void TBox::SetScale(const float fScaleX,const float fScaleY) { m_fScale = fScaleY; if (m_pSprite != nullptr) GfxSpriteSetScale(m_pSprite, fScaleX, fScaleY); if (m_pTextSprite != nullptr) GfxSpriteSetScale(m_pTextSprite, fScaleX, fScaleY); }
void TBox::SetScale(const float fScale) { m_fScale = fScale; if (m_pSprite != nullptr) GfxSpriteSetScale(m_pSprite, m_fScale, m_fScale); if (m_pTextSprite != nullptr) GfxSpriteSetScale(m_pTextSprite, m_fScale, m_fScale); }
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 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)))); }
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 Initialize() { int sizeX = (GfxGetDisplaySizeX() / 2); int sizeY = (GfxGetDisplaySizeY() / 2); g_pLines = GfxLineSpriteCreate(); g_pLines2 = GfxLineSpriteCreate(); ArcheoStuffs::DrawCircle(g_pLines, TGfxVec2(0, 0), 8, GfxColor(255, 255, 0, 255), true); // Player creation for (int i = 0; i < g_iNbrCave; i++) { g_bCaveSearched[i] = false; } g_pImage = GfxImageCreate(1,1); unsigned int * pData = GfxImageGetData(g_pImage); *pData = EGfxColor_White; g_pTexture = GfxTextureCreate(g_pImage); g_pSpritePlayer = GfxSpriteCreate(g_pTexture); g_pSpriteBase = GfxSpriteCreate(g_pTexture); GfxSpriteSetScale(g_pSpritePlayer, 16, 16); GfxSpriteSetColor(g_pSpritePlayer, GfxColor(255, 255, 0, 255)); g_TPlayerData.iPos = TGfxVec2(sizeX - 8, sizeY - 8); g_TPlayerData.iPosX = sizeX - 8; g_TPlayerData.iPosY = sizeY - 8; GfxSpriteSetScale(g_pSpriteBase, 32, 32); GfxSpriteSetColor(g_pSpriteBase, GfxColor(0, 255, 0, 255)); GfxSpriteSetPosition(g_pSpriteBase, sizeX-16, sizeY-16); for (int i = 0; i < g_iNbrCave; i++) { ArcheoStuffs::CreateCave(i); } }
TFade::TFade() { #ifndef TFA_FRESH TGfxTexture * m_pFadeTexture = GfxTextureLoad("Data/Hud/Fade_Panel.tga"); m_pFadeSprite = GfxSpriteCreate(m_pFadeTexture); float fScaleX = (GfxSpriteGetSizeY(m_pFadeSprite)*1.0f) / (GfxGetDisplaySizeY()*1.0f); GfxSpriteSetScale(m_pFadeSprite, 1.0f / fScaleX, 1.0f / fScaleX); float offset = GfxSpriteGetSizeX(m_pFadeSprite)*(1.0f / fScaleX) - GfxGetDisplaySizeX(); GfxSpriteSetPosition(m_pFadeSprite, -offset / 2.0f, 0); #endif m_fFadingDurationToBlack = 0.75f; m_fFadingDurationToClear = 0.5f; m_eFadeState = FADE_CLEAR; m_fOpacity = 0; }
void CreateCave(int ActCave) { g_pCave[ActCave].iScale = GfxMathGetRandomInteger(32, 64); bool Collisioned = true; do { g_pCave[ActCave].iPosX = (GfxMathGetRandomInteger(g_pCave[ActCave].iScale, GfxGetDisplaySizeX() - g_pCave[ActCave].iScale)); g_pCave[ActCave].iPosY = (GfxMathGetRandomInteger(g_pCave[ActCave].iScale, GfxGetDisplaySizeY() - g_pCave[ActCave].iScale)); Collisioned = false; for (int e = 0; e < ActCave; e++) { if (!(g_pCave[ActCave].iPosX > g_pCave[e].iPosX + g_pCave[e].iScale + 20) && !(g_pCave[ActCave].iPosX < g_pCave[e].iPosX - g_pCave[ActCave].iScale - 20) && !(g_pCave[ActCave].iPosY < g_pCave[e].iPosY - g_pCave[ActCave].iScale - 20) && !(g_pCave[ActCave].iPosY > g_pCave[e].iPosY + g_pCave[e].iScale + 20)) { Collisioned = true; } } if (ActCave == 0) { Collisioned = false; } } while (Collisioned == true); g_pCave[ActCave].pLines = GfxLineSpriteCreate(); ArcheoStuffs::DrawCircle(g_pCave[ActCave].pLines, TGfxVec2(0, 0), g_pCave[ActCave].iScale / 2, EGfxColor_Blue, false); GfxSpriteSetPosition(g_pCave[ActCave].pLines, g_pCave[ActCave].iPosX, g_pCave[ActCave].iPosY); g_pCave[ActCave].g_pSpriteCave = GfxSpriteCreate(g_pTexture); GfxSpriteSetPivot(g_pCave[ActCave].g_pSpriteCave, 0.5, 0.5); GfxSpriteSetScale(g_pCave[ActCave].g_pSpriteCave, g_pCave[ActCave].iScale, g_pCave[ActCave].iScale); GfxSpriteSetColor(g_pCave[ActCave].g_pSpriteCave, GfxColor(0, 0, 255, 255)); GfxSpriteSetPosition(g_pCave[ActCave].g_pSpriteCave, g_pCave[ActCave].iPosX, g_pCave[ActCave].iPosY); g_iNbrCaveCreated++; }
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 Update() { const int iMPosX = int(GfxGetCurrentMouseX()); const int iMPosY = int(GfxGetCurrentMouseY()); // Remplacer iMPosX par iiMPosX bool bCollide = true; g_iPosX = int(GfxSpriteGetPositionX(g_pSpriteHero)); // Le deuxieme int sert à forcer un int ! ça retire les virgules probable g_iPosY = int(GfxSpriteGetPositionY(g_pSpriteHero)); const int iTileCountX = GfxGetDisplaySizeX() - 1; // valeur de type INT pour ne pas garder ce qui est après la virgule const int iTileCountY = GfxGetDisplaySizeY() - 1; // MOUSE MOVE ( with collision ) if (IsGameOver == false) { //-------------------------------------------------------------- Déplacement droite ---------------------------------------------------// if (GfxInputIsPressed(EGfxInputID_MouseLeft) && g_iPosX + 16 < iMPosX) { GfxSpriteSetScale(g_pSpriteHero, float(SCALE), float(SCALE)); // bCollide = true; // for (int i = 0; i < g_iWallCount; i++) // { // if (GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) // { // if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 33 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 32) // { // bCollide = false; // } // } } for (int i = 0; i < g_iDeathWallCount; i++) // { // if (GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) // { // if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 33 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 32) // { // GameOver(); // } // } } // if (bCollide == true) // { // g_iMove[0] -= 2; // //g_iPosX += 2; // } // } // //-------------------------------------------------------------- Fin déplacement droite -----------------------------------------------// //-------------------------------------------------------------- Déplacement Gauche ---------------------------------- if (GfxInputIsPressed(EGfxInputID_MouseLeft) && g_iPosX - 16 > iMPosX) { GfxSpriteSetScale(g_pSpriteHero, float(-SCALE), float(SCALE)); bCollide = true; for (int i = 0; i < g_iWallCount; i++) { if (GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) { if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 32 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 33) { bCollide = false; } } } for (int i = 0; i < g_iDeathWallCount; i++) { if (GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 31 < g_iPosY && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) { if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 32 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 33) { GameOver(); } } } if (bCollide == true) { g_iMove[0] += 2; //g_iPosX-= 2; } } //-------------------------------------------------------------- Fin déplacement gauche ---------------------------------- //--------------------------------------------------------------- Collision Sol --------------------------- bCollide = true; for (int i = 0; i < g_iWallCount; i++) { if (GfxSpriteGetPositionX(g_pSpriteWall[i]) - 31 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteWall[i]) + 31) { if (g_iPosY > GfxSpriteGetPositionY(g_pSpriteWall[i]) - 33 && g_iPosY < GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32) { bCollide = false; if (g_iVelocity[1] < 0) { g_iPosY = GfxSpriteGetPositionY(g_pSpriteWall[i]) + 32; } if (g_iVelocity[1] > 0) { g_iPosY = GfxSpriteGetPositionY(g_pSpriteWall[i]) - 31; } g_iVelocity[1] = 0; } } } // DEBUT GAME OVER for (int i = 0; i < g_iDeathWallCount; i++) { if (GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) - 31 < g_iPosX && g_iPosX < GfxSpriteGetPositionX(g_pSpriteDeathWall[i]) + 31) { if (g_iPosY > GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) - 33 && g_iPosY < GfxSpriteGetPositionY(g_pSpriteDeathWall[i]) + 32) { GameOver(); } } } // FIN GAME OVER if (bCollide == true) { g_iVelocity[1] += 0.4f; // f à la fin quand c'est un float. ça corrige l'erreur appellé "truncation" } if (GfxInputIsJustPressed(EGfxInputID_KeySpace) && g_iVelocity[1] == 0 || GfxInputIsJustPressed(EGfxInputID_KeySpace) && GfxInputIsPressed(EGfxInputID_KeyControl)) { g_iVelocity[1] = -7; } if (iMPosX > g_iPosX - 16 && iMPosX < g_iPosX + 16 && g_iVelocity[1] == 0 && GfxInputIsJustPressed(EGfxInputID_MouseLeft)) { g_iVelocity[1] = -7; } } //------------------------------------------------------------- Fin Collision Sol -------------------------------- //-------------------------------------------------------------- Actualisation déplacement ---------------------------------- g_iMove[1] = g_iMove[1] - (g_iVelocity[1]); for (int i = 0; i < g_iWallCount; i++) { GfxSpriteSetPosition(g_pSpriteWall[i], float (GfxSpriteGetPositionX(g_pSpriteWall[i])) + float(g_iMove[0]), float (GfxSpriteGetPositionY(g_pSpriteWall[i]))); } for (int i = 0; i < g_iDeathWallCount; i++) { GfxSpriteSetPosition(g_pSpriteDeathWall[i], float(GfxSpriteGetPositionX(g_pSpriteDeathWall[i])) + float(g_iMove[0]), float(GfxSpriteGetPositionY(g_pSpriteDeathWall[i]))); } if (IsGameOver == false) { GfxSpriteSetPosition(g_pSpritesBg, float(GfxSpriteGetPositionX(g_pSpritesBg)) + (float(g_iMove[0]/2)), float(GfxSpriteGetPositionY(g_pSpritesBg))); GfxSpriteSetPosition(g_pSpriteHero, float(g_iPosX), float(g_iPosY) - float(g_iMove[1])); } g_iMove[0] = 0; g_iMove[1] = 0; //-------------------------------------------------------------- Fin Actualisation déplacement ---------------------------------- }
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; } }