(); if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Animation loading ----- IND_Animation *mAnimationUfo = new IND_Animation(); if (!mI->_animationManager->addToSurface(mAnimationUfo, "../../resources/animations/ufo.xml", IND_ALPHA, IND_32)) return 0; // ----- Cursor creation ----- IND_Entity2d *mCursor = new IND_Entity2d(); mI->_entity2dManager->add(1, mCursor); // Entity adding in layer 1 (gui) mCursor->setSurface(mSurfaceCursor); // ----- Terrain creation ----- CTerrain *mTerrain = new CTerrain(X_TILES, Y_TILES, NUM_HOLES, mSurfaceTerrain, mSurfaceHole1, mSurfaceHole2); // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = new IND_Entity2d(); mI->_entity2dManager->add(1, mTextSmallWhite); // Entity adding in layer 1 (gui) mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(15, 15, 4); mTextSmallWhite->setAlign(IND_LEFT); // ----- Ufo creation ----- CUfo *mUfos = new CUfo[X_TILES * Y_TILES * 1024]; int cont = 0; for (int i = 0; i < X_TILES * 512; i += 50) { for (int j = 0; j < Y_TILES * 512; j += 50, ++cont) { mUfos [cont].Init ((float) i, (float) j, mAnimationUfo); } } // ----- Camera ------ // Camera used for moving along the terrain IND_Camera2d *mCameraTerrain = new IND_Camera2d(mI->_window->getWidth () / 2, mI->_window->getHeight() / 2); // Camera used for showing the menu options, fps, etc (this camera dosen't change) IND_Camera2d *mCameraGui = new IND_Camera2d(mI->_window->getWidth () / 2, mI->_window->getHeight() / 2); // ----- Main Loop ----- float mZoom = 1.0f; float mAngle = 0; char mFpsString [512]; char mFpsValueStr [15]; char mRenderedObjectsStr [15]; char mDiscardedObjectsStr [15]; mFpsString [0] = 0; int mSpeedRotation = 50; float mDelta; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Texts ----- strcpy (mFpsString, "Fps: "); mI->_render->getFpsString(mFpsValueStr); strcat (mFpsString, mFpsValueStr); strcat (mFpsString, "\n"); strcat (mFpsString, "Rendered: "); mI->_render->getNumrenderedObjectsString(mRenderedObjectsStr); strcat (mFpsString, mRenderedObjectsStr); strcat (mFpsString, "\n"); strcat (mFpsString, "Discarded: "); mI->_render->getNumDiscardedObjectsString(mDiscardedObjectsStr); strcat (mFpsString, mDiscardedObjectsStr); mTextSmallWhite->setText(mFpsString); // ----- Input ---- // Delta mDelta = mI->_render->getFrameTime() / 1000.0f; // Cursor position mCursor->setPosition((float) mI->_input->getMouseX(), (float) mI->_input->getMouseY(), 3); // Change resolution to 640, 480 when pressing 1 if (mI->_input->onKeyPress(IND_1)) { //if (!mI->_render->reset("Alien BenchMark", 640, 480, 32, 0, 1)) return 0; //FIXME: this is broken - figure out how to use IND_Windowproperties correctly mCameraGui->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); mCameraTerrain->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); } // Change resolution to 800, 600 when pressing 2 if (mI->_input->onKeyPress(IND_2)) { //if (!mI->_render->reset("Alien BenchMark", 800, 600, 32, 0, 1)) return 0; //FIXME: this is broken - figure out how to use IND_Windowproperties correctly mCameraGui->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); mCameraTerrain->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); } // Change resolution to 1024, 768 when pressing 3 if (mI->_input->onKeyPress(IND_3)) { //if (!mI->_render->reset("Alien BenchMark", 1024, 768, 32, 0, 1)) return 0; //FIXME: this is broken - figure out how to use IND_Windowproperties correctly mCameraGui->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); mCameraTerrain->setPosition(mI->_window->getWidth() / 2, mI->_window->getHeight() / 2); } // Toogle full screen when pressing "space" if (mI->_input->onKeyPress(IND_SPACE)) mI->_render->toggleFullScreen(); // Camera Zoom in / out if (mI->_input->isMouseScroll()) { mZoom += mI->_input->getMouseScrollY() * K_ZOOMSPEED; } // Camera angle if (mI->_input->isMouseButtonPressed(IND_MBUTTON_LEFT)) mAngle += mSpeedRotation * mDelta; if (mI->_input->isMouseButtonPressed(IND_MBUTTON_RIGHT)) mAngle -= mSpeedRotation * mDelta; // ----- Updating entities attributes ----- // Zooming and rotating the camera if (mZoom < 0.1f) mZoom = 0.1f; mCameraTerrain->setAngle(mAngle); mCameraTerrain->setZoom(mZoom); // Camera translation if (mI->_input->getMouseX() > mI->_window->getWidth() - MOVE_TERRAIN_BY_MOUSE_AREA) mCameraTerrain->setPosition(mCameraTerrain->getPosX() + (int) CAMERA_DISPLACE, mCameraTerrain->getPosY()); if (mI->_input->getMouseX() < MOVE_TERRAIN_BY_MOUSE_AREA) mCameraTerrain->setPosition(mCameraTerrain->getPosX() - (int) CAMERA_DISPLACE, mCameraTerrain->getPosY()); if (mI->_input->getMouseY() > mI->_window->getHeight()- MOVE_TERRAIN_BY_MOUSE_AREA) mCameraTerrain->setPosition(mCameraTerrain->getPosX(), mCameraTerrain->getPosY() + (int) CAMERA_DISPLACE); if (mI->_input->getMouseY() < MOVE_TERRAIN_BY_MOUSE_AREA) mCameraTerrain->setPosition(mCameraTerrain->getPosX(), mCameraTerrain->getPosY() - (int) CAMERA_DISPLACE); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(0, 0, 0); // --- Layer 0 (terrain) --- mI->_render->resetNumDiscardedObjects(); mI->_render->resetNumrenderedObject(); mI->_render->setViewPort2d(0, 0, mI->_window->getWidth(), mI->_window->getHeight()); mI->_render->setCamera2d(mCameraTerrain); mI->_entity2dManager->renderEntities2d(0); // --- Layer 1 (gui) --- mI->_render->setViewPort2d(0, 0, mI->_window->getWidth(), mI->_window->getHeight()); mI->_render->setCamera2d(mCameraGui); mI->_render->blitFillRectangle(10, 10, 240, 80, 128, 128, 128, 128); mI->_render->blitRectangle(10, 10, 240, 80, 255, 255, 255, 128); mI->_entity2dManager->renderEntities2d(1); mI->_render->endScene(); } // ----- Free ----- mI->end(); delete [] mUfos; return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading Background IND_Surface *mSurfaceBack = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBack, "../../resources/twist.jpg", IND_OPAQUE, IND_32)) return 0; // Loading draco IND_Surface *mSurfaceDraco = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceDraco, "../../resources/draco.png", IND_ALPHA, IND_32)) return 0; // Font IND_Font *mFontSmall = IND_Font::newFont(); if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = IND_Entity2d::newEntity2d() ; mI->_entity2dManager->add(mTextSmallWhite); // Entity adding mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(5, 5, 1); mTextSmallWhite->setAlign(IND_LEFT); // ----- Create a grid for Draco IND_Surface ----- mSurfaceDraco->setGrid(8, 8); // ----- Set the surfaces into 2d entities ----- // Creating 2d entity for the background IND_Entity2d *mBack = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mBack); // Entity adding mBack->setSurface(mSurfaceBack); // Set the surface into the entity // Creating 2d entity for the draco IND_Entity2d *mDraco = IND_Entity2d::newEntity2d(); mI->_entity2dManager->add(mDraco); // Entity adding mDraco->setSurface(mSurfaceDraco); // Set the surface into the entity // ----- Changing the attributes of the 2d entities ----- // Background mBack->setHotSpot(0.5f, 0.5f); mBack->setPosition(400, 300, 0); mBack->setScale(1.7f, 1.7f); // Draco mDraco->setPosition(150, 50, 1); // ----- Main Loop ----- int mNumBlocksX = mSurfaceDraco->getBlocksX(); int mNumBlocksY = mSurfaceDraco->getBlocksY(); int mWidthBlock = mSurfaceDraco->getWidthBlock(); int mHeightBlock = mSurfaceDraco->getHeightBlock(); bool mShowGrid = 0; float mAngle = 0; IND_Timer *mTimer = new IND_Timer(); mTimer->start(); float mT; char mText [2048]; mText [0] = 0; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Text ----- strcpy(mText, "Press space to see the grid in action. This is really cool, isn't it?"); mTextSmallWhite->setText(mText); // ----- Input ---- // Show / Hide the grid pressing "space" if (mI->_input->onKeyPress(IND_SPACE)) { if (mShowGrid){ mShowGrid = 0; }else{ mShowGrid = 1; } } // ----- Updating entities attributes ----- mAngle += 0.1f; mBack->setAngleXYZ(0, 0, mAngle); // Update grid vertices for making a "wave" effect mT = mTimer->getTicks() / 1000.0f; for (int i = 1; i < mNumBlocksX; i++) for (int j = 1; j < mNumBlocksY; j++) mSurfaceDraco->setVertexPos (j, i, (int) ((j * mHeightBlock + cosf (mT * 10 + (i + j) / 2) * 5)), (int) ((i * mWidthBlock + sinf (mT * 10 + (i + j) / 2) * 5))); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(60, 60, 60); mI->_entity2dManager->renderEntities2d(); if (mShowGrid) mI->_entity2dManager->renderGridAreas(0, 0, 0, 255); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if ( !mI->init() ) return 0; // ----- Surface loading ----- // Loading Background IND_Surface *mSurfaceBoid = new IND_Surface(); if ( !mI->_surfaceManager->add( mSurfaceBoid, "../res/boid.png", IND_ALPHA, IND_32) ) return 0; // ----- Set the surfaces into 2d entities ---- BoidGame boidGame; BoidAgent *boid; for( int i = 0; i < 100; i++ ) { boid = boidGame.addBird(); mI->_entity2dManager->add( boid ); // Entity adding boid->setSurface( mSurfaceBoid ); // Set the surface into the entity } while ( !mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit() ) { // ----- Input update ---- if ( mI->_input->onKeyPress( IND_Q ) ) { boidGame.decreaseAlignment(); } else if ( mI->_input->onKeyPress( IND_W ) ) { boidGame.increaseAlignment(); } else if ( mI->_input->onKeyPress( IND_A ) ) { boidGame.decreaseCohesion(); } else if ( mI->_input->onKeyPress( IND_S ) ) { boidGame.increaseCohesion(); } else if ( mI->_input->onKeyPress( IND_Z ) ) { boidGame.decreaseSeparation(); } else if ( mI->_input->onKeyPress( IND_X ) ) { boidGame.increaseSeparation(); } mI->_input->update(); boidGame.update( mI->_render->getFrameTime() / 1000.0f ); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(255, 255, 255); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); return 0; }
/* ================== Main ================== */ int IndieLib() { //Sets the working path as the 'exe' directory. All resource paths are relative to this directory if (!WorkingPathSetup::setWorkingPathFromExe(NULL)) { std::cout<<"\nUnable to Set the working path !"; } // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading draco IND_Surface *mSurfaceDraco = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceDraco, "../../resources/draco.png", IND_ALPHA, IND_32)) return 0; // Loading gem (this image has a blue rectangle surronding it) IND_Surface *mSurfaceGem = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceGem, "../../resources/gem_squared.png", IND_ALPHA, IND_32)) return 0; // Loading bug IND_Surface *mSurfaceBug = IND_Surface::newSurface(); if (!mI->_surfaceManager->add(mSurfaceBug, "../../resources/Enemy Bug.png", IND_ALPHA, IND_32)) return 0; // ----- Animation loading ----- IND_Animation *mAnimationUfo = IND_Animation::newAnimation(); if (!mI->_animationManager->addToSurface(mAnimationUfo, "../../resources/animations/ufo.xml", IND_ALPHA, IND_32)) return 0; // ----- Main Loop ----- int mWidth, mHeight; float mAngle = 0.0f; float mHotSpotX, mHotSpotY; int mAxisCalX, mAxisCalY; IND_Matrix *mMatrix = new IND_Matrix(); float mSpeed = 50; float mDelta; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Delta ----- mDelta = mI->_render->getFrameTime() / 1000.0f; // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(60, 60, 60); // -------------------------------------------------------------------------------- // Blitting Draco directly (IND_Surface object) // -------------------------------------------------------------------------------- // 1) We apply the world space transformation (translation, rotation, scaling). // If you want to recieve the transformation in a single matrix you can pass // and IND_Matrix object by reference. mWidth = mSurfaceDraco->getWidth(); mHeight = mSurfaceDraco->getHeight(); mI->_render->setTransform2d(50, // x pos 70, // y pos 0, // Angle x 0, // Angle y 0, // Angle z 1, // Scale x 1, // Scale y 0, // Axis cal x 0, // Axis cal y 0, // Mirror x 0, // Mirror y mWidth, // Width mHeight, // Height mMatrix); // Matrix in wich the transformation will be applied (optional) // 2) We apply the color, blending and culling transformations. mI->_render->setRainbow2d(IND_ALPHA, // IND_Type 1, // Back face culling 0/1 => off / on 0, // Mirror x 0, // Mirror y IND_FILTER_LINEAR, // IND_Filter 255, // R Component for tinting 255, // G Component for tinting 255, // B Component for tinting 255, // A Component for tinting 0, // R Component for fading to a color 0, // G Component for fading to a color 0, // B Component for fading to a color 255, // Amount of fading IND_SRCALPHA, // IND_BlendingType (source) IND_INVSRCALPHA); // IND_BlendingType (destination) // 3) Blit the IND_Surface mI->_render->blitSurface(mSurfaceDraco); // -------------------------------------------------------------------------------- // Blitting Bug directly (IND_Surface object with a HotSpot and rotating) // -------------------------------------------------------------------------------- // 1) We apply the world space transformation (translation, rotation, scaling). // If you want to recieve the transformation in a single matrix you can pass // and IND_Matrix object by reference. mAngle += mSpeed *mDelta; mHotSpotX = 0.5f; mHotSpotY = 0.5f; mWidth = mSurfaceBug->getWidth(); mHeight = mSurfaceBug->getHeight(); mAxisCalX = (int) (mHotSpotX * mWidth * -1); mAxisCalY = (int) (mHotSpotY * mHeight * -1); mI->_render->setTransform2d(500, // x pos 100, // y pos 0, // Angle x 0, // Angle y mAngle, // Angle z 1, // Scale x 1, // Scale y mAxisCalX, // Axis cal x mAxisCalY, // Axis cal y 0, // Mirror x 0, // Mirror y mWidth, // Width mHeight, // Height mMatrix); // Matrix in wich the transformation will be applied (optional) // 2) We apply the color, blending and culling transformations. mI->_render->setRainbow2d(IND_ALPHA, // IND_Type 1, // Back face culling 0/1 => off / on 0, // Mirror x 0, // Mirror y IND_FILTER_LINEAR, // IND_Filter 255, // R Component for tinting 255, // G Component for tinting 255, // B Component for tinting 255, // A Component for tinting 0, // R Component for fading to a color 0, // G Component for fading to a color 0, // B Component for fading to a color 255, // Amount of fading IND_SRCALPHA, // IND_BlendingType (source) IND_INVSRCALPHA); // IND_BlendingType (destination) // 3) Blit the IND_Surface mI->_render->blitSurface(mSurfaceBug); // -------------------------------------------------------------------------------- // Blitting a region of Gem directly (IND_Surface region) // -------------------------------------------------------------------------------- // 1) We apply the world space transformation (translation, rotation, scaling). // If you want to recieve the transformation in a single matrix you can pass // and IND_Matrix object by reference. mWidth = mSurfaceGem->getWidth(); mHeight = mSurfaceGem->getHeight(); mI->_render->setTransform2d(600, // x pos 200, // y pos 0, // Angle x 0, // Angle y 0, // Angle z 1, // Scale x 1, // Scale y 0, // Axis cal x 0, // Axis cal y 0, // Mirror x 0, // Mirror y mWidth, // Width mHeight, // Height mMatrix); // Matrix in wich the transformation will be applied (optional) // 2) We apply the color, blending and culling transformations. mI->_render->setRainbow2d(IND_ALPHA, // IND_Type 1, // Back face culling 0/1 => off / on 0, // Mirror x 0, // Mirror y IND_FILTER_LINEAR, // IND_Filter 255, // R Component for tinting 255, // G Component for tinting 255, // B Component for tinting 255, // A Component for tinting 0, // R Component for fading to a color 0, // G Component for fading to a color 0, // B Component for fading to a color 255, // Amount of fading IND_SRCALPHA, // IND_BlendingType (source) IND_INVSRCALPHA); // IND_BlendingType (destination) // 3) Blit the IND_Surface mI->_render->blitRegionSurface(mSurfaceGem, 10, 10, 70, 70); // -------------------------------------------------------------------------------- // Blitting a tiled region of Gem directly (IND_Surface wrap) // -------------------------------------------------------------------------------- // 1) We apply the world space transformation (translation, rotation, scaling). // If you want to recieve the transformation in a single matrix you can pass // and IND_Matrix object by reference. mWidth = mSurfaceGem->getWidth(); mHeight = mSurfaceGem->getHeight(); mI->_render->setTransform2d(500, // x pos 350, // y pos 0, // Angle x 0, // Angle y 0, // Angle z 1, // Scale x 1, // Scale y 0, // Axis cal x 0, // Axis cal y 0, // Mirror x 0, // Mirror y mWidth, // Width mHeight, // Height mMatrix); // Matrix in wich the transformation will be applied (optional) // 2) We apply the color, blending and culling transformations. mI->_render->setRainbow2d(IND_ALPHA, // IND_Type 1, // Back face culling 0/1 => off / on 0, // Mirror x 0, // Mirror y IND_FILTER_LINEAR, // IND_Filter 255, // R Component for tinting 255, // G Component for tinting 255, // B Component for tinting 255, // A Component for tinting 0, // R Component for fading to a color 0, // G Component for fading to a color 0, // B Component for fading to a color 255, // Amount of fading IND_SRCALPHA, // IND_BlendingType (source) IND_INVSRCALPHA); // IND_BlendingType (destination) // 3) Blit the IND_Surface mI->_render->blitWrapSurface(mSurfaceGem, 200, 200, 0, 0); // -------------------------------------------------------------------------------- // Blitting a ufo animation directly (IND_Animation object) // -------------------------------------------------------------------------------- // 1) We apply the world space transformation (translation, rotation, scaling). // If you want to recieve the transformation in a single matrix you can pass // and IND_Matrix object by reference. mWidth = mAnimationUfo->getActualSurface(0)->getWidth(); mHeight= mAnimationUfo->getActualSurface(0)->getHeight(); mI->_render->setTransform2d(650, // x pos 70, // y pos 0, // Angle x 0, // Angle y 0, // Angle z 1, // Scale x 1, // Scale y 0, // Axis cal x 0, // Axis cal y 0, // Mirror x 0, // Mirror y mWidth, // Width mHeight, // Height mMatrix); // Matrix in wich the transformation will be applied (optional) // 2) We apply the color, blending and culling transformations. mI->_render->setRainbow2d(IND_ALPHA, // IND_Type 1, // Back face culling 0/1 => off / on 0, // Mirror x 0, // Mirror y IND_FILTER_LINEAR, // IND_Filter 255, // R Component for tinting 255, // G Component for tinting 255, // B Component for tinting 255, // A Component for tinting 0, // R Component for fading to a color 0, // G Component for fading to a color 0, // B Component for fading to a color 255, // Amount of fading IND_SRCALPHA, // IND_BlendingType (source) IND_INVSRCALPHA); // IND_BlendingType (destination) // 3) Blit the IND_Animation looping if (mI->_render->blitAnimation(mAnimationUfo, 0, 0, 0, 0, 0, 0, 0, 0) == -1) mAnimationUfo->setActualFramePos (0, 0); mI->_render->endScene(); } // ----- Free ----- mI->end(); delete mMatrix; return 0; }
/* ================== Main ================== */ int IndieLib () { // ----- IndieLib intialization ----- CIndieLib *mI = CIndieLib::instance(); if (!mI->init()) return 0; // ----- Surface loading ----- // Loading rabbit IND_Surface *mSurfaceRabbit = new IND_Surface(); if (!mI->_surfaceManager->add(mSurfaceRabbit, "../../resources/rabbit.png", IND_ALPHA, IND_32)) return 0; // Font IND_Font *mFontSmall = new IND_Font(); if (!mI->_fontManager->add(mFontSmall, "../../resources/font_small.png", "../../resources/font_small.xml", IND_ALPHA, IND_32)) return 0; // ----- Create rabbits ----- CRabbit *mRabbits = new CRabbit[MAX_OBJECTS]; int i; for (i = 0; i < MAX_OBJECTS; i++) mRabbits[i].init(mSurfaceRabbit, i); // ----- Font creation ----- IND_Entity2d *mTextSmallWhite = new IND_Entity2d(); mI->_entity2dManager->add(mTextSmallWhite); // Entity adding mTextSmallWhite->setFont(mFontSmall); // Set the font into the entity mTextSmallWhite->setLineSpacing(18); mTextSmallWhite->setCharSpacing(-8); mTextSmallWhite->setPosition(5, 5, i); mTextSmallWhite->setAlign(IND_LEFT); // ----- Main Loop ----- char mFpsString[128]; char mFpsValueString[15]; mFpsString [0] = 0; while (!mI->_input->onKeyPress(IND_ESCAPE) && !mI->_input->quit()) { // ----- Input update ---- mI->_input->update(); // ----- Fps ----- strcpy(mFpsString, "Fps: "); mI->_render->getFpsString(mFpsValueString); strcat(mFpsString, mFpsValueString); strcat(mFpsString, "\nPress space to toggle full screen"); mTextSmallWhite->setText(mFpsString); // ----- Game logic ---- // Toogle full screen when pressing "space" if (mI->_input->onKeyPress(IND_SPACE)) mI->_render->toggleFullScreen(); // Update rabbits position for (int i = 0; i < MAX_OBJECTS; i++) mRabbits[i].update(); // ----- Render ----- mI->_render->beginScene(); mI->_render->clearViewPort(60, 60, 60); mI->_entity2dManager->renderEntities2d(); mI->_render->endScene(); } // ----- Free ----- mI->end(); delete [] mRabbits; return 0; }