void DemoScreenControllerInstructions::Start() { //Some TextActors warning you of the hazards to come. String explanation = "These next two screens show how we get input from an Xbox 360 controller"; explanation += "\n\nIf you don't have or don't care about the controller, "; explanation += "\nthey'll be a little boring. Feel free to skip."; TextActor *t = new TextActor("Console", explanation); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); theWorld.Add(t); //Demo housekeeping below this point. #pragma region Demo housekeeping TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenControllerInstructions.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); #pragma endregion }
void DemoScreenByeBye::Start() { //"Goodnight, Gracie." TextActor *t = new TextActor("Console", "That's all we've got in the demo app."); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); TextActor *t2 = new TextActor("Console", "Make sure to check out the documentation -- there are lots of other features.\n\nhttp://angel-engine.googlecode.com"); t2->SetPosition(0, 2); t2->SetAlignment(TXT_Center); TextActor *t3 = new TextActor("Console", "Press Esc to exit."); t3->SetPosition(0, -1); t3->SetAlignment(TXT_Center); theWorld.Add(t); theWorld.Add(t2); theWorld.Add(t3); //Demo housekeeping below this point. #pragma region Demo housekeeping TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenByeBye.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); #pragma endregion }
void LevelScreen::ReceiveMessage(Message* m) { if(m->GetMessageName() == "FoodConsumed") { std::stringstream ss; m_highscoreCounter += m_snake->getPointMultiplicator(); ss << std::setfill('0') << std::setw(4) << m_highscoreCounter; m_highscore->SetDisplayString(ss.str()); } else if(m->GetMessageName() == "PowerupConsumed") { std::stringstream ss; m_highscoreCounter += m_snake->getPointMultiplicator(); ss << std::setfill('0') << std::setw(4) << m_highscoreCounter; Powerup* powerup = static_cast<Powerup*>(m->GetSender()); if(powerup != NULL) { m_popupText->SetColor(1.f, 1.f, 1.f); m_popupText->SetDisplayString(powerup->getDescription()); m_popupText->ChangeColorTo(Color(1.0,0.0,0.0), 5.0, true, "HidePopup"); theWorld.Add(m_popupText, kUILayer); } } else if(m->GetMessageName() == "HidePopup") { theWorld.Remove(m_popupText); } else if(m->GetMessageName() == "EnterPressed") { theSwitchboard.UnsubscribeFrom(this, "EnterPressed"); theSwitchboard.Broadcast(new Message("ShowMenu")); } else if(m->GetMessageName() == "ObstacleHit") { theWorld.Remove(m_popupText); m_snake->stop(); TextActor* gameOver = new TextActor("popup", "GAME OVER"); gameOver->SetPosition(-4.8f, 4.0f); gameOver->SetColor(1.f, 1.f, 1.f); TextActor* hitEnterText = new TextActor("standard", "Hit [Enter] to get back to menu..."); hitEnterText->SetPosition(-8.8f, 0.0f); hitEnterText->SetColor(1.f, 1.f, 1.f); addRenderable(gameOver, kUILayer); addRenderable(hitEnterText, kUILayer); theSwitchboard.SubscribeTo(this, "EnterPressed"); } }
void DemoScreenPathfinding::Start() { //Set up our obstacle course theWorld.LoadLevel("maze"); //Create the bounding box that will limit the pathfinding search area BoundingBox bounds(Vector2(-20, -20), Vector2(20, 20)); //Create our pathfinding graph. In our 2D worlds, this is a relatively fast // operation -- you shouldn't be doing it every frame, but recalculating every // so often if your world has changed is not inappropriate. theSpatialGraph.CreateGraph( 0.75f, //The size of the entity you want to pathfind (so the generator // can know how small a space can be and still have it fit.) bounds //The search area ); //Create a MazeFinder (class definition below), and put him in the bottom // left corner of the maze MazeFinder *mf = new MazeFinder(); mf->SetPosition(-11.5, -8); theWorld.Add(mf); //Send him to the upper right, watch him scurry mf->GoTo(Vector2(11.5, 8)); //Demo housekeeping below this point. #pragma region Demo housekeeping String description = "This little dude is pathfinding through the area."; description += "\n\nClick the mouse to give him a new target."; description += "\n\nPress [B] to see the pathfinding graph."; TextActor *t = new TextActor("Console", description); t->SetAlignment(TXT_Center); t->SetPosition(0.0f, -5.0f); theWorld.Add(t); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenPathfinding.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(mf); ActorSet walls = theTagList.GetObjectsTagged("maze_wall"); ActorSet::iterator it = walls.begin(); while (it != walls.end()) { _objects.push_back(*it); it++; } #pragma endregion }
void DemoScreenConsole::Start() { //Place the actor from a definition file localActor = a = Actor::Create("simple_actor"); theWorld.Add(a); //Give it a name that our script hooks can latch onto. a->SetName("ForDemoConsole"); //Demo housekeeping below this point. #pragma region Demo housekeeping String explanation = "This demo shows off the console."; explanation += "\n\nPress ~ to open it up. Execute \"add_texture()\", enjoying the tab-completion."; explanation += "\nThen try executing \"change_size(3.14)\" or whatever number suits your fancy."; explanation += "\n\nThe console is a (nearly) fully functional Python interpreter."; explanation += "\nThe sample functions are defined in \"Resources/Scripts/client_start.py\"."; t = new TextActor("Console", explanation); t->SetPosition(0, -3.5f); t->SetAlignment(TXT_Center); theWorld.Add(t); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenConsole.cpp, demo_actors.ini, client_start.py"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(a); #pragma endregion }
void DemoScreenCollisionLevelFile::Start() { //Loads the file from Config\ActorDef\collisionlevel_demo.lvl LoadLevel("collisionlevel_demo"); //All the magic happens in the level file! //Demo housekeeping below this point. #pragma region Demo housekeeping t = new TextActor("Console", "These Actors were also placed using a level file."); t->SetPosition(0, 4.5); t->SetAlignment(TXT_Center); theWorld.Add(t, 10); t2 = new TextActor("Console", "Their physics-related properties came from actor definitions."); t2->SetPosition(0, -3.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2, 10); t3 = new TextActor("Console", "They respond to sound in a data driven way."); t3->SetPosition(0, -4.5); t3->SetAlignment(TXT_Center); theWorld.Add(t3, 10); t4 = new TextActor("Console", "If the only collision response you need is sound, this is easier."); t4->SetPosition(0, -5.5); t4->SetAlignment(TXT_Center); theWorld.Add(t4, 10); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenCollisionLevelFile.cpp, collisionlevel_demo.lvl,"); TextActor *fileLoc2 = new TextActor("ConsoleSmall", " ground_actor.adf, physics_event_actor.adf"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 745)); fileLoc->SetColor(.3f, .3f, .3f); fileLoc2->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc2->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc, 10); theWorld.Add(fileLoc2, 10); _objects.push_back(fileLoc); _objects.push_back(fileLoc2); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); _objects.push_back(t4); ActorSet spawnedActors = tagList.GetObjectsTagged("spawned"); ActorSet::iterator it = spawnedActors.begin(); while (it != spawnedActors.end()) { _objects.push_back(*it); it++; } #pragma endregion }
void DemoScreenInstructions::Start() { //Just some text actors to give instructions. Nothing much to see here. TextActor *t = new TextActor("Console", "This demo is designed to be super simple. Maybe too much so."); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); TextActor *t2 = new TextActor("Console", "Each example is self-contained within the file shown at the bottom left."); t2->SetPosition(0, 2); t2->SetAlignment(TXT_Center); TextActor *t3 = new TextActor("Console", "The files are pretty thoroughly commented, so check them out to see how we do things."); t3->SetPosition(0, 0.5); t3->SetAlignment(TXT_Center); TextActor *t4 = new TextActor("Console", "Press [A] on the 360 Controller to go to the next example, and Back to go back."); t4->SetPosition(0, -3.5); t4->SetAlignment(TXT_Center); theWorld.Add(t); theWorld.Add(t2); theWorld.Add(t3); theWorld.Add(t4); //Demo housekeeping below this point. #pragma region Demo housekeeping TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenInstructions.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); _objects.push_back(t4); #pragma endregion }
void DemoScreenStart::Start() { //TextActors, oddly enough, let you display text! TextActor *t = new TextActor("Console", "Welcome to Angel. This is a quick demo of what we can do."); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); TextActor *t2 = new TextActor("Console", "(press [A] on the 360 controller or space bar to continue)"); t2->SetPosition(0, 2); t2->SetAlignment(TXT_Center); theWorld.Add(t); theWorld.Add(t2); //Demo housekeeping below this point. #pragma region Demo housekeeping TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenStart.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); #pragma endregion }
void CutSceneScreen::Start() { //Demo housekeeping below this point. #pragma region Demo Housekeeping t = new TextActor("Console", "CutSceneScreen"); t->SetPosition(0, 0); t->SetAlignment(TXT_Center); theWorld.Add(t); TextActor *fileLoc = new TextActor("ConsoleSmall", "CutSceneScreen.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); m_objects.push_back(fileLoc); m_objects.push_back(t); #pragma endregion }
void DemoScreenLayeredCollisionLevelFile::Start() { //Give names to some layers so we can reference them more easily theWorld.NameLayer("background", 0); theWorld.NameLayer("foreground", 1); theWorld.NameLayer("hud", 2); //Loads the file from Config\ActorDef\layeredcollisionlevel_demo.lua theWorld.LoadLevel("layeredcollisionlevel_demo"); //All the magic happens in the level file! //Demo housekeeping below this point. #pragma region Demo housekeeping t2 = new TextActor("Console", "These new Actors were assigned layers in their level file."); t2->SetPosition(0, 5.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2, 10); t3 = new TextActor("Console", "Layers can be given string names as well as numbers"); t3->SetPosition(0, 4.5); t3->SetAlignment(TXT_Center); theWorld.Add(t3, 10); t4 = new TextActor("Console", "and assigned to Actors in their definition file or at runtime."); t4->SetPosition(0, 3.5); t4->SetAlignment(TXT_Center); theWorld.Add(t4, 10); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenLayeredCollisionLevelFile.cpp, layeredcollisionlevel_demo.lua"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc, 10); _objects.push_back(fileLoc); _objects.push_back(t2); _objects.push_back(t3); _objects.push_back(t4); ActorSet spawnedActors = theTagList.GetObjectsTagged("spawned"); ActorSet::iterator it = spawnedActors.begin(); while (it != spawnedActors.end()) { _objects.push_back(*it); it++; } #pragma endregion }
void DemoScreenParticleActors::Start() { // Create the particle actor via the Actor Definition system (.adf files) pa = new ParticleActor(); pa->SetColor(1.0f, 1.0f, 1.0f); //Sets the initial color of the particles. // Since the image file we'll be using already // has a color, we set this to pure white. pa->SetSize(Vector2(0.2f, 0.2f)); //The size of each particle, in GL units pa->SetSprite("Resources/Images/Test.png"); //The image file we want to use (otherwise // it'll just be colored squares). pa->SetMaxParticles(500); //The maximum number of particles this system will ever handle. pa->SetParticlesPerSecond(10.0f); //Emission Rate pa->SetParticleLifetime(1.5f); //How long each particles lasts before disappearing pa->SetSpread(MathUtil::Pi); //The angle in radians at which particles will be emitted. pa->SetEndScale(1.0f); //If you want the particles to change size over their lifetimes Color endColor(1.0f, 1.0f, 1.0f, 0.0f); pa->SetEndColor(endColor); //Our particles disappear over time pa->SetEndScale(2.0f); pa->SetSpeedRange(3.0f, 4.0f); //The minimum and maximum range of speeds (so you can have // some variation). pa->SetGravity(Vector2::Zero); //You can pull the particles in a particular direction (default is // downwards, so zero it out if you need to). theWorld.Add(pa); _isActive = true; //lets the mouse events know that they should care //Demo housekeeping below this point. #pragma region Demo Housekeeping t = new TextActor("Console", "Here's a ParticleActor. (Try moving and clicking the mouse!)"); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); theWorld.Add(t); t2 = new TextActor("Console", "Press [B] to change its properties."); t2->SetPosition(0, 2.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenParticleActors.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(pa); #pragma endregion }
void DemoScreenRenderLayers::Start() { //Create overlapping actors a1 = new Actor(); a1->SetSize(5.0f); a1->SetColor(0,0,1); a1->SetPosition(-1, -1); a2 = new Actor(); a2->SetSize(5.0f); a2->SetColor(1,0,0); a2->SetPosition(1, 1); theWorld.Add(a1, 0); //Adding this actor to layer 0 theWorld.Add(a2, 1); //Adding this actor to layer 1 //For your game, you may want to use an enum // or name the layers (see World.cpp or the later // DemoScreenLayeredCollisionLevelFile.cpp for more // information). //Demo housekeeping below this point. #pragma region Demo Housekeeping t1 = new TextActor("Console", "These Actors overlap."); t1->SetPosition(0, 5.5); t1->SetAlignment(TXT_Center); theWorld.Add(t1); t2 = new TextActor("Console", "Use the controller's bumper buttons or \nthe right and left arrow keys to change their layer ordering."); t2->SetPosition(0, 4.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenRenderLayers.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t1); _objects.push_back(t2); _objects.push_back(a1); _objects.push_back(a2); #pragma endregion }
virtual void Start() { if( theTTTGame.GetTurn() == Invalid ) m_square.SetColor( Color3f(0,0,1) ); else if( theTTTGame.GetTurn() == X ) m_square.SetColor( Color3f(1,0,0) ); else m_square.SetColor( Color3f(0,1,0) ); theWorld.Add( &m_square ); TextActor *actor = new TextActor("Console", "Press SPACE to restart"); actor->SetColor(0,0,0); actor->SetPosition(-6, 9); actor->SetAlignment(TXT_Center); theWorld.Add(actor,3); m_objects.push_back(actor); }
void DemoScreenMultipleControllers::Start() { //Create two Actors that we're going to manipulate with the two // controllers. All the actual interesting stuff happens in the // DemoScreenMultipleControllers::Update function. a = new Actor(); a->SetSize(4.0f); a->SetPosition(-4.0f, 0.0f); a->SetColor(1.0f, 1.0f, 0.0f, 0.5f); theWorld.Add(a); a2 = new Actor(); a2->SetSize(4.0f); a2->SetPosition(4.0f, 0.0f); a2->SetColor(1.0f, 1.0f, 0.0f, 0.5f); theWorld.Add(a2); //Demo housekeeping below this point. #pragma region Demo Housekeeping t = new TextActor("Console", "These two actors are connected to different controllers."); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); t2 = new TextActor("Console", "You can use multiple controllers for two-player games."); t2->SetPosition(0, -4); t2->SetAlignment(TXT_Center); t3 = new TextActor("Console", "(If you only have one [or zero] controllers connected, \nthis screen is kind of boring.)"); t3->SetPosition(0, -8); t3->SetAlignment(TXT_Center); theWorld.Add(t); theWorld.Add(t2); theWorld.Add(t3); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenMultipleControllers.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); _objects.push_back(a); _objects.push_back(a2); #pragma endregion }
void DemoScreenRenderLayers::Start() { //Create overlapping actors a1 = new Actor(); a1->SetSize(5.0f); a1->SetColor(0,0,1); a1->SetPosition(-1, -1); a2 = new Actor(); a2->SetSize(5.0f); a2->SetColor(1,0,0); a2->SetPosition(1, 1); theWorld.Add(a1, 0); //Adding this actor to layer 0 theWorld.Add(a2, 1); //Adding this actor to layer 1 //For your game, you will may want to use an // enum for these values so you don't have to // keep the integers straight. //Demo housekeeping below this point. #pragma region Demo Housekeeping t1 = new TextActor("Console", "These Actors overlap."); t1->SetPosition(0, 5.5); t1->SetAlignment(TXT_Center); theWorld.Add(t1); t2 = new TextActor("Console", "Use the controller's bumper buttons to change their layer ordering."); t2->SetPosition(0, 4.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenRenderLayers.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t1); _objects.push_back(t2); _objects.push_back(a1); _objects.push_back(a2); #pragma endregion }
void Shape::collectOrb(PhysicsActor* orb) { String orb_name = orb->GetName(); sysLog.Log("Collected Orb: " + orb_name); _inventory->add_orb(); int num_orbs = _inventory->total_orbs(); String s = "Total orbs: " + IntToString(num_orbs); sysLog.Log(s); theSound.PlaySound(_orbSound, 1.0f); if (num_orbs == 6) { TextActor* t = new TextActor("Console", "You beat the game!", TXT_Center); Vector2 blocky_pos = GetPosition(); t->SetPosition(blocky_pos.X, blocky_pos.Y + 5.0f); theWorld.Add(t, 2); } }
virtual void Start() { Vector2 fULCorner = MathUtil::ScreenToWorld(0, 0); Vector2 fLRCorner = MathUtil::ScreenToWorld(m_screenWidth, m_screenHeight); Vector2 scrnDims( fabs(fLRCorner.X) + fabs(fULCorner.X), fabs(fLRCorner.Y) + fabs(fULCorner.Y) ); float multiplier = 0.8f; float minGridDim = multiplier * MIN(scrnDims.X, scrnDims.Y); float cellSize = minGridDim / float(m_gridSize); theTTTGame.StartGame(cellSize, m_gridSize); theTTTGame.setPlayer1Type(PLAYER1_IS_AI); theTTTGame.setPlayer2Type(PLAYER2_IS_AI); TextActor *actor = new TextActor("Console", "Press SPACE to restart"); actor->SetColor(0,0,0); actor->SetPosition(-6, 9); actor->SetAlignment(TXT_Center); theWorld.Add(actor,3); m_objects.push_back(actor); }
void DemoScreenMovingActor::Start() { //Set up the actor a = new Actor(); a->SetSize(4.0f); a->SetColor(1.0f, 1.0f, 0.0f, 0.5f); theWorld.Add(a); //Demo housekeeping below this point. #pragma region Demo Housekeeping t = new TextActor("Console", "This Actor gets moved around by the left thumbstick. Try it."); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); t2 = new TextActor("Console", "Press [B] to rotate him."); t2->SetPosition(0, -4); t2->SetAlignment(TXT_Center); t3 = new TextActor("Console", "(The camera is a movable Actor, too -- right thumbstick.)"); t3->SetPosition(0, -8); t3->SetAlignment(TXT_Center); theWorld.Add(t); theWorld.Add(t2); theWorld.Add(t3); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenMovingActor.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); _objects.push_back(a); #pragma endregion }
void DemoScreenSimpleActor::Start() { //Creating a new, generic actor is simple. a = new Actor(); //Sizes and coordinates are always in GL units, which can mean whatever you decide they mean // -- our physics packages (Box2D) assumes that they mean meters, though. a->SetSize(5.0f); //R, G, B, [A] a->SetColor(0,0,0); //We have to add it to the world for it to be drawn. All Actors implement Update and Render // methods that get called once per frame. All your logic should happen in the Update function, // and you should only implement Render if you have to do something out of the ordinary. theWorld.Add(a); //Demo housekeeping below this point. #pragma region Demo Housekeeping t = new TextActor("Console", "Here's a simple Actor. (Press [B] to change it.)"); t->SetPosition(0, 3.5); t->SetAlignment(TXT_Center); theWorld.Add(t); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenSimpleActor.cpp"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(a); #pragma endregion }
void DemoScreenDefFile::Start() { //CreateActor loads up an Actor Definition file and makes the actor from it a = Actor::Create("simple_actor"); //string is the file to load from -- // must be located in Config/ActorDef and end with ".lua" //You still need to add it to the world after it's been created theWorld.Add(a); //Demo housekeeping below this point. #pragma region Demo housekeeping t = new TextActor("Console", "This Actor was placed using an archetype from an actor definition file."); t->SetPosition(0, 4.5); t->SetAlignment(TXT_Center); theWorld.Add(t); t2 = new TextActor("Console", "You can be data-driven if you want to!"); t2->SetPosition(0, 3.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenDefFile.cpp, demo_actors.lua"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(a); #pragma endregion }
void DemoScreenLevelFile::Start() { //Loads the file from Config\ActorDef\level_demo.lua // Level files automatically add their actors to the world. theWorld.LoadLevel("level_demo"); //Since the Actors were just added directly to the world, // we don't have handles to them. The level definition // gave them the tag "spawned," so we can get them that way. ActorSet spawnedActors = theTagList.GetObjectsTagged("spawned"); ActorSet::iterator it = spawnedActors.begin(); while (it != spawnedActors.end()) { //Can check Individual actors for tags as well. if ((*it)->IsTagged("left-tilted")) { (*it)->SetRotation(25.0f); } else if ((*it)->IsTagged("right-tilted")) { (*it)->SetRotation(-25.0f); } //Applying tags (*it)->Tag("rotated"); //Removing tags (*it)->Untag("spawned"); it++; } //Demo housekeeping below this point. #pragma region Demo housekeeping t = new TextActor("Console", "These Actors were placed and tagged (\"left-tilted\""); t->SetPosition(0, 5.5); t->SetAlignment(TXT_Center); theWorld.Add(t); t2 = new TextActor("Console", "and \"right-tilted\") using a level definition file."); t2->SetPosition(0, 4.5); t2->SetAlignment(TXT_Center); theWorld.Add(t2); t3 = new TextActor("Console", "Then their rotations were set based on those tags."); t3->SetPosition(0, -4.5); t3->SetAlignment(TXT_Center); theWorld.Add(t3); TextActor *fileLoc = new TextActor("ConsoleSmall", "DemoScreenLevelFile.cpp, level_demo.lua"); fileLoc->SetPosition(MathUtil::ScreenToWorld(5, 763)); fileLoc->SetColor(.3f, .3f, .3f); theWorld.Add(fileLoc); _objects.push_back(fileLoc); _objects.push_back(t); _objects.push_back(t2); _objects.push_back(t3); it = spawnedActors.begin(); while (it != spawnedActors.end()) { _objects.push_back(*it); it++; } #pragma endregion }