Command | Function |
z | Summon Spirit Sphere |
x | Fury (requires five spirit spheres) |
c | Guillotine Fist (requires fury state and five spirit spheres) |
= | increase monk DEX by 5 (decrease cast time) |
- | decrease monk DEX by 5 (increase cast time) |
a/A | move to the left of the current gaze (rotation) |
d/D | move to the right of the current gaze (rotation) |
w/W | move forward in the scene along the current gaze |
s/S | move backward in the scene along the current gaze |
g/G | toggle the world grid |
m/M | toggle drawing the world as a texture mapping |
i | toggle the idle function (animation) |
r/R | reset the camera to its original orientation and position |
h | display the help information |
q | quit |
Display of the monk casting "Summon Spirit Sphere". The aura surrounding the monk uses transparency and is composed of several glVertex3f() calls that were bent down, pushed outward, and spun around in a circle. |
Display of the monk with five spirit spheres out. Each sphere is a GLUT solid sphere that is lighted by the overhead light. |
Display of the monk casting "Fury". This aura and many others can be drawn just by modifying how many triangles you want to draw and the other parameters as previously mentioned. Although the code-structure of the model is hierarchical in form, I didn't use my wireframe creation program to create the body parts one at a time; rather, I drew up the entire model in one file. Thus, since the parts don't start drawn at the origin, I had to translate a few to the origin first before doing operations like rotation and then translate them back. |
Display of the monk beginning to cast "Guillotine Fist". The characters aren't anything fancy; I just pulled the phrase off of a common text document on the Internet and then created a bitmap image from it. |
Display of the monk killing the poring. I had a hard time getting timers to work in VC++ 6.0, so most of the effects (like the "particle" splitting of the poring) are executed using my own timing system (mainly through getting the current tick and keeping track of when events initialized). |
Display of the monk after a successful cast. This aura, unlike the other two, continues beyond the cast cycle of the skill and animates according to the delay time of the skill. |