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virtualLego.cpp
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virtualLego.cpp
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#include "d3dUtility.h"
#include <vector>
#include <ctime>
#include <cstdlib>
#include <cstdio>
#include <cassert>
#include<cmath>
//#include <stdio.h>
//#include <iostream>
//#pragma comment(linker, "/entry:WinMainCRTStartup /subsystem:console")
// for debugging
#define M_RADIUS 0.05 // ball radius
#define PI 3.14159265
#define M_HEIGHT 0.01
#define COR 0.01
#define MIN_SPEED 0.5
#define GRAVITY 6 * FPS * FPS
#define FRACTION 4 * FPS * FPS
#define SPEEDUP 3 * FPS
#define ZOOM_MAX 10.0f
#define ZOOM_MIN 0.01f
#define PLAYERHEIGHT 2.0f
#define ENEMYSIZE 0.6f
#define WALKSPEED 0.015f
#define LOOKAROUNDSPEED 0.3f
#define MAP_SIZE 30
#define WORLD_SIZE 2
#define WALL_HEIGHT 6
#define BULLETSPEED 400.0f
IDirect3DDevice9* Device = NULL;
// window size
const int Width = 1024;
const int Height = 768;
static int FPS = 0;
const D3DXCOLOR headHit[2] = { D3DCOLOR_XRGB(192, 32, 0),D3DCOLOR_XRGB(128, 128, 0) };
const D3DXCOLOR bodyHit[2] = { D3DCOLOR_XRGB(192, 16, 16),D3DCOLOR_XRGB(128, 64, 64) };
// -----------------------------------------------------------------------------
// Global variables
// -----------------------------------------------------------------------------
double pos_x = 0;
double pos_z = 0;
double target_x = 1.0f;
double target_y = 0.0f;
double target_z = 0.0f;
int wall_num;
int enemy_num;
int my_life;
bool my_shoot = false;
// There are four balls
// initialize the position (coordinate) of each ball (ball0 ~ ball7)
// initialize the color of each ball (ball0 ~ ball1)
// -----------------------------------------------------------------------------
// Transform matrices
// -----------------------------------------------------------------------------
D3DXMATRIX g_mWorld;
D3DXMATRIX g_mView;
D3DXMATRIX g_mProj;
D3DXVECTOR3 pos(0.0f, PLAYERHEIGHT, 0.0f);
D3DXVECTOR3 target(1.0f, PLAYERHEIGHT, 0.0f);
D3DXVECTOR3 up(0.0f, 2.0f, 0.0f);
// -----------------------------------------------------------------------------
// CSphere class definition
// -----------------------------------------------------------------------------
class CSphere {
private:
double center_x, center_y, center_z;
double m_radius;
double m_velocity_x;
double m_velocity_z;
double m_velocity_y;
public:
CSphere(double radius=M_RADIUS) {
D3DXMatrixIdentity(&m_mLocal);
ZeroMemory(&m_mtrl, sizeof(m_mtrl));
m_radius = radius;
m_velocity_x = 0;
m_velocity_z = 0;
m_velocity_y = 0;
m_pSphereMesh = NULL;
}
~CSphere(void) {}
public:
bool create(IDirect3DDevice9* pDevice, D3DXCOLOR color = d3d::WHITE) {
if (NULL == pDevice)
return false;
m_mtrl.Ambient = color;
m_mtrl.Diffuse = color;
m_mtrl.Specular = color;
m_mtrl.Emissive = d3d::BLACK;
m_mtrl.Power = 5.0f;
if (FAILED(D3DXCreateSphere(pDevice, getRadius(), 50, 50, &m_pSphereMesh, NULL)))
return false;
return true;
}
void destroy(void) {
if (m_pSphereMesh != NULL) {
m_pSphereMesh->Release();
m_pSphereMesh = NULL;
}
}
void draw(IDirect3DDevice9* pDevice, const D3DXMATRIX& mWorld) {
if (NULL == pDevice)
return;
pDevice->SetTransform(D3DTS_WORLD, &mWorld);
pDevice->MultiplyTransform(D3DTS_WORLD, &m_mLocal);
pDevice->SetMaterial(&m_mtrl);
m_pSphereMesh->DrawSubset(0);
}
void ballUpdate(double timeDelta) {
const double tX = center_x + m_velocity_x * timeDelta;
const double tY = center_y + m_velocity_y * timeDelta;
const double tZ = center_z + m_velocity_z * timeDelta;
setCenter(tX, tY, tZ);
}
void setPower(double vx, double vz) {
m_velocity_x = vx;
m_velocity_y = 0;
m_velocity_z = vz;
}
void setPowerY(double vx, double vy, double vz) {
m_velocity_x = vx;
m_velocity_y = vy;
m_velocity_z = vz;
}
void setCenter(double x, double y, double z) {
D3DXMATRIX m;
center_x = x; center_y = y; center_z = z;
D3DXMatrixTranslation(&m, x, y, z);
setLocalTransform(m);
}
double getRadius(void) const { return (double)(m_radius); }
const D3DXMATRIX& getLocalTransform(void) const { return m_mLocal; }
void setLocalTransform(const D3DXMATRIX& mLocal) { m_mLocal = mLocal; }
D3DXVECTOR3 getCenter(void) const {
D3DXVECTOR3 org(center_x, center_y, center_z);
return org;
}
private:
D3DXMATRIX m_mLocal;
D3DMATERIAL9 m_mtrl;
ID3DXMesh* m_pSphereMesh;
};
// -----------------------------------------------------------------------------
// CWall class definition
// -----------------------------------------------------------------------------
class CWall {
private:
double m_x;
double m_y;
double m_z;
double m_width;
double m_height;
double m_depth;
public:
CWall(void) {
D3DXMatrixIdentity(&m_mLocal);
ZeroMemory(&m_mtrl, sizeof(m_mtrl));
m_width = 0;
m_height = 0;
m_depth = 0;
m_pBoundMesh = NULL;
}
~CWall(void) {}
public:
bool create(IDirect3DDevice9* pDevice, double ix, double iz, double iwidth, double iheight, double idepth, D3DXCOLOR color = d3d::WHITE) {
if (NULL == pDevice)
return false;
m_mtrl.Ambient = color;
m_mtrl.Diffuse = color;
m_mtrl.Specular = color;
m_mtrl.Emissive = d3d::BLACK;
m_mtrl.Power = 5.0f;
m_width = iwidth;
m_height = iheight;
m_depth = idepth;
if (FAILED(D3DXCreateBox(pDevice, iwidth, iheight, idepth, &m_pBoundMesh, NULL)))
return false;
return true;
}
void setColor(D3DXCOLOR color) {
m_mtrl.Ambient = color;
m_mtrl.Diffuse = color;
m_mtrl.Specular = color;
}
void destroy(void) {
if (m_pBoundMesh != NULL) {
m_pBoundMesh->Release();
m_pBoundMesh = NULL;
}
}
void draw(IDirect3DDevice9* pDevice, const D3DXMATRIX& mWorld) {
if (NULL == pDevice) return;
pDevice->SetTransform(D3DTS_WORLD, &mWorld);
pDevice->MultiplyTransform(D3DTS_WORLD, &m_mLocal);
pDevice->SetMaterial(&m_mtrl);
m_pBoundMesh->DrawSubset(0);
}
bool hasIntersected(CSphere& ball) {
D3DXVECTOR3 ball_center = ball.getCenter();
double ball_radius = ball.getRadius();
if (ball_center.z + ball_radius > m_z - m_depth / 2 &&
ball_center.z - ball_radius < m_z + m_depth / 2 &&
ball_center.y + ball_radius > m_y - m_height / 2 &&
ball_center.y - ball_radius < m_y + m_height / 2 &&
ball_center.x + ball_radius > m_x - m_width / 2 &&
ball_center.x - ball_radius < m_x + m_width / 2) return true;
return false;
}
void setPosition(double x, double y, double z) {
D3DXMATRIX m;
this->m_x = x;
this->m_y = y;
this->m_z = z;
D3DXMatrixTranslation(&m, x, y, z);
setLocalTransform(m);
}
private:
void setLocalTransform(const D3DXMATRIX& mLocal) { m_mLocal = mLocal; }
D3DXMATRIX m_mLocal;
D3DMATERIAL9 m_mtrl;
ID3DXMesh* m_pBoundMesh;
};
// -----------------------------------------------------------------------------
// CLight class definition
// -----------------------------------------------------------------------------
class CLight {
public:
CLight(void) {
static DWORD i = 0;
m_index = i++;
D3DXMatrixIdentity(&m_mLocal);
::ZeroMemory(&m_lit, sizeof(m_lit));
m_pMesh = NULL;
m_bound._center = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
m_bound._radius = 0.0f;
}
~CLight(void) {}
public:
bool create(IDirect3DDevice9* pDevice, const D3DLIGHT9& lit, double radius = 0.1f) {
if (NULL == pDevice)
return false;
if (FAILED(D3DXCreateSphere(pDevice, radius, 10, 10, &m_pMesh, NULL)))
return false;
m_bound._center = lit.Position;
m_bound._radius = radius;
m_lit.Type = lit.Type;
m_lit.Diffuse = lit.Diffuse;
m_lit.Specular = lit.Specular;
m_lit.Ambient = lit.Ambient;
m_lit.Position = lit.Position;
m_lit.Direction = lit.Direction;
m_lit.Range = lit.Range;
m_lit.Falloff = lit.Falloff;
m_lit.Attenuation0 = lit.Attenuation0;
m_lit.Attenuation1 = lit.Attenuation1;
m_lit.Attenuation2 = lit.Attenuation2;
m_lit.Theta = lit.Theta;
m_lit.Phi = lit.Phi;
return true;
}
void destroy(void) {
if (m_pMesh != NULL) {
m_pMesh->Release();
m_pMesh = NULL;
}
}
bool setLight(IDirect3DDevice9* pDevice, const D3DXMATRIX& mWorld) {
if (NULL == pDevice)
return false;
D3DXVECTOR3 pos(m_bound._center);
D3DXVec3TransformCoord(&pos, &pos, &m_mLocal);
D3DXVec3TransformCoord(&pos, &pos, &mWorld);
m_lit.Position = pos;
pDevice->SetLight(m_index, &m_lit);
pDevice->LightEnable(m_index, TRUE);
return true;
}
void draw(IDirect3DDevice9* pDevice) {
if (NULL == pDevice)
return;
D3DXMATRIX m;
D3DXMatrixTranslation(&m, m_lit.Position.x, m_lit.Position.y, m_lit.Position.z);
pDevice->SetTransform(D3DTS_WORLD, &m);
pDevice->SetMaterial(&d3d::WHITE_MTRL);
m_pMesh->DrawSubset(0);
}
D3DXVECTOR3 getPosition(void) const { return D3DXVECTOR3(m_lit.Position); }
private:
DWORD m_index;
D3DXMATRIX m_mLocal;
D3DLIGHT9 m_lit;
ID3DXMesh* m_pMesh;
d3d::BoundingSphere m_bound;
};
// -----------------------------------------------------------------------------
// CEnemy class definition
// -----------------------------------------------------------------------------
class CEnemy {
public:
CEnemy(void) {}
CEnemy(int z, int x) {
x_pos = (x - MAP_SIZE / 2) * WORLD_SIZE + WORLD_SIZE / 2;
z_pos = (MAP_SIZE / 2 - z) * WORLD_SIZE - WORLD_SIZE / 2;
body.create(Device, -1, -1, ENEMYSIZE, PLAYERHEIGHT * 0.85, ENEMYSIZE, d3d::CYAN);
body.setPosition(x_pos - ENEMYSIZE / 2, PLAYERHEIGHT * 0.425, z_pos - ENEMYSIZE / 2);
head.create(Device, -1, -1, ENEMYSIZE, PLAYERHEIGHT * 0.3, ENEMYSIZE, d3d::GREEN);
head.setPosition(x_pos - ENEMYSIZE / 2, PLAYERHEIGHT, z_pos - ENEMYSIZE / 2);
bullet.create(Device, d3d::RED);
bullet.setCenter(x_pos, PLAYERHEIGHT * 0.75, z_pos);
shoot = false;
alive = true;
life = 3;
}
~CEnemy(void) {}
public:
void draw(IDirect3DDevice9** pDevice, const D3DXMATRIX& mWorld) {
body.draw(*pDevice, mWorld);
head.draw(*pDevice, mWorld);
bullet.draw(*pDevice, mWorld);
}
void Update(double timeDelta, CWall* g_legowalls, CSphere my_bullet) {
for (int k = 0; k < wall_num; k++) {
if (g_legowalls[k].hasIntersected(bullet)) shoot = false;
}
D3DXVECTOR3 bullet_center = bullet.getCenter();
double bullet_radius = bullet.getRadius();
if (bullet_center.z + bullet_radius > pos_z - ENEMYSIZE / 2 &&
bullet_center.z - bullet_radius < pos_z + ENEMYSIZE / 2 &&
bullet_center.y + bullet_radius < PLAYERHEIGHT &&
bullet_center.y - bullet_radius > 0 &&
bullet_center.x + bullet_radius > pos_x - ENEMYSIZE / 2 &&
bullet_center.x - bullet_radius < pos_x + ENEMYSIZE / 2) {
my_life--;
shoot = false;
if (my_life <= 0)exit(0);
}
if (!shoot) {
bullet.setPower(0, 0);
bullet.setCenter(x_pos, PLAYERHEIGHT * 0.75, z_pos);
double x_power = pos_x - x_pos;
double z_power = pos_z - z_pos;
double bullet_radius = sqrt(pow(x_power, 2) + pow(z_power, 2));
bullet.setPower(BULLETSPEED * x_power / bullet_radius, BULLETSPEED * z_power / bullet_radius);
shoot = true;
}
bullet.ballUpdate(timeDelta);
}
void hasHit(CSphere& my_bullet) {
bool isHeadShot=false;
if (body.hasIntersected(my_bullet) || (isHeadShot=head.hasIntersected(my_bullet))) {
hit();
if (isHeadShot) alive = false;
my_shoot = false;
}
}
void hit() {
life--;
head.setColor(headHit[life - 1]);
body.setColor(bodyHit[life - 1]);
if (life <= 0) alive = false;
}
bool isAlive() { return alive; }
D3DXVECTOR3 getPosition(void) const { return D3DXVECTOR3(x_pos, 0.0f, z_pos); }
private:
double x_pos, z_pos;
CWall body, head;
CSphere bullet;
bool shoot;
int life;
bool alive;
};
// -----------------------------------------------------------------------------
// Functions
// -----------------------------------------------------------------------------
char map[MAP_SIZE][MAP_SIZE + 1] = {
"111111111111111111111111111111",
"100000000000000000000000000001",
"100000000000000000000000000001",
"100F000000000000000e0000000001",
"10000000000000000000e000000001",
"100000000000000000000000000001",
"111111111111111111111111000001",
"100000000000000000000000000001",
"100000000000000000000000000001",
"100000000000000000000000000001",
"10000000000000000000e000000001",
"100000000e00000000000000000001",
"100000111111111110000000000001",
"100000100000000000000000000001",
"10000010000000000e000000000001",
"1000e010000e000000000000000001",
"100000100000000000000000000001",
"100000111111111111111111111111",
"100000000000000000000000000001",
"100000000000000000000000000001",
"100000000000000e00000000000001",
"1000000000000000000000000e0001",
"100000000000000000000000000001",
"111111111111111111111111000001",
"100000000000000000000000000001",
"100000000000000000000000000001",
"100P00000000000000000000000001",
"100000000000000000000000000001",
"100000000000000000000000000001",
"111111111111111111111111111111"
};
bool make_map(CWall** g_legowalls, CWall* g_legoFlag) {
int wall_count = 0;
for (int k = 0; k < MAP_SIZE * MAP_SIZE; k++) if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == '1')wall_count++;
*g_legowalls = (CWall*)malloc(sizeof(CWall) * wall_count);
wall_num = wall_count;
for (int k = 0; k < MAP_SIZE * MAP_SIZE; k++) {
if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == '1')
if ((*g_legowalls)[--wall_count].create(Device, -1, -1, WORLD_SIZE, WALL_HEIGHT, WORLD_SIZE, d3d::WHITE))
(*g_legowalls)[wall_count].setPosition((k % MAP_SIZE) * WORLD_SIZE - (MAP_SIZE - 1) * WORLD_SIZE / 2, WALL_HEIGHT / 2, (MAP_SIZE - (int)(k / MAP_SIZE)) * WORLD_SIZE - (MAP_SIZE + 1) * WORLD_SIZE / 2);
else return false;
else if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == 'F')
if ((*g_legoFlag).create(Device, -1, -1, WORLD_SIZE, WALL_HEIGHT, WORLD_SIZE, d3d::YELLOW))
(*g_legoFlag).setPosition((k % MAP_SIZE) * WORLD_SIZE - (MAP_SIZE - 1) * WORLD_SIZE / 2, WALL_HEIGHT / 2, (MAP_SIZE - (int)(k / MAP_SIZE)) * WORLD_SIZE - (MAP_SIZE + 1) * WORLD_SIZE / 2);
else return false;
else if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == 'P') {
pos_x = (MAP_SIZE / 2 - (int)(k / MAP_SIZE)) * WORLD_SIZE - WORLD_SIZE / 2;
pos_z = (k % MAP_SIZE - MAP_SIZE / 2) * WORLD_SIZE + WORLD_SIZE / 2;
}
}
return true;
}
void locate_enemy(CEnemy** g_enemy) {
int enemy_count = 0;
for (int k = 0; k < MAP_SIZE * MAP_SIZE; k++) if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == 'e')enemy_count++;
*g_enemy = (CEnemy*)malloc(sizeof(CEnemy) * enemy_count);
enemy_num = enemy_count;
for (int k = 0; k < MAP_SIZE * MAP_SIZE; k++) {
if (map[(int)(k / MAP_SIZE)][(k % MAP_SIZE)] == 'e')
(*g_enemy)[--enemy_count] = CEnemy((int)(k / MAP_SIZE), (k % MAP_SIZE));
}
}
bool goable(double pos_x, double pos_z) {
if (map[(int)(MAP_SIZE / 2 - (pos_z + 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x + 0.2) / 2)] == '1' ||
map[(int)(MAP_SIZE / 2 - (pos_z + 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x - 0.2) / 2)] == '1' ||
map[(int)(MAP_SIZE / 2 - (pos_z - 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x + 0.2) / 2)] == '1' ||
map[(int)(MAP_SIZE / 2 - (pos_z - 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x - 0.2) / 2)] == '1')return false;
return true;
}
bool win() {
if (map[(int)(MAP_SIZE / 2 - (pos_z + 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x + 0.2) / 2)] == 'F' ||
map[(int)(MAP_SIZE / 2 - (pos_z + 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x - 0.2) / 2)] == 'F' ||
map[(int)(MAP_SIZE / 2 - (pos_z - 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x + 0.2) / 2)] == 'F' ||
map[(int)(MAP_SIZE / 2 - (pos_z - 0.2) / 2)][(int)(MAP_SIZE / 2 + (pos_x - 0.2) / 2)] == 'F')return true;
return false;
}
void destroyAllLegoBlock(void) {}
// -----------------------------------------------------------------------------
// Global variables
// -----------------------------------------------------------------------------
CWall g_legoPlane;
CWall g_legoCeiling;
CWall g_legoFlag;
CWall* g_legowalls;
CEnemy* g_enemy;
CSphere my_bullet;
CSphere aim_point= CSphere(0.001f);
CLight g_light;
// initialization
bool Setup() {
D3DXMatrixIdentity(&g_mWorld);
D3DXMatrixIdentity(&g_mView);
D3DXMatrixIdentity(&g_mProj);
ShowCursor(false);
if (!make_map(&g_legowalls,&g_legoFlag)) return false;
locate_enemy(&g_enemy);
// create plane and set the position
if (!g_legoPlane.create(Device, -1, -1, WORLD_SIZE * MAP_SIZE, 0.5f, WORLD_SIZE * MAP_SIZE, d3d::WHITE)) return false;
g_legoPlane.setPosition(0, 0, 0);
if (!g_legoCeiling.create(Device, -1, -1, WORLD_SIZE * MAP_SIZE, 0.5f, WORLD_SIZE * MAP_SIZE, d3d::WHITE)) return false;
g_legoCeiling.setPosition(0, WALL_HEIGHT, 0);
if (!my_bullet.create(Device, d3d::BLACK)) return false;
my_bullet.setCenter(pos_x, PLAYERHEIGHT * 0.75, pos_z);
if (!aim_point.create(Device, d3d::BLUE)) return false;
aim_point.setCenter(pos_x, PLAYERHEIGHT * 0.75, pos_z);
// light setting
D3DLIGHT9 lit;
::ZeroMemory(&lit, sizeof(lit));
lit.Type = D3DLIGHT_POINT;
lit.Diffuse = d3d::WHITE;
lit.Specular = d3d::WHITE * (float)(WORLD_SIZE * MAP_SIZE / 5);
lit.Ambient = d3d::WHITE * (float)(WORLD_SIZE * MAP_SIZE / 5);
lit.Position = D3DXVECTOR3(0.0f, WORLD_SIZE * MAP_SIZE / 2, 0.0f);
lit.Range = WORLD_SIZE * MAP_SIZE * 10;
lit.Attenuation0 = 0.0f;
lit.Attenuation1 = 0.9f;
lit.Attenuation2 = 0.0f;
if (!g_light.create(Device, lit)) return false;
// Position and aim the camera.
D3DXMatrixLookAtLH(&g_mView, &pos, &target, &up);
Device->SetTransform(D3DTS_VIEW, &g_mView);
// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_mProj, D3DX_PI / 4, (double)Width / (double)Height, 0.1f, 100.0f);
Device->SetTransform(D3DTS_PROJECTION, &g_mProj);
// Set render states.
Device->SetRenderState(D3DRS_LIGHTING, TRUE);
Device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_light.setLight(Device, g_mWorld);
my_life = 3;
return true;
}
void Cleanup(void) {
g_legoPlane.destroy();
for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
g_legowalls[i].destroy();
}
destroyAllLegoBlock();
g_light.destroy();
}
// timeDelta represents the time between the current image frame and the last image frame.
// the distance of moving balls should be "velocity * timeDelta"
bool Display(float timeDelta) {
SetCursorPos(500, 300);
// Position and aim the camera.
int i = 0;
int j = 0;
if (FPS == 0) {
if (timeDelta != 0) {
for (int k = 1; true; k++) {
double f = (timeDelta * (double)pow(10, k));
if (f >= 1) {
if (f < 7.01 && f > 6.99) FPS = 0.0003 * pow(10, k);
break;
}
}
}
}
else {
if (Device) {
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00afafaf, 1.0f, 0);
Device->BeginScene();
// draw plane, walls, and spheres
g_legoPlane.draw(Device, g_mWorld);
if (g_legoPlane.hasIntersected(my_bullet)) my_shoot = false;
g_legoFlag.draw(Device, g_mWorld);
if (g_legoCeiling.hasIntersected(my_bullet)) my_shoot = false;
for (i = 0; i < wall_num; i++) {
g_legowalls[i].draw(Device, g_mWorld);
if (g_legowalls[i].hasIntersected(my_bullet)) my_shoot = false;
}
for (i = 0; i < enemy_num; i++) {
if (g_enemy[i].isAlive()) {
g_enemy[i].Update(timeDelta, g_legowalls, my_bullet);
g_enemy[i].draw(&Device, g_mWorld);
if (my_shoot)g_enemy[i].hasHit(my_bullet);
}
}
aim_point.setCenter(pos_x+target_x*0.125, PLAYERHEIGHT + target_y*0.125, pos_z + target_z*0.125);
aim_point.draw(Device, g_mWorld);
g_light.draw(Device);
if (!my_shoot) {
my_bullet.setCenter(pos_x, PLAYERHEIGHT * 0.75, pos_z);
my_bullet.setPowerY(0,0,0);
}
my_bullet.ballUpdate(timeDelta);
my_bullet.draw(Device, g_mWorld);
if (win())exit(0);
Device->EndScene();
Device->Present(0, 0, 0, 0);
Device->SetTexture(0, NULL);
double radius = sqrt(pow(target_x, 2) + pow(target_z, 2));
double next_x = 0;
double next_z = 0;
if (::GetAsyncKeyState(0x77) || ::GetAsyncKeyState(0x57)) {//w
next_x += target_x / radius;
next_z += target_z / radius;
}
if (::GetAsyncKeyState(0x73) || ::GetAsyncKeyState(0x53)) {//s
next_x -= target_x / radius;
next_z -= target_z / radius;
}
if (::GetAsyncKeyState(0x61) || ::GetAsyncKeyState(0x41)) {//a
next_x -= target_z / radius;
next_z += target_x / radius;
}
if (::GetAsyncKeyState(0x64) || ::GetAsyncKeyState(0x44)) {//d
next_x += target_z / radius;
next_z -= target_x / radius;
}
if (::GetAsyncKeyState(0x20)) {//sp
}
double next_radius = sqrt(pow(next_x, 2) + pow(next_z, 2));
next_x *= WALKSPEED / next_radius;
next_z *= WALKSPEED / next_radius;
if (goable(pos_x + next_x, pos_z + next_z)) {
pos_x += next_x;
pos_z += next_z;
}
target = D3DXVECTOR3(pos_x + target_x, PLAYERHEIGHT + target_y, pos_z + target_z);
pos = D3DXVECTOR3(pos_x, PLAYERHEIGHT, pos_z);
}
}
// Position and aim the camera.
D3DXMatrixLookAtLH(&g_mView, &pos, &target, &up);
Device->SetTransform(D3DTS_VIEW, &g_mView);
// Set render states.
Device->SetRenderState(D3DRS_LIGHTING, TRUE);
Device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
return true;
}
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
static bool wire = false;
static bool isReset = true;
//static int old_h = 492;
//static int old_v = 269;
//static enum { WORLD_MOVE, LIGHT_MOVE, BLOCK_MOVE } move = WORLD_MOVE;
switch (msg) {
case WM_DESTROY: {
::PostQuitMessage(0);
break;
}
case WM_KEYDOWN: {
switch (wParam) {
case VK_ESCAPE:
::DestroyWindow(hwnd);
break;
case VK_RETURN:
if (NULL != Device) {
wire = !wire;
Device->SetRenderState(D3DRS_FILLMODE,
(wire ? D3DFILL_WIREFRAME : D3DFILL_SOLID));
}
break;
}
break;
}
case WM_MOUSEMOVE: {
int new_h = LOWORD(lParam);
int new_v = HIWORD(lParam);
double dh;//horizontal
double dv;//vertical
dh = (492 - new_h) * 0.001f;
dv = (269 - new_v) * 0.001f;
double cos_target = target_x;
double sin_target = target_z;
double cos_dh = cos(dh * LOOKAROUNDSPEED);
double sin_dh = sin(dh * LOOKAROUNDSPEED);
target_x = (cos_target * cos_dh - sin_target * sin_dh);
target_z = (sin_target * cos_dh + cos_target * sin_dh);
double sin_target_up = target_y;
double cos_target_up = sqrt(1 - pow(target_y, 2));
double sin_dv_up = sin(dv * LOOKAROUNDSPEED);
double cos_dv_up = cos(dv * LOOKAROUNDSPEED);
target_y = sin_target_up * cos_dv_up + cos_target_up * sin_dv_up;
double target_radius = sqrt(pow(target_x, 2) + pow(target_y, 2) + pow(target_z, 2));
target_x /= target_radius;
target_y /= target_radius;
target_z /= target_radius;
if (LOWORD(wParam)) {
if (LOWORD(wParam) & MK_LBUTTON) {
if (!my_shoot) {
my_bullet.setCenter(pos_x + target_x * 0.5, PLAYERHEIGHT + target_y * 0.5, pos_z + target_z * 0.5);
my_bullet.setPowerY(target_x * BULLETSPEED, target_y * BULLETSPEED, target_z * BULLETSPEED);
my_shoot = true;
}
}
break;
}
}
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) {
srand(static_cast<unsigned int>(time(NULL)));
if (!d3d::InitD3D(hinstance, Width, Height, true, D3DDEVTYPE_HAL, &Device)) {
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if (!Setup()) {
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop(Display);
Cleanup();
Device->Release();
return 0;
}