⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 bowling3d.cpp

📁 一个3D的保龄球的源代码
💻 CPP
字号:
/*===========================================================================

FILE: Bowling3D.c
===========================================================================*/


/*===============================================================================
INCLUDES AND VARIABLE DEFINITIONS
=============================================================================== */
#include "AEEModGen.h"          // Module interface definitions
#include "AEEAppGen.h"          // Applet interface definitions
#include "AEEShell.h"           // Shell interface definitions
#include "AEEFile.h"			// File interface definitions
#include "..\..\..\Program\LGVX8000\bowling3d.bid"


#include "..\System\engine.h"
#include "..\System\SimpleMemory.h"
#include "Game.h"
#include "..\System\keyinput.h"


/*-------------------------------------------------------------------
Function Prototypes
-------------------------------------------------------------------*/
static  boolean Bowling3D_HandleEvent(IApplet* pMe, AEEEvent eCode, 
                                             uint16 wParam, uint32 dwParam);
static void GameApp_OnTimer(void *pData);
/*===============================================================================
FUNCTION DEFINITIONS
=============================================================================== */

static void GameApp_InitEngine(CEngine *pMe)
{
	pMe->Construct();
	pMe->FirstTimeInit();
//	pMe->SetGamePointer(new CGame(pMe));
}

static void GameApp_DestroyEngine(CEngine *pMe)
{
	pMe->Deconstruct();
}









/*===========================================================================
FUNCTION: AEEClsCreateInstance

DESCRIPTION
	This function is invoked while the app is being loaded. All Modules must provide this 
	function. Ensure to retain the same name and parameters for this function.
	In here, the module must verify the ClassID and then invoke the AEEApplet_New() function
	that has been provided in AEEAppGen.c. 

   After invoking AEEApplet_New(), this function can do app specific initialization. In this
   example, a generic structure is provided so that app developers need not change app specific
   initialization section every time except for a call to IDisplay_InitAppData(). 
   This is done as follows: InitAppData() is called to initialize AppletData 
   instance. It is app developers responsibility to fill-in app data initialization 
   code of InitAppData(). App developer is also responsible to release memory 
   allocated for data contained in AppletData -- this can be done in 
   IDisplay_FreeAppData().

PROTOTYPE:
   int AEEClsCreateInstance(AEECLSID ClsId,IShell * pIShell,IModule * po,void ** ppObj)

PARAMETERS:
	clsID: [in]: Specifies the ClassID of the applet which is being loaded

	pIShell: [in]: Contains pointer to the IShell object. 

	pIModule: pin]: Contains pointer to the IModule object to the current module to which
	this app belongs

	ppObj: [out]: On return, *ppObj must point to a valid IApplet structure. Allocation
	of memory for this structure and initializing the base data members is done by AEEApplet_New().

DEPENDENCIES
  none

RETURN VALUE
  AEE_SUCCESS: If the app needs to be loaded and if AEEApplet_New() invocation was
     successful
  EFAILED: If the app does not need to be loaded or if errors occurred in 
     AEEApplet_New(). If this function returns FALSE, the app will not be loaded.

SIDE EFFECTS
  none
===========================================================================*/
int AEEClsCreateInstance(AEECLSID ClsId, IShell *pIShell, IModule *po, void **ppObj)
{
	*ppObj = NULL;

	if( ClsId == AEECLSID_BOWLING3D )
	{
		// Create the applet and make room for the applet structure
		if( AEEApplet_New(sizeof(CEngine),
                          ClsId,
                          pIShell,
                          po,
                          (IApplet**)ppObj,
                          (AEEHANDLER)Bowling3D_HandleEvent,
                          NULL )) // the FreeAppData function is called after sending EVT_APP_STOP to the HandleEvent function
                          
		{

			return(AEE_SUCCESS);

        } 

    }

	return(EFAILED);
}


/*===========================================================================
FUNCTION SampleAppWizard_HandleEvent

DESCRIPTION
	This is the EventHandler for this app. All events to this app are handled in this
	function. All APPs must supply an Event Handler.

PROTOTYPE:
	boolean SampleAppWizard_HandleEvent(IApplet * pi, AEEEvent eCode, uint16 wParam, uint32 dwParam)

PARAMETERS:
	pi: Pointer to the AEEApplet structure. This structure contains information specific
	to this applet. It was initialized during the AEEClsCreateInstance() function.

	ecode: Specifies the Event sent to this applet

   wParam, dwParam: Event specific data.

DEPENDENCIES
  none

RETURN VALUE
  TRUE: If the app has processed the event
  FALSE: If the app did not process the event

SIDE EFFECTS
  none
===========================================================================*/
static boolean Bowling3D_HandleEvent(IApplet* pi, AEEEvent eCode, uint16 wParam, uint32 dwParam)
{  
	CEngine* pMe = (CEngine*)pi;
	DBGPRINTF("DEBUG: event code: %x", eCode);
	DBGPRINTF("DEBUG: TimerCPT: %d, TimerError: %d", pMe->m_TimerCpt, pMe->m_TimerError);
	
#ifndef SAMSUNG
	//only for LG. fix the freezing bug
	if(pMe->m_pGame!=NULL)// the class CGame have been initialized
	if(pMe->m_pGame->m_frameStartTick!=0)// not the first time
	{
		if((GETUPTIMEMS()-pMe->m_pGame->m_frameStartTick)>2000)// the system have not respond to the timer for a long time
		{
			ISHELL_SetTimer(pMe->m_pIShell, 0, GameApp_OnTimer, pMe);// reset the timer
		}
	}	
#endif

	switch (eCode) 
	{
	case EVT_APP_START:                        
		GameApp_InitEngine(pMe);
		pMe->m_TimerError = ISHELL_SetTimer(pMe->m_pIShell, 100, GameApp_OnTimer, pMe);
		if (pMe->m_TimerError == SUCCESS)
			pMe->m_TimerCpt=1;
		return(TRUE);
		
	case EVT_APP_STOP:

		GameApp_DestroyEngine(pMe);
		return TRUE;
		
	case EVT_KEY_PRESS:
/*		if(pMe->memLow)
		{
			ISHELL_CloseApplet(pMe->m_pIShell, FALSE);
			return FALSE;
		}
*/
		if(pMe->GetInput()){
			pMe->GetInput()->HandleKey((AVKType)wParam, EVT_KEY_PRESS);
			//pMe->m_pGame->inputTick(pMe->GetInput()->gk_pressed);  // added by Milo 09-27
		}

		if(pMe->ismemoryfailed)	pMe->isKeyPressed=true;
		

		return TRUE;

	case EVT_KEY_RELEASE:

		if(pMe->GetInput())
			pMe->GetInput()->HandleKey((AVKType)wParam, EVT_KEY_RELEASE);
		return TRUE;
		
	case EVT_APP_NO_SLEEP: //to avoid to enter sleep mode when cpu in playing
		return TRUE;

	case EVT_KEY:
		return TRUE;

	case EVT_APP_SUSPEND:
		pMe->isSuspend=1;
		((CGame*)(pMe->m_pGame))->pauseMIDI();
		pMe->GetInput()->ResetAll();
		return TRUE;

	case EVT_APP_RESUME:
		pMe->isSuspend=0;
		if(!((CGame*)(pMe->m_pGame))->GetPause())
		((CGame*)(pMe->m_pGame))->resumeMIDI();
		DBGPRINTF("DEBUG: App Resume");
		return TRUE;
		
	case EVT_APP_MESSAGE:
		return TRUE;
		
		
#ifdef SAMSUNG
	case EVT_FLIP:
	ISHELL_CloseApplet(pMe->m_pIShell, TRUE);		
		return true;
#endif
		
	default:
		break;
	}
	return FALSE;
}



const AECHAR szNoMem1[][30] = {
	L"Not enough memory",
	L"to run this game!",
	L"Try to restart",
	L"mobile and run",
	L"again. If you see",
	L"this info again,",
	L"please contact",
	L"support@",
	L"gameloft.com",
	L"Press any key",
	L"to exit..."
};


#define FRAME_LIMIT 40 // limit to 20 fps
static void GameApp_OnTimer(void *pData)
{
	CEngine*pMe = (CEngine*)pData;
	pMe->m_TimerCpt--;
	long	delay = 1;
	int     timeOfFrame;
	
	if( NULL == pMe->GetMem() || ! pMe->GetMem()->IsInitSuccess()
		||pMe->ismemoryfailed || pMe->GetLastError()>0)  // if the mem is ok
	{
		AECHAR error[40];
		char serror[40];
		SPRINTF(serror, "STEP: %d, ERROR: %d", pMe->m_initStep, pMe->GetLastError());
		STRTOWSTR(serror, error, 40);
		IDISPLAY_ClearScreen (pMe->m_pIDisplay);
		
		int i;
		for(i=0;i<11;i++)
			IDISPLAY_DrawText(pMe->m_pIDisplay,    // Display instance
                           AEE_FONT_NORMAL,       // Use BOLD font
                           szNoMem1[i],              // Text - Normally comes from resource
                           -1,                  // -1 = Use full string length
                           0,                   // Ignored - IDF_ALIGN_CENTER
						   10+i*12 + ((i>=9)?5:0),                   // Ignored - IDF_ALIGN_MIDDLE
                           NULL,                // No clipping
                           IDF_ALIGN_CENTER);
		//display error code for loading
		IDISPLAY_DrawText(pMe->m_pIDisplay,    // Display instance
			AEE_FONT_NORMAL,       // Use BOLD font
			error,              // Text - Normally comes from resource
			-1,                  // -1 = Use full string length
			0,                   // 
			180,                   //
			NULL,                // No clipping
			IDF_ALIGN_CENTER);                                 
     
		IDISPLAY_Update (pMe->m_pIDisplay);
		if (pMe->isKeyPressed)
		{
		 ISHELL_CloseApplet(pMe->m_pIShell, FALSE);
		 return;
		}
		pMe->m_TimerError = ISHELL_SetTimer(pMe->m_pIShell, 50, GameApp_OnTimer, pMe);
		if (pMe->m_TimerError == SUCCESS)
			pMe->m_TimerCpt++;
		return;
	}


	pMe->m_pGame->m_frameStartTick = GETUPTIMEMS();
	if(!pMe->isSuspend)
	{
		DBGPRINTF("DEBUG: GameS: %d, MatchS: %d, MenuS: %d", ((CGame *)(pMe->m_pGame))->m_GameState,
			((CGame *)(pMe->m_pGame))->m_MatchState, ((CGame *)(pMe->m_pGame))->m_pMenu->m_iState);
		pMe->Tick();
	}                                                     // the main loop of the game
	else
	{
		((CGame *)(pMe->m_pGame))->m_isSuspend=1;		
		DBGPRINTF("DEBUG: Suspending");
	}
		

	timeOfFrame = GETUPTIMEMS() - pMe->m_pGame->m_frameStartTick;
	
//	DBGPRINTF("frame time: %d", timeOfFrame);

	if(pMe->m_pGame->m_running)
	{
#ifdef AEE_SIMULATOR
		ISHELL_SetTimer(pMe->m_pIShell, 50, GameApp_OnTimer, pMe);
#else
		int offset=10;
		if(timeOfFrame>=0 && timeOfFrame<FRAME_LIMIT+5)	
			offset=FRAME_LIMIT-timeOfFrame+5;
		
		pMe->m_TimerError = ISHELL_SetTimer(pMe->m_pIShell, 
			offset, 
			GameApp_OnTimer, 
			pMe);
		
		
		if (pMe->m_TimerError == SUCCESS)
			pMe->m_TimerCpt++;
		//		ISHELL_SetTimer(pMe->m_pIShell, 10, GameApp_OnTimer, pMe);
#endif
	}
	else
		ISHELL_CloseApplet(pMe->m_pIShell, FALSE);
}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -