void ColoredCubeApp::initApp() { D3DApp::initApp(); //input->initialize(getMainWnd(), false); //audio->initialize(); float boxScale = 0.5f; float collisionFixFactor = 1.1f; currentBullet = 0; explosionTimer = 0; explosionRunning = false; shotRelease = true; // increments when you run into a cube // just for now score = 0; mAxes.init(md3dDevice, 1.0f); mEnemy.init(md3dDevice, .5f, RED); mPlayer.init(md3dDevice, .5f, BLUE); mBullet.init(md3dDevice, .25f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 0.0f)); particleBox.init(md3dDevice, .01f, GREEN); particleBox2.init(md3dDevice, .04f, RED); starBox.init(md3dDevice, 0.05f, WHITE); //mBox.init(md3dDevice, boxScale); mLine.init(md3dDevice, 1.0f); //mTriangle.init(md3dDevice, 1.0f); //mQuad.init(md3dDevice, 10.0f); mQuad.init(md3dDevice, 0.0f); gameObject1.init(&mPlayer, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5.0f,1.0f); //gameObject1.init(&mBox, sqrt(2.0f), Vector3(6,.5,0), Vector3(0,0,0), 5000.0f,1.0f); gameObject1.setRadius(gameObject1.getRadius()*boxScale*collisionFixFactor); int step = 2; for (int i = 0; i < MAX_NUM_ENEMIES; i++) { enemyObjects[i].init(&mEnemy, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 8.0f, 1); //enemyObjects[i].init(&mBox, sqrt(2.0), Vector3(-5,.5,step*i - 3.8), Vector3(1,0,0), 3000.0f, 1); enemyObjects[i].setRadius(enemyObjects[i].getRadius()*boxScale * collisionFixFactor); enemyObjects[i].setInActive(); } for (int i = 0; i < MAX_NUM_BULLETS; i++) { playerBullets[i].init(&mBullet, 0.5f, Vector3(0,0,0), Vector3(-12,0,0), 0.0f, 1); playerBullets[i].setInActive(); } for (int i = 0; i < MAX_NUM_EXP_PARTICLES; i++) { if(i%5 == 0)particles[i].init(&particleBox2, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1); else particles[i].init(&particleBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1); particles[i].setInActive(); } for (int i = 0; i < MAX_NUM_STARS; i++) { stars[i].init(&starBox, 0.5f, Vector3(0,0,0), Vector3(0,0,0), 7000.0f, 1); stars[i].setActive(); } buildFX(); buildVertexLayouts(); audio = new Audio(); if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0') // if sound files defined { if (!audio->initialize()) { } /*if( FAILED( hr = audio->initialize() ) ) { if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) ) throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found.")); else throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system.")); }*/ } enemyBuffer.resetClock(); shotBuffer.resetClock(); gameTimer.resetClock(); D3DXVECTOR3 pos(10.0f, 2.0f, 0.0f); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); //Camera Object camera.init(pos, Vector3(0,0,0), Vector3(0,0,0)); camera.setPerspective(); // camera cameraPos = pos; audio->playCue(BKG); //Places stars in scene placeStars(); }