コード例 #1
0
/*-------------------------------------------------------------
30fps timer callback in fixed frame rate for major game loop
--------------------------------------------------------------*/
void GameAI(int skip)
{
	FnCharacter actor;

	// play character pose
	actor.ID(actorID);
	actor.Play(LOOP, (float)skip, FALSE, TRUE);

	// Homework #01 part 1
	if (FyCheckHotKeyStatus(FY_UP))
		actor.MoveForward(20);
	if (FyCheckHotKeyStatus(FY_LEFT))
		actor.TurnRight(-5);
	if (FyCheckHotKeyStatus(FY_RIGHT))
		actor.TurnRight(5);
	//else {}
	// ....
	if (IsCameraFollow)
	{
		CameraControl(actorID);
	}
}
コード例 #2
0
ファイル: hw01_Tang.cpp プロジェクト: dragonkiss81/Fly2_API
/*-------------------------------------------------------------
30fps timer callback in fixed frame rate for major game loop
--------------------------------------------------------------*/
void GameAI(int skip)
{



	// play character pose
	FnCharacter actor;
	FnCharacter cur_actor;
	FnObject terrain;
	terrain.ID(tID);
	FnScene scene;
	scene.ID(sID);
	LyubuID.actorID = actorID;
	//Tang: FX
	float actorPos[3];
	vector<char*> FX_FileName;
	//Tang

	actor.ID(actorID);
	//Tang: FX
	actor.GetPosition(actorPos);
	//Tang

	if (curPoseID == runID || curPoseID == idleID)
		actor.Play(LOOP, (float)skip, FALSE, TRUE);
	else if (actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
		actor.SetCurrentAction(NULL, 0, idleID, 10.0f);

	
	for (int i = 0; i < NUM_OF_BADGUYS; i++)
	{
		cur_actor.ID(badguyID[i].actorID);

		if (badguyID[i].blood_remain > 0)
		{
			bool checkMove = MoveToTargetLocation(badguyID[i], LyubuID, badguyID, terrain);

			
			if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
			{
				if (checkMove)
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);
				}
				else
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "NormalAttack2");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);

					//Tang: FX
					FX_FileName.clear();
					FX_FileName.push_back("HitForRobber");
					GenFX(sID, gFXID, dummyID, actorPos, FX_FileName);
					//Tang
				}
			}
		}
	}

	for (int i = 0; i < NUM_OF_BOSS; i++)
	{
		cur_actor.ID(BossID[i].actorID);
		ACTIONid cur_action = cur_actor.GetCurrentAction(NULL, 0);
		ACTIONid DieID = cur_actor.GetBodyAction(NULL, "Die");

		if (cur_action == DieID)
			cur_actor.Play(ONCE, (float)skip, FALSE, TRUE);
		else if (BossID[i].blood_remain > 0)
		{
			bool checkMove = MoveToTargetLocation(BossID[i], LyubuID, BossID, terrain);

			if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
			{
				if (checkMove)
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);
				}
				else
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "HeavyAttack");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);

					//Tang: FX
					FX_FileName.clear();
					FX_FileName.push_back("HitForRobber");
					GenFX(sID, gFXID, dummyID, actorPos, FX_FileName);
					//Tang
				}
			}
		}
	}




	// Camera's position and direction as a standard for character's location setting
	FnCamera camera;
	camera.ID(cID);
	float cameraPos[3], camerafDir[3], camerauDir[3];
	camera.GetPosition(cameraPos); // not used
	camera.GetDirection(camerafDir, camerauDir);

	float camVertical = camerafDir[2];
	camerafDir[2] = 0; // Guaranteed up direction be 1
	camerauDir[0] = 0; camerauDir[1] = 0; camerauDir[2] = 1;


	float dir[3], origin[3], actorfDir[3], actoruDir[3];// origin is the actor's position      
	actor.GetPosition(origin);
	actor.GetDirection(actorfDir, actoruDir);

	//Generator location 
	genSpot[0][0] = 2905.724;
	genSpot[0][1] = -2856.196;
	genSpot[1][0] = 729.288;
	genSpot[1][1] = -2472.88;

	// Bad guys generator
	for (int i = 0; i < NUM_OF_GENERATOR; i++)
	{
		if (!InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].in = 0;
			generator[i].double_in = 0;
		}
		if (generator[i].in && InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].double_in = 1;
		}
		if (InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].in = 1;
		}

		if (generator[i].in == 1 && generator[i].double_in == 0)
			generator[i].produce(origin, actoruDir, scene, i, NUM_OF_GENERATOR);
	}

	origin[2] = origin[2] + HEIGHTOFFSET; // need an offset to probe the hit
	dir[0] = actorfDir[0] / ACTORPROBE;
	dir[1] = actorfDir[1] / ACTORPROBE;
	dir[2] = -1.0f;

	//////////////////////////////////////////
	// Homework #01 part 1
	//////////////////////////////////////////

	if (dirCount % SMOOTHINESS != 0)
	{
		if ((dirCount + SMOOTHINESS) % SMOOTHINESS < SMOOTHINESS / 2 + 1)
		{
			dirCount--;
			actor.TurnRight(360 / SMOOTHINESS);
		}
		else
		{
			dirCount++;
			actor.TurnRight(360 - 360 / SMOOTHINESS);
		}
	}

	if ((FyCheckHotKeyStatus(FY_UP) || FyCheckHotKeyStatus(FY_S)) && dirCount % SMOOTHINESS == 0)
	{
		actor.SetDirection(camerafDir, camerauDir);
		if (terrain.HitTest(origin, dir) > 0)
			actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE);
	}
	if (FyCheckHotKeyStatus(FY_D) && dirCount % SMOOTHINESS == 0)
		actor.TurnRight(TURNSPEED);
	if (FyCheckHotKeyStatus(FY_A) && dirCount % SMOOTHINESS == 0)
		actor.TurnRight(360 - TURNSPEED);
	else if (FyCheckHotKeyStatus(FY_RIGHT) && dirCount % SMOOTHINESS == 0)
	{
		actorfDir[0] = camerafDir[1];
		actorfDir[1] = -camerafDir[0];
		actor.SetDirection(actorfDir, actoruDir);
		if (terrain.HitTest(origin, dir) > 0)
		{
			//actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); 
			actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE);
		}
	}
	else if (FyCheckHotKeyStatus(FY_LEFT) && dirCount % SMOOTHINESS == 0)
	{
		actorfDir[0] = -camerafDir[1];
		actorfDir[1] = camerafDir[0];
		actor.SetDirection(actorfDir, actoruDir);
		if (terrain.HitTest(origin, dir) > 0)
		{
			//actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); 
			actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE);
		}
	}
	else if (FyCheckHotKeyStatus(FY_DOWN) && dirCount % SMOOTHINESS == 0)
	{
		actor.SetDirection(camerafDir, camerauDir);
		actor.TurnRight(180.0f);
		if (terrain.HitTest(origin, dir) > 0 && camVertical > MAXCAMANGLE)
			actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE);
	}


	//Tang: FX
	if (gFXID != FAILED_ID) {
		FnGameFXSystem gxS(gFXID);
		BOOL4 beOK = gxS.Play((float)skip, ONCE);
		if (!beOK) {
			FnScene scene(sID);
			scene.DeleteGameFXSystem(gFXID);
			gFXID = FAILED_ID;
		}
	}
	//Tang
}