C++ Programming for Games Module II phần 6 ppt

C++ Programming for Games Module II phần 6 ppt

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...

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C++ Programming for Games Module II phần 4 pptx

C++ Programming for Games Module II phần 4 pptx

... 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...

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C++ Programming for Games Module I phần 6 ppsx

C++ Programming for Games Module I phần 6 ppsx

... 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...

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C++ Programming for Games Module II phần 3 potx

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...

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C++ Programming for Games Module II phần 5 doc

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...

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C++ Programming for Games Module II phần 7 pps

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...

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C++ Programming for Games Module II phần 8 pps

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...

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C++ Programming for Games Module II phần 9 pot

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:...

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