[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include "./HUD.h"
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| 3 |
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| 4 | HUD::HUD(void):Node() {
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| 5 | minutes = 0;
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| 6 | seconds = 0;
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| 7 | ammoAmount = 0;
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| 8 | testAgainstFrustum = false;
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| 9 | nodeType |= GameScene::NODE_HUD;
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| 10 |
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| 11 | messagetimer = messagethreshold = 0;
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| 12 | messagedt = 0;
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| 13 |
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| 14 | youwintimer = youwinthreshold = 0;
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| 15 | youwindt = 0;
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| 16 |
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| 17 | youlosetimer = youlosethreshold = 0;
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| 18 | youlosedt = 0;
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| 19 |
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| 20 | toastedtimer = toastedthreshold = 0;
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| 21 | toasteddt = 0;
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| 22 | }
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| 23 |
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| 24 | void HUD::generateHUD()
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| 25 | {
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| 26 | // Load textures
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| 27 | IDirect3DTexture9* tex = 0;
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| 28 |
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| 29 | if (this->crosshair != "")
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| 30 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->crosshair));
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| 31 | if (this->radar != "")
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| 32 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->radar));
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| 33 | if (this->texture0 != "")
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| 34 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture0));
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| 35 | if (this->texture1 != "")
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| 36 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture1));
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| 37 | if (this->texture2 != "")
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| 38 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture2));
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| 39 | if (this->texture3 != "")
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| 40 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture3));
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| 41 | if (this->texture4 != "")
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| 42 | Textures.push_back(this->myScene->manager->resManager.loadTexture(this->texture4));
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| 43 |
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| 44 | //load fancy font:
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| 45 | D3DSURFACE_DESC desc;
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| 46 |
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| 47 | //calculate scaling factor:
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| 48 | float scaling = (float)this->myScene->manager->screenHeight/3;
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| 49 | float positionFactorX = (float)this->myScene->manager->screenWidth/100;
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| 50 | float positionFactorY = (float)this->myScene->manager->screenHeight/100;
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| 51 |
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| 52 | //set maximum rotation factor:
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| 53 | float maxRotation = 1.0f;
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| 54 |
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| 55 | //load you win letters:
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| 56 | Letter rufezeichen;
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| 57 | rufezeichen.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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| 58 | Textures.push_back(rufezeichen.texture);
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| 59 | rufezeichen.texture->GetLevelDesc(0, &desc);
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| 60 | rufezeichen.scale = scaling/desc.Height;
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| 61 | rufezeichen.centerX = desc.Width/2 * rufezeichen.scale;
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| 62 | rufezeichen.centerY = desc.Height/2 * rufezeichen.scale;
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| 63 | rufezeichen.x = 92*positionFactorX;
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| 64 | rufezeichen.y = 50*positionFactorY;
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| 65 | rufezeichen.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 66 | YouWin.push_back(rufezeichen);
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| 67 |
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| 68 | Letter n;
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| 69 | n.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/n.dds");
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| 70 | Textures.push_back(n.texture);
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| 71 | n.texture->GetLevelDesc(0, &desc);
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| 72 | n.scale = scaling/desc.Height;
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| 73 | n.centerX = desc.Width/2 * n.scale;
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| 74 | n.centerY = desc.Height/2 * n.scale;
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| 75 | n.x = 82*positionFactorX;
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| 76 | n.y = 50*positionFactorY;
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| 77 | n.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 78 | YouWin.push_back(n);
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| 79 |
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| 80 | Letter i;
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| 81 | i.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/i.dds");
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| 82 | Textures.push_back(i.texture);
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| 83 | i.texture->GetLevelDesc(0, &desc);
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| 84 | i.scale = scaling/desc.Height;
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| 85 | i.centerX = desc.Width/2 * i.scale;
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| 86 | i.centerY = desc.Height/2 * i.scale;
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| 87 | i.x = 72*positionFactorX;
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| 88 | i.y = 50*positionFactorY;
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| 89 | i.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 90 | YouWin.push_back(i);
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| 91 |
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| 92 | Letter w;
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| 93 | w.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/w.dds");
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| 94 | Textures.push_back(w.texture);
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| 95 | w.texture->GetLevelDesc(0, &desc);
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| 96 | w.scale = scaling/desc.Height;
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| 97 | w.centerX = desc.Width/2 * w.scale;
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| 98 | w.centerY = desc.Height/2 * w.scale;
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| 99 | w.x = 57*positionFactorX;
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| 100 | w.y = 50*positionFactorY;
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| 101 | w.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 102 | YouWin.push_back(w);
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| 103 |
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| 104 | Letter u;
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| 105 | u.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/u.dds");
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| 106 | Textures.push_back(u.texture);
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| 107 | u.texture->GetLevelDesc(0, &desc);
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| 108 | u.scale = scaling/desc.Height;
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| 109 | u.centerX = desc.Width/2 * u.scale;
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| 110 | u.centerY = desc.Height/2 * u.scale;
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| 111 | u.x = 37*positionFactorX;
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| 112 | u.y = 50*positionFactorY;
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| 113 | u.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 114 | YouWin.push_back(u);
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| 115 |
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| 116 | Letter o;
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| 117 | o.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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| 118 | Textures.push_back(o.texture);
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| 119 | o.texture->GetLevelDesc(0, &desc);
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| 120 | o.scale = scaling/desc.Height;
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| 121 | o.centerX = desc.Width/2 * o.scale;
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| 122 | o.centerY = desc.Height/2 * o.scale;
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| 123 | o.x = 23*positionFactorX;
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| 124 | o.y = 50*positionFactorY;
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| 125 | o.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 126 | YouWin.push_back(o);
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| 127 |
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| 128 | Letter y;
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| 129 | y.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/y.dds");
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| 130 | Textures.push_back(y.texture);
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| 131 | y.texture->GetLevelDesc(0, &desc);
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| 132 | y.scale = scaling/desc.Height;
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| 133 | y.centerX = desc.Width/2 * y.scale;
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| 134 | y.centerY = desc.Height/2 * y.scale;
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| 135 | y.x = 12*positionFactorX;
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| 136 | y.y = 50*positionFactorY;
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| 137 | y.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 138 | YouWin.push_back(y);
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| 139 |
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| 140 | //load you lose letters:
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| 141 | Letter rufezeichen2;
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| 142 | rufezeichen2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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| 143 | Textures.push_back(rufezeichen2.texture);
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| 144 | rufezeichen2.texture->GetLevelDesc(0, &desc);
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| 145 | rufezeichen2.scale = scaling/desc.Height;
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| 146 | rufezeichen2.centerX = desc.Width/2 * rufezeichen2.scale;
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| 147 | rufezeichen2.centerY = desc.Height/2 * rufezeichen2.scale;
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| 148 | rufezeichen2.x = 92*positionFactorX;
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| 149 | rufezeichen2.y = 50*positionFactorY;
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| 150 | rufezeichen2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 151 | YouLose.push_back(rufezeichen2);
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| 152 |
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| 153 | Letter e;
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| 154 | e.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/e.dds");
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| 155 | Textures.push_back(e.texture);
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| 156 | e.texture->GetLevelDesc(0, &desc);
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| 157 | e.scale = scaling/desc.Height;
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| 158 | e.centerX = desc.Width/2 * e.scale;
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| 159 | e.centerY = desc.Height/2 * e.scale;
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| 160 | e.x = 86*positionFactorX;
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| 161 | e.y = 50*positionFactorY;
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| 162 | e.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 163 | YouLose.push_back(e);
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| 164 |
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| 165 | Letter s;
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| 166 | s.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/s.dds");
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| 167 | Textures.push_back(s.texture);
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| 168 | s.texture->GetLevelDesc(0, &desc);
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| 169 | s.scale = scaling/desc.Height;
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| 170 | s.centerX = desc.Width/2 * s.scale;
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| 171 | s.centerY = desc.Height/2 * s.scale;
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| 172 | s.x = 77*positionFactorX;
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| 173 | s.y = 50*positionFactorY;
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| 174 | s.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 175 | YouLose.push_back(s);
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| 176 |
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| 177 | Letter o3;
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| 178 | o3.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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| 179 | Textures.push_back(o3.texture);
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| 180 | o3.texture->GetLevelDesc(0, &desc);
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| 181 | o3.scale = scaling/desc.Height;
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| 182 | o3.centerX = desc.Width/2 * o3.scale;
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| 183 | o3.centerY = desc.Height/2 * o3.scale;
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| 184 | o3.x = 67*positionFactorX;
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| 185 | o3.y = 50*positionFactorY;
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| 186 | o3.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 187 | YouLose.push_back(o3);
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| 188 |
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| 189 | Letter l;
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| 190 | l.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/l.dds");
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| 191 | Textures.push_back(l.texture);
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| 192 | l.texture->GetLevelDesc(0, &desc);
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| 193 | l.scale = scaling/desc.Height;
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| 194 | l.centerX = desc.Width/2 * l.scale;
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| 195 | l.centerY = desc.Height/2 * l.scale;
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| 196 | l.x = 57*positionFactorX;
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| 197 | l.y = 50*positionFactorY;
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| 198 | l.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 199 | YouLose.push_back(l);
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| 200 |
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| 201 | Letter u2;
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| 202 | u2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/u.dds");
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| 203 | Textures.push_back(u2.texture);
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| 204 | u2.texture->GetLevelDesc(0, &desc);
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| 205 | u2.scale = scaling/desc.Height;
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| 206 | u2.centerX = desc.Width/2 * u2.scale;
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| 207 | u2.centerY = desc.Height/2 * u2.scale;
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| 208 | u2.x = 37*positionFactorX;
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| 209 | u2.y = 50*positionFactorY;
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| 210 | u2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 211 | YouLose.push_back(u2);
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| 212 |
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| 213 | Letter o2;
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| 214 | o2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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| 215 | Textures.push_back(o2.texture);
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| 216 | o2.texture->GetLevelDesc(0, &desc);
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| 217 | o2.scale = scaling/desc.Height;
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| 218 | o2.centerX = desc.Width/2 * o2.scale;
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| 219 | o2.centerY = desc.Height/2 * o2.scale;
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| 220 | o2.x = 23*positionFactorX;
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| 221 | o2.y = 50*positionFactorY;
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| 222 | o2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 223 | YouLose.push_back(o2);
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| 224 |
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| 225 | Letter y2;
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| 226 | y2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/y.dds");
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| 227 | Textures.push_back(y2.texture);
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| 228 | y2.texture->GetLevelDesc(0, &desc);
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| 229 | y2.scale = scaling/desc.Height;
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| 230 | y2.centerX = desc.Width/2 * y2.scale;
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| 231 | y2.centerY = desc.Height/2 * y2.scale;
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| 232 | y2.x = 12*positionFactorX;
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| 233 | y2.y = 50*positionFactorY;
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| 234 | y2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 235 | YouLose.push_back(y2);
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| 236 |
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| 237 | //load toasted letters:
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| 238 | Letter rufezeichen3;
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| 239 | rufezeichen3.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/rufezeichen.dds");
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| 240 | Textures.push_back(rufezeichen3.texture);
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| 241 | rufezeichen3.texture->GetLevelDesc(0, &desc);
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| 242 | rufezeichen3.scale = scaling/desc.Height;
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| 243 | rufezeichen3.centerX = desc.Width/2 * rufezeichen3.scale;
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| 244 | rufezeichen3.centerY = desc.Height/2 * rufezeichen3.scale;
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| 245 | rufezeichen3.x = 91*positionFactorX;
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| 246 | rufezeichen3.y = 50*positionFactorY;
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| 247 | rufezeichen3.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 248 | Toasted.push_back(rufezeichen3);
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| 249 |
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| 250 | Letter d;
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| 251 | d.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/d.dds");
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| 252 | Textures.push_back(d.texture);
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| 253 | d.texture->GetLevelDesc(0, &desc);
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| 254 | d.scale = scaling/desc.Height;
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| 255 | d.centerX = desc.Width/2 * d.scale;
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| 256 | d.centerY = desc.Height/2 * d.scale;
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| 257 | d.x = 82*positionFactorX;
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| 258 | d.y = 50*positionFactorY;
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| 259 | d.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 260 | Toasted.push_back(d);
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| 261 |
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| 262 | Letter e2;
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| 263 | e2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/e.dds");
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| 264 | Textures.push_back(e2.texture);
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| 265 | e2.texture->GetLevelDesc(0, &desc);
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| 266 | e2.scale = scaling/desc.Height;
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| 267 | e2.centerX = desc.Width/2 * e2.scale;
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| 268 | e2.centerY = desc.Height/2 * e2.scale;
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| 269 | e2.x = 72*positionFactorX;
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| 270 | e2.y = 50*positionFactorY;
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| 271 | e2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 272 | Toasted.push_back(e2);
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| 273 |
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| 274 | Letter t;
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| 275 | t.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/t.dds");
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| 276 | Textures.push_back(t.texture);
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| 277 | t.texture->GetLevelDesc(0, &desc);
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| 278 | t.scale = scaling/desc.Height;
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| 279 | t.centerX = desc.Width/2 * t.scale;
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| 280 | t.centerY = desc.Height/2 * t.scale;
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| 281 | t.x = 61*positionFactorX;
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| 282 | t.y = 50*positionFactorY;
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| 283 | t.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 284 | Toasted.push_back(t);
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| 285 |
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| 286 | Letter s2;
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| 287 | s2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/s.dds");
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| 288 | Textures.push_back(s2.texture);
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| 289 | s2.texture->GetLevelDesc(0, &desc);
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| 290 | s2.scale = scaling/desc.Height;
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| 291 | s2.centerX = desc.Width/2 * s2.scale;
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| 292 | s2.centerY = desc.Height/2 * s2.scale;
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| 293 | s2.x = 51*positionFactorX;
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| 294 | s2.y = 50*positionFactorY;
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| 295 | s2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 296 | Toasted.push_back(s2);
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| 297 |
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| 298 | Letter a;
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| 299 | a.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/a.dds");
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| 300 | Textures.push_back(a.texture);
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| 301 | a.texture->GetLevelDesc(0, &desc);
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| 302 | a.scale = scaling/desc.Height;
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| 303 | a.centerX = desc.Width/2 * a.scale;
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| 304 | a.centerY = desc.Height/2 * a.scale;
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| 305 | a.x = 38*positionFactorX;
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| 306 | a.y = 50*positionFactorY;
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| 307 | a.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 308 | Toasted.push_back(a);
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| 309 |
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| 310 | Letter o4;
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| 311 | o4.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/o.dds");
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| 312 | Textures.push_back(o4.texture);
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| 313 | o4.texture->GetLevelDesc(0, &desc);
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| 314 | o4.scale = scaling/desc.Height;
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| 315 | o4.centerX = desc.Width/2 * o4.scale;
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| 316 | o4.centerY = desc.Height/2 * o4.scale;
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| 317 | o4.x = 25*positionFactorX;
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| 318 | o4.y = 50*positionFactorY;
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| 319 | o4.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 320 | Toasted.push_back(o4);
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| 321 |
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| 322 | Letter t2;
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| 323 | t2.texture = this->myScene->manager->resManager.loadTexture("./media/textures/letters/t.dds");
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| 324 | Textures.push_back(t2.texture);
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| 325 | t2.texture->GetLevelDesc(0, &desc);
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| 326 | t2.scale = scaling/desc.Height;
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| 327 | t2.centerX = desc.Width/2 * t2.scale;
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| 328 | t2.centerY = desc.Height/2 * t2.scale;
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| 329 | t2.x = 13*positionFactorX;
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| 330 | t2.y = 50*positionFactorY;
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| 331 | t2.rotation = (((float)rand()/RAND_MAX)-0.5f) * maxRotation;
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| 332 | Toasted.push_back(t2);
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| 333 |
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| 334 | //create renderer
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| 335 | SPTR<Renderer> renderer(new HUDRenderer);
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| 336 | renderer->setScene(*this->myScene);
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| 337 | this->myScene->connectNodeAndRenderer(*this, renderer);
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| 338 | }
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| 339 |
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| 340 | HUD::~HUD(void)
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| 341 | {
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| 342 | }
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| 343 |
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| 344 | void HUD::setTextures(std::string texture0, std::string texture1, std::string texture2, std::string texture3, std::string texture4, float scaleUserPlayer, float scaleAIPlayer) {
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| 345 | this->texture0 = texture0;
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| 346 | this->texture1 = texture1;
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| 347 | this->texture2 = texture2;
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| 348 | this->texture3 = texture3;
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| 349 | this->texture4 = texture4;
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| 350 | this->scaleUserPlayer = scaleUserPlayer;
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| 351 | this->scaleAIPlayer = scaleAIPlayer;
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| 352 | }
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| 353 |
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| 354 | /*LPD3DXSPRITE* HUD::getSprite() {
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| 355 | return &this->sprite;
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| 356 | }*/
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| 357 |
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| 358 | void HUD::setCrosshair(std::string crosshair, float scaleX, float scaleY) {
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| 359 | this->crosshair = crosshair;
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| 360 | this->scaleCrosshairX = scaleX;
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| 361 | this->scaleCrosshairY = scaleY;
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| 362 | }
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| 363 |
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| 364 | float HUD::getScaleCrosshairX() {
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| 365 | return this->scaleCrosshairX;
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| 366 | }
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| 367 |
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| 368 | float HUD::getScaleCrosshairY() {
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| 369 | return this->scaleCrosshairY;
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| 370 | }
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| 371 |
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| 372 | void HUD::setRadar(std::string radar, float scaleX, float scaleY, float RadarOffsetX, float RadarOffsetY) {
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| 373 | this->radar = radar;
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| 374 | this->scaleRadarX = scaleX;
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| 375 | this->scaleRadarY = scaleY;
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| 376 | this->RadarOffsetX = RadarOffsetX;
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| 377 | this->RadarOffsetY = RadarOffsetY;
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| 378 | }
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| 379 |
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| 380 | float HUD::getScaleRadarX() {
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| 381 | return this->scaleRadarX;
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| 382 | }
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| 383 |
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| 384 | float HUD::getScaleRadarY() {
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| 385 | return this->scaleRadarY;
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| 386 | }
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| 387 |
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| 388 | float HUD::getRadarOffsetX() {
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| 389 | return this->RadarOffsetX;
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| 390 | }
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| 391 |
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| 392 | float HUD::getRadarOffsetY() {
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| 393 | return this->RadarOffsetY;
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| 394 | }
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| 395 |
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| 396 | float HUD::getScaleUserPlayer() {
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| 397 | return this->scaleUserPlayer;
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| 398 | }
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| 399 |
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| 400 | float HUD::getScaleAIPlayer() {
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| 401 | return this->scaleAIPlayer;
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| 402 | }
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| 403 |
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| 404 | void HUD::message(std::string _message, float _seconds, float _dt, bool _bHelp) {
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| 405 | this->bHelp = _bHelp;
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| 406 | this->messagetimer = 0;
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| 407 | this->messagethreshold = _seconds;
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| 408 | std::wstring bla(_message.begin(), _message.end());
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| 409 | this->messagestring = bla;
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| 410 | this->messagedt = _dt;
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| 411 | }
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| 412 |
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| 413 | void HUD::setTime(int minutes, int seconds) {
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| 414 | this->minutes = minutes;
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| 415 | this->seconds = seconds;
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| 416 | }
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| 417 |
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| 418 | void HUD::displayWin(float _seconds, float _dt) {
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| 419 | this->youwintimer = 0;
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| 420 | this->youwinthreshold = _seconds;
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| 421 | this->youwindt = _dt;
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| 422 | }
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| 423 |
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| 424 | void HUD::displayLose(float _seconds, float _dt) {
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| 425 | this->youlosetimer= 0;
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| 426 | this->youlosethreshold = _seconds;
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| 427 | this->youlosedt = _dt;
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| 428 | }
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| 429 |
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| 430 | void HUD::displayToasted(float _seconds, float _dt) {
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| 431 | this->toastedtimer= 0;
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| 432 | this->toastedthreshold = _seconds;
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| 433 | this->toasteddt = _dt;
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| 434 | }
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| 435 |
|
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| 436 | void HUD::setAmmo(int amount) {
|
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| 437 | this->ammoAmount = amount;
|
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| 438 | } |
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