// Returns the number of frames an action has been active for | |
i32 InputManager::GetActionDown(Action action) const | |
{ | |
i32 gamepadIndex = 0; | |
const InputBinding& binding = m_InputBindings[(i32)action]; | |
if (binding.keyCode != KeyCode::_NONE) | |
{ | |
i32 down = GetKeyDown(binding.keyCode); | |
if (down > 0) |
// Bloom pixel shader snippets (remainder of shaders omitted) | |
// AJ Weeks 2017 | |
// High pass filter pixel shader | |
float4 PS(PS_INPUT input) : SV_Target | |
{ | |
float3 finalColor = gTexture.Sample(SamPoint, input.TexCoord).rgb; | |
float brightness = dot(finalColor, float3(0.2126f, 0.7152f, 0.0722f)); |
// Grayscale post-processing effect | |
// AJ Weeks 2017 | |
Texture2D gTexture; | |
float gIntensity; | |
SamplerState samPoint | |
{ | |
Filter = MIN_MAG_MIP_POINT; |
#include <string> | |
#include <iostream> | |
#include <vector> | |
#include <fstream> | |
#include <sstream> | |
#include <algorithm> | |
#include <iterator> | |
#include <mysql_connection.h> |
#pragma once | |
#include "GameScene.h" | |
class MeshObject; | |
class CubePosColorNorm; | |
class TriggersAssignmentScene : public GameScene | |
{ | |
public: | |
TriggersAssignmentScene(); |
#include "stdafx.h" | |
#include "TriggersAssignmentScene.h" | |
#include "CubePosColorNorm.h" | |
#include "MeshObject.h" | |
#include "Debug.h" | |
#include "ContentManager.h" | |
#include "MeshObject.h" | |
#include "FreeCamera.h" | |
#include "PxShape.h" | |
#include "PxScene.h" |
//----------------------------------------------------------------- | |
// Base code by Thomas Kole | |
// http://www.thomaskole.com | |
//----------------------------------------------------------------- | |
#include "IsoScene.h" | |
#define GAME_ENGINE (GameEngine::GetSingleton()) |
Devember Day 28
Fourth days left of Devember! I'm kind of glad, since I do feel a little burnt out of game development at the moment. I will likely take a break from TM495, and programming entirely, for at least a few days in January. Although, it will be tempting to google all of the things which I've wondered about.
I didn't get a ton done in the past hour, but a few little things. First I made sure both trees and entities dropped by them are not generated outside the level bounds. I also made it possible for the player to always be able to walk between the edge of the level and every tree.
Then I added a bit more functionality for axes, giving them their own class. So far, each axe knows what type it is, how much damage it deals to trees (maybe I should call that sharpness instead of damage...), and how long it takes to recover from a swing. I thought about adding a durability to each axe also, but I don't think I will. I'm thinking that the game will be less of a survival/gathering game and so durabili
Devember Day 31
The last day of Devember is upon us! Somewhat bittersweet, but mostly sweet for me since I really need a break from all the programming I've been doing recently, especially with all of the school work I have to finish off very soon.
With that said, I'm really glad I took part in Devember this year, and I certainly put a lot more time into programming than I would've otherwise. I also think that my devlog writing skills have improved along with a myriad of other small things. I will create one more gist that has all of the links to the other days, and I might even go through each entry and put a 'next' and 'previous' entry link. Although that will take a while, so it probably won't happen until after my exams, sometime arond the end of January.
As for programming today, well... I didn't have a lot of time to spare, but I got some things done.
I added some new animations! I was tired of seeing the player walk up and down the level sideways. They're very very basic at the moment, but at lea