示例#1
0
// Creates a player
GameObject* GameManager::CreatePlayer( uint32_t index, const XMFLOAT3& position, const XMFLOAT3& scale )
{
    Scene* scene = Scene::GetInstance();
    GameObject* player = scene->AddGameObject( "Player_" + std::to_string( index ) );
    ID3D11Device* device = player->GetDevice();
    ID3D11DeviceContext* deviceContext = player->GetDeviceContext();

    // Set the player's transform info
    Transform* transform = player->GetTransform();
    transform->SetPosition( position );
    transform->SetScale( scale );

    // Add the collider to the player
    BoxCollider* collider = player->AddComponent<BoxCollider>();
    collider->SetSize( XMFLOAT3( 1, 1, 1 ) );

    // Add the rigid body to the player
    Rigidbody* rigidbody = player->AddComponent<Rigidbody>();
    rigidbody->SetMass( 0 );

    // Add the default material to the player
    DefaultMaterial* material = player->AddComponent<DefaultMaterial>();
    material->LoadDiffuseMap( "Textures\\Rocks2.jpg" );
    material->LoadNormalMap( "Textures\\Rocks2Normals.jpg" );
    material->SetDirectionalLight( StageLight );

    // Add the mesh renderer to the player
    MeshRenderer* meshRenderer = player->AddComponent<MeshRenderer>();
    meshRenderer->SetMaterial( material );
    meshRenderer->SetMesh( MeshLoader::Load( "Models\\cube.obj", device, deviceContext ) );

    return player;
}
示例#2
0
// Creates an arrow game object
GameObject* GameManager::CreateArrow( const XMFLOAT3& position, const XMFLOAT3& force )
{
    static const XMFLOAT3 ArrowSize = { 1, 0.1f, 1.0f };

    Scene* scene = Scene::GetInstance();
    ID3D11Device* device = _gameObject->GetDevice();
    ID3D11DeviceContext* deviceContext = _gameObject->GetDeviceContext();

    // Create the arrow object
    GameObject* arrow = scene->AddGameObject( _gameObject->GetName() + "_Arrow_" + std::to_string( _arrowCount++ ) );
    
    // Set some transform info
    Transform* transform = arrow->GetTransform();
    transform->SetPosition( position );

    // Add the arrow's collider
    BoxCollider* collider = arrow->AddComponent<BoxCollider>();
    collider->SetSize( ArrowSize );

    // Add the arrow's rigidbody
    Rigidbody* rigidbody = arrow->AddComponent<Rigidbody>();
    rigidbody->SetMass( 1.0f );

    // Set the arrow's collision callback
    GameObject::CollisionCallback callback = std::bind( &GameManager::OnArrowCollide, this, _1 );
    arrow->AddEventListener( "OnArrowCollide", callback );

    // Add a default material
    DefaultMaterial* material = arrow->AddComponent<DefaultMaterial>();
    material->LoadDiffuseMap( "Textures\\SolidWhite.png" );
    material->SetDirectionalLight( StageLight );

    // Add a mesh renderer
    MeshRenderer* meshRenderer = arrow->AddComponent<MeshRenderer>();
    meshRenderer->SetMaterial( material );
    meshRenderer->SetMesh( MeshLoader::Load( "Models\\arrow.obj", device, deviceContext ) );

    return arrow;
}