本文整理汇总了C++中D3DCOLOR_RGBA函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DCOLOR_RGBA函数的具体用法?C++ D3DCOLOR_RGBA怎么用?C++ D3DCOLOR_RGBA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D3DCOLOR_RGBA函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CMESH
//================================================================================
//! メソッド名 CKAGEO_BALL::コンストラクタ
//
// 引数 inDev Direct3Dデバイス
// inKind ボールの種類
// 更新 2008/08/26 <新規>
//================================================================================
CKAGEO_BALL::CKAGEO_BALL(CONST DEV inDev,
KAGEO_BALL_KIND inKind) :
CMESH(inDev, getBallTextureName(inKind))
{
// 属性の初期化
this->activate = FALSE;
this->hitG = NULL;
this->iFrame = 0;
this->sStaticHit = NULL;
// ボールの種類により、初期化処理分岐
switch(inKind)
{
// シャドウボール
case eKOBALL_SHADOW:
// 見えない影を、見える影にするメッセージ
this->judgMessage = eTMSG_NO_SEE_SHADOW;
this->reactMessage = eREAMSG_SHADOW_HIT;
this->setThisMessage(eTMSG_SHADOW_BALL);
// エフェクト関連
this->iEffectCnt = 3;
strcpy_s(this->effectName, sizeof(effectName), EFFECT_SHADOW);
// 煙の色
this->smokeColor = D3DCOLOR_RGBA(10, 10, 10, 255);
// 音を生成
this->sStaticHit = new SSTATIC(SOUND_SHADOWB_HIT);
break;
// シャインボール
case eKOBALL_SHINE:
// 見える影を、見えない影にするメッセージ
this->judgMessage = eTMSG_SEE_SHADOW;
this->reactMessage = eREAMSG_SHINE_HIT;
this->setThisMessage(eTMSG_SHINE_BALL);
// エフェクト関連
this->iEffectCnt = 3;
strcpy_s(this->effectName, sizeof(effectName), EFFECT_SHINE);
// 音を生成
this->sStaticHit = new SSTATIC(SOUND_SHINEB_HIT);
// 煙の色
this->smokeColor = D3DCOLOR_RGBA(255, 255, 200, 255);
break;
// 上記以外(エラー数値)
default:
this->judgMessage = eTMSG_NOMSG;
this->reactMessage = eREAMSG_NOMSG;
this->setThisMessage(eTMSG_NOMSG);
this->iEffectCnt = 100000;
strcpy_s(this->effectName, sizeof(effectName), "");
this->smokeColor = D3DCOLOR_RGBA(255, 255, 255, 255);
return;
}
// エフェクトの登録
C3D_EFFECT_CENTER* effectCenter = C3D_EFFECT_CENTER::getInstance();
effectCenter->addEffects(
this->effectName,
new C3D_EFFECT(inDev, this->effectName, VEC3(0.0f,0.0f,0.0f)));
}
示例2: MakeVertexFade
//===========================================================
// 頂点の設定
//===========================================================
void MakeVertexFade(LPDIRECT3DDEVICE9 pDevice){
//頂点座標 ※時計回り注意
g_aFadeVertex[0].vtx = D3DXVECTOR3(g_tFade.fTexPosX, g_tFade.fTexPosY, 0.0f); //(X, Y, Z)
g_aFadeVertex[1].vtx = D3DXVECTOR3(g_tFade.fTexPosX + g_tFade.nTexSizeX, g_tFade.fTexPosY, 0.0f);
g_aFadeVertex[2].vtx = D3DXVECTOR3(g_tFade.fTexPosX, g_tFade.fTexPosY + g_tFade.nTexSizeY, 0.0f);
g_aFadeVertex[3].vtx = D3DXVECTOR3(g_tFade.fTexPosX + g_tFade.nTexSizeX, g_tFade.fTexPosY + g_tFade.nTexSizeY, 0.0f);
//rhw
g_aFadeVertex[0].rhw =
g_aFadeVertex[1].rhw =
g_aFadeVertex[2].rhw =
g_aFadeVertex[3].rhw = 1.0f; //すべてに1.0fを入れる
//頂点カラー
g_aFadeVertex[0].diffuse = D3DCOLOR_RGBA(255, 255, 255, g_tFade.nFadeAlpha);
g_aFadeVertex[1].diffuse = D3DCOLOR_RGBA(255, 255, 255, g_tFade.nFadeAlpha);
g_aFadeVertex[2].diffuse = D3DCOLOR_RGBA(255, 255, 255, g_tFade.nFadeAlpha);
g_aFadeVertex[3].diffuse = D3DCOLOR_RGBA(255, 255, 255, g_tFade.nFadeAlpha);
//テクスチャ座標nCntの設定
g_aFadeVertex[0].tex = D3DXVECTOR2(0,0);
g_aFadeVertex[1].tex = D3DXVECTOR2(1,0);
g_aFadeVertex[2].tex = D3DXVECTOR2(0,1);
g_aFadeVertex[3].tex = D3DXVECTOR2(1,1);
}
示例3: D3DCOLOR_RGBA
void Screen3D::BlankArea( RECT& Dimensions)
{
// Figure out the vertices for the main window
ScreenVertex WindowVertices[4];
WindowVertices[0].z = 0;WindowVertices[1].z = 0;WindowVertices[2].z = 0;WindowVertices[3].z = 0;
WindowVertices[0].RHW = 1; WindowVertices[1].RHW = 1; WindowVertices[2].RHW = 1; WindowVertices[3].RHW = 1;
WindowVertices[0].color = D3DCOLOR_RGBA(R, G, B, 255);WindowVertices[1].color = D3DCOLOR_RGBA(R, G, B, 255);
WindowVertices[2].color = D3DCOLOR_RGBA(R, G, B, 255);WindowVertices[3].color = D3DCOLOR_RGBA(R, G, B, 255);
WindowVertices[0].x = Dimensions.left;
WindowVertices[0].y = Dimensions.top;
WindowVertices[1].x = Dimensions.right;
WindowVertices[1].y = Dimensions.top;
WindowVertices[2].x = Dimensions.left;
WindowVertices[2].y = Dimensions.bottom;
WindowVertices[3].x = Dimensions.right;
WindowVertices[3].y = Dimensions.bottom;
PolygonsRendered += 2;
DrawCalls++;
D3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
D3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
D3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
SetFVF(D3DFVF_SCREENVERTEX);
D3DDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, WindowVertices, sizeof(ScreenVertex));
}
示例4: memset
BSP::BSP(const char* bspName, AABB boundingBox, int numShaders)
{
_name = bspName;
_boundingBox = boundingBox;
_numShaders = numShaders;
if( _numShaders )
{
_shaders = new Shader*[_numShaders];
memset( _shaders, 0, sizeof(Shader*)*_numShaders );
}
else
{
_shaders = NULL;
}
_root = NULL;
_renderFrameId = 0;
_fogMode = D3DFOG_NONE;
_fogStart = 300000;
_fogEnd = 500000;
_fogDensity = 0.000005f;
_fogColor = D3DCOLOR_RGBA( 255, 255, 255, 255 );
_shadowCastDirection = Vector( 0,-1,0 );
_shadowCastColor = D3DCOLOR_RGBA( 0, 0, 0, 96 );
_shadowCastDepth = 100000.0f;
// create shadow volume pipeline
_shadowVolume = new ShadowVolume( 4096 );
_postRenderCallback = NULL;
_postRenderCallbackData = NULL;
}
示例5: switch
BOOL CDrawGraphics::Fade(CTexture *Tex,int Fade)
{
//フェード処理
DWORD t=0;
DWORD tp=0;
//Ctrlが押されている間
//不透明でないならば直す
if(CtrlOn==TRUE){
if(Tex->VertexDataTbl[3].color==D3DCOLOR_RGBA(255,255,255,255))return 0;
for(int i=0;i<4;i++){
Tex->VertexDataTbl[i].color=D3DCOLOR_RGBA(255,255,255,255);
}
return 0;
}
FadeFlag=TRUE;
switch(Fade){
MSG msg;
case FadeOut:
t=GetTickCount();
tp=t;
for(int Alpha=255;Alpha>=0;Alpha-=AFade){
while(tp+FadeTime>=t){
t=GetTickCount();
}
tp=t;
for(int i=0;i<4;i++){
Tex->VertexDataTbl[i].color=D3DCOLOR_RGBA(255,255,255,Alpha);
}
if(CtrlOn==FALSE)PeekMessage(&msg,NULL,0,0,PM_REMOVE);//フェード中のクリックやらは無視(Ctrlキー押下時を除く)
Update();
}
break;
case FadeIn:
//MessageBox(NULL,"fadein","",MB_OK);
t=GetTickCount();
tp=t;
for(int Alpha=0;Alpha<=255;Alpha+=AFade){
while(tp+FadeTime>=t){
t=GetTickCount();
}
tp=t;
for(int i=0;i<4;i++){
Tex->VertexDataTbl[i].color=D3DCOLOR_RGBA(255,255,255,Alpha);
}
if(CtrlOn==FALSE)PeekMessage(&msg,NULL,0,0,PM_REMOVE);//フェード中のクリックやらは無視(Ctrlキー押下時を除く)
Update();
}
break;
default:
return 0;
}
FadeFlag=FALSE;
return 0;
}
示例6: GET_VA_ARGS
void CRender::DrawString(bool CenterText, float x, float y, COLOR32 Color, PCoreString szText, ...)
{
char szBuffer[1024];
GET_VA_ARGS(szText, szBuffer);
if (CenterText)
x -= GetStringWidth(szBuffer) / 2;
RECT Rect = { (int)x, (int)y, 0, 0 };
RECT ShadowRect = { (int)x + 1, (int)y, 0, 0 };
RECT ShadowRect2 = { (int)x + 1, (int)y + 1, 0, 0 };
RECT ShadowRect3 = { (int)x, (int)y + 1, 0, 0 };
RECT ShadowRect4 = { (int)x - 1, (int)y + 1, 0, 0 };
RECT ShadowRect5 = { (int)x - 1, (int)y, 0, 0 };
RECT ShadowRect6 = { (int)x - 1, (int)y - 1, 0, 0 };
RECT ShadowRect7 = { (int)x, (int)y - 1, 0, 0 };
RECT ShadowRect8 = { (int)x + 1, (int)y - 1, 0, 0 };
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect2, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect3, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect4, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect5, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect6, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect7, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &ShadowRect8, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(0, 0, 0, Color.a - 25));
pD3DFont->DrawText(NULL, szBuffer, -1, &Rect, DT_LEFT | DT_NOCLIP, D3DCOLOR_RGBA(Color.r, Color.g, Color.g, Color.a));
}
示例7:
//================================================================================
//! メソッド名 CSCENE_MOVIE4::render
//
// 機能 描画
// 更新 2009/02/17 <新規>
//================================================================================
void
CSCENE_MOVIE4::render(void)
{
// 描画開始
gDev->renderBegin(D3DCOLOR_RGBA(255,255,255,0));
DEV inDev = this->gDev->getDevice();
// オブジェクトのソート
this->camera->updateCamera();
this->objMap->squeezeSortByCameraPosition(
this->camera, &this->camera->getViewPointFinish());
// ライトの更新
this->updateLight();
// Zテクスチャシェーダでテクスチャに深度値情報を書き込む
this->shaderZTexture->begin();
this->objMap->squeezeDrawWithZTexSha(this->shaderZTexture);
this->shaderZTexture->end();
this->gDev->bufferClear(D3DCOLOR_RGBA(255,255,255,255));
// 空の描画
gDev->spriteBegin();
sky->draw(gDev->getSprite());
gDev->spriteEnd();
// カメラでデバイス更新
this->camera->viewTransform(inDev);
// 深度バッファシェーダで描画
this->shaderDepthBuf->setCameraViewProjMatrix(
&((*this->camera->getMatrixView()) * (*this->camera->getMatrixProjection())));
kageo->draw(inDev);
kagemi->draw(inDev);
this->shaderDepthBuf->begin();
this->objMap->squeezeDrawWithDepthSha(this->shaderDepthBuf);
this->shaderDepthBuf->end();
// シネマスコープの描画
direction->directCinemaScopePaintOut();
// フォントの描画
gDev->spriteBegin();
executeDrawTelop();
gDev->spriteEnd();
// 幕の描画
gDev->renderCurtainInDev();
gDev->renderEnd();
}
示例8: UpdateColor
bool UpdateColor()
{
DWORD color = D3DCOLOR_RGBA(255, 255, 255, 255);
if (m_targetted)
color = D3DCOLOR_RGBA(0, 255, 0, 255);
else if (m_highlight)
color = D3DCOLOR_RGBA(0, 255, 255, 255);
return SetColor(color);
}
示例9: MakeVertexTitleGameStart
/*******************************************************************************
* MakeVertexTitleGameStart
*******************************************************************************/
HRESULT MakeVertexTitleGameStart(LPDIRECT3DDEVICE9 pDevice)
{
if(FAILED(pDevice->CreateVertexBuffer(
sizeof(VERTEX_2D)*NUM_VERTEX, //頂点データのバッファサイズ
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D, //頂点フォーマット
D3DPOOL_MANAGED,
&g_pVtxBufferTitleGameStart, //頂点バッファインターフェースのポインタ
NULL)))
{
return E_FAIL;
}
{
//頂点バッファの中身を埋める
VERTEX_2D *pVtx;
//頂点データの範囲をロックし、頂点バッファへのポインタを取得
g_pVtxBufferTitleGameStart->Lock( 0, 0, (void**)&pVtx, 0);
//頂点座標の設定
pVtx[0].vtx = D3DXVECTOR3(POLYGON_POS_X_GAMESTART - POLYGON_SIZE_X_GAMESTART/2, POLYGON_POS_Y_GAMESTART - POLYGON_SIZE_Y_GAMESTART/2, 0.0f);
pVtx[1].vtx = D3DXVECTOR3(POLYGON_POS_X_GAMESTART + POLYGON_SIZE_X_GAMESTART/2, POLYGON_POS_Y_GAMESTART - POLYGON_SIZE_Y_GAMESTART/2, 0.0f);
pVtx[2].vtx = D3DXVECTOR3(POLYGON_POS_X_GAMESTART - POLYGON_SIZE_X_GAMESTART/2, POLYGON_POS_Y_GAMESTART + POLYGON_SIZE_Y_GAMESTART/2, 0.0f);
pVtx[3].vtx = D3DXVECTOR3(POLYGON_POS_X_GAMESTART + POLYGON_SIZE_X_GAMESTART/2, POLYGON_POS_Y_GAMESTART + POLYGON_SIZE_Y_GAMESTART/2, 0.0f);
//rhw
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
//color
pVtx[0].col = D3DCOLOR_RGBA(255,255,255,255);
pVtx[1].col = D3DCOLOR_RGBA(255,255,255,255);
pVtx[2].col = D3DCOLOR_RGBA(255,255,255,255);
pVtx[3].col = D3DCOLOR_RGBA(255,255,255,255);
//テクスチャ座標指定
pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
pVtx[1].tex = D3DXVECTOR2(1.0f, 0.0f);
pVtx[2].tex = D3DXVECTOR2(0.0f, 1.0f);
pVtx[3].tex = D3DXVECTOR2(1.0f, 1.0f);
//D3DXCreateTextureFromFile(pDevice,POLYGON_TEXTURENAME_GAMESTART,&g_pTextureTitleGameStart);
g_pVtxBufferTitleGameStart->Unlock();
}
return S_OK;
}
示例10: MakeVertexPlaybar
//=============================================================================
// 頂点情報の作成
//=============================================================================
HRESULT MakeVertexPlaybar(LPDIRECT3DDEVICE9 pDevice)
{
// オブジェクトの頂点バッファを生成
if( FAILED( pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * NUM_VERTEX * MAX_PLAYBAR, // 頂点データ用に確保するバッファサイズ(バイト単位)
D3DUSAGE_WRITEONLY, // 頂点バッファの使用法
FVF_VERTEX_2D, // 使用する頂点フォーマット
D3DPOOL_MANAGED, // リソースのバッファを保持するメモリクラスを指定
&g_pD3DVtxBuffPlaybar, // 頂点バッファインターフェースへのポインタ
NULL))) // NULLに設定
{
return E_FAIL;
}
{//頂点バッファの中身を埋める
VERTEX_2D *pVtx;
// 頂点データの範囲をロックし、頂点バッファへのポインタを取得
g_pD3DVtxBuffPlaybar->Lock(0, 0, (void**)&pVtx, 0);
for(int nCntPlayBar = 0; nCntPlayBar < MAX_PLAYBAR; nCntPlayBar++, pVtx += 4)
{
// 頂点座標の設定
//pVtx[0].vtx = D3DXVECTOR3(g_playbar[PLAYBAR_MAX].pos.x - PLAYBAR_SIZE_X / 2, g_playbar[PLAYBAR_MAX].pos.y - PLAYBAR_SIZE_Y / 2, 0.0f);
//pVtx[1].vtx = D3DXVECTOR3(g_playbar[PLAYBAR_MAX].pos.x + PLAYBAR_SIZE_X / 2, g_playbar[PLAYBAR_MAX].pos.y - PLAYBAR_SIZE_Y / 2, 0.0f);
//pVtx[2].vtx = D3DXVECTOR3(g_playbar[PLAYBAR_MAX].pos.x - PLAYBAR_SIZE_X / 2, g_playbar[PLAYBAR_MAX].pos.y + PLAYBAR_SIZE_Y / 2, 0.0f);
//pVtx[3].vtx = D3DXVECTOR3(g_playbar[PLAYBAR_MAX].pos.x + PLAYBAR_SIZE_X / 2, g_playbar[PLAYBAR_MAX].pos.y + PLAYBAR_SIZE_Y / 2, 0.0f);
// rhwの設定
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
// 反射光の設定
pVtx[0].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
pVtx[1].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
pVtx[2].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
pVtx[3].diffuse = D3DCOLOR_RGBA(255, 255, 255, 255);
//// テクスチャ座標の設定
//pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
//pVtx[1].tex = D3DXVECTOR2(TEX_PATTERN_SIZE_X, 0.0f);
//pVtx[2].tex = D3DXVECTOR2(0.0f, TEX_PATTERN_SIZE_Y);
//pVtx[3].tex = D3DXVECTOR2(TEX_PATTERN_SIZE_X, TEX_PATTERN_SIZE_Y);
// 頂点データをアンロックする
g_pD3DVtxBuffPlaybar->Unlock();
}
}
return S_OK;
}
示例11: D3DCOLOR_RGBA
void CReloadProcess::Draw( int iX, int iY, int iModuleID, int iGraphicID, float fProcessRate )
{
//sprintf( g_MsgBuf, "%d", 100 - (int)( fProcessRate * 100 ) );
//drawFontf( g_GameDATA.m_hFONT[ FONT_NORMAL ], true, 2,2 ,g_dwBLACK, g_MsgBuf );
CTDrawImpl* pDrawObj = g_itMGR.GetDrawImplPtr();
pDrawObj->DrawCover( iX,
iY,
iModuleID,
iGraphicID,
D3DCOLOR_RGBA( 255, 255, 255, 255 ),
D3DCOLOR_RGBA( 0, 0, 0, 110 ),
fProcessRate );
}
示例12: D3DXVECTOR4
//-------------------------------------------------------------
// ������ ����
//-------------------------------------------------------------
void CBigSquare::RestoreDeviceObjects( FLOAT sx, FLOAT sy )
{
SHADOWVERTEX* v;
m_pVB->Lock( 0, 0, (void**)&v, 0 );
v[0].p = D3DXVECTOR4( 0, sy, 0.0f, 1.0f );
v[1].p = D3DXVECTOR4( 0, 0, 0.0f, 1.0f );
v[2].p = D3DXVECTOR4( sx, sy, 0.0f, 1.0f );
v[3].p = D3DXVECTOR4( sx, 0, 0.0f, 1.0f );
v[0].color = D3DCOLOR_RGBA(0,0,0,0x7f);
v[1].color = D3DCOLOR_RGBA(0,0,0,0x7f);
v[2].color = D3DCOLOR_RGBA(0,0,0,0x7f);
v[3].color = D3DCOLOR_RGBA(0,0,0,0x7f);
m_pVB->Unlock();
}
示例13: ConvertColor
D3DCOLOR ConvertColor(gl::Color color)
{
return D3DCOLOR_RGBA(gl::unorm<8>(color.red),
gl::unorm<8>(color.green),
gl::unorm<8>(color.blue),
gl::unorm<8>(color.alpha));
}
示例14: CSKIN_MESH
//================================================================================
//! メソッド名 CYAMAKAGE_WEAPON::コンストラクタ
//
// 引数 inDev Direct3Dデバイス
// inKind ボールの種類
// 更新 2009/02/17 <新規>
//================================================================================
CYAMAKAGE_WEAPON::CYAMAKAGE_WEAPON(CONST DEV inDev) :
CSKIN_MESH(inDev, NAME_YAMAKAGE_WEAPON)
{
// 属性の初期化
this->player = NULL;
this->viewG = NULL;
this->stageG = NULL;
this->weaponAction = eOPEYW_MAX;
this->iSmokeFrame = 0;
this->iMoveFrame = 0;
this->targetLoc = VEC3(0.0f, 0.0f, 0.0f);
this->ssEnemyBallShot = new SSTATIC("shot_shadow");
// オリジナル「エネミーボール」の生成
this->originEnemyBall
= new CENEMY_BALL(inDev, eENEMYB_STRAIGHT, "shadow_ball", EFFECT_SHADOW);
this->originEnemyBall->setEffectColor(D3DCOLOR_RGBA(100,100,100,255));
this->originEnemyBall->setReactMessage(eREAMSG_ENEMY_ATTACK_LV1);
// エフェクトの登録
C3D_EFFECT_CENTER* effectCenter = C3D_EFFECT_CENTER::getInstance();
effectCenter->addEffects(
EFFECT_SMOKE, new C3D_EFFECT(inDev, EFFECT_SMOKE, VEC3(0.0f,0.0f,0.0f)));
// 浮遊中に変更
this->setWeaponAction(eOPEYW_FLOATING);
// アニメーションの初期化
this->changeAnimationAndBlend(0);
// オブジェクトの種類を見える影に変更
this->setThisMessage(eTMSG_SEE_SHADOW);
}
示例15: srand
Engine::Engine()
{
srand((unsigned int)time(NULL));
p_maximizeProcessor = false;
p_frameCount_core = 0;
p_frameRate_core = 0;
p_frameCount_real = 0;
p_frameRate_real = 0;
p_ambientColor = D3DCOLOR_RGBA(255,255,255, 0);
p_windowHandle = 0;
p_pauseMode = false;
p_versionMajor = VERSION_MAJOR;
p_versionMinor = VERSION_MINOR;
p_revision = REVISION;
//set default values
this->setAppTitle("Advanced2D");
this->setScreenWidth(640);
this->setScreenHeight(480);
this->setColorDepth(32);
this->setFullscreen(false);
//window handle must be set later on for DirectX!
this->setWindowHandle(0);
}