The code in Listing 1 “5 is from the application class for the sample game. As you will see, the application inherits from another class called CD3DApplication . This class is based on a class supplied by Microsoft with the DirectX 9 SDK. A handy base class takes care of all the initial bookkeeping required to initialize and terminate DirectX. I have modified the Microsoft version slightly to start in full-screen mode and adapted the processing loop to the one used with the game engine. If you are interested in the details of setting up and tearing down DirectX 9, I encourage you to look at the source code downloadable from the Apress Web site.
//----------------------------------------------------------------------------- // File: App.cs // // Desc: Sample code for Introduction to 3D Game Engine Design // // This sample shows the basic application software that sets up the // base application and the process flow. The application uses a version // of the CD3DApplication base class provided with the Microsoft // DirectX 9 SDK to perform the standard initialization of DirectX. // // Note: This code uses the D3D Framework helper library. // // Copyright (c) 2002 Lynn T. Harrison. All rights reserved. //----------------------------------------------------------------------------- using System; using System.Drawing; using System.Collections; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; using Microsoft.DirectX.Directlnput; using GameEngine; using GameAI; namespace SampleGame { /// <summary> /// Summary description for GameEngine. /// </summary> class CGameApplication : GraphicsSample { #region // Game State enumeration /// <summary> /// Each member of this enumeration is one possible state for the /// application /// </summary> /// /// <remarks> /// DevSplash -Display the developer splash screen /// </remarks> /// <remarks> /// GameSplash -Display the game splash screen /// </remarks> /// <remarks> /// OptionsMain -Display and process the primary options screen /// </remarks> /// <remarks> /// GamePlay -State to actually play the game /// </remarks> /// <remarks> /// AfterActionReview - Display the results of the game /// </remarks> public enum GameState { /// <summary> /// Display the developer splash screen /// </summary> DevSplash, /// <summary> /// Display the game splash screen /// </summary> GameSplash, /// <summary> /// Display and process the primary options screen /// </summary> OptionsMain, /// <summary> /// State to actually play the game /// </summary> GamePlay, /// <summary> /// Display the results of the game /// </summary> AfterActionReview, } #endregion #region // Application member variables /// <summary> /// Current state of the application /// </summary> private GameState m_State; private static CGameEngine m_Engine = new CGameEngine(); private GraphicsFont m_pFont = null; private GameEngine.Console m_Console; private ArrayList m_opponents = null; private OptionScreen m_OptionScreen = null; private bool m_bShowStatistics = false; private bool m_bScreenCapture = false; private bool m_bUsingJoystick = true; private bool m_bUsingKeyboard = false; private bool m_bUsingMouse = false; private Ownship m_ownship = null; private Cloth m_flag = null; private Jukebox music = null; #endregion public static CGameEngine Engine { get { return m_Engine; } } /// <summary> /// Application constructor. Sets attributes for the app. /// </summary> public CGameApplication() { // Initialize the game state for the developer splash screen. m_State = GameState.DevSplash; m_pFont = new GraphicsFont("Aerial", System.Drawing.FontStyle.Bold); windowed = false; m_opponents = new ArrayList(); } /// <summary> /// Called during initial app startup, this function performs all the /// permanent initialization. /// </summary> protected override void OneTimeSceneInitialization() { // Initialize the font's internal textures. m_pFont.InitializeDeviceObjects(device); // Nothing much to do yet - will be used in later chapters. m_Engine.Initialize(this, device); CGameEngine.Inputs.MapKeyboardAction(Key.Escape, new ButtonAction (Terminate), true); CGameEngine.Inputs.MapKeyboardAction(Key.A, new ButtonAction(MoveCameraXM), false); CGameEngine.Inputs.MapKeyboardAction (Key.W, new ButtonAction(MoveCameraZP), false); CGameEngine.Inputs.MapKeyboardAction(Key.S, new ButtonAction(MoveCameraXP), false); CGameEngine.Inputs.MapKeyboardAction (Key.Z, new ButtonAction(MoveCameraZM), false); CGameEngine.Inputs.MapKeyboardAction(Key.P, new ButtonAction(ScreenCapture), true); CGameEngine.Inputs.MapMouseAxisAction(0, new AxisAction(PointCamera)); CGameEngine.Inputs.MapMouseAxisAction(1, new AxisAction(PitchCamera)); m_Console = new GameEngine.Console(m_pFont, "console.jpg"); GameEngine.Console.AddCommand("QUIT", "Terminate the game", new CommandFunction(TerminateCommand)); GameEngine.Console.AddCommand("STATISTICS", "Toggle statistics display", new CommandFunction(ToggleStatistics)); m_OptionScreen = new OptionScreen("Options1.jpg"); m_OptionScreen.AddButton(328, 150, "PlayOff.jpg", "PlayOn.jpg", "PlayHover.jpg", new ButtonFunction(Play)); m_OptionScreen.AddButton(328, 300, "QuitOff.jpg", "QuitOn.jpg", "QuitHover.jpg", new ButtonFunction(Terminate)); m_Engine.SetOptionScreen(m_OptionScreen); music = new Jukebox(); music.AddSong("nadine.mp3"); music.AddSong("ComeOn.mp3"); music.AddSong("Rock.mp3"); music.Volume = 0.75f; music.Play(); } /// <summary> /// Called once per frame, the call is the entry point for all game /// processing. This function calls the appropriate part of the /// game engine based on the /// engine based on the current state. /// </summary> protected override void FrameMove() { try { SelectControls select_form = null; // get any player inputs m_Engine.GetPlayerInputs(); // Clear the viewport. device.Clear(ClearFlags.Target ClearFlags.ZBuffer, 000000000, 1.0f, 0); device.BeginScene(); // Determine what needs to be rendered based on the current game state, switch (m_State) { case GameState.DevSplash: if (m_Engine.ShowSplash("devsplash.jpg", 8, new BackgroundTask(LoadOptions))) { m_State = GameState.GameSplash; } break; case GameState.GameSplash: if (m_Engine.ShowSplash("gamesplash.jpg", 8, null)) { m_State = GameState.OptionsMain; select_form = new SelectControls(); select_form.ShowDialog(this); m_bUsingJoystick = select_form.UseJoystick.Checked; m_bUsingKeyboard = select_form.UseKeyboard.Checked; m_bUsingMouse = select_form.UseMouse.Checked; if (m_bUsingJoystick) GameEngine.Console.AddLine("Using Joystick"); if (m_bUsingKeyboard) GameEngine.Console.AddLine("Using Keyboard"); if (m_bUsingMouse) GameEngine.Console.AddLine("Using Mouse"); m_ownship = (Ownship)Engine.GetObject("car1"); m_ownship.UseJoystick = m_bUsingJoystick; m_ownship.UseKeyboard = m_bUsingKeyboard; m_ownship.UseMouse = m_bUsingMouse; } break; case GameState.OptionsMain: m_Engine.DoOptions(); break; case GameState.GamePlay: m_Engine.GetPlayerInputs(); m_Engine.DoAI(elapsedTime); m_Engine.DoDynamics(elapsedTime); m_Engine.DoNetworking(elapsedTime); m_Engine.Render(); break; case GameState.AfterActionReview: m_Engine.DoAfterActionReview(); break; } GameEngine.Console.Render(); if (m_ownship != null && m_State == GameState.GamePlay) { m_pFont.DrawText(200, 560, Color.FromArgb(255,0,0,0), m_ownship.MPH.ToString()); m_pFont.DrawText(200, 580, Color. FromArgb(255, 0,0,0), m_ownship.ForwardVelocity.ToString()); m_pFont.DrawText(200, 600, Color.FromArgb(255,0,0,0), m_ownship.SidewaysVelocity.ToString()); } // Output statistics. if (m_bShowStatistics) { m_pFont.DrawText(2, 560, Color.FromArgb(255,255,255,0), frameStats); m_pFont.DrawText(2, 580, Color.FromArgb(255,255,255,0), deviceStats); } if (m_bScreenCapture) { SurfaceLoader.Save("capture.bmp",ImageFileFormat.Bmp, device.GetBackBuffer(0,0,BackBufferType.Mono)); m_bScreenCapture = false; GameEngine.Console.AddLine("snapshot taken"); } } catch (DirectXException d3de) { System.Diagnostics.Debug.WriteLine("Error in Sample Game Application FrameMove"); System.Diagnostics.Debug.WriteLine(d3de.ErrorString); } catch (Exception e) { System.Diagnostics.Debug.WriteLine("Error in Sample Game Application FrameMove"); System.Diagnostics.Debug.WriteLine(e.Message); } finally { device.EndScene(); } } /// <summary> /// The main entry point for the application /// </summary> [STAThread] static void Main(string[] args) { try { CGameApplication d3dApp = new CGameApplication(); if (d3dApp.CreateGraphicsSample()) d3dApp.Run(); } catch (DirectXException d3de) { System.Diagnostics.Debug.WriteLine("Error in Sample Game Application"); System.Diagnostics.Debug.WriteLine(d3de.ErrorString); } catch (Exception e) { System.Diagnostics.Debug.WriteLine("Error in Sample Game Application"); System.Diagnostics.Debug.WriteLine(e.Message); } } // Action functions /// <summary> /// Action to start playing /// </summary> public void Play() { m_State = GameState.GamePlay; GameEngine.Console.Reset(); } /// <summary> /// Action to terminate the application /// </summary> public void Terminate() { m_bTerminate = true; } /// <summary> /// Screen capture /// </summary> public void ScreenCapture() { m_bScreenCapture = true; } /// <summary> /// Version of terminate for use by the console /// </summary> /// <param name="sData"></param> public void TerminateCommand(string sData) { Terminate(); } /// <summary> /// Toggle the display of statistics information. /// </summary> /// <param name="sData"></param> public void ToggleStatistics(string sData) { m_bShowStatistics = !m_bShowStatistics; } /// <summary> /// Action to transition to the next game state based on a mapper action /// </summary> public void NextState() { if (m_State < GameState.AfterActionReview) { m_State++; } else { m_State = GameState.OptionsMain; } } public void PointCamera(int count) { m_Engine.MoveCamera(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, count); } public void PitchCamera(int count) { m_Engine.MoveCamera(0.0f, 0.0f, 0.0f, count * 0.1f, 0.0f, 0.0f); } public void MoveCameraXP() { m_Engine.MoveCamera(0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); } public void MoveCameraXM() { m_Engine.MoveCamera( 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); } public void MoveCameraY() { m_Engine.MoveCamera(0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f); } public void MoveCameraZP() { m_Engine.MoveCamera(0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f); } public void MoveCameraZM() { m_Engine.MoveCamera(0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f); } /// <summary> /// /// </summary> protected override void RestoreDeviceObjects(System.Object sender, System.EventArgs e) { // Set the transform matrices (view and world are updated per frame). Matrix matProj; float fAspect = device.PresentationParameters.BackBufferWidth / (float)device.PresentationParameters.BackBufferHeight; matProj = Matrix.PerspectiveFovLH((float)Math.PI/4, fAspect, 1.0f, 100.0f); device.Transform.Projection = matProj; // Set up the default texture states. device.TextureState[0].ColorOperation = TextureOperation.Modulate; device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; device.TextureState[0].ColorArgument2 = TextureArgument.Diffuse; device.TextureState[0].AlphaOperation = TextureOperation.SelectArg1; device.TextureState[0].AlphaArgument1 = TextureArgument.TextureColor; device.SamplerState[0].MinFilter = TextureFilter.Linear; device.SamplerState[0].MagFilter = TextureFilter.Linear; device.SamplerState[0].MipFilter = TextureFilter.Linear; device.SamplerState[0].AddressU = TextureAddress.Clamp; device.SamplerState[0].AddressV = TextureAddress.Clamp; device.RenderState.DitherEnable = true; } /// <summary> /// Called when the app is exiting, or the device is being changed, this /// function deletes any device-dependent objects. /// </summary> protected override void DeleteDeviceObjects(System.Object sender, System.EventArgs e) { m_Engine.Dispose(); } public void LoadOptions() { try { System.Random rand = new System.Random(); // Loading of options will happen here. m_Engine.SetTerrain(200, 200, "heightmap.jpg", "sand1.jpg", 10.0f, 0.45f); for (int i=0; i<300; i++) { float north = (float) (rand.NextDouble() * 1900.0); float east = (float) (rand.NextDouble() * 1900.0); BillBoard.Add(east, north, 0.0f, "cactus"+i, "cactus.dds", 1.0f, 1.0f); } for (int i=0; i<300; i++) { float north = (float) (rand.NextDouble() * 1900.0); float east = (float) (rand.NextDouble() * 1900.0); BillBoard.Add(east, north, 0.0f, "tree"+i, "palmtree.dds", 6.5f, 10. 0f); } GameEngine.Console.AddLine("all trees loaded"); m_Engine.AddObject(new ParticleGenerator("Spray1", 2000, 2000, Color.Yellow, "Particle.bmp", new ParticleUpdate(Gravity))); double j = 0.0; double center_x = 1000.0; double center_z = 1000.0; double radius = 700.0; double width = 20.0; m_flag = new Cloth ("flag", "flag.jpg", 2, 2, 0.1, 1.0f); m_flag.Height = 0.6f; m_flag.North = 2.0f; m_flag.East = 0.1f; Cloth.EastWind = 3.0f; for (double i=0.0; i<360.0; i += 1.5) { float north = (float) (center_z + Math.Cos(i/180.0*Math.PI) * radius); float east = (float) (center_x + Math.Sin(i/180.0*Math.PI) * radius); BillBoard.Add(east, north, 0.0f, "redpost"+ (int) (i*2), "redpost.dds",0.25f, 1.0f); j += 5.0; if (j > 360.0) j = 360.0; } j = 0.0; for (double i=0.5; i<360.0; i += 1.5) { float north = (float) (center_z + Math.Cos(i/180.0*Math.PI) * (radius+width)); float east = (float) (center_x + Math.Sin(i/180.0*Math.PI) * (radius+width)); BillBoard.Add(east, north, 0.0f, "bluepost"+ (int)(i*2), "bluepost.dds",0.25f, 1.0f); j += 5.0; if (j >= 360.0) j = 360.0; } m_ownship = new Ownship(this, "car1", "SprintRacer.x", new Vector3(0.0f, 0.8f, 0.0f), new Attitude(0.0f, (float)Math.PI, 0.0f)); m_ownship.AddChild(m_flag); SoundEffect.Volume = 0.25f; m_Engine.AddObject(m_ownship); m_own ship.North = 298.0f; m_ownship.East = 1000.0f; m_Engine.Cam.Attach(m_ownship, new Vector3(0.0f, 0.85f, 4.5f)); m_Engine.Cam.LookAt(m_ownship); m_ownship.Heading = (float)Math.PI * 1.5f; m_ownship.SetLOD(10, 3000.0f); GameEngine.GameLights headlights = GameEngine.GameLights.AddSpotLight(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(1.0f, 0.0f, 1.0f), Color.White, "headlight"); headlights.EffectiveRange = 200.0f; headlights.Attenuation0 = 1.0f; headlights.Attenuation1 = 0.0f; headlights.InnerConeAngle = 1.0f; headlights.OuterConeAngle = 1.5f; headlights.PositionOff set = new Vector3(0.0f, 2.0f, 1.0f); headlights.DirectionOffset = new Vector3(0.0f, 0.00f, 1.0f); m_ownship.AddChild(headlights); headlights.Enabled = false; CGameEngine.FogColor = Color.Beige; CGameEngine.FogDensity = 0.5f; CGameEngine.FogEnable = true; CGameEngine.FogStart = 100.0f; CGameEngine.FogEnd = 900.0f; CGameEngine.FogTableMode = FogMode.Linear; } catch (Exception e) { GameEngine.Console.AddLine("Exception"); GameEngine.Console.AddLine(e.Message); } } public void Gravity (ref Particle Obj, float DeltaT) { Obj.m_Position += Obj.m_Velocity * DeltaT; Obj.m_Velocity.Y += 9.8f * DeltaT; if (Obj.m_Position.Y < 0.0f) Obj.m_bActive = false; } public void OwnshipUpdate(Object3D Obj, float DeltaT) { } public void OpponentUpdate(Object3D Obj, float DeltaT) { Obj.Height = CGameEngine.Ground.HeightOfTerrain(Obj.Position) + ((Model)Obj).Offset.Y; } } }