/********************************************************************* * Animates a muzzle flash billboard with firing sound and does * damage to borbie. This method is only called when the soldier * is within range and has direct line of sight. He has an 80% * chance of hitting his target. *********************************************************************/ void Soldier::fire(int distance){ lastFireTime = gameInstance->getDevice()->getTimer()->getTime(); IBillboardSceneNode * bill; bill = smgr->addBillboardSceneNode(); bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); bill->setMaterialTexture(0, driver->getTexture("assets/textures/muzFlash.png")); bill->setMaterialFlag(video::EMF_LIGHTING, false); bill->setMaterialFlag(video::EMF_ZBUFFER, false); float randomNum = Random::randomFloat(-10.0, 15.0); bill->setSize(core::dimension2d<f32>(30.0+randomNum, 30.0+randomNum)); bill->setID(0);//not pickable by ray caster //get enemy position, adjust muzzle flash height to barrel vector3df start = sceneNode->getPosition(); start.Y+=60; bill->setPosition(start); this->audioSystem->playSound3d(gameInstance->gunShot1, this); const int MUZZLE_FLASH_TIME = 50; ISceneNodeAnimator* anim = gameInstance->getSceneManager()->createDeleteAnimator(MUZZLE_FLASH_TIME); bill->addAnimator(anim); anim->drop(); if (!miss(distance)) gameInstance->player->applyBulletDamage(BULLET_DAMAGE); else gameInstance->player->ricochet(); }
void CRaycastTankExample::createMuzzleFlash(irr::scene::IBoneSceneNode *node) { IBillboardSceneNode *muzzleFlash = device->getSceneManager()->addBillboardSceneNode(0, dimension2d<f32>(30.0f, 30.0f), node->getAbsoluteTransformation().getTranslation()); muzzleFlash->setMaterialFlag(EMF_LIGHTING, false); muzzleFlash->setMaterialTexture(0,device->getVideoDriver()->getTexture("particlewhite.bmp")); muzzleFlash->setMaterialType(EMT_TRANSPARENT_ADD_COLOR); ISceneNodeAnimator* deleteAnim = device->getSceneManager()->createDeleteAnimator(100); muzzleFlash->addAnimator(deleteAnim); deleteAnim->drop(); }
/** Tests the offset capability of the fly circle animator */ bool flyCircleAnimator(void) { IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, core::dimension2du(160,120), 32); if (!device) return false; IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); const f32 offsetDegrees[] = { 0.f, 45.f, 135.f, 270.f }; for(u32 i = 0; i < sizeof(offsetDegrees) / sizeof(offsetDegrees[0]); ++i) { IBillboardSceneNode * node = smgr->addBillboardSceneNode(); // Have the animator rotate around the Z axis plane, rather than the default Y axis ISceneNodeAnimator * animator = smgr->createFlyCircleAnimator( vector3df(0, 0, 0), 30.f, 0.001f, vector3df(0, 0, 1), (offsetDegrees[i] / 360.f)); if(!node || !animator) return false; node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); node->setMaterialTexture(0, driver->getTexture("../media/particle.bmp")); node->setMaterialFlag(video::EMF_LIGHTING, false); node->addAnimator(animator); animator->drop(); } (void)smgr->addCameraSceneNode(0, vector3df(0, 0, -50), vector3df(0, 0, 0)); bool result = false; // Don't do device->run() since I need the time to remain at 0. if (driver->beginScene(true, true, video::SColor(0, 80, 80, 80))) { smgr->drawAll(); driver->endScene(); result = takeScreenshotAndCompareAgainstReference(driver, "-flyCircleAnimator.png", 100); } device->closeDevice(); device->run(); device->drop(); return result; }
/** The result should be as follows: We have three times the same image, a billboard with a cube and the text in front. They are replicated three times, one centered in the screen without viewport, one in the upper left (qurter screen) and one on the right (half screen). The latter is stretched due to the changed aspect ratio. The two viewport scenes get the texture drawn over the center as well, using draw2dimage. This should mark the proper image position with the top left corner of the texture. Finally, each scene has a checkbox drawn at the left side, vertically centered. This will show whether GUI elements adhere to viewports as well. */ static bool viewPortText(E_DRIVER_TYPE driverType) { IrrlichtDevice *device = createDevice( driverType, dimension2d<u32>(160, 120), 32); if (!device) return true; // Treat a failure to create a driver as benign; this saves a lot of #ifdefs IVideoDriver* driver = device->getVideoDriver(); ISceneManager * smgr = device->getSceneManager(); IGUIEnvironment* env = smgr->getGUIEnvironment(); stabilizeScreenBackground(driver); env->addCheckBox(true, core::recti(10,60,28,82)); logTestString("Testing driver %ls\n", driver->getName()); IBillboardSceneNode * bnode = smgr->addBillboardSceneNode(0,dimension2d<f32>(32,32),core::vector3df(0,0,10)); bnode->setMaterialFlag(video::EMF_LIGHTING, false); bnode->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR); bnode->setMaterialTexture(0, driver->getTexture("../media/fire.bmp")); smgr->addTextSceneNode(device->getGUIEnvironment()->getBuiltInFont(), L"TEST", video::SColor(255,255,255,255), 0); smgr->addCubeSceneNode(); smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(255,100,101,140)); smgr->drawAll(); env->drawAll(); driver->setViewPort(rect<s32>(0,0,160/2,120/2)); smgr->drawAll(); env->drawAll(); driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2)); driver->setViewPort(rect<s32>(160/2,0,160,120)); smgr->drawAll(); env->drawAll(); driver->draw2DImage(driver->getTexture("../media/fire.bmp"), core::vector2di(160/2,120/2)); driver->endScene(); bool result = takeScreenshotAndCompareAgainstReference(driver, "-viewPortText.png", 98.71f); device->closeDevice(); device->run(); device->drop(); return result; }
void loop(s4 &game_state) { ICameraSceneNode* camera = irrlicht->smgr->addCameraSceneNode(); matrix4 ortho; ortho.buildProjectionMatrixOrthoLH( irrlicht->driver->getScreenSize().Width/ortho_scale, irrlicht->driver->getScreenSize().Height/ortho_scale,-1.0,1000.0); camera->setProjectionMatrix(ortho); camera->setPosition({0,0,-100}); camera->setTarget({0,0,0}); irrlicht->hud->setActiveCamera(camera); IBillboardSceneNode* qnode = irrlicht->smgr->addBillboardSceneNode(); qnode->setMaterialFlag(EMF_WIREFRAME,true); // -------------------------------------- p("---- Game loop start ----"); d32 dt = 0.0f; const d32 maxDelta = 1.0f/60.0f * 5.0f; const d32 tick_ms = 0.01666f; // TODO: change this back to 30ms? d32 render_dt = 0.0f; const d32 render_ms = RENDER_TIME_STEP; uint32 time_physics_prev = btclock->getTimeMicroseconds(); while(irrlicht->device->run() && game_state == GAME_STATE_PLAY) { const uint32 time_physics_curr = btclock->getTimeMicroseconds(); const d32 frameTime = ((d32)(time_physics_curr - time_physics_prev)) / 1000000.0; // todo: is this truncated correctly? time_physics_prev = time_physics_curr; d32 capped_dt = frameTime; if (capped_dt > maxDelta) { capped_dt = maxDelta; } render_dt += capped_dt; if ( render_dt >= render_ms ) { render_dt = 0.0f; update_player(); update_enemies(); update_missiles(ply->missiles,ply->num_missile); irrlicht->hud->getRootSceneNode()->setPosition(camera->getPosition() + vector3df(0,0,100)); irrlicht->driver->beginScene(true, true, SColor(255,59,120,140)); irrlicht->smgr->drawAll(); irrlicht->driver->clearZBuffer(); irrlicht->hud->drawAll(); irrlicht->driver->endScene(); } dt += capped_dt; while( dt >= tick_ms ) { dt -= tick_ms; receiver->input(); clear_quads(quadtree); step_player(); step_enemies(); step_missiles(ply->missiles, ply->num_missile); QuadTree::Quad* fq = get_quad_from_pos(quadtree,ply->curr_pos); qnode->setSize(dimension2d<f32>(1,1)); qnode->setPosition(fq->pos.irr()); qnode->setSize(dimension2d<f32>(fq->width,fq->width)); if (receiver->debug_key.state) { for (s4 i = 0; i < fleet->num_squad; i++) { if (fleet->squads[i].mode != scatter) fleet->squads[i].mode = scatter; else fleet->squads[i].mode = to_positions; } } if (receiver->restart.state) { game_state = GAME_STATE_RESET; return; } if (receiver->QUIT) { game_state = GAME_STATE_QUIT; return; } empty_transient_soft(memory); } alpha = dt / tick_ms; core::stringw str = L"Coquelicot // score: "; str += score; str += L" // FPS: "; str += (s32)irrlicht->driver->getFPS(); irrlicht->device->setWindowCaption(str.c_str()); } }