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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_BUSTOUT_WINDOW_H__
- #define __GAME_BUSTOUT_WINDOW_H__
- class idGameBustOutWindow;
- typedef enum {
- POWERUP_NONE = 0,
- POWERUP_BIGPADDLE,
- POWERUP_MULTIBALL
- } powerupType_t;
- class BOEntity {
- public:
- bool visible;
- idStr materialName;
- const idMaterial * material;
- float width, height;
- idVec4 color;
- idVec2 position;
- idVec2 velocity;
- powerupType_t powerup;
- bool removed;
- bool fadeOut;
- idGameBustOutWindow * game;
-
- public:
- BOEntity(idGameBustOutWindow* _game);
- virtual ~BOEntity();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow* _game );
- void SetMaterial(const char* name);
- void SetSize( float _width, float _height );
- void SetColor( float r, float g, float b, float a );
- void SetVisible( bool isVisible );
- virtual void Update( float timeslice, int guiTime );
- virtual void Draw(idDeviceContext *dc);
- private:
- };
- typedef enum {
- COLLIDE_NONE = 0,
- COLLIDE_DOWN,
- COLLIDE_UP,
- COLLIDE_LEFT,
- COLLIDE_RIGHT
- } collideDir_t;
- class BOBrick {
- public:
- float x;
- float y;
- float width;
- float height;
- powerupType_t powerup;
- bool isBroken;
- BOEntity *ent;
- public:
- BOBrick();
- BOBrick( BOEntity *_ent, float _x, float _y, float _width, float _height );
- ~BOBrick();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile, idGameBustOutWindow *game );
- void SetColor( idVec4 bcolor );
- collideDir_t checkCollision( idVec2 pos, idVec2 vel );
- private:
- };
- #define BOARD_ROWS 12
- class idGameBustOutWindow : public idWindow {
- public:
- idGameBustOutWindow(idUserInterfaceLocal *gui);
- idGameBustOutWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
- ~idGameBustOutWindow();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile );
- virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
- virtual void PostParse();
- virtual void Draw(int time, float x, float y);
- virtual const char* Activate(bool activate);
- virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
- idList<BOEntity*> entities;
- private:
- void CommonInit();
- void ResetGameState();
- void ClearBoard();
- void ClearPowerups();
- void ClearBalls();
- void LoadBoardFiles();
- void SetCurrentBoard();
- void UpdateGame();
- void UpdatePowerups();
- void UpdatePaddle();
- void UpdateBall();
- void UpdateScore();
- BOEntity * CreateNewBall();
- BOEntity * CreatePowerup( BOBrick *brick );
- virtual bool ParseInternalVar(const char *name, idParser *src);
- private:
- idWinBool gamerunning;
- idWinBool onFire;
- idWinBool onContinue;
- idWinBool onNewGame;
- idWinBool onNewLevel;
- float timeSlice;
- bool gameOver;
- int numLevels;
- byte * levelBoardData;
- bool boardDataLoaded;
- int numBricks;
- int currentLevel;
- bool updateScore;
- int gameScore;
- int nextBallScore;
- int bigPaddleTime;
- float paddleVelocity;
- float ballSpeed;
- int ballsRemaining;
- int ballsInPlay;
- bool ballHitCeiling;
- idList<BOEntity*> balls;
- idList<BOEntity*> powerUps;
- BOBrick *paddle;
- idList<BOBrick*> board[BOARD_ROWS];
- };
- #endif //__GAME_BUSTOUT_WINDOW_H__
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