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; Include files
IncludePath "includes" : IncludeFile "n3xtD_PB.pbi"
Enumeration
#Nord
#Est
#Sud
#Ouest
#Vertical
EndEnumeration
#Taille=12
#Taille2 = #Taille/2
Structure f_Vecteur
x.f
y.f
z.f
EndStructure
Structure i_Vecteur
x.l
y.l
z.l
EndStructure
Structure s_Cube
Angle.f
p.f_Vecteur
s.f_Vecteur
t.f_Vecteur
Type.l
Sens.l
Case1.I_Vecteur
Case2.I_Vecteur
Origine.I_Vecteur
EndStructure
Structure s_Vertex
px.f
py.f
pz.f
nx.f
ny.f
nz.f
co.l
u.f
v.f
EndStructure
Global Cube.s_Cube, Px.l, Pz.l, Perdu.l, MapX.l, MapZ.l
Define.l Options, i, j, Tombe
Define.i *Entity
Restore Niveau1
Read MapX
Read MapZ
Dim Map(MapX+1,MapZ+1)
Read Cube\Origine\X
Read Cube\Origine\Z
For j=1 To MapZ
For i = 1 To MapX
Read Map(i,j)
Next i
Next j
;Initialise le cube
Cube\p\x=Cube\Origine\X*#Taille
Cube\p\y=#Taille
Cube\p\z=Cube\Origine\Z*#Taille
Cube\Type = #Vertical
Cube\Sens = #Vertical
;----------------------------------------------------------
; open n3xt-D screen
; Globales
Global anglex.f, angley.f, flagXDown.w
Global mox.f, omx.f, moy.l, omy.l
Global *app.l, Quit.l
*app = iCreateGraphics3D(800,600)
; << OR >>
;iCreateGraphics3D(800,600, 32, #False, #True, #EDT_DIRECT3D9)
If *app= #Null
End
EndIf
;- Declaration des procédures
Declare MakeMesh()
Declare Animation()
Macro TEXTURE(Texture, Couleur)
CreateTexture(Texture, 128, 128)
;Remplissage de la texture en blanc
StartDrawing(TextureOutput(Texture))
Box(0, 0, TextureWidth(Texture), TextureHeight(Texture), Couleur)
DrawingMode(#PB_2DDrawing_Outlined)
Box(0, 0, TextureWidth(Texture), TextureHeight(Texture), $FF0000)
StopDrawing()
EndMacro
Macro GAGNE()
; Repeat
; tombe - 1
; MoveEntity(#Entity, 0, -1, 0)
; RenderWorld()
; FlipBuffers()
; Until Tombe < -150
; tombe = 0
EndMacro
;-Mesh
;---------------------------
; define a ManualContruct Mesh
Global *mesh.IMMesh
; create the mesh
*mesh=iCreateEmptyMesh()
; add one buffer for vertices and faces
iAddBufferMesh(*mesh)
; define all vertices
iAddMVerticesMesh(*mesh, ?Vertex, 24, 0)
; define all faces
iAddMFacesMesh(*mesh, ?Faces, 12, 0)
iMaterialFlagNode(*mesh, #EMF_BACK_FACE_CULLING, #False )
Global *meshN.IMMesh
; create the mesh
*meshN=iCreateEmptyMesh()
; add one buffer for vertices and faces
iAddBufferMesh(*meshN)
; define all vertices
iAddMVerticesMesh(*meshN, ?Vertex, 24, 0)
; define all faces
iAddMFacesMesh(*meshN, ?Faces, 12, 0)
iMaterialFlagNode(*meshN, #EMF_BACK_FACE_CULLING, #False )
;-Affiche de la map
#EntitySol = 1
For j=1 To MapZ
For i=1 To MapX
If Map(i,j)=1
Map(i,j)=iCreateMeshCopy(*meshN)
iScaleNode(Map(i,j), #Taille, 2, #Taille)
iPositionNode(Map(i,j), i*#Taille, -1, j*#Taille)
EndIf
Next i
Next j
;-Camera
;---------------------------
; create a camera
Global *cam.ICamera = iCreateCamera()
iFOVCamera(*cam, 40*#PI/180)
iPositionNode(*cam, 65, 120, -200)
iPointTargetNode(*cam,8*#Taille, -50, 5*#Taille,0)
;iTargetCamera(*cam, 8*#Taille, -50, 5*#Taille)
;- main loop
Repeat
If Cube\Sens = #Vertical
If iGetKeyDown(#KEY_ARROW_LEFT)
Cube\Sens = #Ouest : MakeMesh()
ElseIf iGetKeyDown(#KEY_ARROW_RIGHT)
Cube\Sens = #Est : MakeMesh()
ElseIf iGetKeyDown(#KEY_ARROW_DOWN)
Cube\Sens = #Nord : MakeMesh()
ElseIf iGetKeyDown(#KEY_ARROW_Up)
Cube\Sens = #Sud : MakeMesh()
EndIf
EndIf
Animation()
;Test position
Perdu = #False
If Cube\type = #Vertical
Px = Cube\p\x / #Taille
Pz = Cube\p\z / #Taille
If Map(Px, Pz)=2
GAGNE()
Perdu = #True
ElseIf Map(Px, Pz)=0
Perdu = #True
EndIf
ElseIf Cube\type = #Nord Or Cube\type = #Sud
Px = Cube\p\x / #Taille
Pz = (Cube\p\z + #Taille2) / #Taille
If Map(Px, Pz)=0
Perdu = #True
EndIf
Pz = (Cube\p\z - #Taille2) / #Taille
If Map(Px, Pz)=0
Perdu = #True
EndIf
ElseIf Cube\type = #Est Or Cube\type = #Ouest
Px = (Cube\p\x + #Taille2) / #Taille
Pz = Cube\p\z / #Taille
If Map(Px, Pz)=0
Perdu = #True
EndIf
Px = (Cube\p\x - #Taille2) / #Taille
If Map(Px, Pz)=0
Perdu = #True
EndIf
EndIf
If Perdu
;Initialise le cube
Cube\p\x=Cube\Origine\X*#Taille
Cube\p\y=#Taille
Cube\p\z=Cube\Origine\Z*#Taille
Cube\Type = #Vertical
Cube\Sens = #Vertical
;CreateEntity(#Entity, MeshID(#Mesh), MaterialID(#Matiere))
;MakeMesh()
EndIf
; ---------------
; Render
; ---------------
iBeginScene(100,100,100)
iDrawScene()
iEndScene()
Until iGetKeyDown(#KEY_ESCAPE)
; end
iFreeEngine()
Procedure MakeMesh()
With Cube
Select \type
Case #Vertical
\s\x = 1 : \s\y = 2 : \s\z = 1
Case #Nord, #Sud
\s\x = 1 : \s\y = 1 : \s\z = 2
Case #Ouest, #Est
\s\x = 2 : \s\y = 1 : \s\z = 1
EndSelect
Select \Sens
Case #Nord
\t\x = 0.5 : \t\y = 0.5 : \t\z = 0.5
Case #Sud
\t\x = 0.5 : \t\y = 0.5 : \t\z = -0.5
Case #Ouest
\t\x = 0.5 : \t\y = 0.5 : \t\z = 0
Case #Est
\t\x = -0.5 : \t\y = 0.5 : \t\z = 0
Case #Vertical
\t\x = 0 : \t\y = 0.5 : \t\z = 0
EndSelect
iAddMVerticesMesh(*mesh, ?Vertex, 24, 0)
iAddMFacesMesh(*mesh, ?Faces, 12, 0)
iTranslateMeshBuffer(0,\t\x,\t\y,\t\z)
;iScaleMeshBuffer(*mesh,\s\x*#Taille,\s\y*#Taille,\s\z*#Taille)
iScaleMeshBuffer(iMeshBuffer(*mesh),\s\x*#Taille,\s\y*#Taille,\s\z*#Taille)
iPositionNode(*mesh, \p\x-\t\x*\s\x*#Taille, 0, \p\z-\t\z*\s\z*#taille)
EndWith
EndProcedure
Procedure Animation()
Define.f Delta
Delta = 4.5
Select Cube\Sens
Case #Ouest
Cube\Angle + Delta
iTurnNode(*mesh,0,0,Cube\Angle)
If Int(Cube\Angle) = 90
Cube\Angle = 0 : Cube\Sens = #Vertical
If Cube\Type = #Vertical
Cube\Type = #Ouest
Cube\p\x - 1.5*#Taille
ElseIf Cube\Type = #Est Or Cube\Type = #Ouest
Cube\Type = #Vertical
Cube\p\x - 1.5*#Taille
Else
Cube\p\x - #Taille
EndIf
EndIf
Case #Est
Cube\Angle - Delta
iTurnNode(*mesh,0,0,Cube\Angle)
If Int(Cube\Angle) = -90
Cube\Angle = 0 : Cube\Sens = #Vertical
If Cube\Type = #Vertical
Cube\Type = #Est
Cube\p\x + 1.5*#Taille
ElseIf Cube\Type = #Est Or Cube\Type = #Ouest
Cube\Type = #Vertical
Cube\p\x + 1.5*#Taille
Else
Cube\p\x + #Taille
EndIf
EndIf
Case #Nord
Cube\Angle - Delta
iTurnNode(*mesh,0,Cube\Angle,0)
If Int(Cube\Angle) = -90
Cube\Angle = 0 : Cube\Sens = #Vertical
If Cube\Type = #Vertical
Cube\Type = #Nord
Cube\p\z - 1.5*#Taille
ElseIf Cube\Type = #Nord Or Cube\Type = #Sud
Cube\Type = #Vertical
Cube\p\z - 1.5*#Taille
Else
Cube\p\z - #Taille
EndIf
EndIf
Case #Sud
Cube\Angle + Delta
iTurnNode(*mesh,0,Cube\Angle,0)
If Int(Cube\Angle) = 90
Cube\Angle = 0 : Cube\Sens = #Vertical
If Cube\Type = #Vertical
Cube\Type = #Sud
Cube\p\z + 1.5*#Taille
ElseIf Cube\Type = #Nord Or Cube\Type = #Sud
Cube\Type = #Vertical
Cube\p\z + 1.5*#Taille
Else
Cube\p\z + #Taille
EndIf
EndIf
EndSelect
EndProcedure
;
DataSection
Vertex:
;Dessus 0 à 3
Data.f -0.5,0.5,-0.5
Data.f 0,1,0
Data.l $550000
Data.f 0,0
Data.f 0.5,0.5,-0.5
Data.f 0,1,0
Data.l $550000
Data.f 0,1
Data.f 0.5,0.5,0.5
Data.f 0,1,0
Data.l $550000
Data.f 1,1
Data.f -0.5,0.5,0.5
Data.f 0,1,0
Data.l $550000
Data.f 1,0
;Dessous 4 à 7
Data.f -0.5,-0.5,0.5
Data.f 0,-1,0
Data.l 0
Data.f 0,0
Data.f 0.5,-0.5,0.5
Data.f 0,-1,0
Data.l 0
Data.f 0,1
Data.f 0.5,-0.5,-0.5
Data.f 0,-1,0
Data.l 0
Data.f 1,1
Data.f -0.5,-0.5,-0.5
Data.f 0,-1,0
Data.l 0
Data.f 1,0
;Devant 8 à 11
Data.f -0.5,0.5,0.5
Data.f 0,0,1
Data.l $FF0000
Data.f 0,0
Data.f 0.5,0.5,0.5
Data.f 0,0,1
Data.l $FF0000
Data.f 0,1
Data.f 0.5,-0.5,0.5
Data.f 0,0,1
Data.l $FF0000
Data.f 1,1
Data.f -0.5,-0.5,0.5
Data.f 0,0,1
Data.l $FF0000
Data.f 1,0
;Derrière 12 à 15
Data.f 0.5,0.5,-0.5
Data.f 0,0,-1
Data.l $FFFF00
Data.f 0,0
Data.f -0.5,0.5,-0.5
Data.f 0,0,-1
Data.l $FFFF00
Data.f 0,1
Data.f -0.5,-0.5,-0.5
Data.f 0,0,-1
Data.l $FFFF00
Data.f 1,1
Data.f 0.5,-0.5,-0.5
Data.f 0,0,-1
Data.l $FFFF00
Data.f 1,0
;Cote gauche 16 à 19
Data.f -0.5,0.5,-0.5
Data.f -1,0,0
Data.l $FF00FF
Data.f 0,0
Data.f -0.5,0.5,0.5
Data.f -1,0,0
Data.l $FF00FF
Data.f 0,1
Data.f -0.5,-0.5,0.5
Data.f -1,0,0
Data.l $FF00FF
Data.f 1,1
Data.f -0.5,-0.5,-0.5
Data.f -1,0,0
Data.l $FF00FF
Data.f 1,0
;Cote droit 20 à 23
Data.f 0.5,0.5,0.5
Data.f 1,0,0
Data.l $FF
Data.f 0,0
Data.f 0.5,0.5,-0.5
Data.f 1,0,0
Data.l $FF
Data.f 0,1
Data.f 0.5,-0.5,-0.5
Data.f 1,0,0
Data.l $FF
Data.f 1,1
Data.f 0.5,-0.5,0.5
Data.f 1,0,0
Data.l $FF
Data.f 1,0
Faces:
;Face en Haut
Data.l 2,1,0
Data.l 0,3,2
;Face en Bas
Data.l 6,5,4
Data.l 4,7,6
;Face Avant
Data.l 10,9,8
Data.l 8,11,10
;Face Arrière
Data.l 14,13,12
Data.l 12,15,14
;Face Gauche
Data.l 18,17,16
Data.l 16,19,18
;Face Droite
Data.l 22,21,20
Data.l 20,23,22
Niveau1:
Data.l 10,6
Data.l 2, 2
Data.l 1,1,1,0,0,0,0,0,0,0
Data.l 1,1,1,1,1,1,0,0,0,0
Data.l 1,1,1,1,1,1,1,1,1,0
Data.l 0,1,1,1,1,1,1,1,1,1
Data.l 0,0,0,0,0,1,1,2,1,1
Data.l 0,0,0,0,0,0,1,1,1,0
Niveau2:
Data.l 15,6
Data.l 2, 5
Data.l 0,0,0,0,0,0,1,1,1,1,0,0,1,1,1
Data.l 1,1,1,1,0,0,1,1,4,1,0,0,1,2,1
Data.l 1,1,3,1,0,0,1,1,1,1,0,0,1,1,1
Data.l 1,1,1,1,0,0,1,1,1,1,0,0,1,1,1
Data.l 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
Data.l 1,1,1,1,0,0,1,1,1,1,0,0,0,0,0
EndDataSection |
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