virtual int init(unsigned int width, unsigned int height) { STX_INIT_SEGVCATCH; STX_TRY; g_pIndieLib = mI = CIndieLib::Instance(); // ----- IndieLib intialization ----- #if 0 //CIndieLib * mI = CIndieLib::Instance(); if (!mI->Init ()) return 0; #else //CIndieLib * mI = CIndieLib::Instance(); if (!mI-> Init ( "IndieLib-Animation-Collision" )) return -1; #endif //IND_Entity2d Beetle // Loading Background //IND_Entity2d Beetle if (!mI->SurfaceManager->Add (&mSurfaceBack, "/IndieLib-Animation-Collision/cave.png", IND_ALPHA, IND_32)) return 0; // Loading Beetleship //IND_Entity2d Beetle if (!mI->SurfaceManager->Add (&mSurfaceBeetle, "/IndieLib-Animation-Collision/beetleship.png", IND_ALPHA, IND_32)) return 0; // ----- Animations loading ----- // Characters animations //IND_Entity2d Beetle if (!mI->AnimationManager->AddToSurface (&AnimationCharacter, "/IndieLib-Animation-Collision/mario.xml", IND_ALPHA, IND_32)) return 0; // ----- Set the surface and animations into 2d entities ----- // Creating 2d entity for the background //IND_Entity2d Beetle mI->Entity2dManager->Add (&mBack); // Entity adding (layer 0) mBack.SetSurface (&mSurfaceBack); // Set the surface into the entity // Character 1 //IND_Entity2d Beetle mI->Entity2dManager->Add (1, &Player); // Entity adding (layer 1) Player.SetAnimation (&AnimationCharacter); // Set the animation into the entity // Beetle //IND_Entity2d Beetle mI->Entity2dManager->Add (0, &Beetle); // (layer 1) Beetle.SetSurface (&mSurfaceBeetle); // Set the surface into the entity Beetle.SetPosition(500, 460, 0); Beetle.SetHotSpot (0.5f, 0.5f); Beetle.SetMirrorX (1); Beetle.SetBoundingTriangle ("beetle_head", 160, 105, 160, 170, 190, 135); Beetle.SetBoundingCircle ("beetle_boy_head", 85, 52, 55); MiddleScreenX = mI->Window->GetWidth() / 2; MiddleScreenY = mI->Window->GetHeight() / 2; CamPosX = MiddleScreenX; Cameras2d=IND_Camera2d(MiddleScreenX, MiddleScreenY); // ----- Main Loop ----- timer.Start(); // Init Player Player.SetSequence (0); // standing Player.SetPosition (x , y, 0); Player.SetHotSpot (0.5f, 0.5f); Player.SetMirrorX (0); Player.SetBoundingRectangle("entire", 0, 0, 48, 48); STX_CATCH; return 0; }
virtual int render() { STX_TRY; mI->Input->Update (); // ----- Delta Time ----- fElapsedTime = mI->Render->GetFrameTime() / 1000.0f; // ----- Text ----- stx_strlcpy (szText, "Move the mouse left and right and watch the tank try to follow!\n", 2048); stx_strlcat (szText, "Press Left Mouse button to fire!\n", 2048); stx_strlcat (szText, "Press 'f' to toggle freezing the tank movement (debug)\n", 2048); stx_snprintf(szBuf, 2048, "%d, %d\n", mI->Input->GetMouseX(), mI->Input->GetMouseY() ); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "%.3f, %.3f\n", g_vecPlayer_Pos.x, g_vecPlayer_Pos.y); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "Muzzle angle %.3f\n", g_fGunAngle); stx_strlcat (szText, szBuf, 2048); stx_snprintf(szBuf, 2048, "Tank velocity %.3f\n", g_vecPlayer_Velocity.x); stx_strlcat (szText, szBuf, 2048); mTextSmallWhite.SetText (szText); // Position the mouse cursor cursor.SetPosition((float)mI->Input->GetMouseX(), (float)mI->Input->GetMouseY(), 1); // "Freeze" tank except allow gun to rotate if (mI->Input->OnKeyPress(KEY_f)) g_bToggleFreezeTank = !g_bToggleFreezeTank; ULONG Direction = 0; float deltaX = g_vecPlayer_Pos.x - mI->Input->GetMouseX(); if (!g_bToggleFreezeTank && fabs(deltaX) > g_Epsilon) { if (deltaX < 0) { Direction |= DIR_RIGHT; tank.SetSequence(1); } else if (deltaX > 0) { Direction |= DIR_LEFT; tank.SetSequence(2); } } else { // Stop the animation if not moving tank.SetSequence(0); } // Any movement? if ( Direction && !g_bToggleFreezeTank ) { Player_Move( Direction, g_fSpeed * fElapsedTime, true ); } //--------------------------- // Update the player //--------------------------- Player_Update( fElapsedTime ); //--------------------------- // Move and rotate the barrel // Note: there would normally be a class representing the whole tank //--------------------------- float fMouse2TankX = tank.GetPosX() - mI->Input->GetMouseX(); float fMouse2TankY = tank.GetPosY() - mI->Input->GetMouseY(); // y position going down // Clamp. Mouse is below tank if (fMouse2TankY < 0.0f) fMouse2TankY = 0.0f; g_fGunAngle = atan2(fMouse2TankY, fMouse2TankX) * 180.0f / fPI; // in degrees g_fGunAngle -= 90.0f; // barrel is initially pointing up (in image). atan2() w.r.t x-axis (pointing right) barrel.SetAngleXYZ(0.0f, 0.0f, g_fGunAngle); // Set position of barrel (child) on the tank (parent) g_vecBarrel.x = tank.GetPosX(); g_vecBarrel.y = tank.GetPosY(); barrel.SetPosition(g_vecBarrel.x, g_vecBarrel.y, 0); // Move the tank (player) tank.SetPosition(g_vecPlayer_Pos.x, g_vecPlayer_Pos.y, 1); tankShadow.SetPosition(tank.GetPosX(), tank.GetPosY() + 50, 0); // location is tank HotSpot plus an offset of 50 //--------------------------- // Fire weapon!! //--------------------------- if (5 && mI->Input->OnMouseButtonPress(MBUTTON_LEFT)) { // Initial bullet position (following code is rather verbose and could be combined into less lines // but did it that way to explain the math. float angleDegrees = barrel.GetAngleZ() + 90.0f; float angleRadians = angleDegrees * fPI / 180.0f; float fX = barrel.GetPosX() - cosf(angleRadians) * BARREL_LENGTH; float fY = barrel.GetPosY() - sinf(angleRadians) * BARREL_LENGTH; bullet.SetAngleXYZ(0, 0, angleDegrees - 90.0f); g_vecBullet_Pos = D3DXFROMWINEVECTOR3(fX, fY, 0.0f); bullet.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); // Initial bullet velocity D3DXFROMWINEMATRIX mtxRotate; D3DXFROMWINEVECTOR3 vecVelDir = D3DXFROMWINEVECTOR3(-1.0f, 0.0f, 0.0f); D3DXFROMWINEMatrixRotationZ( &mtxRotate, angleRadians); D3DXFROMWINEVec3TransformNormal( &vecVelDir, &vecVelDir, &mtxRotate ); g_vecBullet_Velocity = vecVelDir * BULLET_SPEED; // Show blast! g_fMuzzleFlashTimer = 0.05f; muzzleFlash.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); g_bBulletDead = false; // Make sound! (no sound lib hooked up but this is where you would do it. STX_Service::GetAudioInstance()->Play("tankfire1"); } // Update the single bullet if (!g_bBulletDead) { bullet.SetShow(true); Bullet_Update( fElapsedTime, &bullet ); bullet.SetPosition(g_vecBullet_Pos.x, g_vecBullet_Pos.y, 0); } else { bullet.SetShow(false); } //--------------------------- // Render muzzle flash effect //--------------------------- g_fMuzzleFlashTimer -= fElapsedTime; if (g_fMuzzleFlashTimer > 0.0f) { muzzleFlash.SetShow(true); } else { muzzleFlash.SetShow(false); g_fMuzzleFlashTimer = 0.0f; } //----------------- // Render the scene //----------------- mI->Render->BeginScene (); mI->Render->ClearViewPort (160, 160, 160); mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth(), mI->Window->GetHeight()); mI->Entity2dManager->RenderEntities2d ( ); // Render GUI layer mI->Entity2dManager->RenderEntities2d (1); //???mI->Render->ShowFpsInWindowTitle(); // MUST call this to update FMOD STX_Service::GetAudioInstance()->Update(); mI->Render->EndScene (); STX_CATCH; return 0; }
virtual int render() { STX_TRY; mI->Input->Update (); // ----- Delta Time ----- fElapsedTime = mI->Render->GetFrameTime() / 1000.0f; // Toggle show bounding boxes if (mI->Input->OnKeyPress(KEY_p)) bShowBoundsToggle = !bShowBoundsToggle; // Walk Left! if (mI->Input->IsKeyPressed(KEY_LEFT)) { VelocityX -= speed * fElapsedTime; if (!playerJumping) Player.SetSequence(0); //walk Player.SetMirrorX(1); } // Walk Right! else if (mI->Input->IsKeyPressed(KEY_RIGHT)) { VelocityX += speed * fElapsedTime; if (!playerJumping) Player.SetSequence(0); //walk Player.SetMirrorX(0); } else { if (!playerJumping) Player.SetSequence(1); // stand VelocityX = 0.0f; // 0 = no slide } // JUMP! if(mI->Input->OnKeyPress(KEY_SPACE) && !playerJumping) { VelocityY -= fJumpForce; // jump force (minus is up) Player.SetSequence(2); // jump playerJumping = true; } // TODO - if no key press then apply friction. We want the player to move instantly // yet slide to a stop. VelocityY += gravity * fElapsedTime; // apply gravity (value is gravity) y += VelocityY * fElapsedTime; // position // Check falling limits (poor man collision detection!) if (y > 500) { VelocityY = 0; y = 500; playerJumping = false; } // Clamp walking velocity float Length = sqrtf(VelocityX * VelocityX); if ( Length > MaxVelocityX ) { VelocityX *= ( MaxVelocityX / Length ); } // End if clamp X velocity x += VelocityX * fElapsedTime; if (x < 0) x = 0; // Move the player Player.SetPosition(x, y, 0); // Apply slide friction float Dec = -Dir * slideFriction * fElapsedTime; if (mI->Entity2dManager->IsCollision (&Player, "/IndieLib-Animation-Collision/entire", &Beetle, "/IndieLib-Animation-Collision/beetle_boy_head")) { VelocityY = 80; // force him downward VelocityX = 0; } if (x > mI->Window->GetWidth() / 2) Cameras2d.SetPosition((int)x, MiddleScreenY); mI->Render->BeginScene (); mI->Render->ClearViewPort (60, 60, 60); mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth(), mI->Window->GetHeight()); mI->Render->SetCamera2d (&Cameras2d); for (int i = 0; i < 16; i++) { mI->Entity2dManager->RenderEntities2d ( i ); if (bShowBoundsToggle) mI->Entity2dManager->RenderCollisionAreas (i, 255, 0, 0, 255); } //???mI->Render->ShowFpsInWindowTitle(""); mI->Render->EndScene (); STX_CATCH; return 0; }