bool ProcGameIntro::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"demo - game intro"); // create camera BaseCamera* pCamera = new BaseCamera(vector3df(0,0,0), vector3df(0,0,-150), 10, vector3df(0.08f, 0.08f, 0.08f), 10, vector3df(10, 10, 10), 10, vector3df(1, 1, 1), 10, 10); // background GameBackground* pBg = new GameBackground(); // battle board BattleBoard* pBattleBoard = new BattleBoard(dimension2d<irr::s32>(10,10)); // register entity EntityMgr.RegisterEntity(pCamera); EntityMgr.RegisterEntity(pBg); EntityMgr.RegisterEntity(pBattleBoard); //EntityMgr.RegisterEntity(pCard); return true; }
bool ProcGameIntro::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"I'm gonna show you folding map - game intro"); BaseCamera* pCamera = null; NaviPlayer* pNaviPlayer = null; GameField* pGameField = null; GameField2nd* pGameField2nd = null; // create map pGameField = new GameField(dimension2d<s32>(5, 5), "Rsrc/map.bmp"); pGameField2nd = new GameField2nd(); // create player pNaviPlayer = new NaviPlayer(vector3df(5.f, 5.f, --g_gameIntrozOrder), 3.f, vector3df(0.05f, 0.05f, 0.05f), 10.f, vector3df(10, 10, 10), 10.f, vector3df(10, 10, 10), 10.f, 10.f); pNaviPlayer->SetCollisionType(BaseGameEntity::ENTITY_COLLISION_TYPE_NORMAL); pNaviPlayer->SetName("FugitivePlayer"); // create camera vector3df camPos = pNaviPlayer->Pos(); camPos.Z -= 50; pCamera = new BaseCamera(pNaviPlayer->Pos(), camPos, 10, vector3df(0.08f, 0.08f, 0.08f), 10, vector3df(10, 10, 10), 10, vector3df(1, 1, 1), 10, 10); pCamera->SetTargetEntityID(pNaviPlayer->ID()); // register entity EntityMgr.RegisterEntity(pCamera); EntityMgr.RegisterEntity(pGameField); EntityMgr.RegisterEntity(pGameField2nd); EntityMgr.RegisterEntity(pNaviPlayer); return true; }
bool ProcTitle::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"Artistic Controlled Car - title"); IGUIEnvironment* env = device.getGUIEnvironment(); IGUIButton* pButton = env->addButton(rect<s32>(10, 240, 200, 240+100), 0, GUI_ID_START_BUTTON, L"Start", L"Start Game"); pButton->setDrawBorder(false); IVideoDriver* pDriver = IrrDvc.GetDriver(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/hero.tga"); // refcount = 1 pButton->setImage(pTexture); // refcount += 2, means when button released refcount will be 1 pButton->setUseAlphaChannel(true); // 1 will be decreased pDriver->removeAllTextures(); { ITexture* pTexture = pDriver->getTexture("Rsrc/map.bmp"); pButton->setPressedImage(pTexture); } // sound test IrrSnd.GetSndEngine()->play2D("Rsrc/getout.ogg", true); return true; }
bool ProcTitle::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"Pair - title"); //device.getCursorControl()->setVisible(false); u32 width = IrrDvc.GetDriver()->getScreenSize().Width; u32 height = IrrDvc.GetDriver()->getScreenSize().Height; scene::ISceneManager* pSmgr = IrrDvc.GetSmgr(); IVideoDriver* pDriver = IrrDvc.GetDriver(); // camera setting { irr::scene::ICameraSceneNode* pCamera = pSmgr->addCameraSceneNode(0, core::vector3df(0,0,-100), core::vector3df(0,0,0)); //f32 zNear = 1; //f32 zFar = 3000; //f32 zNear = pCamera->getNearValue(); //f32 zFar = pCamera->getFarValue(); #if 0 CMatrix4<f32> matOrtho; matOrtho.buildProjectionMatrixOrthoLH(width, height, zNear, zFar); pCamera->setProjectionMatrix(matOrtho, true); #else //CMatrix4<f32> matPerspective; //matPerspective.buildProjectionMatrixPerspectiveLH((f32)width, (f32)height, zNear, zFar); //pCamera->setProjectionMatrix(matPerspective, false); #endif } // title { m_p2DSprite = pSmgr->addBillboardSceneNode(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/title.png"); m_p2DSprite->setMaterialTexture(0, pTexture); m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false); m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true); m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false); m_p2DSprite->setMaterialFlag(video::EMF_ANTI_ALIASING, true); m_p2DSprite->setMaterialFlag(video::EMF_BILINEAR_FILTER, true); m_p2DSprite->setSize(dimension2df((f32)width, (f32)height)); m_p2DSprite->setPosition(vector3df(0.f, 0.f, 300.f)); m_p2DSprite->setID(1004); m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(1.0f, 1.0f); // animation test //scene::ISceneNodeAnimator* pAni = pSmgr->createFlyCircleAnimator(core::vector3df(0,0,200), 20.0f); //m_p2DSprite->addAnimator(pAni); } // card { for (int i = 0; i < 3; i++) { IMeshSceneNode* pCard = pSmgr->addCubeSceneNode(); char buff[20]; sprintf_s(buff, 20, "Rsrc/card%d.png", i); video::ITexture* pTexture = pDriver->getTexture(buff); pCard->setMaterialTexture(0, pTexture); pCard->setScale(vector3df(4.f, 4.f * 1.618f, 0.1f)); pCard->setPosition(vector3df(-60.f + 60.f * i, 0.f, 0.f)); pCard->setMaterialFlag(video::EMF_LIGHTING, false); // animation test scene::ISceneNodeAnimator* pAni = pSmgr->createRotationAnimator(vector3df(0.f, 1.f, 0.f)); pCard->addAnimator(pAni); pAni->drop(); } } // mesh { IAnimatedMesh* mesh = pSmgr->getMesh("Rsrc/sydney.md2"); IAnimatedMeshSceneNode* pNode = pSmgr->addAnimatedMeshSceneNode(mesh); if (pNode) { //pNode->setScale(vector3df(10.f, 10.f, 10.f)); pNode->setMaterialFlag(EMF_LIGHTING, false); //pNode->setMaterialFlag(EMF_ZBUFFER, false); pNode->setMD2Animation(scene::EMAT_STAND); pNode->setMaterialTexture( 0, pDriver->getTexture("Rsrc/sydney.bmp") ); pNode->setPosition(vector3df(0.0f, -5.f, -55.f)); } } // button { IGUIEnvironment* env = device.getGUIEnvironment(); video::ITexture* pTexture = pDriver->getTexture("Rsrc/new_game_btn_normal.PNG"); // refcount = 1 dimension2d<u32> dim = pTexture->getOriginalSize(); s32 offsetX = width / 2 - dim.Width / 2; s32 offsetY = height - dim.Height * 3; IGUIButton* pButton = env->addButton(rect<s32>(offsetX, offsetY, offsetX + dim.Width, offsetY + dim.Height), 0, GUI_ID_START_BUTTON); pButton->setDrawBorder(false); pButton->setImage(pTexture); // refcount += 2, means when button released refcount will be 1 pButton->setUseAlphaChannel(true); // 1 will be decreased pDriver->removeAllTextures(); { ITexture* pTexture = pDriver->getTexture("Rsrc/new_game_btn_pressed.PNG"); pButton->setPressedImage(pTexture); } } // sound test IrrSnd.GetSndEngine()->play2D("Rsrc/getout.ogg", true); return true; }
bool ProcGame::OnInit(irr::IrrlichtDevice& device) { device.setWindowCaption(L"Catch me if you can - game"); BaseCamera* pCamera; FugitivePlayer* pFugitive; #ifdef MAKE_CHASERONE ChaserPlayer* pChaser; #endif #ifdef MAKE_CHASERFLOCK //ChaserPlayer* pChaserGroup[TEST_CHASER_PATROL]; ChaserPlayer* pChaserFlock1[TEST_CHASER_FLOCKING]; ChaserPlayer* pChaserFlock2[TEST_CHASER_FLOCKING2]; //ChaserPlayer* pChaserFlock3; #endif DummyObject* pDummyObjBlocktile[TEST_DUMMY_BLOCK]; #ifdef MAKE_ZTUNNELTILE Ztunnel* pZtunnelTile[TEST_ZTUNNEL_BLOCK]; #endif //BulletBasic* pBullet; GameField* pGameField; GameField2nd* pGameField2nd = null; // create map pGameField = new GameField(dimension2d<s32>(10, 10), "Rsrc/map.bmp"); pGameField2nd = new GameField2nd(); // create player pFugitive = new FugitivePlayer(vector3df(5.f, 5.f, --g_zOrder), 3.f, vector3df(0.05f, 0.05f, 0.05f), 10.f, vector3df(10, 10, 10), 10.f, vector3df(10, 10, 10), 10.f, 10.f, pGameField->ID()); pFugitive->SetCollisionType(BaseGameEntity::ENTITY_COLLISION_TYPE_NORMAL); pFugitive->SetName("FugitivePlayer"); // create camera vector3df camPos = pFugitive->Pos(); camPos.Z -= 50; pCamera = new BaseCamera(pFugitive->Pos(), camPos, 10, vector3df(0.08f, 0.08f, 0.08f), 10, vector3df(10, 10, 10), 10, vector3df(1, 1, 1), 10, 10); pCamera->SetTargetEntityID(pFugitive->ID()); // sk #ifdef MAKE_CHASERONE pChaser = new ChaserPlayer(vector3df(20, 10, --g_zOrder), 3, vector3df(0, 0, 0), 10, vector3df(10, 10, 10), 10, vector3df(10, 10, 10), 10, 10); pChaser->SetCollisionType(BaseGameEntity::ENTITY_COLLISION_TYPE_NORMAL); pChaser->SetName("ChaserPlayer"); #endif /* pBullet = new BulletBasic(vector3df(25, 10, 0), 10, vector3df(10.0f, 0, 0), 10, vector3df(10, 10, 10), 10, vector3df(10, 10, 10), 10, 10, BULLET_STATE_MOVE); */ // test patrol /*for (int i=0;i<TEST_CHASER_PATROL;i++) { m_pChaserGroup[i] = new ChaserPlayer(vector3df(20+(i*10), 20+(i*5), 0), 10, vector3df(0, 0, 0), 10, vector3df(10, 10, 10), 10, vector3df(10, 10, 10), 10, 10); }*/ #ifdef MAKE_CHASERFLOCK for(int i=0; i<TEST_CHASER_FLOCKING; i++) { pChaserFlock1[i] = new ChaserPlayer(vector3df(20.f+(i*10), 70.f+(i*5), --g_zOrder), 4, vector3df(0, 0, 0), 10, vector3df(0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, CHASWER_STATE_ROAMSTATE,//CHASWER_STATE_STARTPATROL,//CHASWER_STATE_CHASERGROUPSTATE, 1); pChaserFlock1[i]->SetCollisionType(BaseGameEntity::ENTITY_COLLISION_TYPE_NORMAL); //FirstFlockChaser.m_Flocklist.push_back(m_pChaserFlock1[i]); } ////주인공을 쫓는 그룹 for (int i = 0; i < 2; i++) { for (int j = 0; j < 5; j++) { pChaserFlock2[j+(i*5)] = new ChaserPlayer(vector3df(80.f+(j*10), 90.f+(i*10), --g_zOrder), 4, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, CHASWER_STATE_CHASERGROUPSTATE, 2); pChaserFlock2[j+(i*5)]->SetCollisionType(BaseGameEntity::ENTITY_COLLISION_TYPE_NORMAL); pChaserFlock2[j+(i*5)]->SetName("Chaser"); //FirstFlockChaser.m_Flocklist.push_back(m_pChaserFlock2[i]); } } #endif // pChaserFlock3 = new ChaserPlayer(vector3df(30, 80, --g_zOrder), // 10, // vector3df(0, 0, 0), // 10, // vector3df(-0.5f, -0.5f, 0.0f), // 10, // vector3df(10, 10, 10), // 10, // 10, // CHASWER_STATE_ROAMSTATE, // 3); //*/ pDummyObjBlocktile[0] = new DummyObject(vector3df(85, 15, --g_zOrder), 10, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, DUMMY_STATE_IDLECHASER, 4); pDummyObjBlocktile[1] = new DummyObject(vector3df(35, 55, --g_zOrder), 10, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, DUMMY_STATE_IDLECHASER, 4); pDummyObjBlocktile[2] = new DummyObject(vector3df(55, 35, --g_zOrder), 10, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, DUMMY_STATE_IDLECHASER, 4); pDummyObjBlocktile[3] = new DummyObject(vector3df(55, 55, --g_zOrder), 10, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, DUMMY_STATE_IDLECHASER, 4); #ifdef MAKE_ZTUNNELTILE pZtunnelTile[0] = new Ztunnel(vector3df(75, 75, --g_zOrder), 10, vector3df(0, 0, 0), 10, vector3df(-0.5f, -0.5f, 0.0f), 10, vector3df(10, 10, 10), 10, 10, ZTUNNEL_STATE_IDLE, 4, pBlackBoard); //end sk #endif // register entity EntityMgr.RegisterEntity(pCamera); EntityMgr.RegisterEntity(pGameField); EntityMgr.RegisterEntity(pGameField2nd); EntityMgr.RegisterEntity(pFugitive); EntityMgr.RegisterEntity(100, pFugitive); #ifdef MAKE_CHASERONE EntityMgr.RegisterEntity(pChaser); #endif //EntityMgr.RegisterEntity(pBullet); EntityMgr.RegisterEntity(pDummyObjBlocktile[0]); EntityMgr.RegisterEntity(pDummyObjBlocktile[1]); EntityMgr.RegisterEntity(pDummyObjBlocktile[2]); EntityMgr.RegisterEntity(pDummyObjBlocktile[3]); #ifdef MAKE_ZTUNNELTILE EntityMgr.RegisterEntity(pZtunnelTile[0]); #endif #ifdef MAKE_CHASERFLOCK for(int i=0; i<TEST_CHASER_FLOCKING; i++) { EntityMgr.RegisterEntity(pChaserFlock1[i]); EntityMgr.RegisterEntity(1, pChaserFlock1[i]); } for (int i = 0; i < 2; i++) { for (int j = 0; j < 5; j++) { EntityMgr.RegisterEntity(pChaserFlock2[j+(i*5)]); EntityMgr.RegisterEntity(2, pChaserFlock2[j+(i*5)]);//test code 지금은 그냥 1로 나중에 인자로 처리 } } #endif // EntityMgr.RegisterEntity(pChaserFlock3); //임시로 추가한 코드 //scene::ISceneManager* pSmgr = IrrDvc.GetSmgr(); //m_pSceneNode = new TerritorySceneNode(pSmgr->getRootSceneNode(), pSmgr, ID(), this); //new DarkShadowsSceneNode(pSmgr->getRootSceneNode(), pSmgr); return true; }