📄 demostate.cpp
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// DemoState.cpp
//
/////////////////////////////////////////////////////////////////////////////
#include <cassert>
#include "DemoState.h"
#include "DemoSubstates.h"
#include "Game.h"
#include "Writer.h"
GameSubstate *DemoState::substates[0x24];
/////////////////////////////////////////////////////////////////////////////
// initialization and cleanup
/////////////////////////////////////////////////////////////////////////////
DemoState::DemoState()
{
substate = 0;
substates[0x00] = new DemoInitSubstate();
substates[0x01] = 0;
substates[0x02] = new DemoDrawRedGhostSubstate();
substates[0x03] = 0;
substates[0x04] = new DemoPrintRedGhostNameSubstate();
substates[0x05] = 0;
substates[0x06] = new DemoPrintRedGhostNicknameSubstate();
substates[0x07] = 0;
substates[0x08] = new DemoDrawPinkGhostSubstate();
substates[0x09] = 0;
substates[0x0a] = new DemoPrintPinkGhostNameSubstate();
substates[0x0b] = 0;
substates[0x0c] = new DemoPrintPinkGhostNicknameSubstate();
substates[0x0d] = 0;
substates[0x0e] = new DemoDrawBlueGhostSubstate();
substates[0x0f] = 0;
substates[0x10] = new DemoPrintBlueGhostNameSubstate();
substates[0x11] = 0;
substates[0x12] = new DemoPrintBlueGhostNicknameSubstate();
substates[0x13] = 0;
substates[0x14] = new DemoDrawOrangeGhostSubstate();
substates[0x15] = 0;
substates[0x16] = new DemoPrintOrangeGhostNameSubstate();
substates[0x17] = 0;
substates[0x18] = new DemoPrintOrangeGhostNicknameSubstate();
substates[0x19] = 0;
substates[0x1a] = new DemoDrawPillPointsSubstate();
substates[0x1b] = 0;
substates[0x1c] = new DemoInitSimulationSubstate();
substates[0x1d] = 0;
substates[0x1e] = new DemoAnim0Substate();
substates[0x1f] = new DemoAnim1Substate();
substates[0x20] = new DemoAnim2Substate();
substates[0x21] = new DemoAnim3Substate();
substates[0x22] = new DemoAnim4Substate();
substates[0x23] = new DemoPlayingSubstate();
}
DemoState::~DemoState()
{
// delete demo substates
for (int i = 0; i < 0x24; i++){
delete substates[i];
}
}
void DemoState::run()
{
// print actual credit configuration
Writer::printCredits();
// check for a new credit
if (theGame->settings.credits > 0){
// change state
substate = 0;
theGame->states[PLAYING]->substate = 0;
theGame->state++;
} else {
assert((substate >= 0) && (substate < 0x24));
// delegate the action to the substate
if (substates[substate]){
substates[substate]->run();
}
}
}
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