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📄 gameapp.cpp

📁 超级玛丽
💻 CPP
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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. 
// 
//-------------------------------------------------------------------------------------

#include <stdio.h>

#include "GameApp.h"

#include "GameState.h"

#include "MeshEffect.hpp"

#include "GameStateLogo.hpp"
#include "GameStateSplash.hpp"
#include "GameStateLoading.hpp"
#include "GameStatePlay.hpp"
#include "GameStateOver.hpp"


GameApp::GameApp(JGE *engine): JApp(engine)
{
	for (int i=GAME_STATE_LOGO;i<=GAME_STATE_OVER;i++)
		mGameStates[i] = NULL;

}


GameApp::~GameApp()
{

}


void GameApp::Create()
{
	mGameStates[GAME_STATE_LOGO] = new GameStateLogo(this);
	mGameStates[GAME_STATE_LOGO]->Create();

	mGameStates[GAME_STATE_SPLASH] = new GameStateSplash(this);
	mGameStates[GAME_STATE_SPLASH]->Create();

	mGameStates[GAME_STATE_LOADING] = new GameStateLoading(this);
	mGameStates[GAME_STATE_PLAY] = new GameStatePlay(this);

	mGameStates[GAME_STATE_OVER] = new GameStateOver(this);
	mGameStates[GAME_STATE_OVER]->Create();

	mCurrentState = NULL;
	mNextState = mGameStates[GAME_STATE_LOGO];
}


void GameApp::LoadGameStates()
{
	mGameStates[GAME_STATE_PLAY]->Create();
}


void GameApp::Destroy()
{
	
	for (int i=GAME_STATE_SPLASH;i<GAME_STATE_PLAY;i++)
	{
		if (mGameStates[i])
		{
			mGameStates[i]->Destroy();
			delete mGameStates[i];
		}
	}
}

void GameApp::Clear()
{
	
	for (int i=GAME_STATE_SPLASH;i< GAME_STATE_PLAY;i++)
	{
		if (mGameStates[i])
		{
			mGameStates[i]->Destroy();
			mGameStates[i] = NULL;
		}
	}
}


void GameApp::Update()
{

	if (mEngine->GetButtonClick(PSP_CTRL_TRIANGLE))	// do a screen shot when TRIANGLE is pressed
	{
		char s[80];
		sprintf(s, "ms0:/screenshot.png");
		mEngine->ScreenShot(s);
	}

//	if (mEngine->GetButtonClick(PSP_CTRL_CROSS))		// exit when the CROSS is pressed
//	{
//		mEngine->End();
//		return;
//	}

	if (mCurrentState != NULL)
		mCurrentState->Update();

	if (mNextState != NULL)
	{
		if (mCurrentState != NULL)
			mCurrentState->End();

		mCurrentState = mNextState;
		mCurrentState->Start();

		mNextState = NULL;
	}
}


void GameApp::Render()
{

	if (mCurrentState != NULL)
	{
		mCurrentState->Render();
	}
	
}

void GameApp::SetNextState(int state)
{
	mNextState = mGameStates[state];
}

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