// initialize each object that will be shown on screen void init() { glutIgnoreKeyRepeat(1); glEnable(GL_LINE_STIPPLE); ball.init(); player.init(); ai.init(); o1.init(); o2.init(); }
void Map::createMap() { //TODO : Add a quadrant system const int w = m_pSurface->w / World::ratio; const int h = m_pSurface->h / World::ratio; b2Vec2 oldPos(0.0f,0.f); const float minDis = 3; for(unsigned int i=0; i<16*5; i++) { bool foundPos = false; while(foundPos == false) { b2Vec2 pos(rand()%w, rand()%h); if(b2DistanceSquared(pos, oldPos) >= minDis) { foundPos = true; oldPos = pos; } } Obstacle * obs = new Obstacle(m_pWorld, oldPos); obs->init(); m_Obstacles.push_back(obs); } }
Obstacle* Obstacle::create(Obstacle::Type type) { Obstacle *ret = new Obstacle(); if (ret && ret->init(type)) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; };
void ColoredCubeApp::initApp() { D3DApp::initApp(); audio->playCue(MAIN_TRACK); srand(time(0)); left = Vector3(1,0,0); right = Vector3(-1,0,0); forward = Vector3(0,0,-1); back = Vector3(0,0,1); up = Vector3(0,1,0); down = Vector3(0,-1,0); zero = Vector3(0,0,0); whiteBox.init(md3dDevice, 1.0f, WHITE); redBox.init(md3dDevice, 1.0f, RED); blueBox.init(md3dDevice, 1.0f, BLUE); greenBox.init(md3dDevice, 1.0f, GREEN); crimBox.init(md3dDevice, 0.8f, CRIMSON); dRedBox.init(md3dDevice, 0.8f, DARKRED); dBlueBox.init(md3dDevice, 0.25f, DARKBLUE); line.init(md3dDevice, 10.0f, GREEN); ////// New Stuff added by Steve ////// gLine.init(md3dDevice, 10.0f, GREEN); rLine.init(md3dDevice, 10.0f, RED); bLine.init(md3dDevice, 10.0f, BLUE); xLine.init(&rLine, Vector3(0,0,0), 10); xLine.setPosition(Vector3(0,0,0)); yLine.init(&gLine, Vector3(0,0,0), 10); yLine.setPosition(Vector3(0,0,0)); yLine.setRotationZ(ToRadian(90)); zLine.init(&bLine, Vector3(0,0,0), 10); zLine.setPosition(Vector3(0,0,0)); zLine.setRotationY(ToRadian(90)); numberOfObstacles = 50; float obstacleScale = 2.5f; float playerScale = 2.67f; Vector3 oScale(obstacleScale, obstacleScale, obstacleScale); Vector3 pScale(playerScale, playerScale, playerScale); playerBox.init(md3dDevice, playerScale, WHITE); player.init(&playerBox, sqrt(playerScale * 2.0f), Vector3(0, 2, 0), Vector3(0, 0, 0), 10, pScale, audio); player.linkInput(input); int posZ = 0; int posX = 0; int chance = 0; int r = 0; float floorSpeed = floor.getSpeed(); for (int i=0; i<numberOfObstacles; ++i) { Box* box = new Box(); box->init(md3dDevice, obstacleScale, GREEN); obstacleBoxes.push_back(box); Obstacle o; o.init(box, sqrt(5.0f), Vector3(0,0,200), Vector3(0,0,-1), 0, Vector3(oScale)); o.setInActive(); obstacles.push_back(o); } ///Set obstacle cluster variables clusterSize = 1; clusterSizeVariation = 3; clusterSeparation = 100; cubeSeparation = 30; lineJiggle = 3; cubeJiggle = 3; clusterJiggle = 10; floorMovement = 0.0f; //Other floor variables floorClusterCounter = 0; floorClusterThreshold = 7; floorSpeedIncrease = 5; //New spectrum HUD by Andy specHudBox[0].init(md3dDevice, .5f, 1.0f, 1.0f, RED, YELLOW); specHudBox[1].init(md3dDevice, .5f, 1.0f, 1.0f, YELLOW, GREEN); specHudBox[2].init(md3dDevice, .5f, 1.0f, 1.0f, GREEN, CYAN); specHudBox[3].init(md3dDevice, .5f, 1.0f, 1.0f, CYAN, BLUE); specHudBox[4].init(md3dDevice, .5f, 1.0f, 1.0f, BLUE, MAGENTA); specHudBox[5].init(md3dDevice, .5f, 1.0f, 1.0f, MAGENTA, RED); cursorBox.init(md3dDevice, .15f, 1.0f, .75f, BLACK, BLACK); Vector3 specPos = Vector3(11.0f, 25.0f, -5.0f); spectrum[0].init(&specHudBox[0], 1.0f,specPos + Vector3(0.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); spectrum[1].init(&specHudBox[1], 1.0f,specPos + Vector3(2.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); spectrum[2].init(&specHudBox[2], 1.0f,specPos + Vector3(4.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); spectrum[3].init(&specHudBox[3], 1.0f,specPos + Vector3(6.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); spectrum[4].init(&specHudBox[4], 1.0f,specPos + Vector3(8.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); spectrum[5].init(&specHudBox[5], 1.0f,specPos + Vector3(10.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); cursor.init(&cursorBox,1.0f,specPos + Vector3(-.80f, -1.0f, 0.0f), Vector3(0.0f,0.0f,0.0f), 0, Vector3(0.0f,0.0f,0.0f)); gameObject1.init(&whiteBox, sqrt(2.0f), Vector3(-10,0,0), Vector3(0,0,0), 0,Vector3(2,2,2)); gameObject2.init(&redBox, sqrt(2.0f), Vector3(4,0,0), Vector3(0,0,0), 0,Vector3(2,2,2)); gameObject3.init(&redBox, sqrt(2.0f), Vector3(-4,0,0), Vector3(0,0,0), 0,Vector3(2,2,2)); floor.init(md3dDevice); gameOver = false; activeMessage = false; messageTimer = 0.0f; //init lights - using pointlights lightType = 1; numberOfLights = 1; for (int i=0; i<numberOfLights; ++i) { Light l; l.pos = Vector3(0, 50, -17); l.ambient = Color(0.67f, 0.67f, 0.67f); l.diffuse = Color(1.0f, 1.0f, 1.0f); l.specular = Color(1.0f, 1.0f, 1.0f); l.att.x = 1.5f; l.att.y = 0.0f; l.att.z = 0.0f; l.range = 97.0f; lights.push_back(l); } buildFX(); buildVertexLayouts(); }