/*------------------------------------------------------------- 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); } }
/*------------------------------------------------------------- 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 }