Пример #1
0
Shock::Shock(class PlayerAI *player, Vector &direction){

	mat = new Material("Textures/Shield/Shield",Texture::cARGB);
	mat->SetMode(MATERIAL_DEST_ADD_SOURCE);
	Geometry *g = new Geometry();
	g->SetName(0,"Shock");
	g->Apply(mat);
	g->Add(Vector(-25000, 25000,0));
	g->Add(Vector( 25000, 25000,0));
	g->Add(Vector( 25000,-25000,0));
	g->Add(Vector(-25000,-25000,0));
	g->Add(Vertex(0,0,0));
	g->Add(Vertex(1,1,0));
	g->Add(Vertex(2,1,1));
	g->Add(Vertex(3,0,1));
	IndexedPolygon *pol;
	pol = g->NewIndexedPolygon(); //new IndexedPolygon(g);
	pol->Add(0);
	pol->Add(1);
	pol->Add(2);
	pol->Add(3);
	Intelligence::Apply(g);
	g->Node::Apply(0,this);
	player->GetCreatorGeometry()->Node::Apply(0,g);
	SetPosition(Vector(0,0,0));
	Quaternion dir = Quaternion(direction.X,-direction.Y,0,0);
	SetOrientation(Quaternion(dir));
	Spawn = -1.0f;
}
Пример #2
0
Meteorites::Meteorites() : Client(), Message(){

	ViewBunch = new DynamicArray();
	BitmapBunch = new DynamicArray();

	SetName("MeteoritesGame");

	printf("------------------------------------------------------------------------\n");
	printf("Initializing TV-Meteorites, Copyright (C) RealityMakers Entertainment as\n");
	printf("------------------------------------------------------------------------\n");

	View1 = new View(Rect(0,0,1,1));
	View1->SetClearState(false);
/*
	Scores = new ScoreViews(View1);
*/
//	191,189
//	101
//	85

	#ifdef TV2
	tv2bm = new Bitmap("Textures/tv2/tv2",BITMAP_RGB);
	tv2v  = new View(Rect(
		1-.075f*.8f-.01f,
		.01f,
		1-.01f,
		.1f*.8f+.01f));
	tv2bm->SetTranslusency(.5f);
	tv2v->Apply(tv2bm);
	tv2v->SetClearState(false);
	View1->Apply(tv2v);
	#endif
	#ifdef SCHIBSTED
	tv2bm = new Bitmap("Textures/tv2/slogo",BITMAP_RGB);
	tv2v  = new View(Rect(
		1-.09f*.8f*1.5f-.01f,
		.01f,
		1-.01f,
		.1f*.8f+.01f));
	tv2bm->SetTranslusency(.5f);
	tv2v->Apply(tv2bm);
	tv2v->SetClearState(false);
	View1->Apply(tv2v);
	#endif
	#ifdef JANCO
	Bitmap *tv2bm = new Bitmap("Textures/tv2/janco",BITMAP_RGB);
	View *tv2v  = new View(Rect(
		.9f,
		0,
		1,
		.1f));
	tv2bm->SetTranslusency(.5f);
	tv2v->Apply(tv2bm);
	tv2v->SetClearState(false);
	View1->Apply(tv2v);
	#endif

	Info1 = new Bitmap("Textures/Interface/Instructions/Inntasting",BITMAP_RGB);
	Info2 = new Bitmap("Textures/Interface/Instructions/Kontroll",BITMAP_RGB);
	Info3 = new Bitmap("Textures/Interface/Instructions/Pickups",BITMAP_RGB);
//printf("%d,%d\n",Info1->GetWidth(),Info1->GetHeight());
//printf("%d,%d\n",Info2->GetWidth(),Info2->GetHeight());
//printf("%d,%d\n",Info3->GetWidth(),Info3->GetHeight());
	View *InfoView = new View(Rect(.75f,.7f,.95f,.9f));
	InfoView->SetClearState(false);
	View *v1 = new View(Rect(0,0,1,1.3f));
	View *v2 = new View(Rect(0,0,1,101.0f/189.0f*1.3f));
	View *v3 = new View(Rect(0,0,1,85.0f/189.0f*1.3f));
	InfoViews = new DynamicArray();
	InfoViews->Add(InfoView);
	InfoViews->Add(v1);
	InfoViews->Add(v2);
	InfoViews->Add(v3);
	v1->Apply(Info1);
	v2->Apply(Info2);
	v3->Apply(Info3);
	v1->SetClearState(false);
	v2->SetClearState(false);
	v3->SetClearState(false);
	InfoView->Apply(v1);
	InfoView->Apply(v2);
	InfoView->Apply(v3);
	View1->Apply(InfoView);


//	Info3->SetTranslusency(.8f);
#if 1
	scene = new Scene(View1);
#else
	Scores = new ScoreViews(View1);

	null = new Geometry();
	null->SetPosition(Vector(0,0,10000));

	Back = new Geometry();
	Back->Node::Apply(new Background(Back));
	Back->SetPosition(Vector(0,0,8000*3));
	Back->Post();
	null->Node::Apply(Back);

	new Nebula(null);
	new	Sun(null);
//	new Planet(null);

	cam = new Camera();
	cam->SetName(String("Camera"));
	null->Node::Apply(cam);
	camAI = new CameraAI(cam);
	cam->Apply(camAI);
	View1->Attatch(cam);
/*
//	PlayerGeometries = new DynamicArray();
	for(int n=0; n<16; n++){
		Geometry *Ship = new Geometry();
		char name[1024];
		sprintf(name,"Player%d",n);
		Ship->SetName(String(name));	// fixme: Optimize!
		//Ship->SetPosition(Vector(0,0,-800000));
		Ship->Post();
//		PlayerGeometries->Add(Ship);
		//AI_Player1 = new PlayerAI(Ship);
		null->Node::Apply(Ship);
		Ship->Node::Apply(new PlayerAI(Ship,Scores,Scores->GetPlayer(n),0));
	}
*/
//#if 0
	for(int n=0; n<10; n++){
		Geometry *Rock = new Geometry();
		Rock->SetName("Rock");
		Rock->Add(Vector(-400,-400,0));
		Rock->Add(Vector( 400,-400,0));
		Rock->Add(Vector( 400, 400,0));
		Rock->Add(Vector(-400, 400,0));
		Rock->Add(Vertex(0,0,0));
		Rock->Add(Vertex(1,1,0));
		Rock->Add(Vertex(2,1,1));
		Rock->Add(Vertex(3,0,1));
		IndexedPolygon *pol = Rock->NewIndexedPolygon();
		pol->Add(0);
		pol->Add(1);
		pol->Add(2);
		pol->Add(3);
		RockAI *AI_Rock = new RockAI(/*this,*/Rock,400.0f);
		Rock->Node::Apply(AI_Rock);
		null->Node::Apply(Rock);
	}
//#endif
	//
#if 0
	printf("Initializing levels.\n");
	//#ifndef _DEBUG
	InitLevels(2);
	NextLevel(10);
	//#endif
	printf("Done.\n");
#endif
#endif
	printf("------------------------------------------------------------------------\n");
	printf("                       TV-Meteorites initalized\n");
	printf("------------------------------------------------------------------------\n");

	Initialized = true;
}