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Game Engine

, 20 Nov 2009
A game engine first prototype
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MTV3D65;

namespace gefx
{
    public  class Clouds
    {

        private TVTextureFactory TF;
        private TVMaterialFactory Mats;
        public TVAtmosphere Atmos;
        private int cloudsIntTex;
        public float Speed=0;
        public string CloudsTextureEX="no texture select";
        public float Altitude = 0f;
        public int CloudsLayers=-1;

        public int Width;
        public int Height;

        public Clouds()
        {
            TF = new TVTextureFactory();
            Atmos = new TVAtmosphere();


        }

        public void AddClouds(string CloudsText)
        {
            if (Atmos != null)
            {

                CloudsTextureEX = CloudsText;
                cloudsIntTex = TF.LoadTexture(CloudsText, "CloudsDDSPic", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK);
                Atmos.Clouds_Create(1, 1024, 1024);
                Atmos.Clouds_SetLayerParameters(0, 500, cloudsIntTex);
                Altitude = 500;
                Atmos.Clouds_SetLayerAnimation(0, true, 0.01f * Speed , 0.01f * Speed );
                CloudsLayers++;
                Width = 1024;
                Height = 1024;

            }

        }

        public void AddSpeed(float pSpeed, int Layer)
        {
            if (Atmos != null)
            {
                Speed = pSpeed;

                Atmos.Clouds_SetLayerAnimation(Layer, true, 0.01f * Speed, 0.01f * Speed);


            }

        }

        public void AddClouds(string CloudsText, int layernumber,float Visina,float W, float H)
        {
            if (Atmos != null)
            {

                if (layernumber < CloudsLayers)
                {

                    CloudsTextureEX = CloudsText;

                    cloudsIntTex = TF.LoadTexture(CloudsText, "CloudsDDSPic" + layernumber.ToString(), -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true);
                    Atmos.Clouds_Create(layernumber, W, H);
                    Atmos.Clouds_SetLayerParameters(layernumber, Visina, cloudsIntTex);
                    Altitude = Visina;
                    Atmos.Clouds_SetLayerAnimation(layernumber, true, 0.01f * Speed , 0.01f * Speed );
                    CloudsLayers++;
                    Width = (int )W;
                    Height = (int )H;
                }



            }

        }

        public void AddClouds(string CloudsText, float Visina, float W, float H, float Speeds)
        {
            if (Atmos != null)
            {

               

                    CloudsTextureEX = CloudsText;

                    cloudsIntTex = TF.LoadTexture(CloudsText, "CloudsDDSPic" , -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true);
                    Atmos.Clouds_Create(1, W, H);
                    Atmos.Clouds_SetLayerParameters(0, Visina, cloudsIntTex);
                    Altitude = Visina;
                    Atmos.Clouds_SetLayerAnimation(0, true, 0.01f * Speeds, 0.01f * Speeds);
                    CloudsLayers++;
                    Speed = Speeds;
                    Width = (int)W;
                    Height = (int)H;
                



            }

        }

        public void AddClouds(string CloudsText, int layernumber, float Visina, TVLandscape Land)
        {
            if (Atmos != null)
            {

                if (layernumber < CloudsLayers)
                {

                    CloudsTextureEX = CloudsText;

                    cloudsIntTex = TF.LoadTexture(CloudsText, "CloudsDDSPic" + layernumber.ToString(), -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true);
                    Atmos.Clouds_Create(layernumber, (float )Land.GetLandWidth() , (float )Land.GetLandHeight() );
                    Atmos.Clouds_SetLayerParameters(layernumber, Visina, cloudsIntTex);
                    Atmos.Clouds_SetLayerAnimation(layernumber, true, 0.01f * Speed , 0.01f * Speed );
                    Altitude = Visina;
                    Width = Land.GetLandWidth();
                    Height = Land.GetLandHeight();

                    CloudsLayers++;
                }



            }

        }


        public void DrawClouds()
        {

            Atmos.Atmosphere_Render();

        }

    }
}

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License

This article, along with any associated source code and files, is licensed under The Common Public License Version 1.0 (CPL)

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