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Everything posted by Kotov72rus
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Thanks for the answer
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Hi, How to replace the standard window, on to any other window or object ?. For rendering engine.
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Cursor in the middle because you are using the function: MouseMove(X,Y); Try to do a background check: bool showMenu; //Loop if(showMenu){ ShowMouse(); } else { HideMouse(); MouseMove(X,Y); } Show cursor: ShowMouse();
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TSurface surf = GetSurface(TMesh mesh, long index=1); PaintSurface(surf, TMaterial material=NULL) or PaintSurface(GetSurface(TMesh mesh, long index=1), TMaterial material=NULL); http://www.leadwerks...ference/meshes/ http://www.leadwerks...rence/surfaces/
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Really very interesting, comfortable and functional. Thank you.
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The question is solved Class: void TempFunction(){} void (*TempCallback)(); void onClick(void (*callback)()); void TGuiButton::Create(...) { TempCallback = TempFunction; } void TGuiButton::onClick(void (*callback)()) { TempCallback = callback; //TempCallback(); } User function: void TestClick() { Terminate(); } .onClick(&TestClick);
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Please help me with an example, to replace the function of the class - the user function. There is a class: class TGuiButton { private: int x,y,width,height; string title; int MouseIn(TVec2 start, TVec2 dimensions); bool IsClick; bool buf1,buf2; TEntity buf; void * TempFunction; //To call the user function. public: string SoundEnter; string SoundLeave; string SoundClick; string TextureUp; string TextureHover; string TextureDown; bool Sounds; bool Enabled; bool Visible; void Create(int _x, int _y, int _width, int _height, string _title); void onClick(void *callback); //Function for replace. void Update(); void Delete(); }; .... void TGuiButton::onClick(void *callback) { //????? } .... And call a user function with TempFunction;
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Why does not work this method? Without checking the name, works with all objects, that are currently in contact with the object. void _stdcall EntityCollisionCallback( TEntity entity0, TEntity entity1, byte* position, byte* normal, byte* force, flt speed ) { if(GetEntityKey(entity1,"name")=="test_box") { HideEntity(entity1); } } //Entity box SetEntityKey(test_box, "name","test_box"); //Controller SetEntityKey(Controller, "name","controller"); SetEntityCallback(Controller,(byte*)EntityCollisionCallback,ENTITYCALLBACK_COLLISION);
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Thanks
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Hi, there is a character "name=controller" and the object box "name=box_test". How to determine the collision with box?, and then perform the desired action.
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This font ? http://xfont.ru/font/%D1%88%D1%80%D0%B8%D1%84%D1%82_StudioRegular_8644.htm Click to download button СКАЧАТЬ
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Thank you, will use it
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Do not judge me harshly , this is my first experience with C++
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I used this code: //Animation //Jumping jump = 0.0; isJump = false; if(KeyHit(KEY_SPACE)) { if (!ControllerAirborne(Controller)) { jump=8.0; isJump = true; } } if(KeyDown(KEY_W)) { sequence = 2; Angle = -180; } else if(KeyDown(KEY_S)) { sequence = 2; Angle = -0; } else if(KeyDown(KEY_A)) { sequence = 2; Angle = -90; } else if(KeyDown(KEY_D)) { sequence = 2; Angle = -260; } else { sequence = 1; } // if(KeyDown(KEY_W) && KeyDown(KEY_A)) { Angle = -140; } else if(KeyDown(KEY_W) && KeyDown(KEY_D)) { Angle = 140; } else if(KeyDown(KEY_S) && KeyDown(KEY_A)) { Angle = -40; } else if(KeyDown(KEY_S) && KeyDown(KEY_D)) { Angle = 40; } //Run if(KeyDown(KEY_W) && KeyDown(KEY_LSHIFT) || KeyDown(KEY_RSHIFT)) { sequence = 3; speed = 6; } else if(KeyDown(KEY_S) && KeyDown(KEY_LSHIFT) || KeyDown(KEY_RSHIFT)) { sequence = 3; speed = 6; } else if(KeyDown(KEY_A) && KeyDown(KEY_LSHIFT) || KeyDown(KEY_RSHIFT)) { sequence = 3; speed = 6; } else if(KeyDown(KEY_D) && KeyDown(KEY_LSHIFT) || KeyDown(KEY_RSHIFT)) { sequence = 3; speed = 6; } else { speed = 4; }
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Test Animation: http://youtu.be/fPZJuwmyNPI
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Thank you so much, work.
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Works #pragma once #include "engine.h" #include "string" using namespace std; const int COLLISION_NONE = 0; const int COLLISION_PROP = 1; const int COLLISION_SCENE = 2; const int COLLISION_CHARACTER = 3; const int COLLISION_TRIGGER = 4; const int COLLISION_AILINEOFSIGHT = 5; class TPlayer { private: public: flt X,Y,Z; TCamera Camera; TMesh mesh; TEntity CameraPivot; float mx; float my; TVec3 camrotation; TController Controller; TMesh PlayerMesh; float move; float strafe; float Angle; void CreatePlayer(flt X, flt Y, flt Z); void Update(); }; TPlayer Player; //Global class void TPlayer::CreatePlayer(flt X, flt Y, flt Z) { Player.X = X; Player.Y = Y; Player.Z = Z; //Create player Controller = CreateController(2,0.3,0.5,45.01); EntityType(Controller,COLLISION_CHARACTER); PositionEntity(Controller,Vec3(X,Y,Z)); SetBodyDamping(Controller,0.0); SetWorldGravity(Vec3(0,-10,0)); SetBodyMass(Controller,50); //Set look camera position PositionEntity(Camera,Vec3(0,1,-4)); //Camera pivot CameraPivot=CreatePivot(); EntityParent(Camera, CameraPivot); //Load player mesh PlayerMesh = LoadMesh("abstract::crawler.gmf"); EntityType(PlayerMesh,COLLISION_CHARACTER); RotateEntity(PlayerMesh,Vec3(0,-180,0)); HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); Angle = -180; } void TPlayer::Update() { //Camera look mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.Y=camrotation.Y-mx/9.0; camrotation.X=camrotation.X+my/9.0; //Limit the viewing angle in the vertical camrotation.X=min(camrotation.X,60); //Look Up camrotation.X=max(camrotation.X,-10); //Look Down //Rotate Camera RotateEntity(CameraPivot,camrotation); //Position Camera PositionEntity(CameraPivot,EntityPosition(Controller)); //Player movement move=(KeyDown(KEY_W)-KeyDown(KEY_S))*4; strafe=(KeyDown(KEY_D)-KeyDown(KEY_A))*4; //Set controller input UpdateController(Controller,camrotation.Y,move,strafe,0,45); //Player mesh position and rotation PositionEntity(PlayerMesh,EntityPosition(Controller)); RotateEntity(PlayerMesh,Vec3(0,camrotation.Y+Angle,0)); } Add to main: #include "Player.h" Player.Camera = GetLayerCamera(GetFrameworkLayer(0)); Player.CreatePlayer(0,9,0); Add to main loop: Player.Update(); http://youtu.be/YCm9-y1E7kI
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Hi. Do not understand why this code does not work?. This is for the test if (KeyDown(KEY_W)){sequence = 2;} else sequence = 1; if (KeyDown(KEY_S)){sequence = 2;} else sequence = 1; if (KeyDown(KEY_A)){sequence = 2;} else sequence = 1; if (KeyDown(KEY_D)){sequence = 2;} else sequence = 1; switch (sequence) { case 1: framebegin=0.0; frameend=69.0; break; case 2: framebegin=70.0; frameend=130.0; break; case 3: framebegin=131.0; frameend=171.0; break; } frame=AppTime()/15.0; frame=fmodf(frame,frameend-framebegin)+framebegin; Animate(PlayerMesh,frame,0.5,0,true); Animation works only when you press 'D'. Why is this?
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Thanks for the help
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Hello. Show you how to rotate the camera around the object? Tried to fix this code: //Camera looking Player.mx=Curve(MouseX()-GraphicsWidth()/2,Player.mx,6); Player.my=Curve(MouseY()-GraphicsHeight()/2,Player.my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); Player.camrotation.X=Player.camrotation.X+Player.my/10.0; Player.camrotation.Y=Player.camrotation.Y-Player.mx/10.0; RotateEntity(Camera,Player.camrotation); but nothing