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; }
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; }
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; }
/* ================== 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; }