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📄 gameobject.h

📁 一个类似坦克大战的小小游戏
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/**************************************************************************************
	Project  Name			: Map Edit of my game
	Module Name				: The base class of object.
	File Name				: GameObject.h: interface for the CObject class. 
	Create					: 2007-7-5, by Vigame
	Update					: 2007-7-8, deleted the data CObjectTexture *m_pTexture, added
							  class CGameResource, when we should use pic, we use objType
							  and m_nTextureIndex to find a pic in class CGameResource, 
							  draw it in CGraphics. by Vigame.
	Copyright				: 
	Reference				: 
	Abstrct					: The descriptions of all objects.
 **************************************************************************************/

#if !defined(AFX_OBJECT_H__9ADB7DE7_6608_4678_8875_A37737257C2E__INCLUDED_)
#define AFX_OBJECT_H__9ADB7DE7_6608_4678_8875_A37737257C2E__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "myd3d.h"
#include "GlobalDefs.h"


class CGameObject  
{
public:
	CGameObject();
	virtual ~CGameObject();

	bool operator <(const CGameObject &)const;	// For display sort
	bool operator >(const CGameObject &)const;

public:
	int GetWidth();
	int GetHeight();
	int GetIndex();

	// Draw() fuction must be used only between BeginScene() and EndScene()
	void Draw(LPDIRECT3DDEVICE9 &pDevice,	int x, int y);
	void Draw(LPDIRECT3DTEXTURE9 &pTexture, LPDIRECT3DDEVICE9 &pDevice, int x, int y);
	void Draw(LPDIRECT3DTEXTURE9 &pTexture, LPDIRECT3DDEVICE9 &pDevice,
					int x, int y, int width, int height, DWORD diffuse);

//	BOOL CreateTexture(LPDIRECT3DDEVICE9 pDevice, LPCTSTR inFileName, DWORD inColorKey);

public:
	// The coordinate
	int m_nX;
	int m_nY;

	// The size
	int m_nWidth;
	int m_nHeight;

	int m_nHp;		// The objet's HP, if HP < 0, it disappeared

	Object_Type m_objType;	// The type
	int m_nTextureIndex;	// The index of eatch type object's picture
	int m_nIndex;			// The index of the object

	LPDIRECT3DTEXTURE9 m_pTexture;	// IDirect3DTexture9 interface

//	CObjectTexture *m_pTexture;	// DELETED by Vigame, 2007-7-8

};

// This list is used to save the object can't move, like mountain,
// reef, walls and so on. if we want save the cartoon, we should
// not use this structure.
/*
typedef struct _STILL_LIFE_LIST_TYPE
{
	CGameObject objStill;	// The object data		
	int nIndex;				// The index of the object
	_STILL_LIFE_LIST_TYPE *pNext;
} STILL_LIFE_LIST_TYPE;
*/
#endif // !defined(AFX_OBJECT_H__9ADB7DE7_6608_4678_8875_A37737257C2E__INCLUDED_)

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