📄 game.h
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/**************************************************************************************
Project Name : Pirates of the Caribbean
Module Name : Game
File Name : Game.h: interface for the CGame class.
Create : 2007-7-16, by Vigame
Update : 2007-7-27, Added the fuction ProcessEvent() to get events
of the mp3 graph and process it.
Copyright :
Reference :
Abstrct : Game process
**************************************************************************************/
#ifndef __H_Game__
#define __H_Game__
#pragma once
#include "GameResource.h"
#include "Graphics.h"
#include "GameInput.h"
#include "GameSound.h"
#include "GameMp3.h"
#include "GameObject.h"
#include "PlayerShip.h"
#include "ComputerShip.h"
#include "GameMap.h"
#include "Fireworks.h"
#include "Bonus.h"
#include <list>
using namespace std;
typedef enum _GAME_STATE
{
GS_Title = 0,
GS_Over,
GS_Win,
GS_Run,
GS_Exit
} Game_State;
typedef enum _GAME_TYPE
{
GT_SinglePlayer, // One player play with computer
GT_MultiPlayer, // Two player play with computer
GT_FreeForAll // Free for all
} Game_Type;
const int MAX_ENEMY = 5;
const int ENEMY_KILLED_PASSED = 20;
const int MAX_BONUS = 3;
class CGame
{
public:
CGame(void);
virtual ~CGame(void);
public:
// About systems
BOOL Init(HWND hWnd, HINSTANCE hInstance);
void Release();
BOOL Run();
void ResetMap();
void ResetGame();
BOOL LoadMap();
BOOL LoadLevel();
void Render();
void ProcessInput();
void ProcessBullet();
void ProcessScenery();
void ProcessEnemy();
void DrawBackground();
void DrawGameState(int inState);
void Sort();
// About sound
BOOL LoadBackgroundMusic();
void PlayBackgroundMusic();
void StopBackgroundMusic();
void ProcessEvent();
// About Ships
void CreatePlayer1();
void CreatePlayer2();
void PlayerReborn(int inIndex);
void CreateEnemy();
void CreateBonus(int &x, int &y);
public:
Game_State m_gameState;
Game_Type m_gameType;
CGameMap *m_pMap;
private:
HWND m_hWnd;
CPlayerShip m_playerShip[2]; // Player's warship
CGameObject m_backGround; // Texture -- sea
CBonus m_bonus[MAX_BONUS];
list<CComputerShip> m_listEnemy; // List of the computer ships
list<CGameObject> m_listScenery; // List of the scenery
list<CFireworks> m_listFireworks; // List of the fireworks
list<CGameObject> m_listSort;
CGameResource *m_pResource;
CGraphics *m_pGraphics;
CGameInput *m_pInput;
CGameSound *m_pSound;
CGameMp3 *m_pMp3;
int m_nEnemyCount;
int m_nLevel;
int m_nEnemyKilled;
char m_sLevelPath[256];
private:
DWORD m_timeCreateEnemy;
};
#endif
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