📄 hge_tut04.cpp
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/*
** Haaf's Game Engine 1.4
** Copyright (C) 2003-2004, Relish Games
** hge.relishgames.com
**
** hge_tut04 - Using render targets
*/
// Copy the files "particles.png", "menu.wav",
// "font1.fnt", "font1.png" and "trail.psi" from
// the folder "precompiled" to the folder with
// executable file. Also copy hge.dll and bass.dll
// to the same folder.
#include "..\..\include\hge.h"
#include "..\..\include\hgesprite.h"
#include "..\..\include\hgefont.h"
#include "..\..\include\hgeparticle.h"
HGE *hge=0;
hgeSprite* spr;
hgeSprite* spt;
hgeSprite* tar;
hgeFont* fnt;
hgeParticleSystem* par;
HTEXTURE tex;
HEFFECT snd;
// HGE render target handle
HTARGET target;
float x=100.0f, y=100.0f;
float dx=0.0f, dy=0.0f;
const float speed=90;
const float friction=0.98f;
void boom() {
int pan=int((x-256)/2.56f);
float pitch=(dx*dx+dy*dy)*0.005f+0.5f;
hge->Effect_PlayEx(snd,100,pan,pitch);
}
// This function will be called by HGE
// when the application receives focus.
// We use it here to update the render
// target's texture handle that may change
// when the focus is lost.
bool FocusGainFunc()
{
tar->SetTexture(hge->Target_GetTexture(target));
return false;
}
bool FrameFunc()
{
int i;
float dt=hge->Timer_GetDelta();
// Process keys
if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true;
if (hge->Input_GetKeyState(HGEK_LEFT)) dx-=speed*dt;
if (hge->Input_GetKeyState(HGEK_RIGHT)) dx+=speed*dt;
if (hge->Input_GetKeyState(HGEK_UP)) dy-=speed*dt;
if (hge->Input_GetKeyState(HGEK_DOWN)) dy+=speed*dt;
// Do some movement calculations and collision detection
dx*=friction; dy*=friction; x+=dx; y+=dy;
if(x>496) {x=496-(x-496);dx=-dx;boom();}
if(x<16) {x=16+16-x;dx=-dx;boom();}
if(y>496) {y=496-(y-496);dy=-dy;boom();}
if(y<16) {y=16+16-y;dy=-dy;boom();}
// Update particle system
par->info.nEmission=(int)(dx*dx+dy*dy);
par->MoveTo(x,y);
par->Update(dt);
// Render graphics to the texture
hge->Gfx_BeginScene(target);
hge->Gfx_Clear(0);
par->Render();
spr->Render(x, y);
hge->Gfx_EndScene();
// Now put several instances of the rendered texture to the screen
hge->Gfx_BeginScene();
hge->Gfx_Clear(0);
for(i=0;i<6;i++)
{
tar->SetColor(0xFFFFFF | (((5-i)*40+55)<<24));
tar->RenderEx(i*100.0f, i*50.0f, 1.0f-i*0.1f, i*M_PI/8);
}
fnt->printf(5,5,"dt:%.3f\nFPS:%d", dt, hge->Timer_GetFPS());
hge->Gfx_EndScene();
return false;
}
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
hge = hgeCreate(HGE_VERSION);
hge->System_SetState(HGE_LOGFILE, "hge_tut04.log");
hge->System_SetState(HGE_FRAMEFUNC, FrameFunc);
hge->System_SetState(HGE_FOCUSGAINFUNC, FocusGainFunc);
hge->System_SetState(HGE_TITLE, "HGE Tutorial 04 - Using render targets");
hge->System_SetState(HGE_WINDOWED, true);
hge->System_SetState(HGE_SCREENWIDTH, 800);
hge->System_SetState(HGE_SCREENHEIGHT, 600);
hge->System_SetState(HGE_SCREENBPP, 32);
if(hge->System_Initiate()) {
snd=hge->Effect_Load("menu.wav");
tex=hge->Texture_Load("particles.png");
if(!snd || !tex)
{
// If one of the data files is not found, display
// an error message and shutdown.
MessageBox(NULL, "Can't load one of the following files:\nMENU.WAV, PARTICLES.PNG, FONT1.FNT, FONT1.PNG, TRAIL.PSI", "Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);
hge->System_Shutdown();
hge->Release();
return 0;
}
spr=new hgeSprite(tex, 96, 64, 32, 32);
spr->SetColor(0xFFFFA000);
spr->SetHotSpot(16,16);
fnt=new hgeFont("font1.fnt");
spt=new hgeSprite(tex, 32, 32, 32, 32);
spt->SetBlendMode(BLEND_COLORMUL | BLEND_ALPHAADD | BLEND_NOZWRITE);
spt->SetHotSpot(16,16);
par=new hgeParticleSystem("trail.psi",spt);
par->Fire();
// Create a render target and a sprite for it
target=hge->Target_Create(512,512,false);
tar=new hgeSprite(hge->Target_GetTexture(target),0,0,512,512);
tar->SetBlendMode(BLEND_COLORMUL | BLEND_ALPHAADD | BLEND_NOZWRITE);
// Let's rock now!
hge->System_Start();
// Delete created objects and free loaded resources
delete par;
delete fnt;
delete spt;
delete spr;
delete tar;
hge->Target_Free(target);
hge->Texture_Free(tex);
hge->Effect_Free(snd);
}
// Clean up and shutdown
hge->System_Shutdown();
hge->Release();
return 0;
}
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