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#Actualchris2307

Posted 03 February 2013 - 04:14 PM

Hi all, I created a player object and it worked fine. However, now I have put the player object in to a vector (as I want to add more of them later on) and it no longer renders to the screen. The object does exist because on feature of the player is that when you click on it, some player information is displayed above the sprite and this text information is still rendered when I click on the area the object is. I have tested the HRESULT codes coming back from draw() and D3DXCreateTextureFromFileEx() and both indicate success. Also, by clicking on the approximate area where the sprite is and moving the sprite around, I can tell that the sprite moves around as normal too. It just isn't displayed. Neither is this down to the render order - the sprite is rendered after everything in the program. Can anyone help with this?

 

Main

/**********************************************
*
* Title: Store Tycoon
* Author: Chris Ramsey
* Created: January 2013
*
*
*
***********************************************/

#include "Headers.h."
#include "Customer.h"
#include "Background.h"
#include "Counter.h"
#include "GameStations.h"
#include "ConsoleCab.h"
#include "ClothesStand.h"
#include "GamePanel.h"

std::vector<Customer> customers;

Customer customer;
Background background;
Counter counter;
GameStations gameStations;
ConsoleCab consoleCab;
ClothesStand clothesStand;
GamePanel gamePanel;

void initDirectX(HWND hWnd);       // Initializes Direct3D Graphics
void render();                     // Render graphics
void cleanUp();                    // Cleans everything up and releases memory

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    HWND hWnd;                                          // The handle to the window function
    WNDCLASSEX window;                                  // Pointer to window struct
    ZeroMemory(&window, sizeof(WNDCLASSEX));            // Clears window class so we can use it
    window.cbSize = sizeof(WNDCLASSEX);                 // Size of window
    window.style = CS_HREDRAW | CS_VREDRAW;             // Redraws the entire window if a movement or size adjustment changes the height of the client area.
    window.lpfnWndProc = WindowProc;                    // Pointer to the window procedure
    window.hInstance = hInstance;                       // Handle to current instance
    window.hCursor = LoadCursor(NULL, IDC_ARROW);       // We'll stick with the normal cursor here
    window.lpszClassName = "Window";                    // Gives the class a name
    RegisterClassEx(&window);                           // Registers the window class

    hWnd = CreateWindowEx(NULL,
        "Window",                     // Name of the class
        "Space Game",                 // Title of the window
        WS_EX_TOPMOST | WS_POPUP,     // Fullscreen
        0, 0,                         // Position of window (0,0 for fullscreen)
        SCREEN_WIDTH, SCREEN_HEIGHT,  // Screen resolution (Uses global declaration)
        NULL,                         // Parent window (None)
        NULL,                         // Menus (None)
        hInstance,                    // Application handle
        NULL);                        // Set to NULL as we aren't using more than 1 window

    ShowWindow(hWnd, nCmdShow);                         // Display window
    initDirectX(hWnd);                                  // Initialises the directX graphics
    MSG msg = {0};                                      // msg holds the Windows events message queue

    customers.push_back(Customer());

    background.loadGraphics();
    counter.loadGraphics();
    gameStations.loadGraphics();
    consoleCab.loadGraphics();
    clothesStand.loadGraphics();
    gamePanel.loadGraphics();

    /************************************** Main game loop *************************************************/

    while(TRUE)                                         // Main game loop
    {
        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))     // If messages are waiting
        {
            TranslateMessage(&msg);                      // Translates the keystroke messages into the correct format
            DispatchMessage(&msg);                       // Sends message to the windowsProc function
            if(msg.message == WM_QUIT)                   // If the message was a quit message
                break;                                   // Breaks out of main game loop
        }
        else                  
        {
            
            for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
            {
                (*customerIT).checkInteractivity();
                (*customerIT).move();
            }

            //customer.checkInteractivity();
            //customer.move();
            gamePanel.hoverDetection();
            render();
        }
    }

    /*******************************************************************************************************/

    // We are out of the main game loop (Due to a WM_QUIT signal)
    cleanUp();                                          // Do some housekeeping before quitting
    return msg.wParam;                                  // Return the WM_QUIT message to Windows. End of program
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)                                     // Sorts through messages
    {
    case WM_DESTROY:                                // When window has been closed
        {
            PostQuitMessage(0);                     // Closes the application
            return 0;  
        }
        break;
    }
    return DefWindowProc (hWnd,                         // Returns any messages the switch statement didn't pick up
        message,
        wParam,
        lParam);
}

void initDirectX(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);              // Create DirectX9 interface
    D3DPRESENT_PARAMETERS d3dParameters;                 // Pointer to DirectX9 parameters

    ZeroMemory(&d3dParameters, sizeof(d3dParameters));   // Clears the structure so we can use it
    d3dParameters.Windowed = FALSE;                      // Fullscreen
    d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;    // Get rid of old framess
    d3dParameters.hDeviceWindow = hWnd;                  // Sets the window to be used by Direct3D
    d3dParameters.BackBufferFormat = D3DFMT_X8R8G8B8;    // Sets the back buffer format to 32-bit
    d3dParameters.BackBufferWidth = SCREEN_WIDTH;        // Sets the width of the buffer
    d3dParameters.BackBufferHeight = SCREEN_HEIGHT;      // Sets the height of the buffer

    d3d->CreateDevice(D3DADAPTER_DEFAULT,                // Creates a device class
        D3DDEVTYPE_HAL,
        hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dParameters,
        &d3dDevice);

    D3DXCreateSprite(d3dDevice, &d3dSprite);
}

void render()
{
    d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(10, 0, 32), 1.0f, 0);   // Clears the screen to a dark blue
    d3dDevice->BeginScene();                                                         // Begins Direct3D scene
    d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);                                         // Begin sprite drawing

    background.draw();

    counter.draw();
    gameStations.draw();
    consoleCab.draw();
    clothesStand.draw();
    gamePanel.updateInformation(564.55, 800.56, 1034.54, "July");

    
    for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
    {
        (*customerIT).draw();
    }

    gamePanel.draw();

    d3dSprite->End();                                                                // End drawing
    d3dDevice->EndScene();                                                           // Ends the Direct3D scene
    d3dDevice->Present(NULL, NULL, NULL, NULL);                                      // Presents the Direct3D scene (Displays to screen)
}

void cleanUp()
{
    d3dDevice->Release();   // Closes the Direct3D device and releases memory
    d3d->Release();         // Closes Direct3D and releases memory
}

 

Player Class

 

#include "Headers.h"
#include "Playercard.h"

class Customer{

private:

    LPDIRECT3DTEXTURE9 texture, playerInfoCard;
    D3DXVECTOR3 position, direction, playerCardPosition;
    D3DXVECTOR3 center;
    LPD3DXFONT font;
    POINT curPos;

    HRESULT rc;
    
    //Playercard playerCard;
    int depthBuffer;
    int walkingAlternator;

    RECT textBox;

    Playercard playercard;


public:

    Customer()
    {
        direction.x = (float)cos(0.558)*4;    // 30 degree movement
        direction.y = (float)sin(0.558)*4;    // 30 degree movement
        position.x = 500;
        position.y = 500;

        playercard.load(name, male, age, cash, productWanted);
        loadGraphics();
    }


    void move()
    {
        if(KEY_DOWN(0x57) || KEY_DOWN(VK_UP))
        {
            position.y -= direction.y;
            position.x += direction.x;
            walkingUp();
        }
        else if(KEY_DOWN(0x41) || KEY_DOWN(VK_LEFT))
        {
            position.y -= direction.y;
            position.x -= direction.x;
            walkingLeft();
        }
        else if(KEY_DOWN(0x53) || KEY_DOWN(VK_DOWN))
        {
            position.y += direction.y;
            position.x -= direction.x;
            walkingDown();
        }
        else if(KEY_DOWN(0x44) || KEY_DOWN(VK_RIGHT))
        {
            position.y += direction.y;
            position.x += direction.x;
            walkingRight();
        }
        else
        {
            // Reset the sprite here so that the feet are together in resting position AND so that sprite is facing the way it was going when it stopped
        }
    }

    void loadGraphics()
    {
        D3DXCreateTextureFromFileEx(d3dDevice, "player_information_card.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,
            D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &playerInfoCard);
        
/*        if(rc == D3D_OK)
        {
            diagFile.open("Diag.txt");
            diagFile.write("CreateTexture was okay", 100);
            diagFile.close();
        }*/

        D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);

        D3DXVECTOR3 position(100.0f, 100.0f, 0.0f);
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);
        
        D3DXCreateFont(d3dDevice,                    // the D3D Device
                   20,                                // font height of 30
                   0,                                // default font width
                   FW_NORMAL,                        // font weight
                   1,                                // not using MipLevels
                   false,                            // italic font
                   DEFAULT_CHARSET,                    // default character set
                   OUT_DEFAULT_PRECIS,                // default OutputPrecision,
                   DEFAULT_QUALITY,                    // default Quality
                   DEFAULT_PITCH | FF_DONTCARE,        // default pitch and family
                   "Georgia",                        // use Facename Arial
                   &font);                            // the font object    
    }

    void draw()
    {
        d3dSprite->Draw(texture, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));
        
        if(displayPlayerCard)
        {
            playerCardPosition = position;
            playerCardPosition.y -= 128;
            playerCardPosition.x += 32;

            SetRect(&textBox, (int)playerCardPosition.x+5, (int)playerCardPosition.y+5, (int)playerCardPosition.x+256-5, (int)playerCardPosition.y+128-5);

            d3dSprite->Draw(playerInfoCard, NULL, &center, &playerCardPosition, D3DCOLOR_XRGB(255, 255, 255));
            font->DrawTextA(d3dSprite, playercard.plCard(), -1, &textBox, DT_LEFT, D3DCOLOR_XRGB(255, 255, 255));
        }
    }

    void walkingDown()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingUp()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingLeft()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingRight()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper5.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void checkInteractivity()
    {
        GetCursorPos(&curPos);
        if (GetKeyState(VK_LBUTTON) & 0x80 &&                        
            curPos.x >= position.x && curPos.x <= position.x+64 &&   
            curPos.y >= position.y && curPos.y <= position.y+128)    
        {
            displayPlayerCard = true;
        }
        else
        {
            displayPlayerCard = false;
        }
    }

    D3DXVECTOR3 returnPosition()
    {
        return position;
    }

    D3DXVECTOR3 returnPosition(bool returnCentreOfSprite)
    {
        return position;
    }

};

 

Thanks


#4chris2307

Posted 03 February 2013 - 04:13 PM

Hi all, I created a player object and it worked fine. However, now I have put the player object in to a vector (as I want to add more of them later on) and it no longer renders to the screen. The object does exist because on feature of the player is that when you click on it, some player information is displayed above the sprite and this text information is still rendered when I click on the area the object is. I have tested the HRESULT codes coming back from draw() and D3DXCreateTextureFromFileEx() and both indicate success. Also, by clicking on the approximate area where the sprite is and moving the sprite around, I can tell that the sprite moves around as normal too. It just isn't displayed. Neither is this down to the render order - the sprite is rendered after everything in the program. Can anyone help with this?

 

Main

 

 
#include "Headers.h."
#include "Customer.h"
#include "Background.h"
#include "Counter.h"
#include "GameStations.h"
#include "ConsoleCab.h"
#include "ClothesStand.h"
#include "GamePanel.h"

std::vector<Customer> customers;

Customer customer;
Background background;
Counter counter;
GameStations gameStations;
ConsoleCab consoleCab;
ClothesStand clothesStand;
GamePanel gamePanel;

void initDirectX(HWND hWnd);       // Initializes Direct3D Graphics
void render();                     // Render graphics
void cleanUp();                    // Cleans everything up and releases memory

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    HWND hWnd;                                          // The handle to the window function
    WNDCLASSEX window;                                  // Pointer to window struct
    ZeroMemory(&window, sizeof(WNDCLASSEX));            // Clears window class so we can use it
    window.cbSize = sizeof(WNDCLASSEX);                 // Size of window
    window.style = CS_HREDRAW | CS_VREDRAW;             // Redraws the entire window if a movement or size adjustment changes the height of the client area.
    window.lpfnWndProc = WindowProc;                    // Pointer to the window procedure
    window.hInstance = hInstance;                       // Handle to current instance
    window.hCursor = LoadCursor(NULL, IDC_ARROW);       // We'll stick with the normal cursor here
    window.lpszClassName = "Window";                    // Gives the class a name
    RegisterClassEx(&window);                           // Registers the window class

    hWnd = CreateWindowEx(NULL,
        "Window",                     // Name of the class
        "Space Game",                 // Title of the window
        WS_EX_TOPMOST | WS_POPUP,     // Fullscreen
        0, 0,                         // Position of window (0,0 for fullscreen)
        SCREEN_WIDTH, SCREEN_HEIGHT,  // Screen resolution (Uses global declaration)
        NULL,                         // Parent window (None)
        NULL,                         // Menus (None)
        hInstance,                    // Application handle
        NULL);                        // Set to NULL as we aren't using more than 1 window

    ShowWindow(hWnd, nCmdShow);                         // Display window
    initDirectX(hWnd);                                  // Initialises the directX graphics
    MSG msg = {0};                                      // msg holds the Windows events message queue

    customers.push_back(Customer());

    background.loadGraphics();
    counter.loadGraphics();
    gameStations.loadGraphics();
    consoleCab.loadGraphics();
    clothesStand.loadGraphics();
    gamePanel.loadGraphics();

    /************************************** Main game loop *************************************************/

    while(TRUE)                                         // Main game loop
    {
        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))     // If messages are waiting
        {
            TranslateMessage(&msg);                      // Translates the keystroke messages into the correct format
            DispatchMessage(&msg);                       // Sends message to the windowsProc function
            if(msg.message == WM_QUIT)                   // If the message was a quit message
                break;                                   // Breaks out of main game loop
        }
        else                  
        {
            
            for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
            {
                (*customerIT).checkInteractivity();
                (*customerIT).move();
            }

            //customer.checkInteractivity();
            //customer.move();
            gamePanel.hoverDetection();
            render();
        }
    }

    /*******************************************************************************************************/

    // We are out of the main game loop (Due to a WM_QUIT signal)
    cleanUp();                                          // Do some housekeeping before quitting
    return msg.wParam;                                  // Return the WM_QUIT message to Windows. End of program
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)                                     // Sorts through messages
    {
    case WM_DESTROY:                                // When window has been closed
        {
            PostQuitMessage(0);                     // Closes the application
            return 0;  
        }
        break;
    }
    return DefWindowProc (hWnd,                         // Returns any messages the switch statement didn't pick up
        message,
        wParam,
        lParam);
}

void initDirectX(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);              // Create DirectX9 interface
    D3DPRESENT_PARAMETERS d3dParameters;                 // Pointer to DirectX9 parameters

    ZeroMemory(&d3dParameters, sizeof(d3dParameters));   // Clears the structure so we can use it
    d3dParameters.Windowed = FALSE;                      // Fullscreen
    d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;    // Get rid of old framess
    d3dParameters.hDeviceWindow = hWnd;                  // Sets the window to be used by Direct3D
    d3dParameters.BackBufferFormat = D3DFMT_X8R8G8B8;    // Sets the back buffer format to 32-bit
    d3dParameters.BackBufferWidth = SCREEN_WIDTH;        // Sets the width of the buffer
    d3dParameters.BackBufferHeight = SCREEN_HEIGHT;      // Sets the height of the buffer

    d3d->CreateDevice(D3DADAPTER_DEFAULT,                // Creates a device class
        D3DDEVTYPE_HAL,
        hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dParameters,
        &d3dDevice);

    D3DXCreateSprite(d3dDevice, &d3dSprite);
}

void render()
{
    d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(10, 0, 32), 1.0f, 0);   // Clears the screen to a dark blue
    d3dDevice->BeginScene();                                                         // Begins Direct3D scene
    d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);                                         // Begin sprite drawing

    background.draw();

    counter.draw();
    gameStations.draw();
    consoleCab.draw();
    clothesStand.draw();
    gamePanel.updateInformation(564.55, 800.56, 1034.54, "July");

    
    for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
    {
        (*customerIT).draw();
    }

    gamePanel.draw();

    d3dSprite->End();                                                                // End drawing
    d3dDevice->EndScene();                                                           // Ends the Direct3D scene
    d3dDevice->Present(NULL, NULL, NULL, NULL);                                      // Presents the Direct3D scene (Displays to screen)
}

void cleanUp()
{
    d3dDevice->Release();   // Closes the Direct3D device and releases memory
    d3d->Release();         // Closes Direct3D and releases memory
}

 

Player class

[code=auto:0]

#include "Headers.h"
#include "Playercard.h"

class Customer{

private:

    LPDIRECT3DTEXTURE9 texture, playerInfoCard;
    D3DXVECTOR3 position, direction, playerCardPosition;
    D3DXVECTOR3 center;
    LPD3DXFONT font;
    POINT curPos;

    HRESULT rc;
    
    //Playercard playerCard;
    int depthBuffer;
    int walkingAlternator;

    RECT textBox;

    Playercard playercard;

public:

    Customer()
    {
        direction.x = (float)cos(0.558)*4;    // 30 degree movement
        direction.y = (float)sin(0.558)*4;    // 30 degree movement
        position.x = 500;
        position.y = 500;

        playercard.load();
        loadGraphics();
    }

    void move()
    {
        if(KEY_DOWN(0x57) || KEY_DOWN(VK_UP))
        {
            position.y -= direction.y;
            position.x += direction.x;
            walkingUp();
        }
        else if(KEY_DOWN(0x41) || KEY_DOWN(VK_LEFT))
        {
            position.y -= direction.y;
            position.x -= direction.x;
            walkingLeft();
        }
        else if(KEY_DOWN(0x53) || KEY_DOWN(VK_DOWN))
        {
            position.y += direction.y;
            position.x -= direction.x;
            walkingDown();
        }
        else if(KEY_DOWN(0x44) || KEY_DOWN(VK_RIGHT))
        {
            position.y += direction.y;
            position.x += direction.x;
            walkingRight();
        }
        else
        {
            // Reset the sprite here so that the feet are together in resting position AND so that sprite is facing the way it was going when it stopped
        }
    }

    void loadGraphics()
    {
        D3DXCreateTextureFromFileEx(d3dDevice, "player_information_card.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,
            D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &playerInfoCard);
        
/*        if(rc == D3D_OK)
        {
            diagFile.open("Diag.txt");
            diagFile.write("CreateTexture was okay", 100);
            diagFile.close();
        }*/

        D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);

        D3DXVECTOR3 position(100.0f, 100.0f, 0.0f);
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);
        
        D3DXCreateFont(d3dDevice,                    // the D3D Device
                   20,                                // font height of 30
                   0,                                // default font width
                   FW_NORMAL,                        // font weight
                   1,                                // not using MipLevels
                   false,                            // italic font
                   DEFAULT_CHARSET,                    // default character set
                   OUT_DEFAULT_PRECIS,                // default OutputPrecision,
                   DEFAULT_QUALITY,                    // default Quality
                   DEFAULT_PITCH | FF_DONTCARE,        // default pitch and family
                   "Georgia",                        // use Facename Arial
                   &font);                            // the font object    
    }

    void draw()
    {
        d3dSprite->Draw(texture, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));
        
        if(displayPlayerCard)
        {
            playerCardPosition = position;
            playerCardPosition.y -= 128;
            playerCardPosition.x += 32;

            SetRect(&textBox, (int)playerCardPosition.x+5, (int)playerCardPosition.y+5, (int)playerCardPosition.x+256-5, (int)playerCardPosition.y+128-5);

            d3dSprite->Draw(playerInfoCard, NULL, &center, &playerCardPosition, D3DCOLOR_XRGB(255, 255, 255));
            font->DrawTextA(d3dSprite, playercard.plCard(), -1, &textBox, DT_LEFT, D3DCOLOR_XRGB(255, 255, 255));
        }
    }

    void walkingDown()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingUp()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingLeft()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingRight()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper5.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void checkInteractivity()
    {
        GetCursorPos(&curPos);
        if (GetKeyState(VK_LBUTTON) & 0x80 &&                        
            curPos.x >= position.x && curPos.x <= position.x+64 &&   
            curPos.y >= position.y && curPos.y <= position.y+128)    
        {
            displayPlayerCard = true;
        }
        else
        {
            displayPlayerCard = false;
        }
    }

    D3DXVECTOR3 returnPosition()
    {
        return position;
    }

    D3DXVECTOR3 returnPosition(bool returnCentreOfSprite)
    {
        return position;
    }

};
 


#3chris2307

Posted 03 February 2013 - 04:10 PM

Hi all,

I created a player object and it worked fine. However, now I have put the player object in to a vector (as I want to add more of them later on) and it no longer renders to the screen.

The object does exist because on feature of the player is that when you click on it, some player information is displayed above the sprite and this text information is still rendered when I click on the area the object is.

I have tested the HRESULT codes coming back from draw() and D3DXCreateTextureFromFileEx() and both indicate success. Also, by clicking on the approximate area where the sprite is and moving the sprite around, I can tell that the sprite moves around as normal too. It just isn't displayed. Neither is this down to the render order - the sprite is rendered after everything in the program. Can anyone help with this?
#include "Headers.h."#include "Customer.h"#include "Background.h"#include "Counter.h"#include "GameStations.h"#include "ConsoleCab.h"#include "ClothesStand.h"#include "GamePanel.h"std::vector<Customer> customers;Customer customer;Background background;Counter counter;GameStations gameStations;ConsoleCab consoleCab;ClothesStand clothesStand;GamePanel gamePanel;void initDirectX(HWND hWnd);	   // Initializes Direct3D Graphicsvoid render();					 // Render graphicsvoid cleanUp();				    // Cleans everything up and releases memoryLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){    HWND hWnd;										  // The handle to the window function    WNDCLASSEX window;								  // Pointer to window struct    ZeroMemory(&window, sizeof(WNDCLASSEX));		    // Clears window class so we can use it    window.cbSize = sizeof(WNDCLASSEX);				 // Size of window    window.style = CS_HREDRAW | CS_VREDRAW;			 // Redraws the entire window if a movement or size adjustment changes the height of the client area.    window.lpfnWndProc = WindowProc;				    // Pointer to the window procedure    window.hInstance = hInstance;					   // Handle to current instance    window.hCursor = LoadCursor(NULL, IDC_ARROW);	   // We'll stick with the normal cursor here    window.lpszClassName = "Window";				    // Gives the class a name    RegisterClassEx(&window);						   // Registers the window class    hWnd = CreateWindowEx(NULL,        "Window",					 // Name of the class        "Space Game",				 // Title of the window        WS_EX_TOPMOST | WS_POPUP,	 // Fullscreen        0, 0,						 // Position of window (0,0 for fullscreen)        SCREEN_WIDTH, SCREEN_HEIGHT,  // Screen resolution (Uses global declaration)        NULL,						 // Parent window (None)        NULL,						 // Menus (None)        hInstance,				    // Application handle        NULL);					    // Set to NULL as we aren't using more than 1 window    ShowWindow(hWnd, nCmdShow);						 // Display window    initDirectX(hWnd);								  // Initialises the directX graphics    MSG msg = {0};									  // msg holds the Windows events message queue    customers.push_back(Customer());    background.loadGraphics();    counter.loadGraphics();    gameStations.loadGraphics();    consoleCab.loadGraphics();    clothesStand.loadGraphics();    gamePanel.loadGraphics();    /************************************** Main game loop *************************************************/    while(TRUE)										 // Main game loop    {        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))	 // If messages are waiting        {            TranslateMessage(&msg);					  // Translates the keystroke messages into the correct format            DispatchMessage(&msg);					   // Sends message to the windowsProc function            if(msg.message == WM_QUIT)				   // If the message was a quit message                break;								   // Breaks out of main game loop        }        else				          {                        for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)            {                (*customerIT).checkInteractivity();                (*customerIT).move();            }            //customer.checkInteractivity();            //customer.move();            gamePanel.hoverDetection();            render();        }    }    /*******************************************************************************************************/    // We are out of the main game loop (Due to a WM_QUIT signal)    cleanUp();										  // Do some housekeeping before quitting    return msg.wParam;								  // Return the WM_QUIT message to Windows. End of program}LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){    switch(message)									 // Sorts through messages    {    case WM_DESTROY:							    // When window has been closed        {            PostQuitMessage(0);					 // Closes the application            return 0;          }        break;    }    return DefWindowProc (hWnd,						 // Returns any messages the switch statement didn't pick up        message,        wParam,        lParam);}void initDirectX(HWND hWnd){    d3d = Direct3DCreate9(D3D_SDK_VERSION);			  // Create DirectX9 interface    D3DPRESENT_PARAMETERS d3dParameters;				 // Pointer to DirectX9 parameters    ZeroMemory(&d3dParameters, sizeof(d3dParameters));   // Clears the structure so we can use it    d3dParameters.Windowed = FALSE;					  // Fullscreen    d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;    // Get rid of old framess    d3dParameters.hDeviceWindow = hWnd;				  // Sets the window to be used by Direct3D    d3dParameters.BackBufferFormat = D3DFMT_X8R8G8B8;    // Sets the back buffer format to 32-bit    d3dParameters.BackBufferWidth = SCREEN_WIDTH;	    // Sets the width of the buffer    d3dParameters.BackBufferHeight = SCREEN_HEIGHT;	  // Sets the height of the buffer    d3d->CreateDevice(D3DADAPTER_DEFAULT,			    // Creates a device class        D3DDEVTYPE_HAL,        hWnd,        D3DCREATE_SOFTWARE_VERTEXPROCESSING,        &d3dParameters,        &d3dDevice);    D3DXCreateSprite(d3dDevice, &d3dSprite);}void render(){    d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(10, 0, 32), 1.0f, 0);   // Clears the screen to a dark blue    d3dDevice->BeginScene();														 // Begins Direct3D scene    d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);										 // Begin sprite drawing    background.draw();    counter.draw();    gameStations.draw();    consoleCab.draw();    clothesStand.draw();    gamePanel.updateInformation(564.55, 800.56, 1034.54, "July");        for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)    {        (*customerIT).draw();    }    gamePanel.draw();    d3dSprite->End();															    // End drawing    d3dDevice->EndScene();														   // Ends the Direct3D scene    d3dDevice->Present(NULL, NULL, NULL, NULL);									  // Presents the Direct3D scene (Displays to screen)}void cleanUp(){    d3dDevice->Release();   // Closes the Direct3D device and releases memory    d3d->Release();		 // Closes Direct3D and releases memory}

Player object:
#include "Headers.h"#include "Playercard.h"class Customer{private:    LPDIRECT3DTEXTURE9 texture, playerInfoCard;    D3DXVECTOR3 position, direction, playerCardPosition;    D3DXVECTOR3 center;    LPD3DXFONT font;    POINT curPos;    HRESULT rc;        //Playercard playerCard;    int depthBuffer;    int walkingAlternator;    bool displayPlayerCard;    RECT textBox;    Playercard playercard;public:    Customer()    {        direction.x = (float)cos(0.558)*4;        direction.y = (float)sin(0.558)*4;        position.x = 500;        position.y = 500;   	 playercard.load();        loadGraphics();    }    void move()    {        if(KEY_DOWN(0x57) || KEY_DOWN(VK_UP))        {            position.y -= direction.y;            position.x += direction.x;            walkingUp();        }        else if(KEY_DOWN(0x41) || KEY_DOWN(VK_LEFT))        {            position.y -= direction.y;            position.x -= direction.x;            walkingLeft();        }        else if(KEY_DOWN(0x53) || KEY_DOWN(VK_DOWN))        {            position.y += direction.y;            position.x -= direction.x;            walkingDown();        }        else if(KEY_DOWN(0x44) || KEY_DOWN(VK_RIGHT))        {            position.y += direction.y;            position.x += direction.x;            walkingRight();        }        else        {            // Reset the sprite here so that the feet are together in resting position AND so that sprite is facing the way it was going when it stopped        }    }    void loadGraphics()    {        D3DXCreateTextureFromFileEx(d3dDevice, "player_information_card.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,            D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &playerInfoCard);        /*        if(rc == D3D_OK)        {            diagFile.open("Diag.txt");            diagFile.write("CreateTexture was okay", 100);            diagFile.close();        }*/        D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);        D3DXVECTOR3 position(100.0f, 100.0f, 0.0f);        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);                D3DXCreateFont(d3dDevice,                    // the D3D Device				   20,                                // font height of 30				   0,                                // default font width				   FW_NORMAL,                        // font weight				   1,                                // not using MipLevels				   false,                            // italic font				   DEFAULT_CHARSET,                    // default character set				   OUT_DEFAULT_PRECIS,                // default OutputPrecision,				   DEFAULT_QUALITY,                    // default Quality				   DEFAULT_PITCH | FF_DONTCARE,        // default pitch and family				   "Georgia",                        // use Facename Arial				   &font);                            // the font object        }    void draw()    {        d3dSprite->Draw(texture, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));                if(displayPlayerCard)        {            playerCardPosition = position;            playerCardPosition.y -= 128;            playerCardPosition.x += 32;            SetRect(&textBox, (int)playerCardPosition.x+5, (int)playerCardPosition.y+5, (int)playerCardPosition.x+256-5, (int)playerCardPosition.y+128-5);            d3dSprite->Draw(playerInfoCard, NULL, &center, &playerCardPosition, D3DCOLOR_XRGB(255, 255, 255));            font->DrawTextA(d3dSprite, playercard.plCard(), -1, &textBox, DT_LEFT, D3DCOLOR_XRGB(255, 255, 255));        }    }    void walkingDown()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingUp()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingLeft()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingRight()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper5.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void checkInteractivity()    {        GetCursorPos(&curPos);        if (GetKeyState(VK_LBUTTON) & 0x80 &&					                curPos.x >= position.x && curPos.x <= position.x+64 &&               curPos.y >= position.y && curPos.y <= position.y+128)            {            displayPlayerCard = true;        }        else        {            displayPlayerCard = false;        }    }    D3DXVECTOR3 returnPosition()    {        return position;    }    D3DXVECTOR3 returnPosition(bool returnCentreOfSprite)    {        return position;    }};

Thanks

#2chris2307

Posted 03 February 2013 - 04:10 PM

Hi all,

I created a player object and it worked fine. However, now I have put the player object in to a vector (as I want to add more of them later on) and it no longer renders to the screen.

The object does exist because on feature of the player is that when you click on it, some player information is displayed above the sprite and this text information is still rendered when I click on the area the object is.

I have tested the HRESULT codes coming back from draw() and D3DXCreateTextureFromFileEx() and both indicate success. Also, by clicking on the approximate area where the sprite is and moving the sprite around, I can tell that the sprite moves around as normal too. It just isn't displayed. Neither is this down to the render order - the sprite is rendered after everything in the program. Can anyone help with this?
#include "Headers.h."#include "Customer.h"#include "Background.h"#include "Counter.h"#include "GameStations.h"#include "ConsoleCab.h"#include "ClothesStand.h"#include "GamePanel.h"std::vector<Customer> customers;Customer customer;Background background;Counter counter;GameStations gameStations;ConsoleCab consoleCab;ClothesStand clothesStand;GamePanel gamePanel;void initDirectX(HWND hWnd);	   // Initializes Direct3D Graphicsvoid render();					 // Render graphicsvoid cleanUp();				    // Cleans everything up and releases memoryLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){    HWND hWnd;										  // The handle to the window function    WNDCLASSEX window;								  // Pointer to window struct    ZeroMemory(&window, sizeof(WNDCLASSEX));		    // Clears window class so we can use it    window.cbSize = sizeof(WNDCLASSEX);				 // Size of window    window.style = CS_HREDRAW | CS_VREDRAW;			 // Redraws the entire window if a movement or size adjustment changes the height of the client area.    window.lpfnWndProc = WindowProc;				    // Pointer to the window procedure    window.hInstance = hInstance;					   // Handle to current instance    window.hCursor = LoadCursor(NULL, IDC_ARROW);	   // We'll stick with the normal cursor here    window.lpszClassName = "Window";				    // Gives the class a name    RegisterClassEx(&window);						   // Registers the window class    hWnd = CreateWindowEx(NULL,        "Window",					 // Name of the class        "Space Game",				 // Title of the window        WS_EX_TOPMOST | WS_POPUP,	 // Fullscreen        0, 0,						 // Position of window (0,0 for fullscreen)        SCREEN_WIDTH, SCREEN_HEIGHT,  // Screen resolution (Uses global declaration)        NULL,						 // Parent window (None)        NULL,						 // Menus (None)        hInstance,				    // Application handle        NULL);					    // Set to NULL as we aren't using more than 1 window    ShowWindow(hWnd, nCmdShow);						 // Display window    initDirectX(hWnd);								  // Initialises the directX graphics    MSG msg = {0};									  // msg holds the Windows events message queue    customers.push_back(Customer());    background.loadGraphics();    counter.loadGraphics();    gameStations.loadGraphics();    consoleCab.loadGraphics();    clothesStand.loadGraphics();    gamePanel.loadGraphics();    /************************************** Main game loop *************************************************/    while(TRUE)										 // Main game loop    {        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))	 // If messages are waiting        {            TranslateMessage(&msg);					  // Translates the keystroke messages into the correct format            DispatchMessage(&msg);					   // Sends message to the windowsProc function            if(msg.message == WM_QUIT)				   // If the message was a quit message                break;								   // Breaks out of main game loop        }        else				          {                        for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)            {                (*customerIT).checkInteractivity();                (*customerIT).move();            }            //customer.checkInteractivity();            //customer.move();            gamePanel.hoverDetection();            render();        }    }    /*******************************************************************************************************/    // We are out of the main game loop (Due to a WM_QUIT signal)    cleanUp();										  // Do some housekeeping before quitting    return msg.wParam;								  // Return the WM_QUIT message to Windows. End of program}LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){    switch(message)									 // Sorts through messages    {    case WM_DESTROY:							    // When window has been closed        {            PostQuitMessage(0);					 // Closes the application            return 0;          }        break;    }    return DefWindowProc (hWnd,						 // Returns any messages the switch statement didn't pick up        message,        wParam,        lParam);}void initDirectX(HWND hWnd){    d3d = Direct3DCreate9(D3D_SDK_VERSION);			  // Create DirectX9 interface    D3DPRESENT_PARAMETERS d3dParameters;				 // Pointer to DirectX9 parameters    ZeroMemory(&d3dParameters, sizeof(d3dParameters));   // Clears the structure so we can use it    d3dParameters.Windowed = FALSE;					  // Fullscreen    d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;    // Get rid of old framess    d3dParameters.hDeviceWindow = hWnd;				  // Sets the window to be used by Direct3D    d3dParameters.BackBufferFormat = D3DFMT_X8R8G8B8;    // Sets the back buffer format to 32-bit    d3dParameters.BackBufferWidth = SCREEN_WIDTH;	    // Sets the width of the buffer    d3dParameters.BackBufferHeight = SCREEN_HEIGHT;	  // Sets the height of the buffer    d3d->CreateDevice(D3DADAPTER_DEFAULT,			    // Creates a device class        D3DDEVTYPE_HAL,        hWnd,        D3DCREATE_SOFTWARE_VERTEXPROCESSING,        &d3dParameters,        &d3dDevice);    D3DXCreateSprite(d3dDevice, &d3dSprite);}void render(){    d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(10, 0, 32), 1.0f, 0);   // Clears the screen to a dark blue    d3dDevice->BeginScene();														 // Begins Direct3D scene    d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);										 // Begin sprite drawing    background.draw();    counter.draw();    gameStations.draw();    consoleCab.draw();    clothesStand.draw();    gamePanel.updateInformation(564.55, 800.56, 1034.54, "July");        for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)    {        (*customerIT).draw();    }    gamePanel.draw();    d3dSprite->End();															    // End drawing    d3dDevice->EndScene();														   // Ends the Direct3D scene    d3dDevice->Present(NULL, NULL, NULL, NULL);									  // Presents the Direct3D scene (Displays to screen)}void cleanUp(){    d3dDevice->Release();   // Closes the Direct3D device and releases memory    d3d->Release();		 // Closes Direct3D and releases memory}

Player object:
#include "Headers.h"#include "Playercard.h"class Customer{private:    LPDIRECT3DTEXTURE9 texture, playerInfoCard;    D3DXVECTOR3 position, direction, playerCardPosition;    D3DXVECTOR3 center;    LPD3DXFONT font;    POINT curPos;    HRESULT rc;        //Playercard playerCard;    int depthBuffer;    int walkingAlternator;    bool displayPlayerCard;    RECT textBox;    Playercard playercard;public:    Customer()    {        direction.x = (float)cos(0.558)*4;        direction.y = (float)sin(0.558)*4;        position.x = 500;        position.y = 500;   	 playercard.load();        loadGraphics();    }    void move()    {        if(KEY_DOWN(0x57) || KEY_DOWN(VK_UP))        {            position.y -= direction.y;            position.x += direction.x;            walkingUp();        }        else if(KEY_DOWN(0x41) || KEY_DOWN(VK_LEFT))        {            position.y -= direction.y;            position.x -= direction.x;            walkingLeft();        }        else if(KEY_DOWN(0x53) || KEY_DOWN(VK_DOWN))        {            position.y += direction.y;            position.x -= direction.x;            walkingDown();        }        else if(KEY_DOWN(0x44) || KEY_DOWN(VK_RIGHT))        {            position.y += direction.y;            position.x += direction.x;            walkingRight();        }        else        {            // Reset the sprite here so that the feet are together in resting position AND so that sprite is facing the way it was going when it stopped        }    }    void loadGraphics()    {        D3DXCreateTextureFromFileEx(d3dDevice, "player_information_card.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,            D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &playerInfoCard);        /*        if(rc == D3D_OK)        {            diagFile.open("Diag.txt");            diagFile.write("CreateTexture was okay", 100);            diagFile.close();        }*/        D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);        D3DXVECTOR3 position(100.0f, 100.0f, 0.0f);        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);                D3DXCreateFont(d3dDevice,                    // the D3D Device				   20,                                // font height of 30				   0,                                // default font width				   FW_NORMAL,                        // font weight				   1,                                // not using MipLevels				   false,                            // italic font				   DEFAULT_CHARSET,                    // default character set				   OUT_DEFAULT_PRECIS,                // default OutputPrecision,				   DEFAULT_QUALITY,                    // default Quality				   DEFAULT_PITCH | FF_DONTCARE,        // default pitch and family				   "Georgia",                        // use Facename Arial				   &font);                            // the font object        }    void draw()    {        d3dSprite->Draw(texture, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));                if(displayPlayerCard)        {            playerCardPosition = position;            playerCardPosition.y -= 128;            playerCardPosition.x += 32;            SetRect(&textBox, (int)playerCardPosition.x+5, (int)playerCardPosition.y+5, (int)playerCardPosition.x+256-5, (int)playerCardPosition.y+128-5);            d3dSprite->Draw(playerInfoCard, NULL, &center, &playerCardPosition, D3DCOLOR_XRGB(255, 255, 255));            font->DrawTextA(d3dSprite, playercard.plCard(), -1, &textBox, DT_LEFT, D3DCOLOR_XRGB(255, 255, 255));        }    }    void walkingDown()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingUp()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingLeft()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void walkingRight()    {        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)        {            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper5.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);            walkingAlternator++;        }        if(walkingAlternator >= 20)        {            walkingAlternator = 1;        }    }    void checkInteractivity()    {        GetCursorPos(&curPos);        if (GetKeyState(VK_LBUTTON) & 0x80 &&					                curPos.x >= position.x && curPos.x <= position.x+64 &&               curPos.y >= position.y && curPos.y <= position.y+128)            {            displayPlayerCard = true;        }        else        {            displayPlayerCard = false;        }    }    D3DXVECTOR3 returnPosition()    {        return position;    }    D3DXVECTOR3 returnPosition(bool returnCentreOfSprite)    {        return position;    }};

Thanks

#1chris2307

Posted 03 February 2013 - 04:08 PM

Hi all,

 

I created a player object and it worked fine. However, now I have put the player object in to a vector (as I want to add more of them later on) and it no longer renders to the screen.

 

The object does exist because on feature of the player is that when you click on it, some player information is displayed above the sprite and this text information is still rendered when I click on the area the object is.

 

I have tested the HRESULT codes coming back from draw() and D3DXCreateTextureFromFileEx() and both indicate success. Also, by clicking on the approximate area where the sprite is and moving the sprite around, I can tell that the sprite moves around as normal too. It just isn't displayed. Neither is this down to the render order - the sprite is rendered after everything in the program. Can anyone help with this?

 

/**********************************************
*
* Title: Store Tycoon
* Author: Chris Ramsey
* Created: January 2013
*
*
*
***********************************************/

#include "Headers.h."
#include "Customer.h"
#include "Background.h"
#include "Counter.h"
#include "GameStations.h"
#include "ConsoleCab.h"
#include "ClothesStand.h"
#include "GamePanel.h"

std::vector<Customer> customers;

Customer customer;
Background background;
Counter counter;
GameStations gameStations;
ConsoleCab consoleCab;
ClothesStand clothesStand;
GamePanel gamePanel;

void initDirectX(HWND hWnd);       // Initializes Direct3D Graphics
void render();                     // Render graphics
void cleanUp();                    // Cleans everything up and releases memory

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    HWND hWnd;                                          // The handle to the window function
    WNDCLASSEX window;                                  // Pointer to window struct
    ZeroMemory(&window, sizeof(WNDCLASSEX));            // Clears window class so we can use it
    window.cbSize = sizeof(WNDCLASSEX);                 // Size of window
    window.style = CS_HREDRAW | CS_VREDRAW;             // Redraws the entire window if a movement or size adjustment changes the height of the client area.
    window.lpfnWndProc = WindowProc;                    // Pointer to the window procedure
    window.hInstance = hInstance;                       // Handle to current instance
    window.hCursor = LoadCursor(NULL, IDC_ARROW);       // We'll stick with the normal cursor here
    window.lpszClassName = "Window";                    // Gives the class a name
    RegisterClassEx(&window);                           // Registers the window class

    hWnd = CreateWindowEx(NULL,
        "Window",                     // Name of the class
        "Space Game",                 // Title of the window
        WS_EX_TOPMOST | WS_POPUP,     // Fullscreen
        0, 0,                         // Position of window (0,0 for fullscreen)
        SCREEN_WIDTH, SCREEN_HEIGHT,  // Screen resolution (Uses global declaration)
        NULL,                         // Parent window (None)
        NULL,                         // Menus (None)
        hInstance,                    // Application handle
        NULL);                        // Set to NULL as we aren't using more than 1 window

    ShowWindow(hWnd, nCmdShow);                         // Display window
    initDirectX(hWnd);                                  // Initialises the directX graphics
    MSG msg = {0};                                      // msg holds the Windows events message queue

    customers.push_back(Customer());

    background.loadGraphics();
    counter.loadGraphics();
    gameStations.loadGraphics();
    consoleCab.loadGraphics();
    clothesStand.loadGraphics();
    gamePanel.loadGraphics();

    /************************************** Main game loop *************************************************/

    while(TRUE)                                         // Main game loop
    {
        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))     // If messages are waiting
        {
            TranslateMessage(&msg);                      // Translates the keystroke messages into the correct format
            DispatchMessage(&msg);                       // Sends message to the windowsProc function
            if(msg.message == WM_QUIT)                   // If the message was a quit message
                break;                                   // Breaks out of main game loop
        }
        else                  
        {
            
            for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
            {
                (*customerIT).checkInteractivity();
                (*customerIT).move();
            }

            //customer.checkInteractivity();
            //customer.move();
            gamePanel.hoverDetection();
            render();
        }
    }

    /*******************************************************************************************************/

    // We are out of the main game loop (Due to a WM_QUIT signal)
    cleanUp();                                          // Do some housekeeping before quitting
    return msg.wParam;                                  // Return the WM_QUIT message to Windows. End of program
}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)                                     // Sorts through messages
    {
    case WM_DESTROY:                                // When window has been closed
        {
            PostQuitMessage(0);                     // Closes the application
            return 0;  
        }
        break;
    }
    return DefWindowProc (hWnd,                         // Returns any messages the switch statement didn't pick up
        message,
        wParam,
        lParam);
}

void initDirectX(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);              // Create DirectX9 interface
    D3DPRESENT_PARAMETERS d3dParameters;                 // Pointer to DirectX9 parameters

    ZeroMemory(&d3dParameters, sizeof(d3dParameters));   // Clears the structure so we can use it
    d3dParameters.Windowed = FALSE;                      // Fullscreen
    d3dParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;    // Get rid of old framess
    d3dParameters.hDeviceWindow = hWnd;                  // Sets the window to be used by Direct3D
    d3dParameters.BackBufferFormat = D3DFMT_X8R8G8B8;    // Sets the back buffer format to 32-bit
    d3dParameters.BackBufferWidth = SCREEN_WIDTH;        // Sets the width of the buffer
    d3dParameters.BackBufferHeight = SCREEN_HEIGHT;      // Sets the height of the buffer

    d3d->CreateDevice(D3DADAPTER_DEFAULT,                // Creates a device class
        D3DDEVTYPE_HAL,
        hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        &d3dParameters,
        &d3dDevice);

    D3DXCreateSprite(d3dDevice, &d3dSprite);
}

void render()
{
    d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(10, 0, 32), 1.0f, 0);   // Clears the screen to a dark blue
    d3dDevice->BeginScene();                                                         // Begins Direct3D scene
    d3dSprite->Begin(D3DXSPRITE_ALPHABLEND);                                         // Begin sprite drawing

    background.draw();

    counter.draw();
    gameStations.draw();
    consoleCab.draw();
    clothesStand.draw();
    gamePanel.updateInformation(564.55, 800.56, 1034.54, "July");

    
    for (std::vector<Customer>::iterator customerIT = customers.begin(); customerIT != customers.end(); customerIT++)
    {
        (*customerIT).draw();
    }

    gamePanel.draw();

    d3dSprite->End();                                                                // End drawing
    d3dDevice->EndScene();                                                           // Ends the Direct3D scene
    d3dDevice->Present(NULL, NULL, NULL, NULL);                                      // Presents the Direct3D scene (Displays to screen)
}

void cleanUp()
{
    d3dDevice->Release();   // Closes the Direct3D device and releases memory
    d3d->Release();         // Closes Direct3D and releases memory
}

 

Player object:

 

#include "Headers.h"
#include "Playercard.h"

class Customer{

private:

    LPDIRECT3DTEXTURE9 texture, playerInfoCard;
    D3DXVECTOR3 position, direction, playerCardPosition;
    D3DXVECTOR3 center;
    LPD3DXFONT font;
    POINT curPos;

    HRESULT rc;
    
    //Playercard playerCard;
    int depthBuffer;
    int walkingAlternator;

    bool displayPlayerCard;

    RECT textBox;

    Playercard playercard;

public:

    Customer()
    {
        direction.x = (float)cos(0.558)*4;
        direction.y = (float)sin(0.558)*4;
        position.x = 500;
        position.y = 500;

        playercard.load();
        loadGraphics();
    }

    void move()
    {
        if(KEY_DOWN(0x57) || KEY_DOWN(VK_UP))
        {
            position.y -= direction.y;
            position.x += direction.x;
            walkingUp();
        }
        else if(KEY_DOWN(0x41) || KEY_DOWN(VK_LEFT))
        {
            position.y -= direction.y;
            position.x -= direction.x;
            walkingLeft();
        }
        else if(KEY_DOWN(0x53) || KEY_DOWN(VK_DOWN))
        {
            position.y += direction.y;
            position.x -= direction.x;
            walkingDown();
        }
        else if(KEY_DOWN(0x44) || KEY_DOWN(VK_RIGHT))
        {
            position.y += direction.y;
            position.x += direction.x;
            walkingRight();
        }
        else
        {
            // Reset the sprite here so that the feet are together in resting position AND so that sprite is facing the way it was going when it stopped
        }
    }

    void loadGraphics()
    {
        D3DXCreateTextureFromFileEx(d3dDevice, "player_information_card.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,
            D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &playerInfoCard);
        
/*        if(rc == D3D_OK)
        {
            diagFile.open("Diag.txt");
            diagFile.write("CreateTexture was okay", 100);
            diagFile.close();
        }*/

        D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);

        D3DXVECTOR3 position(100.0f, 100.0f, 0.0f);
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);
        
        D3DXCreateFont(d3dDevice,                    // the D3D Device
                   20,                                // font height of 30
                   0,                                // default font width
                   FW_NORMAL,                        // font weight
                   1,                                // not using MipLevels
                   false,                            // italic font
                   DEFAULT_CHARSET,                    // default character set
                   OUT_DEFAULT_PRECIS,                // default OutputPrecision,
                   DEFAULT_QUALITY,                    // default Quality
                   DEFAULT_PITCH | FF_DONTCARE,        // default pitch and family
                   "Georgia",                        // use Facename Arial
                   &font);                            // the font object    
    }

    void draw()
    {
        d3dSprite->Draw(texture, NULL, &center, &position, D3DCOLOR_XRGB(255, 255, 255));
        
        if(displayPlayerCard)
        {
            playerCardPosition = position;
            playerCardPosition.y -= 128;
            playerCardPosition.x += 32;

            SetRect(&textBox, (int)playerCardPosition.x+5, (int)playerCardPosition.y+5, (int)playerCardPosition.x+256-5, (int)playerCardPosition.y+128-5);

            d3dSprite->Draw(playerInfoCard, NULL, &center, &playerCardPosition, D3DCOLOR_XRGB(255, 255, 255));
            font->DrawTextA(d3dSprite, playercard.plCard(), -1, &textBox, DT_LEFT, D3DCOLOR_XRGB(255, 255, 255));
        }
    }

    void walkingDown()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingUp()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back2.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back1.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingLeft()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back3.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper1_back4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void walkingRight()
    {
        if(walkingAlternator == 1 || walkingAlternator == 2 || walkingAlternator == 3 || walkingAlternator == 4 || walkingAlternator == 5
            || walkingAlternator == 6 || walkingAlternator == 7 || walkingAlternator == 8 || walkingAlternator == 9 || walkingAlternator == 10)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper4.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }
        else if(walkingAlternator == 11 || walkingAlternator == 12 || walkingAlternator == 13 || walkingAlternator == 14 || walkingAlternator == 15
            || walkingAlternator == 16 || walkingAlternator == 17 || walkingAlternator == 18 || walkingAlternator == 19 || walkingAlternator == 20)
        {
            D3DXCreateTextureFromFileEx(d3dDevice, "Characters/female_shopper5.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT,
            D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &texture);
            walkingAlternator++;
        }

        if(walkingAlternator >= 20)
        {
            walkingAlternator = 1;
        }
    }

    void checkInteractivity()
    {
        GetCursorPos(&curPos);
        if (GetKeyState(VK_LBUTTON) & 0x80 &&                        
            curPos.x >= position.x && curPos.x <= position.x+64 &&   
            curPos.y >= position.y && curPos.y <= position.y+128)    
        {
            displayPlayerCard = true;
        }
        else
        {
            displayPlayerCard = false;
        }
    }

    D3DXVECTOR3 returnPosition()
    {
        return position;
    }

    D3DXVECTOR3 returnPosition(bool returnCentreOfSprite)
    {
        return position;
    }

};

 

Thanks


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