本文整理汇总了C++中FnScene::CreateObject方法的典型用法代码示例。如果您正苦于以下问题:C++ FnScene::CreateObject方法的具体用法?C++ FnScene::CreateObject怎么用?C++ FnScene::CreateObject使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FnScene
的用法示例。
在下文中一共展示了FnScene::CreateObject方法的10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:
OurEnemyActor::OurEnemyActor()
{
FnScene scene;
scene.Object(sMiniID);
anchorID = scene.CreateObject();
arrowID = scene.CreateObject(anchorID);
}
示例2: FyMain
/*------------------
the main program
C.Wang 0904, 2012
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
FyStartFlyWin32("Hello Fly2 !", 0, 0, 800, 600, FALSE);
FySetModelPath("Data\\Models");
FySetTexturePath("Data\\textures");
FySetShaderPath("Data\\shaders");
// create a viewport
vID = FyCreateViewport(0, 0, 800, 600);
FnViewport vp;
vp.ID(vID);
vp.SetBackgroundColor(0.3f, 0.4f, 0.5f);
// create a 3D scene & the 3D entities
sID = FyCreateScene(1);
FnScene scene;
scene.ID(sID);
nID = scene.CreateObject(OBJECT);
cID = scene.CreateObject(CAMERA);
lID = scene.CreateObject(LIGHT);
// load the teapot model
FnObject model;
model.ID(nID);
model.Load("teapot");
// translate the camera
FnCamera camera;
camera.ID(cID);
camera.Rotate(X_AXIS, 90.0f, LOCAL);
camera.Translate(0.0f, 10.0f, 100.0f, LOCAL);
// translate the light
FnLight light;
light.ID(lID);
light.SetName("MainLight");
light.Translate(-50.0f, -50.0f, 50.0f, GLOBAL);
// set Hotkeys
FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);
// define some mouse functions
FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);
// bind a timer, frame rate = 30 fps
FyBindTimer(0, 30.0f, GameAI, TRUE);
// invoke the system
FyInvokeFly(TRUE);
}
示例3:
MiniMap::MiniMap(WORLDid gID, SCENEid sMiniID, Lyubu *lyubu, int x_pos, int y_pos, int width, int height )
{
FnWorld gw;
FnScene scene;
FnViewport vp;
FnCamera camera;
FnObject camStand;
FnTerrain terrain;
//adr_turn = this->turn;
/*
pos_begin[0]=3569.0;
pos_begin[1]=-3208.0;
pos_begin[2]=1000.0f;
*/
gw.Object(gID);
//miniMap
gw.SetObjectPath("Data\\NTU4\\Scenes");
FnScene miniScene;
miniScene.Object(sMiniID);
miniTerrainID = miniScene.CreateObject(ROOT);
FnObject miniTerrain;
miniTerrain.Object(miniTerrainID);
miniTerrain.Load("terrain");
miniTerrain.SetOpacity(0.8f);
// create a camera stand for minimap
miniMapStandID = miniScene.CreateObject(ROOT);
gw.SetObjectPath("Data\\NTU4\\Characters");
anchorID = miniScene.CreateObject(miniMapStandID);
FnObject anchor;
anchor.Object(anchorID);
anchor.Load("arrowGreen");
float pos[]={0,0,10};
anchor.SetPosition(pos);
// create a camera for minimap
miniMapCameraID = miniScene.CreateCamera(miniMapStandID);
FnCamera miniCamera;
miniCamera.Object(miniMapCameraID);
miniCamera.Translate(0.0f, 0.0f, 5000.0f, REPLACE);
miniCamera.SetNear(5.0f);
miniCamera.SetFar(100000.0f);
miniCamera.Rotate(Z_AXIS, 180.0f, LOCAL);
// create a light for minimap camera
FnLight miniLight;
miniLight.Object(miniScene.CreateLight(miniMapCameraID));
miniLight.SetIntensity(1.0f);
miniLight.SetRange(9500.0f);
vpMiniMapID = gw.CreateViewport(x_pos, y_pos, width, height);
}
示例4: initLife
BOOL ActorStateMachine::initLife(){
this->life = (int) MAX_LIFE;
FnScene scene;
scene.Object(sID);
bloodID = scene.CreateObject(ROOT);
FnObject blood;
blood.Object(bloodID);
//FnBillBoard blood;
//blood.Object(bloodID, 0);
FnActor actor;
actor.Object(this->character);
OBJECTid baseID = actor.GetBaseObject();
float pos[3], size[2], color[3];
pos[0] = 0.0f;
pos[1] = 0.0f;
pos[2] = 80.0f;
size[0] = 50.0f;
size[1] = 2.0f;
color[0] = 1.0f; color[1] = color[2] = 0.0f;
blood.Billboard(pos, size, NULL, 0, color);
blood.SetParent(baseID);
return TRUE;
}
示例5:
/*-------------------------------------
constructor of classic shadow object
C.Wang 0608, 2007
--------------------------------------*/
FuCShadowModify::FuCShadowModify(SCENEid sID, int rgID)
{
// initialize the shadow
mHost = sID;
mShadowMat = FAILED_MATERIAL_ID;
mViewport = FAILED_ID;
mRenderTarget = FAILED_MATERIAL_ID;
// create the camera
FnScene scene;
FnObject seed;
scene.Object(sID);
m_lightCam.Object( scene.CreateCamera(ROOT) );
// backup the rendering group
int oldRG = scene.GetCurrentRenderGroup();
if (rgID >= 0) {
// set current rendering group
scene.SetCurrentRenderGroup(rgID);
}
// create the seed object for displaying the shadow
mSeed = scene.CreateObject(ROOT);
seed.Object(mSeed);
seed.BindPostRenderFunction(FuShadowDisplayCallback);
seed.SetRenderOption(ALPHA, TRUE);
FuCShadowModify **s = (FuCShadowModify **)seed.InitData(sizeof(FuCShadowModify *));
*s = this;
mShadowHeightOffset = 0.4f;
mShadowSize = 50.0f;
// recover current rendering group
scene.SetCurrentRenderGroup(oldRG);
}
示例6: FyMain
/*------------------
the main program
C.Wang 0308, 2004
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
FyStartFlyWin32("Hello TheFly3D !", 0, 0, 800, 600, beFullScreen);
FySetModelPath("Data\\Models");
FySetTexturePath("Data\\textures");
FySetShaderPath("Data\\Shaders");
FyBeginMedia("data\\media", 2);
//mmID = FyCreateMediaPlayer("dawn.mpg", 0, 0, 800, 600);
//mmID = FyCreateMediaPlayer("opening.avi", 0, 0, 800, 600);
mmID = FyCreateMediaPlayer("MUSIC_fogforest.mp3", 0, 0, 800, 600);
FnMedia mP;
mP.Object(mmID);
mP.Play(ONCE);
//mP.SetVolume(0.1f);
// create a viewport
vID = FyCreateViewport(0, 0, 800, 600);
FnViewport vp;
vp.Object(vID);
vp.SetBackgroundColor(0.3f, 0.4f, 0.5f);
// create a 3D scene & the 3D entities
sID = FyCreateScene(1);
FnScene scene;
scene.Object(sID);
nID = scene.CreateObject(OBJECT);
cID = scene.CreateObject(CAMERA);
lID = scene.CreateObject(LIGHT);
// load the teapot
FnObject model;
model.ID(nID);
model.Load("teapot.cw3");
model.Translate(20.0f, 0.0f, 0.0f, GLOBAL);
// translate the camera
FnCamera camera;
camera.ID(cID);
camera.Rotate(X_AXIS, 90.0f, LOCAL);
camera.SetAspectRatio(800.0f/600.0f);
camera.Translate(0.0f, 10.0f, 200.0f, LOCAL);
// translate the light
FnLight light;
light.ID(lID);
light.Translate(-30.0f, -30.0f, 0.0f, GLOBAL);
light.SetName("MainLight");
light.SetColor(0.9f, 0.9f, 0.7f);
// set Hotkeys
FyDefineHotKey(FY_ESCAPE, QuitGame, FALSE);
// define some mouse functions
FyBindMouseFunction(LEFT_MOUSE, InitPivot, PivotCam, NULL, NULL);
FyBindMouseFunction(MIDDLE_MOUSE, InitZoom, ZoomCam, NULL, NULL);
FyBindMouseFunction(RIGHT_MOUSE, InitMove, MoveCam, NULL, NULL);
/* bind a timer, frame rate = 30 fps */
FyBindTimer(0, 30.0f, GameAI, TRUE);
// invoke the system
FyInvokeFly(TRUE);
}
示例7: FyMain
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
//Tang: FX
FySetGameFXPath("Data\\NTU6\\FX");
//Tang
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
// put the character on terrain
float pos[3], fDir[3], uDir[3];
SetValues(pos, 3569.0f, -3208.0f, 1000.0f);
SetValues(fDir, 1.0f, 1.0f, 0.0f);
SetValues(uDir, 0.0f, 0.0f, 1.0f);
ActorGen(scene, terrainRoomID, LyubuID, "Lyubu2", "Idle", pos, fDir, uDir);
actorID = LyubuID.actorID;
FnCharacter actor;
actor.ID(actorID);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
NormalAttack1ID = actor.GetBodyAction(NULL, "NormalAttack1");
NormalAttack2ID = actor.GetBodyAction(NULL, "NormalAttack2");
HeavyAttack1ID = actor.GetBodyAction(NULL, "HeavyAttack1");
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
camera.ID(cID);
camera.SetNearPlane(5.0f);
camera.SetFarPlane(100000.0f);
//hw3 : Donzo and Robber02 initialization
float temp_pos[3];
float temp_fDir[3];
/*
for (int i = 0; i < NUM_OF_BADGUYS; i++)
{
temp_pos[0] = pos[0] + 30 * (rand()%8);
temp_pos[1] = pos[1] + 30 * (rand()%8);
temp_pos[2] = pos[2] + 30 * (rand()%8);
temp_fDir[0] = -1.0f; temp_fDir[1] = -1.0f; temp_fDir[2] = 1.0f;
ActorGen(scene, terrainRoomID, badguyID[i], "Robber02", "CombatIdle", temp_pos, temp_fDir, uDir);
}
*/
for (int i = 0; i < NUM_OF_BOSS; i++)
{
temp_pos[0] = pos[0] + 30 * (rand() % 8);
temp_pos[1] = pos[1] + 30 * (rand() % 8);
temp_pos[2] = pos[2] + 30 * (rand() % 8);
SetValues(temp_fDir, -1.0f, -1.0f, 1.0f);
//.........这里部分代码省略.........
示例8: FyMain
/* ------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
npc1ID = scene.LoadCharacter("Donzo2");
npc2ID = scene.LoadCharacter("Robber02");
// put the character on terrain
float apos[3], cpos[3], fDir[3], uDir[3];
FnCharacter actor, npc1, npc2;
actor.ID(actorID);
npc1.ID(npc1ID);
npc2.ID(npc2ID);
apos[0] = 3569.0f; apos[1] = -3208.0f; apos[2] = 1000.0f;
fDir[0] = 1.0f; fDir[1] = 0.0f; fDir[2] = 0.0f;
uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
actor.SetDirection(fDir, uDir);
fDir[0] = -1.0f; fDir[1] = -1.0f;
npc1.SetDirection(fDir, uDir);
fDir[0] = 1.0f;
npc2.SetDirection(fDir, uDir);
actor.SetTerrainRoom(terrainRoomID, 10.0f);
npc1.SetTerrainRoom(terrainRoomID, 10.0f);
npc2.SetTerrainRoom(terrainRoomID, 10.0f);
beOK = actor.PutOnTerrain(apos);
apos[1] -= 150.0f;
beOK = npc1.PutOnTerrain(apos);
apos[1] -= 50.0f;
beOK = npc2.PutOnTerrain(apos);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
attackID = actor.GetBodyAction(NULL, "NormalAttack1");
idle1ID = npc1.GetBodyAction(NULL, "Idle");
damage1ID = npc1.GetBodyAction(NULL, "DamageL");
die1ID = npc1.GetBodyAction(NULL, "Die");
idle2ID = npc2.GetBodyAction(NULL, "CombatIdle");
damage2ID = npc2.GetBodyAction(NULL, "Damage1");
die2ID = npc2.GetBodyAction(NULL, "DEAD");
// set the character to idle action
curPoseID = idleID;
actor.SetCurrentAction(NULL, 0, curPoseID);
actor.Play(START, 0.0f, FALSE, TRUE);
actor.TurnRight(90.0f);
npc1.SetCurrentAction(NULL, 0, idle1ID);
npc1.Play(START, 0.0f, FALSE, TRUE);
npc2.SetCurrentAction(NULL, 0, idle2ID);
npc2.Play(START, 0.0f, FALSE, TRUE);
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
//.........这里部分代码省略.........
示例9: FyMain
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #01 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
// put the character on terrain
float pos[3], fDir[3], uDir[3];
FnCharacter actor;
actor.ID(actorID);
pos[0] = 3569.0f; pos[1] = -3208.0f; pos[2] = 1000.0f;
fDir[0] = 1.0f; fDir[1] = -1.0f; fDir[2] = 0.0f;
uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
actor.SetDirection(fDir, uDir);
actor.SetTerrainRoom(terrainRoomID, 10.0f);
beOK = actor.PutOnTerrain(pos);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
// set the character to idle action
curPoseID = idleID;
actor.SetCurrentAction(NULL, 0, curPoseID);
actor.Play(START, 0.0f, FALSE, TRUE);
actor.TurnRight(90.0f);
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
camera.ID(cID);
camera.SetNearPlane(5.0f);
camera.SetFarPlane(100000.0f);
// set camera initial position and orientation
pos[0] = 4069.0f; pos[1] = -3208.0f; pos[2] = 93.046f;
fDir[0] = -500.0f; fDir[1] = -0.0f; fDir[2] = -0.0f;
uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f;
camera.SetPosition(pos);
camera.SetDirection(fDir, uDir);
float mainLightPos[3] = { -4579.0, -714.0, 15530.0 };
float mainLightFDir[3] = { 0.276, 0.0, -0.961 };
float mainLightUDir[3] = { 0.961, 0.026, 0.276 };
FnLight lgt;
lgt.ID(scene.CreateObject(LIGHT));
lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE);
lgt.SetDirection(mainLightFDir, mainLightUDir);
lgt.SetLightType(PARALLEL_LIGHT);
lgt.SetColor(1.0f, 1.0f, 1.0f);
lgt.SetName("MainLight");
lgt.SetIntensity(0.4f);
// create a text object for displaying messages on screen
textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE);
//.........这里部分代码省略.........
示例10: OurAction
//.........这里部分代码省略.........
ourHeavyAttack1Action->keyFrames[0]->damage_pt = 100;
ourHeavyAttack1Action->keyFrames[1] = new OurFrame;
ourHeavyAttack1Action->keyFrames[1]->frameNO = 42;
ourHeavyAttack1Action->keyFrames[1]->start_angle = 270;
ourHeavyAttack1Action->keyFrames[1]->plus_angle = 180;
ourHeavyAttack1Action->keyFrames[1]->valid_dis = 200;
ourHeavyAttack1Action->keyFrames[1]->damage_pt = 90;
ourHeavyAttack1Action->keyFrames[2] = new OurFrame;
ourHeavyAttack1Action->keyFrames[2]->frameNO = 70;
ourHeavyAttack1Action->keyFrames[2]->start_angle = 0;
ourHeavyAttack1Action->keyFrames[2]->plus_angle = 360;
ourHeavyAttack1Action->keyFrames[2]->valid_dis = 200;
ourHeavyAttack1Action->keyFrames[2]->damage_pt = 80;
ourHeavyAttack2Action = new OurAction();
ourHeavyAttack2Action->actID = actor.GetBodyAction(NULL, "HeavyAttack");
ourHeavyAttack2Action->isAttack = true;
ourHeavyAttack2Action->frames_num = 0;
ourHeavyAttack2Action->play_speed = 1;
ourHeavyAttack2Action->priority = ourAttack1Action->priority + 10;
ourHeavyAttack2Action->type.value = Action_type::ACTION_ATTACK();
ourHeavyAttack2Action->numOfKeyFrames = 2;
ourHeavyAttack2Action->keyFrames = new OurFrame*[2];
ourHeavyAttack2Action->keyFrames[0] = new OurFrame;
ourHeavyAttack2Action->keyFrames[0]->frameNO = 31;
ourHeavyAttack2Action->keyFrames[0]->start_angle = 0;
ourHeavyAttack2Action->keyFrames[0]->plus_angle = 270;
ourHeavyAttack2Action->keyFrames[0]->valid_dis = 190;
ourHeavyAttack2Action->keyFrames[0]->damage_pt = 80;
ourHeavyAttack2Action->keyFrames[1] = new OurFrame;
ourHeavyAttack2Action->keyFrames[1]->frameNO = 41;
ourHeavyAttack2Action->keyFrames[1]->start_angle = 270;
ourHeavyAttack2Action->keyFrames[1]->plus_angle = 180;
ourHeavyAttack2Action->keyFrames[1]->valid_dis = 200;
ourHeavyAttack2Action->keyFrames[1]->damage_pt = 120;
//DamageL
ourDamageLAction = new OurAction();
ourDamageLAction->actID = actor.GetBodyAction(NULL, "DamageL");
ourDamageLAction->frames_num = 0;
ourDamageLAction->play_speed = 1.5;
ourDamageLAction->priority = 100;
ourDamageLAction->type.value = DonzoAction::ACTION_DAMAGED();
//fx
ourDamageLAction->numOfFxFrames = 1;
ourDamageLAction->fxFrames = new OurFxFrame*[1];
ourDamageLAction->fxFrames[0] = new OurFxFrame;
ourDamageLAction->fxFrames[0]->frameNO = 1;
ourDamageLAction->fxFrames[0]->fxName = AllFx::SmallHurt01;
//DamageH
ourDamageHAction = new OurAction();
ourDamageHAction->actID = actor.GetBodyAction(NULL, "DamageH");
ourDamageHAction->frames_num = 0;
ourDamageHAction->play_speed = 1.5;
ourDamageHAction->priority = 100;
ourDamageHAction->type.value = DonzoAction::ACTION_DAMAGED();
//fx
ourDamageHAction->numOfFxFrames = 1;
ourDamageHAction->fxFrames = new OurFxFrame*[1];
ourDamageHAction->fxFrames[0] = new OurFxFrame;
ourDamageHAction->fxFrames[0]->frameNO = 1;
ourDamageHAction->fxFrames[0]->fxName = AllFx::BigHurt01;
//Die
ourDieAction = new OurAction();
ourDieAction->actID = actor.GetBodyAction(NULL, "Die");
ourDieAction->frames_num = 0;
ourDieAction->play_speed = 1;
ourDieAction->priority = 1000;
ourDieAction->type.value = DonzoAction::ACTION_DIE();
//fx
ourDieAction->numOfFxFrames = 1;
ourDieAction->fxFrames = new OurFxFrame*[1];
ourDieAction->fxFrames[0] = new OurFxFrame;
ourDieAction->fxFrames[0]->frameNO = 1;
ourDieAction->fxFrames[0]->fxName = AllFx::smoke;
//blood
{
FnObject blood;
float pos[3], size[2], color[3];
blood_length = 50;
blood_width = 2;
bloodID = scene.CreateObject(ROOT);
blood.Object(bloodID);
pos[0] = 0.0f;
pos[1] = 0.0f;
pos[2] = 100.0f;
size[0] = blood_length;
size[1] = blood_width;
color[0] = 1.0f; color[1] = 0.8; color[2] = 0.2f;
blood.Billboard(pos, size, NULL, 0, color);
blood.SetParent(actor.GetBaseObject());
}
this->blood.Object(bloodID,0);
}