Box2D Joint Toy
Game Physics with a 2D Physics Engine
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CGame Class Reference

The game class. More...

#include <Game.h>

Inheritance diagram for CGame:
Collaboration diagram for CGame:

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 BeginGame ()
 Begin playing the game.
 
void KeyboardHandler ()
 The keyboard handler.
 
void RenderFrame ()
 Render an animation frame.
 
void ProcessState ()
 Process game state.
 
void CreateLevel ()
 Create current level.
 

Private Attributes

eGameState m_eGameState = eGameState::Loading
 Game state.
 

Additional Inherited Members

- Static Protected Attributes inherited from CCommon
static b2World * m_pPhysicsWorld = nullptr
 Pointer to Box2D Physics World.
 
static CBox2DRenderer * m_pRenderer = nullptr
 Pointer to the renderer.
 
static CLevelm_pLevel = nullptr
 Pointer to current level.
 
static eLevel m_eCurLevel = eLevel::Windmill
 Current level.
 
static eDrawMode m_eDrawMode = eDrawMode::Sprites
 Draw mode.
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ ~CGame()

CGame::~CGame ( )

Delete the current level and physics world.

Member Function Documentation

◆ BeginGame()

void CGame::BeginGame ( )
private

Create the first level and set game state to playing.

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◆ CreateLevel()

void CGame::CreateLevel ( )
private

Create the current level.

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◆ Initialize()

void CGame::Initialize ( )

Set the timer to a fixed time step. Create the renderer and load images. Create physics world.

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◆ KeyboardHandler()

void CGame::KeyboardHandler ( )
private

Poll the keyboard state and respond to the key presses that happened since the last frame.

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◆ LoadSprites()

void CGame::LoadSprites ( )
private

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.

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◆ ProcessFrame()

void CGame::ProcessFrame ( )

This function will be called regularly to process and render a frame of animation, which involves the following. Handle keyboard input. Move the game objects in physics world. Render a frame of animation. Process any changes to the current game state. There's also some extra processing to be done outside the physics in order to control the motion of the nautilus gears, the car, the pulleys, and the rack-and-pinion.

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◆ ProcessState()

void CGame::ProcessState ( )
private

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.

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◆ Release()

void CGame::Release ( )

Release all of the DirectX12 objects by deleting the renderer.

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◆ RenderFrame()

void CGame::RenderFrame ( )
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 level class.

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