Mover(){ //hitsound hitsound.loadSound("HitSound.wav"); maxspeed= ofRandom(1,2); //maxspeed and different for aal circles accel = ofPoint(-.001, .01); location = ofPoint(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); //random start of the circle velocity = ofPoint(ofRandom(-2.0,2.0), ofRandom(-2.0,2.0)); // random speed ofSetColor(100, ofRandom(255),100); }
//-------------------------------------------------------------- void ofApp::setup() { score = 0; keyup = false; keydown = false; bal.setup(); player.setup(); pling.loadSound("pling.wav"); werk = true; }
void Bubble::setup(int _x, int _y) { ofEnableSmoothing(); ofEnableAlphaBlending(); ofSetFrameRate(60); x = _x; y = _y; bubbleSize = ofRandom(10,50); color = ofColor(ofRandom(255),ofRandom(255),ofRandom(255)); sound.loadSound("sounds/Mario.mp3"); }
void setup() { ofSetVerticalSync(true); ofSetWindowShape(1024, 768); // we add this listener before setting up so the initial circle resolution is correct circleResolution.addListener(this, &ofApp::circleResolutionChanged); ringButton.addListener(this,&ofApp::ringButtonPressed); gui.setup(); // most of the time you don't need a name gui.add(filled.setup("fill", true)); gui.add(radius.setup( "radius", 140, 10, 300 )); gui.add(center.setup("center",ofVec2f(ofGetWidth()*.5,ofGetHeight()*.5),ofVec2f(0,0),ofVec2f(ofGetWidth(),ofGetHeight()))); gui.add(color.setup("color",ofColor(100,100,140),ofColor(0,0),ofColor(255,255))); gui.add(circleResolution.setup("circle res", 5, 3, 90)); gui.add(twoCircles.setup("two circles")); gui.add(ringButton.setup("ring")); gui.add(screenSize.setup("screen size", "")); bHide = true; ring.loadSound("ring.wav"); }
//-------------------------------------------------------------- void ofApp::setup() { // Set framerate to 60 FPS ofSetFrameRate(60); // Load Asteroids from XML loadAsteroids(); // Create Asteroids generateAsteroids(4); // TODO // Setup the following elements: // - players // - listeners? (depends on how you handle messages between entities) noPlayers = 2; SpaceShip* player; for (int i = 0; i < noPlayers; i++) { player = new SpaceShip(i+1); players.push_back(player); } if (noPlayers == 1) { player = new SpaceShip(2, true); players.push_back(player); } //??? ofAddListener(); ??? //ofAddListener(SpaceShip::pressedKeyEvent, this, &ofApp::keyPressed); // General logic ofBackground(0); // Set background to black // Debug debug = false; //Load Sounds //Explosions explosion.loadSound("Explode.aif"); explosion.setSpeed(1.5f); //Music music.loadSound("Gradius.mid"); music.setLoop(true); //Sound will loop //music.play(); //SpaceShip Shots shot.loadSound("missile_fire.wav"); shot.setSpeed(4.0f); shot.setVolume(0.3f); ofxLabel line; //GUI Setup gui.setup(); // most of the time you don't need a name gui.add(Player1Lifes.setup("Player1 Lifes", "3")); gui.add(Player2Lifes.setup("Player2 Lifes", "3")); gui.add(Player1Score.setup("Player1 Score", "0")); gui.add(Player2Score.setup("Player2 Score", "0")); }
//-------------------------------------------------------------- void testApp::setup(){ ofBackground(0); ofSetFrameRate(30); ofEnableAlphaBlending(); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glEnable(GL_DEPTH_TEST); glPointSize(1.0); drawFBO = false; autoRotate = true; drawEQ = false; //not really needed // glEnable(GL_ALPHA_TEST); // glAlphaFunc(GL_GREATER, 0.10f); //generate the mesh points buildSphereMesh(rad, res, vm); cout << "nverts: " << vm.getNumVertices() << endl; cout << "arb: " << ofGetUsingArbTex() << ", norm: " << ofGetUsingNormalizedTexCoords() << endl; //load the texture shader shader.load("tex.vert", "tex.frag"); //fft init fftSmoothed = new float[8192]; memset(fftSmoothed, 0x00, sizeof(float) * 8192); //map the frequencies to bark bands float freq_spc = FREQ_MAX / (float)SPECTRAL_BANDS; for (int i = 0; i < SPECTRAL_BANDS; i++) { int bidx = bark(i * freq_spc); barkmap[i] = bidx; } //load the position updating frag shader pos_shader.load("", "position.frag"); //for the sphere we set this to the resolution which = #of verts along each axis fbo_res = res; //init the fbo's with blank data vector<ofVec3f> fbo_init_data; fbo_init_data.assign(fbo_res * fbo_res, ofVec3f(0.0, 0.0, 0.0)); posbuf.allocate(fbo_res, fbo_res, GL_RGB32F); posbuf.src->getTextureReference().loadData((float *)&fbo_init_data[0], fbo_res, fbo_res, GL_RGB); posbuf.dst->getTextureReference().loadData((float *)&fbo_init_data[0], fbo_res, fbo_res, GL_RGB); //reuse fbo_init_data for no real reason, it just needs to be blank eq_tex.allocate(fbo_res, 1, GL_RGB32F_ARB); eq_tex.loadData((float *)&fbo_init_data[0], fbo_res, 1, GL_RGB); axis_loc = fbo_res; angincr = 180.0/(float)fbo_res; player.loadSound("jhfd.mp3"); player.play(); //go }