//----SET void TBox::CreateBox(unsigned int m_iColor, const bool bText, const bool bSprite, const bool bLine) { if (m_pTextSprite == nullptr && bText) { m_pTextSprite = GfxTextSpriteCreate(); GfxSpriteSetFilteringEnabled(m_pTextSprite, true); } m_bIsDrawable = true; if (bLine) { //Line m_pLineSprite = GfxLineSpriteCreate(); } if (bSprite) { //Image TGfxImage * pImage = GfxImageCreate(1, 1); GfxImageGetData(pImage)[0] = EGfxColor_White; TGfxTexture * pTexture = GfxTextureCreate(pImage); m_pSprite = GfxSpriteCreate(pTexture); GfxSpriteSetFilteringEnabled(m_pSprite, false); GfxSpriteSetPivot(m_pSprite, 0.5f, 0.5f); SetColor(m_iColor); } }
void MainMenu::Create() { g_tMainMenuBackgroundTexture = GfxTextureLoad("gfx/menu.tga"); g_tMainMenuBackgroundSprite = GfxSpriteCreate(g_tMainMenuBackgroundTexture); GfxSpriteSetFilteringEnabled(g_tMainMenuBackgroundSprite, false); GfxSpriteSetPosition(g_tMainMenuBackgroundSprite, 0, 0); }
void TBox::CreateSpriteBox(TGfxTexture * pTexture) { m_bIsDrawable = true; m_pSprite = GfxSpriteCreate(pTexture); int iSizeX = GfxSpriteGetSizeX(m_pSprite); int iSizeY = GfxSpriteGetSizeY(m_pSprite); GfxSpriteSetFilteringEnabled(m_pSprite, false); GfxSpriteSetPivot(m_pSprite, iSizeX / 2.0f, iSizeY / 2.0f); SetBox(TGfxVec2(0.0f, 0.0f), (float)iSizeX, (float)iSizeY); }
void TLemmings::Spawn(TGfxVec2 tPosition) { m_tLemmingSprite = GfxSpriteCreate(tMainTexture); GfxSpriteSetCutout(m_tLemmingSprite, 0, 0, 16, 16); GfxSpriteSetFilteringEnabled(m_tLemmingSprite, false); GfxSpriteSetPosition(m_tLemmingSprite, tPosition.x, tPosition.y); m_tPosition = tPosition; g_iLemmingsCpt++; }
TGfxSprite * CreateTile(const TGfxTexture * g_pTexture, const int iPosX, const int iPosY, const int iTileX, const int iTileY) { TGfxSprite * pSprite = GfxSpriteCreate(g_pTexture); // On crée pSprite et on y met la la variable de la texture chargée GfxSpriteSetScale(pSprite, float(SCALE), float(SCALE)); // On choisis la taille du sprite appellé pSprite GfxSpriteSetFilteringEnabled(pSprite, false); // On désactive le filtering ( à laisse ) GfxSpriteSetCutout(pSprite, iPosX * TILE_SIZE, iPosY * TILE_SIZE, TILE_SIZE, TILE_SIZE); // On choisis ce qui sera affiché sur un sprite, ici on choisis la taille et la position du sprite dans la texture GfxSpriteSetPosition(pSprite, float(SCALE) * TILE_SIZE * iTileX, float(SCALE) * TILE_SIZE * iTileY); // On choisis où l'afficher return pSprite; // toujours mettre le return à la fin car ça sort de la fonction. }
void TBox::CreateTextBox(const char * pName) { m_bIsDrawable = true; m_pTextSprite = GfxTextSpriteCreate(); GfxSpriteSetFilteringEnabled(m_pTextSprite, false); GfxTextSpritePrintf(m_pTextSprite, pName); int iSizeX = GfxSpriteGetSizeX(m_pTextSprite); int iSizeY = GfxSpriteGetSizeY(m_pTextSprite); GfxSpriteSetPivot(m_pTextSprite, iSizeX / 2.0f, iSizeY / 2.0f); SetBox(TGfxVec2(0.0f, 0.0f), (float)iSizeX, (float)iSizeY); }
void TBox::CreateSpriteBox(TGfxTexture * pTexture, const int iTextureSize, int iTileX, int iTileY, int iTextureSizeY) { iTextureSizeY = (iTextureSizeY != 0) ? iTextureSizeY : iTextureSize; m_bIsDrawable = true; m_pSprite = GfxSpriteCreate(pTexture); GfxSpriteSetFilteringEnabled(m_pSprite, false); GfxSpriteSetCutout(m_pSprite, iTileX*iTextureSize, iTileY*iTextureSizeY, iTextureSize, iTextureSizeY); GfxSpriteSetPivot(m_pSprite, iTextureSize / 2.0f, iTextureSizeY / 2.0f); SetBox(TGfxVec2(0.0f, 0.0f), (float)iTextureSize, (float)iTextureSizeY); }
void TPlayer::Initialize(int x, int y, int TILE_SIZE, int SCALE) { TGfxTexture * pTexture = GfxTextureLoad("gfx/tileset.tga"); m_pSpritePlayer = GfxSpriteCreate(pTexture); GfxSpriteSetScale(m_pSpritePlayer, float(SCALE), float(SCALE)); GfxSpriteSetFilteringEnabled(m_pSpritePlayer, false); GfxSpriteSetCutout(m_pSpritePlayer, x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE); GfxSpriteSetPosition(m_pSpritePlayer, ((GfxGetDisplaySizeX() / 2) - ((GfxSpriteGetSizeX(m_pSpritePlayer)*(GfxSpriteGetScaleX(m_pSpritePlayer)) / 2))), ((GfxGetDisplaySizeY() / 2) - ((GfxSpriteGetSizeY(m_pSpritePlayer)*(GfxSpriteGetScaleY(m_pSpritePlayer)) / 2)))); }
void TLemmings::ChangeColor(const int Color) // 0 = Grey, 1 = Red, 2 = Green { m_iColor = Color; GfxSpriteDestroy(m_tLemmingSprite); m_tLemmingSprite = GfxSpriteCreate(tMainTexture); GfxSpriteSetCutout(m_tLemmingSprite, m_iColor * 16, 0, 16, 16); GfxSpriteSetFilteringEnabled(m_tLemmingSprite, false); GfxSpriteSetPosition(m_tLemmingSprite, m_tPosition.x, m_tPosition.y); }
TGfxSprite * CreateTile(const TGfxTexture * g_pTexture, const int g_iPosX, const int g_iPosY, const int iTileX, const int iTileY) { TGfxSprite * pSprite = GfxSpriteCreate(g_pTexture); GfxSpriteSetScale(pSprite, float(SCALE), float(SCALE)); GfxSpriteSetFilteringEnabled(pSprite, false); GfxSpriteSetCutout(pSprite, g_iPosX * TILE_SIZE, g_iPosY * TILE_SIZE, TILE_SIZE, TILE_SIZE); GfxSpriteSetPosition(pSprite, float(SCALE) * TILE_SIZE * iTileX, float(SCALE) * TILE_SIZE * iTileY); GfxSpriteSetPivot(pSprite, TILE_SIZE / 2, TILE_SIZE / 2); // Change le point de collision de tout les tile créés comme ça return pSprite; // toujours mettre le return à la fin car ça sort de la fonction. }
void TBuilding::Create(const int iPosX, const int iPosY, const int iBuildingNumber, const int SCALE) { this->iPosX = iPosX * SCALE; this->iPosY = iPosY * SCALE; TBuilding::m_tBuildingNumberSprite = GfxTextSpriteCreate(); if (iBuildingNumber < 9) // Rajoute un 0 devant les nombres plus petit que 10 pour qu'ils aient tous la même taille { GfxTextSpritePrintf(this->m_tBuildingNumberSprite, "0%d", (iBuildingNumber+1)); } else { GfxTextSpritePrintf(this->m_tBuildingNumberSprite, "%d", (iBuildingNumber+1)); } GfxSpriteSetFilteringEnabled(this->m_tBuildingNumberSprite, false); GfxSpriteSetPosition(this->m_tBuildingNumberSprite, float((iPosX * SCALE) + ((SCALE / 2) - (GfxSpriteGetSizeX(this->m_tBuildingNumberSprite) / 2))), float((iPosY * SCALE) + ((SCALE / 2) - (GfxSpriteGetSizeY(this->m_tBuildingNumberSprite) / 2)))); GfxSpriteSetColor(this->m_tBuildingNumberSprite, GfxColor(0, 0, 0, 255)); }
void ChangeColor(int iPosX, int iPosY, int iImgSizeX) { GfxTextureDestroy(g_pBackgroundTexture); GfxSpriteDestroy(g_pBackgroundSprite); g_pData = GfxImageGetData(g_pBackgroundImage); const int iIndex = iPosX + (iPosY * iImgSizeX); if (g_pData[iIndex] == GfxColor(255, 0, 0, 255)) { g_pData[iIndex] = EGfxColor_White; } else { g_pData[iIndex] = EGfxColor_Red; } g_pBackgroundTexture = GfxTextureCreate(g_pBackgroundImage); g_pBackgroundSprite = GfxSpriteCreate(g_pBackgroundTexture); GfxSpriteSetScale(g_pBackgroundSprite, 32, 32); GfxSpriteSetFilteringEnabled(g_pBackgroundSprite, false); }
void Initialize() { g_pBackgroundImage = GfxImageLoad("map.tga"); g_pData = GfxImageGetData(g_pBackgroundImage); const int iImgSizeX = GfxImageGetSizeX(g_pBackgroundImage); const int iImgSizeY = GfxImageGetSizeY(g_pBackgroundImage); for (int y = 0; y < iImgSizeY; ++y) { for (int x = 0; x < iImgSizeX; ++x) { const int iIndex = x + (y * iImgSizeX); if (g_pData[iIndex] == GfxColor(0, 0, 255, 255) || g_pData[iIndex] == GfxColor(255, 0, 0, 255) || g_pData[iIndex] == GfxColor(0, 255, 0, 255)) { g_pData[iIndex] = EGfxColor_White; } } } g_pBackgroundTexture = GfxTextureCreate(g_pBackgroundImage); g_pBackgroundSprite = GfxSpriteCreate(g_pBackgroundTexture); GfxSpriteSetScale(g_pBackgroundSprite, 32, 32); GfxSpriteSetFilteringEnabled(g_pBackgroundSprite, false); g_pSpriteIncome = GfxTextSpriteCreate(); GfxTextSpritePrintf(g_pSpriteIncome, "revenue: $%d", g_iIncome); GfxSpriteSetFilteringEnabled(g_pSpriteIncome, false); GfxSpriteSetScale(g_pSpriteIncome, 2, 2); GfxSpriteSetPosition(g_pSpriteIncome, float((GfxGetDisplaySizeX() / 2) - GfxSpriteGetSizeX(g_pSpriteIncome)), 290); GfxSpriteSetColor(g_pSpriteIncome, GfxColor(255, 255, 255, 255)); TGfxImage * pMapImage = GfxImageLoad("map.tga"); const int iSecondImgSizeX = GfxImageGetSizeX(pMapImage); const int iSecondImgSizeY = GfxImageGetSizeY(pMapImage); for (int i = 0; i < 3; i++) // Boucle créant les numéros sur les buildings { for (int y = 0; y < iSecondImgSizeY; ++y) { for (int x = 0; x < iSecondImgSizeX; ++x) { const int iIndex = x + (y * iSecondImgSizeX); if (i == 0) { if (GfxImageGetData(pMapImage)[iIndex] == GfxColor(255, 0, 0, 255)) // RED CHECKING & CREATING { g_tBuilding[g_iBuildingCount].Create(x, y, g_iBuildingCount, SCALE); g_iBuildingCount++; } } else if (i == 1) { if (GfxImageGetData(pMapImage)[iIndex] == GfxColor(0, 255, 0, 255)) // GREEN CHECKING & CREATING { g_tBuilding[g_iBuildingCount].Create(x, y, g_iBuildingCount, SCALE); g_iBuildingCount++; } } else if (i == 2) { if (GfxImageGetData(pMapImage)[iIndex] == GfxColor(0, 0, 255, 255)) // BLUE CHECKING & CREATING { g_tBuilding[g_iBuildingCount].Create(x, y, g_iBuildingCount, SCALE); g_iBuildingCount++; } } } } } GfxImageDestroy(pMapImage); }
void Update() { //Effacer le sprite et texture de la mémoire if (g_pSprite != nullptr) { GfxSpriteDestroy(g_pSprite); g_pSprite = nullptr; // Libert l'adresse mémoire du sprite } if (g_pTexture != nullptr) { GfxTextureDestroy(g_pTexture); g_pTexture = nullptr; } TCamera tCamera; TSphere tSphere[MAX_SPHERES]; TPlan tPlan; tPlan.m_tPosition = TGfxVec3(0, -5, 0); tSphere[0].m_tPosition = TGfxVec3(-1, 0, 8); tSphere[0].m_tColor = TGfxVec3(255, 0, 0); tSphere[1].m_tPosition = TGfxVec3(-3, 0, 8); tSphere[1].m_tColor = TGfxVec3(255, 255, 0); tSphere[2].m_tPosition = TGfxVec3(1, 0, 8); tSphere[2].m_tColor = TGfxVec3(0, 0, 255); tSphere[3].m_tPosition = TGfxVec3(3, 0, 8); tSphere[3].m_tColor = TGfxVec3(255, 255, 0); tSphere[4].m_tPosition = TGfxVec3(0, 1, 8); tSphere[4].m_tColor = TGfxVec3(255, 0, 0); tSphere[5].m_tPosition = TGfxVec3(0, -1, 8); tSphere[5].m_tColor = TGfxVec3(0, 0, 255); tSphere[6].m_tPosition = TGfxVec3(0, -3, 8); tSphere[6].m_tColor = TGfxVec3(255, 255, 0); tSphere[7].m_tPosition = TGfxVec3(0, 3, 8); tSphere[7].m_tColor = TGfxVec3(255, 255, 0); tSphere[8].m_tPosition = TGfxVec3(-2, -2, 8); tSphere[8].m_tColor = TGfxVec3(255, 255, 0); tSphere[9].m_tPosition = TGfxVec3(-2, 2, 8); tSphere[9].m_tColor = TGfxVec3(255, 255, 0); tSphere[10].m_tPosition = TGfxVec3(2, 2, 8); tSphere[10].m_tColor = TGfxVec3(255, 255, 0); tSphere[11].m_tPosition = TGfxVec3(2, -2, 8); tSphere[11].m_tColor = TGfxVec3(255, 255, 0); tCamera.m_tPosition = TGfxVec3(g_fx, g_fy, g_fz); tCamera.m_fFOV = 120.f; tCamera.Render(g_pImage, tSphere, tPlan); g_pTexture = GfxTextureCreate(g_pImage); g_pSprite = GfxSpriteCreate(g_pTexture); GfxSpriteSetScale(g_pSprite, float(SCALE_FACTOR), float(SCALE_FACTOR)); GfxSpriteSetFilteringEnabled(g_pSprite, false); if (GfxInputIsPressed(EGfxInputID_KeyArrowUp)) { g_fy += 0.1f; } if (GfxInputIsPressed(EGfxInputID_KeyArrowDown)) { g_fy -= 0.1f; } if (GfxInputIsPressed(EGfxInputID_KeyArrowRight)) { g_fx += 0.1f; } if (GfxInputIsPressed(EGfxInputID_KeyArrowLeft)) { g_fx -= 0.1f; } if (GfxInputIsPressed(EGfxInputID_KeyCharS)) { g_fz -= 0.1f; } if (GfxInputIsPressed(EGfxInputID_KeyCharZ)) { g_fz += 0.1f; } }