コード例 #1
0
ファイル: Sprite.cpp プロジェクト: Allenjonesing/tutorials
void LoadSprite(SPRITE *pSprite, LPSTR szFileName, int bitmapCount)
{
	char szBuffer[255];
	char szErrorBuffer[255];
	BITMAP bitmapInfo;
	int i = 0;

	// Set the sprites bitmapCount so it knows when to start over when animating
	pSprite->bitmapCount = bitmapCount;

	// Initialize the currentBitmap to 0 (start at the first bitmap)
	pSprite->currentBitmap = 0;

	// Allocate enough dynamic memory to hold enough hBitmap's for each bitmap loaded in
	pSprite->pBitmaps = (HBITMAP *) malloc(sizeof(HBITMAP) * bitmapCount);

	// Loop until we have loaded in all the desired bitmaps
	for(i = 0; i < bitmapCount; i++)
	{
		// Store the name of the file and the number of the bitmap (ie, caust00.bmp)
		// The bitmaps must be named with 2 digits (ie, caust00.bmp caust01.bmp, etc..)
		sprintf_s(szBuffer, "%s%d%d.bmp", szFileName, i / 10, i % 10);

		// Call our load bitmap function and pass in the file name and number
		pSprite->pBitmaps[i] = LoadABitmap(szBuffer);

		// If we didn't receive a valid HBITMAP back, it didn't find the bitmap name
		if(!pSprite->pBitmaps[i]) 
		{
			// Store the bitmap file name in a buffer with a sentence to display
			sprintf_s(szErrorBuffer, "Can't find the bitmap: %s!", szBuffer);

			// Display a dialog box that says the error message and file name
			MessageBox(NULL, szErrorBuffer, "Error!", MB_OK);
			
			// Quit the program
			exit(0);
		}
	}

	// Pass in the first bitmap in the list and fill in a BITMAP structure
	GetObject(pSprite->pBitmaps[0], sizeof(BITMAP), &bitmapInfo);

	// Set the width and height of the sprite
	pSprite->width = bitmapInfo.bmWidth;
	pSprite->height = bitmapInfo.bmHeight;
}
コード例 #2
0
BULLET::BULLET(int positionX, int positionY, int targetX, int targetY)
{
	int i = targetX - (positionX + 45), j = targetY - (positionY + 24);
	int square = (i * i) + (j * j);
	float root = sqrt((float)square);

	velocityX = 5 * ((targetX - positionX) / root);
	velocityY = 5 * ((targetY - positionY) / root );


	range = 0;
	display = LoadABitmap("graphics//UI//enemy.bmp");

	posX = positionX + 45;
	posY = positionY + 24;

}
コード例 #3
0
void Infantry::setupSpecificVariables(float xPos, float yPos, Race unitRace, LPSTR imagePath)
{

	bitmap = LoadABitmap(imagePath);
	if (!bitmap)
	{
		MessageBox(NULL, "File Not Loaded",imagePath, MB_OK);
	}

	hasMoved = false;
	hasAttacked = false;

	attackType = Unit::Melee;

	//shunts these 2 static consts down into noraml ints in Unit
	moveValue = moveRange;
	attackValue = attackRange;
	healthValue = health;
	attackDamageValue = attackDamage;

	x = xPos;
	y = yPos;
	findDimensions();

	scaleFactorX = 2;
	scaleFactorY = 2;

	if(unitRace == Dwarf)
	{
		sourceX = 15;
		sourceY = 30;
	}
	else if(unitRace == Human)
	{
		sourceX = 15;
		sourceY = 64;
	}

	width = spriteWidth;
	height = spriteHeight;
	sourceWidth = spriteWidth;
	sourceHeight = spriteHeight;
}
コード例 #4
0
ファイル: Main.cpp プロジェクト: Allenjonesing/tutorials
void Init(HWND hwnd)
{	
	// Create our double buffering
	CreateDoubleBuffering(&gBuffer, hwnd);

	// Load the monster
	LoadSprite(&gMonster, "monster.bmp", MONSTER_WIDTH, MONSTER_HEIGHT, MONSTER_FRAMES);
	// Set the sprites position
	SetSpritePosition(&gMonster, 100, 200);
	// Set the direction of the sprite
	SetSpriteState(&gMonster, EAST);
	// Set the X and Y speed of the monster
	SetSpriteSpeed(&gMonster, 8, 12);

	// Load the background image
	hBackground = LoadABitmap("background.bmp");
															
	// Set the backbuffer to white first (This clears the backbuffer)
	ClearScreen(gBuffer.hdcBack, gBuffer.scrnRect, WHITE_BRUSH);			

	// Display the background image
	DisplayBitmap(&gBuffer, hBackground, 0, 0);
}
コード例 #5
0
ファイル: Sprite.cpp プロジェクト: Allenjonesing/tutorials
void LoadSprite(SPRITE *pSprite, LPSTR szFileName, int width, int height, int lastFrame)
{
	char szBuffer[255];
	int i = 0;

	// Set the sprites bitmapCount so it knows when to start over when animating
	pSprite->lastFrame = lastFrame - 1;

	// Initialize the currentFrame to 0 (start at the first frame)
	pSprite->currentFrame= 0;

	// Set the sprite animation to the first state (NORTH)
	SetSpriteState(pSprite, NORTH);

	// Set the sprites speed to default
	SetSpriteSpeed(pSprite, 5, 5);

	// Call our load bitmap function and pass in the bitmap to load
	pSprite->hBitmap = LoadABitmap(szFileName);

	// If we didn't receive a valid HBITMAP back, it didn't find the bitmap name
	if(!pSprite->hBitmap) 
	{
		// Store the bitmap file name in a buffer with a sentence to display
		sprintf(szBuffer, "Can't find the bitmap: %s!", szFileName);

		// Display a dialog box that says the error message and file name
		MessageBox(NULL, szBuffer, "Error!", MB_OK);
			
		// Quit the program
		exit(0);
	}

	// Set the width and height of the sprite
	pSprite->width = width;
	pSprite->height = height;
}
コード例 #6
0
ファイル: Sprite.cpp プロジェクト: iceshaft07/space-combat
void LoadSprite(SPRITE *pSprite, LPSTR szFileName, int width, int height, int lastFrame)
{
	char szBuffer[255];
	int i = 0;

	// Set the sprites bitmapCount so it knows when to start over when animating
	pSprite->lastFrame = lastFrame - 1;

	// Initialize the currentFrame to 0 (start at the first frame)
	pSprite->currentFrame= 0;

	// Set the sprite animation to the first state (NORTH)
	SetSpriteState(pSprite, NORTH);

	// Set the sprites speed to default
	SetSpriteSpeed(pSprite, 5, 5);

	// Call our load bitmap function and pass in the bitmap to load
	pSprite->hBitmap = LoadABitmap(szFileName);

	// Set the width and height of the sprite
	pSprite->width = width;
	pSprite->height = height;
}
コード例 #7
0
ファイル: player.cpp プロジェクト: NoSilentWonder/Stealth
//LOADBITMAPSANDMASKS() FUNCTION/////////////////////////////////////////////////////////////////////////////////////////
void Player::LoadBitMapsandMasks(void)
{
	animations[0] = LoadABitmap("grnstill.bmp");
	animations[1] = LoadABitmap("grnwlk1.bmp");
	animations[2] = LoadABitmap("grnwlk2.bmp");

	animations[3] = LoadABitmap("ylwstill.bmp");
	animations[4] = LoadABitmap("ylwwlk1.bmp");
	animations[5] = LoadABitmap("ylwwlk2.bmp");

	animations[6] = LoadABitmap("orgstill.bmp");
	animations[7] = LoadABitmap("orgwlk1.bmp");
	animations[8] = LoadABitmap("orgwlk2.bmp");

	animations[9] = LoadABitmap("redstill.bmp");
	animations[10] = LoadABitmap("redwlk1.bmp");
	animations[11] = LoadABitmap("redwlk2.bmp");

	animations[12] = LoadABitmap("dead.bmp");

	masks[0] = LoadABitmap("maskstill.bmp");
	masks[1] = LoadABitmap("maskwalk1.bmp");
	masks[2] = LoadABitmap("maskwalk2.bmp");
	masks[3] = LoadABitmap("maskupdown.bmp");
}
コード例 #8
0
void loadtiles()
{
	tiles[0] = LoadABitmap("graphics//tiles//tile grass.bmp");
	tiles[1] = LoadABitmap("graphics//tiles//metal_texture_3.bmp");//tile dirt.bmp");
	tiles[2] = LoadABitmap("graphics//tiles//tile road.bmp");
	tiles[3] = LoadABitmap("graphics//tiles//tile sand.bmp");
	tiles[4] = LoadABitmap("graphics//tiles//tile water.bmp");

	BMPW[0] = LoadABitmap("graphics//zombies//zombie w.bmp");
	BMPW[1] = LoadABitmap("graphics//humans//human w.bmp");
	BMPW[2] = LoadABitmap("graphics//bench w.bmp");
	BMPW[3] = LoadABitmap("graphics//background_wall w.bmp");

	BMPB[0] = LoadABitmap("graphics//zombies//zombie b.bmp");
	BMPB[1] = LoadABitmap("graphics//humans//human b.bmp");
	BMPB[2] = LoadABitmap("graphics//bench b.bmp");
	BMPW[3] = LoadABitmap("graphics//background_wall b.bmp");

	UIPics[0] = LoadABitmap("graphics//bench b.bmp");
	UIPics[1] = LoadABitmap("graphics//menu//main_menu.bmp");		//Greig_Main menu pics		
	UIPics[2] = LoadABitmap("graphics//menu//new_game.bmp");
	UIPics[3] = LoadABitmap("graphics//menu//settings.bmp");
	UIPics[4] = LoadABitmap("graphics//menu//tutorials.bmp");
	UIPics[5] = LoadABitmap("graphics//menu//quit_game.bmp");
	UIPics[6] = LoadABitmap("graphics//menu//load_game.bmp");		
	UIPics[7] = LoadABitmap("graphics//menu//load_game1.bmp");
	UIPics[8] = LoadABitmap("graphics//menu//load_game2.bmp");
	UIPics[9] = LoadABitmap("graphics//menu//load_game3.bmp");
	UIPics[10] = LoadABitmap("graphics//menu//key_bindings.bmp");
	UIPics[11] = LoadABitmap("graphics//menu//full_screen.bmp");	
	UIPics[12] = LoadABitmap("graphics//menu//tutorials1.bmp");
	UIPics[13] = LoadABitmap("graphics//menu//tutorials2.bmp");
	UIPics[14] = LoadABitmap("graphics//menu//tutorials3.bmp");
	UIPics[15] = LoadABitmap("graphics//menu//back.bmp");
	UIPics[16] = LoadABitmap("graphics//menu//yes.bmp");
	UIPics[17] = LoadABitmap("graphics//menu//no.bmp");
	UIPics[18] = LoadABitmap("graphics//menu//audio.bmp");
	UIPics[19] = LoadABitmap("graphics//menu//game_menu.bmp");

	MiniMap[0] = LoadABitmap("graphics//UI//Temp_Mini.bmp");
	MiniMap[1] = LoadABitmap("graphics//UI//enemy.bmp");
	MiniMap[2] = LoadABitmap("graphics//UI//player.bmp");
	MiniMap[3] = LoadABitmap("graphics//UI//overlay.bmp");

	for (int x = 0; x < 4; x++)
	{
		if (!MiniMap[x])
		{
			MessageBox(NULL, "failed to load", (LPCSTR) x, MB_OK); 
		}
	}
	MiniMap[4] = LoadABitmap("graphics//decking.bmp");
	MiniMap[5] = LoadABitmap("graphics//bench b.bmp");
}