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(); }
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); }
void Init(IntPtr pParam) { // get subsystems pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys); pResMan = (IResourceManager)p_sub_sys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out p_sub_sys); pInput = (IInput)p_sub_sys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys); pRender = (IRender)p_sub_sys; pRender.GetRender2D(out pRender2D); // create arrays IEngineBaseObject pObj = null; pTextures = new ITexture[TexCount]; pShadows = new ITexture[ShadowCount]; pMeshes = new IMesh[MeshCount]; // loading data pResMan.Load(RESOURCE_PATH + "sounds\\helicopter.wav", out pObj, 0); pSound = (ISoundSample)pObj; pSound.PlayEx(out pSoundChannel, E_SOUND_SAMPLE_PARAMS.SSP_LOOPED); for (int i = 0; i < TexCount; i++) { uint flags = TexNames[i].Contains("grass") ? (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT) : (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D; pResMan.Load(RESOURCE_PATH + TexNames[i], out pObj, flags); pTextures[i] = (ITexture)pObj; } pTextures[6].SetFrameSize(256, 256); // zombie sprite splitting for (int i = 0; i < MeshCount; i++) { pResMan.Load(RESOURCE_PATH + MeshNames[i], out pObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH); pMeshes[i] = (IMesh)pObj; } // render shadows for (int i = 0; i < MeshCount; i++) { RenderMeshToTexture(out pShadows[i], pMeshes[i], pTextures[i]); } // render rotor shadow pResMan.CreateTexture(out pShadows[5], null, 256, 256, E_TEXTURE_DATA_FORMAT.TDF_RGBA8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT, E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR); pRender.SetRenderTarget(pShadows[5]); TPoint2 coords = new TPoint2(128f, 128f); TColor4 col = TColor4.ColorWhite(); pRender2D.DrawCircle(ref coords, 100, 64, ref col, E_PRIMITIVE2D_FLAGS.PF_FILL); pRender.SetRenderTarget(null); // gather, fill and init 3d-objects data MyMeshes = new MyMesh[8] { new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2( 900f, 500f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2(-250f, 300f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2( 800f, 200f), new TPoint3(400f, 400f, 400f), 225), new MyMesh(pMeshes[1], pTextures[1], pShadows[1], new TPoint2( 0f, 450f), new TPoint3(300f, 300f, 400f), 175), new MyMesh(pMeshes[1], pTextures[1], pShadows[1], new TPoint2( 50f, 750f), new TPoint3(300f, 300f, 300f), 175), new MyMesh(pMeshes[2], pTextures[2], pShadows[2], new TPoint2( 500f, 150f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[3], pTextures[3], pShadows[3], new TPoint2( 180f, 150f), new TPoint3(400f, 400f, 600f), 200), new MyMesh(pMeshes[3], pTextures[3], pShadows[3], new TPoint2( 600f, 550f), new TPoint3(400f, 400f, 600f), 200, 90) }; copter = new Copter(new MyMesh(pMeshes[4], pTextures[4], pShadows[4], new TPoint2(), new TPoint3(600, 600, 600), 200, 0, true), pTextures[5], pShadows[5]); zombie = new Zombie(pTextures[6]); }
void Init(IntPtr pParam) { IEngineSubSystem pSubSys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys); pRender = (IRender)pSubSys; TColor4 c = TColor4.ColorOfficialBlack(); pRender.SetClearColor(ref c); pRender.GetRender2D(out pRender2D); IResourceManager pResMan; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys); pResMan = (IResourceManager)pSubSys; IEngineBaseObject pBaseObj = null; // for fonts part pResMan.Load(ResPath + "fonts\\Times_New_Roman_12_rus.dft", out pBaseObj, 0); pFont = (IBitmapFont)pBaseObj; pResMan.Load(ResPath + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj, 0); pFontBold = (IBitmapFont)pBaseObj; pResMan.Load(ResPath + "fonts\\TheHard_18.dft", out pBaseObj, 0); pFontHard = (IBitmapFont)pBaseObj; // for sprites part const uint unfiltered_2d_flag = (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_NONE /* for cool old-school pixelized image */ | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP); pResMan.Load(ResPath + "textures\\cartoon_grass.tga", out pBaseObj, unfiltered_2d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_DECREASE_QUALITY_MEDIUM /* decrease texture size to make it more pixelized */); pTexGrass = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_tank_body.png", out pBaseObj, unfiltered_2d_flag); pTexTankBody = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_tank_turret.png", out pBaseObj, unfiltered_2d_flag); pTexTankTurret = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_anime_girl.png", out pBaseObj, unfiltered_2d_flag); pTexGirl = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_mistery_light.jpg", out pBaseObj, unfiltered_2d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_DECREASE_QUALITY_HIGH); pTexLight = (ITexture)pBaseObj; pTexGirl.SetFrameSize(55, 117); pTexLight.SetFrameSize(64, 128); // for advanced part pResMan.Load(ResPath + "meshes\\planets\\asteroid.jpg", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_MIRROR_REPEAT)); pTexPlanet = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\light.jpg", out pBaseObj, 0); pTexLightRound = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\sphere_mask.png", out pBaseObj, 0); pTexMask = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_cloudy_night_sky.jpg", out pBaseObj, 0); pTexBg = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\jellyfish.png", out pBaseObj, 0); pTexJellyFish = (ITexture)pBaseObj; for (int i = 0; i < 11; i++) { pResMan.Load(ResPath + "textures\\water\\water_" + i + ".tga", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_MIRROR_REPEAT /* let's repeat the texture this way to make it little weird */)); pTexAnimWater[i] = (ITexture)pBaseObj; } pResMan.CreateTexture(out pTexPlanetRenderIn, null, 256, 256, E_TEXTURE_DATA_FORMAT.TDF_RGBA8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT, E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP); }
void Init(IntPtr pParam) { IEngineSubSystem pSubSys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys); pRender = (IRender)pSubSys; TColor4 c = TColor4.ColorOfficialBlack(); pRender.SetClearColor(ref c); pRender.GetRender2D(out pRender2D); IResourceManager pResMan; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys); pResMan = (IResourceManager)pSubSys; IEngineBaseObject pBaseObj = null; // for fonts part pResMan.Load(ResPath + "fonts\\Times_New_Roman_12_rus.dft", out pBaseObj, 0); pFont = (IBitmapFont)pBaseObj; pResMan.Load(ResPath + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj, 0); pFontBold = (IBitmapFont)pBaseObj; pResMan.Load(ResPath + "fonts\\TheHard_18.dft", out pBaseObj, 0); pFontHard = (IBitmapFont)pBaseObj; // for sprites part const uint unfiltered_2d_flag = (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_NONE /* for cool old-school pixelized image */ | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP); pResMan.Load(ResPath + "textures\\cartoon_grass.tga", out pBaseObj, unfiltered_2d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_DECREASE_QUALITY_MEDIUM /* decrease texture size to make it more pixelized */); pTexGrass = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_tank_body.png", out pBaseObj, unfiltered_2d_flag); pTexTankBody = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_tank_turret.png", out pBaseObj, unfiltered_2d_flag); pTexTankTurret = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_anime_girl.png", out pBaseObj, unfiltered_2d_flag); pTexGirl = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_mistery_light.jpg", out pBaseObj, unfiltered_2d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_DECREASE_QUALITY_HIGH); pTexLight = (ITexture)pBaseObj; pTexGirl.SetFrameSize(55, 117); pTexLight.SetFrameSize(64, 128); // for advanced part pResMan.Load(ResPath + "meshes\\planets\\asteroid.jpg", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_MIRROR_REPEAT)); pTexPlanet = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\light.jpg", out pBaseObj, 0); pTexLightRound = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\sphere_mask.png", out pBaseObj, 0); pTexMask = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\cartoon_cloudy_night_sky.jpg", out pBaseObj, 0); pTexBg = (ITexture)pBaseObj; pResMan.Load(ResPath + "sprites\\jellyfish.png", out pBaseObj, 0); pTexJellyFish = (ITexture)pBaseObj; for (int i = 0; i < 11; i++) { pResMan.Load(ResPath + "textures\\water\\water_" + i + ".tga", out pBaseObj, (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_MIRROR_REPEAT/* let's repeat the texture this way to make it little weird */)); pTexAnimWater[i] = (ITexture)pBaseObj; } pResMan.CreateTexture(out pTexPlanetRenderIn, null, 256, 256, E_TEXTURE_DATA_FORMAT.TDF_RGBA8, E_TEXTURE_CREATE_FLAGS.TCF_DEFAULT, E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP); }
void Init(IntPtr pParam) { // get subsystems pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys); pResMan = (IResourceManager)p_sub_sys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out p_sub_sys); pInput = (IInput)p_sub_sys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys); pRender = (IRender)p_sub_sys; pRender.GetRender2D(out pRender2D); // create arrays IEngineBaseObject pObj = null; pTextures = new ITexture[TexCount]; pShadows = new ITexture[ShadowCount]; pMeshes = new IMesh[MeshCount]; // loading data pResMan.Load(RESOURCE_PATH + "sounds\\helicopter.wav", out pObj, 0); pSound = (ISoundSample)pObj; pSound.PlayEx(out pSoundChannel, E_SOUND_SAMPLE_PARAMS.SSP_LOOPED); for (int i = 0; i < TexCount; i++) { uint flags = TexNames[i].Contains("grass") ? (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR | E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT) : (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D; pResMan.Load(RESOURCE_PATH + TexNames[i], out pObj, flags); pTextures[i] = (ITexture)pObj; } pTextures[6].SetFrameSize(256, 256); // zombie sprite splitting for (int i = 0; i < MeshCount; i++) { pResMan.Load(RESOURCE_PATH + MeshNames[i], out pObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH); pMeshes[i] = (IMesh)pObj; } // render shadows for (int i = 0; i < MeshCount; i++) { RenderMeshToTexture(out pShadows[i], pMeshes[i], pTextures[i]); } // render rotor shadow pResMan.CreateTexture(out pShadows[5], null, 256, 256, E_TEXTURE_DATA_FORMAT.TDF_RGBA8, E_TEXTURE_CREATION_FLAGS.TCF_DEFAULT, E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_BILINEAR); pRender.SetRenderTarget(pShadows[5]); TPoint2 coords = new TPoint2(128f, 128f); TColor4 col = TColor4.ColorWhite(); pRender2D.DrawCircle(ref coords, 100, 64, ref col, E_PRIMITIVE2D_FLAGS.PF_FILL); pRender.SetRenderTarget(null); // gather, fill and init 3d-objects data MyMeshes = new MyMesh[8] { new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2(900f, 500f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2(-250f, 300f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[0], pTextures[0], pShadows[0], new TPoint2(800f, 200f), new TPoint3(400f, 400f, 400f), 225), new MyMesh(pMeshes[1], pTextures[1], pShadows[1], new TPoint2(0f, 450f), new TPoint3(300f, 300f, 400f), 175), new MyMesh(pMeshes[1], pTextures[1], pShadows[1], new TPoint2(50f, 750f), new TPoint3(300f, 300f, 300f), 175), new MyMesh(pMeshes[2], pTextures[2], pShadows[2], new TPoint2(500f, 150f), new TPoint3(400f, 400f, 500f), 225), new MyMesh(pMeshes[3], pTextures[3], pShadows[3], new TPoint2(180f, 150f), new TPoint3(400f, 400f, 600f), 200), new MyMesh(pMeshes[3], pTextures[3], pShadows[3], new TPoint2(600f, 550f), new TPoint3(400f, 400f, 600f), 200, 90) }; copter = new Copter(new MyMesh(pMeshes[4], pTextures[4], pShadows[4], new TPoint2(), new TPoint3(600, 600, 600), 200, 0, true), pTextures[5], pShadows[5]); zombie = new Zombie(pTextures[6]); }