int main(int argc, char* args[]) { //initialize SDL_ttf if (TTF_Init() == -1) { cerr << "TTF_Init: " << TTF_GetError() << endl; //exit(2); } SDL_Texture* backGroundTexture; // the new SDL_Texture variable SDL_Texture* backimageTexture; // ***************** SDL_Init( SDL_INIT_EVERYTHING); //Create window g_pWindow = SDL_CreateWindow("Easy_Rider", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); //Create Renderer g_pRenderer = SDL_CreateRenderer(g_pWindow, -1, SDL_RENDERER_ACCELERATED); //Load image from specified path SDL_Surface* loadedSurface = IMG_Load("image/background.png"); //Create texture from surface pixels backGroundTexture = SDL_CreateTextureFromSurface(g_pRenderer, loadedSurface); SDL_Surface* riderSurface = SDL_LoadBMP("image/rider.bmp"); //Color key image SDL_SetColorKey(riderSurface, SDL_TRUE, SDL_MapRGB(riderSurface->format, 102, 204, 255)); //Create texture from surface pixels backimageTexture = SDL_CreateTextureFromSurface(g_pRenderer, riderSurface); //SDL_Rect rectRider = {320, 0, riderSurface->w}; // flipping a image Text txt; txt.Init(g_pRenderer); SDL_RenderClear(g_pRenderer); bool gamerunning = true; SDL_Event event; // game loop while (gamerunning) { if (SDL_PollEvent(&event)!= 0) { if (event.type == SDL_QUIT) gamerunning = false; } SDL_RenderClear(g_pRenderer); SDL_RenderCopy(g_pRenderer, backGroundTexture, 0, 0); txt.Draw(g_pRenderer); txt.UpDate(event); SDL_RenderPresent(g_pRenderer); } SDL_RenderPresent(g_pRenderer); //SDL_Delay(2000); return 0; }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { dInstance = hInstance; // Windows structure WNDCLASSEX wcex; ZeroMemory(&wcex, sizeof(wcex)); wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = dInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_APPLICATION)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = NULL; wcex.lpszClassName = "gameDemoWindow"; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_APPLICATION)); // register a new type of window if (!RegisterClassEx(&wcex)) { MessageBox( NULL, "Window Error", "Could not create window", NULL); } static TCHAR szWindowClass[] = "gameDemoWindow"; static TCHAR szTitle[] = "Game Demo"; hWnd = CreateWindow( szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 1920, 1080, NULL, NULL, dInstance, NULL); // Display the window ShowWindow(hWnd,nCmdShow); UpdateWindow(hWnd); int width; int height; bool windowed; //create engine, using MainCore MainCore* main_core = new MainCore(); main_core->Startup(hWnd); //create pointer to access each core through MainCore AISystem* ai_core = main_core->GetAIManager(); Sound* sound_core = main_core->GetAudioCoreSound(); SoundEffect* sfx_core = main_core->GetAudioCoreSoundEffect(); PhysicsInterface* physics_core = main_core->GetPhysicsManager(); Input* input_core = main_core->GetInputManager(); UI* ui_core = main_core->GetUIManager(); ScriptingCore* script_core = main_core->GetScriptManager(); EntityManager* entity_core = main_core->GetEntityManager(); Clock* clock_manager = main_core->GetClock(); width = script_core->width; height = script_core->height; windowed = true; Init(width, height); /* TO DO IN CASE 2 setup UI and Graphics for game logic */ //load music stream sound_core->Load("Song1.ogg"); //load sound effect sfx_core = new SoundEffect("Jump.wav"); //#5 to play //variables used for entity setups LPCSTR fileName; float pos[3]; float rot[3]; float scale[3]; for(int i = 0; i < 3; i++) { pos[i] = 0; rot[i] = 0; scale[i] = .1; } rot[0] = 180; //setup for player //DO SOMETHING HERE Entity* player; player = new Entity; player->SetEntity("player", "player"); //REPLACE 0'S WITH POSITION VALUES pos[0] = -3, pos[1] = 2.5, pos[2] = 20; scale[0] = .1, scale[1] = .1, scale[2] = .1; player->agentData.setPosition(pos); player->agentData.setRotation(rot); player->agentData.setScale(scale); physics_core->setAABB(D3DXVECTOR3(-3, 2.5, 20), D3DXVECTOR3(-3.01, 2.51, 20.01), true, "player"); ai_core->regeisterPlayer(&player->agentData); //setup for enemy //DO SOMETHING HERE Entity* enemy; enemy = new Entity; enemy->SetEntity("enemy", "basic"); //REPLACE 0'S WITH POSITION VALUES pos[0] = -3, pos[1] = 2.5, pos[2] = 20; scale[0] = .1, scale[1] = .1, scale[2] = .1; enemy->agentData.setPosition(pos); enemy->agentData.setRotation(rot); enemy->agentData.setScale(scale); physics_core->setAABB(D3DXVECTOR3(-3, 2.5, 20), D3DXVECTOR3(-3.01, 2.51, 20.01), true, "enemy"); ai_core->registerAgent(&enemy->agentData); //look at removing the 0 here for a behavior isnt needed as AI sits, it automatically cycles through all states of an enemy already //setup for platforms //DO SOMETHING HERE Entity* platform; platform = new Entity; platform->SetEntity("platform", "platform"); //REPLACE 0'S WITH POSITION VALUES pos[0] = 0, pos[1] = 0, pos[2] = 20; //THIS WILL MOST LIKELY BE REMOVED AS MULTIPLE PLATFORMS NEED DIFFERENT POSITION AND ROTATION VALUES, DO BEFORE RENDERING WHEN CREATEING MULTIPLES OF THIS MESH scale[0] = 100, scale[1] = .01, scale[2] = .1; platform->agentData.setPosition(pos); platform->agentData.setRotation(rot); platform->agentData.setScale(scale); physics_core->setAABB(D3DXVECTOR3(0, 0, 20), D3DXVECTOR3(0.01, 0.01, 20.01), true, "platform"); //load the mesh model to use Meshes cube; cube.load_meshes("cube.X", pD3DDevice); //cube.set_meshes(pos, rot, scale); //camera setup //DO SOMETHING HERE Camera camera; camera.Init(); camera.SetAR(width, height); //tex to use to write Text gText; D3DXCreateFont(pD3DDevice, 30, 0, FW_BOLD, 0, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Times New Roman"), &pFont); gText.Init(22, pD3DDevice); //light setup //DO SOMETHING HERE //graphics_core->PointLight( //D3DXVECTOR3(/*FILL IN*/), //position //D3DXCOLOR(1, 1, 1, 1), //diffuse //D3DXCOLOR(1, 1, 1, 1)); //ambient /* TEST THIS CHANGE WHERE NEEDED IF NEEDED Z AXIS LOCKED AT 50 FOR PLAYER AND GAME OBJECTS Z AXIS LOCKED AT 10 FOR CAMERA X AXIS AT 100 FOR BASE LINE OF DEMO X AXIS MATCHING PLAYER FOR CAMERA Y AXIS AT 100 FOR BASE LINE OF DEMO Y AXIS + 25 ABOVE PLAYER */ //variables for game loop bool jump; jump = false; float time; int gameState = 1; /* gamestate to tell the engine what state the game is in. Menu, Game Logic, Credtis, etc. swtich cases to switch between the different states running the appropiate functions state 1 - Menu state 2 - Game Logic state 3 - Credits state 4 - shutdown application */ MSG msg; msg.message = WM_NULL; char str[128]; RECT rect; sound_core->Play(false); if(clock_manager->GetFPS() < 60) { while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { switch(gameState) { case (1)://menu state /* TO DO IN CASE 1 setup menu with UI and Graphics update render loop till user input to change gamestate */ //DO SOMETHING HERE pD3DDevice->BeginScene(); pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0) , 1.0f, 0); GetClientRect(hWnd, &rect); sprintf(str, "Engine Demo"); pFont->DrawText(NULL, str, -1, &rect, DT_TOP | DT_CENTER | DT_NOCLIP , D3DCOLOR_ARGB(255, 255, 255, 255 )); gText.DisplayText("Play Demo - (1)", width / 2, height * 0.25f, 50, 25, WHITE); gText.DisplayText("Credits - (2)", width / 2, height * 0.5f, 50, 25, WHITE); gText.DisplayText("Exit Demo - (3)", width / 2, height * 0.75f, 50, 25, WHITE); pD3DDevice->EndScene(); pD3DDevice->Present(0, 0, 0, 0); main_core->Update(enemy, gameState); if(input_core->OnePressed()) { gameState = 2; } if(input_core->TwoPressed()) { gameState = 3; } if(input_core->ThreePressed()) { gameState = 4; } break; case (2)://game logic state float temp[3]; float temp2[3]; player->agentData.getPosition(temp); if(temp[1] <= 101) jump = false; if(input_core->EscPressed()) gameState = 1; if(input_core->APressed()) { player->agentData.getPosition(temp); player->agentData.getAcceleration(temp2); temp[0] -= .2f; player->agentData.setPosition(temp); sfx_core->Play(); /* temp2[0] -= .1f; physics_core->setAccel(temp2, "player"); D3DXVECTOR3 vec; vec = physics_core->getVel("player"); player->agentData.setAcceleration(temp2); temp[0] += vec.x; temp[1] += vec.y; temp[2] += vec.z; player->agentData.setPosition(temp); */ } if(input_core->DPressed()) { player->agentData.getPosition(temp); player->agentData.getAcceleration(temp2); temp[0] += .2f; player->agentData.setPosition(temp); sfx_core->Play(); /* temp2[0] += .1f; physics_core->setAccel(temp2, "player"); D3DXVECTOR3 vec; vec = physics_core->getVel("player"); player->agentData.setAcceleration(temp2); temp[0] += vec.x; temp[1] += vec.y; temp[2] += vec.z; player->agentData.setPosition(temp); */ } if(!jump) { if(input_core->SpaceBar()) { jump = true; player->agentData.getPosition(temp); player->agentData.getAcceleration(temp2); /* temp2[1] += 1.0f; physics_core->setAccel(temp2, "player"); D3DXVECTOR3 vec; vec = physics_core->getVel("player"); player->agentData.setAcceleration(temp2); temp[0] += vec.x; temp[1] += vec.y; temp[2] += vec.z; player->agentData.setPosition(temp); */ } } //update main_core->Update(enemy, gameState); for(int i = 0; i < physics_core->Core._collisions->length();i++) { //Pop the next collision off the stack: physics_core->Core._collisions->getNext(); msgbuffer << physics_core->Core._collisions->currentCollision.boxA_ID; msgbuffer << " is colliding with "; msgbuffer << physics_core->Core._collisions->currentCollision.boxB_ID; msgbuffer << "!\n"; char * tempString = new char[msgbuffer.str().length() + 1]; strcpy(tempString, msgbuffer.str().c_str()); //Sample collision handling (this just prints which box ID's are colliding in the output window in visual studio) OutputDebugString(tempString); } if (Wireframe) { pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); } else { pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); } pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0) , 1.0f, 0); camera.dxSetProjection(pD3DDevice); camera.dxSetView(pD3DDevice); pD3DDevice->BeginScene(); enemy->agentData.getPosition(pos); enemy->agentData.getScale(scale); enemy->agentData.getRotation(rot); cube.set_meshes(pos, rot, scale); cube.draw_meshes(pD3DDevice); player->agentData.getPosition(pos); player->agentData.getScale(scale); player->agentData.getRotation(rot); cube.set_meshes(pos, rot, scale); cube.draw_meshes(pD3DDevice); platform->agentData.getPosition(pos); platform->agentData.getScale(scale); platform->agentData.getRotation(rot); cube.set_meshes(pos, rot, scale); cube.draw_meshes(pD3DDevice); GetClientRect(hWnd, &rect); sprintf(str, "GSP 420 Running Demo"); pFont->DrawText(NULL, str, -1, &rect, DT_TOP | DT_LEFT | DT_NOCLIP , D3DCOLOR_ARGB(255, 255, 255, 255 )); pD3DDevice->EndScene(); pD3DDevice->Present(0, 0, 0, 0); break; case (3)://credits state //setup credits with UI and Graphics //loop till gameState changes //update pD3DDevice->BeginScene(); pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(122, 0, 0) , 1.0f, 0); GetClientRect(hWnd, &rect); pFont->DrawText(NULL, str, -1, &rect, DT_TOP | DT_CENTER | DT_NOCLIP , D3DCOLOR_ARGB(255, 255, 255, 255 )); gText.DisplayText("CREDITS:", width / 2, 35, 50, 25, WHITE); for (int i = 0; i < AUTHORS; i++) { gText.DisplayText(authors[i], width / 2, i * 25 + 60, 100, 10, WHITE); } pD3DDevice->EndScene(); pD3DDevice->Present(0, 0, 0, 0); main_core->Update(enemy, gameState); if(input_core->EscPressed()) gameState = 1; break; case (4): //shutdown application //shutdown main_core->Shutdown(); pD3DDevice->Release(); pD3DObject->Release(); //destroy application msg.message = WM_QUIT; break; } } } return (int)msg.wParam; } }
void TextInit(DWORD size, LPDIRECT3DDEVICE9 device) { text->Init(size, device); }