You are viewing the NetWars Project

The entrance (WinMain) to the application is in NetWars.cpp. It is currently utilizing DirectX, D3DX, XInput (360 controller), Box2D and eventually Enet for networking.

Last Updated 5/30/08

B2DWrapper.cpp
B2DWrapper.h
Engine.cpp
Engine.h
GameBorder.cpp
GameBorder.h
LinkedList.h
NetWars.cpp
NetWars.h
SceneObject.cpp
SceneObject.h
Shield.cpp
Shield.h
SimpleWindow.cpp
SimpleWindow.h
SpaceShip.cpp
SpaceShip.h
UserInput.cpp
UserInput.h

Zips :
The zip file contains the exe and the dll's needed to run the application.

NetWars.zip


Syntax Highlighting by: SyntaxHighlighter
//-----------------------------------------------------------------------------
// Simple Engine Declaration.
//-----------------------------------------------------------------------------
#ifndef ENGINE_H
#define ENGINE_H

//-----------------------------------------------------------------------------
// Engine Class
//-----------------------------------------------------------------------------
class Engine
{
public:
	Engine( HINSTANCE instance );
	~Engine( );

	UserInput * GetUserInput();
	SimpleWindow * GetWindow();
	SceneObject * GetPlayerShip();
	GameBorder * Engine::GetGameBorder();
	void AddSceneObject( SceneObject * newSceneObject );
	void Engine::DetectCollisions();
	IDirect3DDevice9 * GetD3DDevice();
	B2DWrapper * GetB2D();
	void Run();

	// Axis
	b2Vec2 m_upVector;
	b2Vec2 m_downVector;
	b2Vec2 m_rightVector;
	b2Vec2 m_leftVector;
	
private:
	UserInput * m_UInput;
	SimpleWindow * m_Window;
	IDirect3DDevice9 * m_d3dDevice;
	LinkedList< SceneObject > *m_sceneObjects;
	B2DWrapper * m_B2D;

	unsigned long m_currentTime;
	unsigned long m_lastTime;
	float m_elapsedTime; 

	GameBorder * m_GameBorder;

	SceneObject * m_PlayerShip;
	

};

#endif