void UpdatePause(void) { while(pause) { StartFoxFrame(); AESysFrameStart(); PlayAudio(&BackgroundSnd); if(FoxInput_KeyTriggered(VK_ESCAPE)) { pause = FALSE; } if(GetNextState() == GS_Quit || GetNextState() == GS_Restart) { pause = FALSE; } DrawPause(); EventPause(); FoxInput_Update(); SaveSettings(); SetChannelGroupVolume(EffectType, SFXVolume); SetChannelGroupVolume(MusicType, BGMVolume); UpdateSoundSystem(); AESysFrameEnd(); EndFoxFrame(); } SaveSettings(); FreePause(); }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { gWIN_WIDTH = 800; gWIN_HEIGHT = 600; // Initialize the system AESysInit (instanceH, show); GameStateManager gsm; gsm.init(new GameState_StartServer()); initSockets(true); while(!gsm.quit()) { // reset the system modules AESysReset(); // If not restarting, load the gamestate if(!gsm.restart()) gsm.loadState(); else gsm.restartState(); // Initialize the gamestate gsm.initState(); while(!gsm.changeState()) { AESysFrameStart(); AEInputUpdate(); gsm.updateState(); gsm.drawState(); AESysFrameEnd(); // check if forcing the application to quit gsm.quit((gAESysWinExists == false) || AEInputCheckTriggered(DIK_ESCAPE)); } gsm.freeState(); if(!gsm.restart()) gsm.unloadState(); gsm.nextState(); } cleanSockets(); // free the system AESysExit(); }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { // Initialize the system AESysInit (instanceH, show); GameStateMgrInit(GS_ASTEROIDS); while(gGameStateCurr != GS_QUIT) { // reset the system modules AESysReset(); // If not restarting, load the gamestate if(gGameStateCurr != GS_RESTART) { GameStateMgrUpdate(); GameStateLoad(); } else gGameStateNext = gGameStateCurr = gGameStatePrev; // Initialize the gamestate GameStateInit(); while(gGameStateCurr == gGameStateNext) { AESysFrameStart(); AEInputUpdate(); GameStateUpdate(); GameStateDraw(); AESysFrameEnd(); // check if forcing the application to quit if ((gAESysWinExists == false) || AEInputCheckTriggered(DIK_ESCAPE)) gGameStateNext = GS_QUIT; } GameStateFree(); if(gGameStateNext != GS_RESTART) GameStateUnload(); gGameStatePrev = gGameStateCurr; gGameStateCurr = gGameStateNext; } // free the system AESysExit(); }
//------------------------------------------------------------------------------ // Public Functions: //------------------------------------------------------------------------------ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // System Initialize System_Initialize(hInstance, nCmdShow); // GSM Initialize GSM_Initialize(GS_L1); // Game Flow while(Current != GS_Quit) { if(Current == GS_Restart) { Current = Previous; Next = Previous; } else { // GSM Update GSM_Update(Current); pLoad(); } pIni(); // Game Loop while(Current == Next) { AESysFrameStart(); //Input_Handle(); »Øµ÷º¯Êý pUpdate(); pDraw(); AESysFrameEnd(); } pFree(); if(Next != GS_Restart) pUnload(); Previous = Current; Current = Next; } // System Exit system("pause"); System_Exit(); return 0; }
void GSM_MainLoop(void) { while (GSM_CURRENT != QUIT) { /* reset the system modules */ AESysReset(); // If not restarting, load the gamestate if (GSM_CURRENT == RESTART) { GSM_CURRENT = GSM_PREVIOUS; GSM_NEXT = GSM_PREVIOUS; } else { GSM_Update(); GSM_LEVEL.pLoad(); } // Initialize the gamestate GSM_LEVEL.pInit(); while (GSM_CURRENT == GSM_NEXT) { AESysFrameStart(); AEInputUpdate(); GSM_LEVEL.pUpdate(); GSM_LEVEL.pDraw(); AESysFrameEnd(); // check if forcing the application to quit if ((0 == AESysDoesWindowExist()) || AEInputCheckTriggered(VK_ESCAPE)) GSM_NEXT = QUIT; } GSM_LEVEL.pFree(); if (GSM_NEXT != RESTART) GSM_LEVEL.pUnload(); GSM_PREVIOUS = GSM_CURRENT; GSM_CURRENT = GSM_NEXT; } free(ALL_LEVELS); }
void GSM_MainLoop(void) { while (gGameStateCurr != QUIT) { // reset the system modules AESysReset(); // If not restarting, load the gamestate if (gGameStateCurr != RESTART) { GameStateMgrUpdate(); GameStateLoad(); } else gGameStateNext = gGameStateCurr = gGameStatePrev; // Initialize the gamestate GameStateInit(); while (gGameStateCurr == gGameStateNext) { AESysFrameStart(); AEInputUpdate(); GameStateUpdate(); GameStateDraw(); AESysFrameEnd(); // check if forcing the application to quit if ((0 == AESysDoesWindowExist()) || AEInputCheckTriggered(VK_ESCAPE)) gGameStateNext = QUIT; } GameStateFree(); if (gGameStateNext != RESTART) GameStateUnload(); gGameStatePrev = gGameStateCurr; gGameStateCurr = gGameStateNext; } }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { // Variable declaration float obj1X = 0.0f, obj1Y = 0.0f; // Position variables for object 1 AEGfxVertexList* pMesh1; // Pointer to Mesh (Model) float alpha = 1.0f; // Initialize the system AESysInitInfo sysInitInfo; sysInitInfo.mCreateWindow = 1; sysInitInfo.mAppInstance = instanceH; sysInitInfo.mShow = show; sysInitInfo.mWinWidth = 800; sysInitInfo.mWinHeight = 600; sysInitInfo.mCreateConsole = 1; sysInitInfo.mMaxFrameRate = 60; sysInitInfo.mpWinCallBack = NULL;//MyWinCallBack; sysInitInfo.mClassStyle = CS_HREDRAW | CS_VREDRAW; sysInitInfo.mWindowStyle = WS_OVERLAPPEDWINDOW;//WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;; sysInitInfo.mWindowHandle = NULL; sysInitInfo.mHandleWindowMessages = 1; AESysInit (&sysInitInfo); // reset the system modules AESysReset(); // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // 1 triangle at a time // X, Y, Color, texU, texV AEGfxTriAdd( -25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 25.5f, 0.0f, 0xFFFF0000, 0.0f, 0.0f, -25.5f, 25.5f, 0xFFFF0000, 0.0f, 0.0f); // Saving the mesh (list of triangles) in pMesh1 pMesh1 = AEGfxMeshEnd(); AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!"); AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f); AEGfxSetBlendMode(AE_GFX_BM_BLEND); // Game Loop while(gGameRunning) { // Informing the system about the loop's start AESysFrameStart(); // Handling Input AEInputUpdate(); // Object Control if (AEInputCheckCurr(VK_UP)) obj1Y += 3.0f; else if (AEInputCheckCurr(VK_DOWN)) obj1Y -= 3.0f; if (AEInputCheckCurr(VK_LEFT)) obj1X -= 3.0f; else if (AEInputCheckCurr(VK_RIGHT)) obj1X += 3.0f; // Alpha value if (AEInputCheckCurr('Z')) alpha -= 0.01f; else if (AEInputCheckCurr('X')) alpha += 0.01f; alpha = AEClamp(alpha, 0.0f, 1.0f); // Drawing object 1 AEGfxSetRenderMode(AE_GFX_RM_COLOR); // Set position for object 1 AEGfxSetPosition(obj1X, obj1Y); // No texture for object 1 AEGfxTextureSet(NULL, 0, 0); // Drawing the mesh (list of triangles) AEGfxSetTransparency(alpha); AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES); // Informing the system about the loop's end AESysFrameEnd(); // check if forcing the application to quit if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist()) gGameRunning = 0; } // Freeing the objects and textures AEGfxMeshFree(pMesh1); // free the system AESysExit(); return 1; }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { // Variable declaration unsigned char colors[16]; // 2x2 image float obj1X = 0.0f, obj1Y = 0.0f; // Position variables for object 1 float obj2X = 0.0f, obj2Y = 0.0f; // Position variables for object 2 float obj1texX = 0, obj1texY = 0; // Texture variables for object 1's texture int counter = 0; // Counter to swap textures AEGfxVertexList* pMesh1; // Pointer to Mesh (Model) AEGfxVertexList* pMesh2; // Pointer to Mesh (Model) AEGfxVertexList* pMeshLine; // Pointer to Mesh (Model) AEGfxTexture *pTex1; // Pointer to Texture (Image) AEGfxTexture *pTex2; // Pointer to Texture (Image) char strBuffer[256]; // Character buffer used to print text float camX, camY; // Used to temporary store camera position float camZoom; // USed to temporary store the camera zoom value s32 sx, sy; float x, y; float alpha = 1.0f; // Initialize the system AESysInitInfo sysInitInfo; sysInitInfo.mCreateWindow = 1; sysInitInfo.mWindowHandle = NULL; sysInitInfo.mAppInstance = instanceH; sysInitInfo.mShow = show; sysInitInfo.mWinWidth = 1280; sysInitInfo.mWinHeight = 800; sysInitInfo.mCreateConsole = 1; sysInitInfo.mMaxFrameRate = 60; sysInitInfo.mpWinCallBack = NULL; sysInitInfo.mClassStyle = CS_HREDRAW | CS_VREDRAW; sysInitInfo.mWindowStyle = WS_OVERLAPPEDWINDOW; sysInitInfo.mHandleWindowMessages = 1; if(0 == AESysInit (&sysInitInfo)) printf("System Init Failed!\n"); // Changing the window title AESysSetWindowTitle("My New Title!"); // reset the system modules AESysReset(); //////////////////////////////// // Creating the objects (Shapes) // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // 1 triangle at a time // X, Y, Color, texU, texV AEGfxTriAdd( -25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 25.5f, 0.0f, 0xFFFF0000, 0.0f, 0.0f, -25.5f, 25.5f, 0xFFFF0000, 0.0f, 0.0f); // Saving the mesh (list of triangles) in pMesh1 pMesh1 = AEGfxMeshEnd(); AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!"); // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // This shape has 2 triangles AEGfxTriAdd( -30.0f, -30.0f, 0x00FF00FF, 0.0f, 1.0f, 30.0f, -30.0f, 0x00FFFF00, 1.0f, 1.0f, -30.0f, 30.0f, 0x00F00FFF, 0.0f, 0.0f); AEGfxTriAdd( 30.0f, -30.0f, 0x00FFFFFF, 1.0f, 1.0f, 30.0f, 30.0f, 0x00FFFFFF, 1.0f, 0.0f, -30.0f, 30.0f, 0x00FFFFFF, 0.0f, 0.0f); pMesh2 = AEGfxMeshEnd(); AE_ASSERT_MESG(pMesh2, "Failed to create mesh 2!!"); // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // This shape has 5 vertices AEGfxVertexAdd(0.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(100.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(200.0f, 150.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(300.0f, -100.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(100.0f, -250.0f, 0xFFFFFFFF, 0.0f, 0.0f); pMeshLine = AEGfxMeshEnd(); AE_ASSERT_MESG(pMeshLine, "Failed to create mesh 2!!"); // Creating the objects (Shapes) //////////////////////////////// //////////////////////////// // Loading textures (images) // Texture 1: From file pTex1 = AEGfxTextureLoad("PlanetTexture.png"); AE_ASSERT_MESG(pTex1, "Failed to create texture1!!"); // Texture 2: From memory // RGBA format colors[0] = 255; colors[1] = 0; colors[2] = 0; colors[3] = 255; colors[4] = 0; colors[5] = 255; colors[6] = 0; colors[7] = 255; colors[8] = 0; colors[9] = 0; colors[10] = 255; colors[11] = 255; colors[12] = 255; colors[13] = 255; colors[14] = 255; colors[15] = 255; pTex2 = AEGfxTextureLoadFromMemory(colors, 2, 2); AE_ASSERT_MESG(pTex2, "Failed to create texture2!!"); // Loading a textures (images) ////////////////////////////// AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f); AEGfxSetBlendMode(AE_GFX_BM_BLEND); // Game Loop while(gGameRunning) { // Informing the system about the loop's start AESysFrameStart(); // Handling Input AEInputUpdate(); /////////////////// // Game loop update // Object Control if (AEInputCheckCurr(VK_UP)) obj1Y += 3.0f; else if (AEInputCheckCurr(VK_DOWN)) obj1Y -= 3.0f; if (AEInputCheckCurr(VK_LEFT)) obj1X -= 3.0f; else if (AEInputCheckCurr(VK_RIGHT)) obj1X += 3.0f; //printf("X = %f, Y = %f\n", obj1X, obj1Y); // Texture offset if (AEInputCheckCurr('L')) obj1texX += 0.01f; else if (AEInputCheckCurr('J')) obj1texX -= 0.01f; if (AEInputCheckCurr('I')) obj1texY += 0.01f; else if (AEInputCheckCurr('K')) obj1texY -= 0.01f; // Move the camera AEGfxGetCamPosition(&camX, &camY); if (AEInputCheckCurr('W')) AEGfxSetCamPosition(camX, camY + 2); else if (AEInputCheckCurr('S')) AEGfxSetCamPosition(camX, camY - 2); AEGfxGetCamPosition(&camX, &camY); if (AEInputCheckCurr('A')) AEGfxSetCamPosition(camX - 2, camY); else if (AEInputCheckCurr('D')) AEGfxSetCamPosition(camX + 2, camY); // Alpha value if (AEInputCheckCurr('Z')) alpha -= 0.01f; else if (AEInputCheckCurr('X')) alpha += 0.01f; alpha = AEClamp(alpha, 0.0f, 1.0f); // Blending mode if (AEInputCheckCurr('1')) AEGfxSetBlendMode(AE_GFX_BM_NONE); else if (AEInputCheckCurr('2')) AEGfxSetBlendMode(AE_GFX_BM_BLEND); else if (AEInputCheckCurr('3')) AEGfxSetBlendMode(AE_GFX_BM_ADD); // Texture mode if (AEInputCheckCurr('9')) AEGfxSetTextureMode(AE_GFX_TM_PRECISE); else if (AEInputCheckCurr('0')) AEGfxSetTextureMode(AE_GFX_TM_AVERAGE); // Game loop update /////////////////// ////////////////// // Game loop draw //printf("MinX: %f | MaxX: %f | MinY: %f | MaxY: %f\n", AEGfxGetWinMinX(), AEGfxGetWinMaxX(), AEGfxGetWinMinY(), AEGfxGetWinMaxY()); printf("FrameTime %f\n", AEFrameRateControllerGetFrameTime()); AEGfxSetRenderMode(AE_GFX_RM_COLOR); AEGfxSetPosition(0, 0); AEGfxLine(20, 20, 0, 1, 1, 1, 1, 200, 200, 0, 1, 1, 1, 1); AEGfxSetRenderMode(AE_GFX_RM_COLOR); AEGfxSetPosition(0.0f, 0.0f); AEGfxMeshDraw(pMeshLine, AE_GFX_MDM_LINES_STRIP); // Drawing object 1 AEGfxSetRenderMode(AE_GFX_RM_COLOR); //AEGfxSetWorldOriginMode(AE_WOM_TOP_LEFT); // Set poisition for object 1 //AEGfxSetPosition(obj1X, obj1Y); AEGfxSetFullTransformWithZOrder(obj1X, obj1Y, 0.0f, 0.0f, 1.0f, 1.0f); // No texture for object 1 AEGfxTextureSet(NULL, 0, 0); // Drawing the mesh (list of triangles) AEGfxSetTransparency(alpha); //AEGfxSetViewportPositionAndDimensions(100, 100, 400, 300); AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES); AEInputGetCursorPosition(&sx, &sy); AEGfxConvertScreenCoordinatesToWorld(sx, sy, &x, &y); obj2X = x; obj2Y = y; // Drawing object 2 - NO TINT // Set poisition for object 2 AEGfxSetRenderMode(AE_GFX_RM_TEXTURE); //AEGfxSetPosition(100.0f, -60.0f); AEGfxSetFullTransformWithZOrder(100.0f, -160.0f, -10.0f, 0.0f, 1.0f, 1.0f); AEGfxSetTintColor(1.0f, 1.0f, 1.0f, 1.0f); // Set texture for object 2 ++counter; if(counter < 120) AEGfxTextureSet(pTex1, obj1texX, obj1texY); // Same object, different texture else if(counter < 240) AEGfxTextureSet(pTex2, obj1texX, obj1texY); // Same object, different texture else { AEGfxTextureSet(pTex1, obj1texX, obj1texY); // Same object, different texture counter = 0; } AEGfxSetTransparency(alpha); // Drawing the mesh (list of triangles) AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES); // Drawing object 2 - BLUE TINT // Set poisition for object 2 AEGfxSetRenderMode(AE_GFX_RM_TEXTURE); AEGfxSetPosition(100.0f, 60.0f); AEGfxSetTintColor(0.0f, 0.0f, 1.0f, 1.0f); AEGfxSetFullTransformWithZOrder(obj2X, obj2Y, 10.0f, 0.0f, 1.0f, 1.0f); // Set texture for object 2 ++counter; if(counter < 120) AEGfxTextureSet(pTex1, obj1texX, obj1texY); // Same object, different texture else if(counter < 240) AEGfxTextureSet(pTex2, obj1texX, obj1texY); // Same object, different texture else { AEGfxTextureSet(pTex1, obj1texX, obj1texY); // Same object, different texture counter = 0; } AEGfxSetTransparency(alpha); // Drawing the mesh (list of triangles) AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES); // // Game loop draw ////////////////// // Informing the system about the loop's end AESysFrameEnd(); // check if forcing the application to quit if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist()) gGameRunning = 0; } // Freeing the objects and textures AEGfxMeshFree(pMesh1); AEGfxMeshFree(pMesh2); AEGfxTextureUnload(pTex1); AEGfxTextureUnload(pTex2); // free the system AESysExit(); }
int WINAPI WinMain(HINSTANCE instanceH, HINSTANCE prevInstanceH, LPSTR command_line, int show) { // Variable declaration unsigned char colors[16]; // 2x2 image float obj1X = 0.0f, obj1Y = 0.0f; // Position variables for object 1 float obj1texX = 0, obj1texY = 0; // Texture variables for object 2's texture AEGfxVertexList* pMesh1; // Pointer to Mesh (Model) AEGfxVertexList* pMesh2; // Pointer to Mesh (Model) AEGfxVertexList* pMeshLine; // Pointer to Mesh (Model) AEGfxTexture *pTex1; // Pointer to Texture (Image) AEGfxTexture *pTex2; // Pointer to Texture (Image) float camX, camY; // Used to temporary store camera position float alpha = 1.0f; // Initialize the system AESysInitInfo sysInitInfo; sysInitInfo.mCreateWindow = 1; sysInitInfo.mAppInstance = instanceH; sysInitInfo.mShow = show; sysInitInfo.mWinWidth = 800; sysInitInfo.mWinHeight = 600; sysInitInfo.mCreateConsole = 1; sysInitInfo.mMaxFrameRate = 60; sysInitInfo.mpWinCallBack = NULL;//MyWinCallBack; sysInitInfo.mClassStyle = CS_HREDRAW | CS_VREDRAW; sysInitInfo.mWindowStyle = WS_OVERLAPPEDWINDOW;//WS_POPUP | WS_VISIBLE | WS_SYSMENU | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;; sysInitInfo.mWindowHandle = NULL; sysInitInfo.mHandleWindowMessages = 1; AESysInit (&sysInitInfo); // reset the system modules AESysReset(); // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // 1 triangle at a time // X, Y, Color, texU, texV AEGfxTriAdd( -25.5f, -25.5f, 0xFFFF0000, 0.0f, 0.0f, 25.5f, 0.0f, 0xFFFF0000, 0.0f, 0.0f, -25.5f, 25.5f, 0xFFFF0000, 0.0f, 0.0f); // Saving the mesh (list of triangles) in pMesh1 pMesh1 = AEGfxMeshEnd(); AE_ASSERT_MESG(pMesh1, "Failed to create mesh 1!!"); // Informing the library that we're about to start adding triangles AEGfxMeshStart(); // This shape has 2 triangles AEGfxTriAdd( -30.0f, -30.0f, 0x00FF00FF, 0.0f, 1.0f, 30.0f, -30.0f, 0x00FFFF00, 1.0f, 1.0f, -30.0f, 30.0f, 0x00F00FFF, 0.0f, 0.0f); AEGfxTriAdd( 30.0f, -30.0f, 0x00FFFFFF, 1.0f, 1.0f, 30.0f, 30.0f, 0x00FFFFFF, 1.0f, 0.0f, -30.0f, 30.0f, 0x00FFFFFF, 0.0f, 0.0f); pMesh2 = AEGfxMeshEnd(); AE_ASSERT_MESG(pMesh2, "Failed to create mesh 2!!"); // Informing the library that we're about to start adding vertices AEGfxMeshStart(); // This shape has 5 vertices AEGfxVertexAdd(0.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(100.0f, 0.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(200.0f, 150.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(300.0f, -100.0f, 0xFFFFFFFF, 0.0f, 0.0f); AEGfxVertexAdd(100.0f, -250.0f, 0xFFFFFFFF, 0.0f, 0.0f); pMeshLine = AEGfxMeshEnd(); AE_ASSERT_MESG(pMeshLine, "Failed to create mesh 2!!"); // Texture 1: From file pTex1 = AEGfxTextureLoad("PlanetTexture.png"); AE_ASSERT_MESG(pTex1, "Failed to create texture1!!"); // Texture 2: From memory // RGBA format colors[0] = 255; colors[1] = 0; colors[2] = 0; colors[3] = 255; colors[4] = 0; colors[5] = 255; colors[6] = 0; colors[7] = 255; colors[8] = 0; colors[9] = 0; colors[10] = 255; colors[11] = 255; colors[12] = 255; colors[13] = 255; colors[14] = 255; colors[15] = 255; pTex2 = AEGfxTextureLoadFromMemory(colors, 2, 2); // This step is optional, it creates a file from the texture argument AE_ASSERT_MESG(pTex2, "Failed to create texture2!!"); AEGfxSetBackgroundColor(0.0f, 0.0f, 0.0f); AEGfxSetBlendMode(AE_GFX_BM_BLEND); // Game Loop while(gGameRunning) { // Informing the system about the loop's start AESysFrameStart(); // Handling Input AEInputUpdate(); // Object Control if (AEInputCheckCurr(VK_UP)) obj1Y += 3.0f; else if (AEInputCheckCurr(VK_DOWN)) obj1Y -= 3.0f; if (AEInputCheckCurr(VK_LEFT)) obj1X -= 3.0f; else if (AEInputCheckCurr(VK_RIGHT)) obj1X += 3.0f; // Alpha value if (AEInputCheckCurr('Z')) alpha -= 0.01f; else if (AEInputCheckCurr('X')) alpha += 0.01f; alpha = AEClamp(alpha, 0.0f, 1.0f); // Move the camera AEGfxGetCamPosition(&camX, &camY); if (AEInputCheckCurr('W')) AEGfxSetCamPosition(camX, camY + 2); else if (AEInputCheckCurr('S')) AEGfxSetCamPosition(camX, camY - 2); AEGfxGetCamPosition(&camX, &camY); if (AEInputCheckCurr('A')) AEGfxSetCamPosition(camX - 2, camY); else if (AEInputCheckCurr('D')) AEGfxSetCamPosition(camX + 2, camY); // Texture offset if (AEInputCheckCurr('L')) obj1texX += 0.01f; else if (AEInputCheckCurr('J')) obj1texX -= 0.01f; if (AEInputCheckCurr('I')) obj1texY += 0.01f; else if (AEInputCheckCurr('K')) obj1texY -= 0.01f; AEGfxSetRenderMode(AE_GFX_RM_COLOR); AEGfxSetPosition(0.0f, 0.0f); AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f); AEGfxMeshDraw(pMeshLine, AE_GFX_MDM_LINES_STRIP); // Drawing object 1 AEGfxSetRenderMode(AE_GFX_RM_COLOR); // Set poisition for object 1 AEGfxSetPosition(obj1X, obj1Y); // No texture for object 1 AEGfxTextureSet(NULL, 0, 0); // Drawing the mesh (list of triangles) AEGfxSetTransparency(alpha); AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f); AEGfxMeshDraw(pMesh1, AE_GFX_MDM_TRIANGLES); // Drawing object 2 // Set position for object 2 AEGfxSetRenderMode(AE_GFX_RM_TEXTURE); AEGfxSetPosition(100.0f, -60.0f); // Set texture for object 2 AEGfxTextureSet(pTex1, obj1texX, obj1texY); AEGfxSetTransparency(1.0f); AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f); // Drawing the mesh (list of triangles) AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES); // Drawing object 2 again // Set position for object 2 AEGfxSetRenderMode(AE_GFX_RM_TEXTURE); AEGfxSetPosition(-100.0f, -60.0f); // Set texture for object 2 AEGfxTextureSet(pTex2, 0.0f, 0.0f); AEGfxSetTransparency(1.0f); AEGfxSetBlendColor(0.0f, 0.0f, 0.0, 0.0f); // Drawing the mesh (list of triangles) AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES); // Drawing object 2 again and again // Set poisition for object 2 AEGfxSetRenderMode(AE_GFX_RM_TEXTURE); AEGfxSetPosition(100.0f, 100.0f); // Set texture for object 2 AEGfxTextureSet(pTex1, obj1texX, obj1texY); AEGfxSetTransparency(1.0f); AEGfxSetBlendColor(0.5f, 0.0f, 0.0, 0.75f); // Drawing the mesh (list of triangles) AEGfxMeshDraw(pMesh2, AE_GFX_MDM_TRIANGLES); // Informing the system about the loop's end AESysFrameEnd(); // check if forcing the application to quit if (AEInputCheckTriggered(VK_ESCAPE) || 0 == AESysDoesWindowExist()) gGameRunning = 0; } // Freeing the objects and textures AEGfxMeshFree(pMesh1); AEGfxMeshFree(pMesh2); AEGfxMeshFree(pMeshLine); AEGfxTextureUnload(pTex1); AEGfxTextureUnload(pTex2); // free the system AESysExit(); return 1; }