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
//-----------------------------------------------------------------------------
// SceneObject Declaration
//-----------------------------------------------------------------------------
#ifndef SCENEOBJECT_H
#define SCENEOBJECT_H
#pragma once
#define D3DFVF_SIMPLEVERTEX (D3DFVF_XYZ)
//|D3DFVF_DIFFUSE|D3DFVF_SPECULAR)
struct simplevertex {
FLOAT x, y, z;
};
class SceneObject{
public:
SceneObject( );
SceneObject( float x, float y );
~SceneObject();
void AddForce( b2Vec2 dir, float strength );
void SetForce( D3DXVECTOR3 dir, float strength );
void SetForceDir( D3DXVECTOR3 dir );
void Update( );
virtual void Rotate( float angle );
virtual void Move( float x, float y );
void Initialize( float x, float y );
void CreateVertexBuffer( simplevertex vertices[], int numberOfVerticies );
float GetX();
float GetY();
D3DXVECTOR3 GetForceDir();
float GetForceStrength();
virtual void SetUpPhysics( float x, float y );
bool Render();
protected:
IDirect3DVertexBuffer9 * m_vertexBuffer;
int m_numberOfVerticies;
char * m_objectType;
/// A pointer to Box2D object that represents this object.
b2Body * m_Body;
/// A boolean flag if the object is represented by a box2D body.
bool m_physicalBody;
D3DXMATRIX m_matWorld;
D3DXMATRIX m_matTranslation;
D3DXMATRIX m_matRotation;
private:
D3DXVECTOR3 m_forceDirection;
float m_forceAngle;
float m_forceStrength;
bool m_forceUpdated;
};
#endif