A high-level, general-purpose programming language, created as an extension of the C programming language, that has object-oriented, generic, and functional features in addition to facilities for low-level memory manipulation.
Problem with model classes
Garrett Tiller
31
Reputation points
I spent three days fixing the code making Player.h and Enemy.h accessible by rewriting this
Player^ m_player;
City^ world;
std::vector<Enemy^> m_enemies;
The problem is now I need the identifier for Player and City while Enemy need a >
#pragma once
#include "pch.h"
class Enemy
{
Enemy(char* enem_model_path, char* enem_skin_path, char* weapon_model_path, char* weapon_skin_path);
void create();
void SetPosAndDir(Vector3 position, Vector3 direction);
void StepUpBullets();
void CreateDeviceDependentResources();
void Scale(Vector3 scale);
void StepDieTimer();
void Run();
void SetAnim(int i);
void Render();
virtual void fire();
void OnDeviceLost();
float angle;
float deltaAngle;
float deltaMove;
float speedOffset;
float health;
float died_time;
DirectX::SimpleMath::Vector3 m_direction;
DirectX::SimpleMath::Vector3 m_position;
DirectX::SimpleMath::Vector3 m_scale;
DirectX::ModelBone::TransformArray m_drawBones;
DX::AnimationSDKMESH m_animation;
std::vector<Bullets*> bullets;
float bulletSpeed;
AnimationState mAnimationState;
};
#pragma once
#include "pch.h"
class Enemy
{
Enemy(char* enem_model_path, char* enem_skin_path, char* weapon_model_path, char* weapon_skin_path);
void create();
void SetPosAndDir(Vector3 position, Vector3 direction);
void StepUpBullets();
void CreateDeviceDependentResources();
void Scale(Vector3 scale);
void StepDieTimer();
void Run();
void SetAnim(int i);
void Render();
virtual void fire();
void OnDeviceLost();
float angle;
float deltaAngle;
float deltaMove;
float speedOffset;
float health;
float died_time;
DirectX::SimpleMath::Vector3 m_direction;
DirectX::SimpleMath::Vector3 m_position;
DirectX::SimpleMath::Vector3 m_scale;
DirectX::ModelBone::TransformArray m_drawBones;
DX::AnimationSDKMESH m_animation;
std::vector<Bullets*> bullets;
float bulletSpeed;
AnimationState mAnimationState;
};
#pragma once
#include "pch.h"
class Player
{
public:
Player(Vector3 position, Vector3 direction);
void CreateDeviceDependentResources();
void ApplyGravity();
void Render();
void OnDeviceLost();
float angle;
float deltaAngle;
float deltaMove;
float speedOffset;
float health;
DirectX::SimpleMath::Vector3 m_direction;
DirectX::SimpleMath::Vector3 m_position;
DirectX::ModelBone::TransformArray m_drawBones;
DX::AnimationSDKMESH m_animation;
AnimationState mAnimationState;
Railtaser* gun;
};
#pragma once
#include "pch.h"
class City
{
public:
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void Render();
void OnDeviceLost();
DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::IEffectFactory> m_fxFactory;
std::unique_ptr<DirectX::Model> m_model;
};
From Simple3DGame.h
std::vector<Sphere^> m_ammo;
uint32 m_ammoCount;
uint32 m_ammoNext;
HighScoreEntry m_topScore;
PersistentState^ m_savedState;
GameTimer^ m_timer;
bool m_gameActive;
bool m_levelActive;
int m_totalHits;
int m_totalShots;
float m_levelDuration;
float m_levelBonusTime;
float m_levelTimeRemaining;
std::vector<Level^> m_level;
uint32 m_levelCount;
uint32 m_currentLevel;
Sphere^ m_player;
std::vector<GameObject^> m_objects; // List of all objects to be included in intersection calculations.
std::vector<GameObject^> m_renderObjects; // List of all objects to be rendered.
Developer technologies | C++
Developer technologies | C++
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