C++ Programming for Games Module II phần 7 pps

C++ Programming for Games Module II phần 7 pps

C++ Programming for Games Module II phần 7 pps

... the program we will develop: 2 07 Chapter 17 Timing, Animation and Sprites 205 Figure 16. 17: The dialog box you are to design for the File Save and File Open exercise. ... and therefore are not as dependent upon the Win32 messaging system and 2) this will prepare you for how the message loop will be written in other Game Institute courses, and other...

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C++ Programming for Games Module II phần 8 pps

C++ Programming for Games Module II phần 8 pps

... handle to such a device context. 17. 3 Tank Animation Sample Figure 17. 2 shows a screenshot of the Tank animation sample we will write in this section. Figure 17. 2: A screenshot of the Tank ... 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 d...

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C++ Programming for Games Module II phần 10 pps

C++ Programming for Games Module II phần 10 pps

... y-axis as: nnvvnnvv iiini ˆ ) ˆ ( ˆ ) ˆ ( 111,1 r r r r r r r r ⋅−+⋅= nnvvnnvv iiini ˆ ) ˆ ( ˆ ) ˆ ( 222,2 r r r r r r r r ⋅−+⋅= From the conservation of kinetic energy for elastic collisions ... allow us to solve for the final velocity for an object after a collision in terms of the initial velocity and impulse. Observe that formula (10) gives us the form from which formulas...

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C++ Programming for Games Module I phần 7 potx

C++ Programming for Games Module I phần 7 potx

... Player::getArmor() { return mArmor; } takeDamage: 1 67 The exercises for this chapter are suggestions for modifications to the role-playing game discussed in Sections 5.3 ... called a structure. In C++, a structure is exactly the same as a class except that it is public by default, whereas a class is private by default. 4. One of the goals of C++ is to separa...

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C++ Programming for Games Module II phần 3 potx

C++ Programming for Games Module II phần 3 potx

... " times." << endl; } Program 13 .7 Output 5 8 1 7 1 10 10 5 9 10 7 5 2 2 1 5 appears 3 times. Press any key to continue 77 Program 13.3: String reverse using a stack. #include ... inserted as before, this would output: Vanessa is 18 years old. 73 Program 13.1 Output 1 2 3 4 5 6 7 8 9 Press any key to continue 13.2.4 Deletion There are three method...

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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 ... one is received it is forwarded to the window it was intended for (a single Windows application can consists of multiple windows itself—a main window and child windows, for exam...

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C++ Programming for Games Module II phần 5 doc

C++ Programming for Games Module II phần 5 doc

... 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 actual bitmap elements; ... parameters for both functions are the x- and y-coordinates of a point, which is relative to the client area rectangle. For MoveToEx, that point is the starting point of the line...

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C++ Programming for Games Module II phần 6 ppt

C++ Programming for Games Module II phần 6 ppt

... OK button IDOK 173 Chapter 16 Introduction to Dialogs and Controls 164 long, but simple. For example, the part of the code that checks for which primitive type ... particular, we need to intercept messages aimed for the dialog box from the message loop and forward them to the dialog box procedure. This is done for us with modal dialog boxes. To do...

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