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, ¢er, &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, ¢er, &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
Edited by chris2307, 03 February 2013 - 04:14 PM.






