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DriveByBaptism

Loading mulitple sprites (Directx C++)

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DriveByBaptism    122
At this moment I am trying to create either a space invaders or Asteroids clone using the above language and SDK. I have loaded up my player sprite, which moves along the X axis nicely, and also have one, stationary, enemy sprite. Could someone please help me with how I can load up the enemy sprite in either a grid like fashion ala space invaders or at random points like asteroids? Been at this for hours and can't for the life of me figure this out. I have also spent a vast amount of time on google and here trying to find out the solution as well. Below is how I'm loading up one image and drawing it.
//load image
D3DXVECTOR3 enemyPos = D3DXVECTOR3(300,300,0);
	cSprite theEnemy(enemyPos,d3dMgr->getTheD3DDevice(),"Images\\enemy.png");
	theEnemy.SetTranslation(D3DXVECTOR2(5.0f,0.0f));


//draw image
while( msg.message!=WM_QUIT )
	{
		// Check the message queue
		if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) )
		{
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}
		else
		{
			// Game code goes here
			rocketPos = D3DXVECTOR3(rocketTrans.x,rocketTrans.y,0);
			theRocket.setSpritePos(rocketPos);

			enemyPos = D3DXVECTOR3(enemyTrans.x,enemyTrans.y,0);
			theEnemy.setSpritePos(enemyPos);

			d3dMgr->beginRender();
			theBackbuffer = d3dMgr->getTheBackBuffer();
			d3dMgr->updateTheSurface(aSurface, theBackbuffer);
			d3dMgr->releaseTheBackbuffer(theBackbuffer);
			
			d3dxSRMgr->beginDraw();
			d3dxSRMgr->drawSprite(theRocket.getTexture(),NULL,NULL,&theRocket.getSpritePos(),0xFFFFFFFF);
			d3dxSRMgr->drawSprite(theEnemy.getTexture(),NULL,NULL,&theEnemy.getSpritePos(),0xFFFFFFFF);
			d3dxSRMgr->endDraw();
			d3dMgr->endRender();
		}
	}

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