ria pc game
fle game engine -
fle game engine -


Balls and holes PC game / Balls and Holes PC игра
Dragonella игра версия 17.09.2020 браузерная /скачиваемая
Многоликий: dress - hordes win/linux/android/html5 игра браузерная /скачиваемая

30 2024 19:57
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megainformatic - Game craft - scv - 2 ( 3)
Game craft - scv - 3 [ game craft]  [ scv]  [ scv 1 2] , 2 . .
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, , , , , photshop, php, c++, , delphi, cms,
     
    -  
     
 

? - .

DirectX 9c C++ MSVS 2005 .

 
     
  [] [] [ 4] []  
     
  2d- -  
     
  , . jpg tga .  
     
       
     
 

, :

CGameAppLoader

CD3DGameApp

CD3D9Sprite 2d-.

 
     
  .  
     
 

CGameAppLoader, CD3DGameApp Fle.h

CD3D9Sprite D3DGUI.h D3DGUI.cpp 2d- d3d- , , 200 .

 
     
 
 
 
     
  , - .  
     
  DirectInput8, . . .  
     
 

Fle.h

-

#include "resource.h" // main symbols

-

#include <d3d9.h>
#include <d3dx9.h>

#include "D3DGUI.h"
#include "diutil.h"

#include "AdventureGame.h"

#include "d3dfont.h"

-

//


enum LOADINGSTATES{
LOADSTATE_BEGINSTARTLOGO,
LOADSTATE_STARTLOGO,
LOADSTATE_ENDSTARTLOGO,

LOADSTATE_BEGINMENU,
LOADSTATE_MENU,
LOADSTATE_ENDMENU,

LOADSTATE_BEGINADVENTUREINTRO,
LOADSTATE_ADVENTUREINTRO,
LOADSTATE_ENDADVENTUREINTRO,

LOADSTATE_BEGINLOADADVENTUREGAME_LOCTEX,
LOADSTATE_ADVENTUREGAME_LOCTEX,
LOADSTATE_ENDADVENTUREGAME_LOCTEX,

LOADSTATE_BEGINLOADADVENTUREGAME_CREATURE,
LOADSTATE_ADVENTUREGAME_CREATURE,
LOADSTATE_ENDADVENTUREGAME_CREATURE,

LOADSTATE_BEGINLOADADVENTUREGAME_SUBJECTS,
LOADSTATE_ADVENTUREGAME_SUBJECTS,
LOADSTATE_ENDADVENTUREGAME_SUBJECTS,

LOADSTATE_BEGINLOADADVENTUREGAME_SUBJECTS_PLATES,
LOADSTATE_ADVENTUREGAME_SUBJECTS_PLATES,
LOADSTATE_ENDADVENTUREGAME_SUBJECTS_PLATES,

LOADSTATE_BEGINLOADADVENTUREGAME_SUBJECTS_PLATES_LETTERS,
LOADSTATE_ADVENTUREGAME_SUBJECTS_PLATES_LETTERS,
LOADSTATE_ENDADVENTUREGAME_SUBJECTS_PLATES_LETTERS,

LOADSTATE_BEGINLOADADVENTUREGAME,
LOADSTATE_ADVENTUREGAME,
LOADSTATE_ENDADVENTUREGAME

};

-

class CGameAppLoader
{
public:
CGameAppLoader();
~CGameAppLoader();
//

CPtrArray* m_pLoaderTexturesArray;

void Start(CPtrArray* TxArray, LPCTSTR TexFilesPath, LPCTSTR TexFilesListTxt);
void LoadingProcess(CPtrArray* TxArray, LPCTSTR TexFilesPath,
LPD3DXSPRITE pSprite = NULL);
void LoadingResProcess(CPtrArray* TxArray, LPCTSTR TexFilesPath,
LPD3DXSPRITE pSprite);
void LoadingLtProcess(CPtrArray* TxArray, LPCTSTR TexFilesPath,
LPD3DXSPRITE pSprite = NULL);
void End();
void NextLoadStage();


//

float m_fRotorAngle;

void LoadLoaderTextures();
void DrawLoaderScreen();

void RestoreLoaderScreen();
void InvalidateLoaderScreen();
void FreeLoaderTextures();
void AnimateRotor();


void RenderLoaderText();


LPD3D9FONT m_pLoaderFont_2d;
void CreateFont_2d();
void FreeFont_2d();
void RestoreFont_2d();
void InvalidateFont_2d();
void RenderLoaderText_2d();


void Load1GameTexture(CPtrArray* TxArray, LPCTSTR TexFilesPath,
int* CurrentFileIndex, LPD3DXSPRITE pSprite);
void Load1GameTextureRes(CPtrArray* TxArray, LPCTSTR TexFilesPath,
int* CurrentFileIndex, LPD3DXSPRITE pSprite);
void Load1LetterPlate(CPtrArray* TxArray, LPCTSTR TexFilesPath,
int* CurrentFileIndex, LPD3DXSPRITE pSprite);


void OpenGameTexturesListFile(/*CPtrArray* TxArray, */LPCTSTR TexFilesPath,
LPCTSTR TexFilesListTxt);
void CloseGameTexturesListFile();

CStdioFile* m_pTextFile;

//
int m_iCurrentIndex;
float m_fLoadingProgressStep;
float m_fLoadingProgress;
int m_iFilesNum;
TCHAR m_sTexFileName[MaxPath2];
char m_chTexFileName[MAX_PATH];

//
DWORD m_dwLoaderState;

void Loading();
int CountNumberOfFiles();

float m_fRotateProcessTimeCounter;


};

-

//
#define GameAppName L" "

-

#define ParamDelimeter ';'

#define GAMEERR_NOINPUT 0x00000006
#define GAMEERR_OUTOFMEMORY 0x00000007


//
#define TexturesPath L"\\Media\\textures\\"
#define LoaderTexFilesPath L"\\Media\\textures\\initial\\"
#define LoaderTexFilesTxt L"\\Media\\textures\\initial\\loader_texlist.txt"

#define LoaderFontFileName L"\\Media\\fonts\\BALTICA.TTF"
#define LoaderFontHeight 18
#define LoaderFontWidth 10
#define LoaderFontRescaleCorrect 1.0f

#define LoaderFont2DFileName L"\\Media\\fonts\\MSSansSerif.tga"
#define LoaderFont2DFileName_CoordData L"\\Media\\fonts\\MSSansSerif.dat"

#define LoaderBackTexIndex 0
#define LoaderRotorTexIndex 1
#define LoaderStatorTexIndex 2

#define RotateProcessTimeLimit 0.01f

#define RotationStep D3DX_PI * 0.1f

#define RotationSpeed 3.0f

// (, , )
#define StartupLogoFilesPath L"\\Media\\textures\\startlogo\\"
#define StartupLogoTexFilesTxt L"\\Media\\textures\\startlogo\\start_texlist.txt"

CD3DGameApp -

 

class CD3DGameApp
{

public:

HWND m_hWndMain;

DWORD m_dwScreenWidth; //
DWORD m_dwScreenHeight;

float m_fResolutionRescale;

bool m_bIsActive; //
bool m_bDisplayReady; //

FLOAT fAspectRatio;

BOOL m_bMouseVisible; //

DWORD m_dwAppState; //
DWORD m_dwAppStateAfterLoad; //
//

// Direct3D

LPD3DXSPRITE m_pSprite;

bool m_bShowFPSOn;

bool m_bPaused;

float m_fElapsedTime;


CD3DGameApp();

HRESULT FrameMove();
HRESULT Render();

CGameAppLoader* m_pLoader; //

public:
void GetStrParam(CString* aCurrentStr,
int *aCurrentCharNum, CString* ParamStr);

void ReadFileParam(const CString* ParamStr,
CString* Name, D3DXVECTOR3* Pos, D3DXVECTOR2* Scale, bool* bAnimParam = NULL,
int* Width = NULL, int* Height = NULL, int* TexOffsetX = NULL,
int* TexOffsetY = NULL, int* FramesPerLine = NULL, float* fMaxFrame = NULL,
float* Delay = NULL);

void LoadGameTextures(CPtrArray* TxArray, LPCTSTR TexFilesPath,
LPCTSTR TexFilesListTxt);

void FreeGameTextures(CPtrArray* TxArray);


void CleanupAndDisplayError(DWORD dwError);

void Cleanup3DEnvironment();

HRESULT InvalidateDisplayObjects();
HRESULT DestroyDisplayObjects();
HRESULT RestoreDisplayObjects();

void CalcResolutionRescale();

// (, , )

CStartLogo* m_pStartLogo;

void LoadStartRes();

//

CGameMainMenu* m_pGameMenu;

void LoadMenuRes();

//

CIntroComics* m_pIntroComics;
void LoadIntroComics();

CAdventure* m_pAdventure;
void LoadAdventure();
void ContinueAdventure();


//
HRESULT CreateInputObjects();
void DestroyInputObjects();
void UpdateInput( UserInput* pUserInput );

// DirectInput
CInputDeviceManager* m_pInputDeviceManager; // // // DInput
DIACTIONFORMAT m_diafGame; //

UserInput m_UserInput; //

HRESULT InputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi );
static HRESULT CALLBACK StaticInputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo, const DIDEVICEINSTANCE* pdidi, LPVOID pParam );
BOOL ConfigureInputDevicesCB( IUnknown* pUnknown );
static BOOL CALLBACK StaticConfigureInputDevicesCB( IUnknown* pUnknown, VOID* pUserData );


void PlayGameSound(int Index, CPtrArray* SoundsArray);
HRESULT LoadSoundList(CPtrArray* SoundsArray,
LPCTSTR SoundsResourcePath, LPCTSTR SoundFilesList);
void FreeSoundList(CPtrArray* SoundsArray);

HRESULT CreateSoundObjects();
void DestroySoundObjects();

void TestGlobalAppState();

};

__declspec(selectany) CD3DGameApp g_d3dApp;

 
     
  , . , .  
     
 

.

2d- .

 
     
 

void CStartLogo::DrawIntroStoryBackScreen()

LPD3D9SPRITE spr = GetElement(IntroStoryScreen); // // // IntroStoryScreen

// - , // ,

//

D3DXVECTOR2 pt1;
Vector2Screen(&D3DXVECTOR2(
m_fIntroScr_x1,
IntroScr_y1),
&pt1);

pt1.x *= spr->m_fResolutionRescale; // // // // //
pt1.y *= spr->m_fResolutionRescale;

// 2d- x, y, z; x y - , // float; xScale, yScale // // // // alpha

spr->Draw2(pt1.x, pt1.y, spr->m_Position.z,
spr->m_Scale.x * spr->m_fResolutionRescale,
spr->m_Scale.y * spr->m_fResolutionRescale,
spr->Alpha );

 
     
  , -  
     
 

LPD3D9SPRITE Sprite;

HRESULT hr;

Sprite = new CD3D9Sprite(); // 2d-// // // // // //

hr = Sprite->LoadTextureFromFile(
DXUTGetD3D9Device(), pSprite, TexFileFullName ); // // // , pSprite - LPD3DXSPRITE - , // // // // TexFileFullName - ( )

 
     
 

- , , -

SAFE_DELETE(Sprite);

 
     
 

: - . , , CPtrArray.

.

- , ?

CD3D9Sprite - , .

.

 
     
     
     
     
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