Exemple #1
0
void IniMenu(void)
{
	// 对象1的初始位置
	obj1X = 0.0f;
	obj1Y = 0.0f;

	// 为开始画对象做准备
	AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f);   // 背景色RGB
	AEGfxSetBlendMode(AE_GFX_BM_BLEND);
	
	// 签到
	fprintf(fp, "Menu:Initialize\n");
}
Exemple #2
0
void Initialize_Sarah(void)
{
	char Text[MAX_TEXT_SIZE] = {0};
	int HighScores = 0;

	AEGfxSetBlendMode(AE_GFX_BM_BLEND);
	ScrollingBackgroundInit();

	/*
	if (FileRead("FileRead.txt", Text)) //if FileRead is successful
	{
		FileReplace("FileWrite.txt", "BAD", "GOD", 20);
	}
	*/
	
	int i;
	for (i = 0; i < 20; ++i)
	{
		//SetHighScore("SARAH", i);
		//CheckHighScore("SARAH", i);
	}
	
}
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show)
{
	// Variable declaration	
	float obj1X = 0.0f, obj1Y = 0.0f;		// Position variables for object 1
	AEGfxVertexList*	pMesh1;				// Pointer to Mesh (Model)
	float alpha = 1.0f;

	// Initialize the system 
	AESysInitInfo sysInitInfo;
	sysInitInfo.mCreateWindow		= 1;
	sysInitInfo.mAppInstance		= instanceH;
	sysInitInfo.mShow				= show;
	sysInitInfo.mWinWidth			= 800; 
	sysInitInfo.mWinHeight			= 600;
	sysInitInfo.mCreateConsole		= 1;
	sysInitInfo.mMaxFrameRate		= 60;
	sysInitInfo.mpWinCallBack		= NULL;//MyWinCallBack;
	sysInitInfo.mClassStyle			= CS_HREDRAW | CS_VREDRAW;											
	sysInitInfo.mWindowStyle		= WS_OVERLAPPEDWINDOW;//WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;;		
	sysInitInfo.mWindowHandle		= NULL;
	sysInitInfo.mHandleWindowMessages	= 1;
	AESysInit (&sysInitInfo);

	// reset the system modules
	AESysReset();

	
	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// 1 triangle at a time
	// X, Y, Color, texU, texV
	AEGfxTriAdd(
		-25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 
		25.5f,  0.0f, 0xFFFF0000, 0.0f, 0.0f,
		-25.5f,  25.5f, 0xFFFF0000, 0.0f, 0.0f);

	// Saving the mesh (list of triangles) in pMesh1

	pMesh1 = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!");

	
	AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f);
	AEGfxSetBlendMode(AE_GFX_BM_BLEND);

	// Game Loop
	while(gGameRunning)
	{
		// Informing the system about the loop's start
		AESysFrameStart();

		// Handling Input
		AEInputUpdate();

		
		// Object Control
		if (AEInputCheckCurr(VK_UP))
			obj1Y += 3.0f;
		else
		if (AEInputCheckCurr(VK_DOWN))
			obj1Y -= 3.0f;

		if (AEInputCheckCurr(VK_LEFT))
			obj1X -= 3.0f;
		else
		if (AEInputCheckCurr(VK_RIGHT))
			obj1X += 3.0f;

		// Alpha value
		if (AEInputCheckCurr('Z'))
			alpha -= 0.01f;
		else
		if (AEInputCheckCurr('X'))
			alpha += 0.01f;

		alpha = AEClamp(alpha, 0.0f, 1.0f);


		// Drawing object 1
		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		// Set position for object 1
		AEGfxSetPosition(obj1X, obj1Y);
		// No texture for object 1
		AEGfxTextureSet(NULL, 0, 0);
		// Drawing the mesh (list of triangles)
		AEGfxSetTransparency(alpha);
		AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES);


		// Informing the system about the loop's end
		AESysFrameEnd();

		// check if forcing the application to quit
		if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist())
			gGameRunning = 0;
	}

	// Freeing the objects and textures
	AEGfxMeshFree(pMesh1);

	// free the system
	AESysExit();

	return 1;
}
Exemple #4
0
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show)
{
	// Variable declaration
	unsigned char colors[16];				// 2x2 image
	float obj1X = 0.0f, obj1Y = 0.0f;		// Position variables for object 1
	float obj2X = 0.0f, obj2Y = 0.0f;		// Position variables for object 2
	float obj1texX = 0, obj1texY = 0;		// Texture variables for object 1's texture
	int counter = 0;						// Counter to swap textures
	AEGfxVertexList*	pMesh1;				// Pointer to Mesh (Model)
	AEGfxVertexList*	pMesh2;				// Pointer to Mesh (Model)
	AEGfxVertexList*	pMeshLine;			// Pointer to Mesh (Model)
	AEGfxTexture *pTex1;					// Pointer to Texture (Image)
	AEGfxTexture *pTex2;					// Pointer to Texture (Image)
	char strBuffer[256];					// Character buffer used to print text
	float camX, camY;						// Used to temporary store camera position
	float camZoom;							// USed to temporary store the camera zoom value
	s32 sx, sy;
	float x, y;
	float alpha = 1.0f;




	// Initialize the system 
	AESysInitInfo sysInitInfo;
	sysInitInfo.mCreateWindow			= 1;
	sysInitInfo.mWindowHandle			= NULL;
	sysInitInfo.mAppInstance			= instanceH;
	sysInitInfo.mShow					= show;
	sysInitInfo.mWinWidth				= 1280; 
	sysInitInfo.mWinHeight				= 800;
	sysInitInfo.mCreateConsole			= 1;
	sysInitInfo.mMaxFrameRate			= 60;
	sysInitInfo.mpWinCallBack			= NULL;
	sysInitInfo.mClassStyle				= CS_HREDRAW | CS_VREDRAW;											
	sysInitInfo.mWindowStyle			= WS_OVERLAPPEDWINDOW;
	sysInitInfo.mHandleWindowMessages	= 1;



	if(0 == AESysInit (&sysInitInfo))
		printf("System Init Failed!\n");


	// Changing the window title
	AESysSetWindowTitle("My New Title!");

	// reset the system modules
	AESysReset();

	////////////////////////////////
	// Creating the objects (Shapes)


	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// 1 triangle at a time
	// X, Y, Color, texU, texV
	AEGfxTriAdd(
		-25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 
		25.5f,  0.0f, 0xFFFF0000, 0.0f, 0.0f,
		-25.5f,  25.5f, 0xFFFF0000, 0.0f, 0.0f);

	// Saving the mesh (list of triangles) in pMesh1

	pMesh1 = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!");

	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// This shape has 2 triangles

	AEGfxTriAdd(
		-30.0f, -30.0f, 0x00FF00FF, 0.0f, 1.0f, 
		30.0f,  -30.0f, 0x00FFFF00, 1.0f, 1.0f,
		-30.0f,  30.0f, 0x00F00FFF, 0.0f, 0.0f);

	AEGfxTriAdd(
		30.0f, -30.0f, 0x00FFFFFF, 1.0f, 1.0f, 
		30.0f,  30.0f, 0x00FFFFFF, 1.0f, 0.0f,
		-30.0f,  30.0f, 0x00FFFFFF, 0.0f, 0.0f);

	pMesh2 = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMesh2, "Failed to create mesh 2!!");

		
	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// This shape has 5 vertices

	AEGfxVertexAdd(0.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(100.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(200.0f, 150.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(300.0f, -100.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(100.0f, -250.0f, 0xFFFFFFFF, 0.0f, 0.0f);


	pMeshLine = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMeshLine, "Failed to create mesh 2!!");


	// Creating the objects (Shapes)
	////////////////////////////////

	////////////////////////////
	// Loading textures (images)

	// Texture 1: From file
	pTex1 = AEGfxTextureLoad("PlanetTexture.png");
	AE_ASSERT_MESG(pTex1, "Failed to create texture1!!");




	// Texture 2: From memory
	// RGBA format
	colors[0] = 255;	colors[1] = 0;		colors[2] = 0;		colors[3] = 255;
	colors[4] = 0;		colors[5] = 255;	colors[6] = 0;		colors[7] = 255;
	colors[8] = 0;		colors[9] = 0;		colors[10] = 255;	colors[11] = 255;	
	colors[12] = 255;	colors[13] = 255;	colors[14] = 255;	colors[15] = 255;				

	pTex2 = AEGfxTextureLoadFromMemory(colors, 2, 2);
	AE_ASSERT_MESG(pTex2, "Failed to create texture2!!");

	// Loading a textures (images)
	//////////////////////////////

	
	AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f);
	AEGfxSetBlendMode(AE_GFX_BM_BLEND);


	// Game Loop
	while(gGameRunning)
	{
		// Informing the system about the loop's start
		AESysFrameStart();

		// Handling Input
		AEInputUpdate();

		///////////////////
		// Game loop update

		// Object Control
		if (AEInputCheckCurr(VK_UP))
			obj1Y += 3.0f;
		else
		if (AEInputCheckCurr(VK_DOWN))
			obj1Y -= 3.0f;

		if (AEInputCheckCurr(VK_LEFT))
			obj1X -= 3.0f;
		else
		if (AEInputCheckCurr(VK_RIGHT))
			obj1X += 3.0f;


		
		//printf("X = %f, Y = %f\n", obj1X, obj1Y);


		// Texture offset
		if (AEInputCheckCurr('L'))
			obj1texX += 0.01f;
		else
		if (AEInputCheckCurr('J'))
			obj1texX -= 0.01f;

		if (AEInputCheckCurr('I'))
			obj1texY += 0.01f;
		else
		if (AEInputCheckCurr('K'))
			obj1texY -= 0.01f;


		// Move the camera
		AEGfxGetCamPosition(&camX, &camY);
		if (AEInputCheckCurr('W'))
			AEGfxSetCamPosition(camX, camY + 2);
		else
		if (AEInputCheckCurr('S'))
			AEGfxSetCamPosition(camX, camY - 2);

		AEGfxGetCamPosition(&camX, &camY);
		if (AEInputCheckCurr('A'))
			AEGfxSetCamPosition(camX - 2, camY);
		else
		if (AEInputCheckCurr('D'))
			AEGfxSetCamPosition(camX + 2, camY);



		// Alpha value
		if (AEInputCheckCurr('Z'))
			alpha -= 0.01f;
		else
		if (AEInputCheckCurr('X'))
			alpha += 0.01f;

		alpha = AEClamp(alpha, 0.0f, 1.0f);


		// Blending mode
		if (AEInputCheckCurr('1'))
			AEGfxSetBlendMode(AE_GFX_BM_NONE);
		else
		if (AEInputCheckCurr('2'))
			AEGfxSetBlendMode(AE_GFX_BM_BLEND);
		else
		if (AEInputCheckCurr('3'))
			AEGfxSetBlendMode(AE_GFX_BM_ADD);


		// Texture mode
		if (AEInputCheckCurr('9'))
			AEGfxSetTextureMode(AE_GFX_TM_PRECISE);
		else
		if (AEInputCheckCurr('0'))
			AEGfxSetTextureMode(AE_GFX_TM_AVERAGE);
		

		// Game loop update
		///////////////////


		//////////////////
		// Game loop draw

		//printf("MinX: %f | MaxX: %f | MinY: %f | MaxY: %f\n", AEGfxGetWinMinX(), AEGfxGetWinMaxX(), AEGfxGetWinMinY(), AEGfxGetWinMaxY());
		printf("FrameTime %f\n", AEFrameRateControllerGetFrameTime());

		
		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		AEGfxSetPosition(0, 0);
		AEGfxLine(20, 20, 0, 1, 1, 1, 1, 200, 200, 0, 1, 1, 1, 1);
		

		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		AEGfxSetPosition(0.0f, 0.0f);
		AEGfxMeshDraw(pMeshLine, AE_GFX_MDM_LINES_STRIP);

		
		// Drawing object 1
		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		//AEGfxSetWorldOriginMode(AE_WOM_TOP_LEFT);
		// Set poisition for object 1
		//AEGfxSetPosition(obj1X, obj1Y);
		AEGfxSetFullTransformWithZOrder(obj1X, obj1Y, 0.0f, 0.0f, 1.0f, 1.0f);
		// No texture for object 1
		AEGfxTextureSet(NULL, 0, 0);
		// Drawing the mesh (list of triangles)
		AEGfxSetTransparency(alpha);
		//AEGfxSetViewportPositionAndDimensions(100, 100, 400, 300);
		AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES);


		AEInputGetCursorPosition(&sx, &sy);


		AEGfxConvertScreenCoordinatesToWorld(sx, sy, &x, &y);
		obj2X = x;
		obj2Y = y;
	
		// Drawing object 2 - NO TINT
		// Set poisition for object 2
		AEGfxSetRenderMode(AE_GFX_RM_TEXTURE);
		//AEGfxSetPosition(100.0f, -60.0f);
		AEGfxSetFullTransformWithZOrder(100.0f, -160.0f, -10.0f, 0.0f, 1.0f, 1.0f);
		AEGfxSetTintColor(1.0f, 1.0f, 1.0f, 1.0f);
		// Set texture for object 2
		++counter;
		if(counter < 120)
			AEGfxTextureSet(pTex1, obj1texX, obj1texY);		// Same object, different texture
		else
		if(counter < 240)
			AEGfxTextureSet(pTex2, obj1texX, obj1texY);		// Same object, different texture
		else
		{
			AEGfxTextureSet(pTex1, obj1texX, obj1texY);		// Same object, different texture
			counter = 0;
		}

		AEGfxSetTransparency(alpha);

		// Drawing the mesh (list of triangles)
		AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES);

		// Drawing object 2 - BLUE TINT
		// Set poisition for object 2
		AEGfxSetRenderMode(AE_GFX_RM_TEXTURE);
		AEGfxSetPosition(100.0f, 60.0f);
		AEGfxSetTintColor(0.0f, 0.0f, 1.0f, 1.0f);
		AEGfxSetFullTransformWithZOrder(obj2X, obj2Y, 10.0f, 0.0f, 1.0f, 1.0f);
		// Set texture for object 2
		++counter;
		if(counter < 120)
			AEGfxTextureSet(pTex1, obj1texX, obj1texY);		// Same object, different texture
		else
		if(counter < 240)
			AEGfxTextureSet(pTex2, obj1texX, obj1texY);		// Same object, different texture
		else
		{
			AEGfxTextureSet(pTex1, obj1texX, obj1texY);		// Same object, different texture
			counter = 0;
		}

		AEGfxSetTransparency(alpha);

		// Drawing the mesh (list of triangles)
		AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES);
		//


		// Game loop draw
		//////////////////

		// Informing the system about the loop's end
		AESysFrameEnd();

		// check if forcing the application to quit
		if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist())
			gGameRunning = 0;
	}

	// Freeing the objects and textures
	AEGfxMeshFree(pMesh1);
	AEGfxMeshFree(pMesh2);

	AEGfxTextureUnload(pTex1);
	AEGfxTextureUnload(pTex2);



	// free the system
	AESysExit();
}
Exemple #5
0
void Ini2(void)
{
	//水果数量
	Fruit_NUM = 0;
	//水果产生时间间隔
	TimeTot = 0;
	//临时定义狗运动时间
	TimeTot1 = 0;
	//捡到的石头数量
	static int StoneCount = 10;

	// 对象1的初始位置
	obj1X = -10.0f;
	obj1Y = 0.0f;
	memset(sGameObjList, 0, sizeof(GameObj)*GAME_OBJ_NUM_MAX);
	GameObj* pObj;
	int i;

	BossBlood = 2;      //初始化BOSS血量

	// 为开始画对象做准备
	AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f);
	AEGfxSetBlendMode(AE_GFX_BM_BLEND);

	// 对象实例化:游戏开始只有小盗和狗和农场主需要实例化
	// 小盗对象实例化
	Burglar = gameObjCreate(TYPE_BURGLAR, BURGLAR_SIZE, 0, 0, 0.0f);
	AE_ASSERT(Burglar);
	Burglar->posCurr.x = AEGfxGetWinMaxX()-20;
	Burglar->posCurr.y = 100.0f;
	Burglar->dirCurr = acosf(Burglar->posCurr.x / ((float)sqrt(Burglar->posCurr.x*Burglar->posCurr.x + Burglar->posCurr.y * Burglar->posCurr.y))) - PI;
	Burglar->scale = 10.0f;

	//初始化静止的石头
	for (i = 0; i < 3; i++)
	{
		pObj = gameObjCreate(TYPE_STONE_STATIC, 3.0f, 0, 0, 0.0f);
		AE_ASSERT(pObj);
		// 实例化
		// 初始化: 坐标位置 朝向和尺寸大小
		switch (i)
		{
		case 0:
			pObj->posCurr.x = 100.0f;
			pObj->posCurr.y = 100.0f;
			break;
		case 1:
			pObj->posCurr.x = 100.0f;
			pObj->posCurr.y = AEGfxGetWinMaxY() - 30;
			break;
		case 2:
			pObj->posCurr.x = AEGfxGetWinMinX() + 40;
			pObj->posCurr.y = 50.0f;
			break;
		}
		pObj->dirCurr = acosf(pObj->posCurr.x / ((float)sqrt(pObj->posCurr.x*pObj->posCurr.x + pObj->posCurr.y * pObj->posCurr.y))) - PI;

		pObj->scale = 5.0f;
	}

	//初始化看不见的陷阱
	for (int a = 0; a < 3; a++)
	{
		pObj = gameObjCreate(TYPE_TRAP_IN, 10.0f, 0, 0, 0.0f);
		AE_ASSERT(pObj);
		//初始化陷阱位置及朝向比例

		pObj->posCurr.x = a*100.0f;
		pObj->posCurr.y = -100.0f;
		pObj->dirCurr = acosf(pObj->posCurr.x / ((float)sqrt(pObj->posCurr.x*pObj->posCurr.x + pObj->posCurr.y * pObj->posCurr.y))) - PI;

		pObj->scale = 10.0f;
	}

	//初始化农场主
	pBoss = gameObjCreate(TYPE_BOSS, 10.0f, 0, 0, 0.0f);
	AE_ASSERT(pBoss);
	//初始化农场主位置及朝向比例
	pBoss->posCurr.x = 100.0f;
	pBoss->posCurr.y = 100;
	pBoss->dirCurr = acosf(pBoss->posCurr.x / ((float)sqrt(pBoss->posCurr.x*pBoss->posCurr.x + pBoss->posCurr.y * pBoss->posCurr.y))) - PI;
	pBoss->scale = 10.0f;

	//狗对象实例化 并 初始化
	for (i = 0; i < DOG_NUM; i++)
	{
		// 实例化
		pObj = gameObjCreate(TYPE_DOG, 10.0f, 0, 0, 0.0f);
		pDog[i] = pObj;//给狗分配指针
		AE_ASSERT(pObj);
		pObj->posCurr.x = 100.0f;
		pObj->posCurr.y = 100.0f;
		
		pObj->dirCurr = acosf(pObj->posCurr.x / ((float)sqrt(pObj->posCurr.x*pObj->posCurr.x + pObj->posCurr.y * pObj->posCurr.y))) - PI;

		pObj->scale = 10.0f;
	}


	//农场主血量初始化
	pObj = gameObjCreate(TYPE_BOSSBLOOD, 10.0f, 0, 0, 0.0f);
	AE_ASSERT(pObj);
	//初始化血量位置
	pObj->posCurr.x = pBoss->posCurr.x;
	pObj->posCurr.y = pBoss->posCurr.y + 35.0f;

	//主角血量初始化
	pObj = gameObjCreate(TYPE_BURGLARBLOOD, 10.0f, 0, 0, 0.0f);
	AE_ASSERT(pObj);
	//初始化血量位置
	pObj->posCurr.x = Burglar->posCurr.x;
	pObj->posCurr.y = Burglar->posCurr.y + 35.0f;

	//地图的引入
	FILE *fp = NULL;
	if ((fp = fopen("wdp.txt", "r")) != NULL)
	{
		int length = 0, width = 0;
		fscanf(fp, "%d%d", &length, &width);
		int i = 0, j = 0;
		for (; i < length; i++)
		{
			for (j = 0; j < width; j++)
			{
				fscanf(fp, "%d", &mapinfo[i][j]);
			}
		}

		//读入地图
		for (i = 0; i < length; i++)
		{
			for (j = 0; j < width; j++)
			{
				if (mapinfo[i][j] == 1)
				{
					//画地图
					pObj = gameObjCreate(TYPE_MAP, 1.0f, 0, 0, 0.0f);
					AE_ASSERT(pObj);
					pObj->posCurr.y = i * 40 - 400.0f;
					pObj->posCurr.x = j*15 - 300.0f;
				}
			}
		}
	}
	else if ((fp = fopen("wdp.txt", "r")) == NULL)
	{
		KeyPressed[KeyESC] = TRUE;
	}

	// 签到
	fprintf(fp, "Level2:Initialize\n");
}
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show)
{
	// Variable declaration	
	unsigned char colors[16];				// 2x2 image
	float obj1X = 0.0f, obj1Y = 0.0f;		// Position variables for object 1
	float obj1texX = 0, obj1texY = 0;		// Texture variables for object 2's texture
	AEGfxVertexList*	pMesh1;				// Pointer to Mesh (Model)
	AEGfxVertexList*	pMesh2;				// Pointer to Mesh (Model)
	AEGfxVertexList*	pMeshLine;			// Pointer to Mesh (Model)
	AEGfxTexture *pTex1;					// Pointer to Texture (Image)
	AEGfxTexture *pTex2;					// Pointer to Texture (Image)
	float camX, camY;						// Used to temporary store camera position
	float alpha = 1.0f;

	// Initialize the system 
	AESysInitInfo sysInitInfo;
	sysInitInfo.mCreateWindow		= 1;
	sysInitInfo.mAppInstance		= instanceH;
	sysInitInfo.mShow				= show;
	sysInitInfo.mWinWidth			= 800; 
	sysInitInfo.mWinHeight			= 600;
	sysInitInfo.mCreateConsole		= 1;
	sysInitInfo.mMaxFrameRate		= 60;
	sysInitInfo.mpWinCallBack		= NULL;//MyWinCallBack;
	sysInitInfo.mClassStyle			= CS_HREDRAW | CS_VREDRAW;											
	sysInitInfo.mWindowStyle		= WS_OVERLAPPEDWINDOW;//WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;;		
	sysInitInfo.mWindowHandle		= NULL;
	sysInitInfo.mHandleWindowMessages	= 1;
	AESysInit (&sysInitInfo);

	// reset the system modules
	AESysReset();

	
	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// 1 triangle at a time
	// X, Y, Color, texU, texV
	AEGfxTriAdd(
		-25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 
		25.5f,  0.0f, 0xFFFF0000, 0.0f, 0.0f,
		-25.5f,  25.5f, 0xFFFF0000, 0.0f, 0.0f);

	// Saving the mesh (list of triangles) in pMesh1
	pMesh1 = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!");


	// Informing the library that we're about to start adding triangles
	AEGfxMeshStart();

	// This shape has 2 triangles
	AEGfxTriAdd(
		-30.0f, -30.0f, 0x00FF00FF, 0.0f, 1.0f, 
		30.0f,  -30.0f, 0x00FFFF00, 1.0f, 1.0f,
		-30.0f,  30.0f, 0x00F00FFF, 0.0f, 0.0f);

	AEGfxTriAdd(
		30.0f, -30.0f, 0x00FFFFFF, 1.0f, 1.0f, 
		30.0f,  30.0f, 0x00FFFFFF, 1.0f, 0.0f,
		-30.0f,  30.0f, 0x00FFFFFF, 0.0f, 0.0f);

	pMesh2 = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMesh2, "Failed to create mesh 2!!");

		
	// Informing the library that we're about to start adding vertices
	AEGfxMeshStart();

	// This shape has 5 vertices

	AEGfxVertexAdd(0.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(100.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(200.0f, 150.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(300.0f, -100.0f, 0xFFFFFFFF, 0.0f, 0.0f);
	AEGfxVertexAdd(100.0f, -250.0f, 0xFFFFFFFF, 0.0f, 0.0f);

	pMeshLine = AEGfxMeshEnd();
	AE_ASSERT_MESG(pMeshLine, "Failed to create mesh 2!!");



	// Texture 1: From file
	pTex1 = AEGfxTextureLoad("PlanetTexture.png");
	AE_ASSERT_MESG(pTex1, "Failed to create texture1!!");

	// Texture 2: From memory
	// RGBA format
	colors[0] = 255;	colors[1] = 0;		colors[2] = 0;		colors[3] = 255;
	colors[4] = 0;		colors[5] = 255;	colors[6] = 0;		colors[7] = 255;
	colors[8] = 0;		colors[9] = 0;		colors[10] = 255;	colors[11] = 255;	
	colors[12] = 255;	colors[13] = 255;	colors[14] = 255;	colors[15] = 255;				

	pTex2 = AEGfxTextureLoadFromMemory(colors, 2, 2);
	// This step is optional, it creates a file from the texture argument
	AE_ASSERT_MESG(pTex2, "Failed to create texture2!!");

	
	AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f);
	AEGfxSetBlendMode(AE_GFX_BM_BLEND);

	// Game Loop
	while(gGameRunning)
	{
		// Informing the system about the loop's start
		AESysFrameStart();

		// Handling Input
		AEInputUpdate();

		
		// Object Control
		if (AEInputCheckCurr(VK_UP))
			obj1Y += 3.0f;
		else
		if (AEInputCheckCurr(VK_DOWN))
			obj1Y -= 3.0f;

		if (AEInputCheckCurr(VK_LEFT))
			obj1X -= 3.0f;
		else
		if (AEInputCheckCurr(VK_RIGHT))
			obj1X += 3.0f;

		// Alpha value
		if (AEInputCheckCurr('Z'))
			alpha -= 0.01f;
		else
		if (AEInputCheckCurr('X'))
			alpha += 0.01f;

		alpha = AEClamp(alpha, 0.0f, 1.0f);


		// Move the camera
		AEGfxGetCamPosition(&camX, &camY);
		if (AEInputCheckCurr('W'))
			AEGfxSetCamPosition(camX, camY + 2);
		else
		if (AEInputCheckCurr('S'))
			AEGfxSetCamPosition(camX, camY - 2);

		AEGfxGetCamPosition(&camX, &camY);
		if (AEInputCheckCurr('A'))
			AEGfxSetCamPosition(camX - 2, camY);
		else
		if (AEInputCheckCurr('D'))
			AEGfxSetCamPosition(camX + 2, camY);

		// Texture offset
		if (AEInputCheckCurr('L'))
			obj1texX += 0.01f;
		else
		if (AEInputCheckCurr('J'))
			obj1texX -= 0.01f;

		if (AEInputCheckCurr('I'))
			obj1texY += 0.01f;
		else
		if (AEInputCheckCurr('K'))
			obj1texY -= 0.01f;


		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		AEGfxSetPosition(0.0f, 0.0f);
		AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f);
		AEGfxMeshDraw(pMeshLine, AE_GFX_MDM_LINES_STRIP);


		// Drawing object 1
		AEGfxSetRenderMode(AE_GFX_RM_COLOR);
		// Set poisition for object 1
		AEGfxSetPosition(obj1X, obj1Y);
		// No texture for object 1
		AEGfxTextureSet(NULL, 0, 0);
		// Drawing the mesh (list of triangles)
		AEGfxSetTransparency(alpha);
		AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f);
		AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES);


		// Drawing object 2
		// Set position for object 2
		AEGfxSetRenderMode(AE_GFX_RM_TEXTURE);
		AEGfxSetPosition(100.0f, -60.0f);
		// Set texture for object 2
		AEGfxTextureSet(pTex1, obj1texX, obj1texY);
		AEGfxSetTransparency(1.0f);
		AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f);
		// Drawing the mesh (list of triangles)
		AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES);

		
		// Drawing object 2 again
		// Set position for object 2
		AEGfxSetRenderMode(AE_GFX_RM_TEXTURE);
		AEGfxSetPosition(-100.0f, -60.0f);
		// Set texture for object 2
		AEGfxTextureSet(pTex2, 0.0f, 0.0f);
		AEGfxSetTransparency(1.0f);
		AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f);
		// Drawing the mesh (list of triangles)
		AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES);


		
		// Drawing object 2 again and again
		// Set poisition for object 2
		AEGfxSetRenderMode(AE_GFX_RM_TEXTURE);
		AEGfxSetPosition(100.0f, 100.0f);
		// Set texture for object 2
		AEGfxTextureSet(pTex1, obj1texX, obj1texY);
		AEGfxSetTransparency(1.0f);
		AEGfxSetBlendColor(0.5f, 0.0f, 0.0, 0.75f);
		// Drawing the mesh (list of triangles)
		AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES);


		// Informing the system about the loop's end
		AESysFrameEnd();

		// check if forcing the application to quit
		if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist())
			gGameRunning = 0;
	}

	// Freeing the objects and textures
	AEGfxMeshFree(pMesh1);
	AEGfxMeshFree(pMesh2);
	AEGfxMeshFree(pMeshLine);
	
	AEGfxTextureUnload(pTex1);
	AEGfxTextureUnload(pTex2);


	// free the system
	AESysExit();

	return 1;
}