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Ball and Spring Toy
Game Physics with Bespoke Code
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The game class. More...
#include <Game.h>


Public Member Functions | |
| ~CGame () | |
| Destructor. | |
| void | Initialize () |
| Initialize the game. | |
| void | ProcessFrame () |
| Process an animation frame. | |
| void | Release () |
| Release the renderer. | |
Private Member Functions | |
| void | LoadSprites () |
| Start loading sprites. | |
| void | LoadSounds () |
| Start loading sounds. | |
| void | BeginGame () |
| Begin playing the game. | |
| void | KeyboardHandler () |
| The keyboard handler. | |
| void | DrawFrameRateText (const XMVECTORF32 &) |
| Draw frame rate text to screen. | |
| void | RenderFrame () |
| Render an animation frame. | |
| void | ProcessState () |
| Process game state. | |
| void | CreateObjects () |
| Create game objects. | |
Private Attributes | |
| bool | m_bDrawFrameRate = false |
| Draw the frame rate. | |
| eGameState | m_eGameState = eGameState::Loading |
| Game state. | |
Additional Inherited Members | |
Static Protected Attributes inherited from CCommon | |
| static Sage::CSpriteRenderer * | m_pRenderer = nullptr |
| Pointer to the renderer. | |
| static CObjectManager * | m_pObjectManager = nullptr |
| Pointer to the object manager. | |
| static eBody | m_eCurrentBody = (eBody)0 |
| Current body type. | |
The game class is the object-oriented implementation of the game. This class must contain the following public member functions. Initialize() does initialization and will be run exactly once at the start of the game. ProcessFrame() will be called once per frame to create and render the next animation frame. Release() will be called at game exit but before any destructors are run.
| CGame::~CGame | ( | ) |
Delete the object manager. The renderer needs to be deleted before this destructor runs so it will be done elsewhere.
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Set the game state to "playing", clear any old objects out of the object manager and create some new ones.


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Ask the object manager to create the game objects.


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Draw the current frame rate to a hard-coded position in the window. The frame rate will be drawn in a hard-coded position using the font specified in GameSettings.xml.
| color | Text color from Colors::. |

| void CGame::Initialize | ( | ) |
Initialize the game as follows. Set the timer. Create the renderer and the object manager. Load images and sounds from files.


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Poll the keyboard state and respond to the key presses that happened since the last frame. The keys are identified using virtual-key codes.


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Create a media list Sage::CMediaList of eSound. For each sound, insert into the media list a pair consisting of an instance of the sound enumerated type eSound and the corresponding string used in the name field in a <sound> tag in GameSettings.xml. Pass the media list to the sound manager for loading.

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Create a media list Sage::CMediaList of eSprite. For each sprite, insert into the media list a pair consisting of an instance of the sprite enumerated type eSprite and the corresponding string used in the name field in a <sprite> tag in GameSettings.xml. Pass the media list to the renderer for loading.

| void CGame::ProcessFrame | ( | ) |
This function will be called regularly to process and render a frame of animation, which involves the following. Handle keyboard input. Notify the sound player at the start of each frame so that it can prevent multiple copies of a sound from starting on the same frame. Move the game objects. Render a frame of animation. Process any changes to the current game state.


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Process any changes to the current game state. If the game is in state eGameState::Loading and both the renderer and sound manager have finished loading (which may or may not be multithreaded), then begin the game.


| void CGame::Release | ( | ) |
Release all of the DirectX12 objects by deleting the renderer.

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private |
Draw the game objects. The renderer is notified of the start and end of the frame so that it can let Direct3D do its pipelining jiggery-pokery. If the game state indicates that media is still loading, then a Loading... string is drawn at the center of the screen. This function assumes that the font specified in GameSettings.xml has already been loaded. If all media has finished loading, then the game objects are drawn by the object manager.

