tournamentstate.h
来自「Source code (C++) of the Amoebax game fo」· C头文件 代码 · 共 139 行
H
139 行
//// 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_TOURNAMENT_STATE_H)#define AMOEBAX_TOURNAMENT_STATE_H#include "IMatchObserver.h"#include "IState.h"#include "IPlayer.h"namespace Amoebax{ /// /// \class TournamentState. /// \brief Tournament mode. /// class TournamentState: public IState, public IMatchObserver { public: /// /// \struct Player /// \brief A player of the tournament. /// struct Player { /// The name of the player's character. std::string name; /// The index of the player's characer. uint8_t characterIndex; /// Tells the computer level, if isComputerPlayer is \a true. uint8_t computerPlayerLevel; /// Tells if the players is computer controlled or not. bool isComputerPlayer; /// The player's score. uint32_t score; }; TournamentState (const std::vector <Player> &players); ~TournamentState (void); 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 bool shouldBePaused (void) { return true; } virtual void update (uint32_t elapsedTime); virtual void videoModeChanged (void); private: /// /// \struct Match /// \brief A match between two players. /// struct Match { /// The parent match of this match. Used to level up the winner. Match *parent; /// The match's children. To traverse the tree. std::pair<Match *, Match *> children; /// The players that "fight" in this match. std::pair<Player, Player> opponents; }; void createMatchTree (const std::vector<Player> &players); void deleteMatch (Match *match); IState *getBestTwoPlayersState (const Player &leftCharacter, const Player &rightCharacter); Match *getCurrentMatch (void); int32_t getCurrentMatchBlinkTime (void) const; int32_t getCurrentMatchStartTime (void) const; IPlayer *getMatchPlayer (const Player &player, IPlayer::PlayerSide side) const; void loadGraphicResources (void); void renderMatch (Match *match, SDL_Surface *screen, uint16_t x, uint8_t level = 0); bool showCurrentOpponents (void) const; void setCurrentMatch (Match *match); void setCurrentMatchBlinkTime (int32_t blinkTime); void setCurrentMatchStartTime (int32_t startTime); void setShowCurrentOpponents (bool showCurrentOpponents); void startCurrentMatch (void); /// The current match. Match *m_CurrentMatch; /// The background. std::auto_ptr<Surface> m_Background; /// The background music. std::auto_ptr<Music> m_BackgroundMusic; /// The time for toggling the show current match. int32_t m_CurrentMatchBlinkTime; /// The time for starting the current match. int32_t m_CurrentMatchStartTime; /// The player's faces. std::auto_ptr<Surface> m_Faces; /// Horizontal offset of players. std::vector<uint16_t> m_HorizontalOffset; /// The matches. Match m_Matches; /// The number of players. size_t m_NumPlayers; /// Tells if show the current match's opponents. bool m_ShowCurrentOpponents; /// The sound of when you lose. std::auto_ptr<Sound> m_SoundLose; /// The sound of when you win. std::auto_ptr<Sound> m_SoundWin; /// Vertical position of players. std::vector<uint16_t> m_VerticalPosition; };}#endif // !AMOEBAX_TOURNAMENT_STATE_H
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