📄 cgamearea.h
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#ifndef CGAMEAREA_H
#define CGAMEAREA_H
#include "CRender.h"
#include "CSound.h"
#include "CBrick.h"
#include "CGUIManager.h"
enum m_MainGameResult
{
GAME_NOTHING = 0,
//GOTO_MENU,
//GOTO_SCORE
GAME_OVER
};
#include <list>
using namespace std;
enum e_LinkDirection
{
LINK_NODIRECTION = 0,
LINK_LEFT,
LINK_RIGHT,
LINK_UP,
LINK_DOWN
};
class CGameArea
{
public:
CGameArea( HGE *hgeEngine , hgeResourceManager *resMgr );
bool Init();
void KillBrick( int arrayX, int arrayY );
m_MainGameResult Update();
void Render( HTARGET target = 0 );
void SaveScreen();
void Release();
void SrcToArray();
void ArrayToSrc();
void SaveArea();
void RenewArea();
void DealArrowBrick( int arrayX, int arrayY );
void DealBombBrick( int arrayX, int arrayY );
void DealLightBrick( int arrayX, int arrayY );
void DealColorBrick( int arrayX, int arrayY );
void CheckBrick( int arrayX, int arrayY );
void CheckLinked( int arrayX, int arrayY, e_BrickType type , e_LinkDirection direction );
bool CanMove( int x , int y );
bool MoveBack( int arrayX, int arrayY );
void TurnLeft();
void TurnRight();
bool IsWin();
private:
HGE *m_hgeEngine;
hgeResourceManager *m_resMgr;
CRender *m_render;
CSound *m_sound;
CGUIManager *m_gui;
CBrick* m_area[AREA_HEIGHT][AREA_WIDTH];
CBrick* m_save[AREA_HEIGHT][AREA_WIDTH];
CBrick* m_turn[AREA_HEIGHT][AREA_WIDTH];
list<CBrick*> m_LinkedBrick;
float s_lastTime;
float m_mouseX;
float m_mouseY;
int m_arrayX;
int m_arrayY;
int m_level;
int m_score;
bool m_bRotate;
bool m_bRotateSmall;
int m_RotateDir;
};
#endif
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