//###############################################################################//
//# SxDL Explode #//
//# Author: Seby (sebastien.sevilla@gmx.de) #//
//# 2004 #//
//# Powered by SxDL (http://sourceforge.net/projects/sxdl/) #//
//###############################################################################//
#include "Game.h"
CGame myGame;
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
return myGame.FrameworkRun(hInst);
}
Resource CGame::Resources [ ] =
{
{ ships , Resource::Texture , NULL , true , "sprites.png" } ,
{ flare , Resource::Texture , NULL , true , "flare.png" } ,
{ bonus , Resource::Texture , NULL , true , "bonus.png" } ,
{ title , Resource::Texture , NULL , true , "title.png" } ,
{ boom , Resource::Texture , NULL , true , "boom.png" } ,
{ boss , Resource::Texture , NULL , true , "boss.png" } ,
{ sprites2 , Resource::Texture , NULL , true , "sprites2.png" } ,
{ backGround , Resource::Texture , NULL , true , "space.jpg" } ,
{ jupiter, Resource::Texture , NULL , true , "jupiter.png" } ,
{ mars, Resource::Texture , NULL , true , "mars.png" } ,
{ phobos, Resource::Texture , NULL , true , "phobos.png" } ,
{ deidos, Resource::Texture , NULL , true , "deidos.png" } ,
{ blastWav , Resource::Sound , NULL , true , "blast0.wav" } ,
{ bulletWav , Resource::Sound , NULL , true , "bullet.wav" } ,
{ zWav , Resource::Sound , NULL , true , "z.wav" } ,
{ explosWav , Resource::Sound , NULL , true , "explos.wav" } ,
{ bonusWav , Resource::Sound , NULL , true , "bonus.wav" } ,
{ eBlastWav , Resource::Sound , NULL , true , "blast1.wav" } ,
{ gameMusic1 , Resource::Music , NULL , true , "track1.mid" } ,
{ gameMusic2 , Resource::Music , NULL , true , "track2.mid" } ,
{ introMusic , Resource::Music , NULL , true , "track0.mid" } ,
{ Null , Resource::Null , NULL , false , NULL } ,
} ;
void CGame::OnStartup ( void )
{
FrameworkName ( TEXT ( "SxDL Explode" ) ) ;
FrameworkMode ( FullScreen ) ;
FrameworkWindow ( 800 , 600 , false ) ;
Media.Table ( Resources ) ;
}
void CGame::OnCreateGame ( void )
{
gameState=GAME_NOPLAY; // signifie que le jeu n'a pas encore commenc�
int i, j; // index
// gestion des sprites
shipSprite[0]=new CBasicSprite ( ships , 0xFFFFFFFF , 7 , 7 , 50 , 50 ) ; // vaisseau
shipSprite[1]=new CBasicSprite ( ships , 0xFFFFFFFF , 71 , 7 , 50 , 50 ) ;
shipSprite[2]=new CBasicSprite ( ships , 0xFFFFFFFF , 135 , 7 , 50 , 50 ) ;
shipSprite[3]=new CBasicSprite ( ships , 0xFFFFFFFF , 199 , 7 , 50 , 50 ) ;
shipSprite[4]=new CBasicSprite ( ships , 0xFFFFFFFF , 263 , 7 , 50 , 50 ) ;
ufoSprites[0][0]=new CBasicSprite ( ships , 0xFFFFFFFF , 0 , 64 , 96 , 64 ) ;
ufoSprites[0][1]=new CBasicSprite ( ships , 0xFFFFFFFF , 96 , 64 , 96 , 64 ) ;
ufoSprites[0][2]=new CBasicSprite ( ships , 0xFFFFFFFF , 192 , 64 , 96 , 64 ) ;
ufoSprites[0][3]=new CBasicSprite ( ships , 0xFFFFFFFF , 288 , 64 , 96 , 64 ) ;
ufoSprites[0][4]=new CBasicSprite ( ships , 0xFFFFFFFF , 384 , 64 , 96 , 64 ) ;
ufoSprites[1][0]=new CBasicSprite ( ships , 0xFFFFFFFF , 0 , 128 , 96 , 105 ) ;
ufoSprites[1][1]=new CBasicSprite ( ships , 0xFFFFFFFF , 96 , 128 , 96 , 105 ) ;
ufoSprites[1][2]=new CBasicSprite ( ships , 0xFFFFFFFF , 192 , 128 , 96 , 105 ) ;
ufoSprites[1][3]=new CBasicSprite ( ships , 0xFFFFFFFF , 288 , 128 , 96 , 105 ) ;
ufoSprites[1][4]=new CBasicSprite ( ships , 0xFFFFFFFF , 384 , 128 , 96 , 105 ) ;
ufoSprites[2][0]=new CBasicSprite ( ships , 0xFFFFFFFF , 0 , 256 , 96 , 96 ) ;
ufoSprites[2][1]=new CBasicSprite ( ships , 0xFFFFFFFF , 96 , 256 , 96 , 96 ) ;
ufoSprites[2][2]=new CBasicSprite ( ships , 0xFFFFFFFF , 192 , 256 , 96 , 96 ) ;
ufoSprites[2][3]=new CBasicSprite ( ships , 0xFFFFFFFF , 288 , 256 , 96 , 96 ) ;
ufoSprites[2][4]=new CBasicSprite ( ships , 0xFFFFFFFF , 384 , 256 , 96 , 96 ) ;
ufoSprites[3][0]=new CBasicSprite ( sprites2 , 0xFFFFFFFF , 0 , 256 , 100 , 50 ) ;
ufoSprites[3][1]=new CBasicSprite ( sprites2 , 0xFFFFFFFF , 100 , 256 , 100 , 50 ) ;
ufoSprites[3][2]=new CBasicSprite ( sprites2 , 0xFFFFFFFF , 200 , 256 , 100 , 50 ) ;
ufoSprites[3][3]=new CBasicSprite ( sprites2 , 0xFFFFFFFF , 300 , 256 , 100 , 50 ) ;
ufoSprites[3][4]=new CBasicSprite ( sprites2 , 0xFFFFFFFF , 400 , 256 , 100 , 50 ) ;
for ( i = 0 ; i < 5 ; ++ i )
{
shipSprite[i]->Layer = ( int ) SxDL::Impostors ;
ufoSprites[0][i]->Layer = ( int ) SxDL::Impostors ;
ufoSprites[1][i]->Layer = ( int ) SxDL::Impostors ;
ufoSprites[2][i]->Layer = ( int ) SxDL::Impostors ;
ufoSprites[3][i]->Layer = ( int ) SxDL::Impostors ;
}
bossSprites[0][0]=new CBasicSprite ( boss , 0xFFFFFFFF , 0 , 0 , 299 , 215 ) ;
bossSprites[0][1]=new CBasicSprite ( boss , 0xFFFFFFFF , 300 , 0 , 299 , 215 ) ;
bossSprites[0][2]=new CBasicSprite ( boss , 0xFFFFFFFF , 600 , 0 , 299 , 215 ) ;
bossSprites[1][0]=new CBasicSprite ( boss , 0xFFFFFFFF , 0 , 256 , 299 , 215 ) ;
bossSprites[1][1]=new CBasicSprite ( boss , 0xFFFFFFFF , 300 , 256 , 299 , 215 ) ;
bossSprites[1][2]=new CBasicSprite ( boss , 0xFFFFFFFF , 600 , 256 , 299 , 215 ) ;
bossSprites[2][0]=new CBasicSprite ( boss , 0xFFFFFFFF , 0 , 512 , 299 , 215 ) ;
bossSprites[2][1]=new CBasicSprite ( boss , 0xFFFFFFFF , 300 , 512 , 299 , 215 ) ;
bossSprites[2][2]=new CBasicSprite ( boss , 0xFFFFFFFF , 600 , 512 , 299 , 215 ) ;
bossSprites[3][0]=new CBasicSprite ( boss , 0xFFFFFFFF , 0 , 768 , 299 , 215 ) ;
bossSprites[3][1]=new CBasicSprite ( boss , 0xFFFFFFFF , 300 , 768 , 299 , 215 ) ;
bossSprites[3][2]=new CBasicSprite ( boss , 0xFFFFFFFF , 600 , 768 , 299 , 215 ) ;
for ( i = 0 ; i < 3 ; ++ i )
{
for ( j = 0; j < 4; ++ j )
bossSprites[j][i]->Layer = ( int ) SxDL::Impostors ;
}
ufoMovieSprites[0]=new CMovieSprite(sprites2, 0xFFFFFFFF, 8, 4, 0, 0, 128, 128);
ufoMovieSprites[1]=new CMovieSprite(ships, 0xFFFFFFFF, 4, 4, 0, 382, 38, 75);
ufoMovieSprites[2]=new CMovieSprite(sprites2, 0xFFFFFFFF, 5, 5, 0, 320, 40, 120, true);
for ( i = 0 ; i < 3 ; ++ i )
{
ufoMovieSprites[i]->Layer = ( int ) SxDL::Impostors ;
}
redPoint=new CBasicSprite ( boss , 0xFFFF5500 , 980 , 0 , 1 , 1 ) ;
greenPoint=new CBasicSprite ( boss , 0xFF00FF00 , 981 , 0 , 1 , 1 ) ;
orangePoint=new CBasicSprite ( boss , 0xFFFFAA00 , 982 , 0 , 1 , 1 ) ;
yellowPoint=new CBasicSprite ( boss , 0xFFFFFF00 , 983 , 0 , 1 , 1 ) ;
redPoint->Layer = ( int ) SxDL::Hud ;
greenPoint->Layer = ( int ) SxDL::Hud ;
orangePoint->Layer = ( int ) SxDL::Hud ;
yellowPoint->Layer = ( int ) SxDL::Hud ;
// projectiles
blastSprite[0] =new CBasicSprite ( ships , 0xFFFFFFFF , 336 , 16 , 32 , 32 ) ; // projectiles
blastSprite[1] =new CBasicSprite ( ships , 0xFFFFFFFF , 384 , 0 , 20 , 20 ) ;
blastSprite[2] =new CBasicSprite ( ships , 0xFFFFFFFF , 448 , 3 , 9 , 29 ) ;
blastSprite[3] =new CBasicSprite ( ships , 0xFFFFFFFF , 480 , 0 , 6 , 24 ) ;
blastSprite[4] =new CBasicSprite ( boss , 0xFFFFFFFF , 900 , 0 , 64 , 256 ) ;
blastSprite[5] =new CBasicSprite ( boss , 0xFFFFFFFF , 900 , 256 , 64 , 256 ) ;
blastSprite[6] =new CBasicSprite ( boss , 0xFFFFFFFF , 900 , 512 , 64 , 256 ) ;
blastSprite[7] =new CBasicSprite ( boss , 0xFFFFFFFF , 900 , 768 , 64 , 256 ) ;
for ( i = 0 ; i < 8 ; ++ i )
blastSprite[i]->Layer = ( int ) SxDL::Impostors ;
bGroundSprite=new CBasicSprite ( backGround , 0xFFFFFFFF ) ; // decor (espace)
bGroundSprite->Layer = ( int ) SxDL::Impostors ;
jupiterSprite=new CBasicSprite ( jupiter , 0xFFFFFFFF ) ; // decor (jupiter)
jupiterSprite->Layer = ( int ) SxDL::Impostor
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2D3D游戏引擎VC
共397个文件
h:172个
cpp:166个
vcproj:32个
3星 · 超过75%的资源 需积分: 9 111 下载量 150 浏览量
2009-05-30
22:26:48
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VC开发的2D3D游戏引擎,可以方便的开发2D3D游戏。功能强大
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收起资源包目录
2D3D游戏引擎VC (397个子文件)
equinox.cfg 4B
Game.cpp 65KB
d3dapp.cpp 60KB
input.cpp 49KB
Equinox.cpp 41KB
BlasterBoy.cpp 38KB
game.cpp 38KB
d3dsettings.cpp 36KB
dmutil.cpp 34KB
game.cpp 33KB
terrain.cpp 33KB
Objects.cpp 32KB
Game.cpp 28KB
music.cpp 27KB
dxutil.cpp 27KB
Game.cpp 26KB
d3denumeration.cpp 26KB
video.cpp 26KB
Main.cpp 25KB
tilemap.cpp 25KB
d3dfont.cpp 24KB
3DDemo.cpp 23KB
tetris.cpp 23KB
SmartGuy.cpp 21KB
pastels.cpp 21KB
Game.cpp 20KB
HomeBase.cpp 20KB
Guy.cpp 20KB
Joueur.cpp 19KB
Pong.cpp 19KB
entity.cpp 19KB
snake.cpp 17KB
game.cpp 17KB
sxdlframemoverender.cpp 16KB
pacman.cpp 16KB
skybox.cpp 15KB
bomber.cpp 15KB
keyframedmesh.cpp 15KB
Monstres.cpp 14KB
memory.cpp 14KB
customrenderer.cpp 14KB
media.cpp 14KB
d3dutil.cpp 14KB
mesh.cpp 13KB
Player.cpp 13KB
Game.cpp 12KB
basicsprite.cpp 12KB
sxdl.cpp 12KB
bounce.cpp 12KB
TypeWriter.cpp 12KB
vortex.cpp 11KB
movie.cpp 11KB
sxdlframework.cpp 11KB
diutil.cpp 11KB
cTank.cpp 11KB
moviesprite.cpp 11KB
starshooter.cpp 11KB
lerpingsprite.cpp 10KB
cBoomBastic.cpp 10KB
Hero.cpp 10KB
camera.cpp 9KB
Player.cpp 9KB
renderobject.cpp 9KB
line.cpp 9KB
userinterface.cpp 9KB
Ennemy.cpp 8KB
fireworks.cpp 8KB
light.cpp 8KB
Effects.cpp 8KB
particles.cpp 8KB
Game.cpp 8KB
Bombe.cpp 8KB
HighScores.cpp 8KB
PlayList.cpp 8KB
blob.cpp 7KB
main.cpp 7KB
sound.cpp 6KB
Game.cpp 6KB
Ball.cpp 6KB
sphere.cpp 6KB
tunnel.cpp 6KB
mandelbrot.cpp 5KB
vertex.cpp 5KB
MovieEffects.cpp 5KB
CShip.cpp 5KB
spinningsprites.cpp 5KB
XFighter.cpp 5KB
SaveLoad.cpp 4KB
picture.cpp 4KB
Config.cpp 4KB
Mine.cpp 4KB
menu.cpp 4KB
Flamme.cpp 4KB
audiocd.cpp 4KB
Enemy.cpp 4KB
IntroAnim.cpp 4KB
OutroAnim.cpp 4KB
tools.cpp 4KB
levelpack.cpp 4KB
Asteroid.cpp 4KB
共 397 条
- 1
- 2
- 3
- 4
资源评论
- zhusg2013-02-21压缩包怎么是坏的???
- 生活狠高傲2013-12-03看着还行,下载下来才发现自己用不到,唉。。
- seven5882013-05-22还以为是自己写的3D引擎,其实是要安装DirectX。。。
- fjlfjlfj2012-08-17不通用啊,基于VS 7.5版本开发的 我用vs 10都无法编译, 通用性比较差,但是源码可以参考下
wujucong
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