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📄 gamestate.h

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//-------------------------------------------------------------------------------------
//
// This is part of MarioDemo, a platformer demo for JGE++
// 
// Copyright (C) 2006 James Hui (a.k.a. Dr.Watson)
// 
// 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., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
// 
// Bugs and comments can be forwarded to jhkhui@yahoo.com. 
// 
//-------------------------------------------------------------------------------------

#ifndef _GAME_STATE_H_
#define _GAME_STATE_H_

#include "../../JGE/include/JApp.h"
#include "../../JGE/include/JGE.h"
#include "../../JGE/include/JSprite.h"


#define FADING_SPEED		0.35f

enum _gameSates
{
	GAME_STATE_LOGO,
	GAME_STATE_SPLASH,
	GAME_STATE_LOADING,
	GAME_STATE_MENU,
	GAME_STATE_PLAY,
	GAME_STATE_OVER

};


class GameApp;

class GameState
{
protected:
	GameApp* mApp;
	JGE* mEngine;

public:
	GameState(GameApp* app) : mApp(app)
	{
		mEngine = mApp->GetJGE();
	}

	virtual ~GameState() {}

	virtual void Create() {}
	virtual void Destroy() {}

	virtual void Start() {}
	virtual void End() {}
	
	virtual void Update() = 0;
	virtual void Render() = 0;

	JGE* GetJGE() { return mEngine; }
};


#endif

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