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| Text Games Text-based games that even the simplest simpleton can comprehend. As with the Gas Chamber, posts made here will not add to your post count. |
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#17 (permalink) |
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Werewolf Moderator
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Fran can make anyone into anything, raise the dead, switch heads and bodies and give you those eyes that you've always wanted. But do you actually want them? Is it a good thing to raise the dead? Do the ends justify the means? And does Fran care?
Franken Fran description. |
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#19 (permalink) | |
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Banned
Join Date: Jan 2008
Posts: 1,806
Rep Power: 0
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Quote:
Then explain...If you really can...lol LOL edit=woops, sorry for double-posting |
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#21 (permalink) | ||
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Bleach Ranked
(29) King of Soul Society
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I was gonna show him because whoever the fuck on my messenger list said that weirded me out. >_>;; Besides, why would I wait until my birthday to ask him if he wants to lick me out? xD And ... uhh ...http://i32.photobucket.com/albums/d5...ce/010edit.jpg Eh.
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I so need a new sig ... Quote:
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#22 (permalink) |
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Naruto Ranked
(22) Yonbi
Join Date: Dec 2007
Location: Realizing everyone you know someday will die. And that you will meet up with them in heaven.
Posts: 2,217
Rep Power: 89
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bool exiting = false;
long windowWidth = 800; long windowHeight = 600; long windowBits = 32; bool fullscreen = false; HDC hDC; CGfxOpenGL *g_glRender = NULL; void SetupPixelFormat(HDC hDC) { int pixelFormat; PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), // size 1, // version PFD_SUPPORT_OPENGL | // OpenGL window PFD_DRAW_TO_WINDOW | // render to window PFD_DOUBLEBUFFER, // support double-buffering PFD_TYPE_RGBA, // color type 32, // prefered color depth 0, 0, 0, 0, 0, 0, // color bits (ignored) 0, // no alpha buffer 0, // alpha bits (ignored) 0, // no accumulation buffer 0, 0, 0, 0, // accum bits (ignored) 16, // depth buffer 0, // no stencil buffer 0, // no auxiliary buffers PFD_MAIN_PLANE, // main layer 0, // reserved 0, 0, 0, // no layer, visible, damage masks }; pixelFormat = ChoosePixelFormat(hDC, &pfd); SetPixelFormat(hDC, pixelFormat, &pfd); } LRESULT CALLBACK MainWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { static HDC hDC; static HGLRC hRC; int height, width; // dispatch messages switch (uMsg) { case WM_CREATE: // window creation hDC = GetDC(hWnd); SetupPixelFormat(hDC); //SetupPalette(); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); break; case WM_DESTROY: // window destroy case WM_QUIT: case WM_CLOSE: // windows is closing // deselect rendering context and delete it wglMakeCurrent(hDC, NULL); wglDeleteContext(hRC); // send WM_QUIT to message queue PostQuitMessage(0); break; case WM_SIZE: height = HIWORD(lParam); // retrieve width and height width = LOWORD(lParam); g_glRender->SetupProjection(width, height); break; case WM_ACTIVATEAPP: // activate app break; case WM_PAINT: // paint PAINTSTRUCT ps; BeginPaint(hWnd, &ps); EndPaint(hWnd, &ps); break; case WM_LBUTTONDOWN: // left mouse button break; case WM_RBUTTONDOWN: // right mouse button break; case WM_MOUSEMOVE: // mouse movement break; case WM_LBUTTONUP: // left button release break; case WM_RBUTTONUP: // right button release break; case WM_KEYUP: break; case WM_KEYDOWN: int fwKeys; LPARAM keyData; fwKeys = (int)wParam; // virtual-key code keyData = lParam; // key data switch(fwKeys) { case VK_ESCAPE: PostQuitMessage(0); break; default: break; } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { WNDCLASSEX windowClass; // window class HWND hwnd; // window handle MSG msg; // message DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT windowRect; g_glRender = new CGfxOpenGL; windowRect.left=(long)0; // Set Left Value To 0 windowRect.right=(long)windowWidth; // Set Right Value To Requested Width windowRect.top=(long)0; // Set Top Value To 0 windowRect.bottom=(long)windowHeight; // Set Bottom Value To Requested Height // fill out the window class structure windowClass.cbSize = sizeof(WNDCLASSEX); windowClass.style = CS_HREDRAW | CS_VREDRAW; windowClass.lpfnWndProc = MainWindowProc; windowClass.cbClsExtra = 0; windowClass.cbWndExtra = 0; windowClass.hInstance = hInstance; windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow windowClass.hbrBackground = NULL; // don't need background windowClass.lpszMenuName = NULL; // no menu windowClass.lpszClassName = "GLClass"; windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon // register the windows class if (!RegisterClassEx(&windowClass)) return 0; if (fullscreen) // fullscreen? { DEVMODE dmScreenSettings; // device mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings )); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = windowWidth; // screen width dmScreenSettings.dmPelsHeight = windowHeight; // screen height dmScreenSettings.dmBitsPerPel = windowBits; // bits per pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWID TH|DM_PELSHEIGHT; // if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { // setting display mode failed, switch to windowed MessageBox(NULL, "Display mode failed", NULL, MB_OK); fullscreen = FALSE; } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&windowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // class registered, so now create our window hwnd = CreateWindowEx(NULL, // extended style "GLClass", // class name "BOGLGP - Chapter 2 - OpenGL Application", // app name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, // x,y coordinate windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, // width, height NULL, // handle to parent NULL, // handle to menu hInstance, // application instance NULL); // no extra params hDC = GetDC(hwnd); // check if window creation failed (hwnd would equal NULL) if (!hwnd) return 0; ShowWindow(hwnd, SW_SHOW); // display the window UpdateWindow(hwnd); // update the window g_glRender->Init(); while (!exiting) { g_glRender->Prepare(0.0f); g_glRender->Render(); SwapBuffers(hDC); while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE)) { if (!GetMessage (&msg, NULL, 0, 0)) { exiting = true; break; } TranslateMessage (&msg); DispatchMessage (&msg); } } delete g_glRender; if (fullscreen) { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } return (int)msg.wParam; } -------- Meh, Copied and pasted this example code out of a CD |
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#26 (permalink) |
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(28) Lord of Worlds
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Why?
__________________
![]() ![]() Lord_Sloth's Theme Song Lord_Sloth's "ASK ME ANYTHING!!!" Go ahead, click and ask whatever you want. "You can't help it. You can't fight it. You can't accept it. You just have to leave everything related to it because you couldn't get what you chose." ~Evil Dark Knight http://cristgaming.com/pirate.swf |
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#27 (permalink) | |
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Bleach Ranked
(29) King of Soul Society
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Lol, I sent the link to Era, 'cause he wanted to see some of the stuff I've been working on. ^^;;
__________________
I so need a new sig ... Quote:
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#28 (permalink) |
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(28) Lord of Worlds
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Well that explains it but that's what I had copied. XP It's typed in black.
Pineapple Express
__________________
![]() ![]() Lord_Sloth's Theme Song Lord_Sloth's "ASK ME ANYTHING!!!" Go ahead, click and ask whatever you want. "You can't help it. You can't fight it. You can't accept it. You just have to leave everything related to it because you couldn't get what you chose." ~Evil Dark Knight http://cristgaming.com/pirate.swf |
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#29 (permalink) | |
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Bleach Ranked
(29) King of Soul Society
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<_<
>_> I totally knew that. xD XLittleXMissXFallenX on deviantART Haven't copied anything since. xD
__________________
I so need a new sig ... Quote:
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