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Ned's Turkey Farm
A Simple 2.5D Side Scroller
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The game class. More...
#include <Game.h>


Public Member Functions | |
| ~CGame () | |
| Destructor. | |
| void | FireGun () |
| Fire the plane's gun. | |
| void | Initialize () |
| Initialize the game. | |
| void | ProcessFrame () |
| Process an animation frame. | |
| void | Release () |
| Release the renderer. | |
Public Member Functions inherited from CCommon | |
| float | Wrap (float) |
| Wrap horizontal distance. | |
Private Member Functions | |
| void | LoadSprites () |
| Start loading sprites. | |
| void | LoadSounds () |
| Load sounds. | |
| void | BeginGame () |
| Begin playing the game. | |
| void | KeyboardHandler () |
| The keyboard handler. | |
| void | RenderFrame () |
| Render an animation frame. | |
| void | CreateObjects () |
| Create game objects. | |
| void | CreateCrows (int, float) |
| Create crows. | |
| void | CreateTrees () |
| Create trees. | |
| void | CreateClouds (eSprite, int, float, float, float, float) |
| Create clouds. | |
| void | CreateFence (int) |
| Create fence. | |
| void | ProcessGameState () |
| Process game state. | |
| void | DrawFrameRateText () |
| Draw frame rate text to screen. | |
| void | ChangeDrawMode () |
| Change draw mode. | |
Additional Inherited Members | |
Static Protected Attributes inherited from CCommon | |
| static CRenderer * | m_pRenderer = nullptr |
| Pointer to the renderer. | |
| static CObjectManager * | m_pObjectManager = nullptr |
| Pointer to the object manager. | |
| static CPlaneObject * | m_pPlayer = nullptr |
| Pointer to player character. | |
| static float | m_fWorldScale = 2.0f |
| World scale. | |
| static Vector3 | m_vCellSize = Vector3::Zero |
| Cell size. | |
| static UINT | m_nNumCells = 3 |
| Number of cells. | |
| static float | m_fWorldWidth = 0.0f |
| World width. | |
| static eDrawMode | m_eDrawMode = eDrawMode::Playing |
| Draw mode. | |
| static eGameState | m_eGameState = eGameState::Loading |
| Game state. | |
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 particle engine, the object manager, and the wait event. The renderer needs to be deleted before this destructor runs so it will be done elsewhere.
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private |
Call this function to start a new game. This should be re-entrant so that you can restart a new game without having to shut down and restart the program. Clear the particle engine to get rid of any existing particles, delete any old objects out of the object manager and create some new ones.


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private |
Cycle through available draw modes.


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private |
Generate a number of clouds of the same type. All clouds move horizontally at the same speed. Clouds are placed at different Z coordinates, different from the plane, to avoid Z-fighting.
| t | Cloud sprite type. |
| n | Number of clouds of this type to be generated. |
| xvel | Horizontal velocity of clouds. |
| ymin | Smallest altitude. |
| ymax | Largest altitude. |
| zplane | Z coordinate of the plane. |


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private |
Create the crows.
| n | Number of crows. |
| zplane | Z coordinate of the plane. |


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private |
Create a fence line. The fence parts consist of a single post and 2 rails so that that can be placed next to one another. A single post must be placed at the left-hand end.
| n | Number of fence parts. |


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private |
Ask the object manager to create the game objects.


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Create an average of 4 trees per cell of random type and in random places near the front of the cell. Consecutive trees will be different.


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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.

| void CGame::FireGun | ( | ) |
Query the plane as to the position and orientation of the gun muzzle and create a bullet there, going in that direction slightly faster than the plane.


| void CGame::Initialize | ( | ) |
Create, initialize, and load the renderer and the audio player. Create the wait event and the object manager.


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private |
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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private |
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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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.

| void CGame::ProcessFrame | ( | ) |
This function will be called regularly to process and render a frame of animation, which involves the following. Handle inputs. Notify the audio 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 and the camera. Render a frame of animation.


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private |
Process any changes to the current game state. If the game is in state eGameState::Loading and both the renderer and the sound manager have finished loading (which may or may not be multithreaded), then begin the game. If the game is currently playing, then if all NPCs have been killed, then enter the wait state. If the game has been in the wait state for longer than 3 seconds, then restart the game.


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

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private |
Ask the object manager to 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.

