void MapCopier::copy(
    MapBuilder& builder, MapComponent* component,
    MapVertexAttribute<int>& vertex_id, MapTexVertexAttribute<int>& tex_vertex_id,
    int& cur_vertex_id, int& cur_tex_vertex_id
)
{

    bind_attribute_copiers(builder.target(), component->map()) ;

    // Step 1 : clear vertex and tex vertex ids
    FOR_EACH_VERTEX(MapComponent, component, it) {
        vertex_id[it] = -1 ;
    }

    FOR_EACH_HALFEDGE(MapComponent, component, it) {
        tex_vertex_id[it->tex_vertex()] = -1 ;
    }

    // Step 2: enumerate vertices
    FOR_EACH_VERTEX(MapComponent, component, it) {
        vertex_id[it] = cur_vertex_id ;
        builder.add_vertex(it->point()) ;
        copy_vertex_attributes(builder.current_vertex(), it) ;
        cur_vertex_id++ ;
    }
예제 #2
0
int main(int argc, char *argv[])
{
    MapBuilder MB;
    MB.convert();
    
    system("PAUSE");
    return EXIT_SUCCESS;
}
예제 #3
0
int main (void)
{
	//save_state.print_table();
	
	if(1)
	{
		iGraph.CreateMainWindow (SCREEN_WIDTH, SCREEN_HEIGHT, "A Lust for Power");
		iGraph.SetKeyboardInput(KeyboardInput);
		iGraph.SetBackgroundColor (26,32,40);
		load_images();
		iGraph.SetMainLoop(main_loop);
		iGraph.StartMainLoop();
	};


	map_builder.delete_list();
	
	halt();

	return 0;
};
int main(int argc, char * argv[])
{
	ULogger::setType(ULogger::kTypeConsole);
	ULogger::setLevel(ULogger::kWarning);

	// GUI stuff, there the handler will receive RtabmapEvent and construct the map
	QApplication app(argc, argv);
	MapBuilder mapBuilder;

	// Here is the pipeline that we will use:
	// CameraOpenni -> "CameraEvent" -> OdometryThread -> "OdometryEvent" -> RtabmapThread -> "RtabmapEvent"

	// Create the OpenNI camera, it will send a CameraEvent at the rate specified.
	// Set transform to camera so z is up, y is left and x going forward
	CameraOpenni camera("", 10, rtabmap::Transform(0,0,1,0, -1,0,0,0, 0,-1,0,0));
	if(!camera.init())
	{
		UERROR("Camera init failed!");
		exit(1);
	}

	// Create an odometry thread to process camera events, it will send OdometryEvent.
	OdometryThread odomThread(new OdometryBOW(0)); // 0=SURF 1=SIFT


	// Create RTAB-Map to process OdometryEvent
	Rtabmap * rtabmap = new Rtabmap();
	rtabmap->init();
	RtabmapThread rtabmapThread(rtabmap); // ownership is transfered

	// Setup handlers
	odomThread.registerToEventsManager();
	rtabmapThread.registerToEventsManager();
	mapBuilder.registerToEventsManager();

	// The RTAB-Map is subscribed by default to CameraEvent, but we want
	// RTAB-Map to process OdometryEvent instead, ignoring the CameraEvent.
	// We can do that by creating a "pipe" between the camera and odometry, then
	// only the odometry will receive CameraEvent from that camera. RTAB-Map is
	// also subscribed to OdometryEvent by default, so no need to create a pipe between
	// odometry and RTAB-Map.
	UEventsManager::createPipe(&camera, &odomThread, "CameraEvent");

	// Let's start the threads
	rtabmapThread.start();
	odomThread.start();
	camera.start();

	mapBuilder.show();
	app.exec(); // main loop

	// remove handlers
	mapBuilder.unregisterFromEventsManager();
	rtabmapThread.unregisterFromEventsManager();
	odomThread.unregisterFromEventsManager();

	// Kill all threads
	camera.kill();
	odomThread.join(true);
	rtabmapThread.join(true);

	return 0;
}
예제 #5
0
파일: main.cpp 프로젝트: Aleem21/rtabmap
int main(int argc, char * argv[])
{
	ULogger::setType(ULogger::kTypeConsole);
	ULogger::setLevel(ULogger::kError);

	if(argc < 8)
	{
		showUsage();
	}

	int argIndex = 1;
	int cameraRate = atoi(argv[argIndex++]);
	if(cameraRate <= 0)
	{
		printf("camera_rate should be > 0\n");
		showUsage();
	}
	int odomUpdate = atoi(argv[argIndex++]);
	if(odomUpdate <= 0)
	{
		printf("odom_update should be > 0\n");
		showUsage();
	}
	int mapUpdate = atoi(argv[argIndex++]);
	if(mapUpdate <= 0)
	{
		printf("map_update should be > 0\n");
		showUsage();
	}

	printf("Camera rate = %d Hz\n", cameraRate);
	printf("Odometry update rate = %d Hz\n", cameraRate/odomUpdate);
	printf("Map update rate = %d Hz\n", (cameraRate/odomUpdate)/mapUpdate);

	std::string calibrationDir = argv[argIndex++];
	std::string calibrationName = argv[argIndex++];
	std::string pathLeftImages = argv[argIndex++];
	std::string pathRightImages = argv[argIndex++];

	Transform opticalRotation(0,0,1,0, -1,0,0,0, 0,-1,0,0);
	CameraStereoImages camera(
			pathLeftImages,
			pathRightImages,
			false, // assume that images are already rectified
			(float)cameraRate,
			opticalRotation);

	if(camera.init(calibrationDir, calibrationName))
	{
		OdometryF2M odom;
		Rtabmap rtabmap;
		rtabmap.init();

		QApplication app(argc, argv);
		MapBuilder mapBuilder;
		mapBuilder.show();
		QApplication::processEvents();

		SensorData data = camera.takeImage();
		int cameraIteration = 0;
		int odometryIteration = 0;
		printf("Press \"Space\" in the window to pause\n");
		while(data.isValid() && mapBuilder.isVisible())
		{
			if(cameraIteration++ % odomUpdate == 0)
			{
				OdometryInfo info;
				Transform pose = odom.process(data, &info);

				if(odometryIteration++ % mapUpdate == 0)
				{
					if(rtabmap.process(data, pose))
					{
						mapBuilder.processStatistics(rtabmap.getStatistics());
						if(rtabmap.getLoopClosureId() > 0)
						{
							printf("Loop closure detected!\n");
						}
					}
				}

				mapBuilder.processOdometry(data, pose, info);
			}

			QApplication::processEvents();

			while(mapBuilder.isPaused() && mapBuilder.isVisible())
			{
				uSleep(100);
				QApplication::processEvents();
			}

			data = camera.takeImage();
		}

		if(mapBuilder.isVisible())
		{
			printf("Processed all frames\n");
			app.exec();
		}
	}
	else
	{
		UERROR("Camera init failed!");
	}

	return 0;
}
예제 #6
0
파일: main.cpp 프로젝트: masoug/rtabmap
int main(int argc, char * argv[])
{
	ULogger::setType(ULogger::kTypeConsole);
    ULogger::setLevel(ULogger::kWarning);

    ParametersMap pm = Parameters::parseArguments(argc, argv);
    pm.insert(ParametersPair(Parameters::kRtabmapWorkingDirectory(), "."));

	int argIndex = 1;

	int cameraRate = atoi(argv[argIndex++]);
	if(cameraRate <= 0)
	{
		printf("camera_rate should be > 0\n");
		showUsage();
	}
	int odomUpdate = atoi(argv[argIndex++]);
	if(odomUpdate <= 0)
	{
		printf("odom_update should be > 0\n");
		showUsage();
	}
	int mapUpdate = atoi(argv[argIndex++]);
	if(mapUpdate <= 0)
	{
		printf("map_update should be > 0\n");
		showUsage();
	}

	printf("Camera rate = %d Hz\n", cameraRate);
	printf("Odometry update rate = %d Hz\n", cameraRate/odomUpdate);
	printf("Map update rate = %d Hz\n", (cameraRate/odomUpdate)/mapUpdate);


	std::string calibrationDir = argv[argIndex++];
    std::string calibrationName = argv[argIndex++];
    std::string pathRGBImages = argv[argIndex++];
    std::string pathDepthImages = argv[argIndex++];

	Transform opticalRotation(0,0,1,0, -1,0,0,0, 0,-1,0,0);
	//CameraStereoImages camera(
	//		pathLeftImages,
	//		pathRightImages,
	//		false, // assume that images are already rectified
	//		(float)cameraRate,
	//		opticalRotation);
//	CameraFreenect2 camera(0, CameraFreenect2::Type::kTypeColor2DepthSD, 0.0, opticalRotation);
    CameraRGBDImages camera(pathRGBImages, pathDepthImages, 1, float(cameraRate), opticalRotation);

    std::ofstream stats_file;
    stats_file.open("statistics.txt");
    stats_file << "[" << std::endl;

	if(camera.init(calibrationDir, calibrationName))
	{
		OdometryF2M odom;
		Rtabmap rtabmap;
		rtabmap.init(pm);

		QApplication app(argc, argv);
		MapBuilder mapBuilder;
		mapBuilder.show();
		QApplication::processEvents();

		SensorData data = camera.takeImage();
		int cameraIteration = 0;
		int odometryIteration = 0;
		printf("Press \"Space\" in the window to pause\n");
		while(data.isValid() && mapBuilder.isVisible())
		{
			if(cameraIteration++ % odomUpdate == 0)
			{
				OdometryInfo info;
				Transform pose = odom.process(data, &info);

				if(odometryIteration++ % mapUpdate == 0)
				{
					if(rtabmap.process(data, pose))
					{
						mapBuilder.processStatistics(rtabmap.getStatistics());
						if(rtabmap.getLoopClosureId() > 0)
						{
							printf("Loop closure detected!\n");
						}

                        std::map<std::string, float> statz = rtabmap.getStatistics().data();
                        stats_file << "  {" << std::endl;
                        for(std::map<std::string,float>::iterator it = statz.begin(); it != statz.end(); ++it) {
                            std::string name = it->first;
                            std::replace(name.begin(), name.end(), '/', '.');

                            stats_file << "    \"" << name << "\": " << it->second << "," << std::endl;
                        }
                        stats_file << "  }," << std::endl;
					}
				}

				mapBuilder.processOdometry(data, pose, info);
			}

			QApplication::processEvents();

			while(mapBuilder.isPaused() && mapBuilder.isVisible())
			{
				uSleep(100);
				QApplication::processEvents();
			}

			data = camera.takeImage();
		}

		if(mapBuilder.isVisible())
		{
			printf("Processed all frames\n");
			app.exec();
		}
	}
	else
	{
		UERROR("Camera init failed!");
	}

    stats_file << "]" << std::endl;
    stats_file.close();

	return 0;
}
예제 #7
0
int main(int argc, char *argv[]) {
	//Change le random (marche pas)
	//srand(time(NULL));

	// Initialisation de la SDL
	SDL_Init(SDL_INIT_VIDEO);

	// Création de la surface d'affichage qui est en OpenGL
	SDL_WM_SetCaption("Crazy Arena", NULL);
	SDL_Surface* ecran = SDL_SetVideoMode(LARGEUR, HAUTEUR, 32, SDL_OPENGL);

	// Initialisation de l'affichage OpenGL
	/* Control the Projection */
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glEnable(GL_DEPTH_TEST); // On prends en compte les zones cachées
	glEnable(GL_TEXTURE_2D); // On active les textures
	//glEnable(GL_FOG);

	/*
	 *  Explications gluPerspective(détails:http://www.siteduzero.com/tutoriel-3-421544-la-matrice-de-projection.html)
	 *  	p1: angle (exemple: 70,30,100: angle de vue de la scène-> plus celui-ci est petit, plus on a l'impression de faire un zoom sur la scène
	 *  	p2: ratio: largeur/hauteur
	 *  	p3: near:
	 *  	p4: far: pour qu'un objet puisse s'afficher sur l'écran, il faut qu'il se situe entre les zones near et far, sinon il ne sera pas affiché.
	 */
	//gluPerspective (20, (float)LARGEUR/HAUTEUR, 1, 100);
	gluPerspective(70, (float) LARGEUR / HAUTEUR, 1, 10);
	SDL_Flip(ecran);

	SDL_Event event;
	SDL_EnableKeyRepeat(10, 10); // Activation de la répétition de touches

	glutInit(&argc, argv); // Initialisation de glut

	Uint32 current_time; // Heure actuelle (frames second)
	Uint32 last_time = SDL_GetTicks();
	Uint8 *keystate = SDL_GetKeyState(NULL);

	//int cameraX = 0;
	int cameraY = 2;
	//int cameraZ = 0;


	//GLUquadricObj * quad1 = gluNewQuadric();
	//gluQuadricDrawStyle(quad1, GLU_FILL);

	MapBuilder* mp = new MapBuilder();
	Map* map = mp->createMap();

	CharacterBuilder* cb = new CharacterBuilder();
	Character* character = cb->createCharacter();

	Timer* timer = new Timer();

	bool back = false;
	bool moved = false;

	bool continuer = true;
	while (continuer) {
		SDL_PollEvent(&event);

		switch (event.type) {
		case SDL_QUIT:
			continuer = false;
			break;
		}

		//Sauvegarde de quand la dernière touche à été pressée

		//cout <<"CT:"<< current_time  << "  LK" <<  lastKey <<  endl;
		//if(current_time > lastKey + KeysInterval){
		if ((current_time > lastKey + KeysInterval)) {
			if (keystate[SDLK_RIGHT]) {
				//Tourner à droite
				//Ecart entre les 2 frappes de touches
				hitInterval = current_time - lastKey;
				cout << "INTERVAL:" << hitInterval << endl;
				if (lastHit == 1 && (hitInterval < 150) && (hitInterval > 160)) {
					if (!character->isTurningRight)
						character->rotateRight();
					lastHit = -1;
				}
				//Couloir de droite
				else {
					lastHit = 1;
					Position* rightObstaclePosition = character->rightObstaclePosition();

					if (map->getCube(rightObstaclePosition->getX(), rightObstaclePosition->getY(), rightObstaclePosition->getZ()) == 0) {
						character->right();
						moved = true;
					}

					back = false;
				}
				lastKey = SDL_GetTicks();
			}
			if (keystate[SDLK_LEFT]) {
				//Tourner à gauche
				//Ecart entre les 2 frappes de touches
				hitInterval = current_time - lastKey;
				cout << "INTERVAL:" << hitInterval << endl;
				if (lastHit == 3 && (hitInterval < 150) && (hitInterval > 160)) {
					if (!character->isTurningLeft)
						character->rotateLeft();
					lastHit = -1;
				}
				//Couloir de gauche
				else {
					lastHit = 3;
					Position* leftObstaclePosition = character->leftObstaclePosition();

					if (map->getCube(leftObstaclePosition->getX(), leftObstaclePosition->getY(), leftObstaclePosition->getZ()) == 0) {
						character->left();
						moved = true;
					}

					back = false;
				}
				lastKey = SDL_GetTicks();
			}
			if (keystate[SDLK_UP]) {
				lastKey = SDL_GetTicks();
				lastHit = 0;
				Position* frontObstaclePosition = character->frontObstaclePosition();

				//Test du cube sur lequel on marche
				//if (character->isJumping || map->getCube(frontPosition->getX(),
				//frontPosition->getY(), frontPosition->getZ()) != 0) {
				//Test d'un obstacle
				//cout << (map->getCube(frontObstaclePosition->getX(), frontObstaclePosition->getY(),
				//frontObstaclePosition->getZ()) == 0) << endl;
				if (map->getCube(frontObstaclePosition->getX(), frontObstaclePosition->getY(), frontObstaclePosition->getZ()) == 0) {
					character->front();

					moved = true;
				}

				//} else {
				//character->down();
				//}

				back = false;
			}
			if (keystate[SDLK_DOWN]) {
				lastKey = SDL_GetTicks();
				lastHit = 2;
				if (!character->isTurningBack)
					character->rotateBack();
				/*
				 if (back == true) {
				 //Position* backPosition = character->backPosition();

				 //if (map->getCube(backPosition->getX(), backPosition->getY(), backPosition->getZ()) != 0) {
				 character->back();
				 moved = true;
				 //}
				 } else {
				 back = true;
				 }
				 */
			}
			if (keystate[SDLK_SPACE]) {
				lastKey = SDL_GetTicks();
				lastHit = 4;

				//Début du saut
				if (!character->isJumping && character->isOnTheGround)
					character->up();
				moved = true;
				back = false;
			}
			if (keystate[SDLK_LSHIFT]) {
				lastKey = SDL_GetTicks();
				//Position* frontPosition = character->frontPosition();

				//if (map->getCube(frontPosition->getX(), frontPosition->getY(), frontPosition->getZ()) != 0) {

				character->down();
				moved = true;
				back = false;
			}
			if (keystate[SDLK_q]) {
				lastKey = SDL_GetTicks();
				if (!character->isTurningLeft)
					character->rotateLeft();
			}
			if (keystate[SDLK_s]) {
				lastKey = SDL_GetTicks();
				if (!character->isTurningLeft)
					character->rotateRight();
			}

			if (moved == true) {
				//cout << "x: " << character->getX() << " y:" << character->getY() << " z:"<< character->getZ() << endl;
				moved = false;
			}
		}

		// On met en pause (Frame per second)
		current_time = SDL_GetTicks();
		while (current_time - last_time < (1000 / FRAMES_PER_SECOND)) {
			SDL_Delay(1000 / FRAMES_PER_SECOND - (current_time - last_time));
			current_time = SDL_GetTicks();
		}
		last_time = SDL_GetTicks();

		glClearColor(0, 0, 0, 1); // Arrière plan

		/* Control the Model / View */
		glMatrixMode(GL_MODELVIEW); // Choix de la matrice
		glLoadIdentity(); //Initialisation/RAZ de la matrice model/view pour ne pas garder les anciennes valeurs

		// On efface la fenêtre (pour la redessiner)
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		/*
		 * Rotation du personnage
		 */
		if (character->isTurningRight) {
			character->smoothRight();
		}
		if (character->isTurningLeft) {
			character->smoothLeft();
		}
		if (character->isTurningBack) {
			character->smoothBack();
		}

		camX = character->getX() - float(cos(character->rotAngle / 180 * 3.141592654f));
		camZ = character->getZ() - float(sin(character->rotAngle / 180 * 3.141592654f));
		//cout<<"camx:"<<camX<<endl;

		gluLookAt(camX, character->getY() + cameraY, camZ, character->getX(), character->getY() + cameraY, character->getZ(), upX, upY, upZ);

		/*
		 * Affichage de la position du personnage
		 */
		cout << "Sortie 1: Currentx: " << character->getX() << " y:" << character->getY() << " z:" << character->getZ() << endl;

		/*
		 * Affichage de la prochaine position du personnage
		 */
		Position* frontPosition = character->frontPosition();
		//cout << "Sortie 2: NextX: " << frontPosition->getX() << " NextY:" << frontPosition->getY() << " nextZ:" << frontPosition->getZ() << endl;

		/*
		 * Affichage de s'il va y avoir une collision frontale
		 */
		Position* nexObstacle = character->frontObstaclePosition();
		Cube* cube = map->getCubeCol(nexObstacle->getX(), nexObstacle->getY(), nexObstacle->getZ());

		if ((cube != 0) && cube->xcol == floor(frontPosition->getX())) {
			//cout << "front=" << frontPosition->getX() << "xmap=" << cube->xmap << endl;
			//cout << "OBSTACLE-------------------------------------->" << "obsX:" << cube->xmap << "obsY:" << cube->ymap << "obsZ:" << cube->ymap << endl;
			character->speed = 0;
		} else {
			character->front();
		}

		Position* frontDownPosition = character->frontDownPosition();

		//cout << "cube en dessous?:" << (map->getCube(frontDownPosition->getX(),frontDownPosition->getY(), frontDownPosition->getZ()) != 0) << endl;
		if (character->isJumping) {
			character->smoothUp();
		} else {
			//faire descendre le personnage s'il ne saute pas et n'est pas sur le sol
			//Test pour savoir s'il y a un cube sous le personnage(dans ce cas, il faut arreter le saut

			if (map->getCube(frontDownPosition->getX(), frontDownPosition->getY(), frontDownPosition->getZ()) != 0) {
				character->isJumping = false;
				character->isOnTheGround = true;
			}
			if (!character->isJumping && !character->isOnTheGround) {
				cout << "DOWN" << endl;
				character->smoothDown();
			}
		}

		//Test pour savoir si le personnage doit tomber (hors saut)
		if (!character->isJumping) {
			Position* frontDownPosition = character->frontDownPosition();
			if (map->getCube(frontDownPosition->getX(), frontDownPosition->getY(), frontDownPosition->getZ()) == 0) {
				//character->down();
			}
		}

		// On dessine tous les éléments
		map->draw(character->getX(),character->getY(),character->getZ());
		character->draw();
		timer->draw();

		// Affichage (en float buffering)
		glFlush();
		SDL_GL_SwapBuffers();
	}
	// Fin du programme
	SDL_Quit();
	return 0;
}
예제 #8
0
void WorldState::OnEnter(GameGraph* game)
{
  IVideoDriver* driver = game->GetVideoDriver();
  ResourceManager* resourceManager = game->GetResourceManager();
  ISceneManager* sceneManager = game->GetSceneManager();

  //1) BUILD HERO
  heroSet = CreatureDefinitionFileManager::PopulateCreatureSet(resourceManager,
      "heroes.amr");

  if (NULL != heroSet)
  {
    if (!heroSet->RegisterTextures(driver, resourceManager))
    {
      LOGE("Unable to read in textures for creature set!");
    }
    else
    {
      LOGI("A creature set with %d creatures was populated from the resource.",
          heroSet->GetNumberOfCreatures());
      CreatureDefinition* creatureDefinition = heroSet->GetByName("hero");
      if (NULL != creatureDefinition)
      {
        LOGI("The creature definition has been found and has the name %s",
            creatureDefinition->GetName().c_str());
        hero = new PlayerCharacter(creatureDefinition, position2d<s32> (0, 0));
        if (NULL != hero)
        {
          LOGI("Hero created with H x W (%d x %d)!", hero->GetWidth(),
              hero->GetHeight());
          ITexture* heroTexture = driver->getTexture(hero->GetTextureName());

          if (NULL != heroTexture)
          {
            LOGD("Hero created succesfully");
          }
          else
          {
            LOGE("Unable to load hero texture named %s",
                hero->GetTextureName().c_str());
          }
        }
        else
        {
          LOGE("Failed to create hero!");
        }
      }
      else
      {
        LOGE(
            "An error occurred while attempting to pull the creature named %s from the creature set.",
            "hero");
      }
    }
  }
  else
  {
    LOGE(
        "An error occured while attempting to populate a creature set from the supplied resource.");
  }

  //2) BUILD MONSTER SET
  Monster* skeleton = NULL;

  monsterSet = CreatureDefinitionFileManager::PopulateCreatureSet(
      resourceManager, "monsters.amr");

  if (NULL != monsterSet)
  {
    if (!monsterSet->RegisterTextures(driver, resourceManager))
    {
      LOGE("Unable to read in textures for monster set!");
    }
    else
    {
      LOGI("A monster set with %d monsters was populated from the resource.", monsterSet->GetNumberOfCreatures());
      CreatureDefinition* monsterDefinition = monsterSet->GetByName("skeleton");
      if (NULL != monsterDefinition)
      {
        LOGI("The monster definition has been found and has the name %s", monsterDefinition->GetName().c_str());
        skeleton = new Monster(monsterDefinition, vector2d<s32> (4, 4));
        if (NULL != skeleton)
        {
          LOGI("Skeleton successfully created!");
        }
        else
        {
          LOGE("Failed to create skeleton!");
        }
      }
      else
      {
        LOGE("An error occurred while attempting to pull the creature named %s from the creature set.", "hero");
      }
    }
  }
  else
  {
    LOGE("An error occured while attempting to populate a creature set from the supplied resource.");
  }

  //3) BUILD MAP
  tileSet = TileDefinitionFileManager::PopulateHexTileDefinitionSet(
      resourceManager, "latest.amr");

  if (NULL != tileSet)
  {
    LOGI("The tile set contains %d tiles.", tileSet->GetNumberOfTiles());
    LOGI("Tile width %f Tile height %f.", tileSet->GetTileWidth(), tileSet->GetTileHeight());
    tileSet->RegisterTileTextures(driver, resourceManager);
    LOGI("Registered tile textures.");

    MapBuilder mapBuilder;
    LOGI("Building map...");
    currentMap = mapBuilder.Construct(dimension2d<int> (10, 10), tileSet);
    LOGI("Adding hero...");
    currentMap->SetPlayerCharacter(hero);
    LOGI("Adding skeleton...");
    currentMap->AddMonster(skeleton);
    LOGI("Map completed!");

    //Set global coordinate translator reference
    coordinateTranslator = currentMap->GetCoordinateTranslator();

    driver->setTransform(ETS_WORLD, matrix4());
    driver->setTransform(ETS_VIEW, matrix4());

    //Build game layer and hard code wih map
    if (NULL != currentMap)
    {
      LOGI("Map:\nDimensions(%d, %d)\nTextureName: %s", currentMap->GetMapDimensions().Width, currentMap->GetMapDimensions().Height, currentMap->GetTextureFilename().c_str());
      GameLayer* gameLayer = new GameLayer(currentMap,
          game->GetResourceManager(),
          game->GetSceneManager()->getRootSceneNode(), game->GetSceneManager(),
          1234);
    }
  }
  else
  {
    LOGE("The TileSet could not be loaded and, accordingly, a map could not be constructed.");
  }
}
예제 #9
0
void main_loop()
{
	iGraph.DrawImage2D (0,0,736,448,0,0,736,448,Ganondorfs_castle);
	//Ganondorf.draw (&iGraph);
	//Ganondorf.print_pos();
	sprite_list_head.insert_node (&Ganondorf, 5);

	int portal_y = 280;

	for (int i=0; i<5; i++)
	{
		portal.select_frame (i,0);
		portal.set_position (-107 + i*120, portal_y);
		//portal.draw (&iGraph);
		sprite_list_head.insert_node (&portal, portal.get_sheet_x() == 2 ? 4 : 5);
	};

		//portal.select_frame (save_state.get_phase()+5, 0);

	portal.set_position (-109 + 5*120, portal_y);
	switch (save_state.get_phase())
	{
		case 0: 
			portal.select_frame (5, 0); 
			sprite_list_head.insert_node (&portal, 5);
		break;

		case 1: 
			portal.select_frame (7, 0);
			sprite_list_head.insert_node (&portal, 5);
			portal.select_frame (8, 0);
			sprite_list_head.insert_node (&portal, 6);
			break;

		case 2:
			portal.select_frame (7, 0);
			sprite_list_head.insert_node (&portal, 5);
			break;
	};

		
		//portal.draw (&iGraph);
		

	for (int i=0; i<6; i++)
	{
		if (save_state.get_temple(i))
		{
			medallion.select_frame (i, 0);
			medallion.set_position (38 + i*120, 220);
			//medallion.draw (&iGraph);
			sprite_list_head.insert_node (&medallion, 1);
		};
	};

	for (int i=0; i<6; i++)
		if (save_state.get_easter_egg(i))
		{
			easter_egg.select_frame (i, 0);
			easter_egg.set_position (19 + (SCREEN_WIDTH / 2) - ((3-i) * 109) - (30 * (3-i>0)), 414); //Último x = 605
			//prize_table.draw (&iGraph);
			sprite_list_head.insert_node (&easter_egg, 5);
		};

	if (save_state.light())
	{
		int i = 5;
		//easter_egg.set_position (605, 354);
		//sprite_list_head.insert_node (&easter_egg, 5);
		easter_egg.select_frame (i+1, 0);
		easter_egg.set_position (605, 352);
		sprite_list_head.insert_node (&easter_egg, 5);
	};




	if (see_generated_map)
	{
		MapNode* current_node = map_builder.get_list_head()->get_ptr();
		while (current_node != NULL)
		{
			forest_map.set_position (current_node->get_screen_x(), current_node->get_screen_y());
			forest_map.select_frame (current_node->get_sheet_x(), current_node->get_sheet_y());
			forest_map.draw (&iGraph);
			current_node = current_node->get_ptr();
		};
	};



	//Epona.draw (&iGraph);
	//Epona.set_position ((SCREEN_WIDTH - Epona.get_frame_w()) / 2 - 12, 345);
	sprite_list_head.insert_node (&Epona, 5);


	float hearts = save_state.get_hearts();
	int whole_hearts = floor (hearts);
	float fraction = hearts - whole_hearts;

	//printf ("hearts = %0.2f\twhole_hearts = %d\tfraction=%0.2f\n", hearts, whole_hearts, fraction);

	for (int i=0; i<20; i++)
	{
		if (i < 10)				heart.set_position (22*i + 20, 20);
		else					heart.set_position (22*(i-10) + 20, 40);
		

		if (i < whole_hearts)				heart.select_frame (0, 0);
		else if (i == whole_hearts)
		{
			if (fraction == 0.0f)			heart.select_frame (4, 0);
			else if (fraction == 0.25f)		heart.select_frame (3, 0);
			else if (fraction == 0.50f)		heart.select_frame (2, 0);
			else if (fraction == 0.75f)		heart.select_frame (1, 0);
		}
		else if (i > whole_hearts)			heart.select_frame (4, 0);
	
		if (i+1 <= save_state.get_heart_containers())
			sprite_list_head.insert_node (&heart, 10);
	};


	int total_rupees = save_state.get_rupees();
	int single_digit_rupees = 0;
	char rupee_str[4];
	for (int i=0; i<3; i++)
	{
		int divisor = pow ((double) 10, (int) 2-i);
		single_digit_rupees = total_rupees / divisor;
		rupee_str[i] = '0' + single_digit_rupees;
		total_rupees -= single_digit_rupees * divisor;
	};
	rupee_str[3] = '\0';
	rupee.set_position (20, SCREEN_HEIGHT - 10);
	sprite_list_head.insert_node (&rupee, 10);
	iGraph.SetTextFont ("Helvetica", 25, 10, 0, 0);
	iGraph.draw_text (45, SCREEN_HEIGHT - 13, rupee_str);




	//iGraph.draw_point (SCREEN_WIDTH/2, 280);
	


	sprite_list_head.draw_list (&iGraph);
	//sprite_list_head.print_node_line();
	sprite_list_head.clear();

	int mana_y = save_state.get_heart_containers() > 10 ? 45 : 30;

	iGraph.SetColor (0.0f, 255.0f, 127.0f);
	iGraph.fill_rectangle (20, mana_y, 234, mana_y + 10);
	iGraph.SetColor (255.0f, 255.0f, 255.0f);
	iGraph.draw_rectangle (20, mana_y, 234, mana_y + 10);

};