示例#1
0
/*------------------
  the main program
  C.Wang 0904, 2012
 -------------------*/
void FyMain(int argc, char **argv)
{
   // create a new world
   FyStartFlyWin32("Hello Fly2 !", 0, 0, 800, 600, FALSE);

   FySetModelPath("Data\\Models");
   FySetTexturePath("Data\\textures");
   FySetShaderPath("Data\\shaders");

   // create a viewport
   vID = FyCreateViewport(0, 0, 800, 600);
   FnViewport vp;
   vp.ID(vID);
   vp.SetBackgroundColor(0.3f, 0.4f, 0.5f);

   // create a 3D scene & the 3D entities
   sID = FyCreateScene(1);

   FnScene scene;
   scene.ID(sID);
   nID = scene.CreateObject(OBJECT);
   cID = scene.CreateObject(CAMERA);
   lID = scene.CreateObject(LIGHT);

   // load the teapot model
   FnObject model;
   model.ID(nID);
   model.Load("teapot");

   // translate the camera
   FnCamera camera;
   camera.ID(cID);
   camera.Rotate(X_AXIS, 90.0f, LOCAL);
   camera.Translate(0.0f, 10.0f, 100.0f, LOCAL);

   // translate the light
   FnLight light;
   light.ID(lID);
   light.SetName("MainLight");
   light.Translate(-50.0f, -50.0f, 50.0f, GLOBAL);

   // set Hotkeys
   FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);

   // define some mouse functions
   FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
   FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
   FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);

   // bind a timer, frame rate = 30 fps
   FyBindTimer(0, 30.0f, GameAI, TRUE);

   // invoke the system
   FyInvokeFly(TRUE);
}
示例#2
0
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
	// create a new world
	BOOL4 beOK = FyStartFlyWin32("NTU@2015 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);

	// setup the data searching paths
	FySetShaderPath("Data\\NTU6\\Shaders");
	FySetModelPath("Data\\NTU6\\Scenes");
	FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
	FySetScenePath("Data\\NTU6\\Scenes");

	//Tang: FX
	FySetGameFXPath("Data\\NTU6\\FX");
	//Tang

	// create a viewport
	vID = FyCreateViewport(0, 0, 1024, 768);
	FnViewport vp;
	vp.ID(vID);

	// create a 3D scene
	sID = FyCreateScene(10);
	FnScene scene;
	scene.ID(sID);

	// load the scene
	scene.Load("gameScene02");
	scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);

	// load the terrain
	tID = scene.CreateObject(OBJECT);
	FnObject terrain;
	terrain.ID(tID);
	BOOL beOK1 = terrain.Load("terrain");
	terrain.Show(FALSE);

	// set terrain environment
	terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
	FnRoom room;
	room.ID(terrainRoomID);
	room.AddObject(tID);

	// load the character
	FySetModelPath("Data\\NTU6\\Characters");
	FySetTexturePath("Data\\NTU6\\Characters");
	FySetCharacterPath("Data\\NTU6\\Characters");
	actorID = scene.LoadCharacter("Lyubu2");

	// put the character on terrain
	float pos[3], fDir[3], uDir[3];
	SetValues(pos, 3569.0f, -3208.0f, 1000.0f);
	SetValues(fDir, 1.0f, 1.0f, 0.0f);
	SetValues(uDir, 0.0f, 0.0f, 1.0f);

	ActorGen(scene, terrainRoomID, LyubuID, "Lyubu2", "Idle", pos, fDir, uDir);
	actorID = LyubuID.actorID;

	FnCharacter actor;
	actor.ID(actorID);

	// Get two character actions pre-defined at Lyubu2
	idleID = actor.GetBodyAction(NULL, "Idle");
	runID = actor.GetBodyAction(NULL, "Run");
	NormalAttack1ID = actor.GetBodyAction(NULL, "NormalAttack1");
	NormalAttack2ID = actor.GetBodyAction(NULL, "NormalAttack2");
	HeavyAttack1ID = actor.GetBodyAction(NULL, "HeavyAttack1");

	// translate the camera
	cID = scene.CreateObject(CAMERA);
	FnCamera camera;
	camera.ID(cID);
	camera.SetNearPlane(5.0f);
	camera.SetFarPlane(100000.0f);

	//hw3 : Donzo and Robber02 initialization
	float temp_pos[3];
	float temp_fDir[3];

	/*
	for (int i = 0; i < NUM_OF_BADGUYS; i++)
	{
	temp_pos[0] = pos[0] + 30 * (rand()%8);
	temp_pos[1] = pos[1] + 30 * (rand()%8);
	temp_pos[2] = pos[2] + 30 * (rand()%8);
	temp_fDir[0] = -1.0f; temp_fDir[1] = -1.0f; temp_fDir[2] = 1.0f;

	ActorGen(scene, terrainRoomID, badguyID[i], "Robber02", "CombatIdle", temp_pos, temp_fDir, uDir);
	}
	*/
	for (int i = 0; i < NUM_OF_BOSS; i++)
	{
		temp_pos[0] = pos[0] + 30 * (rand() % 8);
		temp_pos[1] = pos[1] + 30 * (rand() % 8);
		temp_pos[2] = pos[2] + 30 * (rand() % 8);
		SetValues(temp_fDir, -1.0f, -1.0f, 1.0f);

		ActorGen(scene, terrainRoomID, BossID[i], "Donzo2", "CombatIdle", temp_pos, temp_fDir, uDir);
	}


	// hw2 initial : set camera position
	actor.GetPosition(pos);

	pos[0] = pos[0] - SHORTDIST * fDir[0];
	pos[1] = pos[1] - SHORTDIST * fDir[1];
	pos[2] = pos[2] + HEIGHTOFFSET;

	SetValues(fDir, 1.0f, 1.0f, 0.0f);
	SetValues(uDir, 0.0f, 0.0f, 1.0f);

	camera.SetPosition(pos);
	camera.SetDirection(fDir, uDir); // the same as actor

	float mainLightPos[3] = { -4579.0, -714.0, 15530.0 };
	float mainLightFDir[3] = { 0.276, 0.0, -0.961 };
	float mainLightUDir[3] = { 0.961, 0.026, 0.276 };

	FnLight lgt;
	lgt.ID(scene.CreateObject(LIGHT));
	lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE);
	lgt.SetDirection(mainLightFDir, mainLightUDir);
	lgt.SetLightType(PARALLEL_LIGHT);
	lgt.SetColor(1.0f, 1.0f, 1.0f);
	lgt.SetName("MainLight");
	lgt.SetIntensity(0.4f);

	// create a text object for displaying messages on screen
	textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE);

	// create a 2D scene for sprite rendering which will be rendered on the top of 3D
	sID2 = FyCreateScene(1);
	scene.ID(sID2);
	scene.SetSpriteWorldSize(800, 600);         // 2D scene size in pixels

	spID0 = scene.CreateObject(SPRITE);
	sp.ID(spID0);
	//showPicture(sp, "talk_mission.jpg", 780, 200 , 10, 10); //showPicture parameter : FnSprite ,imageName, size, position

	// set Hotkeys
	FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);  // escape for quiting the game
	FyDefineHotKey(FY_UP, Movement, FALSE);      // Up for moving forward
	FyDefineHotKey(FY_RIGHT, Movement, FALSE);   // Right for turning right
	FyDefineHotKey(FY_LEFT, Movement, FALSE);    // Left for turning left
	FyDefineHotKey(FY_DOWN, Movement, FALSE);
	FyDefineHotKey(FY_Q, Movement, FALSE);
	FyDefineHotKey(FY_W, Movement, FALSE);
	FyDefineHotKey(FY_E, Movement, FALSE);

	FyDefineHotKey(FY_A, Movement, FALSE);       // Turn left with camera rotation
	FyDefineHotKey(FY_D, Movement, FALSE);		 // Turn right with camera rotation
	FyDefineHotKey(FY_S, Movement, FALSE);

	// define some mouse functions
	FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
	FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
	FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);

	// bind timers, frame rate = 30 fps
	FyBindTimer(0, 30.0f, GameAI, TRUE);
	FyBindTimer(1, 30.0f, RenderIt, TRUE);

	// invoke the system
	FyInvokeFly(TRUE);
}
示例#3
0
/*-------------------------------------------------------------
30fps timer callback in fixed frame rate for major game loop
--------------------------------------------------------------*/
void GameAI(int skip)
{



	// play character pose
	FnCharacter actor;
	FnCharacter cur_actor;
	FnObject terrain;
	terrain.ID(tID);
	FnScene scene;
	scene.ID(sID);
	LyubuID.actorID = actorID;
	//Tang: FX
	float actorPos[3];
	vector<char*> FX_FileName;
	//Tang

	actor.ID(actorID);
	//Tang: FX
	actor.GetPosition(actorPos);
	//Tang

	if (curPoseID == runID || curPoseID == idleID)
		actor.Play(LOOP, (float)skip, FALSE, TRUE);
	else if (actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
		actor.SetCurrentAction(NULL, 0, idleID, 10.0f);

	
	for (int i = 0; i < NUM_OF_BADGUYS; i++)
	{
		cur_actor.ID(badguyID[i].actorID);

		if (badguyID[i].blood_remain > 0)
		{
			bool checkMove = MoveToTargetLocation(badguyID[i], LyubuID, badguyID, terrain);

			
			if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
			{
				if (checkMove)
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);
				}
				else
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "NormalAttack2");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);

					//Tang: FX
					FX_FileName.clear();
					FX_FileName.push_back("HitForRobber");
					GenFX(sID, gFXID, dummyID, actorPos, FX_FileName);
					//Tang
				}
			}
		}
	}

	for (int i = 0; i < NUM_OF_BOSS; i++)
	{
		cur_actor.ID(BossID[i].actorID);
		ACTIONid cur_action = cur_actor.GetCurrentAction(NULL, 0);
		ACTIONid DieID = cur_actor.GetBodyAction(NULL, "Die");

		if (cur_action == DieID)
			cur_actor.Play(ONCE, (float)skip, FALSE, TRUE);
		else if (BossID[i].blood_remain > 0)
		{
			bool checkMove = MoveToTargetLocation(BossID[i], LyubuID, BossID, terrain);

			if (cur_actor.Play(ONCE, (float)skip, FALSE, TRUE) == 0)
			{
				if (checkMove)
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "Run");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);
				}
				else
				{
					ACTIONid CombatIdleID = cur_actor.GetBodyAction(NULL, "HeavyAttack");
					cur_actor.SetCurrentAction(NULL, 0, CombatIdleID);

					//Tang: FX
					FX_FileName.clear();
					FX_FileName.push_back("HitForRobber");
					GenFX(sID, gFXID, dummyID, actorPos, FX_FileName);
					//Tang
				}
			}
		}
	}




	// Camera's position and direction as a standard for character's location setting
	FnCamera camera;
	camera.ID(cID);
	float cameraPos[3], camerafDir[3], camerauDir[3];
	camera.GetPosition(cameraPos); // not used
	camera.GetDirection(camerafDir, camerauDir);

	float camVertical = camerafDir[2];
	camerafDir[2] = 0; // Guaranteed up direction be 1
	camerauDir[0] = 0; camerauDir[1] = 0; camerauDir[2] = 1;


	float dir[3], origin[3], actorfDir[3], actoruDir[3];// origin is the actor's position      
	actor.GetPosition(origin);
	actor.GetDirection(actorfDir, actoruDir);

	//Generator location 
	genSpot[0][0] = 2905.724;
	genSpot[0][1] = -2856.196;
	genSpot[1][0] = 729.288;
	genSpot[1][1] = -2472.88;

	// Bad guys generator
	for (int i = 0; i < NUM_OF_GENERATOR; i++)
	{
		if (!InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].in = 0;
			generator[i].double_in = 0;
		}
		if (generator[i].in && InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].double_in = 1;
		}
		if (InArea(origin, genSpot[i], generator[i].range))
		{
			generator[i].in = 1;
		}

		if (generator[i].in == 1 && generator[i].double_in == 0)
			generator[i].produce(origin, actoruDir, scene, i, NUM_OF_GENERATOR);
	}

	origin[2] = origin[2] + HEIGHTOFFSET; // need an offset to probe the hit
	dir[0] = actorfDir[0] / ACTORPROBE;
	dir[1] = actorfDir[1] / ACTORPROBE;
	dir[2] = -1.0f;

	//////////////////////////////////////////
	// Homework #01 part 1
	//////////////////////////////////////////

	if (dirCount % SMOOTHINESS != 0)
	{
		if ((dirCount + SMOOTHINESS) % SMOOTHINESS < SMOOTHINESS / 2 + 1)
		{
			dirCount--;
			actor.TurnRight(360 / SMOOTHINESS);
		}
		else
		{
			dirCount++;
			actor.TurnRight(360 - 360 / SMOOTHINESS);
		}
	}

	if ((FyCheckHotKeyStatus(FY_UP) || FyCheckHotKeyStatus(FY_S)) && dirCount % SMOOTHINESS == 0)
	{
		actor.SetDirection(camerafDir, camerauDir);
		if (terrain.HitTest(origin, dir) > 0)
			actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE);
	}
	if (FyCheckHotKeyStatus(FY_D) && dirCount % SMOOTHINESS == 0)
		actor.TurnRight(TURNSPEED);
	if (FyCheckHotKeyStatus(FY_A) && dirCount % SMOOTHINESS == 0)
		actor.TurnRight(360 - TURNSPEED);
	else if (FyCheckHotKeyStatus(FY_RIGHT) && dirCount % SMOOTHINESS == 0)
	{
		actorfDir[0] = camerafDir[1];
		actorfDir[1] = -camerafDir[0];
		actor.SetDirection(actorfDir, actoruDir);
		if (terrain.HitTest(origin, dir) > 0)
		{
			//actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); 
			actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE);
		}
	}
	else if (FyCheckHotKeyStatus(FY_LEFT) && dirCount % SMOOTHINESS == 0)
	{
		actorfDir[0] = -camerafDir[1];
		actorfDir[1] = camerafDir[0];
		actor.SetDirection(actorfDir, actoruDir);
		if (terrain.HitTest(origin, dir) > 0)
		{
			//actor.MoveRight(CALLIBRATION, FALSE, FALSE, 0, FALSE); 
			actor.MoveForward(RUNSPEED / 2, FALSE, FALSE, 0, FALSE);
		}
	}
	else if (FyCheckHotKeyStatus(FY_DOWN) && dirCount % SMOOTHINESS == 0)
	{
		actor.SetDirection(camerafDir, camerauDir);
		actor.TurnRight(180.0f);
		if (terrain.HitTest(origin, dir) > 0 && camVertical > MAXCAMANGLE)
			actor.MoveForward(RUNSPEED, FALSE, FALSE, 0, FALSE);
	}


	//Tang: FX
	if (gFXID != FAILED_ID) {
		FnGameFXSystem gxS(gFXID);
		BOOL4 beOK = gxS.Play((float)skip, ONCE);
		if (!beOK) {
			FnScene scene(sID);
			scene.DeleteGameFXSystem(gFXID);
			gFXID = FAILED_ID;
		}
	}
	//Tang
}
示例#4
0
/* ------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
	// create a new world
	BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);

	// setup the data searching paths
	FySetShaderPath("Data\\NTU6\\Shaders");
	FySetModelPath("Data\\NTU6\\Scenes");
	FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
	FySetScenePath("Data\\NTU6\\Scenes");

	// create a viewport
	vID = FyCreateViewport(0, 0, 1024, 768);
	FnViewport vp;
	vp.ID(vID);

	// create a 3D scene
	sID = FyCreateScene(10);
	FnScene scene;
	scene.ID(sID);

	// load the scene
	scene.Load("gameScene02");
	scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);

	// load the terrain
	tID = scene.CreateObject(OBJECT);
	FnObject terrain;
	terrain.ID(tID);
	BOOL beOK1 = terrain.Load("terrain");
	terrain.Show(FALSE);

	// set terrain environment
	terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
	FnRoom room;
	room.ID(terrainRoomID);
	room.AddObject(tID);

	// load the character
	FySetModelPath("Data\\NTU6\\Characters");
	FySetTexturePath("Data\\NTU6\\Characters");
	FySetCharacterPath("Data\\NTU6\\Characters");
	actorID = scene.LoadCharacter("Lyubu2");
	npc1ID = scene.LoadCharacter("Donzo2");
	npc2ID = scene.LoadCharacter("Robber02");

	// put the character on terrain
	float apos[3], cpos[3], fDir[3], uDir[3];
	FnCharacter actor, npc1, npc2;
	actor.ID(actorID);
	npc1.ID(npc1ID);
	npc2.ID(npc2ID);
	apos[0] = 3569.0f; apos[1] = -3208.0f; apos[2] = 1000.0f;
	fDir[0] = 1.0f; fDir[1] = 0.0f; fDir[2] = 0.0f;
	uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
	actor.SetDirection(fDir, uDir);
	fDir[0] = -1.0f; fDir[1] = -1.0f;
	npc1.SetDirection(fDir, uDir);
	fDir[0] = 1.0f;
	npc2.SetDirection(fDir, uDir);

	actor.SetTerrainRoom(terrainRoomID, 10.0f);
	npc1.SetTerrainRoom(terrainRoomID, 10.0f);
	npc2.SetTerrainRoom(terrainRoomID, 10.0f);
	beOK = actor.PutOnTerrain(apos);
	apos[1] -= 150.0f;
	beOK = npc1.PutOnTerrain(apos);
	apos[1] -= 50.0f;
	beOK = npc2.PutOnTerrain(apos);

	// Get two character actions pre-defined at Lyubu2
	idleID = actor.GetBodyAction(NULL, "Idle");
	runID = actor.GetBodyAction(NULL, "Run");
	attackID = actor.GetBodyAction(NULL, "NormalAttack1");

	idle1ID = npc1.GetBodyAction(NULL, "Idle");
	damage1ID = npc1.GetBodyAction(NULL, "DamageL");
	die1ID = npc1.GetBodyAction(NULL, "Die");
	idle2ID = npc2.GetBodyAction(NULL, "CombatIdle");
	damage2ID = npc2.GetBodyAction(NULL, "Damage1");
	die2ID = npc2.GetBodyAction(NULL, "DEAD");

	// set the character to idle action
	curPoseID = idleID;
	actor.SetCurrentAction(NULL, 0, curPoseID);
	actor.Play(START, 0.0f, FALSE, TRUE);
	actor.TurnRight(90.0f);

	npc1.SetCurrentAction(NULL, 0, idle1ID);
	npc1.Play(START, 0.0f, FALSE, TRUE);
	npc2.SetCurrentAction(NULL, 0, idle2ID);
	npc2.Play(START, 0.0f, FALSE, TRUE);

	// translate the camera
	cID = scene.CreateObject(CAMERA);
	FnCamera camera;
	camera.ID(cID);
	camera.SetNearPlane(5.0f);
	camera.SetFarPlane(100000.0f);

	// set camera initial position and orientation
	actor.GetPosition(apos);
	//cpos[0] = 4315.783f; cpos[1] = -3199.686f; cpos[2] = 93.046f;
	fDir[0] = DIST; fDir[1] = 0.0f; fDir[2] = -HEIGHT;
	cpos[0] = apos[0] - fDir[0]; cpos[1] = apos[1] - fDir[1]; cpos[2] = apos[2] - fDir[2];
	float distance = sqrt(double((fDir[0])*(fDir[0]) + (fDir[1])*(fDir[1])));
	uDir[0] = -fDir[2] * fDir[0] / distance; uDir[1] = -fDir[2] * fDir[1] / distance; uDir[2] = distance;
	//fDir[0] = -0.983f; fDir[1] = -0.143f; fDir[2] = -0.119f;
	//uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f;
	camera.SetPosition(cpos);
	camera.SetDirection(fDir, uDir);

	float mainLightPos[3] = { -4579.0, -714.0, 15530.0 };
	float mainLightFDir[3] = { 0.276, 0.0, -0.961 };
	float mainLightUDir[3] = { 0.961, 0.026, 0.276 };

	FnLight lgt;
	lgt.ID(scene.CreateObject(LIGHT));
	lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE);
	lgt.SetDirection(mainLightFDir, mainLightUDir);
	lgt.SetLightType(PARALLEL_LIGHT);
	lgt.SetColor(1.0f, 1.0f, 1.0f);
	lgt.SetName("MainLight");
	lgt.SetIntensity(0.4f);

	// create a text object for displaying messages on screen
	textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE);

	// set Hotkeys
	FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);  // escape for quiting the game
	FyDefineHotKey(FY_UP, Movement, FALSE);      // Up for moving forward
	FyDefineHotKey(FY_DOWN, Movement, FALSE);    // Down for turning right
	FyDefineHotKey(FY_RIGHT, Movement, FALSE);   // Right for turning right
	FyDefineHotKey(FY_LEFT, Movement, FALSE);    // Left for turning left
	FyDefineHotKey('W', Movement, FALSE);        // Up for moving forward
	FyDefineHotKey('S', Movement, FALSE);        // Down for turning right
	FyDefineHotKey('D', Movement, FALSE);        // Right for turning right
	FyDefineHotKey('A', Movement, FALSE);        // Left for turning left
	FyDefineHotKey('J', Movement, FALSE);

	// define some mouse functions
	FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
	FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
	FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);

	// bind timers, frame rate = 30 fps
	FyBindTimer(0, 30.0f, GameAI, TRUE);
	FyBindTimer(1, 30.0f, RenderIt, TRUE);

	// invoke the system
	FyInvokeFly(TRUE);
}
示例#5
0
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
	// create a new world
	BOOL4 beOK = FyStartFlyWin32("NTU@2014 Homework #01 - Use Fly2", 0, 0, 1024, 768, FALSE);

	// setup the data searching paths
	FySetShaderPath("Data\\NTU6\\Shaders");
	FySetModelPath("Data\\NTU6\\Scenes");
	FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
	FySetScenePath("Data\\NTU6\\Scenes");

	// create a viewport
	vID = FyCreateViewport(0, 0, 1024, 768);
	FnViewport vp;
	vp.ID(vID);

	// create a 3D scene
	sID = FyCreateScene(10);
	FnScene scene;
	scene.ID(sID);

	// load the scene
	scene.Load("gameScene02");
	scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);

	// load the terrain
	tID = scene.CreateObject(OBJECT);
	FnObject terrain;
	terrain.ID(tID);
	BOOL beOK1 = terrain.Load("terrain");
	terrain.Show(FALSE);

	// set terrain environment
	terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
	FnRoom room;
	room.ID(terrainRoomID);
	room.AddObject(tID);

	// load the character
	FySetModelPath("Data\\NTU6\\Characters");
	FySetTexturePath("Data\\NTU6\\Characters");
	FySetCharacterPath("Data\\NTU6\\Characters");
	actorID = scene.LoadCharacter("Lyubu2");

	// put the character on terrain
	float pos[3], fDir[3], uDir[3];
	FnCharacter actor;
	actor.ID(actorID);
	pos[0] = 3569.0f; pos[1] = -3208.0f; pos[2] = 1000.0f;
	fDir[0] = 1.0f; fDir[1] = -1.0f; fDir[2] = 0.0f;
	uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
	actor.SetDirection(fDir, uDir);

	actor.SetTerrainRoom(terrainRoomID, 10.0f);
	beOK = actor.PutOnTerrain(pos);

	// Get two character actions pre-defined at Lyubu2
	idleID = actor.GetBodyAction(NULL, "Idle");
	runID = actor.GetBodyAction(NULL, "Run");

	// set the character to idle action
	curPoseID = idleID;
	actor.SetCurrentAction(NULL, 0, curPoseID);
	actor.Play(START, 0.0f, FALSE, TRUE);
	actor.TurnRight(90.0f);

	// translate the camera
	cID = scene.CreateObject(CAMERA);
	FnCamera camera;
	camera.ID(cID);
	camera.SetNearPlane(5.0f);
	camera.SetFarPlane(100000.0f);

	// set camera initial position and orientation
	pos[0] = 4069.0f; pos[1] = -3208.0f; pos[2] = 93.046f;
	fDir[0] = -500.0f; fDir[1] = -0.0f; fDir[2] = -0.0f;
	uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f;
	camera.SetPosition(pos);
	camera.SetDirection(fDir, uDir);

	float mainLightPos[3] = { -4579.0, -714.0, 15530.0 };
	float mainLightFDir[3] = { 0.276, 0.0, -0.961 };
	float mainLightUDir[3] = { 0.961, 0.026, 0.276 };

	FnLight lgt;
	lgt.ID(scene.CreateObject(LIGHT));
	lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE);
	lgt.SetDirection(mainLightFDir, mainLightUDir);
	lgt.SetLightType(PARALLEL_LIGHT);
	lgt.SetColor(1.0f, 1.0f, 1.0f);
	lgt.SetName("MainLight");
	lgt.SetIntensity(0.4f);

	// create a text object for displaying messages on screen
	textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE);

	// set Hotkeys
	FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);  // escape for quiting the game
	FyDefineHotKey(FY_UP, Movement, FALSE);      // Up for moving forward
	FyDefineHotKey(FY_RIGHT, Movement, FALSE);   // Right for turning right
	FyDefineHotKey(FY_LEFT, Movement, FALSE);    // Left for turning left

	// define some mouse functions
	if (!IsCameraFollow)
	{
		FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
		FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
		FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);
	}
	else
	{
		FyBindMouseFunction(LEFT_MOUSE, InitZoom2, ZoomCam2, NULL, NULL);
		FyBindMouseFunction(RIGHT_MOUSE, NULL, RotateCam, NULL, NULL);
	}

	// bind timers, frame rate = 30 fps
	FyBindTimer(0, 30.0f, GameAI, TRUE);
	FyBindTimer(1, 30.0f, RenderIt, TRUE);

	// invoke the system
	FyInvokeFly(TRUE);
}