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#include "TicTacToe.h" //______________Globale___Variablen_______________________________________// CTicTacToe* g_pTicTacToe; float* g_pfButtons = NULL; BOOL* g_pbButtons = NULL; //________________________________________________________________________// int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, char* pcCommandLine, int iShowCommand) { tbResult r; g_pTicTacToe = new CTicTacToe; r = g_pTicTacToe->Init(); if(r == TB_CANCELED) { TB_SAFE_DELETE(g_pTicTacToe); return 0; } else if(r) { TB_SAFE_DELETE(g_pTicTacToe); MessageBox(0,"Fehler beim Initialisieren des Spiels", "Fehler", MB_OK | MB_ICONEXCLAMATION); return 1; } if(g_pTicTacToe->Run()) { g_pTicTacToe->Exit(); TB_SAFE_DELETE(g_pTicTacToe); MessageBox(0, "Fehler im Spiel", "Fehler", MB_OK | MB_ICONEXCLAMATION); return 1; } g_pTicTacToe->Exit(); TB_SAFE_DELETE(g_pTicTacToe); return 0; } tbResult CTicTacToe::Init() { tbResult r; ZeroMemory(this, sizeof(CTicTacToe)); if(tbInit()) return TB_ERROR; r = tbDoConfigDialog(&m_Config); if(r == TB_CANCELED) return TB_CANCELED; else if(r) TB_ERROR("Engine konnte nicht Initialisiert werden", r); if(Load()) TB_ERROR("Fehler beim Laden des Spiels", TB_ERROR); m_pIntro = new CIntro; m_pMainMenu = new CMainMenu; m_pGame = new CGame; SetGameStat(GS_INTRO); return TB_OK; } tbResult CTicTacToe::Exit() { SetGameStat(GS_NONE); Unload(); TB_SAFE_DELETE(m_pIntro); TB_SAFE_DELETE(m_pMainMenu); TB_SAFE_DELETE(m_pGame); tbExit(); return TB_OK; } tbResult CTicTacToe::Load() { tbResult r; if(tbDirect3D::Instance().Init(&m_Config,"Tic Tac Toe", NULL, 0)) { TB_ERROR("Fehler beim Initialisieren von Direct3D", TB_ERROR); } tbDirect3D::Instance()->CreateStateBlock(D3DSBT_ALL, &m_pStateBlock); if(tbTextureManager::Instance().Init()) { TB_ERROR("Fehler beim Initialisieren des Textur Managers",TB_ERROR); } if(tbDirectInput::Instance().Init()) { TB_ERROR("Fehler beim Initialisieren von Direct Input", TB_ERROR); } g_pfButtons = new float[tbDirectInput::Instance().GetNumButtons()]; g_pbButtons = new BOOL[tbDirectInput::Instance().GetNumButtons()]; m_pFont = new tbFont; if(m_pFont->Init("Data\\Font.tga", "Data\\Font.tbf")) { TB_ERROR("Fehler beim Laden der Fonts", TB_ERROR); } return TB_OK; } tbResult CTicTacToe::Unload() { TB_SAFE_DELETE(m_pFont); TB_SAFE_RELEASE(m_pStateBlock); TB_SAFE_DELETE_ARRAY(g_pfButtons); TB_SAFE_DELETE_ARRAY(g_pbButtons); tbDirect3D::Instance().Exit(); tbTextureManager::Instance().Exit(); tbDirectInput::Instance().Exit(); return TB_OK; } tbResult Move(float fTime) {return g_pTicTacToe->Move(fTime);} tbResult Render(float fTime) {return g_pTicTacToe->Render(fTime);} tbResult CTicTacToe::Run() { if(tbDoMessageLoop(::Move, ::Render)) { TB_ERROR("Fehler in der Nachrichtenschleife", TB_ERROR); } return TB_OK; } tbResult CTicTacToe::SetGameStat(EGameStat NewGameStat) { tbResult r = TB_OK; switch(m_GameStat) { case GS_INTRO: m_pIntro->Exit(); break; case GS_MAINMENU: m_pMainMenu->Exit(); break; //case GS_GAME: m_pGame->Exit(); break; } m_fTime = 0.0f; m_pStateBlock->Apply(); tbDirect3D::Instance().Capture(); m_GameStat = NewGameStat; switch(m_GameStat) { case GS_INTRO: m_pIntro->Init(); break; case GS_MAINMENU: m_pMainMenu->Init(); break; //case GS_GAME: m_pGame->Init(); break; } if(r) TB_ERROR("Fehler beim Setzen des Spiel Status", TB_ERROR); } tbResult CTicTacToe::Move(float fTime) { tbResult r = TB_OK; tbDirectInput::Instance().GetState(g_pfButtons, g_pbButtons); switch(m_GameStat) { case GS_INTRO: m_pIntro->Move(fTime); case GS_MAINMENU: m_pMainMenu->Move(fTime); //case GS_GAME: m_pGame->Move(fTime); } if(r) TB_ERROR("Fehler beim Bewegen des Spiels", TB_ERROR); m_fTime += fTime; return TB_OK; } tbResult CTicTacToe::Render(float fTime) { if(tbDirect3D::Instance().GetPresentResult()) { // Anzeigen ist fehlgeschlagen! // Wahrscheinlich läuft das Programm im Vollbildmodus und es // wurde zwischenzeitlich minimiert. // Wir initialisieren das Spiel komplett neu. // Aktuellen Spielzustand entladen switch(m_GameStat) { case GS_INTRO: m_pIntro->Unload(); break; case GS_MAINMENU: m_pMainMenu->Unload(); break; //case GS_GAME: m_pGame->Unload(); break; } // Das ganze Spiel entladen und dann wieder neu laden Unload(); Load(); // Aktuellen Spielstatus neu laden switch(m_GameStat) { case GS_INTRO: m_pIntro->Load(); break; case GS_MAINMENU: m_pMainMenu->Load(); break; //case GS_GAME: m_pGame->Load(); break; } } tbResult r = TB_OK; switch(m_GameStat) { case GS_INTRO: m_pIntro->Render(fTime); case GS_MAINMENU: m_pMainMenu->Render(fTime); //case GS_GAME: m_pGame->Render(fTime); } if(r) TB_ERROR("Fehler beim Zeichnen des Spiels", TB_ERROR); return TB_OK; } |
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#include <TriBase.h> #include "Intro.h" #include "MainMenu.h" #include "Game.h" enum EGameStat { GS_NONE, GS_INTRO, GS_MAINMENU, GS_GAME }; class CTicTacToe { public: tbConfig m_Config; PDIRECT3DSTATEBLOCK9 m_pStateBlock; CIntro* m_pIntro; CMainMenu* m_pMainMenu; CGame* m_pGame; EGameStat m_GameStat; float m_fTime; tbFont* m_pFont; tbResult Init(); tbResult Exit(); tbResult Load(); tbResult Unload(); tbResult Run(); tbResult SetGameStat(EGameStat NewGameStat); tbResult Move(float fTime); tbResult Render(float fTime); }; extern CTicTacToe* g_pTicTacToe; extern float* g_pfButtons; extern BOOL* g_pbButtons; |
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#include "TicTacToe.h" struct STitleVertex { tbVector3 vPosition; float fRHW; D3DCOLOR Color; tbVector2 vTex0; static const DWORD dwFVF; }; const DWORD STitleVertex::dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1; tbResult CIntro::Init() { if(Load()) TB_ERROR("Fehler beim Laden des Spielzustands", TB_ERROR); return TB_OK; } tbResult CIntro::Exit() { Unload(); return TB_OK; } tbResult CIntro::Load() { m_pBackground = tbTextureManager::Instance().GetTexture("Data\\Bild.jpg"); if(m_pBackground == NULL) TB_ERROR("Fehler beim Laden der Texturen", TB_ERROR); return TB_OK; } tbResult CIntro::Unload() { tbTextureManager::Instance().ReleaseTexture(m_pBackground); return TB_OK; } tbResult CIntro::Move(float fTime) { if(g_pbButtons[TB_KEY_RETURN] || g_pbButtons[TB_KEY_SPACE]) { tbDelay(100); g_pTicTacToe->SetGameStat(GS_MAINMENU); } return TB_OK; } tbResult CIntro::Render(float fTime) { STitleVertex aVertex[4]; tbDirect3D& D3D = tbDirect3D::Instance(); D3D->Clear(0 , 0 , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f,0.0f,0.0f), 1.0f, 0); D3D->BeginScene(); D3D.SetFVF(STitleVertex::dwFVF); D3D.SetTexture(0, m_pBackground); D3D.SetRS(D3DRS_ZENABLE, D3DZB_FALSE); aVertex[0].vPosition = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f); aVertex[0].fRHW = 1.0f; aVertex[0].Color = tbColor(1.0f, 0.8f, 0.8f); aVertex[0].vTex0 = tbVector2(0.0f, 1.0f); aVertex[1].vPosition = tbVector3(0.0f, 0.0f, 0.0f); aVertex[1].fRHW = 1.0f; aVertex[1].Color = tbColor(0.8f, 1.0f, 0.8f); aVertex[1].vTex0 = tbVector2(0.0f, 0.0f); aVertex[2].vPosition = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f); aVertex[2].fRHW = 1.0f; aVertex[2].Color = tbColor(0.8f, 0.8f, 1.0f); aVertex[2].vTex0 = tbVector2(1.0f, 1.0f); aVertex[3].vPosition = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f); aVertex[3].fRHW = 1.0f; aVertex[3].Color = tbColor(1.0f, 1.0f, 0.8f); aVertex[3].vTex0 = tbVector2(1.0f, 0.0f); D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(STitleVertex)); g_pTicTacToe->m_pFont->Begin(); g_pTicTacToe->m_pFont->DrawText(tbVector2(0.5f, 0.5f), "Druecken Sie Enter", TB_FF_ALIGN_HCENTER | TB_FF_ALIGN_VCENTER | TB_FF_RELATIVE | TB_FF_RELATIVESCALING); g_pTicTacToe->m_pFont->End(); D3D->EndScene(); return TB_OK; } |
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#include<TriBase.h> class CIntro { public: PDIRECT3DTEXTURE9 m_pBackground; inline CIntro() {ZeroMemory(this,sizeof(CIntro));} tbResult Init(); tbResult Exit(); tbResult Load(); tbResult Unload(); tbResult Move(float fTime); tbResult Render(float fTime); }; |
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#include "TicTacToe.h" struct SMainMenuVertex { tbVector3 vPosition; float fRHW; D3DCOLOR Color; tbVector2 vTex0; static const DWORD dwFVF; }; const DWORD SMainMenuVertex::dwFVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1; tbResult CMainMenu::Init() { if(Load()) TB_ERROR("Fehler beim Initialisieren des Menues", TB_ERROR); m_iCursor = 0; return TB_OK; } tbResult CMainMenu::Exit() { Unload(); return TB_OK; } tbResult CMainMenu::Load() { m_pBackground = tbTextureManager::Instance().GetTexture("Data\\MainMenu.jpg"); if(m_pBackground == NULL) TB_ERROR("Fehler beim Laden der Textur", TB_ERROR); return TB_OK; } tbResult CMainMenu::Unload() { tbTextureManager::Instance().ReleaseTexture(m_pBackground); return TB_OK; } tbResult CMainMenu::Move(float fTime) { if(g_pbButtons[TB_KEY_UP]) { m_iCursor++; tbDelay(80); } if(g_pbButtons[TB_KEY_DOWN]) { m_iCursor--; tbDelay(80); } if(m_iCursor > 2) m_iCursor = 0; if(m_iCursor < 0) m_iCursor = 1; if(g_pbButtons[TB_KEY_SPACE]||g_pbButtons[TB_KEY_RETURN]) { switch(m_iCursor) { case 0: PostQuitMessage(0); break; case 1: PostQuitMessage(0); break; } } return TB_OK; } tbResult CMainMenu::Render(float fTime) { SMainMenuVertex aVertex[4]; char* MenuEntry[2] = {"Spiel starten", "Spiel beenden"}; tbVector2 vPosition; tbColor Color; tbDirect3D& D3D = tbDirect3D::Instance(); D3D->Clear(0 , 0 , D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f,0.0f,0.0f), 1.0f, 0); D3D->BeginScene(); D3D.SetFVF(SMainMenuVertex::dwFVF); D3D.SetTexture(0, m_pBackground); D3D.SetRS(D3DRS_ZENABLE, D3DZB_FALSE); aVertex[0].vPosition = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f); aVertex[0].fRHW = 1.0f; aVertex[0].Color = tbColor(1.0f, 0.8f, 0.8f); aVertex[0].vTex0 = tbVector2(0.0f, 1.0f); aVertex[1].vPosition = tbVector3(0.0f, 0.0f, 0.0f); aVertex[1].fRHW = 1.0f; aVertex[1].Color = tbColor(0.8f, 1.0f, 0.8f); aVertex[1].vTex0 = tbVector2(0.0f, 0.0f); aVertex[2].vPosition = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f); aVertex[2].fRHW = 1.0f; aVertex[2].Color = tbColor(0.8f, 0.8f, 1.0f); aVertex[2].vTex0 = tbVector2(1.0f, 1.0f); aVertex[3].vPosition = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f); aVertex[3].fRHW = 1.0f; aVertex[3].Color = tbColor(1.0f, 1.0f, 0.8f); aVertex[3].vTex0 = tbVector2(1.0f, 0.0f); D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(SMainMenuVertex)); //__________________________________________________________________________________// g_pTicTacToe->m_pFont->Begin(); for(int iEntry = 0; iEntry < 2; iEntry++) { vPosition.x = 0.5f; vPosition.y = 0.4f + (float)(iEntry) * 0.125f; if(m_iCursor == iEntry) { Color = tbColor(0.3f,0.8f,0.0f); } else { Color = tbColor(0.5f,0.0f,0.0f); } g_pTicTacToe->m_pFont->DrawText(vPosition,MenuEntry[iEntry],TB_FF_ALIGN_HCENTER | TB_FF_ALIGN_HCENTER | TB_FF_RELATIVE | TB_FF_RELATIVESCALING, -1, Color, Color, tbVector2(1.5f, 1.5f)); } g_pTicTacToe->m_pFont->End(); D3D->EndScene(); return TB_OK; } |
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#include<TriBase.h> class CMainMenu { public: PDIRECT3DTEXTURE9 m_pBackground; int m_iCursor; inline CMainMenu() {ZeroMemory(this, sizeof(CMainMenu));} tbResult Init(); tbResult Exit(); tbResult Load(); tbResult Unload(); tbResult Move(float fTime); tbResult Render(float fTime); }; |
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switch(m_GameStat) { case GS_INTRO: m_pIntro->Move(fTime); case GS_MAINMENU: m_pMainMenu->Move(fTime); //case GS_GAME: m_pGame->Move(fTime); } |
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switch(m_GameStat) { case GS_INTRO: m_pIntro->Render(fTime); case GS_MAINMENU: m_pMainMenu->Render(fTime); //case GS_GAME: m_pGame->Render(fTime); } |
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