Пример #1
0
LRESULT WINAPI ScreenSaverProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    static RECT rect;

    switch (message)
    {
    case WM_CREATE:
        GetClientRect(hWnd, &rect);
        Width = rect.right;
        Height = rect.bottom;

        InitGL(hWnd, hDC, hRC);
        InitAnim();

        SetTimer(hWnd, TIMER, 10, NULL);
        return 0;

    case WM_DESTROY:
        KillTimer(hWnd, TIMER);
        DestroyAnim();
        CloseGL(hWnd, hDC, hRC);
        return 0;

    case WM_TIMER:
        DoAnim();
        SwapBuffers(hDC);
        return 0;

    }

    return DefScreenSaverProc(hWnd, message, wParam, lParam);
}
Пример #2
0
Player::Player(int setWidth, int setHeight, float setX, float setY, int setSprite, bool setCollision) {
	
	InitAnim();

	width = setWidth;
	height = setHeight;
	x = setX;
	y = setY;
	sprite = setSprite;
	collision = setCollision;
	timer = 0;
	currentFrame = 0;
	frameMax = 0;
	type = 0;
	shoot = true;
	shotTimer = 0;
	state = 0;
	currentBullet = 0;
	bulletSize = 24;
	alive = true;
	bullet = new Bullet[bulletSize];
	for(int i=0; i<bulletSize; i++) {
		bullet[i] = Bullet(4, 16, -32, -32, CreateSprite("./images/Laser.png", 4, 16, true), 0);
	}
}
void USkeletalMeshComponent::SetAnimClass(class UClass* NewClass)
{
	if (NewClass != NULL)
	{
		UAnimBlueprintGeneratedClass* NewGeneratedClass = Cast<UAnimBlueprintGeneratedClass>(NewClass);
		ensure(NULL != NewGeneratedClass);
		// set the animation mode
		AnimationMode = EAnimationMode::Type::AnimationBlueprint;

		if (NewGeneratedClass != AnimBlueprintGeneratedClass)
		{
			// Only need to initialize if it hasn't already been set.
			AnimBlueprintGeneratedClass = NewGeneratedClass;
			ClearAnimScriptInstance();
			InitAnim(true);
		}
	}
	else
	{
		// Need to clear the instance as well as the blueprint.
		// @todo is this it?
		AnimBlueprintGeneratedClass = NULL;
		ClearAnimScriptInstance();
	}
}
void USkeletalMeshComponent::SetSkeletalMesh(USkeletalMesh* InSkelMesh)
{
	if (InSkelMesh == SkeletalMesh)
	{
		// do nothing if the input mesh is the same mesh we're already using.
		return;
	}

	UPhysicsAsset* OldPhysAsset = GetPhysicsAsset();

	Super::SetSkeletalMesh(InSkelMesh);

#if WITH_EDITOR
	ValidateAnimation();
#endif

	if (GetPhysicsAsset() != OldPhysAsset && IsPhysicsStateCreated())
	{
		RecreatePhysicsState();
	}

	UpdateHasValidBodies();

	InitAnim(false);

#if WITH_APEX_CLOTHING
	ValidateClothingActors();
#endif
}
Пример #5
0
Player::Player(void) {
	InitAnim();
	bulletSize = 24;
	width = 0;
	height = 0;
	x = 0;
	y = 0;
	sprite = CreateSprite( "./images/Ship_Idle.png", 64, 64, true);
	collision = true;
	state = 0;
}
void USkeletalMeshComponent::OnRegister()
{
	Super::OnRegister();

	InitAnim(false);

	if (MeshComponentUpdateFlag == EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered && !FApp::CanEverRender())
	{
		SetComponentTickEnabled(false);
	}
}
void USkeletalMeshComponent::InitializeComponent()
{
	Super::InitializeComponent();

	InitAnim(false);

#if EXPERIMENTAL_PARALLEL_CODE
	PrimaryComponentTick.TickGroup = TG_ParallelAnimWork;
	PrimaryComponentTick.bRunOnAnyThread = true;	
#endif

}
Animation::Animation(std::string nombre, SpriteSheet* spriteSheet, int initAnim, int endAnim, float animSpeed, bool pause, bool loop )
{
    m_spriteSheet = spriteSheet;
    m_animationName = nombre;
    m_initAnim = initAnim;
    m_endAnim = endAnim;
    m_frames = new std::vector<sf::IntRect>;
    m_animSpeed = animSpeed;
    m_pause = pause;
    m_loop = loop;
    
    InitAnim();
}
Пример #9
0
/************************************************************************
cMouse::Constructor()

Initialize DI device
*************************************************************************/
cMouse::cMouse(LPDIRECTINPUT8 pDI, HWND hwnd, bool isExclusive)
{
	cLog *Log = cLog::Instance();
	HRESULT hr;

	hr = pDI->CreateDevice(GUID_SysMouse, &m_pDIDev, NULL);
	if(FAILED(hr))
	{
		Log->Error(hr,"Creating mouse device");
	}
	hr = m_pDIDev->SetDataFormat(&c_dfDIMouse);
	if(FAILED(hr))
	{
		Log->Error(hr,"Setting mouse data format");
	}
	//DIMOUSESTATE Structure - http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/input/ref/structs/dimousestate.asp
	
	DWORD flags;
	if (isExclusive)
	{
		flags = DISCL_FOREGROUND | DISCL_EXCLUSIVE | DISCL_NOWINKEY;
	}
	else
	{
		flags = DISCL_FOREGROUND | DISCL_NONEXCLUSIVE;
		//ShowCursor(false);
	}

	hr = m_pDIDev->SetCooperativeLevel(hwnd, flags);
	if (FAILED(hr))
	{
		Log->Error(hr,"Setting mouse cooperative level");
	}

	hr = m_pDIDev->Acquire();
	if(FAILED(hr))
	{
		Log->Error(hr,"Acquiring mouse");
	}

	hr = m_pDIDev->GetDeviceState(sizeof(DIMOUSESTATE), &m_state);
	if(FAILED(hr))
	{
		Log->Error(hr,"Getting mouse device state");
	}

	SetPointer(NORMAL);
	SetSelection(SELECT_NOTHING);
	InitAnim();
}