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📄 ch21p1_firingrange.cpp

📁 游戏开发特殊技巧-special.effects.game.programming
💻 CPP
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/*
#############################################################################

  Ch21p1_FiringRange.cpp: a program that demonstrates several different
  weaponry effects.
  
#############################################################################
*/

// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch21p1_resource.h"
#include "Camera.h"
#include "InputManager.h"
#include "SkyBox.h"
#include "Timer.h"
#include "GroundPlane.h"
#include "Ch21p1_Gun.h"
#include "Ch21p1_PlasmaGun.h"
#include "Ch21p1_LaserGun.h"
#include "Ch21p1_MachineGun.h"

const int NUMSPRITES = 5;

//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the 
//       generic functionality needed in all Direct3D samples. CMyD3DApplication 
//       adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
  // Font for drawing text
  CD3DFont* m_pFont;
  CD3DFont* m_pFontSmall;

  // Scene
  CUserControlledCamera m_Camera;

  // Mouse Input
  CInputManager m_InputManager;

  // skybox
  CSkyBox m_SkyBox;

	// ground plane
	CGroundPlane m_GroundPlane;

	CTimer m_TransitionTimer;

	// da weaponry
	CPlasmaGun m_PlasmaGun;
	CPlasmaBulletArray m_PlasmaBulletArray;

	CLaserGun m_LaserGun;
	CGun *m_pCurGun;
	CGun *m_pNextGun;

	CMachineGun m_MachineGun;
	
protected:
  HRESULT OneTimeSceneInit();
  HRESULT InitDeviceObjects();
  HRESULT RestoreDeviceObjects();
  HRESULT InvalidateDeviceObjects();
  HRESULT DeleteDeviceObjects();
  HRESULT FinalCleanup();
  HRESULT Render();
  HRESULT FrameMove();
  HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
  LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

	void BeginGunTransition(CGun *pNextGun);

  void ProcessInput();
	int m_iLightPosX;
	int m_iLightPosY;

public:
  CMyD3DApplication();
};

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
//       message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
  CMyD3DApplication d3dApp;

  if( FAILED( d3dApp.Create( hInst ) ) )
    return 0;

  return d3dApp.Run();
}

//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
	m_strWindowTitle    = _T("Ch21p1_FiringRange");
  m_bUseDepthBuffer   = TRUE;
  m_pFont            = new CD3DFont( _T("Arial"), 12, D3DFONT_BOLD );
  m_pFontSmall       = new CD3DFont( _T("Arial"),  9, D3DFONT_BOLD );
}

//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
//       permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
  return S_OK;
}

//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
//       the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
	if (m_fElapsedTime < 0.0001f) {
		m_fElapsedTime = 0.0001f;
	}
	
	CTimer::UpdateAll(m_fElapsedTime);
	m_PlasmaBulletArray.UpdateAll(m_fElapsedTime);
	if (m_pCurGun) m_pCurGun->Update(m_fElapsedTime);

	if (m_TransitionTimer.IsRunning()) {
		if (m_pCurGun) {
			if (m_TransitionTimer.GetTime() < 0.25f) {
			  m_pCurGun->Pos() = D3DXVECTOR3(0.5f, -0.6f-(m_TransitionTimer.GetTime()*4), 1.0f);
			}
			else {
				m_pCurGun = m_pNextGun;
				m_pCurGun->Pos() = D3DXVECTOR3(0.5f, -1.6f+(m_TransitionTimer.GetTime()*4)-1.0f, 1.0f);
			}
			if (m_TransitionTimer.GetTime() > 0.5f) {
				m_TransitionTimer.Stop();
				m_pNextGun = NULL;
			}
		}
	}
	return S_OK;
}

void CMyD3DApplication::BeginGunTransition(CGun *pNextGun)
{
	if (typeid(*pNextGun) == typeid(*m_pCurGun)) return;
	if (m_TransitionTimer.IsRunning()) return;

	m_pNextGun = pNextGun;
	m_TransitionTimer.Begin();
}

void CMyD3DApplication::ProcessInput()
{
  const float fSpeed = 0.5f;
  unsigned char m_bKey[256];
  ZeroMemory( m_bKey, 256 );
  GetKeyboardState(m_bKey);
  // Process keyboard input
  if(m_bKey['D'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(fSpeed, 0.0f, 0.0f)); // Slide Right
  if(m_bKey['A'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(-fSpeed, 0.0f, 0.0f));// Slide Left
  if(m_bKey['Q'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, fSpeed, 0.0f)); // Slide Up
  if(m_bKey['Z'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, -fSpeed, 0.0f));// Slide Down
  if(m_bKey['W'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, fSpeed)); // Slide Foward
  if(m_bKey['S'] & 128) m_Camera.AddToVelocity(D3DXVECTOR3(0.0f, 0.0f, -fSpeed));// Slide Back
  if(m_bKey['L'] & 128) m_Camera.AddToYawPitchRoll(fSpeed, 0.0f, 0.0f);  // Turn Right
  if(m_bKey['J'] & 128) m_Camera.AddToYawPitchRoll(-fSpeed, 0.0f, 0.0f); // Turn Left
  if(m_bKey['K'] & 128) m_Camera.AddToYawPitchRoll(0.0f, fSpeed, 0.0f); // Turn Down
  if(m_bKey['I'] & 128) m_Camera.AddToYawPitchRoll(0.0f, -fSpeed, 0.0f);// Turn Up

  if(m_bKey['1'] & 128) BeginGunTransition(&m_MachineGun);
	if(m_bKey['2'] & 128) BeginGunTransition(&m_PlasmaGun);
	if(m_bKey['3'] & 128) BeginGunTransition(&m_LaserGun);

  // mouse look
  DIMOUSESTATE2 dims2;
  m_InputManager.ReadMouse(dims2);

  // play with the divisor constants to change the mouselook sensitivity.
  // I've found that these values most accurately simulate my beloved Q3A setup. :)
  m_Camera.AddToYawPitchRoll((float)dims2.lX/0.8f, (float)dims2.lY/0.8f, 0.0f);

	// prevent camera from moving up or down.
	D3DXVECTOR3 pos = m_Camera.GetPosition();
	pos.y = 2.60f; 
	m_Camera.SetPosition(pos);
  
	if (dims2.rgbButtons[0] && m_pCurGun && m_pCurGun->CanFire()) 
		m_pCurGun->Fire(m_Camera);
}

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
//       rendering. This function sets up render states, clears the
//       viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()

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