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Randomizer.cpp
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Randomizer.cpp
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// Copyright(c) Max Kolosov 2010 maxkolosov@inbox.ru
// http://vosolok2008.narod.ru
// BSD license
#include <ctime>
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
class UserIEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
if (!event.KeyInput.PressedDown && (event.KeyInput.Key >= KEY_KEY_0 || event.KeyInput.Key <= KEY_KEY_9 || event.KeyInput.Key >= KEY_NUMPAD0 || event.KeyInput.Key <= KEY_NUMPAD9))
{
key_value = 0;
switch (event.KeyInput.Key)
{
case KEY_KEY_0:
key_value = 0;
break;
case KEY_KEY_1:
key_value = 1;
break;
case KEY_KEY_2:
key_value = 2;
break;
case KEY_KEY_3:
key_value = 3;
break;
case KEY_KEY_4:
key_value = 4;
break;
case KEY_KEY_5:
key_value = 5;
break;
case KEY_KEY_6:
key_value = 6;
break;
case KEY_KEY_7:
key_value = 7;
break;
case KEY_KEY_8:
key_value = 8;
break;
case KEY_KEY_9:
key_value = 9;
break;
case KEY_NUMPAD0:
key_value = 0;
break;
case KEY_NUMPAD1:
key_value = 1;
break;
case KEY_NUMPAD2:
key_value = 2;
break;
case KEY_NUMPAD3:
key_value = 3;
break;
case KEY_NUMPAD4:
key_value = 4;
break;
case KEY_NUMPAD5:
key_value = 5;
break;
case KEY_NUMPAD6:
key_value = 6;
break;
case KEY_NUMPAD7:
key_value = 7;
break;
case KEY_NUMPAD8:
key_value = 8;
break;
case KEY_NUMPAD9:
key_value = 9;
break;
}
if (first)
{
answer_buffer[1] = key_value;
first = false;
}
else
{
answer_buffer[0] = key_value;
first = true;
}
answer = answer_buffer[1] + answer_buffer[0] *10;
}
return false;
}
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
UserIEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
answer = -1;
answer_buffer[0] = answer;
answer_buffer[1] = answer;
first = true;
}
int answer;
private:
bool KeyIsDown[KEY_KEY_CODES_COUNT], first;
int key_value, answer_buffer[2];
};
int randrange(int rnd_min = 0, int rnd_max = RAND_MAX)
{
return rand () % (rnd_max - rnd_min + 1) + rnd_min;
}
ITexture* texture_generator(IVideoDriver* driver, video::ECOLOR_FORMAT image_format = ECF_R8G8B8, const dimension2d<u32>& image_size = dimension2d<u32>(2, 2), char* texture_name = "texture_01", u32 alpha_value = 128, u32 red1 = 0, u32 red2 = 255, u32 green1 = 0, u32 green2 = 255, u32 blue1 = 0, u32 blue2 = 255)
{
int row, column;
IImage* image = driver->createImage(image_format, image_size);
int alpha = 0;
bool blend = false;
video::ECOLOR_FORMAT color_format = image->getColorFormat();
if (color_format == ECF_A1R5G5B5 || color_format == ECF_A8R8G8B8 || color_format == ECF_A16B16G16R16F || color_format == ECF_A32B32G32R32F)
{
alpha = alpha_value;
blend = true;
}
for (row = 0; row < image_size.Height; row++)
{
for (column = 0; column < image_size.Width; column++)
image->setPixel(row, column, SColor(alpha, randrange(red1, red2), randrange(green1, green2), randrange(blue1, blue2)), blend);
}
return driver->addTexture(texture_name, image);
}
ITriangleSelector* create_wall_plane_selector(ISceneManager* scene_manager, const IGeometryCreator* i_geometry_creator, const dimension2df& tileSize, const dimension2du& tileCount, SMaterial* material, const dimension2df& textureRepeatCount, const vector3df& pos, const vector3df& rotation)
{
IMesh* i_mesh = i_geometry_creator->createPlaneMesh(tileSize, tileCount, material, textureRepeatCount);
IMeshSceneNode* i_mesh_scene_node = scene_manager->addMeshSceneNode(i_mesh);
i_mesh_scene_node->setPosition(pos);
i_mesh_scene_node->setRotation(rotation);
ITriangleSelector* selector = scene_manager->createTriangleSelector(i_mesh_scene_node->getMesh(), i_mesh_scene_node);
i_mesh_scene_node->setTriangleSelector(selector);
return selector;
}
int main()
{
int tile_count = randrange(10, 100);
int height = 200;
int tile_len = 100;
bool texture_from_file = false;//true;
f32 p = (f32)(tile_count * tile_len / 2);
int a = 0;
int b = 0;
wchar_t msg[100], check_answer[100];
ITexture* texture;
ISceneNode* sky_node;
IGUIWindow* dlg = 0;
const dimension2d<u32>& windowSize = dimension2d<u32>(640, 480);
IrrlichtDevice* device = createDevice(video::EDT_OPENGL, windowSize, 16, false, false, false, 0);
if (!device)
return 1;
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
device->setResizable(true);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* scene_manager = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
IGUIFont* from_file_font = guienv->getFont(L"lang//multi_Arial_36.xml");
IGUISkin* skin = guienv->getSkin();
skin->setFont(from_file_font);
IGUIStaticText* i_gui_static_text = guienv->addStaticText(L"", recti(0, 0, windowSize.Width, windowSize.Height));
const IGeometryCreator* i_geometry_creator = scene_manager->getGeometryCreator();
if (texture_from_file)
sky_node = scene_manager->addSkyDomeSceneNode(driver->getTexture(L"media//skydome.jpg"));
else
{
srand((unsigned)time(NULL));
texture = texture_generator(driver, ECF_R8G8B8, dimension2d<u32>(32, 32), "skydome");
sky_node = scene_manager->addSkyDomeSceneNode(texture);
}
const dimension2d<f32>& tileSize = dimension2d<f32>((f32)tile_len, (f32)tile_len);
dimension2d<u32>& tileCount = dimension2d<u32>(tile_count, tile_count);
dimension2d<f32>& textureRepeatCount = dimension2d<f32>((f32)tile_count, (f32)tile_count);
SMaterial* material = new SMaterial();
material->EmissiveColor = SColor(0,255,255,255);
if (texture_from_file)
texture = driver->getTexture(L"media//stones.jpg");
else
texture = texture_generator(driver, ECF_R8G8B8, dimension2d<u32>(32, 32), "bottom");
material->setTexture(0, texture);
IMesh* i_mesh_top = i_geometry_creator->createPlaneMesh(tileSize, tileCount, material, textureRepeatCount);
material->MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
if (texture_from_file)
texture = driver->getTexture(L"media//opengllogo.png");
else
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(8, 8), "top");
material->setTexture(0, texture);
IMesh* i_mesh_bottom = i_geometry_creator->createPlaneMesh(tileSize, tileCount, material, textureRepeatCount);
IMeshSceneNode* i_mesh_scene_node_top = scene_manager->addOctreeSceneNode(i_mesh_top);
IMeshSceneNode* i_mesh_scene_node_bottom = scene_manager->addOctreeSceneNode(i_mesh_bottom, i_mesh_scene_node_top);
i_mesh_scene_node_bottom->setPosition(vector3df(0,(f32)height,0));
i_mesh_scene_node_bottom->setRotation(vector3df(180,0,0));
ITriangleSelector* selector_top = scene_manager->createOctreeTriangleSelector(i_mesh_scene_node_top->getMesh(), i_mesh_scene_node_top);
ITriangleSelector* selector_bottom = scene_manager->createOctreeTriangleSelector(i_mesh_scene_node_bottom->getMesh(), i_mesh_scene_node_bottom);
i_mesh_scene_node_top->setTriangleSelector(selector_top);
i_mesh_scene_node_bottom->setTriangleSelector(selector_bottom);
// left, right, front and back plane
tileCount.Height = height / tile_len;
textureRepeatCount.Height = (f32)(height / tile_len);
if (texture_from_file)
{
material->MaterialType = EMT_LIGHTMAP;
texture = driver->getTexture(L"media//wall.jpg");
}
else
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(64, 64), "front");
material->setTexture(0, texture);
ITriangleSelector* selector_front = create_wall_plane_selector(
scene_manager,
i_geometry_creator,
tileSize,
tileCount,
material,
textureRepeatCount,
vector3df(0, (f32)height / 2, p),
vector3df(-90,0,0));
if (!texture_from_file)
{
material->MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(64, 64), "back");
}
material->setTexture(0, texture);
ITriangleSelector* selector_back = create_wall_plane_selector(
scene_manager,
i_geometry_creator,
tileSize,
tileCount,
material,
textureRepeatCount,
vector3df(0, (f32)height / 2, -p),
vector3df(90,0,0));
if (!texture_from_file)
{
material->MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(64, 64), "left");
}
material->setTexture(0, texture);
ITriangleSelector* selector_left = create_wall_plane_selector(
scene_manager,
i_geometry_creator,
tileSize,
tileCount,
material,
textureRepeatCount,
vector3df(-p, (f32)height / 2, 0),
vector3df(90,90,0));
if (!texture_from_file)
{
material->MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(64, 64), "right");
}
material->setTexture(0, texture);
ITriangleSelector* selector_right = create_wall_plane_selector(
scene_manager,
i_geometry_creator,
tileSize,
tileCount,
material,
textureRepeatCount,
vector3df(p, (f32)height / 2, 0),
vector3df(90,-90,0));
// ADD MAGIC VOLUME
IMeshSceneNode* i_scene_node = scene_manager->addSphereSceneNode(40.0f, 16, 0, 1, vector3df(0,60,0));
if (i_scene_node)
{
i_scene_node->getMaterial(0).MaterialType = EMT_TRANSPARENT_ALPHA_CHANNEL;
texture = texture_generator(driver, ECF_A8R8G8B8, dimension2d<u32>(4, 4), "magic", 50, 50, 100, 50, 100, 50, 100);
i_scene_node->setMaterialTexture(0, texture);
}
ITriangleSelector* selector_magic = scene_manager->createTriangleSelector(i_scene_node->getMesh(), i_scene_node);
i_scene_node->setTriangleSelector(selector_magic);
i_scene_node->setName("magic_scene_node");
// addCameraSceneNodeFPS(self, parent = ISceneNode(0), rotateSpeed = 100->0, moveSpeed = 0->5, id = -1, keyMapArray = SKeyMap(0), keyMapSize = 0, noVerticalMovement = False, jumpSpeed = 0->0, invertMouse = False):
ICameraSceneNode* camera = scene_manager->addCameraSceneNodeFPS(i_mesh_scene_node_top);
camera->setPosition(vector3df(100,60,0));
IMetaTriangleSelector* i_meta_triangle_selector = scene_manager->createMetaTriangleSelector();
i_meta_triangle_selector->addTriangleSelector(selector_top);
i_meta_triangle_selector->addTriangleSelector(selector_bottom);
i_meta_triangle_selector->addTriangleSelector(selector_front);
i_meta_triangle_selector->addTriangleSelector(selector_back);
i_meta_triangle_selector->addTriangleSelector(selector_left);
i_meta_triangle_selector->addTriangleSelector(selector_right);
i_meta_triangle_selector->addTriangleSelector(selector_magic);
// createCollisionResponseAnimator(self, world, sceneNode, ellipsoidRadius = vector3df(30,60,30), gravityPerSecond = vector3df(0,-10->0,0), ellipsoidTranslation = vector3df(0,0,0), slidingValue = 0->0005):
ISceneNodeAnimatorCollisionResponse* anim = scene_manager->createCollisionResponseAnimator(i_meta_triangle_selector, camera);
camera->addAnimator(anim);
anim->drop();
ICursorControl* cursor_control = device->getCursorControl();
cursor_control->setVisible(false);
const SColor& scolor = SColor(255,120,102,136);
ISceneCollisionManager* collision_manager = scene_manager->getSceneCollisionManager();
UserIEventReceiver* i_event_receiver = new UserIEventReceiver();
device->setEventReceiver(i_event_receiver);
while (device->run())
{
if (device->isWindowActive())
{
if (i_event_receiver->IsKeyDown(KEY_ESCAPE))
break;
driver->beginScene(true, true, scolor);
scene_manager->drawAll();
if (!dlg)
{
ISceneNode* selectedSceneNode = collision_manager->getSceneNodeFromCameraBB(camera);
if (selectedSceneNode)
{
if (selectedSceneNode->getType() == ESNT_SPHERE)
{
a = randrange(0, 9);
b = randrange(0, 9);
swprintf(msg, L"Please enter answer and press 'Enter'\n%d x %d =", a, b);
dlg = guienv->addMessageBox(L"Warning", msg);
}
}
}
else
{
if (i_event_receiver->IsKeyDown(KEY_RETURN))
{
if ((a * b) == i_event_receiver->answer)
{
swprintf(check_answer, L"%d\nCorrectly", i_event_receiver->answer);
i_gui_static_text->setDrawBackground(false);
}
else
{
swprintf(check_answer, L"%d\nNot correctly\nCorrectly answer is %d", i_event_receiver->answer, (a * b));
i_gui_static_text->setDrawBackground(true);
i_gui_static_text->setBackgroundColor(SColor(128,255,0,0));
}
i_gui_static_text->setText(check_answer);
IGUIButton* btn_close = dlg->getCloseButton();
btn_close->setPressed();
dlg->remove();
dlg = 0;
}
}
printf("dialog pointer = %d\n", dlg);
if (dlg)
cursor_control->setVisible(true);
else
cursor_control->setVisible(false);
guienv->drawAll();
driver->endScene();
device->sleep(10);
}
else
device->yield();
}
return device->drop();
}