コード例 #1
0
ファイル: Frontend.cpp プロジェクト: NikolayBorcho/Arena
void Frontend_Init()
{
	pFrontendFont = Font_Load("data/fonts/frontend");

	Frontend_Mode = FRONTEND_NONE;
	Frontend_ModeNext = FRONTEND_SELECTCAR;//FRONTEND_NONE;

	fFade = 1.f;
	Frontend_UpdateMode = FRONTEND_FADINGOUT;
}
コード例 #2
0
ファイル: ClientGame.cpp プロジェクト: GameJam/thegrid
void ClientGame::LoadResources()
{

    struct TextureLoad
    {
        Texture*    texture;
        const char* fileName;
    };

    TextureLoad load[] = 
        { 
            { &m_agentTexture,                          "assets/agent.png"                          },
            { &m_agentHackingTexture,                   "assets/agent_hacking.png"                  },
            { &m_agentIntelTexture,                     "assets/agent_intel.png"                    },
            { &m_agentStakeoutTexture,                  "assets/agent_stakeout.png"                 },
            { &m_intelTexture,                          "assets/intel.png"                          },
            { &m_buildingTowerTexture,                  "assets/building_tower.png"                 },
            { &m_buildingBankTexture,                   "assets/building_bank.png"                  },
            { &m_buildingHouseTexture,                  "assets/building_safehouse.png"             },
            { &m_buildingRaidedHouseTexture,            "assets/raided_safehouse.png"               },
            { &m_buildingPoliceTexture,                 "assets/building_police.png"                },
            { &m_buttonTexture[ButtonId_Infiltrate],    "assets/action_infiltrate.png"              },
            { &m_buttonTexture[ButtonId_Capture],       "assets/action_capture.png"                 },
            { &m_buttonTexture[ButtonId_Stakeout],      "assets/action_stakeout.png"                },
            { &m_buttonTexture[ButtonId_Hack],          "assets/action_hack.png"                    },
            { &m_buttonTexture[ButtonId_Intel],         "assets/action_drop.png"                    },
            { &m_buttonShadowTexture,                   "assets/button_shadow.png"                  },
            { &m_playerPortraitTexture,                 "assets/player_portrait.png"                },
            { &m_playerEliminatedTexture,               "assets/player_eliminated.png"              },
            { &m_playerBankHackedTexture,               "assets/player_bank_hacked.png"             },
            { &m_playerCellHackedTexture,               "assets/player_cell_hacked.png"             },
            { &m_playerPoliceHackedTexture,             "assets/player_police_hacked.png"           },
            { &m_titleBackgroundTexture,                "assets/title_background.png"               },
            { &m_titleTextTexture,                      "assets/title_text.png"                     },
            { &m_uiTexture,                             "assets/ui.png"                             },
        };

    int numTextures = sizeof(load) / sizeof(TextureLoad);
    for (int i = 0; i < numTextures; ++i)
    {   
        Texture_Load(*load[i].texture, load[i].fileName);
    }

    Font_Load(m_font, "assets/font.csv");

    m_soundAction   = BASS_SampleLoad(false, "assets/sound_action.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);
    m_soundDeath    = BASS_SampleLoad(false, "assets/sound_death.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);
    m_soundDrop     = BASS_SampleLoad(false, "assets/sound_drop.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);
    m_soundHack     = BASS_SampleLoad(false, "assets/sound_hack.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);
    m_soundPickup   = BASS_SampleLoad(false, "assets/sound_pickup.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);
    m_soundTrain    = BASS_SampleLoad(false, "assets/sound_train.wav", 0, 0, 3, BASS_SAMPLE_OVER_POS);

    m_notificationLog.LoadResources();

}