C++ Programming for Games Module II phần 6 ppt
... you want displayed in the picture box. In our example, this is IDB_BITMAP1—Figure 16. 6 c. Figure 16. 6: (a) Changing the dialog box’s caption. (b) Removing the dialog box’s system menu. ... set and configure. Figure 16. 1 shows a dialog box that is used in the demos programs for the DirectX Graphics Programming course here at Game Institute. Figure 16. 1: An example of a dial...
Ngày tải lên: 05/08/2014, 09:45
... Event Driven Programming Model 14.2.1 Theory One of the key differences between the console programming we have been doing since Module I and Windows programming is the event driven programming ... x-coordinate in the lower 16- bits and the y-coordinate in the higher 16- bits. For convenience, the Win32 API also provides the macro LOWORD, which will extract the lower 16- bit...
Ngày tải lên: 05/08/2014, 09:45
... sing the quadratic formula we have: 52 2 ++ xx U () ( ) 2 162 12 51442 2 4 2 −±− = ⋅ −±− = −±− = a acbb x Recalling that we obtain: 1 2 −=i i ii 21 2 42 2 162 2 162 2 ±−= ±− = ±− = −±− ... public? By forcing the client to go through Wizard::setArmor, we can add our own safety checks to maintain data integrity. For example, in our Wizard armor was nonnegative. Nex...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 1 pps
... Decimal 61 12.8 .6 Decimal to Binary 61 12.8.7 Bit Operation Calculator 61 12.9 REFERENCES 62 CHAPTER 13: STL PRIMER 63 INTRODUCTION 64 CHAPTER OBJECTIVES 64 13.1 PROBLEMS WITH ARRAYS 64 13.2 ... 15 .6 MENUS 157 15 .6. 1 Creating a Menu Resource 157 15 .6. 2 Loading a Menu and Attaching it to a Window 160 15 .6. 3 Checking Menu Items 160 15 .6. 4 Selecting Menu Items 16...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 2 pot
... 210 16 10155 == 210 16 101012115 = = 210 16 1001013725 = = 210 16 11 066 == 210 16 1011022 16 = = 210 16 10011038 26 = = 210 16 11177 == 210 16 101112317 = = 210 16 1001113927 = = 36 Figure 12.1c: ... LPDIRECT3DTEXTURE9 *ppTexture ); 46 210 16 100088 == 210 16 110002418 = = 210 16 1010004028 = = 210 16 100199 == 210 16 110012519 = = 210 16 101...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 3 potx
... myIntList.push_back(9); // Forgot to add 6 to the list, insert before 7. But first // we must get an iterator that refers to the position // we want to insert 6. cout << "Before deletion ... } }; 96 Introduction With the core C++ language behind us, we now begin the second major theme of this course: Windows (Win32 for short) programming. What we mean b...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 5 doc
... item name for a new menu item, notice the properties box in the lower right hand corner of Visual C++ .NET (Figure 15. 16) . This properties box allows you to set various properties for the menu ... describe a single color element). 24 bits per pixel is common for colored bitmaps; that is, 8-bits for red, 8-bits for green, and 8-bits for blue. bmBits: A pointer to the actu...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 7 pps
... functions. 2 06 16. 6.4 Color Dialog In addition to the standard file save and open dialogs, Windows also provides a standard color dialog (Figure 16. 18). Figure 16. 18: The standard ... return false; } 204 16. 6.3 File Save and Open Dialogs No doubt you are familiar with the common file save and open dialogs found in Windows. Figure 16. 16 shows an example of the...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 8 pps
... Tank sample. The tank is drawn using a rectangle for the tank base, an ellipse for the gun base, and a thick line (i.e., pen width > 1) for the gun. You can move the tank up and down and ... + 6; const int gWindowHeight = gClientHeight + 52; // Client area rectangle, which we will use to detect // if a bullet travels "out-of-bounds." RECT gMapRect = {0, 0, 800, 60...
Ngày tải lên: 05/08/2014, 09:45
C++ Programming for Games Module II phần 9 pot
... position for the current frame i r r . Thus the mouse displaced rrr ii r rr ∆ =− −1 over the time period of one frame t∆ (Figure 18.2). The mouse velocity for a given frame is: t r t rr v ii ∆ ∆ = ∆ − = − r rr r 1 ... Implementation Hints. For each sprite animation frame, you will need a sprite. So if your entire sprite animation has 16 frames, you will represent it as:...
Ngày tải lên: 05/08/2014, 09:45