• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

C++ GameError函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GameError函数的典型用法代码示例。如果您正苦于以下问题:C++ GameError函数的具体用法?C++ GameError怎么用?C++ GameError使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GameError函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Ammo

void Menu::initialize(Graphics *g, Input *i)
{
	mainMenu.push_back("Main Menu"); 
	mainMenu.push_back("Recovery - 200"); mainMenu.push_back("Projectile Ammo (Not in yet) - 100"); mainMenu.push_back("Done");
	titleMenu.push_back("Play"); titleMenu.push_back("Controls");
	retryMenu.push_back("Retry"); retryMenu.push_back("Exit");
	scoreScreen.push_back("Scores");
	highlightColor = graphicsNS::RED;
	normalColor = graphicsNS::WHITE;
	menuAnchor = D3DXVECTOR2(50,50);
	input = i;
	verticalOffset = 45;
	horizontalOffset = 160;
	linePtr = 0;
	selectedItem = -1;
	graphics = g;
	menuItemFont = new TextDX();
	menuHeadingFont = new TextDX();
	menuItemFontHighlight = new TextDX();
	if(menuItemFont->initialize(graphics, 20, true, false, "Calibri") == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font"));
	if(menuItemFontHighlight->initialize(graphics, 25, true, false, "Calibri") == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font"));
	if(menuHeadingFont->initialize(graphics, 35, true, false, "Calibri") == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuHeading font"));
	menuHeadingFont->setFontColor(normalColor);
	menuItemFont->setFontColor(normalColor);
	menuItemFontHighlight->setFontColor(highlightColor);
	upDepressedLastFrame = false;
	downDepressedLastFrame = false;
	mainDepressedLastFrame = false;
	titleMenuDepressedLastFrame = false;
	done = false;
}
开发者ID:Sariander,项目名称:Games-Project-2,代码行数:34,代码来源:menu+(Young).cpp


示例2: throw

bool NPC::initialize(Game* gamePtr, int width, int height, int ncols, TextureManager* textureM, Image* gameDialogBox)
{
    gameConfig = gamePtr->getGameConfig();
    // image must be initialized first in order to use sprite size data
    bool result = Entity::initialize(gamePtr, width, height, ncols, textureM);
    // active and set collision box area
    active = true;
    edge.left = -spriteData.width/2;
    edge.right = spriteData.width/2;
    edge.top = -spriteData.height/2;
    edge.bottom = spriteData.height/2;

    dialogBox = gameDialogBox;

    if(!dialogText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC dialogText"));
    dialogText.setFontHeight(14);

    if(!responseText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC response Text"));
    responseText.setFontHeight(14);

//	dialogText.setProportional(true);
    if(!selectorTexture.initialize(gamePtr->getGraphics(), "pictures/text/selector.png"))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector texture"));
    if(!selector.initialize(gamePtr->getGraphics(), 0, 0, 0, &selectorTexture))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector image"));

    return result;
}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:30,代码来源:npc.cpp


示例3: TextureManager

ItemController::ItemController(Graphics *graphics, TextureManager* iTxt) {
	itemTexture = new TextureManager();
	if (!itemTexture->initialize(graphics, TEXTURE_ITEM))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item texture"));
	crateList = new std::list<Crate*>();
	itemList = std::vector<Item*>();
	//init crate location first
	levelCrateLoc[0] = new std::list<VECTOR2>();
	levelCrateLoc[0]->push_back(VECTOR2(321, 568));		// crate 1.1
	levelCrateLoc[0]->push_back(VECTOR2(1152, 250));	// crate 2.1
	levelCrateLoc[0]->push_back(VECTOR2(2447, 250));	//crate 2.5.1
	levelCrateLoc[0]->push_back(VECTOR2(2688, 668));	// crate 3.1 
	levelCrateLoc[0]->push_back(VECTOR2(2815, 602));	// crate 3.2
	//init crate item second
	levelCrateItemType[0] = new std::list<int>();
	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 1.1
	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun);		// crate 2.1

	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 2.5.1
	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 3.1
	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun);		// crate 3.2
	itemIconTexture = iTxt;
	gunTexture = new TextureManager();
	if (!gunTexture->initialize(graphics, TEXTURE_GUNS))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture"));
	gunImage = new Image();
	gunImage->initialize(graphics, itemControllerNS::GUN_TEXTURE_WIDTH, itemControllerNS::GUN_TEXTURE_HEIGHT, 1, gunTexture);
	itemIconTexture = new TextureManager();
	if (!itemIconTexture->initialize(graphics, ITEM_ICON_TEXTURE))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item icon texture"));
}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:31,代码来源:itemController.cpp


示例4: Graphics

//=============================================================================
// Initializes the game
// throws GameError on error
//=============================================================================
void Game::initialize(HWND hw)
{
    hwnd = hw;                                  // save window handle

    // initialize graphics
    graphics = new Graphics();
    // throws GameError
    graphics->initialize(hwnd, GAME_WIDTH, GAME_HEIGHT, FULLSCREEN);

    // initialize input, do not capture mouse
    input->initialize(hwnd, false);             // throws GameError


    // init sound system
    audio = new Audio();
    if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0')  // if sound files defined
    {
        if( FAILED( hr = audio->initialize() ) )
        {
            if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
            else
                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
        }
    }

    // attempt to set up high resolution timer
    if(QueryPerformanceFrequency(&timerFreq) == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer"));

    QueryPerformanceCounter(&timeStart);        // get starting time

    initialized = true;
}
开发者ID:Cusimonster,项目名称:Asteroids,代码行数:38,代码来源:game.cpp


示例5: Direct3DCreate9

void Graphics::initialize(HWND hw, int w, int h, bool full)
{
    hwnd = hw;
    width = w;
    height = h;
    fullscreen = full;

    direct3d = Direct3DCreate9(D3D_SDK_VERSION);
    if (direct3d == NULL)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Direct3D"));

    initD3Dpp();       
    if(fullscreen)     
    {
        if(isAdapterCompatible())   
            d3dpp.FullScreen_RefreshRateInHz = pMode.RefreshRate;
        else
            throw(GameError(gameErrorNS::FATAL_ERROR, 
            "The graphics device does not support the specified resolution and/or format."));
    }

    D3DCAPS9 caps;
    DWORD behavior;
    result = direct3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
    if( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
            caps.VertexShaderVersion < D3DVS_VERSION(1,1) )
        behavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING;  
    else
        behavior = D3DCREATE_HARDWARE_VERTEXPROCESSING;  

    result = direct3d->CreateDevice(
        D3DADAPTER_DEFAULT,
        D3DDEVTYPE_HAL,
        hwnd,
        behavior,
        &d3dpp, 
        &device3d);

    if (FAILED(result))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D device"));
 
    result = D3DXCreateSprite(device3d, &sprite);
    if (FAILED(result))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D sprite"));

    device3d->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
    device3d->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    device3d->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    if( FAILED( direct3d->CheckDeviceFormat(caps.AdapterOrdinal,
                                            caps.DeviceType,  
                                            d3dpp.BackBufferFormat,  
                                            D3DUSAGE_DEPTHSTENCIL, 
                                            D3DRTYPE_SURFACE,
                                            D3DFMT_D24S8 ) ) )
        stencilSupport = false;
    else
        stencilSupport = true;
    device3d->CreateQuery(D3DQUERYTYPE_OCCLUSION, &pOcclusionQuery);
}
开发者ID:KWJYP,项目名称:M.J_Physical_GameStudio_Engine,代码行数:59,代码来源:graphics.cpp


示例6: GameConfig

//=============================================================================
// Initializes the game
// throws GameError on error
//=============================================================================
void Game::initialize(HWND hw)
{
    hwnd = hw;                                  // save window handle
	//AllocConsole();

	// initialize gameConfig
	gameConfig = new GameConfig();
	gameConfig->initialize(hwnd);

    // initialize graphics
    graphics = new Graphics();
    // throws GameError
    graphics->initialize(hwnd, gameConfig->getGameWidth(), gameConfig->getGameHeight(), FULLSCREEN);

    // initialize input, do not capture mouse
    input->initialize(hwnd, false);             // throws GameError

    // initialize console
    console = new Console();
    console->initialize(graphics, input);       // prepare console
    console->print("---Console---");

    // initialize messageDialog
    messageDialog = new MessageDialog();
    messageDialog->initialize(graphics, input, hwnd);

    // initialize inputDialog
    inputDialog = new InputDialog();
    inputDialog->initialize(graphics, input, hwnd);

    // initialize DirectX font
    if(dxFont.initialize(graphics, gameNS::POINT_SIZE, false, false, gameNS::FONT) == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize DirectX font."));

    dxFont.setFontColor(gameNS::FONT_COLOR);

    // init sound system
    audio = new Audio();
    if (*WAVE_BANK != '\0' && *SOUND_BANK != '\0')  // if sound files defined
    {
        if( FAILED( hr = audio->initialize() ) )
        {
            if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )
                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));
            else
                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));
        }
    }

    // attempt to set up high resolution timer
    if(QueryPerformanceFrequency(&timerFreq) == false)
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer"));

    QueryPerformanceCounter(&timeStart);        // get starting time

    initialized = true;
}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:61,代码来源:game.cpp


示例7: TextureManager

HUD::HUD(Graphics*& g) {
	graphics = g;
	itemTexture = new TextureManager();
	gunHUDTexture = new TextureManager();
	hpHUDTexture = new TextureManager();
	hpTexture = new TextureManager();

	//Load and set up hp HUD texture
	if (!hpHUDTexture->initialize(graphics, TEXTURE_HUD_HP))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp hud texture"));
	hpHUD = new Image();
	hpHUD->initialize(graphics, hudNS::HP_HUD_WIDTH, hudNS::HP_HUD_HEIGHT, 1, hpHUDTexture);
	hpHUD->setCurrentFrame(0);
	hpHUD->setX(50);
	hpHUD->setY(60);
	if (!hpTexture->initialize(graphics, TEXTURE_HUD_HP_RED))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp texture"));
	hp = new Image();
	hp->initialize(graphics, hudNS::HP_WIDTH, hudNS::HP_HEIGHT, 1, hpTexture);
	hp->setCurrentFrame(0);
	hp->setX(hpHUD->getX() + 30);
	hp->setY(hpHUD->getY());

	//Load and set up gun HUD texture
	if (!gunHUDTexture->initialize(graphics, TEXTURE_HUD_GUN))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun hud texture"));
	gunHud = new Image();
	gunHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture);
	gunHud->setCurrentFrame(0);
	gunHud->setX(hpHUD->getX() + hpHUD->getWidth() + 50);
	gunHud->setY(50);

	//Load and set up item HUD texture
	if (!itemTexture->initialize(graphics, TEXTURE_GUNS))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture"));
	currentItemImage = new Image();
	currentItemImage->initialize(graphics, gunNS::TEXTURE_WIDTH, gunNS::TEXTURE_HEIGHT, gunNS::TEXTURE_COLS, itemTexture);
	currentItemImage->setX(gunHud->getX());
	currentItemImage->setY(gunHud->getY() + 10);
	currentItemImage->setScale(0.8);

	//Load and set up Points HUD texture
	pointHud = new Image();
	pointHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture);
	pointHud->setCurrentFrame(0);
	pointHud->setX(gunHud->getX() + gunHud->getWidth() + 50);
	pointHud->setY(50);

	//set up font 
	ammoFont = new TextDX();
	ammoFont->initialize(graphics, 20, false, false, "Courier New");
	ammoFont->setFontColor(SETCOLOR_ARGB(192, 0, 0, 0));
	currentItem = nullptr;
	currentPlayer = nullptr;
}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:55,代码来源:hud.cpp


示例8: throw

bool Bowser::initialize(Game *gamePtr, int width, int height, int ncols,
	TextureManager *textureM)
{
	attackTimer = 1.0f;

	// Bowser sprite initialize
	bowserSpriteCoordinates.populateVector("sprite_data\\bowser.xml");
	if (!initializeCoords(bowserSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));

	//Idle
	bowserIdle.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,
		bowserNS::HEIGHT, 0, textureM);
	if (!bowserIdle.initialize(bowserSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));
	bowserIdle.setFrames(bowserNS::IDLE_START_FRAME, bowserNS::IDLE_END_FRAME);
	bowserIdle.setCurrentFrame(bowserNS::IDLE_START_FRAME);
	bowserIdle.setFrameDelay(bowserNS::IDLE_ANIMATION_DELAY);

	//Spin Attack
	bowserSpin.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,
		bowserNS::HEIGHT, 0, textureM);
	if (!bowserSpin.initialize(bowserSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));
	bowserSpin.setFrames(bowserNS::SPIN_START_FRAME, bowserNS::SPIN_END_FRAME);
	bowserSpin.setCurrentFrame(bowserNS::SPIN_START_FRAME);
	bowserSpin.setFrameDelay(bowserNS::SPIN_ANIMATION_DELAY);

	// Fire Ball Attack
	bowserFireBreath.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,
		bowserNS::HEIGHT, 0, textureM);
	if (!bowserFireBreath.initialize(bowserSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));
	bowserFireBreath.setFrames(bowserNS::FIRE_BREATH_START_FRAME, bowserNS::FIRE_BREATH_END_FRAME);
	bowserFireBreath.setCurrentFrame(bowserNS::FIRE_BREATH_START_FRAME);
	bowserFireBreath.setFrameDelay(bowserNS::FIRE_BREATH_ANIMATION_DELAY);

	//Dying
	bowserDying.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,
		bowserNS::HEIGHT, 0, textureM);
	if (!bowserDying.initialize(bowserSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));
	bowserDying.setFrames(bowserNS::DYING_START_FRAME, bowserNS::DYING_END_FRAME);
	bowserDying.setCurrentFrame(bowserNS::DYING_START_FRAME);
	bowserDying.setFrameDelay(bowserNS::DYING_ANIMATION_DELAY);
	bowserDying.setLoop(false);

	return(Entity::initialize(gamePtr, width, height, ncols, textureM));
}
开发者ID:SyndicateX,项目名称:Mega-Man-X,代码行数:49,代码来源:Bowser.cpp


示例9: throw

//=============================================================================
// Initializes the game
// Throws GameError on error
//=============================================================================
void Spacewar::initialize(HWND hwnd)
{
    Game::initialize(hwnd); // throws GameError

    // nebula texture
    if (!nebulaTexture.initialize(graphics,NEBULA_IMAGE))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula texture"));

    // main game textures
    if (!gameTextures.initialize(graphics,TEXTURES_IMAGE))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing game textures"));

    // nebula image
    if (!nebula.initialize(graphics,0,0,0,&nebulaTexture))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula"));

    // planet
    if (!planet.initialize(this, planetNS::WIDTH, planetNS::HEIGHT, 2, &gameTextures))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing planet"));

    // ship
    if (!ship1.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship1"));
    ship1.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME);
    ship1.setCurrentFrame(shipNS::SHIP1_START_FRAME);
    ship1.setX(GAME_WIDTH/4);
    ship1.setY(GAME_HEIGHT/4);
    ship1.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)
    // ship2
    if (!ship2.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship2"));
    ship2.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME);
    ship2.setCurrentFrame(shipNS::SHIP2_START_FRAME);
    ship2.setX(GAME_WIDTH - GAME_WIDTH/4);
    ship2.setY(GAME_HEIGHT/4);
    ship2.setVelocity(VECTOR2(-shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)
    //ship3 initalization. Do not rotate, start pointing north. This ship is controlled by the arrow keys.
    //ship3 ignores direction and will move in the direction of the key
    if (!ship3.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship3"));
    ship3.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME);
    ship3.setCurrentFrame(shipNS::SHIP1_START_FRAME);
    ship3.setX(GAME_WIDTH - GAME_WIDTH/4);
    ship3.setY(GAME_HEIGHT - GAME_HEIGHT/4);
    ship3.setDegrees(270);
    //ship3.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)
    //ship4 initalization. Do not rotate, start pointing north. This ship is controlled by WASD
    //ship4 will rotate with A and D, and will move forward based on direction on W, and move backward based on direction on S.
    if (!ship4.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false))
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship4"));
    ship4.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME);
    ship4.setCurrentFrame(shipNS::SHIP2_START_FRAME);
    ship4.setX(GAME_WIDTH/4);
    ship4.setY(GAME_HEIGHT - GAME_HEIGHT/4);
    ship4.setDegrees(270);
    //ship4.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)

    return;
}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:63,代码来源:spacewar.cpp


示例10: throw

bool ParticleManager::initialize(Graphics *g)
{
	if (!tm.initialize(g, FLAMES_IMAGE))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust texture"));
	for (int i = 0; i < MAX_NUMBER_PARTICLES; i++)
	{
		if (!particles[i].initialize(g,0,0,0,&tm))
			throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust"));
		particles[i].setActive(false);
		particles[i].setVisible(false);
		particles[i].setScale(0.125f);
		//particles[i].setRotationValue(0.05f);
	}
	return true;
}
开发者ID:tylermulley,项目名称:Goblins-and-Castle,代码行数:15,代码来源:particleManager.cpp


示例11: ZeroMemory

//=============================================================================
// Initialize D3D presentation parameters
//=============================================================================
void Graphics::initD3Dpp()
{
    try{
        ZeroMemory(&d3dpp, sizeof(d3dpp));              // fill the structure with 0
        // fill in the parameters we need
        d3dpp.BackBufferWidth   = width;
        d3dpp.BackBufferHeight  = height;
        if(fullscreen)                                  // if fullscreen
            d3dpp.BackBufferFormat  = D3DFMT_X8R8G8B8;  // 24 bit color
        else
            d3dpp.BackBufferFormat  = D3DFMT_UNKNOWN;   // use desktop setting
        d3dpp.BackBufferCount   = 1;
        d3dpp.SwapEffect        = D3DSWAPEFFECT_DISCARD;
        d3dpp.hDeviceWindow     = hwnd;
        d3dpp.Windowed          = (!fullscreen);
        if(VSYNC)   // if vertical sync is enabled
            d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_ONE;
        else
            d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;
        d3dpp.EnableAutoDepthStencil = true;
        d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;    // Depth 24, Stencil 8
    } catch(...)
    {
        throw(GameError(gameErrorNS::FATAL_ERROR, 
                "Error initializing D3D presentation parameters"));
    }
}
开发者ID:RodionChachura,项目名称:Bomberman,代码行数:30,代码来源:graphics.cpp


示例12: RegisterRawInputDevices

// ==================================================================
// マウスとコントローラの入力を初期化
// マウスをキャプチャする場合、capture = trueを設定
// GameErrorをスロー
// ==================================================================
void Input::initialize(HWND hwnd, bool capture)
{
	try
	{
		mouseCaptured = capture;

		// 高精細マウスを登録
		Rid[0].usUsagePage = HID_USAGE_PAGE_GENERIC;
		Rid[0].usUsage = HID_USAGE_GENERIC_MOUSE;
		Rid[0].dwFlags = RIDEV_INPUTSINK;
		Rid[0].hwndTarget = hwnd;
		RegisterRawInputDevices(Rid, 1, sizeof(Rid[0]));

		if(mouseCaptured)
			SetCapture(hwnd);  // マウスをキャプチャ

		// コントローラの状態をクリア
		ZeroMemory(controllers, sizeof(ControllerState) * MAX_CONTROLLERS);
		checkControllers();  // 接続されているコントローラをチェック
	}
	catch(...)
	{
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing input system"));
	}
}
开发者ID:poiulkjhmnbv,项目名称:SpaceGo,代码行数:30,代码来源:input.cpp


示例13: Bullet

void CyraxWComponent::activate(bool facingRight, float x, float y, Game *cipher)
{
	Bullet *newBullet = new Bullet();
	newBullet->setBulletSprite(CyraxWComponentNS::WIDTH, CyraxWComponentNS::HEIGHT, CyraxWComponentNS::WBULLET_START_FRAME, CyraxWComponentNS::WBULLET_END_FRAME, 100);
	newBullet->setCurrentFrame(CyraxWComponentNS::WBULLET_START_FRAME);
	if (!newBullet->initialize(cipher, CyraxWComponentNS::WIDTH, CyraxWComponentNS::HEIGHT, CyraxWComponentNS::TEXTURE_COLS, &WbulletTexture))
	{
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing cyrax W"));
	}
	newBullet->setX(x);
	newBullet->setY(y);
	newBullet->setActive(true);	
	VECTOR2 direction;
	if (facingRight) //shoot right
	{
		direction.x = CyraxWComponentNS::WBULLET_MIN_SPEED;
		direction.y = CyraxWComponentNS::WBULLET_MIN_SPEED;
		newBullet->flipHorizontal(true);
		newBullet->setDirection(direction);
	}
	else if (!facingRight) //shoot left
	{
		direction.x = -CyraxWComponentNS::WBULLET_MIN_SPEED;
		direction.y = CyraxWComponentNS::WBULLET_MIN_SPEED;		
		newBullet->setDirection(direction);
	}
	bulletList.push_back(newBullet);
}
开发者ID:fire2fox433,项目名称:GPP-Final,代码行数:28,代码来源:CyraxWComponent.cpp


示例14: RegisterRawInputDevices

//=============================================================================
// Initialize mouse and controller input
// Set capture=true to capture mouse
// Throws GameError
//=============================================================================
void Input::initialize(HWND hwnd, bool capture)
{
    try {
        mouseCaptured = capture;

        // register high-definition mouse
        Rid[0].usUsagePage = HID_USAGE_PAGE_GENERIC;
        Rid[0].usUsage = HID_USAGE_GENERIC_MOUSE;
        Rid[0].dwFlags = RIDEV_INPUTSINK;
        Rid[0].hwndTarget = hwnd;
        RegisterRawInputDevices(Rid, 1, sizeof(Rid[0]));

        if(mouseCaptured)
            SetCapture(hwnd);           // capture mouse

        // Clear controllers state
        ZeroMemory( controllers, sizeof(ControllerState) * MAX_CONTROLLERS );

        checkControllers();             // check for connected controllers
    }
    catch(...)
    {
        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing input system"));
    }
}
开发者ID:oracle991,项目名称:ThreesClone,代码行数:30,代码来源:input.cpp


示例15: throw

//=============================================================================
// Initializes the game
// Throws GameError on error
//=============================================================================
void GroveMon::initialize(HWND hwnd) {
    Game::initialize(hwnd);
	for (int i = 0; i < nTextures; i++) {
		if (!textures[i].initialize(graphics, images[i].c_str())) 
			throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing texture"));
	}
	text.initialize(graphics, 24, false, false, "Cambria");

	background.initialize(graphics, 0, 0, 0, &textures[3]);
	background.setX(0);
	background.setY(0);

	textBoxBack.initialize(graphics, 0, 0, 0, &textures[4]);
	textBoxBack.setX(0);
	textBoxBack.setY(290);
	textBoxBack.setScale(GAME_WIDTH / textBoxBack.getWidth());

	liz.initialize(graphics, 0, 0, 0, &textures[2]);
	liz.setScale(0.5);
	lizard->image = &liz;

	tur.initialize(graphics, 0, 0, 0, &textures[0]);
	tur.setScale(0.5);
	turtle->image = &tur;

	din.initialize(graphics, 0, 0, 0, &textures[1]);
	din.setScale(0.5);
	dino->image = &din;
}
开发者ID:Danice123,项目名称:GroveMon,代码行数:33,代码来源:GroveMon.cpp


示例16: NecridQComponent

Necrid::Necrid(Game *cipher)
{
	Qcomponent = new NecridQComponent(cipher);
	Wcomponent = new NecridWComponent(cipher);
	Ecomponent = new NecridEComponent(cipher);
	//Rcomponent = new NecridRComponent();
	Q_CoolDown = NecridNS::QSkillCD;
	W_CoolDown = NecridNS::WSkillCD;
	E_CoolDown = NecridNS::ESkillCD;
	if (!characterTexture.initialize(cipher->getGraphics(), NECRID_IMAGE))
	throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Player texture"));
	if (!this->initialize(cipher, charactersNS::WIDTH, charactersNS::HEIGHT, NecridNS::TEXTURE_COLS, &characterTexture))
	throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing player"));
	currentFrame = startFrame;
	startFrame = NecridNS::NECRID_START_FRAME;     // first frame of ship animation
	endFrame = NecridNS::NECRID_END_FRAME;     // last frame of ship animation
}
开发者ID:fire2fox433,项目名称:GPP-Final,代码行数:17,代码来源:Necrid.cpp


示例17: Agent47QComponent

Agent47::Agent47(Game *cipher)
{
	Qcomponent = new Agent47QComponent(cipher);
	Wcomponent = new Agent47WComponent(cipher);
	Ecomponent = new Agent47EComponent(cipher);
	//Rcomponent = new Agent47RComponent();
	Q_CoolDown = Agent47NS::QSkillCD;
	W_CoolDown = Agent47NS::WSkillCD;
	E_CoolDown = Agent47NS::ESkillCD;
	if (!characterTexture.initialize(cipher->getGraphics(), AGENT47_IMAGE))
	throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Player texture"));
	if (!this->initialize(cipher, charactersNS::WIDTH, charactersNS::HEIGHT, Agent47NS::TEXTURE_COLS, &characterTexture))
	throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing player"));
	currentFrame = startFrame;
	startFrame = Agent47NS::AGENT_START_FRAME;     // first frame of ship animation
	endFrame = Agent47NS::AGENT_END_FRAME;     // last frame of ship animation
}
开发者ID:fire2fox433,项目名称:GPP-Final,代码行数:17,代码来源:Agent47.cpp


示例18: throw

void Character_Menu::initialize(HWND hwnd, Graphics*& graphics, bool right)
{
	if (right)//PLAYER 2
	{
		goku_ = GOKU_2;
		piccolo_ = PICCOLO_2;
		naruto_ = NARUTO_2;
		luffy_ = LUFFY_2;
	}
	else//player 1
	{
		goku_ = GOKU_1;
		piccolo_ = PICCOLO_1;
		naruto_ = NARUTO_1;
		luffy_ = LUFFY_1;
	}

	//initializing goku menu
	if (!goku_image.initialize(graphics,GAME_WIDTH,GAME_HEIGHT,0,&goku_texture))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing GOKU menu"));

	if (!goku_texture.initialize(graphics,goku_,TRANSCOLORR))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing GOKU menu texture"));

	//initializing piccolo menu
	if (!piccolo_image.initialize(graphics, GAME_WIDTH, GAME_HEIGHT, 0, &piccolo_texture))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing PICCOLO menu"));

	if (!piccolo_texture.initialize(graphics, piccolo_, TRANSCOLORR))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing start PICCOLO texture"));
	
	//initilaizing naruto menu
	if (!naruto_image.initialize(graphics, GAME_WIDTH, GAME_HEIGHT, 0, &naruto_texture))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing naruto menu"));

	if (!naruto_texture.initialize(graphics, naruto_, TRANSCOLORR))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing start naruto texture"));
	
	//initialize luffy menu
	if (!luffy_image.initialize(graphics, GAME_WIDTH, GAME_HEIGHT, 0, &luffy_texture))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing luffy menu"));

	if (!luffy_texture.initialize(graphics, luffy_, TRANSCOLORR))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing start luffy texture"));
	
	//place player 2 on the other side of screem
	if (right)
	{
		goku_image.setX(GAME_WIDTH / 2);
		piccolo_image.setX(GAME_WIDTH / 2);
		naruto_image.setX(GAME_WIDTH / 2);
		luffy_image.setX(GAME_WIDTH / 2);
	}

}
开发者ID:claudiahnandez,项目名称:Math-273-Project,代码行数:55,代码来源:Character_Menu.cpp


示例19: GameError

	GameManager::GameManager()
	{
		if( m_pGameManager )
			throw GameError( "[GameManager::GameManager]: Attempt to instantiate multiple instances of singleton class GameManager." );

		m_pGameManager = this;

		/* Setup default game settings. */

		PlayerConfiguration playerConfig;

		// Player defaults: 1 user controlled and 3 AI players.
		m_gameConfig.NumPlayers = 4;
		playerConfig.IsAIPlayer = false;
		m_gameConfig.PlayerConfigs.push_back( playerConfig );
		playerConfig.IsAIPlayer = true;
		m_gameConfig.PlayerConfigs.push_back( playerConfig );
		m_gameConfig.PlayerConfigs.push_back( playerConfig );
		m_gameConfig.PlayerConfigs.push_back( playerConfig );

		// Dealer defaults.
		m_gameConfig.DealerConfig.HitOnSoftSeventeen = false;

		// Misc defaults.
		m_gameConfig.AllowSplit = true;
		m_gameConfig.AllowSurrender = false;

		// Add some AI players.
		m_players.push_back( new UserPlayer( 1 ) );
		m_players.push_back( new AIPlayer( 2 ) );
		m_players.push_back( new AIPlayer( 3 ) );
		m_players.push_back( new AIPlayer( 4 ) );

		/* Create game visualizer and input singletons */
		GameInput::Create();
		GameVisualizer::Create();

		// Visualize game board
		GameVisuals()->Visualize( GameVisualizer::GameBoard );

		// Initialize visualizations for player names & starting chips
		sPlayerXNameChanged nameData;
		sPlayerXSetChipsToY chipsData;

		for( uint index = 0; index < m_players.size(); ++index )
		{
			nameData.playerIndex = index;
			nameData.name = std::string("Player ") + NumToStr( index + 1 );

			chipsData.playerIndex = index;
			chipsData.chips = m_players[ index ]->GetChips();

			GameVisuals()->Visualize( GameVisualizer::PlayerXNameChanged, (void*)&nameData );
			GameVisuals()->Visualize( GameVisualizer::PlayerXSetChipsToY, (void*)&chipsData );
		}

	}
开发者ID:Jerorfigan,项目名称:BlackJack,代码行数:57,代码来源:GameManager.cpp


示例20: throw

//=============================================================================
// Initialize Mega Man.
// Post: returns true if successful, false if failed
//=============================================================================
bool chargingSprites::initialize(Game *gamePtr, int width, int height, int ncols,
	TextureManager *textureM)
{
	// chargingSprites shooting sprite initialize
	megamanShootingSpriteCoordinates.populateVector("sprite_data\\xshootcoords.txt");
	if (!initializeCoords(megamanShootingSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing chargingSprites"));

	megamanCharge1.initialize(gamePtr->getGraphics(), chargingSpritesNS::WIDTH,
		chargingSpritesNS::HEIGHT, 0, textureM);
	if (!megamanCharge1.initialize(megamanShootingSpriteCoordinates))
		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing chargingSprites"));
	megamanCharge1.setFrames(chargingSpritesNS::CHARGE1_MEGAMAN_START_FRAME, chargingSpritesNS::CHARGE1_MEGAMAN_END_FRAME);
	megamanCharge1.setCurrentFrame(chargingSpritesNS::CHARGE1_MEGAMAN_START_FRAME);
	megamanCharge1.setFrameDelay(chargingSpritesNS::CHARGE1_MEGAMAN_ANIMATION_DELAY);

	return(Entity::initialize(gamePtr, width, height, ncols, textureM));
}
开发者ID:SyndicateX,项目名称:Mega-Man-X,代码行数:22,代码来源:chargingSprites.cpp



注:本文中的GameError函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ GameEventSpawn函数代码示例发布时间:2022-05-30
下一篇:
C++ Game函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap