📄 gamesession.h
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// GameSession.h: interface for the CGameSession class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GAMESESSION_H__016E469D_4F18_46F3_B548_8AD3F68C3CB0__INCLUDED_)
#define AFX_GAMESESSION_H__016E469D_4F18_46F3_B548_8AD3F68C3CB0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "GameSection.h"
#include "GameIntro.h"
#include <vcg/Point3.h>
#include <list>
#include "Bullet.h"
#include "Ast.h"
#include "Ship.h"
#include "Stars.h"
#include "Utility.h"
#include "Audio.h"
#include "Extern.h"
using namespace vcg;
using namespace std;
class CGameSession : public CGameSection
{
public:
CGameSession();
virtual ~CGameSession();
enum {AstNum=8};
list<CBullet *> ActiveBullet;
list<CAst *> ActiveAst;
list<CGameObj *> ActiveObj;
CStars SB;
CShip *S;
CUtility m_Utility;
void Update(int dt);
int Draw();
void Clip(Point3f &p)
{
if(p.x() > SpaceSize) p.x() -=2*SpaceSize;
if(p.y() > SpaceSize) p.y() -=2*SpaceSize;
if(p.x() <-SpaceSize) p.x() +=2*SpaceSize;
if(p.y() <-SpaceSize) p.y() +=2*SpaceSize;
};
void Shoot();
void KeyDown(UINT nChar);
void KeyUp(UINT nChar);
void Reshape(int w, int h);
void Init(int _score=0, int _lives=3);
// 暂停游戏
void Pause ()
{PauseFlag =! PauseFlag;}
// 结束游戏
void End();
int SpaceSize;
void AstShipCollision(CAst *a);
void BulletAstCollision(CBullet *b);
int deadpause;
int endlevelpause;
// 是否暂停
bool PauseFlag;
// 当前积分
int Score;
// 当前的生命数
int Lives ;
};
#endif // !defined(AFX_GAMESESSION_H__016E469D_4F18_46F3_B548_8AD3F68C3CB0__INCLUDED_)
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