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 code | class
Character{ friend class CharacterManager; public: int registerSkeletalAnimation(const std::string& name, Ogre::AnimationState *state); ///< mSkeletalAnimationSetMap에 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); |
PROFILE/Independent project