这篇教程C++ GameError函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中GameError函数的典型用法代码示例。如果您正苦于以下问题:C++ GameError函数的具体用法?C++ GameError怎么用?C++ GameError使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了GameError函数的25个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: Ammovoid Menu::initialize(Graphics *g, Input *i){ mainMenu.push_back("Main Menu"); mainMenu.push_back("Recovery - 200"); mainMenu.push_back("Projectile Ammo (Not in yet) - 100"); mainMenu.push_back("Done"); titleMenu.push_back("Play"); titleMenu.push_back("Controls"); retryMenu.push_back("Retry"); retryMenu.push_back("Exit"); scoreScreen.push_back("Scores"); highlightColor = graphicsNS::RED; normalColor = graphicsNS::WHITE; menuAnchor = D3DXVECTOR2(50,50); input = i; verticalOffset = 45; horizontalOffset = 160; linePtr = 0; selectedItem = -1; graphics = g; menuItemFont = new TextDX(); menuHeadingFont = new TextDX(); menuItemFontHighlight = new TextDX(); if(menuItemFont->initialize(graphics, 20, true, false, "Calibri") == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font")); if(menuItemFontHighlight->initialize(graphics, 25, true, false, "Calibri") == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font")); if(menuHeadingFont->initialize(graphics, 35, true, false, "Calibri") == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuHeading font")); menuHeadingFont->setFontColor(normalColor); menuItemFont->setFontColor(normalColor); menuItemFontHighlight->setFontColor(highlightColor); upDepressedLastFrame = false; downDepressedLastFrame = false; mainDepressedLastFrame = false; titleMenuDepressedLastFrame = false; done = false;}
开发者ID:Sariander,项目名称:Games-Project-2,代码行数:34,
示例2: throwbool NPC::initialize(Game* gamePtr, int width, int height, int ncols, TextureManager* textureM, Image* gameDialogBox){ gameConfig = gamePtr->getGameConfig(); // image must be initialized first in order to use sprite size data bool result = Entity::initialize(gamePtr, width, height, ncols, textureM); // active and set collision box area active = true; edge.left = -spriteData.width/2; edge.right = spriteData.width/2; edge.top = -spriteData.height/2; edge.bottom = spriteData.height/2; dialogBox = gameDialogBox; if(!dialogText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC dialogText")); dialogText.setFontHeight(14); if(!responseText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC response Text")); responseText.setFontHeight(14);// dialogText.setProportional(true); if(!selectorTexture.initialize(gamePtr->getGraphics(), "pictures/text/selector.png")) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector texture")); if(!selector.initialize(gamePtr->getGraphics(), 0, 0, 0, &selectorTexture)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector image")); return result;}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:30,
示例3: TextureManagerItemController::ItemController(Graphics *graphics, TextureManager* iTxt) { itemTexture = new TextureManager(); if (!itemTexture->initialize(graphics, TEXTURE_ITEM)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item texture")); crateList = new std::list<Crate*>(); itemList = std::vector<Item*>(); //init crate location first levelCrateLoc[0] = new std::list<VECTOR2>(); levelCrateLoc[0]->push_back(VECTOR2(321, 568)); // crate 1.1 levelCrateLoc[0]->push_back(VECTOR2(1152, 250)); // crate 2.1 levelCrateLoc[0]->push_back(VECTOR2(2447, 250)); //crate 2.5.1 levelCrateLoc[0]->push_back(VECTOR2(2688, 668)); // crate 3.1 levelCrateLoc[0]->push_back(VECTOR2(2815, 602)); // crate 3.2 //init crate item second levelCrateItemType[0] = new std::list<int>(); levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun); // crate 1.1 levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun); // crate 2.1 levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun); // crate 2.5.1 levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun); // crate 3.1 levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun); // crate 3.2 itemIconTexture = iTxt; gunTexture = new TextureManager(); if (!gunTexture->initialize(graphics, TEXTURE_GUNS)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture")); gunImage = new Image(); gunImage->initialize(graphics, itemControllerNS::GUN_TEXTURE_WIDTH, itemControllerNS::GUN_TEXTURE_HEIGHT, 1, gunTexture); itemIconTexture = new TextureManager(); if (!itemIconTexture->initialize(graphics, ITEM_ICON_TEXTURE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item icon texture"));}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:31,
示例4: Graphics//=============================================================================// Initializes the game// throws GameError on error//=============================================================================void Game::initialize(HWND hw){ hwnd = hw; // save window handle // initialize graphics graphics = new Graphics(); // throws GameError graphics->initialize(hwnd, GAME_WIDTH, GAME_HEIGHT, FULLSCREEN); // initialize input, do not capture mouse input->initialize(hwnd, false); // throws GameError // init sound system audio = new Audio(); if (*WAVE_BANK != '/0' && *SOUND_BANK != '/0') // if sound files defined { if( FAILED( hr = audio->initialize() ) ) { if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) ) throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found.")); else throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system.")); } } // attempt to set up high resolution timer if(QueryPerformanceFrequency(&timerFreq) == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer")); QueryPerformanceCounter(&timeStart); // get starting time initialized = true;}
开发者ID:Cusimonster,项目名称:Asteroids,代码行数:38,
示例5: Direct3DCreate9void Graphics::initialize(HWND hw, int w, int h, bool full){ hwnd = hw; width = w; height = h; fullscreen = full; direct3d = Direct3DCreate9(D3D_SDK_VERSION); if (direct3d == NULL) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Direct3D")); initD3Dpp(); if(fullscreen) { if(isAdapterCompatible()) d3dpp.FullScreen_RefreshRateInHz = pMode.RefreshRate; else throw(GameError(gameErrorNS::FATAL_ERROR, "The graphics device does not support the specified resolution and/or format.")); } D3DCAPS9 caps; DWORD behavior; result = direct3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); if( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 || caps.VertexShaderVersion < D3DVS_VERSION(1,1) ) behavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING; else behavior = D3DCREATE_HARDWARE_VERTEXPROCESSING; result = direct3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, behavior, &d3dpp, &device3d); if (FAILED(result)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D device")); result = D3DXCreateSprite(device3d, &sprite); if (FAILED(result)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D sprite")); device3d->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); device3d->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); device3d->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); if( FAILED( direct3d->CheckDeviceFormat(caps.AdapterOrdinal, caps.DeviceType, d3dpp.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24S8 ) ) ) stencilSupport = false; else stencilSupport = true; device3d->CreateQuery(D3DQUERYTYPE_OCCLUSION, &pOcclusionQuery);}
开发者ID:KWJYP,项目名称:M.J_Physical_GameStudio_Engine,代码行数:59,
示例6: GameConfig//=============================================================================// Initializes the game// throws GameError on error//=============================================================================void Game::initialize(HWND hw){ hwnd = hw; // save window handle //AllocConsole(); // initialize gameConfig gameConfig = new GameConfig(); gameConfig->initialize(hwnd); // initialize graphics graphics = new Graphics(); // throws GameError graphics->initialize(hwnd, gameConfig->getGameWidth(), gameConfig->getGameHeight(), FULLSCREEN); // initialize input, do not capture mouse input->initialize(hwnd, false); // throws GameError // initialize console console = new Console(); console->initialize(graphics, input); // prepare console console->print("---Console---"); // initialize messageDialog messageDialog = new MessageDialog(); messageDialog->initialize(graphics, input, hwnd); // initialize inputDialog inputDialog = new InputDialog(); inputDialog->initialize(graphics, input, hwnd); // initialize DirectX font if(dxFont.initialize(graphics, gameNS::POINT_SIZE, false, false, gameNS::FONT) == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize DirectX font.")); dxFont.setFontColor(gameNS::FONT_COLOR); // init sound system audio = new Audio(); if (*WAVE_BANK != '/0' && *SOUND_BANK != '/0') // if sound files defined { if( FAILED( hr = audio->initialize() ) ) { if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) ) throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found.")); else throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system.")); } } // attempt to set up high resolution timer if(QueryPerformanceFrequency(&timerFreq) == false) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer")); QueryPerformanceCounter(&timeStart); // get starting time initialized = true;}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:61,
示例7: TextureManagerHUD::HUD(Graphics*& g) { graphics = g; itemTexture = new TextureManager(); gunHUDTexture = new TextureManager(); hpHUDTexture = new TextureManager(); hpTexture = new TextureManager(); //Load and set up hp HUD texture if (!hpHUDTexture->initialize(graphics, TEXTURE_HUD_HP)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp hud texture")); hpHUD = new Image(); hpHUD->initialize(graphics, hudNS::HP_HUD_WIDTH, hudNS::HP_HUD_HEIGHT, 1, hpHUDTexture); hpHUD->setCurrentFrame(0); hpHUD->setX(50); hpHUD->setY(60); if (!hpTexture->initialize(graphics, TEXTURE_HUD_HP_RED)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp texture")); hp = new Image(); hp->initialize(graphics, hudNS::HP_WIDTH, hudNS::HP_HEIGHT, 1, hpTexture); hp->setCurrentFrame(0); hp->setX(hpHUD->getX() + 30); hp->setY(hpHUD->getY()); //Load and set up gun HUD texture if (!gunHUDTexture->initialize(graphics, TEXTURE_HUD_GUN)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun hud texture")); gunHud = new Image(); gunHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture); gunHud->setCurrentFrame(0); gunHud->setX(hpHUD->getX() + hpHUD->getWidth() + 50); gunHud->setY(50); //Load and set up item HUD texture if (!itemTexture->initialize(graphics, TEXTURE_GUNS)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture")); currentItemImage = new Image(); currentItemImage->initialize(graphics, gunNS::TEXTURE_WIDTH, gunNS::TEXTURE_HEIGHT, gunNS::TEXTURE_COLS, itemTexture); currentItemImage->setX(gunHud->getX()); currentItemImage->setY(gunHud->getY() + 10); currentItemImage->setScale(0.8); //Load and set up Points HUD texture pointHud = new Image(); pointHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture); pointHud->setCurrentFrame(0); pointHud->setX(gunHud->getX() + gunHud->getWidth() + 50); pointHud->setY(50); //set up font ammoFont = new TextDX(); ammoFont->initialize(graphics, 20, false, false, "Courier New"); ammoFont->setFontColor(SETCOLOR_ARGB(192, 0, 0, 0)); currentItem = nullptr; currentPlayer = nullptr;}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:55,
示例8: throwbool Bowser::initialize(Game *gamePtr, int width, int height, int ncols, TextureManager *textureM){ attackTimer = 1.0f; // Bowser sprite initialize bowserSpriteCoordinates.populateVector("sprite_data//bowser.xml"); if (!initializeCoords(bowserSpriteCoordinates)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser")); //Idle bowserIdle.initialize(gamePtr->getGraphics(), bowserNS::WIDTH, bowserNS::HEIGHT, 0, textureM); if (!bowserIdle.initialize(bowserSpriteCoordinates)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser")); bowserIdle.setFrames(bowserNS::IDLE_START_FRAME, bowserNS::IDLE_END_FRAME); bowserIdle.setCurrentFrame(bowserNS::IDLE_START_FRAME); bowserIdle.setFrameDelay(bowserNS::IDLE_ANIMATION_DELAY); //Spin Attack bowserSpin.initialize(gamePtr->getGraphics(), bowserNS::WIDTH, bowserNS::HEIGHT, 0, textureM); if (!bowserSpin.initialize(bowserSpriteCoordinates)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser")); bowserSpin.setFrames(bowserNS::SPIN_START_FRAME, bowserNS::SPIN_END_FRAME); bowserSpin.setCurrentFrame(bowserNS::SPIN_START_FRAME); bowserSpin.setFrameDelay(bowserNS::SPIN_ANIMATION_DELAY); // Fire Ball Attack bowserFireBreath.initialize(gamePtr->getGraphics(), bowserNS::WIDTH, bowserNS::HEIGHT, 0, textureM); if (!bowserFireBreath.initialize(bowserSpriteCoordinates)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser")); bowserFireBreath.setFrames(bowserNS::FIRE_BREATH_START_FRAME, bowserNS::FIRE_BREATH_END_FRAME); bowserFireBreath.setCurrentFrame(bowserNS::FIRE_BREATH_START_FRAME); bowserFireBreath.setFrameDelay(bowserNS::FIRE_BREATH_ANIMATION_DELAY); //Dying bowserDying.initialize(gamePtr->getGraphics(), bowserNS::WIDTH, bowserNS::HEIGHT, 0, textureM); if (!bowserDying.initialize(bowserSpriteCoordinates)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser")); bowserDying.setFrames(bowserNS::DYING_START_FRAME, bowserNS::DYING_END_FRAME); bowserDying.setCurrentFrame(bowserNS::DYING_START_FRAME); bowserDying.setFrameDelay(bowserNS::DYING_ANIMATION_DELAY); bowserDying.setLoop(false); return(Entity::initialize(gamePtr, width, height, ncols, textureM));}
开发者ID:SyndicateX,项目名称:Mega-Man-X,代码行数:49,
示例9: throw//=============================================================================// Initializes the game// Throws GameError on error//=============================================================================void Spacewar::initialize(HWND hwnd){ Game::initialize(hwnd); // throws GameError // nebula texture if (!nebulaTexture.initialize(graphics,NEBULA_IMAGE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula texture")); // main game textures if (!gameTextures.initialize(graphics,TEXTURES_IMAGE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing game textures")); // nebula image if (!nebula.initialize(graphics,0,0,0,&nebulaTexture)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula")); // planet if (!planet.initialize(this, planetNS::WIDTH, planetNS::HEIGHT, 2, &gameTextures)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing planet")); // ship if (!ship1.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship1")); ship1.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME); ship1.setCurrentFrame(shipNS::SHIP1_START_FRAME); ship1.setX(GAME_WIDTH/4); ship1.setY(GAME_HEIGHT/4); ship1.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y) // ship2 if (!ship2.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship2")); ship2.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME); ship2.setCurrentFrame(shipNS::SHIP2_START_FRAME); ship2.setX(GAME_WIDTH - GAME_WIDTH/4); ship2.setY(GAME_HEIGHT/4); ship2.setVelocity(VECTOR2(-shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y) //ship3 initalization. Do not rotate, start pointing north. This ship is controlled by the arrow keys. //ship3 ignores direction and will move in the direction of the key if (!ship3.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship3")); ship3.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME); ship3.setCurrentFrame(shipNS::SHIP1_START_FRAME); ship3.setX(GAME_WIDTH - GAME_WIDTH/4); ship3.setY(GAME_HEIGHT - GAME_HEIGHT/4); ship3.setDegrees(270); //ship3.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y) //ship4 initalization. Do not rotate, start pointing north. This ship is controlled by WASD //ship4 will rotate with A and D, and will move forward based on direction on W, and move backward based on direction on S. if (!ship4.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship4")); ship4.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME); ship4.setCurrentFrame(shipNS::SHIP2_START_FRAME); ship4.setX(GAME_WIDTH/4); ship4.setY(GAME_HEIGHT - GAME_HEIGHT/4); ship4.setDegrees(270); //ship4.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y) return;}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:63,
示例10: throwbool ParticleManager::initialize(Graphics *g){ if (!tm.initialize(g, FLAMES_IMAGE)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust texture")); for (int i = 0; i < MAX_NUMBER_PARTICLES; i++) { if (!particles[i].initialize(g,0,0,0,&tm)) throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust")); particles[i].setActive(false); particles[i].setVisible(false); particles[i].setScale(0.125f); //particles[i].setRotationValue(0.05f); } return true;}
开发者ID:tylermulley,项目名称:Goblins-and-Castle,代码行数:15,
示例11: ZeroMemory//=============================================================================// Initialize D3D presentation parameters//=============================================================================void Graphics::initD3Dpp(){ try{ ZeroMemory(&d3dpp, sizeof(d3dpp)); // fill the structure with 0 // fill in the parameters we need d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; if(fullscreen) // if fullscreen d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // 24 bit color else d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // use desktop setting d3dpp.BackBufferCount = 1; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.Windowed = (!fullscreen); if(VSYNC) // if vertical sync is enabled d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; else d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // Depth 24, Stencil 8 } catch(...) { throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing D3D presentation parameters")); }}
开发者ID:RodionChachura,项目名称:Bomberman,代码行数:30,
示例12: RegisterRawInputDevices |