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Time1=device->getTimer(); // bla bla was da halt steht von wegen Kamera und co Time2 = device->getTimer(); fTime = (float)(Time2 - Time1)/ 1000.0f; |
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#include <irrlicht.h> #include <ITimer.h> #include <windows.h> //#pragma comment(lib, "Irrlicht.lib") using namespace irr; using namespace core; using namespace scene; using namespace io; using namespace video; using namespace gui; float fTime; float fTime1; float fTime2; ITimer* Time1; ITimer* Time2; IAnimatedMesh* mHouse; IAnimatedMeshSceneNode* nHouse; IAnimatedMesh* mPlayer; IAnimatedMeshSceneNode* nPlayer; vector3df PlayerPos = vector3df(100,0,0); vector3df CamPos = vector3df(0,500,0); vector3df CamLook = vector3df(0,30,0); vector3df Move; IVideoDriver* driver; ISceneManager* smgr; IGUIEnvironment* guienv; class MyEventReceiver : public IEventReceiver { public: virtual bool OnEvent(SEvent event) { if (nPlayer != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT) { switch(event.KeyInput.Key) { case KEY_KEY_W: { Move.X += event.KeyInput.PressedDown ? 1.0f : 0.0f; break; } case KEY_KEY_S: { Move.X -= event.KeyInput.PressedDown ? 1.0f : 0.0f; break; } case KEY_KEY_A: { Move.Z += event.KeyInput.PressedDown ? 1.0f : 0.0f; break; } case KEY_KEY_D: { Move.Z -= event.KeyInput.PressedDown ? 1.0f : 0.0f; break; } return true; } } return false; } }; int main() { MyEventReceiver receiver; // Device erstellen IrrlichtDevice* device = createDevice(EDT_OPENGL,dimension2d<s32>(1024,768),32, false, false, false, &receiver); // Name für das Fenster device->setWindowCaption(L"Shooter"); // Zeiger für Video, SceneManager, GUIEnviroment guienv = device->getGUIEnvironment(); smgr = device->getSceneManager(); driver = device->getVideoDriver(); // Modell eines Hauses mHouse = smgr->getMesh("Data\\Haus.3ds"); nHouse = smgr->addAnimatedMeshSceneNode(mHouse, 0, -1, vector3df(0,0,0)); // DasSpieler Modell mPlayer = smgr->getMesh("Data\\Kopp.3ds"); nPlayer = smgr->addAnimatedMeshSceneNode(mPlayer, 0, -1, PlayerPos + Move); // Licht aus nHouse->setMaterialFlag(EMF_LIGHTING, false); nPlayer->setMaterialFlag(EMF_LIGHTING, false); // Die Kamera ICameraSceneNode* Kamera = smgr->addCameraSceneNode(0, CamPos ,vector3df(0,0,0)); while(device->run()) { Time1=device->getTimer(); driver->beginScene(true, true, SColor(255,0,0,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); vector3df CamTarget = Kamera->getTarget(); vector3df CamPos = Kamera->getPosition(); vector3df CamDir = CamPos - CamTarget; vector3df Change = Move * (500.0f * fTime); Move.X = 0; Move.Z = 0; CamTarget = CamTarget + Change * 0.2f; CamPos.X = CamTarget.X + CamDir.X; CamPos.Z = CamTarget.Z + CamDir.Z; Kamera->setPosition(CamPos); Kamera->setTarget(CamTarget); Kamera->updateAbsolutePosition(); Time2 = device->getTimer(); fTime = (float)(Time2 - Time1)/ 1000.0f; } device->drop(); return 0; } |
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while(device->run()) { fTime1=device->getTimer()->getTime(); driver->beginScene(true, true, SColor(255,0,0,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); vector3df CamTarget = Kamera->getTarget(); vector3df CamPos = Kamera->getPosition(); vector3df CamDir = CamPos - CamTarget; vector3df Change = Move * (500.0f * fTime); Move.X = 0; Move.Z = 0; CamTarget = CamTarget + Change * 0.2f; CamPos.X = CamTarget.X + CamDir.X; CamPos.Z = CamTarget.Z + CamDir.Z; Kamera->setPosition(CamPos); Kamera->setTarget(CamTarget); Kamera->updateAbsolutePosition(); fTime2 = device->getTimer()->getTime(); fTime = (float)(fTime2 - fTime1)/ 1000.0f; } |
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