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PROFILE/Independent project

BRAIN KING - Mini arcade game / Windows based / C++, Ogre, Protocol buffer / December. 2009


Title Brain King – Sisa Games Corporation
Screen capture
Genre Arcade Mini Game
period 2009.06~2009.08
Environment Windows 7, Visual Studio 2008
Skill< C++, DirectX, Ogre Engine, 3DsMax, Google Protocol Buffer, Doxyzen
contents Mini arcade game aimed at children
It is composed of games such as brick breaking, white buggy, and drumming. Development of a sensible timing game using motion sensor so that it can be operated in the form of feeling without keyboard with the Wii remote wireless controller
Identify existing sources and fix error code
Work on and comment on the source and prepare and participate in the Seoul Character Licensing Fair
Source codeclass Character{
    friend class CharacterManager;
public:
    int registerSkeletalAnimation(const std::string& name, Ogre::AnimationState *state);    ///< mSkeletalAnimationSetMap 인자를 저장
    int registerNodeAnimation(const std::string& name, Ogre::AnimationState* state);    ///< Store the arguments in mNodeAnimationMap
    int startAnimation(const std::string& aniName, bool looping = true);    ///< Find the animation that came in as an argument and start from scratch.
    int stopAnimation(const std::string& aniName);      ///< Find the animation that came in as an argument and stop it.
    bool animationHasEnded(const std::string& aniName);     ///< Returns true if the current animation is finished or does not loop.
    bool animationEnabled(const std::string& aniName);      ///< Returns true if the animation is currently over.
    int update(float elapsedTime);  ///< Updated skeletal animation. Only animate the character's current animation state.
    int setNormalisedNormals(bool normalise = true);    ///< Get the entity and normalize it to the size of entityList.
    int setTransparency(float trans);       ///< Sets the transparency of the object.
    int setCastShadows(bool enabled);
    int setOrigin(Ogre::SceneNode *origin); ///< Returns the size of the character's original position.
    Character(void) {}
    ~Character(void);