Esempio n. 1
0
        void Init(IntPtr pParam)
        {
            IRender pRender;

            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            // All game logic is developed for this screen resolution, so will keep it (on logical level).
            pRender2D.SetResolutionCorrection(Res.GameVpWidth, Res.GameVpHeight);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            // Load resources and give them names to use in future via resource manager.
            IEngineBaseObject pBaseObj;

            pResMan.Load(ResPath + "meshes\\planets\\planet.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshPlanet);
            pResMan.Load(ResPath + "meshes\\planets\\clouds.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexClouds);
            pResMan.Load(ResPath + "meshes\\planets\\earth.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexPlanet);
            pResMan.Load(ResPath + "sprites\\space_bg.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexStars);

            pResMan.Load(ResPath + "meshes\\planets\\asteroid.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshAsteroid);
            pResMan.Load(ResPath + "meshes\\planets\\asteroid.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexAsteroid);

            pResMan.Load(ResPath + "meshes\\space_ship\\ship.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshShip);
            pResMan.Load(ResPath + "meshes\\space_ship\\ship.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexShip);
            pResMan.Load(ResPath + "sprites\\spark.bmp", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexSpark);

            pResMan.Load(ResPath + "sounds\\explo.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndExplo);
            pResMan.Load(ResPath + "sounds\\fire.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndFire);
            pResMan.Load(ResPath + "sprites\\explo.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D,
                         Res.TexExplo);
            ((ITexture)pBaseObj).SetFrameSize(Res.ExploAnimationFramesSize, Res.ExploAnimationFramesSize);

            pResMan.Load(ResPath + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj, 0, Res.FntMain);
            pFnt = (IBitmapFont)pBaseObj;

            StartGame();
        }
Esempio n. 2
0
        void Init(IntPtr pParam)
        {
            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;

            pResMan.Load(RESOURCE_PATH + "sounds\\bug_death.wav", out pBaseObj, 0);
            pSndDeath = (ISoundSample)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\light.jpg", out pBaseObj, 0);
            pTexLight = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\smoke.png", out pBaseObj, 0);
            pTexSmoke = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug.png", out pBaseObj, 0);
            pTexBug = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug_corpse.png", out pBaseObj, 0);
            pTexBugCorpse = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\blood.png", out pBaseObj, 0);
            pTexBlood = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "textures\\cartoon_grass.tga", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR |
                                                                                             E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT));
            pTexBg = (ITexture)pBaseObj;

            pTexBug.SetFrameSize(52, 42);

            for (uint i = 0; i < 3; i++)
            {
                pResMan.CreateTexture(out pTexTarget[i], null, ScreenWidth, ScreenHeight,
                                      E_TEXTURE_DATA_FORMAT.TDF_RGB8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT,
                                      E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            }
            Clear();
        }
Esempio n. 3
0
        void Init(IntPtr pParam)
        {
            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;

            pResMan.Load(RESOURCE_PATH + "sounds\\bug_death.wav", out pBaseObj, 0);
            pSndDeath = (ISoundSample)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\light.jpg", out pBaseObj, 0);
            pTexLight = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\smoke.png", out pBaseObj, 0);
            pTexSmoke = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug.png", out pBaseObj, 0);
            pTexBug = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\bug_corpse.png", out pBaseObj, 0);
            pTexBugCorpse = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "sprites\\blood.png", out pBaseObj, 0);
            pTexBlood = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "textures\\cartoon_grass.tga", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR |
                        E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT));
            pTexBg = (ITexture)pBaseObj;

            pTexBug.SetFrameSize(52, 42);

            for (uint i = 0; i < 3; i++)
            {
                pResMan.CreateTexture(out pTexTarget[i], null, ScreenWidth, ScreenHeight,
                    E_TEXTURE_DATA_FORMAT.TDF_RGB8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT,
                    E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            }
            Clear();
        }
Esempio n. 4
0
        void Init(IntPtr pParam)
        {
            IEngineSubSystem p_sub_sys = null;

            IResourceManager p_res_man = null;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys);
            p_res_man = (IResourceManager)p_sub_sys;

            IRender p_render = null;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys);
            p_render = (IRender)p_sub_sys;
            p_render.GetRender2D(out pRender2D);

            IEngineBaseObject p_obj = null;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out p_sub_sys);
            pInput = (IInput)p_sub_sys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            p_res_man.GetDefaultResource(E_ENGINE_OBJECT_TYPE.EOT_BITMAP_FONT, out p_obj);
            pFont = (IBitmapFont)p_obj;


            // Background clear color setup.
            TColor4 tc = new TColor4(38, 38, 55, 255);

            p_render.SetClearColor(ref tc);

            // This example adapted only for 800X600 resolution, if even resolution will be higher it won't effect it.
            pRender2D.SetResolutionCorrection(GAME_VP_WIDTH, GAME_VP_HEIGHT, true);



            p_res_man.Load(RESOURCE_PATH + "sounds\\owl.wav", out p_obj, 0);
            pSndOwl = (ISoundSample)p_obj;

            p_res_man.Load(RESOURCE_PATH + "sounds\\forest_ambient.wav", out p_obj, 0);
            pForestAmbient = (ISoundSample)p_obj;
            pForestAmbient.PlayEx(out pChannelAmbientLoop, E_SOUND_SAMPLE_PARAMS.SSP_LOOPED);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_forest_background.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pBg = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_cloudy_night_sky.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pSky = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "textures\\smoke.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pFog = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "textures\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pLightRound = (ITexture)p_obj;

            p_res_man.Load(RESOURCE_PATH + "sprites\\vox.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pVox = (ITexture)p_obj;
            pVox.SetFrameSize(149, 149);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_owl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pOwl = (ITexture)p_obj;
            pOwl.SetFrameSize(48, 128);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_anime_girl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pTexGirl = (ITexture)p_obj;
            pTexGirl.SetFrameSize(55, 117);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_mistery_light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pLight = (ITexture)p_obj;
            pLight.SetFrameSize(64, 128);
        }
Esempio n. 5
0
        void Init(IntPtr pParam)
        {
            IEngineSubSystem p_sub_sys = null;

            IResourceManager p_res_man = null;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys);
            p_res_man = (IResourceManager)p_sub_sys;

            IRender p_render = null;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys);
            p_render = (IRender)p_sub_sys;
            p_render.GetRender2D(out pRender2D);

            IEngineBaseObject p_obj = null;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out p_sub_sys);
            pInput = (IInput)p_sub_sys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            p_res_man.GetDefaultResource(E_ENGINE_OBJECT_TYPE.EOT_BITMAP_FONT, out  p_obj);
            pFont = (IBitmapFont)p_obj;

            // Background clear color setup.
            TColor4 tc = new TColor4(38, 38, 55, 255);
            p_render.SetClearColor(ref tc);

            // This example adapted only for 800X600 resolution, if even resolution will be higher it won't effect it.
            pRender2D.SetResolutionCorrection(GAME_VP_WIDTH, GAME_VP_HEIGHT, true);

            p_res_man.Load(RESOURCE_PATH + "sounds\\owl.wav", out p_obj, 0);
            pSndOwl = (ISoundSample)p_obj;

            p_res_man.Load(RESOURCE_PATH + "sounds\\forest_ambient.wav", out p_obj, 0);
            pForestAmbient = (ISoundSample)p_obj;
            pForestAmbient.PlayEx(out pChannelAmbientLoop, E_SOUND_SAMPLE_PARAMS.SSP_LOOPED);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_forest_background.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pBg = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_cloudy_night_sky.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pSky = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\smoke.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pFog = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pLightRound = (ITexture)p_obj;

            p_res_man.Load(RESOURCE_PATH + "sprites\\vox.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pVox = (ITexture)p_obj;
            pVox.SetFrameSize(149, 149);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_owl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pOwl = (ITexture)p_obj;
            pOwl.SetFrameSize(48, 128);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_anime_girl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pTexGirl = (ITexture)p_obj;
            pTexGirl.SetFrameSize(55, 117);

            p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_mistery_light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pLight = (ITexture)p_obj;
            pLight.SetFrameSize(64, 128);
        }
Esempio n. 6
0
File: Game.cs Progetto: whztt07/DGLE
        void Init(IntPtr pParam)
        {
            IRender pRender;

            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            pRender = (IRender)pSubSys;
            pRender.GetRender2D(out pRender2D);

            // All game logic is developed for this screen resolution, so will keep it (on logical level).
            pRender2D.SetResolutionCorrection(Res.GameVpWidth, Res.GameVpHeight);

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;
            pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR);

            IResourceManager pResMan;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            // Load resources and give them names to use in future via resource manager.
            IEngineBaseObject pBaseObj;

            pResMan.Load(ResPath + "meshes\\planets\\planet.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshPlanet);
            pResMan.Load(ResPath + "meshes\\planets\\clouds.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexClouds);
            pResMan.Load(ResPath + "meshes\\planets\\earth.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexPlanet);
            pResMan.Load(ResPath + "sprites\\space_bg.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexStars);

            pResMan.Load(ResPath + "meshes\\planets\\asteroid.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshAsteroid);
            pResMan.Load(ResPath + "meshes\\planets\\asteroid.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexAsteroid);

            pResMan.Load(ResPath + "meshes\\space_ship\\ship.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH, Res.MeshShip);
            pResMan.Load(ResPath + "meshes\\space_ship\\ship.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D, Res.TexShip);
            pResMan.Load(ResPath + "sprites\\spark.bmp", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D, Res.TexSpark);

            pResMan.Load(ResPath + "sounds\\explo.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndExplo);
            pResMan.Load(ResPath + "sounds\\fire.wav", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.RES_LOAD_DEFAULT, Res.SndFire);
            pResMan.Load(ResPath + "sprites\\explo.jpg", out pBaseObj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D,
               Res.TexExplo);
            ((ITexture)pBaseObj).SetFrameSize(Res.ExploAnimationFramesSize, Res.ExploAnimationFramesSize);

            pResMan.Load(ResPath + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj, 0, Res.FntMain);
            pFnt = (IBitmapFont)pBaseObj;

            StartGame();
        }