normalstate.h

来自「Source code (C++) of the Amoebax game fo」· C头文件 代码 · 共 85 行

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//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's Software//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.//#if !defined (AMOEBAX_NORMAL_STATE_H)#define AMOEBAX_NORMAL_STATE_H#include <string>#include "HumanPlayer.h"#include "AIPlayer.h"#include "IMatchObserver.h"#include "IPlayer.h"#include "IState.h"namespace Amoebax{    ///    /// \class NormalState.    /// \brief The "normal mode" state.    ///    class NormalState: public IState, public IMatchObserver    {        public:            NormalState (const std::string &characterName);            virtual void activate (void);            virtual void endOfMatch (IPlayer::PlayerSide winner,                                     uint32_t leftPlayerScore,                                     uint32_t rightPlayerScore);            virtual void joyMotion (uint8_t joystick, uint8_t axis,                                    int16_t value);            virtual void joyDown (uint8_t joystick, uint8_t button);            virtual void joyUp (uint8_t joystick, uint8_t button);#if !defined (IS_GP2X_HOST)|| defined (__SYMBIAN32__)            virtual void keyDown (uint32_t key);            virtual void keyUp (uint32_t key);#endif // !IS_GP2X_HOST            virtual void redrawBackground (SDL_Rect *region, SDL_Surface *screen);            virtual void render (SDL_Surface *screen);            virtual void update (uint32_t elapsedTime);            virtual void videoModeChanged (void);        private:            void askTryAgain (void);            const std::string &getCharacterName (void) const;            uint8_t getCurrentOpponentLevel (void) const;            uint32_t getCurrentScore (void) const;            void incrementOpponentLevel (void);            void loadGraphicsResources (void);            bool mustAskTryAgain (void) const;            /// The name of the player's character.            std::string m_CharacterName;            /// The current opponent's level.            uint8_t m_CurrentOpponentLevel;            /// The current human's score.            uint32_t m_CurrentScore;            /// The sound of when you lose.            std::auto_ptr<Sound> m_SoundLose;            /// The sound of when you win.            std::auto_ptr<Sound> m_SoundWin;            /// Tells if we need to ask the user to try again.            bool m_TryAgain;            /// The winner of a match.            IPlayer::PlayerSide m_Winner;    };}#endif // !AMOEBAX_NORMAL_STATE_H

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