📄 app.cs
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//-----------------------------------------------------------------------------
// File: App.cs
//
// Desc: Sample code for Introduction to 3D Game Engine Design.
//
// This sample shows the basic application software that sets up the
// base application and the process flow. The application uses a version of the
// CD3DApplication base class provided with the Microsoft DirectX 9 SDK to
// perform the standard initialization of DirectX.
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 2002 Lynn T. Harrison All rights reserved.
//-----------------------------------------------------------------------------
using System;
using System.Drawing;
using System.Collections;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using Microsoft.DirectX.DirectInput;
using GameEngine;
using GameAI;
namespace SampleGame
{
/// <summary>
/// Summary description for GameEngine.
/// </summary>
class CGameApplication : GraphicsSample
{
#region // Game State enumeration
/// <summary>
/// Each member of this enumeration is one possible state for the application
/// </summary>
///
/// <remarks>
/// DevSplash - Display the Developer splash screen
/// </remarks>
/// <remarks>
/// GameSplash - Display the game splash screen
/// </remarks>
/// <remarks>
/// OptionsMain - Displays and process the primary options screen
/// </remarks>
/// <remarks>
/// GamePlay - state to actually play the game
/// </remarks>
/// <remarks>
/// AfterActionReview - Display the results of the game
/// </remarks>
public enum GameState
{
/// <summary>
/// Display the Developer splash screen
/// </summary>
DevSplash,
/// <summary>
/// Display the game splash screen
/// </summary>
GameSplash,
/// <summary>
/// Displays and process the primary options screen
/// </summary>
OptionsMain,
/// <summary>
/// state to actually play the game
/// </summary>
GamePlay,
/// <summary>
/// Display the results of the game
/// </summary>
AfterActionReview,
}
#endregion
#region // Application member variables
/// <summary>
/// Current state of the application
/// </summary>
private GameState m_State;
private static CGameEngine m_Engine = new CGameEngine(); // connection to the game engine
private GraphicsFont m_pFont = null; // font for screen text rendering
private GameEngine.Console m_Console;
private ArrayList m_opponents = null;
private OptionScreen m_OptionScreen = null;
private bool m_bShowStatistics = false;
private bool m_bScreenCapture = false;
private bool m_bUsingJoystick = true;
private bool m_bUsingKeyboard = false;
private bool m_bUsingMouse = false;
private Ownship m_ownship = null;
private Cloth m_flag = null;
private Jukebox music = null;
#endregion
public static CGameEngine Engine { get { return m_Engine; } }
/// <summary>
/// Application constructor. Sets attributes for the app.
/// </summary>
public CGameApplication()
{
// Initialize the Game state for the Developer Splash Screen
m_State = GameState.DevSplash;
// create a copy of the game engine
m_pFont = new GraphicsFont( "Aerial", System.Drawing.FontStyle.Bold );
windowed = false;
m_opponents = new ArrayList();
}
/// <summary>
/// Called during initial app startup, this function performs all the
/// permanent initialization.
/// </summary>
protected override void OneTimeSceneInitialization()
{
// Initialize the font's internal textures
m_pFont.InitializeDeviceObjects( device );
m_Engine.Initialize( this, device );
CGameEngine.Inputs.MapKeyboardAction(Key.Escape,new ButtonAction(Terminate), true);
CGameEngine.Inputs.MapKeyboardAction(Key.A,new ButtonAction(MoveCameraXM), false);
CGameEngine.Inputs.MapKeyboardAction(Key.W,new ButtonAction(MoveCameraZP), false);
CGameEngine.Inputs.MapKeyboardAction(Key.S,new ButtonAction(MoveCameraXP), false);
CGameEngine.Inputs.MapKeyboardAction(Key.Z,new ButtonAction(MoveCameraZM), false);
CGameEngine.Inputs.MapKeyboardAction(Key.P,new ButtonAction(ScreenCapture), true);
CGameEngine.Inputs.MapMouseAxisAction(0,new AxisAction(PointCamera));
CGameEngine.Inputs.MapMouseAxisAction(1,new AxisAction(PitchCamera));
m_Console = new GameEngine.Console( m_pFont, @"..\..\Resources\console.jpg" );
GameEngine.Console.AddCommand("QUIT", "Terminate the game", new CommandFunction(TerminateCommand));
GameEngine.Console.AddCommand("STATISTICS", "Toggle statistics display", new CommandFunction(ToggleStatistics));
m_OptionScreen = new OptionScreen( @"..\..\Resources\Options2.jpg" );
m_OptionScreen.AddButton( 328, 150, @"..\..\Resources\PlayOff.bmp", @"..\..\Resources\PlayOn.bmp", @"..\..\Resources\PlayHover.bmp", new ButtonFunction(Play) );
m_OptionScreen.AddButton( 328, 300, @"..\..\Resources\QuitOff.bmp", @"..\..\Resources\QuitOn.bmp", @"..\..\Resources\QuitHover.bmp", new ButtonFunction(Terminate) );
m_Engine.SetOptionScreen( m_OptionScreen );
music = new Jukebox();
music.AddSong("nadine.mp3");
music.AddSong("ComeOn.mp3");
music.AddSong("Rock.mp3");
music.Volume = 0.75f;
music.Play();
}
/// <summary>
/// Called once per frame, the call is the entry point for all game processing.
/// This function calls the appropriate part of the game engine based on the
/// current state.
/// </summary>
protected override void FrameMove()
{
try
{
SelectControls select_form = null;
// get any player inputs
m_Engine.GetPlayerInputs();
// Clear the viewport
device.Clear( ClearFlags.Target | ClearFlags.ZBuffer, 0x00000000, 1.0f, 0 );
device.BeginScene();
// determine what needs to be rendered based on the current game state
switch ( m_State )
{
case GameState.DevSplash:
if ( m_Engine.ShowSplash(@"..\..\Resources\devsplash.jpg", 8, new BackgroundTask(LoadOptions)) )
{
m_State = GameState.GameSplash;
}
break;
case GameState.GameSplash:
if ( m_Engine.ShowSplash(@"..\..\Resources\gamesplash.jpg", 8, null) )
{
m_State = GameState.OptionsMain;
select_form = new SelectControls();
select_form.ShowDialog(this);
m_bUsingJoystick = select_form.UseJoystick.Checked;
m_bUsingKeyboard = select_form.UseKeyboard.Checked;
m_bUsingMouse = select_form.UseMouse.Checked;
if ( m_bUsingJoystick ) GameEngine.Console.AddLine("Using Joystick");
if ( m_bUsingKeyboard ) GameEngine.Console.AddLine("Using Keyboard");
if ( m_bUsingMouse ) GameEngine.Console.AddLine("Using Mouse");
m_ownship = (Ownship)Engine.GetObject("car1");
m_ownship.UseJoystick = m_bUsingJoystick;
m_ownship.UseKeyboard = m_bUsingKeyboard;
m_ownship.UseMouse = m_bUsingMouse;
}
break;
case GameState.OptionsMain:
m_Engine.DoOptions();
break;
case GameState.GamePlay:
m_Engine.GetPlayerInputs();
m_Engine.DoAI( elapsedTime );
m_Engine.DoDynamics( elapsedTime );
m_Engine.DoNetworking( elapsedTime );
m_Engine.Render();
break;
case GameState.AfterActionReview:
m_Engine.DoAfterActionReview();
break;
}
GameEngine.Console.Render();
if ( false && m_ownship != null && m_State == GameState.GamePlay )
{
m_pFont.DrawText( 200, 560, Color.FromArgb(255,0,0,0), m_ownship.MPH.ToString() );
m_pFont.DrawText( 280, 560, Color.FromArgb(255,0,0,0), m_ownship.RPM.ToString() );
m_pFont.DrawText( 200, 580, Color.FromArgb(255,0,0,0), m_ownship.ForwardVelocity.ToString() );
m_pFont.DrawText( 100, 560, Color.FromArgb(255,0,0,0), m_ownship.SidewaysVelocity.ToString() );
m_pFont.DrawText( 100, 580, Color.FromArgb(255,0,0,0), m_ownship.Steering.ToString() );
}
// Output statistics
if ( m_bShowStatistics )
{
m_pFont.DrawText( 2, 560, Color.FromArgb(255,255,255,0), frameStats );
m_pFont.DrawText( 2, 580, Color.FromArgb(255,255,255,0), deviceStats );
m_pFont.DrawText( 500, 580, Color.FromArgb(255,255,255,0),
m_Engine.Cam.Heading.ToString() + " " + m_Engine.Cam.Pitch.ToString() + " " +
m_Engine.Cam.X + " " +m_Engine.Cam.Y + " " +m_Engine.Cam.Z);
m_pFont.DrawText( 2, 600, Color.FromArgb(255,255,255,0),
"Steering " + (CGameEngine.Inputs.GetJoystickNormalX()-1.0f).ToString() + " " +
"throttle/Brake " + (1.0f-CGameEngine.Inputs.GetJoystickNormalY()).ToString());
}
if ( m_bScreenCapture )
{
SurfaceLoader.Save("capture.bmp",ImageFileFormat.Bmp,device.GetBackBuffer(0,0,BackBufferType.Mono));
m_bScreenCapture = false;
GameEngine.Console.AddLine("snapshot taken");
}
}
catch (DirectXException d3de)
{
System.Diagnostics.Debug.WriteLine("Error in Sample Game Application FrameMove" );
System.Diagnostics.Debug.WriteLine(d3de.ErrorString);
}
catch ( Exception e )
{
System.Diagnostics.Debug.WriteLine("Error in Sample Game Application FrameMove" );
System.Diagnostics.Debug.WriteLine(e.Message);
}
finally
{
device.EndScene();
}
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main(string[] args)
{
try
{
CGameApplication d3dApp = new CGameApplication();
if (d3dApp.CreateGraphicsSample())
d3dApp.Run();
}
catch (DirectXException d3de)
{
System.Diagnostics.Debug.WriteLine("Error in Sample Game Application" );
System.Diagnostics.Debug.WriteLine(d3de.ErrorString);
}
catch ( Exception e )
{
System.Diagnostics.Debug.WriteLine("Error in Sample Game Application" );
System.Diagnostics.Debug.WriteLine(e.Message);
}
}
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