PawnEntity::PawnEntity(PawnColor color) { setColor(color); initAnimations(); createCrosshair(); health = 100; }
void AppConfig::initCache() { CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(BACKGROUND_PLIST); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(GLOBAL_PLIST); setGlobalBatchNode(CCSpriteBatchNode::create(GLOBAL_IMAGE)); initAnimations(); initParticleBatchNodes(); }
Model::Model(Engine* engine, core::Program* program, const std::string& shapePath) : IFocusable(engine), Programmable(program), #ifdef FILLWAVE_MODEL_LOADER_ASSIMP mAnimator(nullptr), mActiveAnimation(FILLWAVE_DO_NOT_ANIMATE), #endif /* FILLWAVE_MODEL_LOADER_ASSIMP */ mLights(engine->getLightSystem()) { #ifdef FILLWAVE_MODEL_LOADER_ASSIMP const aiScene* scene = engine->getModelFromFile(shapePath); if (scene) { initAnimations(scene); initShadowing(engine); initUniformsCache(); loadNodes(scene->mRootNode, scene, engine, this); } else { FLOG_FATAL("Model: %s could not be read", shapePath.c_str()); } #else std::vector<tinyobj::shape_t> shapes; std::vector<tinyobj::material_t> materials; tinyobj::attrib_t attrib; std::string err; if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &err, shapePath.c_str())) { FLOG_FATAL("Model: %s could not be read", shapePath.c_str()); } if (!err.empty()) { // `err` may contain warning message. FLOG_WARNING("%s", err.c_str()); } initShadowing(engine); for (GLuint i = 0; i < shapes.size(); i++) { if (shapes[i].mesh.material_ids.empty()) { FLOG_FATAL("No materials available"); } int materialId = shapes[i].mesh.material_ids[0]; if (materialId != -1) { attach(loadMesh(shapes[i], attrib, Material(materials[materialId]), engine->storeTexture(materials[materialId].diffuse_texname), engine->storeTexture(materials[materialId].bump_texname), engine->storeTexture(materials[materialId].specular_texname), engine)); continue; } attach(loadMesh(shapes[i], attrib, Material(), nullptr, nullptr, nullptr, engine)); } #endif }
IceProjectile::IceProjectile(std::string image, float height, float damage, DamageType damageType, float flightSpeed, float slowMultiplicatorBy, float slowDuration, std::string info, int numOfSlowedTargets, float rangeOfSlow) : Projectile(image, height, damage, damageType, flightSpeed) { initAnimations(); //loading the pictures and set the animations _slowMultiplicatorBy = slowMultiplicatorBy; _slowDuration = slowDuration; _projectileInfo = info; _numOfSlowedTargets = numOfSlowedTargets; _rangeOfSlow = rangeOfSlow; }
Sheep::Sheep(int addCost, float runSpeed, float hitPoints, Attack* attack, Armour* armour, std::list<Skill*> skills, float mana, float manaRegPerSeconds) : MoveAbleUnit(addCost, "sheep_walk0001.png", 40, runSpeed, hitPoints, attack, armour, skills, mana, manaRegPerSeconds) { initAnimations(); //loading the pictures and set the animations _normalButtonImage = "pSheep0.png"; _selectedButtonImage = "pSheep1.png"; _disabledButtonImage = "pSheep2.png"; _unitName = "Sheep"; _attackEffectSound = "sound_attack_sheep"; }
Troll::Troll(int addCost, float runSpeed, float hitPoints, Attack* attack, Armour* armour, std::list<Skill*> skills, float mana, float manaRegPerSeconds) : MoveAbleUnit(addCost, "troll_attack0001.png", 100, runSpeed, hitPoints, attack, armour, skills, mana, manaRegPerSeconds) { initAnimations(); //loading the pictures and set the animations _hitBox = BW_Rect(40, 90); _normalButtonImage = "pTroll0.png"; _selectedButtonImage = "pTroll1.png"; _disabledButtonImage = "pTroll2.png"; _unitName = "Troll"; _attackEffectSound = "sound_attack_sword"; }
FlareAntlion::FlareAntlion(int addCost, float runSpeed, float hitPoints, Attack* attack, Armour* armour, std::list<Skill*> skills, float mana, float manaRegPerSeconds) : MoveAbleUnit(addCost, "flare_antlion_attack0001.png", 80, runSpeed, hitPoints, attack, armour, skills, mana, manaRegPerSeconds) { initAnimations(); //loading the pictures and set the animations _hitBox = BW_Rect(30, 70); _normalButtonImage = "pFlareAntlion1.png"; _selectedButtonImage = "pFlareAntlion2.png"; _disabledButtonImage = "pFlareAntlion3.png"; _unitName = "Antlion"; _attackEffectSound = "sound_attack_antlion"; }
Tank::Tank(int addCost, float runSpeed, float hitPoints, Attack* attack, Armour* armour, std::list<Skill*> skills, float mana, float manaRegPerSeconds) : MoveAbleUnit(addCost, "tank_fires0001.png", 150, runSpeed, hitPoints, attack, armour, skills, mana, manaRegPerSeconds) { initAnimations(); //loading the pictures and set the animations _hitBox = BW_Rect(30, 70); _normalButtonImage = "pTank1.png"; _selectedButtonImage = "pTank2.png"; _disabledButtonImage = "pTank3.png"; _unitName = "Tank"; _attackEffectSound = "sound_attack_explosion"; }
BotanicMage::BotanicMage(int addCost, float runSpeed, float hitPoints, Attack* attack, Armour* armour, std::list<Skill*> skills, float mana, float manaRegPerSeconds) : MoveAbleUnit(addCost, "botanic_mage_attack00001.png", 80, runSpeed, hitPoints, attack, armour, skills, mana, manaRegPerSeconds) { initAnimations(); //loading the pictures and set the animations _hitBox = BW_Rect(15, 70); _normalButtonImage = "pBotanicMage0.png"; _selectedButtonImage = "pBotanicMage1.png"; _disabledButtonImage = "pBotanicMage2.png"; _unitName = "Mage"; _attackEffectSound = "sound_attack_spell"; }
void Scene::init() { // Enables lighting computations if(this->lightingEnabled) glEnable(GL_LIGHTING); // Sets up some lighting parameters glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, this->lightingDoubleSided); glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, this->lightingLocal); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Light::background_ambient); // Define ambient light //Define shading glShadeModel(this->shadeModel); //Define cullface if(this->cullface) { glEnable(GL_CULL_FACE); glCullFace(this->cullfaceMode); } else glDisable(GL_CULL_FACE); //Define cullorder glFrontFace(this->cullorder); cout << "CAMERAS: " << endl; for(unsigned int i = 0;i<this->scene_cameras.size();i++) cout << i << endl; //this->activateCamera(0); // cout lights cout << "LIGHTS: " << endl; std::list<CGFlight *>::iterator it = scene_lights.begin(); for(;it!=scene_lights.end();++it) { cout << ((Light *)(*it))->getID() << endl; } // Defines a default normal glNormal3f(0,0,1); //createDisplayLists(this->rootNode); initAnimations(); //start socket if (socket->socketConnect()) this->gameState = PLACEPIECE; else throw "Prolog not running!"; //glutFullScreen(); }
Panda *Panda::create() { auto panda = new Panda(); if(panda&&panda->initWithSpriteFrameName("taopaoxiongmao00000.png")) { panda->autorelease(); panda->setAnchorPoint(Point::ANCHOR_MIDDLE_BOTTOM); panda->initAnimations(); panda->runAction(RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation("taopaoxiongmao")))); panda->setDisplayFrameWithAnimationName("taopaoxiongmao", 1); return panda; } CC_SAFE_FREE(panda); return nullptr; }
//////////////////////////////////////////////////////////////////////////////// // CTOR / DTOR // //////////////////////////////////////////////////////////////////////////////// Bomb::Bomb() : //HouseKeeping //m_turnInfo - Set in reset. m_state(Bomb::State::Dead), m_hitBox(Lore::Rectangle::Empty()), //Sprite / Animation //m_aliveAnimation - Initialized in InitAnimations //m_explodingAnimation - Initialized in InitAnimations m_pCurrentAnimation(nullptr), //Movement / Bounds m_pos (Lore::Vector2::Zero()), m_speed (Lore::Vector2::Zero()), m_maxY (0), //Callback m_reachTargetCallback (nullptr), m_explodedFinishedCallback(nullptr) { setOnReachTargetCallback(ReachTargetCallback()); initAnimations(); initTimers (); }
void init(int argc, char *argv[]) { OSG::osgInit(argc, argv); g = new GlobalVars; int glutWinId = setupGLUT(&argc, argv); g->win = OSG::GLUTWindow::create(); g->win->setGlutId(glutWinId); g->win->init(); g->mgr = OSG::SimpleSceneManager::create(); g->mgr->setWindow(g->win); g->rootN = OSG::makeCoredNode<OSG::Group>(); g->mgr->setRoot(g->rootN); g->mgr->getHeadlight()->setDiffuse (0.7f, 0.7f, 0.5f, 1.f); g->mgr->getHeadlight()->setAmbient (0.3f, 0.3f, 0.3f, 1.f); g->mgr->getHeadlight()->setSpecular(0.3f, 0.3f, 0.3f, 1.f); g->charState = CharIdle; g->prevCharState = CharIdle; g->angle = 0.f; g->angleVel = idleAngleVel; g->renderMode = OSG::SkinnedGeometry::RMSkinnedCPU; loadCharacter (); loadTextures (); initAnimations(); loadBackground(); initFloor (); initShader (); g->mgr->showAll(); }
Bubble::Bubble(NotificationEntity *entity) : DBlurEffectWidget(nullptr) , m_entity(entity) , m_icon(new AppIcon(this)) , m_body(new AppBody(this)) , m_actionButton(new ActionButton(this)) , m_quitTimer(new QTimer(this)) { m_quitTimer->setInterval(60 * 1000); m_quitTimer->setSingleShot(true); setWindowFlags(Qt::FramelessWindowHint | Qt::WindowStaysOnTopHint | Qt::Tool); setAttribute(Qt::WA_TranslucentBackground); m_wmHelper = DWindowManagerHelper::instance(); m_handle = new DPlatformWindowHandle(this); m_handle->setTranslucentBackground(true); m_handle->setShadowRadius(14); m_handle->setShadowOffset(QPoint(0, 4)); compositeChanged(); setBlendMode(DBlurEffectWidget::BehindWindowBlend); setMaskColor(DBlurEffectWidget::LightColor); initUI(); initAnimations(); initTimers(); setEntity(entity); connect(m_wmHelper, &DWindowManagerHelper::hasCompositeChanged, this, &Bubble::compositeChanged); connect(m_quitTimer, &QTimer::timeout, this, &Bubble::onDelayQuit); }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Shader Material BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Material Chunk MaterialChunkUnrecPtr ShaderMaterialChunk = MaterialChunk::create(); ShaderMaterialChunk->setAmbient(Color4f(0.4f,0.4f,0.4f,1.0f)); ShaderMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); ShaderMaterialChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f)); //Shader Chunk SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create(); TheSHLChunk->setVertexProgram(createSHLVertexProg()); TheSHLChunk->setFragmentProgram(createSHLFragProg()); //Color Parameter ShaderVariableVec4fUnrecPtr Color1Parameter = ShaderVariableVec4f::create(); Color1Parameter->setName("Color1"); Color1Parameter->setValue(Vec4f(0.0f,1.0f,0.0f,1.0f)); ShaderVariableVec4fUnrecPtr Color2Parameter = ShaderVariableVec4f::create(); Color2Parameter->setName("Color2"); Color2Parameter->setValue(Vec4f(1.0f,1.0f,1.0f,1.0f)); //Shader Parameter Chunk SHLParameterChunkUnrecPtr SHLParameters = SHLParameterChunk::create(); SHLParameters->getParameters().push_back(Color1Parameter); SHLParameters->getParameters().push_back(Color2Parameter); SHLParameters->setSHLChunk(TheSHLChunk); ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create(); ShaderMaterial->addChunk(ShaderMaterialChunk); ShaderMaterial->addChunk(TheSHLChunk); ShaderMaterial->addChunk(SHLParameters); //Torus Node GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32); TorusGeometry->setMaterial(ShaderMaterial); NodeUnrecPtr TorusNode = Node::create(); TorusNode->setCore(TorusGeometry); // Make Main Scene Node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Create the Animations initAnimations(Color1Parameter, "value"); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04ShaderAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
/** \brief The constructor. * * Loads an airplane model from an xml description. The 3D model * will be added to the specified scenegraph. * * \param xml XML model description file * \param graph Pointer to the scenegraph which shall render the model */ CRRCAirplaneLaRCSimSSG::CRRCAirplaneLaRCSimSSG(SimpleXMLTransfer* xml, ssgBranch *graph) : CRRCAirplaneLaRCSim(xml), initial_trans(NULL), model_trans(NULL), model(NULL), shadow(NULL), shadow_trans(NULL) { printf("CRRCAirplaneLaRCSimSSG(xml, branch)\n"); std::string s; s = XMLModelFile::getGraphics(xml)->getString("model"); // plib automatically loads the texture file, but it does not know which directory to use. { // where is the object file? std::string of = FileSysTools::getDataPath("objects/" + s); // compile and set relative texture path std::string tp = of.substr(0, of.length()-s.length()-1-7) + "textures"; ssgTexturePath(tp.c_str()); // load model model = ssgLoad(of.c_str()); } if (model != NULL) { // Offset of center of gravity CRRCMath::Vector3 pCG; pCG = CRRCMath::Vector3(0, 0, 0); if (xml->indexOfChild("CG") >= 0) { SimpleXMLTransfer* i; i = xml->getChild("CG"); pCG.r[0] = i->attributeAsDouble("x", 0); pCG.r[1] = i->attributeAsDouble("y", 0); pCG.r[2] = i->attributeAsDouble("z", 0); if (i->attributeAsInt("units") == 1) pCG *= M_TO_FT; } // transform model from SSG coordinates to CRRCsim coordinates initial_trans = new ssgTransform(); model_trans = new ssgTransform(); graph->addKid(model_trans); model_trans->addKid(initial_trans); initial_trans->addKid(model); sgMat4 it = { {1.0, 0.0, 0.0, 0}, {0.0, 0.0, -1.0, 0}, {0.0, 1.0, 0.0, 0}, {pCG.r[1], pCG.r[2], -pCG.r[0], 1.0} }; initial_trans->setTransform(it); // add a simple shadow shadow = (ssgEntity*)initial_trans->clone(SSG_CLONE_RECURSIVE | SSG_CLONE_GEOMETRY | SSG_CLONE_STATE); makeShadow(shadow); shadow_trans = new ssgTransform(); graph->addKid(shadow_trans); shadow_trans->addKid(shadow); // add animations ("real" model only, without shadow) initAnimations(xml, model, &Global::inputs, animations); } else { std::string msg = "Unable to open airplane model file \""; msg += s; msg += "\"\nspecified in \""; msg += xml->getSourceDescr(); msg += "\""; throw std::runtime_error(msg); } }
CPlayerSprite::CPlayerSprite(float posX, float posY, float width, float height, CTexture *texture) : CAnimatedSprite(posX, posY, width, height, texture) { initAnimations(); }
CPlayerSprite::CPlayerSprite(CVector2f pos, CVector2f dimension, CTexture *texture) : CAnimatedSprite(pos, dimension, texture) { initAnimations(); }
CPlayerSprite::CPlayerSprite(CTexture* texture) : CAnimatedSprite(texture) { initAnimations(); }
ExplosionEntity::ExplosionEntity() { initAnimations(); sprite->setOpacity(0); }
BoardActor::BoardActor(Coordinate3D<int> loc, Player& owner) : BoardPiece(loc, -1), owner(owner){ move_speed = 5; destination = Coordinate3D<int>(-1,-1,-1); initAnimations(); }
EnemyBuffBar::EnemyBuffBar(Enemy* enemy) { m_enemy = enemy; initAnimations(); }