コード例 #1
0
ファイル: Main_vc2008.cpp プロジェクト: CPPEngine/CPPEngine
virtual int render()
{
	STX_TRY;
		// ----- Input update ----

		mI->Input->Update ();

		// ----- Input ----

		mDelta = mI->Render->GetFrameTime() / 1000.0f;

		if (mI->Input->IsKeyPressed (KEY_RIGHT))	mScale += mSpeedScaling * mDelta;
		if (mI->Input->IsKeyPressed (KEY_LEFT))	mScale -= mSpeedScaling * mDelta;
		mAngle += mSpeedRotation * mDelta;
		if (mScale < 0) mScale = 0;

		// ----- Updating entities attributes  -----

		mBack.SetAngleXYZ (0, 0, -mAngle);
		mRocket.SetAngleXYZ (0, 0, mAngle);
		mRocket.SetScale (mScale, mScale);
		mBeetle.SetPosition ((float) mI->Input->GetMouseX(), (float) mI->Input->GetMouseY(), 5);

		// ----- Check collisions -----

		mTextSmallWhite.SetText	("No collision between the groups we are checking");

		if (mI->Entity2dManager->IsCollision (&mRocket, "engines", &mBeetle, "beetle_boy_head"))
			mTextSmallWhite.SetText	("Collision between rocket boy head and engines");

		if (mI->Entity2dManager->IsCollision (&mRocket, "rocket_head", &mBeetle, "beetle_head"))
			mTextSmallWhite.SetText	("Collision between rokect head and beetle head");

		if (mI->Entity2dManager->IsCollision (&mRocket, "rocket_boy_head", &mBeetle, "beetle_boy_head"))
			mTextSmallWhite.SetText	("Collision between rocket boy head and beetle boy head");

		if (mI->Entity2dManager->IsCollision (&mBeetle, "beetle_boy_head", &mSwordMaster, "sword"))
			mTextSmallWhite.SetText	("Collision between beetle boy head and the sword");

		// ----- Render  -----

		mI->Render->BeginScene ();
		mI->Entity2dManager->RenderEntities2d ();
		mI->Entity2dManager->RenderCollisionAreas (255, 0, 0, 255);
		//mI->Entity2dManager->RenderGridAreas (255, 255, 0, 255);
		mI->Render->EndScene ();
		STX_CATCH;
		return 0;
	}
コード例 #2
0
ファイル: main.cpp プロジェクト: CPPEngine/CPPEngine
virtual int render()
{

		STX_TRY;
		mI->Input->Update ();

		fElapsedTime = mI->Render->GetFrameTime() / 1000.0f;

		// ----- Text -----
		g_szText = g_szTitle;
		g_szText += "\n";
		g_szText += "Hit SPACE for next transition\n";
		g_szText += "ESC to quit";
		TextSmallWhite.SetText	 ((char*)g_szText.c_str());



		mI->Render->BeginScene ();
		mI->Render->ClearViewPort (60, 60, 60);
		mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth(), mI->Window->GetHeight());

		Update(fElapsedTime);


		for (int i = 0; i < 2; i++)
			mI->Entity2dManager->RenderEntities2d ( i );

		//???mI->Render->ShowFpsInWindowTitle();
		mI->Render->EndScene ();
		STX_CATCH;
		return 0;
	}
コード例 #3
0
ファイル: main.cpp プロジェクト: CPPEngine/CPPEngine
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;


	}
コード例 #4
0
ファイル: Tutorial10.cpp プロジェクト: CodiCamp/C-game-course
/*
==================
Main
==================
*/
int IndieLib()
{
	// ----- IndieLib intialization -----

	CIndieLib *mI = CIndieLib::Instance();
	if (!mI->Init ()) return 0;			

	// ----- Surface loading -----

	// 3d Dino loading
	IND_3dMesh mMeshDino;
	if (!mI->MeshManager->Add (&mMeshDino, "..\\resources\\trex dx\\dino videogame.x", "..\\resources\\trex dx")) return 0;

	// Font
	IND_Font mFontSmall;
	if (!mI->FontManager->Add (&mFontSmall, "..\\resources\\font_small.png", "..\\resources\\font_small.xml", IND_ALPHA, IND_32)) return 0;

	// ----- Font creation -----

	IND_Entity2d mTextSmallWhite;					
	mI->Entity2dManager->Add		(&mTextSmallWhite);			// Entity adding
	mTextSmallWhite.SetFont			(&mFontSmall);				// Set the font into the entity
	mTextSmallWhite.SetLineSpacing	(18);
	mTextSmallWhite.SetCharSpacing	(-8);
	mTextSmallWhite.SetPosition		(5, 5, 1);
	mTextSmallWhite.SetAlign		(IND_LEFT);

	// ----- Set the mesh into 3d entity -----

	// Creating 3d entity
	IND_Entity3d mDino;					
	mI->Entity3dManager->Add (&mDino);						// Entity adding
	mDino.Set3dMesh (&mMeshDino);							// Set the 3d mesh into the entity

	// ----- Cameras ------

	IND_Camera2d mCamera2d (mI->Window->GetWidth () / 2, mI->Window->GetHeight() / 2);
	IND_Camera3d mCamera3d (0.0f, 0.0f, -2.0f);
	mCamera3d.SetAspect ((float) mI->Window->GetWidth () / mI->Window->GetHeight());

	// ----- Light -----

	IND_Light mLight0;
	mI->LightManager->Add (&mLight0, IND_AMBIENT_LIGHT);
	mLight0.SetColor (1.0f, 1.0f, 1.0f, 1.0f);

	// Light 1 (Direction light)
	IND_Light mLight1;
	mI->LightManager->Add (&mLight1, IND_DIRECTIONAL_LIGHT);
	mLight1.SetColor (1.0f, 1.0f, 1.0f, 1.0f);
	mLight1.SetDirection (0.0f, -0.3f, 0.5f);
	mLight1.SetRange (1000.0f);

	// Light 2 (Point light)
	IND_Light mLight2;
	mI->LightManager->Add (&mLight2, IND_POINT_LIGHT);
	mLight2.SetPosition (3, 3, 3);
	mLight2.SetColor (0.4f, 1.0f, 0.4f, 1.0f);
	mLight2.SetRange (200);
	mLight2.SetAttenuation (0.5f);

	// Light 3 (Spot light)
	IND_Light mLight3;
	mI->LightManager->Add (&mLight3, IND_SPOT_LIGHT);
	mLight3.SetPosition (5, 5, 5);
	mLight3.SetColor (1.0f, 1.0f, 1.0f, 1.0f);
	mLight3.SetDirection (0.0f, -0.3f, 0.5f);
	mLight3.SetRange (1000);
	mLight3.SetAttenuation (0.2f);
	mLight3.SetFalloff (1.0f);
	mLight3.SetPhi (8.0f);
	mLight3.SetTheta (7);

	// ----- Main Loop -----

	mI->LightManager->Disable(&mLight2);
	mI->LightManager->Disable(&mLight3);
	float	mAngle = 0;
	char	mText [2048]; mText [0] = 0;
	int		mSpeed = 25;
	float	mDelta;

	while (!mI->Input->OnKeyPress (IND_ESCAPE) && !mI->Input->Quit())
	{
		// ----- Input update ----

		mI->Input->Update ();

		// ----- Text -----

		strcpy (mText, "Press 1, 2 or 3 in order to toggle between different lights\n");
		mTextSmallWhite.SetText	 (mText);	

		// ----- Input -----

		mDelta = mI->Render->GetFrameTime() / 1000.0f;

		// Activate only light 1
		if (mI->Input->IsKeyPressed (IND_1))
		{
			mI->LightManager->Disable(&mLight2);
			mI->LightManager->Disable(&mLight3);
			mI->LightManager->Enable(&mLight1);
		}

		// Activate only light 2
		if (mI->Input->IsKeyPressed (IND_2))
		{
			mI->LightManager->Disable(&mLight1);
			mI->LightManager->Disable(&mLight3);
			mI->LightManager->Enable(&mLight2);
		}

		// Activate only light 3
		if (mI->Input->IsKeyPressed (IND_3))
		{
			mI->LightManager->Disable(&mLight1);
			mI->LightManager->Disable(&mLight2);
			mI->LightManager->Enable(&mLight3);
		}

		// ----- Updating entities attributes  -----

		mAngle += mDelta * mSpeed;
		mDino.SetAngleXYZ (0, mAngle, 0);

		// ----- Render  -----

		mI->Render->ClearViewPort (60, 60, 60);
		mI->Render->BeginScene ();

		mI->Render->SetViewPort3d (0, 0, mI->Window->GetWidth (), mI->Window->GetHeight());
		mI->Render->SetCamera3d (&mCamera3d);
		mI->LightManager->Update ();
		mI->Entity3dManager->RenderEntities3d ();

		mI->Render->SetViewPort2d (0, 0, mI->Window->GetWidth (), mI->Window->GetHeight ());
		mI->Render->SetCamera2d (&mCamera2d);
		mI->Entity2dManager->RenderEntities2d ();

		mI->Render->EndScene ();	
	}

	// ----- Free -----

	mI->End ();

	return 0;
}