示例#1
0
LevelTutorial::LevelTutorial() 
	: mStartedTimer(false)
	, mStep1(1)
	, mStep2(1)
{
	
		mMusic = "Resources/Sound/Music/Title_Screen_";
		
		mArrow.setTexture(*ResourceManager::getInst().getTexture("Resources/GUI/pil.png"));
		mArrow.setTextureRect(sf::IntRect(0,0, mArrow.getTexture()->getSize().x/10, mArrow.getTexture()->getSize().y));
		mArrow.setPosition(230,110);
		mArrow.setRotation(180);
		mArrow.setOrigin(mArrow.getTexture()->getSize().x/20, mArrow.getTexture()->getSize().y/2);

		mSpot.setTexture(*ResourceManager::getInst().getTexture("Resources/Menu/TacticMenu/spot.png"));
		mSpot.setPosition(85,300);
		mSpot.setOrigin(mSpot.getTexture()->getSize().x/2, mSpot.getTexture()->getSize().y/2);

		mSteer.setTexture(*ResourceManager::getInst().getTexture("Resources/Misc/piltangent.png"));
		mSteer.setOrigin(mSteer.getTexture()->getSize().x/2,mSteer.getTexture()->getSize().y/2);
		mSteer.setPosition(500,380);

		mScroll.setTexture(*ResourceManager::getInst().getTexture("Resources/Misc/scroller.png"));
		mScroll.setOrigin(mSteer.getTexture()->getSize().x/2,mSteer.getTexture()->getSize().y/2);
		mScroll.setPosition(500,380);

		LevelManager::getInst().setFilePath("Resources/Data/Level/Jungle_Level1.xml");
		
		readAnimals();


		sf::Sprite loadingscreen(*ResourceManager::getInst().getTexture("Resources/Menu/LevelFinished.png"));
		WindowManager::getInst().getWindow()->draw(loadingscreen);
		WindowManager::getInst().getWindow()->display();
		mTaktik = new TaktikMeny;

		mTimer1.restart();

		SoundManager::getInst().setMusicVolume(SoundManager::getInst().getCurrentPlaying()->getVolume()/10);
		mIntroLength = SoundManager::getInst().playVoice("Resources/Sound/Tutorial/Step1.wav").asSeconds();

}
示例#2
0
void glLoadModels()
{
	string s="";

	Vector v;
	float bounds[6];
	string names[]={"..\\Resources\\boat\\just-boat.obj","..\\Resources\\boat\\just-sail.obj"};
	
	s+="Players\n";
	loadingscreen(s);

	models[PLMDL].chainload(2,names, false);	
	models[PLMDL].bounding();
	models[PLMDL].origin();
	models[PLMDL].chaincentre();
	models[PLMDL].chainscale(1.5);
	models[PLMDL].bounding();
	models[PLMDL].get_boundaries(bounds);
	v.set_coords(0,0,-bounds[4]-2);
	models[PLMDL].chaintranslate(v);
	models[PLMDL].bounding();
	models[PLMDL].origin();

	s+="Volcanoes\n";
	loadingscreen(s);
		
	models[ISLEMDL].objload("..\\Resources\\volcano\\volcano.obj",true);
	models[ISLEMDL].scale(1.5);
	models[ISLEMDL].bounding();
	models[ISLEMDL].get_boundaries(bounds);
	v.set_coords(0,0,-bounds[4]-1);
	models[ISLEMDL].translate(v);
	models[ISLEMDL].bounding();
	models[ISLEMDL].origin();
	cout << "Isle model loaded." << endl;
	
	s+="Rockets\n";
	loadingscreen(s);
	
	models[PLPRJMDL].objload("..\\Resources\\missile\\missile.obj",false);
	models[PLPRJMDL].scale(15);
	models[PLPRJMDL].bounding();
	models[PLPRJMDL].origin();
	cout << "Player projectile model loaded." << endl;
	
	s+="Boulders\n";
	loadingscreen(s);

	models[ISLPRJMDL].objload("..\\Resources\\stone\\stone.obj",true);
	models[ISLPRJMDL].scale(0.5);
	models[ISLPRJMDL].bounding();
	models[ISLPRJMDL].origin();
	cout << "Isle projectile model loaded." << endl;
	
	s+="Goodies\n";
	loadingscreen(s);	
	
	names[0]="..\\Resources\\crate\\just-box.obj"; names[1]="..\\Resources\\crate\\just-wrap.obj";
	models[BOXMDL].chainload(2,names,true);
	models[BOXMDL].bounding();
	models[BOXMDL].origin();
	cout << "Box model loaded." << endl;
	
	s+="Teapots\n";
	loadingscreen(s);

	models[TPT].load("..\\Resources\\teapot.txt");
	v.set_coords(1,0,0);
	models[TPT].scale(0.5);
	models[TPT].rotate(v,90);
	models[TPT].bounding();
	models[TPT].origin();
	models[TPT].get_boundaries(bounds);
	v.set_coords(0,0,-bounds[4]-12);
	models[TPT].translate(v);
	models[TPT].bounding();
	models[TPT].origin();
	models[TPT].normals();
	cout << "Teapot model loaded." << endl;
	
	s+="Flyswatters\n";
	loadingscreen(s);

	names[0]="..\\Resources\\flyswatter\\just-grid.obj"; names[1]="..\\Resources\\flyswatter\\just-handle.obj";
	models[SWATTER].chainload(2,names,false);
	models[SWATTER].bounding();
	models[SWATTER].origin();
	cout << "Flyswatter model loaded." << endl;

	models[CUBE].load("..\\Resources\\cube.txt");
	models[CUBE].bounding();
	models[CUBE].origin();
	cout << "Cube model loaded." << endl;

	Zlimits();	
}