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📄 sample7.dpr

📁 3D GameStudio 的Delphi开发包
💻 DPR
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program sample7;

//////////////////////////////////////////////////////////////////////
//
// Delphi sample for using the A6_5x Engine (acknex.dll) done by
// Michal Messerschmidt aka LazyDog of Lazy Dog Software
// (www.LazyDogSoftware.com)
//
// SDK Version 6.50.6
//
// tested on Delphi 5,6,7 & 2005
//////////////////////////////////////////////////////////////////////

{$R 'icon.res' 'icon.rc'}  // this allows defining your own .ico file
                           // without the overhead of using the forms unit
                           // to get to the application.icon.  simply change
                           // the icon.rc file to point to your icon

uses A6Engine, Engine_Library, SysUtils, Dialogs;

var TheText : PText;

    BlueArrow,
    RedArrow : PBmap;

    aBall : PEntity;


procedure CheckForBtnActions;
begin
end;

procedure CreateText;

const TheStrings : Array[0..1] of string = ('Hitting Enter pushes the ball',
                                            'Hit Esc to Quit the Program');

var TheFont : PFont_;
begin
  TheFont := font_create('font1_red.pcx'); // create a font

  TheText := txt_create(_VAR(2),_VAR(1));  // create a text with 2 strings
                                           // setting the layer = 1

  TheText.font := TheFont;                 // assign the font
  TheText.pos_x := _VAR(400);              // set the x position
  TheText.pos_y := _VAR(147);              // set the y position
  TheText.flags := _VISIBLE or CENTER_X;   // set it visible, centered on x

  Txt_Fill(TheText,TheStrings);            // fill the text object from array
                                           // txt_fill defined in Engine_Library
end;

procedure HitBall;

var v : PVector;
begin
  if aBall = Nil then Exit;

  // Create a speed vector and rotate it in camera direction.
  v := _VEC(150,0,0);
  vec_rotate(v,PAngle(@ev.camera.pan));;

  // Add a vertical speed to give the ball an upwards kick.
  v.z := _VAR(75);

  // Now apply the speed to the ball
  phent_addvelcentral(aBall,v);
end;

procedure SetBallPhysics;
begin
  if phent_settype(aBall,_VAR(PH_RIGID),_VAR(PH_BOX)) = 0 then Exit;

  phent_setmass(aBall,_VAR(0.1),_VAR(PH_SPHERE));
  phent_setfriction(aBall,_VAR(10.0));
  phent_setelasticity(aBall,_VAR(90.0),_VAR(10.0));
  phent_setdamping(aBall,_VAR(0.0),_VAR(0.0));
  phent_addvelcentral(aBall,_vec(2,2,0));
  ph_setgravity(_vec(0,0,-100));
end;

procedure CreateABall;
begin
  aBall := ent_create('ball.mdl',_VEC(-115,180,192),Nil);
  aBall.scale_x := _VAR(0.5);
  aBall.scale_y := _VAR(0.5);
  aBall.scale_z := _VAR(0.5);
  SetBallPhysics;
end;

procedure MoveMouse;
begin
  if ev.mouse_map = Nil then Exit;

  if _INT(ev.freeze_mode^) > 1 then Exit;  // all functions suspended

  if ev.mouse_valid^ = 0 then              // makes cursor disappear when
    ev.mouse_mode^ := 0                    // no longer over the engine window
  else
    ev.mouse_mode^ := _VAR(1);

  if ev.mouse_mode^ > 0 then               // move it over the screen
  begin
    ev.mouse_pos.x := ev.mouse_cursor.x;
    ev.mouse_pos.y := ev.mouse_cursor.y;
  end;
end;

procedure Quit;
begin
  sys_exit('');     // quit running and shut down the engine
end;

procedure Main;
begin
  if FindDirectX < 9 then
  begin
    ShowMessage('DirectX 9 is required to run this program');
    Exit;
  end;

  ev := engine_open('');         // commands like -diag can be used here

  if ev = Nil then Exit;

  add_folder('files');           // point to subdirectory that holds level files

  ev.camera.arc := _VAR(120);

  BlueArrow := bmap_create('arrow_blue.pcx');  //needed for clicking on entities
  RedArrow  := bmap_create('arrow_red.pcx');

  ev.on_close^ := @Quit;         // [X] close icon clicked quits program
  ev.on_esc^   := @Quit;         // ESC key quits program

  ev.mouse_mode^    := _VAR(1);  // windows cursor is visible
  ev.mouse_pointer^ := _VAR(1);  // default cursor is hand
  ev.mouse_map      := BlueArrow;

  ev.video_screen^ := _VAR(2);   // default to window mode
  ev.video_mode^   := _VAR(7);   // default to 800x600
  ev.video_depth^  := _VAR(32);  // default to 32 bit depth

  ev.on_enter^ := @HitBall;

  ev.fps_min^ := _VAR(16);
  ev.fps_max^ := _VAR(60);

  level_load('paths.wmb');       // this is loaded from the files subdirectory

  engine_frame;                  // need to wait 2 frames after a level_load
  engine_frame;                  // before creating entities

  CreateText;
  CreateABall;

  // here is the engine main loop
  while engine_frame <> 0 do
  begin
    MoveMouse;
    CheckForBtnActions;
  end;

  engine_close();
end;

begin
  Main;
end.

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