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class CGame { public: tbModel* m_pLevelModel; tbModel* m_pPaddleModel; tbModel* m_pBallModel; tbModel* m_apBlockModel[4]; tbModel* m_apExtraModel[19]; tbModel* m_apProjectileModel[2]; CBall* m_pBall; BOOL m_bPaused; BOOL m_bGameOver; BOOL m_bJackpot; BOOL m_bExtraLife; int m_iLevel; int m_iTriesLeft; int m_iScore; int m_iMulti; char m_cExtraText[20]; tbVector3 m_vPaddlePos; tbVector3 m_vPaddleVel; tbVector3 m_vBallVel; tbVector3 m_vBallPos; float m_fLevelTime; float m_fExtraTime; CBall m_aBall[16]; CBlock m_aBlock[64]; CExtra m_aExtra[19]; CProjectile m_aProjectile[2]; inline CGame() {ZeroMemory(this, sizeof(CGame));} inline MultiCreate() {m_iMulti = tbIntRandom(2, 5);} tbResult Init(); tbResult Exit(); tbResult Load(); tbResult Unload(); tbResult Move(float fTime); tbResult Render(float fTime); tbResult InitLevel(int iLevel); int CreateBall(tbVector3 vPosition, tbVector3 vVelocity, BOOL bGrabbed); tbResult CreateBlockRow(char* pcBlocks, tbVector3 vStartPos); void CreateExtra(tbVector3 vPosition, tbVector3 vVelocity); void CreateProjectile(tbVector3 vPosition, tbVector3 vVelocity, DWORD dwProjectileType); }; |
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// __________________________________________________________________ // Lädt den Spielzustand tbResult CGame::Load() { char acFilename[256]; m_pLevelModel = new tbModel; if(m_pLevelModel->Init("Data\\Level.tbm", "Data\\")) TB_ERROR("Fehler beim Laden des Levelmodells!", TB_ERROR); m_pPaddleModel = new tbModel; if(m_pPaddleModel->Init("Data\\Paddle.tbm", "Data\\")) TB_ERROR("Fehler beim Laden des Schlägermodells!", TB_ERROR); m_pBallModel = new tbModel; if(m_pBallModel->Init("Data\\Ball.tbm", "Data\\")) TB_ERROR("Fehler beim Laden des Ballmodells!", TB_ERROR); for(DWORD b = 0; b < 4; b++) { sprintf(acFilename, "Data\\Block%d.tbm", b + 1); m_apBlockModel[b] = new tbModel; if(m_apBlockModel[b]->Init(acFilename, "Data\\")) TB_ERROR("Fehler beim Laden eines Blockmodells!", TB_ERROR); } for(DWORD e = 0; e < 19; e++) { sprintf(acFilename, "Data\\Extra%d.tbm", e + 1); m_apExtraModel[e] = new tbModel; if(m_apExtraModel[e]->Init(acFilename, "Data\\")) TB_ERROR("Fehler beim Laden eines Extramodells!", TB_ERROR); } m_apProjectileModel[0] = new tbModel; if(m_apProjectileModel[0]->Init("Data\\Projektil1.tbm", "Data\\")) TB_ERROR("Fehler beim Laden eines Projektilmodells!", TB_ERROR); m_apProjectileModel[1] = new tbModel; if(m_apProjectileModel[1]->Init("Data\\Projektil2.tbm", "Data\\")) TB_ERROR("Fehler beim Laden eines Projektilmodells!", TB_ERROR); return TB_OK; } // __________________________________________________________________ // Entlädt den Spielzustand tbResult CGame::Unload() { TB_SAFE_DELETE(m_pLevelModel); TB_SAFE_DELETE(m_pPaddleModel); TB_SAFE_DELETE(m_pBallModel); for(DWORD b = 0; b < 4; b++) TB_SAFE_DELETE(m_apBlockModel[b]); for(DWORD e = 0; e < 19; e++) TB_SAFE_DELETE(m_apExtraModel[e]); TB_SAFE_DELETE(m_apProjectileModel[0]); TB_SAFE_DELETE(m_apProjectileModel[1]); return TB_OK; } // __________________________________________________________________ // Bewegt den Spielzustand tbResult CGame::Move(float fTime) { ............. if((m_aExtra[17].m_bActive == TRUE) && (m_fExtraTime >= 0.0f)) { sprintf(m_cExtraText, "Laser Pad"); m_fExtraTime -= fTime; for(int iExtra = 0; iExtra < 19; iExtra++) { if(iExtra != 17) { m_aExtra[iExtra].m_bActive = FALSE; } } } else if((m_aExtra[17].m_bActive == TRUE) && (m_fExtraTime < 0.0f)) { sprintf(m_cExtraText, ""); m_aExtra[17].m_bActive = FALSE; } if((m_aExtra[17].m_bActive == TRUE) && (g_pbButtons[TB_KEY_SPACE]) && (!m_aProjectile[0].m_bExists)) { CreateProjectile(m_vPaddlePos + 0.25f, tbVector3(0.0, 0.0f, 10.0f), 0); } if((m_aExtra[18].m_bActive == TRUE) && (m_fExtraTime >= 0.0f)) { sprintf(m_cExtraText, "Rocket Pad"); m_fExtraTime -= fTime; for(int iExtra = 0; iExtra < 19; iExtra++) { if(iExtra != 18) { m_aExtra[iExtra].m_bActive = FALSE; } } } else if((m_aExtra[18].m_bActive == TRUE) && (m_fExtraTime < 0.0f)) { sprintf(m_cExtraText, ""); m_aExtra[18].m_bActive = FALSE; } if((m_aExtra[18].m_bActive == TRUE) && (g_pbButtons[TB_KEY_SPACE]) && (!m_aProjectile[0].m_bExists)) { CreateProjectile(m_vPaddlePos + 0.25f, tbVector3(0.0, 0.0f, 10.0f), 1); } .......................... if(m_aProjectile[0].m_bExists) m_aProjectile[0].Move(fTime); if(m_aProjectile[1].m_bExists) m_aProjectile[1].Move(fTime); .......................... // __________________________________________________________________ // Rendert den Spielzustand tbResult CGame::Render(float fTime) { .......................... if(m_aProjectile[0].m_bExists) m_aProjectile[0].Render(fTime, 0); if(m_aProjectile[1].m_bExists) m_aProjectile[1].Render(fTime, 1); // __________________________________________________________________ // Initialisiert einen Level tbResult CGame::InitLevel(int iLevel) { DWORD dwBall; g_pImpact->m_apSound[2]->PlayAvailableBuffer(); m_iLevel = iLevel; m_bPaused = FALSE; m_bGameOver = FALSE; m_fLevelTime = 0.0f; m_vPaddlePos = tbVector3(0.0f, 0.0f, -8.5f); m_vPaddleVel = tbVector3(0.0f); ZeroMemory(m_aBall, sizeof(CBall)); ZeroMemory(m_aBlock, 64 * sizeof(CBlock)); ZeroMemory(m_aExtra, 19 * sizeof(CExtra)); ZeroMemory(m_aProjectile, 2 * sizeof(CProjectile)); ....................... // __________________________________________________________________ // Erstellt ein Projektil void CGame::CreateProjectile(tbVector3 vPosition, tbVector3 vVelocity, DWORD dwProjectileType) { m_aProjectile[dwProjectileType].m_bExists = TRUE; m_aProjectile[dwProjectileType].m_pGame = this; m_aProjectile[dwProjectileType].m_vPosition = vPosition; m_aProjectile[dwProjectileType].m_vVelocity = vVelocity; } |
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// __________________________________________________________________ // Verwendete Symbole vordeklarieren class CGame; // __________________________________________________________________ // Klasse für ein Projektil class CProjectile { public: BOOL m_bExists; CGame* m_pGame; tbVector3 m_vPosition; tbVector3 m_vVelocity; inline CProjectile() {ZeroMemory(this, sizeof(CProjectile));} tbResult Move(float fTime); tbResult Render(float fTime, DWORD dwProjectileModel); tbVector3 GetPos() {return m_vPosition;} }; |
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#include "Impact.h" // __________________________________________________________________ // Bewegt ein Projektil tbResult CProjectile::Move(float fTime) { tbVector3 vBlock; int iSound; int iBuffer; for(DWORD dwBlock = 0; dwBlock < 64; dwBlock++) { if(m_pGame->m_aBlock[dwBlock].m_iEnergy > 0) { vBlock = m_pGame->m_aBlock[dwBlock].m_vPosition; if(m_vPosition.x >= vBlock.x - 1.0f && m_vPosition.x <= vBlock.x + 1.0f && m_vPosition.z >= vBlock.z - 0.5f && m_vPosition.z <= vBlock.z + 0.5f) { if(m_pGame->m_aProjectile[0].m_bExists) { iSound = tbIntRandom(8, 11); iBuffer = g_pImpact->m_apSound[iSound]->PlayAvailableBuffer(); if(iBuffer != -1) { g_pImpact->m_apSound[iSound]->SetFrequency(iBuffer, 44100 + tbIntRandom(-5000, 5000)); } m_pGame->m_iScore += 100; m_pGame->m_aBlock[dwBlock].m_iEnergy--; m_bExists = FALSE; } if(m_pGame->m_aProjectile[1].m_bExists) m_pGame->m_aBlock[dwBlock].m_iEnergy = 0; if(m_pGame->m_aBlock[dwBlock].m_iEnergy <= 0) { m_pGame->m_iScore += m_pGame->m_aBlock[dwBlock].m_iType * 1000; } } break; } } m_vPosition += m_vVelocity * fTime; if(m_vPosition.z < 4.25f) { m_bExists = FALSE; } return TB_OK; } // _________________________________________________________________ // Rendert ein Projektil tbResult CProjectile::Render(float fTime, DWORD dwProjectileModel) { tbMatrix mWorld; mWorld = tbMatrixTranslation(GetPos()); tbDirect3D::SetTransform(D3DTS_WORLD, mWorld); m_pGame->m_apProjectileModel[dwProjectileModel]->Render(); return TB_OK; } |
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