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GameObject.cpp
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274 lines (254 loc) · 5.5 KB
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#include "GameObject.h"
/************************************************************************/
/* Dynamic Gesture TimerProcess */
/************************************************************************/
// constructor
GameObject::GameObject( HWND & hd )
{
this->hwnd = hd;
}
GameObject::GameObject()
{
}
// set window handle
void GameObject::SetHWND( HWND & hd )
{
this->hwnd = hd;
}
HWND GameObject::getHWND()
{
return this->hwnd;
}
// change game state
void GameObject::ChangeToState( GameState gs )
{
// 1. clear info
switch(myGameState)
{
case GS_Menu:
myGameMenu.ClearBeforeLeave();
break;
case GS_Playing:
myGamePlaying.ClearBeforeLeave();
break;
case GS_Result:
myGameResult.ClearBeforeLeave();
break;
}
// start
myGameState = gs;
switch(gs)
{
case GS_Menu:
myGameMenu.Start();
break;
case GS_Playing:
myGamePlaying.Start();
break;
case GS_Result:
myGameResult.Start();
break;
}
}
// game start
void GameObject::GameStart()
{
// create DC
g_hdc = GetDC(hwnd);
g_mdc = CreateCompatibleDC(g_hdc);
HBITMAP whiteBmp = CreateCompatibleBitmap(g_hdc,WINDOW_WIDTH,WINDOW_HEIGHT);
SelectObject(g_mdc,whiteBmp);
g_bufdc = CreateCompatibleDC(g_hdc);
// hwnd
myGameMenu.setHWND(hwnd);
myGamePlaying.setHWND(hwnd);
myGameResult.setHWND(hwnd);
// Initialization
myGameMenu.Init();
myGamePlaying.Init();
myGameResult.Init();
// set the initial state--- gameMenu
myGameState = GS_Menu;
myGameMenu.Start();
//myGameState = GS_Result;
//myGameResult.Start();
//myGameState = GS_Playing;
//myGamePlaying.Start();
}
// game update
// state change: 1) kinect event. in GameUpdate 2) mouse event . in OnWindowMessage
void GameObject::GameUpdate()
{
// update each game state
switch (myGameState)
{
case GS_Menu:
myGameMenu.Update();
if (myGameMenu.isGo2Play)
{
ChangeToState(GS_Playing);
}
break;
case GS_Playing:
myGamePlaying.Update();
if (myGamePlaying.isGameOver)
{
ChangeToState(GS_Result);
}
break;
case GS_Result:
myGameResult.Update();
if (myGameResult.isGo2Play)
{
ChangeToState(GS_Playing);
}
break;
}
}
// game end
void GameObject::GameEnd()
{
// state
myGameMenu.Destroy();
myGamePlaying.Destroy();
myGameResult.Destroy();
// release the DC
DeleteDC(g_bufdc);
DeleteDC(g_mdc);
ReleaseDC(hwnd,g_hdc);
}
void GameObject::OnWindowMessage( HWND hwnd, UINT message,WPARAM wParam, LPARAM lParam )
{
switch(myGameState)
{
case GS_Menu:
switch(message)
{
case WM_LBUTTONUP:
ChangeToState(GS_Playing);
break;
default:
break;
}
break;
case GS_Playing:
switch(message)
{
case WM_KINECT_GESTURE_TRIGGER:
switch( (int) wParam )
{
case GAME_GESTURE_LEFT_MOVE:
myGamePlaying.iPlayerPositionX -= HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionX < 0)
{
myGamePlaying.iPlayerPositionX = 0;
}
break;
case GAME_GESTURE_RIGHT_MOVE:
myGamePlaying.iPlayerPositionX += HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionX > WINDOW_WIDTH - HERO_SIZE_WIDTH)
{
myGamePlaying.iPlayerPositionX = WINDOW_WIDTH - HERO_SIZE_WIDTH;
}
break;
case GAME_GESTURE_UP_MOVE:
myGamePlaying.iPlayerPositionY -= HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionY < 0)
{
myGamePlaying.iPlayerPositionY = 0;
}
break;
case GAME_GESTURE_DOWN_MOVE:
myGamePlaying.iPlayerPositionY += HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionY > WINDOW_HEIGHT - HERO_SIZE_HEIGHT)
{
myGamePlaying.iPlayerPositionY = WINDOW_HEIGHT - HERO_SIZE_HEIGHT;
}
break;
case GAME_GESTURE_GIVE_UP:
//::SendMessage(this->hwnd,WM_CLOSE,0,0);
myGamePlaying.isGiveUp = true;
break;
case GAME_GESTURE_ALL_KILL_1:
if (!myGamePlaying.isAllKilledTemp1)
{
myGamePlaying.isAllKilledTemp1 = true;
SetTimer(this->hwnd,GAME_DYNAMIC_GESTURE_TIMER,1200,NULL);
}
break;
case GAME_GESTURE_ALL_KILL_2:
if (myGamePlaying.isAllKilledTemp1)
{
myGamePlaying.isAllKilledTemp1 = false;
myGamePlaying.isAllKilled = true;
}
break;
default:
break;
}
break;
case WM_KEYDOWN:
switch(wParam)
{
case 0x41:
case VK_LEFT:
myGamePlaying.iPlayerPositionX -= HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionX < 0)
{
myGamePlaying.iPlayerPositionX = 0;
}
break;
case 0x44:
case VK_RIGHT:
myGamePlaying.iPlayerPositionX += HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionX > WINDOW_WIDTH - HERO_SIZE_WIDTH)
{
myGamePlaying.iPlayerPositionX = WINDOW_WIDTH - HERO_SIZE_WIDTH;
}
break;
case 0x57:
case VK_UP:
myGamePlaying.iPlayerPositionY -= HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionY < 0)
{
myGamePlaying.iPlayerPositionY = 0;
}
break;
case 0x53:
case VK_DOWN:
myGamePlaying.iPlayerPositionY += HERO_MOVE_SPEED;
if (myGamePlaying.iPlayerPositionY > WINDOW_HEIGHT - HERO_SIZE_HEIGHT)
{
myGamePlaying.iPlayerPositionY = WINDOW_HEIGHT - HERO_SIZE_HEIGHT;
}
break;
}
break;
case WM_LBUTTONDOWN:
myGamePlaying.bIsMouseDown = true;
GetCursorPos(&(myGamePlaying.pPreMousePoint));
break;
case WM_LBUTTONUP:
myGamePlaying.bIsMouseDown = false;
break;
default:
break;
}
break;
case GS_Result:
switch(message)
{
case WM_LBUTTONUP:
ChangeToState(GS_Playing);
break;
default:
break;
}
break;
}
}
void GameObject::ProcessDynamicGesture()
{
myGamePlaying.isAllKilledTemp1 = false;
KillTimer(hwnd,GAME_DYNAMIC_GESTURE_TIMER);
}