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Chapter 16 GPDUMB Engine Part II. GPDUMB2 Engine. Constants for Sound. #define MAX_SOUNDS 64 // max sounds in system at once #define SOUND_NULL 0 // sound not loaded #define SOUND_LOADED 1 // sound has been loaded #define SOUND_PLAYING 2 // sound is currently playing
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Constants for Sound #define MAX_SOUNDS 64 // max sounds in system at once #define SOUND_NULL 0 // sound not loaded #define SOUND_LOADED 1 // sound has been loaded #define SOUND_PLAYING 2 // sound is currently playing #define SOUND_STOPPED 3 // sound has been stopped #define NVB_SIZE 6 // size of new voice block in bytes
Constants for Screen Transition • fades, swipes, dissolves… • only work for 8-bit modes #define SCREEN_DARKNESS 0 // fade to black #define SCREEN_WHITENESS 1 // fade to white #define SCREEN_SWIPE_X 2 // do a horizontal swipe #define SCREEN_SWIPE_Y 3 // do a vertical swipe #define SCREEN_DISSOLVE 4 // a pixel disolve #define SCREEN_SCRUNCH 5 // a square compression #define SCREEN_BLUENESS 6 // fade to blue #define SCREEN_REDNESS 7 // fade to red #define SCREEN_GREENNESS 8 // fade to green
Others… #define BOB_ATTR_CLONE 256 // the bob is a clone #define DSVOLUME_TO_DB(volume) ((DWORD)(-30*(100 - volume))) typedef struct pcm_sound_typ { LPDIRECTSOUNDBUFFER dsbuffer; // the DirectSound buffer containing the sound int state; // state of the sound int rate; // playback rate int size; // size of sound int id; // id number of the sound } pcm_sound, *pcm_sound_ptr;
Globals LPDIRECTSOUND lpds; // DirectSound interface pointer DSBUFFERDESC dsbd; // DirectSound description DSCAPS dscaps; // DirectSound caps HRESULT dsresult // general DirectSound result DSBCAPS dsbcaps; // DirectSound buffer caps pcm_sound sound_fx[MAX_SOUNDS]; // array of sound buffers WAVEFORMATEX pcmwf; // generic waveformat structure LPDIRECTINPUT8 lpdi; // dinput object LPDIRECTINPUTDEVICE8 lpdikey; // dinput keyboard LPDIRECTINPUTDEVICE8 lpdimouse; // dinput mouse LPDIRECTINPUTDEVICE8 lpdijoy; // dinput joystick GUID joystickGUID; // GUID for main joystick char joyname[80]; // name of joystick // these contain the target records for all DirectInput input packets UCHAR keyboard_state[256];// contains keyboard state table DIMOUSESTATE mouse_state; // contains state of mouse DIJOYSTATE joy_state; // contains state of joystick int joystick_found; // tracks if stick is plugged in
DirectSound Wrapper - 1 if (!DSound_Init(void)) { /* error */ } int boom_id = Load_VOC(“BOOM.VOC”); if (boom_id == -1) { /* error */ } int fire_id = Load_WAV(“FIRE.WAV”); if (fire_id == -1) { /* error */} // accessing sound buffer sound_fx[sound_id].dsbuffer …. if (!DSound_Shutdown()) { /* error */ }
DirectSound Wrapper - 2 int gunshot_ids[8]; // this holds all the ids // load the master sound gunshot_ids[0] = Load_WAV(“GUNSHOT.WAV”); // now make copies (실제로 copy하는 것이 아니라 같은 buffer를 // pointing 하게 함. for (int index=1; index<8; index++) gunshot_ids[index] = Replicate_Sound(gunshot_ids[0]); // use gunshot_ids[0..7],they all go bang!
Play Sound int Play_Sound(int id, // id of sound to play int flags=0, // 0 or DSBPLAY_LOOPING int volume=0, // unused int rate=0, // unused int pan=0); // unused int fire_id = Load_WAV(“FIRE.WAV”); Play_Sound(fire_id,0);
Sound Functions • int Stop_Sound(int id); • int Stop_All_Sounds(void); • int Delete_Sound(int id); // id of sound to delete • int Delete_All_Sounds(void); // initialize DirectSound DSound_Init(); // load a sound int fire_id = Load_WAV(“FIRE.WAV”); // play the sound in single mode Play_Sound(fire_id); // wait until the sound is done (key following on one line) while(Sound_Status(fire_id) & (DSBSTATUS_LOOPING | DSBSTATUS_PLAYING)); // delete the sound Delete_Sound(fire_id); // shut down DirectSound DSound_Shutdown();
Sound Functions int Set_Sound_Volume(int id, // id of sound int vol); // volume from 0-100 int Set_Sound_Freq( int id, // sound id int freq); // new playback rate from 0-100000 int Set_Sound_Pan( int id, // sound id int pan); // panning value from -10000 to 10000
DirectInput Initialize / Shutdown // initialize the DirectInput system DInput_Init(); // initialize all input devices and acquire them DI_Init_Joystick(); DI_Init_Mouse(); DI_Init_Keyboard(); // input loop, insert program code here // now’s time for your program to end // first release all devices (order is unimportant) void DI_Release_Joystick(void); void DI_Release_Mouse(void); void DI_Release_Keyboard(void); // shut down DirectInput DInput_Shutdown();
Reading Keyboard // read the keyboard if (!DI_Read_Keyboard()) { /* error */ } // now test the state data if (keyboard_state[DIK_RIGHT] { /* move ship right */ } else if (keyboard_state[DIK_LEFT] { /* move ship left */ }
Reading Mouse // read the mouse if (!DI_Read_Mouse()) { /* error */ } // move cursor cx+=mouse_state.lX; cy+=mouse_state.lY; // test whether left button is down if (mouse_state.rgbButtons[0]) Draw_Pixel(cx,cy,col,buffer,pitch);
Reading Joystick // read the joystick data if (!DI_Read_Joystick()) { /* error */ } // move the ship ship_x+=joy_state.lX; ship_y+=joy_state.lY; // test for trigger if (joy_state.rgbButtons[0]) { // fire weapon // }
More Graphics Functions void HLine*(int x1, // starting x position of HLine int x2, // ending x position of HLine int y, // row or vertical position of HLine int color, // color of HLine 0-255 UCHAR *vbuffer, // destination memory buffer int lpitch); // memory pitch of buffer void VLine(int y1, // starting y position of HLine int y2, // ending y position of HLine int x, // column or horizontal pos of VLine int color, // color of HLine 0-255 UCHAR *vbuffer, // destination memory buffer int lpitch); // memory pitch of buffer
Clone_BOBX BOB master_bob, // the master BOB clone_bobs[64]; // the clones of the master // first create the master BOB (single frame, multi, etc.) Create_BOB(&master_bob, 0,0, 64,64,1,BOB_ATTR_SINGLE_FRAME); // load the image into the BOB Load_Frame(&master_bob, &bitmap8bit,0,0,0,BITMAP_EXTRACT_CELL_MODE); // create the clones for (int clone=0; clone<64; clone++) { // create the clone // don’t load imagery; just clone it Create_BOB(&clone_bobs[clone], 0,0, 64,64,1,BOB_ATTR_SINGLE_FRAME); Clone_BOBX(&master_bob, &clone_bobs[clone]; // reset the fields you want changed (code not shown) } // end for clone // now you can use all the clones
Destroy Clone BOB • int Destroy_BOBX(BOB_PTR bob);
Star Ferret Delux • DEMO