3D Game Programming Homework Assignment # 4 Combat System The scene data (in the HW04 folder) : battle_field.cwn The terrain data (in the HW04 folder)

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3D Game Programming Homework Assignment # 4 Combat System The scene data (in the HW04 folder) : battle_field.cwn The terrain data (in the HW04 folder) : terrain.cw3 The character data (in the Characters folder) : brain.cwc & the associated files vamfly.cwc & the associated files robot.cwc & the associated files In P.2 of this PPT, a recommended pose definition is attached. Requirements : Write your own combat system. You can put your own design as you need. Deadline : after 0116/2006

Hints : 1.A recommended pose table : Brain : Pose 1 – waiting Pose 2 – run Pose 3 – attack Pose 4 – get hit Pose 5 – get hit (seriously) Pose 6 – Jump & attack Pose 7 – Jump & attack 2 Robot : Pose 1 – waiting Pose 2 - run Pose 3 – attack Pose 4 – get hit Pose 5 – dead Pose 6 – jump Vamfly :Pose 1 - waiting Pose 2 – run Pose 3 – attack

2.Use billboard to play the FX for combating int FnObject::Billboard(float *pos, // position offset of billboard center float *size, // billboard size in (w, h) char *tex, // texture name header int nTex, // number of textures float *color, // base color of the billboard BOOL beKey, // is colorkeying ? BYTE r, BYTE g, BYTE b, // color key value int type) // INDEPENDENT or DEPENDENT type // of the billboard Example : FnObject model; model.Object(fxObjID); float pos[3], size[2], color[3]; pos[0] = 0.0f; pos[1] = 0.0f; pos[2] = 0.5f*h; size[0] = w; size[1] = h; color[0] = color[1] = color[2] = 1.0f; int iOne = model.Billboard(pos, size, “fans”, 4, color, TRUE, 30, 255, 120, INDEPENDENT); FnBillboard bb; bb.Object(fxObjID, iOne); BOOL beOK = bb.NextTexture(skip, ONCE);