void MakeRoom(struct Room rs[100], int *lenrs,uint32_t *gen){
	int x = GenRand(gen) % TileDim;
	int y = GenRand(gen) % TileDim;
	int w = GenRand(gen) % RestWidMax+WidMin;
	int h = GenRand(gen) % RestWidMax+WidMin;

	if(x+w>=TileDim || y+h>=TileDim || x==0 || y==0) return;
	int nocrash = CheckColl(x,y,w,h,rs,*lenrs);
	if (nocrash==0){
		struct Room r;
		r.X = x;
		r.Y = y;
		r.W = w;
		r.H = h;
		r.N = *lenrs;
		rs[*lenrs]=r;
		*lenrs = *lenrs+1;
	}
} 
Exemple #2
0
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
    // Update our time
    static float t = 0.0f;
    float delta_t = 0.0f;
    {
        static DWORD dwTimeStart = 0;
        DWORD dwTimeCur = GetTickCount();
        if( dwTimeStart == 0 )
            dwTimeStart = dwTimeCur;
        float old_t = t;
        t = ( dwTimeCur - dwTimeStart ) / 1000.0f;
        delta_t = t-old_t;
    }

    {
        sphParticle particles[32];
        for(size_t i=0; i<_countof(particles); ++i) {
            particles[i].position = ist::simdvec4_set(GenRand()*0.5f, GenRand()*0.5f, GenRand()*0.5f-7.5f, 1.0f);
            particles[i].velocity = _mm_set1_ps(0.0f);
        }
        g_sphgrid.addParticles(particles, _countof(particles));
    }
    {
        static PerformanceCounter s_timer;
        static float s_prev = 0.0f;
        PerformanceCounter timer;

        g_sphgrid.update(1.0f);
        g_pImmediateContext->UpdateSubresource( g_pCubeInstanceBuffer, 0, NULL, &g_sphgrid.particles, 0, 0 );

        if(s_timer.getElapsedMillisecond() - s_prev > 1000.0f) {
            char buf[128];
            _snprintf(buf, _countof(buf), "  SPH update: %d particles %.3fms\n", g_sphgrid.num_active_particles, timer.getElapsedMillisecond());
            OutputDebugStringA(buf);
            ::SetWindowTextA(g_hWnd, buf);
            s_prev = s_timer.getElapsedMillisecond();
        }
    }

    {
        CBChangesEveryFrame cb;
        XMVECTOR eye = g_camera.getEye();
        {
            XMMATRIX rot = XMMatrixRotationZ(XMConvertToRadians(0.1f));
            eye = XMVector4Transform(eye, rot);
        }
        g_camera.setEye(eye);
        g_camera.updateMatrix();
        XMMATRIX vp = g_camera.getViewProjectionMatrix();

        cb.ViewProjection   = XMMatrixTranspose( vp );
        cb.CameraPos        = (FLOAT*)&eye;

        cb.LightPos         = XMFLOAT4(10.0f, 10.0f, -10.0f, 1.0f);
        cb.LightColor       = XMFLOAT4(0.9f, 0.9f, 0.9f, 1.0f);

        cb.MeshShininess    = 200.0f;
        g_pImmediateContext->UpdateSubresource( g_pCBChangesEveryFrame, 0, NULL, &cb, 0, 0 );
    }


    float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red, green, blue, alpha
    g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
    g_pImmediateContext->ClearDepthStencilView( g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 );

    {
        ID3D11Buffer *buffers[] = {g_pCubeVertexBuffer, g_pCubeInstanceBuffer};
        UINT strides[] = {sizeof(SimpleVertex), sizeof(sphParticle), };
        UINT offsets[] = {0, 0};
        g_pImmediateContext->IASetVertexBuffers( 0, ARRAYSIZE(buffers), buffers, strides, offsets );
    }
    g_pImmediateContext->IASetInputLayout( g_pCubeVertexLayout );
    g_pImmediateContext->IASetIndexBuffer( g_pCubeIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
    g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Render the cube
    g_pImmediateContext->VSSetShader( g_pCubeVertexShader, NULL, 0 );
    g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pCBChangesEveryFrame );
    g_pImmediateContext->PSSetShader( g_pCubePixelShader, NULL, 0 );
    g_pImmediateContext->PSSetConstantBuffers( 0, 1, &g_pCBChangesEveryFrame );

    g_pImmediateContext->DrawIndexedInstanced( 36, (UINT)g_sphgrid.num_active_particles, 0, 0, 0 );

    // Present our back buffer to our front buffer
    g_pSwapChain->Present( 1, 0 ); // vsync on
    //g_pSwapChain->Present( 0, 0 ); // vsync off
}
Exemple #3
0
int WINAPI WinMain(HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows message Structure
	bool	done = false;
	if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
	{
		fullscreen = false;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("pokemon", 640, 480, 16, fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	arrow.Init(20, 20);
	player.Init(20, 20, 0);
	Timer = Timer.TimerInit();
	// 음악 로딩
	for (loop1 = 0; loop1 < NUM_BGM; loop1++) {
		BGM[loop1] = LoadMP3(hWnd, path_BGM[loop1]);
	}
	BGM[0] = mciSendCommand(1, MCI_PLAY, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);

	CountLoop = 0;

	while (!done)									// Loop That Runs While done=FALSE
	{
		TranslateMessage(&msg);
		DispatchMessage(&msg);
		// Is There A Message Waiting?
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)				// Have We Received A Quit Message?
			{
				done = true;
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			float start = Timer.TimerGetTime();		// Grab Timer Value Before We Draw

			// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((!DrawGLScene() && active) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done = true;						// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			while (Timer.TimerGetTime() < start + float(steps[adjust] * GAMESPEED * 1.0f)) {}	// Waste Cycles On Fast Systems

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1] = false;				// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen = !fullscreen;			// Toggle Fullscreen / Windowed Mode
													// Recreate Our OpenGL Window
				if (!CreateGLWindow("pokemon", 640, 480, 16, fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}

			if (active)								// If Programs Active Move Objects
			{
				if (interrupt)
				{
					// 인트로로 인한 게임 정지
					if (intro)
					{
						Map.map_number = animation;
						// 추가 입력 받으면 게임 시작
						if (CountLoop > LENGTH && keys['Z'])
						{
							mciSendCommand(1, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
							mciSendCommand(4, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);
							nowplaying = 4;
							interrupt = false;
							intro = false;

							// 게임 셋팅
							Map.IsMap = true;
							Map.Loading_Map(map_DB[2]);
							//211033
							player.SetObjects(11, 4);
							Map.map_number = 2;
							animation = 0;
							CountLoop = LENGTH;
						}
						if (CountLoop % LENGTH == 0)
						{
							animation++;
							animation = animation % 6;
						}
						CountLoop += steps[adjust];
					}
					// 메뉴 켜서 게임 정지
					if (isMenuOn)
					{
						if (keys['X']) {
							keys['X'] = 0;
							isMenuOn = false;
							interrupt = false;
							Map.Loading_Map(map_DB[Map.map_number]);
							CountLoop = LENGTH;
							arrow.SetObjects(20, 20);
							player.SetObjects(player.x, player.y);
						}
						else
						{
							arrow.MovementByKeyInput(VK_LEFT);
							arrow.MovementByKeyInput(VK_UP);
							arrow.MovementByKeyInput(VK_RIGHT);
							arrow.MovementByKeyInput(VK_DOWN);
							arrow.SetObjects(arrow.x, arrow.y);
						}
					}
					// Yes No
					if (YesNo)
					{
						if (keys['X']) {
							keys['X'] = 0;
							YesNo = false;
							Answer = 1;
							player.SetObjects(player.x, player.y);
							Map.Loading_Map(map_DB[Map.map_number]);
							CountLoop = LENGTH;
						}
						if (keys['Z']) {
							keys['Z'] = 0;
							YesNo = false;
							Answer = arrow.x - 12 + arrow.y - 5;
							arrow.SetObjects(20, 20);
							player.SetObjects(player.x, player.y);
							Map.Loading_Map(map_DB[Map.map_number]);
							CountLoop = LENGTH;
						}
						else
						{
							arrow.MovementByKeyInput(VK_LEFT);
							arrow.MovementByKeyInput(VK_UP);
							arrow.MovementByKeyInput(VK_RIGHT);
							arrow.MovementByKeyInput(VK_DOWN);
							arrow.SetObjects(arrow.x, arrow.y);
						}
					}
					// 대화 interrupt
					if (!battle && Talk)
					{
						if (wait == 0) {
							if (keys['Z']) {
								keys['Z'] = 0;
								if (CurrentNPC.GetLink() == 5) // 엔딩용 링크
								{
									mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									nowplaying = 15;
									mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);

								}
								if (CurrentNPC.GetLink() == 4)
								{
									pika.Heal();
									mciSendCommand(11, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(11, MCI_PLAY, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);

								}
								if (CurrentNPC.GetLink() == 3)
								{								
									gugu = War.selectPoke(CurrentNPC.GetLevel(), CurrentNPC.GetSelect());
									addExp = pika.getAddExp() - 3 * (pika.getLevel() - gugu->getLevel()); //적 레벨에 내 레벨을 뺀후 곱하기 3의 경험치 패널티
									if (addExp <= 0)
										addExp = 1;
									interrupt = battle = true;
									CurrentBattlePoke = CurrentNPC.GetSelect();
									if (Map.map_number == 8) { // 로켓단 보스들과의 브금.
										mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
										mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
										nowplaying = 13;
										mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);
									}
									else {
										mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
										mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
										nowplaying = 6;
										mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY| MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);

									}
									OK = false;
									BattleTalk = 1;
									arrow.SetObjects(9, 8);
									Map.Loading_Map(list_DB[0]);
								}
								else if (CurrentNPC.GetLink() == 2) {
									if (!YesNo && Answer == -1) {
										YesNo = true;
										arrow.SetObjects(12, 5);
										X_Answer = 12;
										Y_Answer = 5;
										Map.Loading_Map(list_DB[0]);
									}
									else if (Answer != -1) {
										if (Answer == 0) {
											CurrentNPC.SetYesNext();
											Answer = -1;
										}
										else if (Answer == 1) {
											CurrentNPC.SetNoNext();
											Answer = -1;
										}
									}
								}
								else {
									interrupt = Talk = CurrentNPC.GetLink();
									CurrentNPC.SetYesNext();
								}
							}
						}
						else if ((CountLoop % LENGTH == 0) && (wait > 0))
						{
							wait--;
						}
						else {
							CountLoop += steps[adjust];
						}
					}
					// 배틀
					if (OK && battle && ((BattleTalk == 2) || (BattleTalk == 3)))
					{
						// 후공은 자동
						if (BattleTalk == 3) {
							RamdomSkill = GenRand(1, 2);
							War.opponentTurn(&pika, gugu, RamdomSkill);
							
							OK = false;
							Answer = -1;
						}
						// X 선택시 스킬 창이면 스킬창 끔
						else if (keys['X']) {
							keys['X'] = 0;
							if (!skill) {
								interrupt = battle = false;
								arrow.SetObjects(20, 20);
								player.SetObjects(player.x, player.y);
								Map.Loading_Map(map_DB[Map.map_number]);
								CountLoop = LENGTH;
							}
							else if (skill) {
								skill = false;
								arrow.SetObjects(9, 8);
							}
						}
						/*	선택.
						*	-3 : 스킬 1번, -2 : 스킬 2번
						*	 0 : 싸운다		3 : x
						*	 1 : x			4 : 도망가다
						*/
						else if (keys['Z']) {
							keys['Z'] = 0;
							Answer = arrow.x - 9 + arrow.y - 8;
							if (OK && (Answer == -3 || Answer == -2)) {
								// 스킬 선택 했으면
								if (BattleTalk == 2) {
									mciSendCommand(8, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(8, MCI_PLAY, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
									skill = false;
									War.playerTurn(&pika, gugu, Answer + 3);
									
									OK = false;
								}
							}
							// 싸운다
							else if (Answer == 0) {
								skill = true;
								arrow.SetObjects(7, 7);
								CountLoop = LENGTH;
							}
							// 도망간다
							else if (Answer == 4) {
								interrupt = battle = BattleTalk = OK = false;
								arrow.SetObjects(20, 20);
								player.SetObjects(player.x, player.y);
								Map.Loading_Map(map_DB[Map.map_number]);
								CountLoop = LENGTH;
								Answer = -1;
							}
						}
						else
						{
							arrow.MovementByKeyInput(VK_LEFT);
							arrow.MovementByKeyInput(VK_UP);
							arrow.MovementByKeyInput(VK_RIGHT);
							arrow.MovementByKeyInput(VK_DOWN);
							arrow.SetObjects(arrow.x, arrow.y);
						}
					}
					if (BattleTalk && !OK)
					{
						if (keys['X'] || keys['Z']) {
							keys['X'] = keys['Z'] = false;
							if (BattleTalk == 1) {
								OK = true;
								BattleTalk++;
								
							}
							else if (BattleTalk == 2) {
								OK = true;
								BattleTalk++;
								
								if (0 >= gugu->getVital()) {
									BattleTalk = 4;
									OK = false;
									
								}
								else {
									mciSendCommand(8, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(8, MCI_PLAY, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);

								}
							}
							else if (BattleTalk == 3) {
								if(0 >= pika.getVital()) {
									BattleTalk = 7;
									gameover = true;
								}
								else {	
									OK = true;
									BattleTalk--;
								}
								arrow.SetObjects(9, 8);
							}
							else if (BattleTalk == 4) {
								pika.ExpUp(gugu->getLevel());
								OK = false;
								BattleTalk = 5;
								if (nowplaying == 9)
								{ // 야생 포켓몬 브금이라면? 와일드 포켓몬 승리 재생
									mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									nowplaying = 10;
									mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);
								}
								else
								{ // 트레이너 배틀 브금이라면? 트레이너 배틀 승리 재생
									mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
									mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
									nowplaying = 7;
									mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);


								}
							}
							else if (BattleTalk == 5) {

								OK = false;
								BattleTalk = 6;
							}
							// 배틀 끝
							else if (BattleTalk == 6) {
								delete gugu;
								BattleTalk = 0;
								interrupt = battle = false;
								CountLoop = LENGTH;
								Answer = -1;
								arrow.SetObjects(20, 20);
								if (gameover)
								{
									/*	게임 오버
									*	전에 싸우던 상대방 NoNext, HP 리셋, 나의 HP 리셋
									*	센터 앞으로 위치 리셋, 맵 리셋, npc 리셋
									*/
									if (player.tile != 1) {
										CurrentNPC.SetNoNext();
									}
									Map.DeleteNPC();
									pika.Heal();
									gameover = Talk = false; 
									CountLoop = 0;
									Map.IsMap = true; 
									Map.map_number = 0;
									player.direct = 3; 
									player.x = 8; 
									player.y = 5;
									player.tile = 0;
								}
								else {
									interrupt = Talk = false;
									if (player.tile != 1) {
										CurrentNPC.SetYesNext();
										CurrentNPC.SetDeletePoke();
									}
								}
								player.SetObjects(player.x, player.y);
								Map.Loading_Map(map_DB[Map.map_number]);

								mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
								mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
								nowplaying = BGM_map[Map.map_number] + 1;
								mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);
							}
							else if (BattleTalk == 7) {
								OK = false;
								BattleTalk = 6;
							}
						}
					}
				}
				else {
					// 멈춰있을때 메뉴 부름
					if (keys['X'] && !player.WalkAnimation(CountLoop)) {
						isMenuOn = !isMenuOn;
						interrupt = true;
						arrow.SetObjects(11, 0);
						Map.Loading_Map(list_DB[0]);
						keys['X'] = 0;
					}
					// npc 말걸기
					else if (keys['Z'] && !player.WalkAnimation(CountLoop)) {
						// z 눌렀을때 앞이 NPC 인지 확인
						if (Map.Check_Map(player.x + (player.direct - 1) % 2, player.y + (player.direct - 2) % 2) == 5) {
							// 맞다면 누군지 탐색
							for (loop1 = 0; loop1 < Map.num_npc; loop1++) {
								if ((Map.NPC[loop1].x == player.x + (player.direct - 1) % 2) && 
									(Map.NPC[loop1].y == player.y + (player.direct - 2) % 2)) {
									TalkNPC = loop1;
									Map.NPC[loop1].Check_Direct((player.direct + 2) % 4);
									break;
								}
							}
							if (TalkNPC != -1) {
								interrupt = Talk = true;
								keys['Z'] = 0;
								wait = 8;
								CountLoop = 0;
								Answer = -1;
							}
						}
						else TalkNPC = -1;
					}
					else {
						if (player.Check_Stop() && (Map.Check_Map(player.x, player.y) == 3))
						{
							Map.DeleteNPC();
							Map.Link_Map(&(player.x), &(player.y));
							Map.Loading_Map(map_DB[Map.map_number]);
							player.SetObjects(player.x, player.y);
							if (nowplaying != BGM_map[Map.map_number] + 1)
							{
								mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
								mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
								nowplaying = BGM_map[Map.map_number] + 1;
								mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);
							}
							CountLoop = 0;
						}
						if (player.Check_Stop() && MEET)
						{
							if (GenRand(0, 10) == 10) {
								MEET = false;
								CurrentBattlePoke = GenRand(1,2) + Map.map_number;
								gugu = War.selectPoke(CurrentBattlePoke + GenRand(0,1), CurrentBattlePoke);
								addExp = pika.getAddExp() - 3 * (pika.getLevel() - gugu->getLevel()); //적 레벨에 내 레벨을 뺀후 곱하기 3의 경험치 패널티
								if (addExp <= 0)
									addExp = 1;
								interrupt = battle = true;

								mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
								mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
								nowplaying = 9; // 야생 전투 음악 재생!
								mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);

								OK = false;
								BattleTalk = 1;
								arrow.SetObjects(9, 8);
								Map.Loading_Map(list_DB[0]);
							}
							else {
								MEET = false;
							}
						}
						// 로켓단이 플레이어에게 싸움을 건다
						if (player.Check_Stop() && Map.Check_Map(player.x, player.y) == 6)
						{
							
							TalkNPC = Map.map_array[player.x][player.y] / 10;
							if (CurrentNPC.GetSelect() != 0) {
								wait = 8;
								//keys['Z'] = true;
								CountLoop = 0;
								interrupt = Talk = true;
								Answer = -1;
								mciSendCommand(nowplaying, MCI_STOP, MCI_NOTIFY, (DWORD)(LPVOID)&mciPlay);
								mciSendCommand(nowplaying, MCI_SEEK, MCI_SEEK_TO_START, (DWORD)(LPVOID)&mciPlay);
								nowplaying = 12;
								mciSendCommand(nowplaying, MCI_PLAY, MCI_NOTIFY | MCI_DGV_PLAY_REPEAT, (DWORD)(LPVOID)&mciPlay);

							}
							else {
								Map.map_array[player.x][player.y] = 1;
							}
						}

						//방향키 입력 받으면 움직임
						player.MovementByKeyInput(VK_LEFT);
						player.MovementByKeyInput(VK_UP);
						player.MovementByKeyInput(VK_RIGHT);
						player.MovementByKeyInput(VK_DOWN);



						player.WalkAnimation(CountLoop);

						// Move player from (fx, fy) to (x, y)
						player.MoveObject(steps[adjust], CountLoop);
						CountLoop += steps[adjust];

					}
				}
			}
		}
	}

	//Shutdown
	KillGLWindow();
	return (msg.wParam);
}