• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Psychopathetica

[RESOLVED]World of Warcraft Image Effect (Spell Cooldown) With Source Code!

13 posts in this topic

I'm recreating World of Warcraft only in 2D using DirectX and I'm trying to simulate this which can be used as a cooldown on a spell that you can't use for a certain number of seconds / minutes. The lit image overlaying rotates smoothly around like a clock over the darkened image.I figured the solution to this would be to split the square into a pie using 8 separate polygons. But my problem is probably in my rotation trigonometry with both the texture coordinates and rotation, cause I can only get one polygon of the 8 to work properly. The others just warp or don't do it right. Is there a solution or a better approach on how I can produce this effect shown below? Thanks in advance. I'm using VB but I can decipher C++ and C# as well if someone has a code sample.

[attachment=5909:Spell.png]

0

Share this post


Link to post
Share on other sites
Think of it as black and white mask for the image. Then create a triangle-fan geometry (minimum of 4 triangles or so) where each outer vertex is weighted linearly, then just rotate with time. The actual triangles can be a lot bigger than the rendertarget.

Or you could calculate angle for each pixel, and shade accordingly.
1

Share this post


Link to post
Share on other sites
FleBlanc's solution is better than mine [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img]

Just make sure the change in gradient is a straight line. I've become paranoid about results of photo editing tools.
0

Share this post


Link to post
Share on other sites
I'm a little confused cause on wow it's lit the whole time as it goes around over the darkened image. It doesn't get darker or lighter as it goes around, but rather starts from nothing and reappears as it goes around with it's original color. Could you explain in more detail about the stencil blend? Maybe I'm misunderstanding =P
0

Share this post


Link to post
Share on other sites
You linearly with time apply a cut-off value for that black and white image with a gradient. When the cut-off value is below the pixel value it is 0, and above it is 1. This makes the gradient bitmap only two color, 0 or 1, black and white. You use this as a multiplier for the original image. Then you add some constant value so the image is dimmed when mask is zero, and original color when mask is 1.

So with cut-off value of 0.5, half of the rectangle is 0 and other half is 1.
0

Share this post


Link to post
Share on other sites
Here is how it works:

Imagine you have a grey rectangle that is (0.5,0.5,0.5) color, and a button. If you draw the grey rectangle over the button using a subtractive blending mode (ie, subtract the grey square from the button) you get a darkened button.

The way this method works is that you draw the grey square over the button, with the swirl texture above set as the grey square's alpha channel. Only you don't do alpha-based blending; that would just result in the grey square appearing darker/lighter as it goes around as you thought it might. No, you continue to use subtractive blending. The difference is that you use the alpha channel as a stencil test. If the alpha value is under a certain threshold, draw the pixel, otherwise discard it. So the alpha channel only provides a pass/fail test for whether a pixel is to be drawn, but when the pixel is drawn it is merely subtracted from the pixel that is already there from drawing the button, making that pixel a bit dimmer.

The magic comes in setting the threshold value to compare the source alpha against. When this value is 1, the entire square will be darkened, because every pixel in the swirl texture corresponds to an alpha value that is less than or equal to 1. However, as you lower the value of the alpha test toward 0, fewer and fewer of the swirl pixels pass the test, and the pattern of pixels that fails the test sweeps around the circle following the circular gradient, until finally you hit 0 and the entire grey texture is discarded.

Here is a minimal example using SFML and OpenGL. There are some caveats here, though, in that the piece of shit computers I have at work are old integrated Intel boxes with XP and no updated drivers that don't support the ARB_imaging OpenGL extension, and so I couldn't set a subtractive blend. So in this example, the button starts out dark and is lightened by the overlay gray sweep texture, rather than starting out bright and being darkened. The interesting bits, however, are in the way I use glAlphaTest() to pass/fail pixels in the sweep texture. (Also, given that I couldn't do subtractive, the comparison function is greater-equal rather than less-than-equal):

[code]
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>


////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
// Create the main window
sf::Window App(sf::VideoMode(800, 600, 32), "SFML OpenGL");

std::cout << glGetString(GL_VERSION) << std::endl;
std::cout << glGetString(GL_EXTENSIONS) << std::endl;

// Create a clock for measuring time elapsed
sf::Clock Clock;

// Set color and depth clear value
glClearDepth(1.f);
glClearColor(0.f, 0.f, 0.f, 0.f);

// Enable Z-buffer read and write
glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
glEnable(GL_TEXTURE_2D);

// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(90.f, 1.f, 1.f, 500.f);
glOrtho(-400,400,300,-300, -100, 100);

sf::Image swirl;
swirl.LoadFromFile("swirl.png");

sf::Image button;
button.LoadFromFile("button.png");

float alpha=1;

// Start game loop
while (App.IsOpened())
{
// Process events
sf::Event Event;
while (App.GetEvent(Event))
{
// Close window : exit
if (Event.Type == sf::Event::Closed)
App.Close();

// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App.Close();

// Resize event : adjust viewport
if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}

// Set the active window before using OpenGL commands
// It's useless here because active window is always the same,
// but don't forget it if you use multiple windows or controls
App.SetActive();

// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

button.Bind();
glBegin(GL_QUADS);

glTexCoord2f(0,0);
glVertex2f(-64,-64);
glTexCoord2f(0,1);
glVertex2f(-64,64);
glTexCoord2f(1,1);
glVertex2f(64,64);
glTexCoord2f(1,0);
glVertex2f(64,-64);


glEnd();

// Draw a cube
//glBlendColor(1,1,1,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
//glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, alpha);

swirl.Bind();
glBegin(GL_QUADS);

glTexCoord2f(0,0);
glVertex2f(-64,-64);
glTexCoord2f(0,1);
glVertex2f(-64,64);
glTexCoord2f(1,1);
glVertex2f(64,64);
glTexCoord2f(1,0);
glVertex2f(64,-64);


glEnd();

glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);




// Finally, display rendered frame on screen
App.Display();

alpha-=(Clock.GetElapsedTime() * 0.5);
if(alpha<0) alpha=1;
Clock.Reset();
}

return EXIT_SUCCESS;
}

[/code]

Now, it is OpenGL because I don't use Direct3D ever, but the same principles should apply in Direct3D. You get the alpha value from the texture, compare against the threshold, and pass/fail it, then blend the passed pixels against the button pixels already drawn. Here is a screen shot of the above in action:

[img]http://i.imgur.com/fGbQw.jpg[/img]

The darker areas are the button un-brightened, where none of the sweep texture pixels pass. The brighter areas are where the sweep pixels pass the stencil test and are drawn, brightening the view.
1

Share this post


Link to post
Share on other sites
Although that elegantly works, the problem with using a texture is that you get a jittery line where a few pixels fail the alpha test (you can see that in the image you posted) - it's minimal, but I'm sure under motion it must be distracting. Warcraft III (where this button "cooldown" effect originated) doesn't have jittery lines when displaying this effect, which leads me to believe it's solely based on geometry blending as explained in the following:

[IMG]http://i42.tinypic.com/2w5vmfs.jpg[/IMG]

The above would require every button to be square (such as they are in WoW or Warcraft III). By using Stencil tests instead of Scissoring you can have buttons of any shape, as long as they don't use transparency.
The angle of the polygon indicates the "cooldown" value. You can easily place its vertices using Cos() and Sin() based on that angle. To safely have a fully shaded button graphic without artifacts, you need five total vertices with four rotating around the button and the fifth on the center. This is enough to surround any shape of button.

EDIT: I just realized user Codarki of [url="http://www.gamedev.net/topic/613851-world-of-warcraft-image-effect-spell-cooldown/page__view__findpost__p__4877905"]post #2[/url] shares the same opinion.
1

Share this post


Link to post
Share on other sites
Thanks for the posts. I'm gonna try to take a whack at it with DirectX and see if I can get the blasted thing to work and I'll get back to yall.
0

Share this post


Link to post
Share on other sites
I managed to successfully pull it off using Kryzons method but I ran into another problem. Lets say I'm putting the button on the UI. How would I keep it within the square so I dont end up darkening the game or UI itself?
0

Share this post


Link to post
Share on other sites
There're two ways to clip the shading polygon to the button's area: using a glScissor() rectangle (might be easier, since you probably have rectangular buttons as well), or setting up a Stencil test (can be used for rectangular buttons just as for any other kind of shape). In case you're not familiar with these functionalities, please refer to the OpenGL documentation or the Direct3D equivalent.

If you decide to use glScissor() you will be able to batch all the buttons and then go in separate passes setting up the scissoring and drawing each one's shading polygon. From all the easy methods available, this is probably the one with the best performance.
0

Share this post


Link to post
Share on other sites
I tried looking it up and it seems a little difficult to implement in DirectX. I can't exactly use OpenGL cause I already got a massive sized game going and can't change all that code. Is there a simple 2D DX example to cut off around that square? With the code I attempted nothing happened o.o . And the example I got it the Stencil code from it was 3D yet my games 2D and non DirectDraw based. Heres what I have so far in my spell cooldown code. It works nicely and the darkened poly I made an even diamond around the square icon split into 4 polys from 5 vertices. But where i have it saying Nothings cutting off, just a poly over a poly is where my problem lies.

[Code]
Option Explicit

'The 2D (Transformed and Lit) vertex format type.

Private Type TLVERTEX

X As Single
Y As Single
Z As Single
RHW As Single
Color As Long
Specular As Long
TU As Single
TV As Single

End Type

Private Type Vector

X As Single
Y As Single

End Type


Private Declare Function QueryPerformanceCounter Lib "kernel32" (lpPerformanceCount As Currency) As Long
Private Declare Function QueryPerformanceFrequency Lib "kernel32" (lpPerformanceCount As Currency) As Long

'Some color depth constants to help make the DX constants more readable.
Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8

Private Const IMAGE_SIZE As Long = 100

Private Const PI As Single = 3.141592654

'The 2D (Transformed and Lit) vertex format.
Private Const FVF_TLVERTEX As Long = D3DFVF_XYZRHW Or D3DFVF_TEX1 Or D3DFVF_DIFFUSE Or D3DFVF_SPECULAR

Private DirectX8 As DirectX8 'The master DirectX object.
Private Direct3D As Direct3D8 'Controls all things 3D.
Private Direct3D_Device As Direct3DDevice8 'Represents the hardware rendering.
Private Direct3DX As D3DX8

Private Fullscreen_Enabled As Boolean 'Helps determine whether it's fullscreen mode.
Private Running As Boolean 'Helps determine whether the main game loop is running.

Private Vertex_List(3) As TLVERTEX '4 vertices will make a square.
Private Vertex_List2(5) As TLVERTEX
Private Vertex_List3(3) As TLVERTEX

Private Texture As Direct3DTexture8

Private Alpha As Long

Private X As Single, Y As Single
Private Angle As Single

Private Ticks_Per_Second As Currency
Private Start_Time As Currency
Private Cooldown_Amount As Single
Private Cooldown_Time As Single
Private Milliseconds As Single

Private Cooldown_Flag As Boolean

Private Function Hi_Res_Timer_Initialize() As Boolean

If QueryPerformanceFrequency(Ticks_Per_Second) = 0 Then
Hi_Res_Timer_Initialize = False
Else
QueryPerformanceCounter Start_Time
Hi_Res_Timer_Initialize = True
End If

End Function

Private Function Get_Elapsed_Time() As Single

Dim Last_Time As Currency
Dim Current_Time As Currency

QueryPerformanceCounter Current_Time
Get_Elapsed_Time = (Current_Time - Last_Time) / Ticks_Per_Second
QueryPerformanceCounter Last_Time

End Function

'This function will make it much easier to setup the vertices with the info it needs.
Private Function Create_TLVertex(X As Single, Y As Single, Z As Single, RHW As Single, Color As Long, Specular As Long, TU As Single, TV As Single) As TLVERTEX

Create_TLVertex.X = X
Create_TLVertex.Y = Y
Create_TLVertex.Z = Z
Create_TLVertex.RHW = RHW
Create_TLVertex.Color = Color
Create_TLVertex.Specular = Specular
Create_TLVertex.TU = TU
Create_TLVertex.TV = TV

End Function

Private Function DirectX_Initialize() As Boolean

On Error GoTo Error_Handler

Dim Display_Mode As D3DDISPLAYMODE 'Display mode desciption.
Dim Direct3D_Window As D3DPRESENT_PARAMETERS 'Backbuffer and viewport description.

Set DirectX8 = New DirectX8 'Creates the DirectX object.
Set Direct3D = DirectX8.Direct3DCreate() 'Creates the Direct3D object using the DirectX object.
Set Direct3DX = New D3DX8

If Fullscreen_Enabled = True Then

'Now that we are working with fullscreen mode, we must set up the
'screen resolution to switch to, rather than use the default screen
'resolution.

Display_Mode.Width = 800
Display_Mode.Height = 600
Display_Mode.Format = COLOR_DEPTH_16_BIT

Direct3D_Window.Windowed = False 'The app will be in fullscreen mode.
Direct3D_Window.BackBufferCount = 1 '1 backbuffer only
Direct3D_Window.BackBufferWidth = Display_Mode.Width 'Match the backbuffer width with the display width
Direct3D_Window.BackBufferHeight = Display_Mode.Height 'Match the backbuffer height with the display height
Direct3D_Window.hDeviceWindow = frmMain.hWnd 'Use frmMain as the device window.

Else

Direct3D.GetAdapterDisplayMode D3DADAPTER_DEFAULT, Display_Mode 'Use the current display mode that you
'are already on. Incase you are confused, I'm
'talking about your current screen resolution. ;)

Direct3D_Window.Windowed = True 'The app will be in windowed mode.

End If

Direct3D_Window.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC 'Refresh when the monitor does.
Direct3D_Window.BackBufferFormat = Display_Mode.Format 'Sets the format that was retrieved into the backbuffer.
Direct3D_Window.AutoDepthStencilFormat = D3DFMT_D24S8
Direct3D_Window.EnableAutoDepthStencil = 1

'Creates the rendering device with some useful info, along with the info
'we've already setup for Direct3D_Window.
Set Direct3D_Device = Direct3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, frmMain.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, Direct3D_Window)

Direct3D_Device.SetVertexShader FVF_TLVERTEX 'Set the type of vertex shading. (Required)

'Right here will alphablend the polygon

Direct3D_Device.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_MODULATE
Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
Direct3D_Device.SetTextureStageState 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE

Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
Direct3D_Device.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE

Direct3D_Device.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
Direct3D_Device.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
Direct3D_Device.SetRenderState D3DRS_BLENDOP, D3DBLENDOP_ADD

'These lines are not needed, but it's nice to be able to filter the
'textures to make them look nicer.

Direct3D_Device.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_POINT
Direct3D_Device.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_POINT


Exit Function

Error_Handler:

MsgBox "An error occured while initializing DirectX", vbCritical
Close_Program
DirectX_Initialize = False

End Function

Private Sub Create_Polygon()
Vertex_List(0) = Create_TLVertex(X - (IMAGE_SIZE / 2) + 0, Y - (IMAGE_SIZE / 2) + 0, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 0, 0)
Vertex_List(1) = Create_TLVertex(X - (IMAGE_SIZE / 2) + IMAGE_SIZE, Y - (IMAGE_SIZE / 2) + 0, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 1, 0)
Vertex_List(2) = Create_TLVertex(X - (IMAGE_SIZE / 2) + 0, Y - (IMAGE_SIZE / 2) + IMAGE_SIZE, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 0, 1)
Vertex_List(3) = Create_TLVertex(X - (IMAGE_SIZE / 2) + IMAGE_SIZE, Y - (IMAGE_SIZE / 2) + IMAGE_SIZE, 0, 1, D3DColorRGBA(255, 255, 255, Alpha), 0, 1, 1)

End Sub

Private Sub Create_Polygon2()

Dim Offset As Long
Dim Color As Long
Dim RotX As Single, RotY As Single
Offset = IMAGE_SIZE
Color = D3DColorRGBA(0, 0, 0, 155)
'Angle = 0
If Angle < 90 Then
RotX = X + (0 * Cos((Angle) * (PI / 180)) - (-Offset) * Sin((Angle) * (PI / 180)))
RotY = Y + (0 * Sin((Angle) * (PI / 180)) + (-Offset) * Cos((Angle) * (PI / 180)))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Top
Vertex_List2(1) = Create_TLVertex(X + Offset, Y, 0, 1, Color, 0, 0, 0) 'Right
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X, Y + Offset, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(4) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Vertex_List2(5) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
ElseIf Angle >= 90 And Angle < 180 Then
RotX = X + ((Offset * Cos((Angle - 90) * (PI / 180))) - (0 * Sin((Angle - 90) * (PI / 180))))
RotY = Y + ((Offset * Sin((Angle - 90) * (PI / 180))) + (0 * Cos((Angle - 90) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Right
Vertex_List2(1) = Create_TLVertex(X, Y + Offset, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(4) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
ElseIf Angle >= 180 And Angle <= 270 Then
RotX = X + ((0 * Cos((Angle - 180) * (PI / 180))) - (Offset * Sin((Angle - 180) * (PI / 180))))
RotY = Y + ((0 * Sin((Angle - 180) * (PI / 180))) + (Offset * Cos((Angle - 180) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Bottom
Vertex_List2(1) = Create_TLVertex(X + -Offset, Y, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
Vertex_List2(3) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Else
RotX = X + ((-Offset * Cos((Angle - 270) * (PI / 180))) - (0 * Sin((Angle - 270) * (PI / 180))))
RotY = Y + ((-Offset * Sin((Angle - 270) * (PI / 180))) + (0 * Cos((Angle - 270) * (PI / 180))))
Vertex_List2(0) = Create_TLVertex(RotX, RotY, 0, 1, Color, 0, 0, 0) 'Left
Vertex_List2(1) = Create_TLVertex(X, Y + -Offset, 0, 1, Color, 0, 0, 0) ' Top
Vertex_List2(2) = Create_TLVertex(X, Y, 0, 1, Color, 0, 0, 0) 'Center
End If

End Sub

Private Sub Load_Texture()

Dim File_Path As String
Dim Width As Long
Dim Height As Long
Dim Transparency_Color As Long

File_Path = App.Path & "\Death Coil.bmp"

Width = 256
Height = 256

Transparency_Color = D3DColorRGBA(0, 0, 0, 255)

Set Texture = Direct3DX.CreateTextureFromFileEx(Direct3D_Device, _
File_Path, _
Width, Height, _
0, _
0, _
D3DFMT_A8R8G8B8, _
D3DPOOL_MANAGED, _
D3DX_FILTER_POINT, _
D3DX_FILTER_POINT, _
Transparency_Color, _
ByVal 0, _
ByVal 0)


End Sub

Private Sub Game_Loop()

Do While Running = True

DoEvents 'Allow events to happen so the program doesn't lock up.

If Fullscreen_Enabled = False Then frmMain.Caption = "CD Time: " & CStr(Cooldown_Time) & " / " & Milliseconds & " S/X - Angle: " & Angle & " CD = " & Cooldown_Flag

'----------------------------------------------------
'DirectX automatically handles the framerate for you
'which makes it run (at most) as fast as the monitors
'refresh rate, so you don't need to add extra code to
'slow down the loop and run at a certain number of frames
'per second.
'----------------------------------------------------

'Clears the backbuffer.
Direct3D_Device.Clear 0, ByVal 0, D3DCLEAR_TARGET Or D3DCLEAR_STENCIL, D3DColorRGBA(0, 0, 0, 0), 1#, 0

Direct3D_Device.BeginScene

'Right here will alphablend the polygon
Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, True

X = (Me.ScaleWidth / 2)
Y = (Me.ScaleHeight / 2)

Cooldown_Amount = 5 'seconds

If Cooldown_Flag = True Then
Cooldown_Time = Get_Elapsed_Time - Milliseconds
If Cooldown_Time >= Cooldown_Amount Then Cooldown_Time = Cooldown_Amount
Angle = ((Cooldown_Time / Cooldown_Amount) * 360)
End If

If Angle <= 0 Then Angle = 0
If Angle >= 360 Then
Angle = 360
Cooldown_Flag = False
End If

Create_Polygon
Direct3D_Device.SetTexture 0, Texture
Direct3D_Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List(0), Len(Vertex_List(0))

Create_Polygon2
Direct3D_Device.SetTexture 0, Nothing
Direct3D_Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 4, Vertex_List2(0), Len(Vertex_List2(0))

Direct3D_Device.SetRenderState D3DRS_ALPHABLENDENABLE, False

With Direct3D_Device

.SetRenderState D3DRS_STENCILENABLE, True
.SetRenderState D3DRS_STENCILFUNC, D3DCMP_ALWAYS
.SetRenderState D3DRS_STENCILREF, 0
.SetRenderState D3DRS_STENCILMASK, &HFFFFFFFF
.SetRenderState D3DRS_STENCILWRITEMASK, &HFFFFFFFF
.SetRenderState D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE

'.SetRenderState D3DRS_ZWRITEENABLE, False
.SetRenderState D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILPASS, D3DSTENCILOP_KEEP
.SetRenderState D3DRS_STENCILFUNC, D3DCMP_EQUAL
.SetRenderState D3DRS_STENCILREF, 0

.SetRenderState D3DRS_STENCILMASK, &H1
'//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Nothings cutting off. It just ends up another poly over my spell icon
'//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Vertex_List3(0) = Create_TLVertex(X - (20 / 2) + 0, Y - (20 / 2) + 0, 0, 1, D3DColorXRGB(0, 0, 0), 0, 0, 0)
Vertex_List3(1) = Create_TLVertex(X - (20 / 2) + 20, Y - (20 / 2) + 0, 0, 1, D3DColorXRGB(0, 0, 0), 0, 1, 0)
Vertex_List3(2) = Create_TLVertex(X - (20 / 2) + 0, Y - (20 / 2) + 20, 0, 1, D3DColorXRGB(0, 0, 0), 0, 0, 1)
Vertex_List3(3) = Create_TLVertex(X - (20 / 2) + 20, Y - (20 / 2) + 20, 0, 1, D3DColorXRGB(0, 0, 0), 0, 1, 1)
.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List3(0), Len(Vertex_List3(0))

.SetRenderState D3DRS_STENCILENABLE, 0
'.SetRenderState D3DRS_ZWRITEENABLE, True
.SetRenderState D3DRS_ALPHABLENDENABLE, True
End With

Direct3D_Device.EndScene

'Flips the backbuffer into the form window.
Direct3D_Device.Present ByVal 0, ByVal 0, 0, ByVal 0

QueryPerformanceCounter Start_Time

Loop

End Sub


Private Sub Close_Program()

Running = False 'This helps the program bail out of the game loop.

'Unload all of the DirectX objects.

Set Texture = Nothing
Set Direct3DX = Nothing
Set Direct3D_Device = Nothing
Set Direct3D = Nothing
Set DirectX8 = Nothing

Unload Me 'Unload the form.

End 'Ends the program.

'Although the Unload statement located above exits the program, you
'will end up with an Automation error after doing so. The End statement
'will help prevent that, and end the app completely.

End Sub

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)

If KeyCode = vbKeyEscape Then 'If the user presses the Esc key...
Close_Program
End If

End Sub

Private Sub Form_Load()

'This event will fire before the form has completely loaded.

If MsgBox("Click Yes to go to full screen (Recommended)", vbQuestion Or vbYesNo, "Options") = vbYes Then Fullscreen_Enabled = True
Hi_Res_Timer_Initialize
frmMain.ScaleMode = vbPixels
Alpha = 255
Angle = 360
frmMain.Show
DirectX_Initialize 'Initializes DirectX and Direct3D.
Create_Polygon 'Creates the polygon.
Load_Texture 'Loads a texture from file.
Running = True 'Initializations all set. It's now ok to activate the game loop.
Game_Loop

End Sub

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)

If Button = 1 Then
If Cooldown_Flag = False And (Angle >= 360) Then
Angle = 0
Cooldown_Time = 0
Milliseconds = Get_Elapsed_Time
Cooldown_Flag = True
End If
End If

End Sub

Private Sub Form_Unload(Cancel As Integer)

Close_Program

End Sub

[/Code]
0

Share this post


Link to post
Share on other sites
[url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb147354(v=vs.85).aspx"]Direct3D 9 - Scissor Test[/url]

[url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb205126(v=vs.85).aspx#Set_the_Scissor_Rectangle"]Direct3D 10 - Set the Scissor Rectangle[/url]
0

Share this post


Link to post
Share on other sites

I know this is an old topic but I figured it out a long time ago. The solution was to overlap the squared spell icon with a perfectly squared diamond the same size only rotated 45 degrees that darken the spell icon. That darkened diamond is then split into 8 triangle slices like a pizza, and gets clipped around the entire square as it rotates, so you only see it within the spell icon. It starts at 8 and as it rotates to shrink the first polys of the group, it cuts it down to 7. Then 6, then 5, 4, 3, 2, and ultimately 1. This can be done at any cooldown time you desire, and it does it very smooth, and accurately. Here is the code:

Option Explicit

Private Type CUSTOM_VERTEX_TYPE
    X As Single
    Y As Single
    Z As Single
    RHW As Single
    Color As Long
    Specular As Long
    TU As Single
    TV As Single
End Type

Private Type Vector
    X As Single
    Y As Single
End Type

Private Type Spell_Type
    Position As Vector
    Angle As Single
    Texture As Direct3DTexture8
    Width As Long
    Height As Long
    Half_Width As Long
    Half_Height As Long
    Image_Size As Long
    Vertex_List(3) As CUSTOM_VERTEX_TYPE
    Vertex_List2(23) As CUSTOM_VERTEX_TYPE
    Clip_Region(3, 3) As CUSTOM_VERTEX_TYPE
    Cooldown_Amount As Single
    Cooldown_Time As Single
    Milliseconds As Single
    Cooldown_Flag As Boolean
    Polycount As Long
End Type

Private Declare Function timeGetTime Lib "winmm.dll" () As Long

'Some color depth constants to help make the DX constants more readable.
Private Const COLOR_DEPTH_16_BIT As Long = D3DFMT_R5G6B5
Private Const COLOR_DEPTH_24_BIT As Long = D3DFMT_A8R8G8B8
Private Const COLOR_DEPTH_32_BIT As Long = D3DFMT_X8R8G8B8

Private Const PI As Double = 3.141592576

'The 2D (Transformed and Lit) vertex format.
Private Const CUSTOM_VERTEX As Long = D3DFVF_XYZRHW Or D3DFVF_TEX1 Or D3DFVF_DIFFUSE Or D3DFVF_SPECULAR

Private DX As DirectX8 'The master DirectX object.
Private D3D As Direct3D8 'Controls all things 3D.
Private Device As Direct3DDevice8 'Represents the hardware rendering.
Private D3DX As D3DX8

Private Fullscreen_Enabled As Boolean 'Helps determine whether it's fullscreen mode.
Private Fullscreen_Width As Long
Private Fullscreen_Height As Long
Private Running As Boolean 'Helps determine whether the main game loop is running.

Private Main_Font As D3DXFont
Private Main_Font_Description As IFont
Private Text_Rect As RECT

Private Spell As Spell_Type

Public Sub Setup_Spell()
    With Spell
        .Position.X = frmMain.ScaleWidth / 2
        .Position.Y = frmMain.ScaleHeight / 2
        .Width = 200
        .Height = 200
        .Half_Width = .Width / 2
        .Half_Height = .Height / 2
        .Cooldown_Amount = 60 'seconds
        Load_Texture App.Path & "\Death Coil.bmp", D3DColorRGBA(255, 255, 255, 255)
        Create_Spell_Polygon Spell
    End With
End Sub

Private Function Get_Elapsed_Time() As Single
    Get_Elapsed_Time = Abs(timeGetTime / 1000)
End Function

'This function will make it much easier to setup the vertices with the info it needs.
Private Function Create_Custom_Vertex(X As Single, Y As Single, Z As Single, RHW As Single, Color As Long, Specular As Long, TU As Single, TV As Single) As CUSTOM_VERTEX_TYPE
    Create_Custom_Vertex.X = X
    Create_Custom_Vertex.Y = Y
    Create_Custom_Vertex.Z = Z
    Create_Custom_Vertex.RHW = RHW
    Create_Custom_Vertex.Color = Color
    Create_Custom_Vertex.Specular = Specular
    Create_Custom_Vertex.TU = TU
    Create_Custom_Vertex.TV = TV
End Function

Private Function Line_Intersect(ByVal L1_X1 As Single, ByVal L1_Y1 As Single, ByVal L1_X2 As Single, ByVal L1_Y2 As Single, _
                                  ByVal L2_X1 As Single, ByVal L2_Y1 As Single, ByVal L2_X2 As Single, ByVal L2_Y2 As Single, _
                                  ByRef Intersection As Vector) As Boolean
    'Denominator for ua and ub are the same, so store this calculation
    Dim Denominator As Double
    Dim n_a As Double
    Dim n_b As Double
    Denominator = (L2_Y2 - L2_Y1) * (L1_X2 - L1_X1) - (L2_X2 - L2_X1) * (L1_Y2 - L1_Y1)

      'n_a and n_b are calculated as seperate values for readability
     ' Dim n_a As Double =

      'Dim n_b As Double =


      'If ua >= 0D AndAlso ua <= 1D AndAlso ub >= 0D AndAlso ub <= 1D Then
      '   Intersection.X = L1.X1 + (ua * (L1.X2 - L1.X1))
      '   Intersection.Y = L1.Y1 + (ua * (L1.Y2 - L1.Y1))
       '  Return True
      'End If

    'n_a and n_b are calculated as seperate values for readability
    n_a = (L2_X2 - L2_X1) * (L1_Y1 - L2_Y1) - (L2_Y2 - L2_Y1) * (L1_X1 - L2_X1)
    n_b = (L1_X2 - L1_X1) * (L1_Y1 - L2_Y1) - (L1_Y2 - L1_Y1) * (L1_X1 - L2_X1)
    
    ' Make sure there is not a division by zero - this also indicates that
    ' the lines are parallel.
    ' If n_a and n_b were both equal to zero the lines would be on top of each
    ' other (coincidental).  This check is not done because it is not
    ' necessary for this implementation (the parallel check accounts for this).
    If Denominator = 0 Then
        Line_Intersect = False
        Exit Function
    End If
    
    ' Calculate the intermediate fractional point that the lines potentially intersect.
    Dim ua As Double: ua = n_a / Denominator
    Dim ub As Double: ub = n_b / Denominator
    
    ' The fractional point will be between 0 and 1 inclusive if the lines
    ' intersect.  If the fractional calculation is larger than 1 or smaller
    ' than 0 the lines would need to be longer to intersect.
    
    If ua >= 0 And ua <= 1 And ub >= 0 And ub <= 1 Then
        Intersection.X = L1_X1 + (ua * (L1_X2 - L1_X1))
        Intersection.Y = L1_Y1 + (ua * (L1_Y2 - L1_Y1))
        Line_Intersect = True
        Exit Function
    End If

   Line_Intersect = False
End Function

Private Function DirectX_Initialize() As Boolean
    On Error GoTo Error_Handler
    
    Dim Display_Mode As D3DDISPLAYMODE 'Display mode desciption.
    Dim Screen As D3DPRESENT_PARAMETERS 'Backbuffer and viewport description.
    
    Set DX = New DirectX8 'Creates the DirectX object.
    Set D3D = DX.Direct3DCreate() 'Creates the Direct3D object using the DirectX object.
    Set D3DX = New D3DX8
    
    If Fullscreen_Enabled = True Then
    
        'Now that we are working with fullscreen mode, we must set up the
        'screen resolution to switch to, rather than use the default screen
        'resolution.
        
        Display_Mode.Width = Fullscreen_Width
        Display_Mode.Height = Fullscreen_Height
        Display_Mode.Format = COLOR_DEPTH_32_BIT
    
        Screen.Windowed = False 'The app will be in fullscreen mode.
        Screen.BackBufferCount = 1 '1 backbuffer only
        Screen.BackBufferWidth = Display_Mode.Width 'Match the backbuffer width with the display width
        Screen.BackBufferHeight = Display_Mode.Height 'Match the backbuffer height with the display height
        Screen.hDeviceWindow = frmMain.hWnd 'Use frmMain as the device window.
        
    Else
    
        D3D.GetAdapterDisplayMode D3DADAPTER_DEFAULT, Display_Mode 'Use the current display mode that you
                                                                        'are already on. Incase you are confused, I'm
                                                                        'talking about your current screen resolution. ;)
        
        Screen.Windowed = True 'The app will be in windowed mode.
    
    End If
    
    Screen.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC 'Refresh when the monitor does.
    Screen.BackBufferFormat = Display_Mode.Format 'Sets the format that was retrieved into the backbuffer.
    
    'Creates the rendering device with some useful info, along with the info
    'we've already setup for Screen.
    Set Device = D3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, frmMain.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, Screen)
    
    Device.SetVertexShader CUSTOM_VERTEX 'Set the type of vertex shading. (Required)
    
    'Right here will alphablend the polygon
    Device.SetRenderState D3DRS_ALPHABLENDENABLE, True
    
    Device.SetTextureStageState 0, D3DTSS_COLOROP, D3DTOP_MODULATE
    Device.SetTextureStageState 0, D3DTSS_COLORARG1, D3DTA_TEXTURE
    Device.SetTextureStageState 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE
                   
    Device.SetTextureStageState 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE
    Device.SetTextureStageState 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE
    Device.SetTextureStageState 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE
    
    Device.SetRenderState D3DRS_SRCBLEND, D3DBLEND_SRCALPHA
    Device.SetRenderState D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA
    Device.SetRenderState D3DRS_BLENDOP, D3DBLENDOP_ADD
    
    'These lines are not needed, but it's nice to be able to filter the
    'textures to make them look nicer.
    
    Device.SetTextureStageState 0, D3DTSS_MINFILTER, D3DTEXF_POINT
    Device.SetTextureStageState 0, D3DTSS_MAGFILTER, D3DTEXF_POINT


    Exit Function
    
Error_Handler:
    
    MsgBox "An error occured while initializing DirectX", vbCritical
    Shutdown
    DirectX_Initialize = False
End Function

Private Sub Create_Spell_Polygon(ByRef Spell As Spell_Type)
    With Spell
        .Vertex_List(0) = Create_Custom_Vertex(.Position.X - .Half_Width, .Position.Y - .Half_Height, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 0)
        .Vertex_List(1) = Create_Custom_Vertex(.Position.X + .Half_Width, .Position.Y - .Half_Height, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 0)
        .Vertex_List(2) = Create_Custom_Vertex(.Position.X - .Half_Width, .Position.Y + .Half_Height, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 1)
        .Vertex_List(3) = Create_Custom_Vertex(.Position.X + .Half_Width, .Position.Y + .Half_Height, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 1)
    End With
End Sub

Private Sub Create_Spell_Cooldown_Polygon(ByRef Spell As Spell_Type, ByVal X As Single, ByVal Y As Single, ByVal Size As Long)
    Dim Offset As Long
    Dim Half_Offset As Long
    Dim Color As Long
    Dim Rotate As Vector
    Dim Clipped As Boolean, Clip_Intersection As Vector
    
    With Spell
        .Clip_Region(0, 0) = Create_Custom_Vertex(X - Size, Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 0)
        .Clip_Region(0, 1) = Create_Custom_Vertex(X + Size, Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 0)
        .Clip_Region(0, 2) = Create_Custom_Vertex(X - Size, Y - (Size / 2), 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 1)
        .Clip_Region(0, 3) = Create_Custom_Vertex(X + Size, Y - (Size / 2), 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 1)
        
        .Clip_Region(1, 0) = Create_Custom_Vertex(X + (Size / 2), Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 0)
        .Clip_Region(1, 1) = Create_Custom_Vertex(X + Size, Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 0)
        .Clip_Region(1, 2) = Create_Custom_Vertex(X + (Size / 2), Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 1)
        .Clip_Region(1, 3) = Create_Custom_Vertex(X + Size, Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 1)
        
        .Clip_Region(2, 0) = Create_Custom_Vertex(X - Size, Y + (Size / 2), 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 0)
        .Clip_Region(2, 1) = Create_Custom_Vertex(X + Size, Y + (Size / 2), 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 0)
        .Clip_Region(2, 2) = Create_Custom_Vertex(X - Size, Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 1)
        .Clip_Region(2, 3) = Create_Custom_Vertex(X + Size, Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 1)
        
        .Clip_Region(3, 0) = Create_Custom_Vertex(X - Size, Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 0)
        .Clip_Region(3, 1) = Create_Custom_Vertex(X - (Size / 2), Y - Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 0)
        .Clip_Region(3, 2) = Create_Custom_Vertex(X - Size, Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 0, 1)
        .Clip_Region(3, 3) = Create_Custom_Vertex(X - (Size / 2), Y + Size, 0, 1, D3DColorRGBA(255, 255, 255, 255), 0, 1, 1)
    
        Offset = Size
        Half_Offset = Offset / 2
        Color = D3DColorRGBA(0, 0, 0, 155)
    
        If .Angle < 90 Then
            Rotate.X = X + (0 * Cos((.Angle) * (PI / 180)) - (-Offset) * Sin((.Angle) * (PI / 180)))
            Rotate.Y = Y + (0 * Sin((.Angle) * (PI / 180)) + (-Offset) * Cos((.Angle) * (PI / 180)))
            If .Angle >= 0 And .Angle < 45 Then
                .Polycount = 8
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(0, 2).X, .Clip_Region(0, 2).Y, .Clip_Region(0, 3).X, .Clip_Region(0, 3).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X + Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X + Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X + Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X + Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(9) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(10) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(11) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(12) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(13) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(14) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(15) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(16) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(17) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(18) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(19) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(20) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(21) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(22) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(23) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            ElseIf .Angle >= 45 And .Angle < 90 Then
                .Polycount = 7
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(1, 0).X, .Clip_Region(1, 0).Y, .Clip_Region(1, 2).X, .Clip_Region(1, 2).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X + Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X + Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(9) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(10) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(11) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(12) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(13) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(14) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
    
                    .Vertex_List2(15) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(16) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(17) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(18) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(19) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(20) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            End If
        ElseIf .Angle >= 90 And .Angle < 180 Then
            Rotate.X = X + ((Offset * Cos((.Angle - 90) * (PI / 180))) - (0 * Sin((.Angle - 90) * (PI / 180))))
            Rotate.Y = Y + ((Offset * Sin((.Angle - 90) * (PI / 180))) + (0 * Cos((.Angle - 90) * (PI / 180))))
            If .Angle >= 90 And .Angle < 135 Then
                .Polycount = 6
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(1, 0).X, .Clip_Region(1, 0).Y, .Clip_Region(1, 2).X, .Clip_Region(1, 2).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                
                    .Vertex_List2(3) = Create_Custom_Vertex(X + Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(9) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(10) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(11) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(12) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(13) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(14) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(15) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(16) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(17) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            ElseIf .Angle >= 135 And .Angle < 180 Then
                .Polycount = 5
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(2, 0).X, .Clip_Region(2, 0).Y, .Clip_Region(2, 1).X, .Clip_Region(2, 1).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(9) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(10) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(11) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(12) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(13) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(14) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            End If
        ElseIf .Angle >= 180 And .Angle <= 270 Then
            Rotate.X = X + ((0 * Cos((.Angle - 180) * (PI / 180))) - (Offset * Sin((.Angle - 180) * (PI / 180))))
            Rotate.Y = Y + ((0 * Sin((.Angle - 180) * (PI / 180))) + (Offset * Cos((.Angle - 180) * (PI / 180))))
            If .Angle >= 180 And .Angle < 225 Then
                .Polycount = 4
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(2, 0).X, .Clip_Region(2, 0).Y, .Clip_Region(2, 1).X, .Clip_Region(2, 1).Y, Clip_Intersection)
                If Clipped = True Then
                
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X - Half_Offset, Y + Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(9) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(10) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(11) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            ElseIf .Angle >= 225 And .Angle < 270 Then
                .Polycount = 3
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(3, 1).X, .Clip_Region(3, 1).Y, .Clip_Region(3, 3).X, .Clip_Region(3, 3).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X - Half_Offset, Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(6) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(7) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(8) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            End If
        Else
            Rotate.X = X + ((-Offset * Cos((.Angle - 270) * (PI / 180))) - (0 * Sin((.Angle - 270) * (PI / 180))))
            Rotate.Y = Y + ((-Offset * Sin((.Angle - 270) * (PI / 180))) + (0 * Cos((.Angle - 270) * (PI / 180))))
            If .Angle >= 270 And .Angle < 315 Then
                .Polycount = 2
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(3, 1).X, .Clip_Region(3, 1).Y, .Clip_Region(3, 3).X, .Clip_Region(3, 3).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                    
                    .Vertex_List2(3) = Create_Custom_Vertex(X - Half_Offset, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(4) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(5) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            ElseIf .Angle >= 315 And .Angle < 360 Then
                .Polycount = 1
                Clipped = Line_Intersect(Rotate.X, Rotate.Y, X, Y, .Clip_Region(0, 2).X, .Clip_Region(0, 2).Y, .Clip_Region(0, 3).X, .Clip_Region(0, 3).Y, Clip_Intersection)
                If Clipped = True Then
                    .Vertex_List2(0) = Create_Custom_Vertex(Clip_Intersection.X, Clip_Intersection.Y, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(1) = Create_Custom_Vertex(X, Y - Half_Offset, 0, 1, Color, 0, 0, 0)
                    .Vertex_List2(2) = Create_Custom_Vertex(X, Y, 0, 1, Color, 0, 0, 0)
                End If
            End If
        End If
    End With
End Sub

Private Sub Load_Texture(ByRef File_Path As String, ByVal Transparency_Color As Long)
    Set Spell.Texture = D3DX.CreateTextureFromFileEx(Device, _
                                                    File_Path, _
                                                    512, 512, _
                                                    0, _
                                                    0, _
                                                    D3DFMT_A8R8G8B8, _
                                                    D3DPOOL_MANAGED, _
                                                    D3DX_FILTER_POINT, _
                                                    D3DX_FILTER_POINT, _
                                                    Transparency_Color, _
                                                    ByVal 0, _
                                                    ByVal 0)
End Sub

Private Sub Draw_Spell_Polygon(ByRef Spell As Spell_Type)
    With Spell
        Device.SetTexture 0, .Texture
        Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, .Vertex_List(0), Len(.Vertex_List(0))
        If .Cooldown_Flag = True Then
            .Cooldown_Time = Get_Elapsed_Time - .Milliseconds
            Create_Spell_Cooldown_Polygon Spell, .Position.X, .Position.Y, .Width
            Device.SetTexture 0, Nothing
            Device.DrawPrimitiveUP D3DPT_TRIANGLELIST, .Polycount, .Vertex_List2(0), Len(.Vertex_List2(0))
            If .Cooldown_Time >= .Cooldown_Amount Then .Cooldown_Time = .Cooldown_Amount
            .Angle = ((.Cooldown_Time / .Cooldown_Amount) * 360)
            If .Angle <= 0 Then .Angle = 0
            If .Angle >= 360 Then
                .Angle = 360
                .Cooldown_Flag = False
            End If
        End If
    End With
End Sub

Public Sub Draw_Text(Text As String, X As Single, Y As Single, Width As Long, Height As Long, Font_Name As String, Font_Size As Long, Color As Long, Optional Font_Bold As Boolean = False, Optional Font_Italic As Boolean = False)
    
    'World of Warcraft uses Bookman Old Style
    
    'NOTE TO SELF - This crashes when you alt tab out and come back in for some reason
    Dim Font As New StdFont
    
    If Device.TestCooperativeLevel = D3D_OK Then
        Font.Name = Font_Name
        Font.Size = Font_Size
        If Font_Bold = True Then Font.Bold = True
        If Font_Italic = True Then Font.Italic = True
        Set Main_Font_Description = Font
        Set Main_Font = D3DX.CreateFont(Device, Main_Font_Description.hFont)
        
        Text_Rect.Left = X + 0
        Text_Rect.Top = Y + 0
        Text_Rect.Right = X + Width
        Text_Rect.bottom = Y + Height
        
        D3DX.DrawText Main_Font, Color, Text, Text_Rect, DT_TOP Or DT_LEFT
    End If
    
End Sub

Private Sub Render()
    Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 0, 255, 0), 1#, 0
    Device.BeginScene
    Draw_Spell_Polygon Spell
    Draw_Text "Seconds: " & CStr(Spell.Cooldown_Time), 50, 25, 500, 25, "ariel", 8, D3DColorRGBA(255, 255, 255, 255)
    Device.EndScene
    Device.Present ByVal 0, ByVal 0, 0, ByVal 0
End Sub

Private Sub Game_Loop()
    Do While Running = True
        Render
        DoEvents
    Loop
End Sub

Private Sub Shutdown()
    Running = False
    
    'Unload all of the DirectX objects.
    
    Set Spell.Texture = Nothing
    Set D3DX = Nothing
    Set Device = Nothing
    Set D3D = Nothing
    Set DX = Nothing
    
    Unload Me
End Sub

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
    If KeyCode = vbKeyEscape Then
        Shutdown
    End If
End Sub

Private Sub Form_Load()
    If MsgBox("Click Yes to go to full screen (Recommended)", vbQuestion Or vbYesNo, "Options") = vbYes Then Fullscreen_Enabled = True
    
    frmMain.Show
    frmMain.ScaleMode = vbPixels
    
    Fullscreen_Width = 1024
    Fullscreen_Height = 768
    
    DirectX_Initialize
    Setup_Spell
    Running = True
    Game_Loop
End Sub

Private Sub Form_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
    If Button = 1 Then
        If Spell.Cooldown_Flag = False Then
            Spell.Angle = 0
            Spell.Cooldown_Time = 0
            Spell.Milliseconds = Get_Elapsed_Time
            Spell.Cooldown_Flag = True
        End If
    End If
End Sub

Private Sub Form_Unload(Cancel As Integer)
    Shutdown
End Sub


Edited by Psychopathetica
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0